shithub: tinygl

ref: 50fc39b242e889b7bec9971acb1f8438e29095f5
dir: /src/arrays.c/

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#include "zgl.h"
#include <assert.h>
//#include <stdio.h>



//Code for buffers is here too!


GLint free_buffer(GLint handle){
	GLContext* c = gl_get_context();
	GLSharedState* s = &(c->shared_state);
	if(handle == 0 || handle > MAX_BUFFERS) return 1; //error flag
//HANDLE IS HENCEFORTH AN INDEX, AND NOT A HANDLE!!!
	handle--;
	if(s->buffers[handle]){ //if this handle exists...
		if(c->boundarraybuffer == (handle+1)) c->boundarraybuffer = 0;
		if(s->buffers[handle]->data) //if this handle has data...
		{	
			void* d = s->buffers[handle]->data;
			gl_free(s->buffers[handle]->data); //free the data...
			//deal with the possible bindings...
			if(c->vertex_array == d) {c->vertex_array = NULL;c->client_states &= ~VERTEX_ARRAY;}
			if(c->color_array == d) {c->color_array = NULL;c->client_states &= ~COLOR_ARRAY;}
			if(c->normal_array == d) {c->normal_array = NULL;c->client_states &= ~NORMAL_ARRAY;}
			if(c->texcoord_array == d) {c->texcoord_array = NULL;c->client_states &= ~TEXCOORD_ARRAY;}
		}
		gl_free(s->buffers[handle]); //free the buffer...
		s->buffers[handle] = NULL; //Set it to null...
		return 0;
	} else {
		return 0;
	}
}
GLint check_buffer(GLint handle){ //1 means used, 0 means free, 2 means invalid
	GLContext* c = gl_get_context();
	GLSharedState* s = &(c->shared_state);
	if(handle == 0 || handle > MAX_BUFFERS) return 2; //error flag
	handle--;
	if(s->buffers[handle]) return 1;
	return 0;
}
GLboolean glIsBuffer(	GLuint buffer){
	if(check_buffer(buffer) == 1) return GL_TRUE;
	return GL_FALSE;
}


static inline GLBuffer* get_buffer(GLint handle){
	GLContext* c = gl_get_context();
	GLSharedState* s = &(c->shared_state);
	if(handle == 0 || handle > MAX_BUFFERS) return NULL;
	handle--;
	return s->buffers[handle];
}
GLint create_buffer(GLint handle){
	GLContext* c = gl_get_context();
	GLSharedState* s = &(c->shared_state);
	if(handle == 0 || handle > MAX_BUFFERS) return 1; //error flag
	handle--;//convert from handle to index
	if(s->buffers[handle])	free_buffer(handle+1); //this is no longer the handle so we have to add 1.
	//This buffer is now free for usage!
	s->buffers[handle] = gl_zalloc(sizeof(GLBuffer));
	
	if(!(s->buffers[handle])){
#if TGL_FEATURE_ERROR_CHECK == 1
#define ERROR_FLAG GL_OUT_OF_MEMORY
#define RETVAL 1
#include "error_check.h"
#else
		gl_fatal_error("GL_OUT_OF_MEMORY");
#endif
	}
	s->buffers[handle]->data = NULL;
	s->buffers[handle]->size = 0;
	return 0;
}

void glGenBuffers(	GLsizei n,
 					GLuint * buffers)
{GLContext* c = gl_get_context();
	#include "error_check.h"
	if(n > MAX_BUFFERS) goto error;

	{	
		GLint n_left = n;
		GLuint names[n];
		for(int i = 1; i <= MAX_BUFFERS && n_left > 0; i++)
			if(!check_buffer(i)) names[(n_left--)-1] = i;

		if(n_left) goto error; //We were unable to find enough free names.
		for(int i = 0; i < n; i++){
			create_buffer(names[i]);
			
//we have this error check here to quit out early in case of GL_OUT_OF_MEMORY
#include "error_check.h"
			buffers[i] = names[i];
		}
	}
	return;
	error:
		for(int i = 0; i < n; i++)
			buffers[i] = 0;
		return;
}
void glDeleteBuffers(	GLsizei n,
					 	const GLuint * buffers)
{GLContext* c = gl_get_context();
	#include "error_check.h"
	for(GLint i = 0; i < n; i++) free_buffer(buffers[i]);
}


