labyrinth

diff src/gles/sanegl.c @ 3:45b91185b298

android port
author John Tsiombikas <nuclear@member.fsf.org>
date Fri, 01 May 2015 04:36:50 +0300
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children
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     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/src/gles/sanegl.c	Fri May 01 04:36:50 2015 +0300
     1.3 @@ -0,0 +1,185 @@
     1.4 +/*
     1.5 +SaneGL - a small library to bring back sanity to OpenGL ES 2.x
     1.6 +Copyright (C) 2011-2013  John Tsiombikas <nuclear@member.fsf.org>
     1.7 +
     1.8 +This program is free software: you can redistribute it and/or modify
     1.9 +it under the terms of the GNU General Public License as published by
    1.10 +the Free Software Foundation, either version 3 of the License, or
    1.11 +(at your option) any later version.
    1.12 +
    1.13 +This program is distributed in the hope that it will be useful,
    1.14 +but WITHOUT ANY WARRANTY; without even the implied warranty of
    1.15 +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    1.16 +GNU General Public License for more details.
    1.17 +
    1.18 +You should have received a copy of the GNU General Public License
    1.19 +along with this program.  If not, see <http://www.gnu.org/licenses/>.
    1.20 +*/
    1.21 +
    1.22 +#include <stdio.h>
    1.23 +#include <stdlib.h>
    1.24 +#include <string.h>
    1.25 +#include <math.h>
    1.26 +#include <assert.h>
    1.27 +#include "sanegl.h"
    1.28 +
    1.29 +#define MAX_VERTS	512
    1.30 +
    1.31 +static void gl_draw_immediate(void);
    1.32 +
    1.33 +typedef struct { float x, y; } vec2_t;
    1.34 +typedef struct { float x, y, z; } vec3_t;
    1.35 +typedef struct { float x, y, z, w; } vec4_t;
    1.36 +
    1.37 +static int prim = -1;
    1.38 +
    1.39 +static vec3_t cur_normal;
    1.40 +static vec4_t cur_color;
    1.41 +static vec2_t cur_texcoord;
    1.42 +
    1.43 +static vec4_t *vert_arr, *col_arr;
    1.44 +static vec3_t *norm_arr;
    1.45 +static vec2_t *texc_arr;
    1.46 +
    1.47 +static int num_verts, vert_calls;
    1.48 +
    1.49 +/* immediate mode rendering */
    1.50 +void gl_begin(int p)
    1.51 +{
    1.52 +	if(!vert_arr) {
    1.53 +		vert_arr = malloc(MAX_VERTS * sizeof *vert_arr);
    1.54 +		norm_arr = malloc(MAX_VERTS * sizeof *norm_arr);
    1.55 +		texc_arr = malloc(MAX_VERTS * sizeof *texc_arr);
    1.56 +		col_arr = malloc(MAX_VERTS * sizeof *col_arr);
    1.57 +		assert(vert_arr && norm_arr && texc_arr && col_arr);
    1.58 +	}
    1.59 +
    1.60 +	prim = p;
    1.61 +	num_verts = vert_calls = 0;
    1.62 +}
    1.63 +
    1.64 +void gl_end(void)
    1.65 +{
    1.66 +	if(num_verts > 0) {
    1.67 +		gl_draw_immediate();
    1.68 +	}
    1.69 +}
    1.70 +
    1.71 +static void gl_draw_immediate(void)
    1.72 +{
    1.73 +	int glprim;
    1.74 +
    1.75 +	glprim = prim == GL_QUADS ? GL_TRIANGLES : prim;
    1.76 +
    1.77 +	glEnableClientState(GL_VERTEX_ARRAY);
    1.78 +	glEnableClientState(GL_NORMAL_ARRAY);
    1.79 +	glEnableClientState(GL_COLOR_ARRAY);
    1.80 +	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
    1.81 +
    1.82 +	glVertexPointer(4, GL_FLOAT, 0, vert_arr);
