ref: fba8d05c264d1939b42fa8487425492744f59f74
parent: d27050d3cd1cfafd32a05029e04c91454f607a2c
author: David <gek@katherine>
date: Sun Feb 21 15:54:00 EST 2021
Bug fixes, improvements, and major expansion of glGet
--- a/README.md
+++ b/README.md
@@ -117,6 +117,8 @@
* No edge clamping. S and T are wrapped.
+* Display lists can be infinitely nested and doing so will crash TinyGL.
+
* Lit triangles will use the current material properties, even if they are textured. If the diffuse color is black, then your
textured triangles will appear black.
--- a/include/GL/gl.h
+++ b/include/GL/gl.h
@@ -175,6 +175,14 @@
GL_LIGHT5 = 0x4005,
GL_LIGHT6 = 0x4006,
GL_LIGHT7 = 0x4007,
+ GL_LIGHT8 = 0x4008,
+ GL_LIGHT9 = 0x4009,
+ GL_LIGHT10 = 0x400A,
+ GL_LIGHT11 = 0x400B,
+ GL_LIGHT12 = 0x400C,
+ GL_LIGHT13 = 0x400D,
+ GL_LIGHT14 = 0x400E,
+ GL_LIGHT15 = 0x400F,
GL_SPOT_EXPONENT = 0x1205,
GL_SPOT_CUTOFF = 0x1206,
GL_CONSTANT_ATTENUATION = 0x1207,
@@ -660,7 +668,15 @@
GL_TEXT_SIZE48x48 = 6,
GL_TEXT_SIZE56x56 = 7,
GL_TEXT_SIZE64x64 = 8,
- GL_MAX_TEXT_SIZE = 8
+ GL_TEXT_SIZE72x72 = 9,
+ GL_TEXT_SIZE80x80 = 10,
+ GL_TEXT_SIZE88x88 = 11,
+ GL_TEXT_SIZE96x96 = 12,
+ GL_TEXT_SIZE104x104 = 13,
+ GL_TEXT_SIZE112x112 = 14,
+ GL_TEXT_SIZE120x120 = 15,
+ GL_TEXT_SIZE128x128 = 16,
+ GL_MAX_TEXT_SIZE = 16
} GLTEXTSIZE;
enum {
GL_CURRENT_BIT = 0x00000001,
@@ -754,8 +770,8 @@
void glBegin(GLint type);
void glEnd(void);
-
-
+void glDrawBuffer(GLenum mode);
+void glReadBuffer(GLenum mode);
void glDrawArrays( GLenum mode,
GLint first,
GLsizei count);
@@ -827,6 +843,10 @@
void glNewList(GLuint list,GLint mode);
void glEndList(void);
void glCallList(GLuint list);
+void glCallLists( GLsizei n,
+ GLenum type,
+ const GLuint* lists);
+void glListBase(GLint n);
void glDeleteList(GLuint list);
void glDeleteLists(GLuint list, GLuint range);
/* clear */
@@ -857,7 +877,10 @@
void glTexEnvi(GLint target,GLint pname,GLint param);
void glTexParameteri(GLint target,GLint pname,GLint param);
void glPixelStorei(GLint pname,GLint param);
-
+GLboolean glAreTexturesResident( GLsizei n,
+ const GLuint * textures,
+ GLboolean * residences);
+GLboolean glIsTexture( GLuint texture);
/* lighting */
void glMaterialfv(GLint mode,GLint type,GLfloat *v);
--- a/src/Makefile
+++ b/src/Makefile
@@ -4,13 +4,8 @@
misc.o clear.o light.o clip.o select.o get.o \
zbuffer.o zline.o ztriangle.o \
zmath.o image_util.o msghandling.o \
- arrays.o specbuf.o memory.o ztext.o zraster.o
-ifdef TINYGL_USE_GLX
-#OBJS += glx.o
-endif
-ifdef TINYGL_USE_NANOX
-OBJS += nglx.o
-endif
+ arrays.o specbuf.o memory.o ztext.o zraster.o accum.o
+
INCLUDES = -I./include
LIB = libTinyGL.a
--- /dev/null
+++ b/src/accum.c
@@ -1,0 +1,2 @@
+#include "zgl.h"
+//TODO: Write the accumulation buffer
--- a/src/api.c
+++ b/src/api.c
@@ -164,8 +164,7 @@
#define ERROR_FLAG GL_INVALID_ENUM
#include "error_check.h"
#else
- //assert(mode == GL_CCW || mode == GL_CW);
- //It's alright. No error checking!
