/* Copyright (C) 2009-2011 id Software LLC, a ZeniMax Media company. This file is part of the WOLF3D iOS v2.1 GPL Source Code. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include "wolfiphone.h" //int registration_sequence; #include "iphone_qgl.h" #ifdef QGL_LOG_GL_CALLS unsigned int QGLLogGLCalls = 1; FILE *QGLDebugFile(void) { return stdout; } #endif void QGLCheckError(const char *message) { GLint err = qglGetError(); if ( err != GL_NO_ERROR ) { printf( "GL ERROR %d from %s\n", err, message ); } } unsigned int QGLBeginStarted = 0; struct Vertex { GLfloat xyz[3]; GLfloat st[2]; GLubyte c[4]; }; #define MAX_VERTS 16384 typedef struct Vertex Vertex; Vertex immediate[ MAX_VERTS ]; Vertex vab; GLushort quad_indexes[MAX_VERTS * 3 / 2 ]; int curr_vertex; GLenum curr_prim; GLuint quad_index_buffer_name; void InitImmediateModeGL() { for ( int i = 0; i < MAX_VERTS * 3 / 2; i+=6 ) { int q = i / 6 * 4; quad_indexes[ i + 0 ] = q + 0; quad_indexes[ i + 1 ] = q + 1; quad_indexes[ i + 2 ] = q + 2; quad_indexes[ i + 3 ] = q + 0; quad_indexes[ i + 4 ] = q + 2; quad_indexes[ i + 5 ] = q + 3; } // Use a VBO for the quad indices, since they never change. glGenBuffers( 1, &quad_index_buffer_name ); glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, quad_index_buffer_name ); glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof( quad_indexes), quad_indexes, GL_STATIC_DRAW ); qglVertexPointer( 3, GL_FLOAT, sizeof( Vertex ), immediate[ 0 ].xyz ); qglTexCoordPointer( 2, GL_FLOAT, sizeof( Vertex ), immediate[ 0 ].st ); qglColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( Vertex ), immediate[ 0 ].c ); qglEnableClientState( GL_VERTEX_ARRAY ); qglEnableClientState( GL_TEXTURE_COORD_ARRAY ); qglEnableClientState( GL_COLOR_ARRAY ); } void pfglBegin( GLenum prim ) { curr_vertex = 0; curr_prim = prim; } void pfglVertex3f( float x, float y, float z ) { assert( curr_vertex < MAX_VERTS ); vab.xyz[ 0 ] = x; vab.xyz[ 1 ] = y; vab.xyz[ 2 ] = z; immediate[ curr_vertex ] = vab; curr_vertex++; } void pfglVertex2i( GLint x, GLint y ) { assert( curr_vertex < MAX_VERTS ); vab.xyz[ 0 ] = (float)x; vab.xyz[ 1 ] = (float)y; vab.xyz[ 2 ] = 0.0f; immediate[ curr_vertex ] = vab; curr_vertex++; } void pfglVertex2f( GLfloat x, GLfloat y ) { assert( curr_vertex < MAX_VERTS ); vab.xyz[ 0 ] = (float)x; vab.xyz[ 1 ] = (float)y; vab.xyz[ 2 ] = 0.0f; immediate[ curr_vertex ] = vab; curr_vertex++; } void pfglColor4ub( GLubyte r, GLubyte g, GLubyte b, GLubyte a ) { vab.c[ 0 ] = r; vab.c[ 1 ] = g; vab.c[ 2 ] = b; vab.c[ 3 ] = a; } void pfglColor4f( GLfloat r, GLfloat g, GLfloat b, GLfloat a ) { vab.c[ 0 ] = (GLubyte) ( r * 255 ); vab.c[ 1 ] = (GLubyte) ( g * 255 ); vab.c[ 2 ] = (GLubyte) ( b * 255 ); vab.c[ 3 ] = (GLubyte) ( a * 255 ); } void pfglTexCoord2i( GLint s, GLint t ) { vab.st[ 0 ] = (float)s; vab.st[ 1 ] = (float)t; } void pfglTexCoord2f( GLfloat s, GLfloat t ) { vab.st[ 0 ] = s; vab.st[ 1 ] = t; } void pfglEnd() { if ( curr_prim == GL_QUADS ) { qglDrawElements( GL_TRIANGLES, curr_vertex / 4 * 6, GL_UNSIGNED_SHORT, (void*)0 ); } else { qglDrawArrays( curr_prim, 0, curr_vertex ); } curr_vertex = 0; curr_prim = 0; }