-/* xscreensaver, Copyright (c) 2012 Jamie Zawinski <jwz@jwz.org>
+/* xscreensaver, Copyright (c) 2012-2014 Jamie Zawinski <jwz@jwz.org>
*
* Permission to use, copy, modify, distribute, and sell this software and its
* documentation for any purpose is hereby granted without fee, provided that
- gluNewQuadric, gluCylinder, etc: rewrite your code to use tube.c, etc.
- Putting verts in a display list without a wrapping glBegin.
- (I didn't realize that even worked!)
+ I didn't realize that even worked! Lockward used to do that,
+ before I fixed it to not.
- Not every function is implemented; just the ones that I needed for
xscreensaver. However, the trivial ones are trivial to enable
As a result of that, these savers look wrong:
+ atlantis Uses EYE_PLANE.
blocktube Uses SPHERE_MAP.
- bouncingcow Uses OBJECT_LINEAR (when run with -texture)
dnalogo Uses GLUtesselator.
extrusion Uses all kinds of GLUT crap.
- flyingtoasters Uses SPHERE_MAP and OBJECT_LINEAR.
+ flyingtoasters Uses SPHERE_MAP.
+ winduprobot Uses SPHERE_MAP.
jigglypuff Uses SPHERE_MAP (in chrome mode), GL_LINE (in wireframe)
jigsaw Uses GLUtesselator.
- lockward Puts verts in lists without glBegin!
pinion Uses glSelectBuffer and gluPickMatrix for mouse-clicks.
pipes Uses glMap2f for the Utah Teapot.
polyhedra Uses GLUtesselator (concave objects); also Utah Teapot.
skytentacles Uses GL_LINE in -cel mode.
timetunnel Uses GL_CONSTANT_ALPHA and all kinds of other stuff.
-
*/
#elif defined(HAVE_COCOA)
# include <OpenGL/gl.h>
# include <OpenGL/glu.h>
-#else /* X11 */
+#elif defined(HAVE_ANDROID)
+# include <GLES/gl.h>
+#else /* real X11 */
# ifndef GL_GLEXT_PROTOTYPES
# define GL_GLEXT_PROTOTYPES /* for glBindBuffer */
# endif
or vice versa. They tend to be passed in different registers,
and you need to know about that because it's still 1972 here.
*/
-typedef union { const void *v; GLfloat f; GLuint i; } void_int;
+typedef union {
+ const void *v; GLfloat f; GLuint i; GLshort s; GLdouble d;
+} void_int;
typedef struct { /* saved args for glDrawArrays */
int binding, size, type, stride, bytes;
#define ISENABLED_TEXTURE_2D (1<<0)
#define ISENABLED_TEXTURE_GEN_S (1<<1)
#define ISENABLED_TEXTURE_GEN_T (1<<2)
-#define ISENABLED_LIGHTING (1<<3)
-#define ISENABLED_BLEND (1<<4)
-#define ISENABLED_DEPTH_TEST (1<<5)
-#define ISENABLED_CULL_FACE (1<<6)
-#define ISENABLED_NORMALIZE (1<<7)
-#define ISENABLED_FOG (1<<8)
-#define ISENABLED_COLMAT (1<<9)
-#define ISENABLED_VERT_ARRAY (1<<10)
-#define ISENABLED_NORM_ARRAY (1<<11)
-#define ISENABLED_TEX_ARRAY (1<<12)
-#define ISENABLED_COLOR_ARRAY (1<<13)
+#define ISENABLED_TEXTURE_GEN_R (1<<3)
+#define ISENABLED_TEXTURE_GEN_Q (1<<4)
+#define ISENABLED_LIGHTING (1<<5)
+#define ISENABLED_BLEND (1<<6)
+#define ISENABLED_DEPTH_TEST (1<<7)
+#define ISENABLED_CULL_FACE (1<<8)
+#define ISENABLED_NORMALIZE (1<<9)
+#define ISENABLED_FOG (1<<10)
+#define ISENABLED_COLMAT (1<<11)
+#define ISENABLED_VERT_ARRAY (1<<12)
+#define ISENABLED_NORM_ARRAY (1<<13)
+#define ISENABLED_TEX_ARRAY (1<<14)
+#define ISENABLED_COLOR_ARRAY (1<<15)
+#define ISENABLED_ALPHA_TEST (1<<16)
+
+
+typedef struct {
+ GLuint mode;
+ GLfloat obj[4], eye[4];
+} texgen_state;
typedef struct { /* global state */
int compiling_verts; /* inside glBegin */
list_set lists; /* saved lists */
- unsigned long enabled;
+
+ unsigned long enabled; /* enabled flags, immediate mode */
+ unsigned long list_enabled; /* and for the list-in-progress */
+
+ texgen_state s, t, r, q;
} jwzgles_state;
-static jwzgles_state global_state = { { 0, }, 0, 0, 0, { 0, }, 0, };
-static jwzgles_state *state = &global_state;
+static jwzgles_state *state = 0;
#ifdef DEBUG
}
