ref: 8b60b91ae4d6187e1784d43476e34c5cf056f6c8
dir: /src/arrays.c/
#include "zgl.h" #include <assert.h> //#include <stdio.h> #include "msghandling.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; if(size == 0) return; //Allow the user to delete buffer data with glBufferData. 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 } if(data != NULL) 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); }