ref: 3aaf17bc54e0ab5bc103036d016a76283c371517
dir: /src/init.c/
#include "zgl.h" GLContext* gl_ctx; void initSharedState(GLContext* c) { GLSharedState* s = &c->shared_state; s->lists = gl_zalloc(sizeof(GLList*) * MAX_DISPLAY_LISTS); s->texture_hash_table = gl_zalloc(sizeof(GLTexture*) * TEXTURE_HASH_TABLE_SIZE); alloc_texture(c, 0); //MEMORY LEAK } void endSharedState(GLContext* c) { GLSharedState* s = &c->shared_state; GLint i; GLList* l; GLParamBuffer *pb, *pb1; GLTexture* t, *n; for (i = 0; i < MAX_DISPLAY_LISTS; i++) if(s->lists[i]){ l = s->lists[i]; pb = l->first_op_buffer; while (pb != NULL) { pb1 = pb->next; gl_free(pb); pb = pb1; } gl_free(l); s->lists[i] = NULL; } gl_free(s->lists); for(i = 0; i < TEXTURE_HASH_TABLE_SIZE; i++) { t = s->texture_hash_table[i]; while(t){ GLTexture **ht; GLImage* im; GLint inner_i; //t = find_texture(c, h); if (t->prev == NULL) { ht = &c->shared_state.texture_hash_table[t->handle % TEXTURE_HASH_TABLE_SIZE]; *ht = t->next; } else { t->prev->next = t->next; } n=t->next; if (t->next != NULL) t->next->prev = t->prev; for (inner_i = 0; inner_i < MAX_TEXTURE_LEVELS; inner_i++) { im = &t->images[inner_i]; if (im->pixmap != NULL) gl_free(im->pixmap); } gl_free(t); t=n; } } gl_free(s->texture_hash_table); } void glInit(void* zbuffer1) { ZBuffer* zbuffer = (ZBuffer*)zbuffer1; GLContext* c; GLViewport* v; GLint i; c = gl_zalloc(sizeof(GLContext)); gl_ctx = c; c->zb = zbuffer; /* allocate GLVertex array */ c->vertex_max = POLYGON_MAX_VERTEX; c->vertex = gl_malloc(POLYGON_MAX_VERTEX * sizeof(GLVertex)); /* viewport */ v = &c->viewport; v->xmin = 0; v->ymin = 0; v->xsize = zbuffer->xsize; v->ysize = zbuffer->ysize; v->updated = 1; /* shared state */ initSharedState(c); /* lists */ c->exec_flag = 1; c->compile_flag = 0; c->print_flag = 0; c->in_begin = 0; /* lights */ for (i = 0; i < MAX_LIGHTS; i++) { GLLight* l = &c->lights[i]; l->ambient = gl_V4_New(0, 0, 0, 1); l->diffuse = gl_V4_New(1, 1, 1, 1); l->specular = gl_V4_New(1, 1, 1, 1); l->position = gl_V4_New(0, 0, 1, 0); l->norm_position = gl_V3_New(0, 0, 1); l->spot_direction = gl_V3_New(0, 0, -1); l->norm_spot_direction = gl_V3_New(0, 0, -1); l->spot_exponent = 0; l->spot_cutoff = 180; l->attenuation[0] = 1; l->attenuation[1] = 0; l->attenuation[2] = 0; l->enabled = 0; } c->first_light = NULL; c->ambient_light_model = gl_V4_New(0.2, 0.2, 0.2, 1); c->local_light_model = 0; c->lighting_enabled = 0; c->light_model_two_side = 0; /* default materials */ for (i = 0; i < 2; i++) { GLMaterial* m = &c->materials[i]; m->emission = gl_V4_New(0, 0, 0, 1); m->ambient = gl_V4_New(0.2, 0.2, 0.2, 1); m->diffuse = gl_V4_New(0.8, 0.8, 0.8, 1); m->specular = gl_V4_New(0, 0, 0, 1); m->shininess = 0; } c->current_color_material_mode = GL_FRONT_AND_BACK; c->current_color_material_type = GL_AMBIENT_AND_DIFFUSE; c->color_material_enabled = 0; /* textures */ glInitTextures(c); /* default state */ c->current_color.X = 1.0; c->current_color.Y = 1.0; c->current_color.Z = 1.0; c->current_color.W = 0.0; // Shouldn't ever be used. // c->longcurrent_color[0] = 65280; // c->longcurrent_color[1] = 65280; // c->longcurrent_color[2] = 65280; c->current_normal.X = 1.0; c->current_normal.Y = 0.0; c->current_normal.Z = 0.0; c->current_normal.W = 0.0; c->current_edge_flag = 1; c->current_tex_coord.X = 0; c->current_tex_coord.Y = 0; c->current_tex_coord.Z = 0; c->current_tex_coord.W = 1; c->polygon_mode_front = GL_FILL; c->polygon_mode_back = GL_FILL; c->current_front_face = 0; /* 0 = GL_CCW 1 = GL_CW */ c->current_cull_face = GL_BACK; c->current_shade_model = GL_SMOOTH; c->cull_face_enabled = 0; c->zb->dostipple = 0; #if TGL_FEATURE_POLYGON_STIPPLE == 1 for (GLint i = 0; i < 128; i++) c->zb->stipplepattern[i] = 0xFF; #endif /* clear */ c->clear_color.v[0] = 0; c->clear_color.v[1] = 0; c->clear_color.v[2] = 0; c->clear_color.v[3] = 0; c->clear_depth = 0; /* selection */ c->render_mode = GL_RENDER; c->select_buffer = NULL; c->name_stack_size = 0; /* matrix */ c->matrix_mode = 0; c->matrix_stack_depth_max[0] = MAX_MODELVIEW_STACK_DEPTH; c->matrix_stack_depth_max[1] = MAX_PROJECTION_STACK_DEPTH; c->matrix_stack_depth_max[2] = MAX_TEXTURE_STACK_DEPTH; for (i = 0; i < 3; i++) { c->matrix_stack[i] = gl_zalloc(c->matrix_stack_depth_max[i] * sizeof(M4)); c->matrix_stack_ptr[i] = c->matrix_stack[i]; } glMatrixMode(GL_PROJECTION); glLoadIdentity(); glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); c->matrix_model_projection_updated = 1; /* opengl 1.1 arrays */ c->client_states = 0; /* opengl 1.1 polygon offset */ c->offset_states = 0; /* clear the resize callback function pointer */ c->gl_resize_viewport = NULL; /* specular buffer */ c->specbuf_first = NULL; c->specbuf_used_counter = 0; c->specbuf_num_buffers = 0; /* depth test */ c->depth_test = 0; } void glClose(void) { GLContext* c = gl_get_context();GLuint i; gl_free(c->vertex); for (i = 0; i < 3; i++) { //c->matrix_stack[i] = gl_zalloc(c->matrix_stack_depth_max[i] * sizeof(M4)); gl_free(c->matrix_stack[i]); //c->matrix_stack_ptr[i] = c->matrix_stack[i]; } i = 0; GLSpecBuf* n = NULL; for( GLSpecBuf* b = c->specbuf_first; b != NULL; b = n) { n = b->next; gl_free(b); i++; } endSharedState(c); gl_free(c); }