+void
+jwzgles_reset (void)
+{
+ if (! state)
+ state = (jwzgles_state *) calloc (1, sizeof (*state));
+
+ if (state->lists.lists)
+ {
+ state->compiling_list = 0;
+ if (state->lists.count)
+ jwzgles_glDeleteLists (1, state->lists.count);
+ free (state->lists.lists);
+ }
+
+ if (state->set.verts) free (state->set.verts);
+ if (state->set.norms) free (state->set.norms);
+ if (state->set.tex) free (state->set.tex);
+ if (state->set.color) free (state->set.color);
+
+ memset (state, 0, sizeof(*state));
+
+ state->s.mode = state->t.mode = state->r.mode = state->q.mode =
+ GL_EYE_LINEAR;
+ state->s.obj[0] = state->s.eye[0] = 1; /* s = 1 0 0 0 */
+ state->t.obj[1] = state->t.eye[1] = 1; /* t = 0 1 0 0 */
+}
+
+
int
jwzgles_glGenLists (int n)
{
state->compiling_list = id;
+ state->list_enabled = state->enabled;
+
LOG1("glNewList -> %d", id);
}
static void restore_arrays (list_fn *, int);
static void copy_array_data (draw_array *, int, const char *);
static void optimize_arrays (void);
+static void generate_texture_coords (GLuint, GLuint);
+
void
jwzgles_glEndList (void)
LOG1("glEndList %d", state->compiling_list);
optimize_arrays();
state->compiling_list = 0;
+ state->list_enabled = state->enabled;
}
}
+/* glColor: GLfloat */
void
jwzgles_glColor4fv (const GLfloat *v)
jwzgles_glColor4fv (v);
}
-
void
jwzgles_glColor3f (GLfloat r, GLfloat g, GLfloat b)
{
jwzgles_glColor4f (r, g, b, 1);
}
-
void
jwzgles_glColor3fv (const GLfloat *v)
{
- GLfloat vv[4];
- vv[0] = v[0];
- vv[1] = v[1];
- vv[2] = v[2];
- vv[3] = 1;
- jwzgles_glColor4fv (vv);
+ jwzgles_glColor3f (v[0], v[1], v[2]);
}
+/* glColor: GLdouble */
+
void
-jwzgles_glColor4i (GLuint r, GLuint g, GLuint b, GLuint a)
+jwzgles_glColor4d (GLdouble r, GLdouble g, GLdouble b, GLdouble a)
{
jwzgles_glColor4f (r, g, b, a);
}
+void
+jwzgles_glColor4dv (const GLdouble *v)
+{
+ jwzgles_glColor4d (v[0], v[1], v[2], v[3]);
+}
+
+void
+jwzgles_glColor3d (GLdouble r, GLdouble g, GLdouble b)
+{
+ jwzgles_glColor4d (r, g, b, 1.0);
+}
void
-jwzgles_glColor3i (GLuint r, GLuint g, GLuint b)
+jwzgles_glColor3dv (const GLdouble *v)
{
- jwzgles_glColor4f (r, g, b, 1);
+ jwzgles_glColor3d (v[0], v[1], v[2]);
}
+/* glColor: GLint (INT_MIN - INT_MAX) */
+
+void
+jwzgles_glColor4i (GLint r, GLint g, GLint b, GLint a)
+{
+ /* -0x8000000 - 0x7FFFFFFF => 0.0 - 1.0 */
+ jwzgles_glColor4f (0.5 + (GLfloat) r / 0xFFFFFFFF,
+ 0.5 + (GLfloat) g / 0xFFFFFFFF,
+ 0.5 + (GLfloat) b / 0xFFFFFFFF,
+ 0.5 + (GLfloat) a / 0xFFFFFFFF);
+}
+
void
jwzgles_glColor4iv (const GLint *v)
{
- GLfloat vv[4];
- vv[0] = v[0];
- vv[1] = v[1];
- vv[2] = v[2];
- vv[3] = v[3];
- jwzgles_glColor4fv (vv);
+ jwzgles_glColor4i (v[0], v[1], v[2], v[3]);
}
+void
+jwzgles_glColor3i (GLint r, GLint g, GLint b)
+{
+ jwzgles_glColor4i (r, g, b, 0x7FFFFFFF);
+}
+
void
jwzgles_glColor3iv (const GLint *v)
{
- GLfloat vv[4];
- vv[0] = v[0];
- vv[1] = v[1];
- vv[2] = v[2];
- vv[3] = 1;
- jwzgles_glColor4fv (vv);
+ jwzgles_glColor3i (v[0], v[1], v[2]);
+}
+
+
+/* glColor: GLuint (0 - UINT_MAX) */
+
+void
+jwzgles_glColor4ui (GLuint r, GLuint g, GLuint b, GLuint a)
+{
+ /* 0 - 0xFFFFFFFF => 0.0 - 1.0 */
+ jwzgles_glColor4f ((GLfloat) r / 0xFFFFFFFF,
+ (GLfloat) g / 0xFFFFFFFF,
+ (GLfloat) b / 0xFFFFFFFF,
+ (GLfloat) a / 0xFFFFFFFF);
+}
+
+void
+jwzgles_glColor4uiv (const GLuint *v)
+{
+ jwzgles_glColor4ui (v[0], v[1], v[2], v[3]);
+}
+
+void
+jwzgles_glColor3ui (GLuint r, GLuint g, GLuint b)
+{
+ jwzgles_glColor4ui (r, g, b, 0xFFFFFFFF);
+}
+
+void
+jwzgles_glColor3uiv (const GLuint *v)
+{
+ jwzgles_glColor3ui (v[0], v[1], v[2]);
+}
+
+
+/* glColor: GLshort (SHRT_MIN - SHRT_MAX) */
+
+void