    1.83 +	glNormalPointer(GL_FLOAT, 0, norm_arr);
    1.84 +	glColorPointer(4, GL_FLOAT, 0, col_arr);
    1.85 +	glTexCoordPointer(2, GL_FLOAT, 0, texc_arr);
    1.86 +
    1.87 +	glDrawArrays(glprim, 0, num_verts);
    1.88 +
    1.89 +	glDisableClientState(GL_VERTEX_ARRAY);
    1.90 +	glDisableClientState(GL_NORMAL_ARRAY);
    1.91 +	glDisableClientState(GL_COLOR_ARRAY);
    1.92 +	glDisableClientState(GL_TEXTURE_COORD_ARRAY);
    1.93 +}
    1.94 +
    1.95 +void gl_vertex2f(float x, float y)
    1.96 +{
    1.97 +	gl_vertex4f(x, y, 0.0f, 1.0f);
    1.98 +}
    1.99 +
   1.100 +void gl_vertex3f(float x, float y, float z)
   1.101 +{
   1.102 +	gl_vertex4f(x, y, z, 1.0f);
   1.103 +}
   1.104 +
   1.105 +void gl_vertex4f(float x, float y, float z, float w)
   1.106 +{
   1.107 +	int i, buffer_full;
   1.108 +
   1.109 +	if(prim == GL_QUADS && vert_calls % 4 == 3) {
   1.110 +		for(i=0; i<2; i++) {
   1.111 +			col_arr[num_verts] = col_arr[num_verts - 3 + i];
   1.112 +			texc_arr[num_verts] = texc_arr[num_verts - 3 + i];
   1.113 +			norm_arr[num_verts] = norm_arr[num_verts - 3 + i];
   1.114 +			vert_arr[num_verts] = vert_arr[num_verts - 3 + i];
   1.115 +			num_verts++;
   1.116 +		}
   1.117 +	}
   1.118 +
   1.119 +	vert_arr[num_verts].x = x;
   1.120 +	vert_arr[num_verts].y = y;
   1.121 +	vert_arr[num_verts].z = z;
   1.122 +	vert_arr[num_verts].w = w;
   1.123 +
   1.124 +	col_arr[num_verts] = cur_color;
   1.125 +	norm_arr[num_verts] = cur_normal;
   1.126 +	texc_arr[num_verts] = cur_texcoord;
   1.127 +
   1.128 +	vert_calls++;
   1.129 +	num_verts++;
   1.130 +
   1.131 +	if(prim == GL_QUADS) {
   1.132 +		/* leave space for 6 more worst-case and don't allow flushes mid-quad */
   1.133 +		buffer_full = num_verts >= MAX_VERTS - 6 && vert_calls % 4 == 0;
   1.134 +	} else {
   1.135 +		buffer_full = num_verts >= MAX_VERTS - prim;
   1.136 +	}
   1.137 +
   1.138 +	if(buffer_full) {
   1.139 +		gl_draw_immediate();
   1.140 +		gl_begin(prim);	/* reset everything */
   1.141 +	}
   1.142 +}
   1.143 +
   1.144 +
   1.145 +void gl_normal3f(float x, float y, float z)
   1.146 +{
   1.147 +	cur_normal.x = x;
   1.148 +	cur_normal.y = y;
   1.149 +	cur_normal.z = z;
   1.150 +}
   1.151 +
   1.152 +
   1.153 +void gl_color3f(float r, float g, float b)
   1.154 +{
   1.155 +	cur_color.x = r;
   1.156 +	cur_color.y = g;
   1.157 +	cur_color.z = b;
   1.158 +	cur_color.w = 1.0f;
   1.159 +}
   1.160 +
   1.161 +void gl_color4f(float r, float g, float b, float a)
   1.162 +{
   1.163 +	cur_color.x = r;
   1.164 +	cur_color.y = g;
   1.165 +	cur_color.z = b;
   1.166 +	cur_color.w = a;
   1.167 +}
   1.168 +
   1.169 +
   1.170 +void gl_texcoord1f(float s)
   1.171 +{
   1.172 +	cur_texcoord.x = s;
   1.173 +	cur_texcoord.y = 0.0f;
   1.174 +}
   1.175 +
   1.176 +void gl_texcoord2f(float s, float t)
   1.177 +{
   1.178 +	cur_texcoord.x = s;
   1.179 +	cur_texcoord.y = t;
   1.180 +}
   1.181 +
   1.182 +void glu_perspective(float fov, float aspect, float nearz, float farz)
   1.183 +{
   1.184 +	float fovrad = M_PI * fov / 180.0;
   1.185 +	float halfsz = tan(fovrad) * nearz;
   1.186 +
   1.187 +	glFrustumf(-halfsz * aspect, halfsz * aspect, -halfsz, halfsz, nearz, farz);
   1.188 +}