//TODO GL_ARRAY_BUFFER, at a minimum.
void glBindBuffer(	GLenum target,
 					GLuint buffer)
{
	GLContext* c = gl_get_context();
	#include "error_check.h"
	if(buffer == 0 ||
		check_buffer(buffer) == 1){
		if(target == GL_ARRAY_BUFFER) c->boundarraybuffer = buffer;
	}
	return;
}

void glBindBufferAsArray(GLenum target, 
						GLuint buffer,
						GLenum type, //GL_FLOAT
						GLint size, //number of floats
						GLint stride){ //floats between items
	GLContext* c = gl_get_context();
	#include "error_check.h"
	if(target != GL_VERTEX_BUFFER &&
		target != GL_NORMAL_BUFFER &&
		target != GL_COLOR_BUFFER &&
		target != GL_TEXTURE_COORD_BUFFER){
#if TGL_FEATURE_ERROR_CHECK == 1
#define ERROR_FLAG GL_INVALID_ENUM
#include "error_check.h"
#else
		return;
#endif		

	}
	if(buffer == 0)
		switch(target){
			case GL_VERTEX_BUFFER:
				glDisableClientState(GL_VERTEX_ARRAY);
				glVertexPointer(size, type, stride, NULL);
				c->boundvertexbuffer = buffer;
				return;
			break;
			case GL_NORMAL_BUFFER:
				glDisableClientState(GL_NORMAL_ARRAY);
				glNormalPointer(type, stride, NULL);
				c->boundnormalbuffer = buffer;
				return;
			break;
			case GL_COLOR_BUFFER:
				glDisableClientState(GL_COLOR_ARRAY);
				glColorPointer(size, type, stride, NULL);
				c->boundcolorbuffer = buffer;
				return;
			break;
			case GL_TEXTURE_COORD_BUFFER:
				glDisableClientState(GL_TEXTURE_COORD_ARRAY);
				glTexCoordPointer(size, type, stride, NULL);
				c->boundtexcoordbuffer = buffer;
				return;
			break;
			default:return;
		}
	if(check_buffer(buffer) != 1 ||
		type != GL_FLOAT){
#if TGL_FEATURE_ERROR_CHECK == 1
#define ERROR_FLAG GL_INVALID_ENUM
#include "error_check.h"
#else
		tgl_warning("\ncheck_buffer failed on buffer, or incorrect type\n");
		return;
#endif
	}
	GLBuffer* buf = c->shared_state.buffers[buffer-1];
	if(!buf || (buf->data == NULL) || (buf->size == 0)){
#if TGL_FEATURE_ERROR_CHECK == 1
#define ERROR_FLAG GL_INVALID_OPERATION
#include "error_check.h"
#else
		tgl_warning("\nbuffer was null, buffer data was null, or buffer size was 0\n");
		return;
#endif
	}
	switch(target){
		case GL_VERTEX_BUFFER:
			glEnableClientState(GL_VERTEX_ARRAY);
			glVertexPointer(size, type, stride, buf->data);
			c->boundvertexbuffer = buffer;
		break;
		case GL_NORMAL_BUFFER:
			glEnableClientState(GL_NORMAL_ARRAY);
			glNormalPointer(type, stride, buf->data);
			c->boundnormalbuffer = buffer;
		break;
		case GL_COLOR_BUFFER:
			glEnableClientState(GL_COLOR_ARRAY);
			glColorPointer(size, type, stride, buf->data);
			c->boundcolorbuffer = buffer;
		break;
		case GL_TEXTURE_COORD_BUFFER:
			glEnableClientState(GL_TEXTURE_COORD_ARRAY);
			glTexCoordPointer(size, type, stride, buf->data);
			c->boundtexcoordbuffer = buffer;
		break;