+jwzgles_glColor4s (GLshort r, GLshort g, GLshort b, GLshort a)
+{
+ /* -0x8000 - 0x7FFF => 0.0 - 1.0 */
+ jwzgles_glColor4f (0.5 + (GLfloat) r / 0xFFFF,
+ 0.5 + (GLfloat) g / 0xFFFF,
+ 0.5 + (GLfloat) b / 0xFFFF,
+ 0.5 + (GLfloat) a / 0xFFFF);
}
+void
+jwzgles_glColor4sv (const GLshort *v)
+{
+ jwzgles_glColor4s (v[0], v[1], v[2], v[3]);
+}
+
+void
+jwzgles_glColor3s (GLshort r, GLshort g, GLshort b)
+{
+ jwzgles_glColor4s (r, g, b, 0x7FFF);
+}
+
+void
+jwzgles_glColor3sv (const GLshort *v)
+{
+ jwzgles_glColor3s (v[0], v[1], v[2]);
+}
+
+
+/* glColor: GLushort (0 - USHRT_MAX) */
+
+void
+jwzgles_glColor4us (GLushort r, GLushort g, GLushort b, GLushort a)
+{
+ /* 0 - 0xFFFF => 0.0 - 1.0 */
+ jwzgles_glColor4f ((GLfloat) r / 0xFFFF,
+ (GLfloat) g / 0xFFFF,
+ (GLfloat) b / 0xFFFF,
+ (GLfloat) a / 0xFFFF);
+}
+
+void
+jwzgles_glColor4usv (const GLushort *v)
+{
+ jwzgles_glColor4us (v[0], v[1], v[2], v[3]);
+}
+
+void
+jwzgles_glColor3us (GLushort r, GLushort g, GLushort b)
+{
+ jwzgles_glColor4us (r, g, b, 0xFFFF);
+}
+
+void
+jwzgles_glColor3usv (const GLushort *v)
+{
+ jwzgles_glColor3us (v[0], v[1], v[2]);
+}
+
+
+/* glColor: GLbyte (-128 - 127) */
+
+void
+jwzgles_glColor4b (GLbyte r, GLbyte g, GLbyte b, GLbyte a)
+{
+ /* -128 - 127 => 0.0 - 1.0 */
+ jwzgles_glColor4f (0.5 + (GLfloat) r / 255,
+ 0.5 + (GLfloat) g / 255,
+ 0.5 + (GLfloat) b / 255,
+ 0.5 + (GLfloat) a / 255);
+}
+
+void
+jwzgles_glColor4bv (const GLbyte *v)
+{
+ jwzgles_glColor4b (v[0], v[1], v[2], v[3]);
+}
+
+void
+jwzgles_glColor3b (GLbyte r, GLbyte g, GLbyte b)
+{
+ jwzgles_glColor4b (r, g, b, 127);
+}
+
+void
+jwzgles_glColor3bv (const GLbyte *v)
+{
+ jwzgles_glColor3b (v[0], v[1], v[2]);
+}
+
+
+/* glColor: GLubyte (0 - 255) */
void
jwzgles_glColor4ub (GLubyte r, GLubyte g, GLubyte b, GLubyte a)
{
- jwzgles_glColor4f (r, g, b, a);
+ /* 0 - 255 => 0.0 - 1.0 */
+ jwzgles_glColor4f (r / 255.0, g / 255.0, b / 255.0, a / 255.0);
}
+void
+jwzgles_glColor4ubv (const GLubyte *v)
+{
+ jwzgles_glColor4ub (v[0], v[1], v[2], v[3]);
+}
void
jwzgles_glColor3ub (GLubyte r, GLubyte g, GLubyte b)
{
- jwzgles_glColor4f (r, g, b, 1);
+ jwzgles_glColor4ub (r, g, b, 255);
+}
+
+void
+jwzgles_glColor3ubv (const GLubyte *v)
+{
+ jwzgles_glColor3ub (v[0], v[1], v[2]);
}
+
void
jwzgles_glMaterialfv (GLenum face, GLenum pname, const GLfloat *color)
{
else if (s->mode == GL_POLYGON)
s->mode = GL_TRIANGLE_FAN; /* They do the same thing! */
- glVertexPointer (4, GL_FLOAT, sizeof(*s->verts), s->verts); /* XYZW */
- glNormalPointer ( GL_FLOAT, sizeof(*s->norms), s->norms); /* XYZ */
- glTexCoordPointer (4, GL_FLOAT, sizeof(*s->tex), s->tex); /* STRQ */
- glColorPointer (4, GL_FLOAT, sizeof(*s->color), s->color); /* RGBA */
- CHECK("glColorPointer");
+ jwzgles_glColorPointer (4,GL_FLOAT, sizeof(*s->color),s->color); /* RGBA */
+ jwzgles_glNormalPointer ( GL_FLOAT, sizeof(*s->norms),s->norms); /* XYZ */
+ jwzgles_glTexCoordPointer(4,GL_FLOAT, sizeof(*s->tex), s->tex); /* STRQ */
+ jwzgles_glVertexPointer (4,GL_FLOAT, sizeof(*s->verts),s->verts); /* XYZW */
+ /* glVertexPointer must come after glTexCoordPointer */
/* If there were no calls to glNormal3f inside of glBegin/glEnd,
don't bother enabling the normals array.
Be careful to leave the arrays' enabled/disabled state the same as
before, or a later caller might end up using one of our arrays by
- mistake. #### Actually this isn't quite right: if glEnd is in a
- list, it saves the trailing enable/disable calls in the list, instead
- if restoring them to what their state was before the list was run.
+ mistake. (Remember that jwzgles_glIsEnabled() tracks the enablement
+ of the list-in-progress as well as the global state.)
