wolf3d-ios/wolf3d/code/iphone/gles_glue.c

152 lines
3.8 KiB
C

/*
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;
}