		default:return;
	}
	return;
}

void *glMapBuffer(	GLenum target,
				 	GLenum access)
{
	GLContext* c = gl_get_context();
#define RETVAL NULL
#include "error_check.h"
	GLint handle = 0;
	if(target == GL_ARRAY_BUFFER) handle = c->boundarraybuffer;
	if(target == GL_VERTEX_BUFFER) handle = c->boundvertexbuffer;
	if(target == GL_TEXTURE_COORD_BUFFER) handle = c->boundtexcoordbuffer;
	if(target == GL_NORMAL_BUFFER) handle = c->boundnormalbuffer;
	if(target == GL_COLOR_BUFFER) handle = c->boundcolorbuffer;
	{
		if(check_buffer(handle) == 1)
			return c->shared_state.buffers[handle-1]->data;
	}
#if TGL_FEATURE_ERROR_CHECK == 1
#define RETVAL NULL
#define ERROR_FLAG GL_INVALID_ENUM
#include "error_check.h"
#else
	return NULL;
#endif
}
void glBufferData(	GLenum target,
				 	GLsizei size,
				 	const void * data,
				 	GLenum usage) //Usage parameter is ignored.
{
	GLContext* c = gl_get_context();
#include "error_check.h"
	GLint handle = 0;
	GLBuffer* buf = NULL;
	if(target == GL_ARRAY_BUFFER) handle = c->boundarraybuffer;
	if(target == GL_VERTEX_BUFFER) handle = c->boundvertexbuffer;
	if(target == GL_TEXTURE_COORD_BUFFER) handle = c->boundtexcoordbuffer;
	if(target == GL_NORMAL_BUFFER) handle = c->boundnormalbuffer;
	if(target == GL_COLOR_BUFFER) handle = c->boundcolorbuffer;
	if(check_buffer(handle) == 1)
		buf = c->shared_state.buffers[handle-1];
	else {
#if TGL_FEATURE_ERROR_CHECK == 1
#define ERROR_FLAG GL_INVALID_ENUM
#include "error_check.h"
#else
		return;
#endif
	}
	if(buf->data) gl_free(buf->data);
	buf->data = NULL; buf->size = 0;
	buf->data = gl_malloc(size);
	buf->size = size;
	if(!(buf->data)){
#if TGL_FEATURE_ERROR_CHECK == 1
#define ERROR_FLAG GL_OUT_OF_MEMORY
#include "error_check.h"
#else
		gl_fatal_error("GL_OUT_OF_MEMORY");
#endif
	}
	memcpy(buf->data, data, size);
}










void glopArrayElement(GLContext* c, GLParam* param) {
	GLint i;
	GLint states = c->client_states;
	GLint idx = param[1].i;

	if (states & COLOR_ARRAY) {
		GLParam p[5];
		GLint size = c->color_array_size;
		i = idx * (size + c->color_array_stride);
		p[1].f = c->color_array[i];
		p[2].f = c->color_array[i + 1];
		p[3].f = c->color_array[i + 2];
		p[4].f = (size > 3) ? c->color_array[i + 3] : 1.0f;
		glopColor(c, p);
	}
	if (states & NORMAL_ARRAY) {
		i = idx * (3 + c->normal_array_stride);
		c->current_normal.X = c->normal_array[i];
		c->current_normal.Y = c->normal_array[i + 1];
		c->current_normal.Z = c->normal_array[i + 2];
		//c->current_normal.Z = 0.0f;
	}
	if (states & TEXCOORD_ARRAY) {
		GLint size = c->texcoord_array_size;
		i = idx * (size + c->texcoord_array_stride);
		c->current_tex_coord.X = c->texcoord_array[i];
		c->current_tex_coord.Y = c->texcoord_array[i + 1];
		c->current_tex_coord.Z = (size > 2) ? c->texcoord_array[i + 2] : 0.0f;
		c->current_tex_coord.W = (size > 3) ? c->texcoord_array[i + 3] : 1.0f;
	}
	if (states & VERTEX_ARRAY) {
		GLParam p[5];
		GLint size = c->vertex_array_size;
		i = idx * (size + c->vertex_array_stride);
		p[1].f = c->vertex_array[i];
		p[2].f = c->vertex_array[i + 1];
		p[3].f = (size > 2) ? c->vertex_array[i + 2] : 0.0f;
		p[4].f = (size > 3) ? c->vertex_array[i + 3] : 1.0f;
		glopVertex(c, p);
	}
}

void glArrayElement(GLint i) {
	GLParam p[2];
#include "error_check_no_context.h"
	p[0].op = OP_ArrayElement;
	p[1].i = i;
	gl_add_op(p);
}

void glDrawArrays(	GLenum mode,
 					GLint first,
 					GLsizei count){
	//Temporary implementation until I figure out MR's "batch geometry processing" idea
#include "error_check_no_context.h"
	GLint end = first+count;
	glBegin(mode);
	for(GLint i = first;i<end;i++)
		glArrayElement(i);
	glEnd();
}

void glopEnableClientState(GLContext* c, GLParam* p) { c->client_states |= p[1].i; }