*/
was_norm = jwzgles_glIsEnabled (GL_NORMAL_ARRAY);
was_tex = jwzgles_glIsEnabled (GL_TEXTURE_COORD_ARRAY);
jwzgles_glDisableClientState (GL_NORMAL_ARRAY);
}
- if (s->tcount > 1)
+ if (s->tcount > 1 ||
+ ((state->compiling_list ? state->list_enabled : state->enabled)
+ & (ISENABLED_TEXTURE_GEN_S | ISENABLED_TEXTURE_GEN_T |
+ ISENABLED_TEXTURE_GEN_R | ISENABLED_TEXTURE_GEN_Q)))
{
+ /* Enable texture coords if any were specified; or if generation
+ is on in immediate mode; or if this list turned on generation. */
is_tex = 1;
jwzgles_glEnableClientState (GL_TEXTURE_COORD_ARRAY);
}
for (i = 0; i < L->count; i++)
{
list_fn *F = &L->fns[i];
- int count;
+/* int count; */
if (! F->arrays)
continue;
- count = F->argv[2].i; /* 3rd arg to glDrawArrays */
+/* count = F->argv[2].i;*/ /* 3rd arg to glDrawArrays */
for (j = 0; j < 4; j++)
{
data multiple times.
*/
int stride2, bytes, i, j;
- const void *old;
void *data2;
const GLfloat *IF;
GLfloat *OF;
break;
}
- old = A->data;
A->data = data2;
A->bytes = bytes;
A->stride = stride2;
# ifdef DEBUG
- dump_array_data (A, count, "saved", name, old);
+ dump_array_data (A, count, "saved", name, 0);
# endif
}
void
jwzgles_glDrawArrays (GLuint mode, GLuint first, GLuint count)
{
+ /* If we are auto-generating texture coordinates, do that now, after
+ the vertex array was installed, but before drawing, This happens
+ when recording into a list, or in direct mode. It must happen
+ before calling optimize_arrays() from glEndList().
+ */
+ if (! state->replaying_list &&
+ ((state->compiling_list ? state->list_enabled : state->enabled)
+ & (ISENABLED_TEXTURE_GEN_S | ISENABLED_TEXTURE_GEN_T |
+ ISENABLED_TEXTURE_GEN_R | ISENABLED_TEXTURE_GEN_Q)))
+ generate_texture_coords (first, count);
+
if (state->compiling_list)
{
void_int vv[3];
-void
-jwzgles_glEnableClientState (GLuint cap)
-{
- if (state->compiling_list)
- {
- void_int vv[1];
- vv[0].i = cap;
- list_push ("glEnableClientState",
- (list_fn_cb) &jwzgles_glEnableClientState,
- PROTO_I, vv);
- }
- else
- {
- if (! state->replaying_list)
- LOG2 ("direct %-12s %s", "glEnableClientState", mode_desc(cap));
- glEnableClientState (cap); /* the real one */
- CHECK("glEnableClientState");
- }
-
- switch (cap) {
- case GL_VERTEX_ARRAY:
- state->enabled |= ISENABLED_VERT_ARRAY;
- break;
- case GL_NORMAL_ARRAY:
- if (! state->compiling_verts)
- state->set.ncount += 2;
- state->enabled |= ISENABLED_NORM_ARRAY;
- break;
- case GL_TEXTURE_COORD_ARRAY:
- if (! state->compiling_verts)
- state->set.tcount += 2;
- state->enabled |= ISENABLED_TEX_ARRAY;
- break;
- case GL_COLOR_ARRAY:
- if (! state->compiling_verts)
- state->set.ccount += 2;
- state->enabled |= ISENABLED_COLOR_ARRAY;
- break;
- default: break;
- }
-}
-
-
-void
-jwzgles_glDisableClientState (GLuint cap)
-{
- if (state->compiling_list)
- {
- void_int vv[1];
- vv[0].i = cap;
- list_push ("glDisableClientState",
- (list_fn_cb) &jwzgles_glDisableClientState,
- PROTO_I, vv);
- }
- else
- {
- if (! state->replaying_list)
- LOG2 ("direct %-12s %s", "glDisableClientState", mode_desc(cap));
- glDisableClientState (cap); /* the real one */
- CHECK("glDisableClientState");
- }
-
- switch (cap) {
- case GL_VERTEX_ARRAY:
- state->enabled &= ~ISENABLED_VERT_ARRAY;
- break;
- case GL_NORMAL_ARRAY:
- if (! state->compiling_verts)
- state->set.ncount = 0;
- state->enabled &= ~ISENABLED_NORM_ARRAY;
- break;
- case GL_TEXTURE_COORD_ARRAY:
- if (! state->compiling_verts)
- state->set.tcount = 0;
- state->enabled &= ~ISENABLED_TEX_ARRAY;
- break;
- case GL_COLOR_ARRAY:
- if (! state->compiling_verts)
- state->set.ccount = 0;
- state->enabled &= ~ISENABLED_COLOR_ARRAY;
- break;
- default:
- break;
- }
-}
-
-
void
jwzgles_glMultMatrixf (const GLfloat *m)
{
}
+/* OpenGLES doesn't have auto texture-generation at all!
+ "Oh, just rewrite that code to use GPU shaders", they say.
+ How fucking convenient.
+ */
void
jwzgles_glTexGenfv (GLenum coord, GLenum pname, const GLfloat *params)
{
- /* OpenGLES doesn't have this at all!
- "Oh, just rewrite that code to use GPU shaders", they say.
- How fucking convenient.
