1 | #include "zgl.h" |
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2 | |
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3 | GLContext *gl_ctx; |
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4 | |
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5 | |
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6 | void initSharedState(GLContext *c) |
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7 | { |
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8 | GLSharedState *s=&c->shared_state; |
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9 | s->lists=gl_zalloc(sizeof(GLList *) * MAX_DISPLAY_LISTS); |
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10 | s->texture_hash_table= |
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11 | gl_zalloc(sizeof(GLTexture *) * TEXTURE_HASH_TABLE_SIZE); |
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12 | |
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13 | alloc_texture(c,0); |
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14 | } |
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15 | |
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16 | void endSharedState(GLContext *c) |
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17 | { |
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18 | GLSharedState *s=&c->shared_state; |
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19 | int i; |
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20 | |
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21 | for(i=0;i<MAX_DISPLAY_LISTS;i++) { |
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22 | /* TODO */ |
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23 | } |
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24 | gl_free(s->lists); |
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25 | |
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26 | gl_free(s->texture_hash_table); |
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27 | } |
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28 | |
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29 | |
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30 | void glInit(void *zbuffer1) |
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31 | { |
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32 | ZBuffer *zbuffer=(ZBuffer *)zbuffer1; |
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33 | GLContext *c; |
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34 | GLViewport *v; |
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35 | int i; |
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36 | |
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37 | c=gl_zalloc(sizeof(GLContext)); |
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38 | gl_ctx=c; |
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39 | |
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40 | c->zb=zbuffer; |
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41 | |
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42 | /* allocate GLVertex array */ |
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43 | c->vertex_max = POLYGON_MAX_VERTEX; |
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44 | c->vertex = gl_malloc(POLYGON_MAX_VERTEX*sizeof(GLVertex)); |
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45 | |
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46 | /* viewport */ |
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47 | v=&c->viewport; |
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48 | v->xmin=0; |
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49 | v->ymin=0; |
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50 | v->xsize=zbuffer->xsize; |
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51 | v->ysize=zbuffer->ysize; |
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52 | v->updated=1; |
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53 | |
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54 | /* shared state */ |
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55 | initSharedState(c); |
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56 | |
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57 | /* lists */ |
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58 | |
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59 | c->exec_flag=1; |
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60 | c->compile_flag=0; |
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61 | c->print_flag=0; |
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62 | |
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63 | c->in_begin=0; |
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64 | |
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65 | /* lights */ |
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66 | for(i=0;i<MAX_LIGHTS;i++) { |
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67 | GLLight *l=&c->lights[i]; |
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68 | l->ambient=gl_V4_New(0,0,0,1); |
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69 | l->diffuse=gl_V4_New(1,1,1,1); |
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70 | l->specular=gl_V4_New(1,1,1,1); |
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71 | l->position=gl_V4_New(0,0,1,0); |
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72 | l->norm_position=gl_V3_New(0,0,1); |
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73 | l->spot_direction=gl_V3_New(0,0,-1); |
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74 | l->norm_spot_direction=gl_V3_New(0,0,-1); |
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75 | l->spot_exponent=0; |
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76 | l->spot_cutoff=180; |
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77 | l->attenuation[0]=1; |
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78 | l->attenuation[1]=0; |
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79 | l->attenuation[2]=0; |
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80 | l->enabled=0; |
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81 | } |
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82 | c->first_light=NULL; |
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83 | c->ambient_light_model=gl_V4_New(0.2,0.2,0.2,1); |
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84 | c->local_light_model=0; |
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85 | c->lighting_enabled=0; |
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86 | c->light_model_two_side = 0; |
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87 | |
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88 | /* default materials */ |
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89 | for(i=0;i<2;i++) { |
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90 | GLMaterial *m=&c->materials[i]; |
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91 | m->emission=gl_V4_New(0,0,0,1); |
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92 | m->ambient=gl_V4_New(0.2,0.2,0.2,1); |
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93 | m->diffuse=gl_V4_New(0.8,0.8,0.8,1); |
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94 | m->specular=gl_V4_New(0,0,0,1); |
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95 | m->shininess=0; |
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96 | } |
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97 | c->current_color_material_mode=GL_FRONT_AND_BACK; |