void glEnableClientState(GLenum array) {
	GLParam p[2];
#include "error_check_no_context.h"
	p[0].op = OP_EnableClientState;

	switch (array) {
	case GL_VERTEX_ARRAY:
		p[1].i = VERTEX_ARRAY;
		break;
	case GL_NORMAL_ARRAY:
		p[1].i = NORMAL_ARRAY;
		break;
	case GL_COLOR_ARRAY:
		p[1].i = COLOR_ARRAY;
		break;
	case GL_TEXTURE_COORD_ARRAY:
		p[1].i = TEXCOORD_ARRAY;
		break;
	default:
		assert(0);
		break;
	}
	gl_add_op(p);
}

void glopDisableClientState(GLContext* c, GLParam* p) { c->client_states &= p[1].i; }

void glDisableClientState(GLenum array) {
	GLParam p[2];
#include "error_check_no_context.h"
	p[0].op = OP_DisableClientState;

	switch (array) {
	case GL_VERTEX_ARRAY:
		p[1].i = ~VERTEX_ARRAY;
		break;
	case GL_NORMAL_ARRAY:
		p[1].i = ~NORMAL_ARRAY;
		break;
	case GL_COLOR_ARRAY:
		p[1].i = ~COLOR_ARRAY;
		break;
	case GL_TEXTURE_COORD_ARRAY:
		p[1].i = ~TEXCOORD_ARRAY;
		break;
	default:
		assert(0);
		break;
	}
	gl_add_op(p);
}

void glopVertexPointer(GLContext* c, GLParam* p) {
	c->vertex_array_size = p[1].i;
	c->vertex_array_stride = p[2].i;
	c->vertex_array = p[3].p;
}

void glVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid* pointer) {
	GLParam p[4];
#define NEED_CONTEXT
#include "error_check_no_context.h"
#if TGL_FEATURE_ERROR_CHECK == 1
	if(type != GL_FLOAT)
#define ERROR_FLAG GL_INVALID_ENUM
#include "error_check.h"
#else
	if(type != GL_FLOAT) return;
#endif
	p[0].op = OP_VertexPointer;
	p[1].i = size;
	p[2].i = stride;
	p[3].p = (void*)pointer;
	gl_add_op(p);
}

void glopColorPointer(GLContext* c, GLParam* p) {
	c->color_array_size = p[1].i;
	c->color_array_stride = p[2].i;
	c->color_array = p[3].p;
}

void glColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid* pointer) {
	GLParam p[4];
#define NEED_CONTEXT
#include "error_check_no_context.h"
#if TGL_FEATURE_ERROR_CHECK == 1
	if(type != GL_FLOAT)
#define ERROR_FLAG GL_INVALID_ENUM
#include "error_check.h"
#else
	//assert(type == GL_FLOAT);
#endif
	p[0].op = OP_ColorPointer;
	p[1].i = size;
	p[2].i = stride;
	p[3].p = (void*)pointer;
	gl_add_op(p);
}

void glopNormalPointer(GLContext* c, GLParam* p) {
	c->normal_array_stride = p[1].i;
	c->normal_array = p[2].p;
}

void glNormalPointer(GLenum type, GLsizei stride, const GLvoid* pointer) {
	GLParam p[3];
#define NEED_CONTEXT
#include "error_check_no_context.h"
#if TGL_FEATURE_ERROR_CHECK == 1
	if(type != GL_FLOAT)
#define ERROR_FLAG GL_INVALID_ENUM
#include "error_check.h"
#else
	//assert(type == GL_FLOAT);
#endif
	p[0].op = OP_NormalPointer;
	p[1].i = stride;
	p[2].p = (void*)pointer;
	gl_add_op(p);
}

void glopTexCoordPointer(GLContext* c, GLParam* p) {
	c->texcoord_array_size = p[1].i;
	c->texcoord_array_stride = p[2].i;
	c->texcoord_array = p[3].p;
}

void glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid* pointer) {
	GLParam p[4];
#define NEED_CONTEXT
#include "error_check_no_context.h"
#if TGL_FEATURE_ERROR_CHECK == 1
	if(type != GL_FLOAT)
#define ERROR_FLAG GL_INVALID_ENUM
#include "error_check.h"
#else
	//assert(type == GL_FLOAT);
#endif
	p[0].op = OP_TexCoordPointer;
	p[1].i = size;
	p[2].i = stride;
	p[3].p = (void*)pointer;
	gl_add_op(p);
}