+ texgen_state *s;
- So, when this is enabled, we could emit a GL_TEXTURE_COORD_ARRAY
- and compute coords for each vertex in the current GL_VERTEX_ARRAY
- as per http://www.opengl.org/wiki/Mathematics_of_glTexGen
- but holy shit, what a pain in the ass!
-
- For GL_OBJECT_LINEAR, we can just re-use the vertex array as
- the texture array, using a proper stride. That's hardly worth
- the effort, though, because bouncingcow is the only hack that
- uses that, and not even by default.
- */
- Assert (coord == GL_S || coord == GL_T, "glTexGenfv: unimplemented coord");
-
- /* This is probably default-ish, so do nothing. */
- if (pname == GL_EYE_PLANE) return;
+ if (pname == GL_TEXTURE_GEN_MODE)
+ LOG5 ("%sdirect %-12s %s %s %s",
+ (state->compiling_list || state->replaying_list ? " " : ""),
+ "glTexGenfv",
+ mode_desc(coord), mode_desc(pname), mode_desc(params[0]));
+ else
+ LOG8 ("%sdirect %-12s %s %s %3.1f %3.1f %3.1f %3.1f",
+ (state->compiling_list || state->replaying_list ? " " : ""),
+ "glTexGenfv",
+ mode_desc(coord), mode_desc(pname),
+ params[0], params[1], params[2], params[3]);
+
+ switch (coord) {
+ case GL_S: s = &state->s; break;
+ case GL_T: s = &state->t; break;
+ case GL_R: s = &state->r; break;
+ case GL_Q: s = &state->q; break;
+ default: Assert (0, "glGetTexGenfv: unknown coord"); break;
+ }
- Assert (pname == GL_TEXTURE_GEN_MODE, "glTexGenfv: unimplemented name");
- Assert (params[0] == GL_EYE_LINEAR, "glTexGenfv: unimplemented mode");
+ switch (pname) {
+ case GL_TEXTURE_GEN_MODE: s->mode = params[0]; break;
+ case GL_OBJECT_PLANE: memcpy (s->obj, params, sizeof(s->obj)); break;
+ case GL_EYE_PLANE: memcpy (s->eye, params, sizeof(s->eye)); break;
+ default: Assert (0, "glTexGenfv: unknown pname"); break;
+ }
}
void
jwzgles_glTexGenfv (coord, pname, &v);
}
+void
+jwzgles_glGetTexGenfv (GLenum coord, GLenum pname, GLfloat *params)
+{
+ texgen_state *s;
+
+ switch (coord) {
+ case GL_S: s = &state->s; break;
+ case GL_T: s = &state->t; break;
+ case GL_R: s = &state->r; break;
+ case GL_Q: s = &state->q; break;
+ default: Assert (0, "glGetTexGenfv: unknown coord"); break;
+ }
+
+ switch (pname) {
+ case GL_TEXTURE_GEN_MODE: params[0] = s->mode; break;
+ case GL_OBJECT_PLANE: memcpy (params, s->obj, sizeof(s->obj)); break;
+ case GL_EYE_PLANE: memcpy (params, s->eye, sizeof(s->eye)); break;
+ default: Assert (0, "glGetTexGenfv: unknown pname"); break;
+ }
+
+ if (pname == GL_TEXTURE_GEN_MODE)
+ LOG5 ("%sdirect %-12s %s %s -> %s",
+ (state->compiling_list || state->replaying_list ? " " : ""),
+ "glGetTexGenfv",
+ mode_desc(coord), mode_desc(pname), mode_desc(params[0]));
+ else
+ LOG8 ("%sdirect %-12s %s %s -> %3.1f %3.1f %3.1f %3.1f",
+ (state->compiling_list || state->replaying_list ? " " : ""),
+ "glGetTexGenfv",
+ mode_desc(coord), mode_desc(pname),
+ params[0], params[1], params[2], params[3]);
+}
+
+
+static GLfloat
+dot_product (int rank, GLfloat *a, GLfloat *b)
+{
+ /* A dot B => (A[1] * B[1]) + ... + (A[n] * B[n]) */
+ GLfloat ret = 0;
+ int i;
+ for (i = 0; i < rank; i++)
+ ret += a[i] * b[i];
+ return ret;
+}
+
+
+
+/* Compute the texture coordinates of the prevailing list of verts as per
+ http://www.opengl.org/wiki/Mathematics_of_glTexGen
+ */
+static void
+generate_texture_coords (GLuint first, GLuint count)
+{
+ GLfloat *tex_out, *tex_array;
+ GLsizei tex_stride;
+ GLuint i;
+ draw_array A = { 0, };
+ char *verts_in;
+
+ struct { GLuint which, flag, mode; GLfloat plane[4]; } tg[4] = {
+ { GL_S, ISENABLED_TEXTURE_GEN_S, 0, { 0, } },
+ { GL_T, ISENABLED_TEXTURE_GEN_T, 0, { 0, } },
+ { GL_R, ISENABLED_TEXTURE_GEN_R, 0, { 0, } },
+ { GL_Q, ISENABLED_TEXTURE_GEN_Q, 0, { 0, }}};
+
+ int tcoords = 0;
+
+ /* Read the texture plane configs that were stored with glTexGen.