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98 | c->current_color_material_type=GL_AMBIENT_AND_DIFFUSE; |
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99 | c->color_material_enabled=0; |
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100 | |
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101 | /* textures */ |
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102 | glInitTextures(c); |
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103 | |
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104 | /* default state */ |
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105 | c->current_color.X=1.0; |
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106 | c->current_color.Y=1.0; |
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107 | c->current_color.Z=1.0; |
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108 | c->current_color.W=1.0; |
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109 | c->longcurrent_color[0] = 65535; |
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110 | c->longcurrent_color[1] = 65535; |
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111 | c->longcurrent_color[2] = 65535; |
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112 | |
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113 | c->current_normal.X=1.0; |
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114 | c->current_normal.Y=0.0; |
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115 | c->current_normal.Z=0.0; |
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116 | c->current_normal.W=0.0; |
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117 | |
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118 | c->current_edge_flag=1; |
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119 | |
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120 | c->current_tex_coord.X=0; |
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121 | c->current_tex_coord.Y=0; |
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122 | c->current_tex_coord.Z=0; |
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123 | c->current_tex_coord.W=1; |
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124 | |
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125 | c->polygon_mode_front=GL_FILL; |
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126 | c->polygon_mode_back=GL_FILL; |
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127 | |
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128 | c->current_front_face=0; /* 0 = GL_CCW 1 = GL_CW */ |
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129 | c->current_cull_face=GL_BACK; |
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130 | c->current_shade_model=GL_SMOOTH; |
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131 | c->cull_face_enabled=0; |
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132 | |
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133 | /* clear */ |
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134 | c->clear_color.v[0]=0; |
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135 | c->clear_color.v[1]=0; |
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136 | c->clear_color.v[2]=0; |
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137 | c->clear_color.v[3]=0; |
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138 | c->clear_depth=0; |
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139 | |
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140 | /* selection */ |
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141 | c->render_mode=GL_RENDER; |
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142 | c->select_buffer=NULL; |
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143 | c->name_stack_size=0; |
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144 | |
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145 | /* matrix */ |
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146 | c->matrix_mode=0; |
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147 | |
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148 | c->matrix_stack_depth_max[0]=MAX_MODELVIEW_STACK_DEPTH; |
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149 | c->matrix_stack_depth_max[1]=MAX_PROJECTION_STACK_DEPTH; |
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150 | c->matrix_stack_depth_max[2]=MAX_TEXTURE_STACK_DEPTH; |
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151 | |
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152 | for(i=0;i<3;i++) { |
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153 | c->matrix_stack[i]=gl_zalloc(c->matrix_stack_depth_max[i] * sizeof(M4)); |
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154 | c->matrix_stack_ptr[i]=c->matrix_stack[i]; |
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155 | } |
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156 | |
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157 | glMatrixMode(GL_PROJECTION); |
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158 | glLoadIdentity(); |
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159 | glMatrixMode(GL_TEXTURE); |
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160 | glLoadIdentity(); |
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161 | glMatrixMode(GL_MODELVIEW); |
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162 | glLoadIdentity(); |
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163 | |
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164 | c->matrix_model_projection_updated=1; |
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165 | |
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166 | /* opengl 1.1 arrays */ |
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167 | c->client_states = 0; |
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168 | |
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169 | /* opengl 1.1 polygon offset */ |
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170 | c->offset_states = 0; |
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171 | |
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172 | /* clear the resize callback function pointer */ |
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173 | c->gl_resize_viewport = NULL; |
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174 | |
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175 | /* specular buffer */ |
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176 | c->specbuf_first = NULL; |
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177 | c->specbuf_used_counter = 0; |
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178 | c->specbuf_num_buffers = 0; |
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179 | |
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180 | /* depth test */ |
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181 | c->depth_test = 0; |
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182 | } |
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183 | |
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184 | void glClose(void) |
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185 | { |
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186 | GLContext *c=gl_get_context(); |
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187 | endSharedState(c); |
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188 | gl_free(c); |
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189 | } |
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