+ */
+ for (i = 0; i < countof(tg); i++)
+ {
+ GLfloat mode = 0;
+ if (! ((state->compiling_list ? state->list_enabled : state->enabled)
+ & tg[i].flag))
+ continue;
+ jwzgles_glGetTexGenfv (tg[i].which, GL_TEXTURE_GEN_MODE, &mode);
+ jwzgles_glGetTexGenfv (tg[i].which, GL_OBJECT_PLANE, tg[i].plane);
+ tg[i].mode = mode;
+ tcoords++;
+ }
+
+ if (tcoords == 0) return; /* Nothing to do! */
+
+
+ /* Make the array to store our texture coords in. */
+
+ tex_stride = tcoords * sizeof(GLfloat);
+ tex_array = (GLfloat *) calloc (first + count, tex_stride);
+ tex_out = tex_array;
+
+
+ /* Read the prevailing vertex array, that was stored with
+ glVertexPointer or glInterleavedArrays.
+ */
+ glGetIntegerv (GL_VERTEX_ARRAY_BUFFER_BINDING, &A.binding);
+ glGetIntegerv (GL_VERTEX_ARRAY_SIZE, &A.size);
+ glGetIntegerv (GL_VERTEX_ARRAY_TYPE, &A.type);
+ glGetIntegerv (GL_VERTEX_ARRAY_STRIDE, &A.stride);
+ glGetPointerv (GL_VERTEX_ARRAY_POINTER, &A.data);
+ A.bytes = count * A.stride;
+
+ verts_in = (char *) A.data;
+
+ /* Iterate over each vertex we're drawing.
+ We just skip the ones < start, but the tex array has
+ left room for zeroes there anyway.
+ */
+ for (i = first; i < first + count; i++)
+ {
+ GLfloat vert[4] = { 0, };
+ int j, k;
+
+ /* Extract this vertex into `vert' as a float, whatever its type was. */
+ for (j = 0; j < A.size; j++)
+ {
+ switch (A.type) {
+ case GL_SHORT: vert[j] = ((GLshort *) verts_in)[j]; break;
+ case GL_INT: vert[j] = ((GLint *) verts_in)[j]; break;
+ case GL_FLOAT: vert[j] = ((GLfloat *) verts_in)[j]; break;
+ case GL_DOUBLE: vert[j] = ((GLdouble *) verts_in)[j]; break;
+ default: Assert (0, "unknown vertex type"); break;
+ }
+ }
+
+ /* Compute the texture coordinate for this vertex.
+ For GL_OBJECT_LINEAR, these coordinates are static, and can go
+ into the display list. But for GL_EYE_LINEAR, GL_SPHERE_MAP and
+ GL_REFLECTION_MAP, they depend on the prevailing ModelView matrix,
+ and so need to be computed afresh each time glDrawArrays is called.
+ Unfortunately, our verts and norms are gone by then, dumped down
+ into the VBO and discarded from CPU RAM. Bleh.
+ */
+ for (j = 0, k = 0; j < countof(tg); j++)
+ {
+ if (! ((state->compiling_list ? state->list_enabled : state->enabled)
+ & tg[j].flag))
+ continue;
+ switch (tg[j].mode) {
+ case GL_OBJECT_LINEAR:
+ tex_out[k] = dot_product (4, vert, tg[j].plane);
+ break;
+ default:
+ Assert (0, "unimplemented texture mode");
+ break;
+ }
+ k++;
+ }
+
+ /* fprintf (stderr, "%4d: V %-5.1f %-5.1f %-5.1f T %-5.1f %-5.1f\n",
+ i, vert[0], vert[1], vert[2], tex_out[0], tex_out[1]); */
+
+ /* Move verts_in and tex_out forward to the next vertex by stride. */
+ verts_in += A.stride;
+ tex_out = (GLfloat *) (((char *) tex_out) + tex_stride);
+ }
+
+ jwzgles_glEnableClientState (GL_TEXTURE_COORD_ARRAY);
+ jwzgles_glTexCoordPointer (tcoords, GL_FLOAT, tex_stride,
+ (GLvoid *) tex_array);
+ free (tex_array);
+}
+
int
jwzgles_gluBuild2DMipmaps (GLenum target,
}
-void
-jwzgles_glEnable (GLuint bit)
+/* When in immediate mode, we store a bit into state->enabled, and also
+ call the real glEnable() / glDisable().
+
+ When recording a list, we store a bit into state->list_enabled instead,
+ so that we can see what the prevailing enablement state will be when
+ the list is run.
+
+ set: 1 = set, -1 = clear, 0 = query.
+*/
+static int
+enable_disable (GLuint bit, int set)
{
- Assert (!state->compiling_verts, "glEnable not allowed inside glBegin");
- if (state->compiling_list)
+ int result = (set > 0);
+ int omitp = 0;
+ int csp = 0;
+ unsigned long flag = 0;
+
+ switch (bit) {
+ case GL_TEXTURE_1D: /* We implement 1D textures as 2D textures. */
+ case GL_TEXTURE_2D: flag = ISENABLED_TEXTURE_2D; break;
+ case GL_TEXTURE_GEN_S: flag = ISENABLED_TEXTURE_GEN_S; omitp = 1; break;
+ case GL_TEXTURE_GEN_T: flag = ISENABLED_TEXTURE_GEN_T; omitp = 1; break;
+ case GL_TEXTURE_GEN_R: flag = ISENABLED_TEXTURE_GEN_R; omitp = 1; break;
+ case GL_TEXTURE_GEN_Q: flag = ISENABLED_TEXTURE_GEN_Q; omitp = 1; break;
+ case GL_LIGHTING: flag = ISENABLED_LIGHTING; break;
+ case GL_BLEND: flag = ISENABLED_BLEND; break;
+ case GL_DEPTH_TEST: flag = ISENABLED_DEPTH_TEST; break;
+ case GL_ALPHA_TEST: flag = ISENABLED_ALPHA_TEST; break;
+ case GL_CULL_FACE: flag = ISENABLED_CULL_FACE; break;
+ case GL_NORMALIZE: flag = ISENABLED_NORMALIZE; break;
+ case GL_FOG: flag = ISENABLED_FOG; break;
+ case GL_COLOR_MATERIAL: flag = ISENABLED_COLMAT; break;
+
+ /* Maybe technically these only work with glEnableClientState,
+ but we treat that as synonymous with glEnable. */
+ case GL_VERTEX_ARRAY: flag = ISENABLED_VERT_ARRAY; csp = 1; break;
+ case GL_NORMAL_ARRAY: flag = ISENABLED_NORM_ARRAY; csp = 1; break;
+ case GL_COLOR_ARRAY: flag = ISENABLED_COLOR_ARRAY; csp = 1; break;
+ case GL_TEXTURE_COORD_ARRAY: flag = ISENABLED_TEX_ARRAY; csp = 1; break;
+
+ default:
+ Assert (set != 0, "glIsEnabled unimplemented bit");
+ break;
+ }
+
+ if (set) /* setting or unsetting, not querying */
{
- void_int vv[1];
- vv[0].i = bit;
- list_push ("glEnable", (list_fn_cb) &jwzgles_glEnable, PROTO_I, vv);
+ const char *fns[4] = { "glEnable", "glDisable",
+ "glEnableClientState", "glDisableClientState" };
+ list_fn_cb fs[4] = { (list_fn_cb) &jwzgles_glEnable,
+ (list_fn_cb) &jwzgles_glDisable,
+ (list_fn_cb) &jwzgles_glEnableClientState,
+ (list_fn_cb) &jwzgles_glDisableClientState };
+ const char *fn = fns[(csp ? 2 : 0) + (set < 0 ? 1 : 0)];
+ list_fn_cb f = fs[(csp ? 2 : 0) + (set < 0 ? 1 : 0)];
+
+ Assert (!state->compiling_verts,
+ "glEnable/glDisable not allowed inside glBegin");
+
+ if (state->compiling_list)
+ {
+ void_int vv[1];
+ vv[0].i = bit;
+ list_push (fn, f,PROTO_I, vv);
+ }
+
+ if (! state->replaying_list &&
+ ! state->compiling_list)
+ LOG2 ("direct %-12s %s", fn, mode_desc(bit));
+
+ if (csp && !state->compiling_verts)
+ {
+ if (set > 0)
+ switch (bit) {
+ case GL_NORMAL_ARRAY: state->set.ncount += 2; break;
+ case GL_TEXTURE_COORD_ARRAY: state->set.tcount += 2; break;
+ case GL_COLOR_ARRAY: state->set.ccount += 2; break;
+ default: break;
+ }
+ else
+ switch (bit) {
+ case GL_NORMAL_ARRAY: state->set.ncount = 0; break;
+ case GL_TEXTURE_COORD_ARRAY: state->set.tcount = 0; break;
+ case GL_COLOR_ARRAY: state->set.ccount = 0; break;
+ default: break;
+ }
+ }
+
+ if (omitp || state->compiling_list)
+ ;
+ else if (set > 0 && csp)
+ glEnableClientState (bit); /* the real one */
+ else if (set < 0 && csp)
+ glDisableClientState (bit); /* the real one */
+ else if (set > 0)
+ glEnable (bit); /* the real one */
+ else
+ glDisable (bit); /* the real one */
+
+ CHECK(fn);
}
- else
+
+ /* Store the bit in our state as well, or query it.
+ */
+ if (flag)
{
- if (! state->replaying_list)
- LOG2 ("direct %-12s %s", "glEnable", mode_desc(bit));
- glEnable (bit); /* the real one */
- CHECK("glEnable");
-
- switch (bit) {
- case GL_TEXTURE_2D: state->enabled |= ISENABLED_TEXTURE_2D; break;
- case GL_TEXTURE_GEN_S: state->enabled |= ISENABLED_TEXTURE_GEN_S; break;
- case GL_TEXTURE_GEN_T: state->enabled |= ISENABLED_TEXTURE_GEN_T; break;
- case GL_LIGHTING: state->enabled |= ISENABLED_LIGHTING; break;
- case GL_BLEND: state->enabled |= ISENABLED_BLEND; break;
- case GL_DEPTH_TEST: state->enabled |= ISENABLED_DEPTH_TEST; break;
- case GL_CULL_FACE: state->enabled |= ISENABLED_CULL_FACE; break;
- case GL_NORMALIZE: state->enabled |= ISENABLED_NORMALIZE; break;
- case GL_FOG: state->enabled |= ISENABLED_FOG; break;
- case GL_COLOR_MATERIAL: state->enabled |= ISENABLED_COLMAT; break;
-
- /* Do these work with glEnable or only with glEnableClientState? */
- case GL_VERTEX_ARRAY: state->enabled |= ISENABLED_VERT_ARRAY; break;
- case GL_NORMAL_ARRAY: state->enabled |= ISENABLED_NORM_ARRAY; break;
- case GL_TEXTURE_COORD_ARRAY: state->enabled |= ISENABLED_TEX_ARRAY;break;
- case GL_COLOR_ARRAY: state->enabled |= ISENABLED_COLOR_ARRAY; break;
-
- default: break;
- }
+ unsigned long *enabled = (state->compiling_list
+ ? &state->list_enabled
+ : &state->enabled);
+ if (set > 0)
+ *enabled |= flag;
+ else if (set < 0)
+ *enabled &= ~flag;
+ else
+ result = !!(*enabled & flag);
}
+
+ return result;
}
void
-jwzgles_glDisable (GLuint bit)
+jwzgles_glEnable (GLuint bit)
{
- Assert (!state->compiling_verts, "glDisable not allowed inside glBegin");
- if (state->compiling_list)
- {
- void_int vv[1];
- vv[0].i = bit;
- list_push ("glDisable", (list_fn_cb) &jwzgles_glDisable, PROTO_I, vv);
- }
- else
- {
- if (! state->replaying_list)
- LOG2 ("direct %-12s %s", "glDisable", mode_desc(bit));
- glDisable (bit); /* the real one */
- CHECK("glDisable");
-
- switch (bit) {
- case GL_TEXTURE_2D: state->enabled &= ~ISENABLED_TEXTURE_2D; break;
- case GL_TEXTURE_GEN_S: state->enabled &= ~ISENABLED_TEXTURE_GEN_S; break;
- case GL_TEXTURE_GEN_T: state->enabled &= ~ISENABLED_TEXTURE_GEN_T; break;
- case GL_LIGHTING: state->enabled &= ~ISENABLED_LIGHTING; break;
- case GL_BLEND: state->enabled &= ~ISENABLED_BLEND; break;
- case GL_DEPTH_TEST: state->enabled &= ~ISENABLED_DEPTH_TEST; break;
- case GL_CULL_FACE: state->enabled &= ~ISENABLED_CULL_FACE; break;
- case GL_NORMALIZE: state->enabled &= ~ISENABLED_NORMALIZE; break;
- case GL_FOG: state->enabled &= ~ISENABLED_FOG; break;
- case GL_COLOR_MATERIAL: state->enabled &= ~ISENABLED_COLMAT; break;
-
- /* Do these work with glEnable or only with glEnableClientState? */
- case GL_VERTEX_ARRAY: state->enabled &= ~ISENABLED_VERT_ARRAY; break;
- case GL_NORMAL_ARRAY: state->enabled &= ~ISENABLED_NORM_ARRAY; break;
- case GL_TEXTURE_COORD_ARRAY: state->enabled &= ~ISENABLED_TEX_ARRAY;break;
- case GL_COLOR_ARRAY: state->enabled &= ~ISENABLED_COLOR_ARRAY; break;
-
- default: break;
- }
- }
+ enable_disable (bit, 1);
}
+void
+jwzgles_glDisable (GLuint bit)
+{
+ enable_disable (bit, -1);
+}
GLboolean
jwzgles_glIsEnabled (GLuint bit)
{
- /*
- Assert (!state->compiling_verts, "glIsEnabled not allowed inside glBegin");
- Assert (!state->compiling_list, "glIsEnabled not allowed inside glNewList");
- */
- switch (bit) {
- case GL_TEXTURE_2D: return !!(state->enabled & ISENABLED_TEXTURE_2D);
- case GL_TEXTURE_GEN_S: return !!(state->enabled & ISENABLED_TEXTURE_GEN_S);
- case GL_TEXTURE_GEN_T: return !!(state->enabled & ISENABLED_TEXTURE_GEN_T);
- case GL_LIGHTING: return !!(state->enabled & ISENABLED_LIGHTING);
- case GL_BLEND: return !!(state->enabled & ISENABLED_BLEND);
- case GL_DEPTH_TEST: return !!(state->enabled & ISENABLED_DEPTH_TEST);
- case GL_CULL_FACE: return !!(state->enabled & ISENABLED_CULL_FACE);
- case GL_NORMALIZE: return !!(state->enabled & ISENABLED_NORMALIZE);
- case GL_FOG: return !!(state->enabled & ISENABLED_FOG);
- case GL_COLOR_MATERIAL: return !!(state->enabled & ISENABLED_COLMAT);
-
- /* Do these work with glEnable or only with glEnableClientState?
- We need to query them, and there is no glIsClientStateEnabled.
- */
- case GL_VERTEX_ARRAY: return !!(state->enabled & ISENABLED_VERT_ARRAY);
- case GL_NORMAL_ARRAY: return !!(state->enabled & ISENABLED_NORM_ARRAY);
- case GL_TEXTURE_COORD_ARRAY: return !!(state->enabled & ISENABLED_TEX_ARRAY);
- case GL_COLOR_ARRAY: return !!(state->enabled & ISENABLED_COLOR_ARRAY);
- default: Assert (0, "glIsEnabled unimplemented bit"); break;
- }
+ return enable_disable (bit, 0);
}
+void
+jwzgles_glEnableClientState (GLuint cap)
+{
+ enable_disable (cap, 1);
+}
+
+void
+jwzgles_glDisableClientState (GLuint cap)
+{
+ enable_disable (cap, -1);
+}
+
+
/* The spec says that OpenGLES 1.x doesn't implement glGetFloatv.
Were this true, it would suck, for it would mean that there was no
CHECK("glVertexPointer");
}
+
void
jwzgles_glNormalPointer (GLuint type, GLuint stride, const GLvoid *ptr)
{
list_push ("glBindTexture", (list_fn_cb) &jwzgles_glBindTexture,
PROTO_II, vv);
}
- else
+
+ /* Do it immediately as well, for generate_texture_coords */
+ /* else */
{
if (! state->replaying_list)
LOG3 ("direct %-12s %s %d", "glBindTexture",