+ //if(!(mode == GL_CCW || mode == GL_CW)) return;
#endif
mode = (mode != GL_CCW);
--- a/src/arrays.c
+++ b/src/arrays.c
@@ -2,10 +2,7 @@
#include <assert.h>
//#include <stdio.h>
-#define VERTEX_ARRAY 0x0001
-#define COLOR_ARRAY 0x0002
-#define NORMAL_ARRAY 0x0004
-#define TEXCOORD_ARRAY 0x0008
+
//Code for buffers is here too!
--- a/src/clip.c
+++ b/src/clip.c
@@ -239,7 +239,7 @@
return;
front = norm < 0.0;
- front = front ^ c->current_front_face;
+ front = front ^ c->current_front_face; //I don't know how this works, but it does, GL_CCW is 0x901 and CW is 900.
/* back face culling */
if (c->cull_face_enabled) {
--- a/src/get.c
+++ b/src/get.c
@@ -1,58 +1,7 @@
#include "msghandling.h"
#include "zgl.h"
#define TINYGL_VERSION 0.8
-void glGetIntegerv(GLint pname, GLint* params) {
- GLContext* c = gl_get_context();
-#include "error_check.h"
- switch (pname) {
- case GL_BLEND:
- *params = c->zb->enable_blend;
- break;
- case GL_BLEND_DST:
- *params = c->zb->dfactor;
- break;
- case GL_BLEND_SRC:
- *params = c->zb->sfactor;
- break;
- case GL_BLEND_EQUATION:
- *params = c->zb->blendeq;
- break;
- case GL_VIEWPORT:
- params[0] = c->viewport.xmin;
- params[1] = c->viewport.ymin;
- params[2] = c->viewport.xsize;
- params[3] = c->viewport.ysize;
- break;
- case GL_MAX_MODELVIEW_STACK_DEPTH:
- *params = MAX_MODELVIEW_STACK_DEPTH;
- break;
- case GL_MAX_PROJECTION_STACK_DEPTH:
- *params = MAX_PROJECTION_STACK_DEPTH;
- break;
-
- case GL_CULL_FACE_MODE:
- *params = c->current_cull_face;
- break;
- case GL_MAX_LIGHTS:
- *params = MAX_LIGHTS;
- break;
- case GL_MAX_TEXTURE_SIZE:
- *params = TGL_FEATURE_TEXTURE_DIM; /* not completely true, but... */
- break;
- case GL_CULL_FACE:
- *params = c->cull_face_enabled;
- break;
- case GL_MAX_TEXTURE_STACK_DEPTH:
- *params = MAX_TEXTURE_STACK_DEPTH;
- break;
- case GL_CURRENT_RASTER_POSITION_VALID:
- *params = c->rasterposvalid;
- break;
- default:
- tgl_warning("glGet: option not implemented");
- break;
- }
-}
+
#define xstr(s) str(s)
#define str(s) #s
@@ -185,12 +134,393 @@
return NULL;
}
+//NOTE: You should never be prevented from retrieving values from the GL state, even in GL_OUT_OF_MEMORY
+
+void glGetIntegerv(GLint pname, GLint* params) {
+ GLContext* c = gl_get_context();
+ GLint i = 0;
+ switch (pname) {
+ case GL_LIGHT15:
+ i++;
+ case GL_LIGHT14:
+ i++;
+ case GL_LIGHT13:
+ i++;
+ case GL_LIGHT12:
+ i++;
+ case GL_LIGHT11:
+ i++;
+ case GL_LIGHT10:
+ i++;
+ case GL_LIGHT9:
+ i++;
+ case GL_LIGHT8:
+ i++;
+ case GL_LIGHT7:
+ i++;
+ case GL_LIGHT6:
+ i++;
+ case GL_LIGHT5:
+ i++;
+ case GL_LIGHT4:
+ i++;
+ case GL_LIGHT3:
+ i++;
+ case GL_LIGHT2:
+ i++;
+ case GL_LIGHT1:
+ i++;
+ case GL_LIGHT0:
+ *params = c->lights[i].enabled;
+ break;
+ case GL_COLOR_ARRAY:
+ *params = ((c->client_states & COLOR_ARRAY)!=0);
+ break;
+ case GL_COLOR_ARRAY_SIZE:
+ *params = (c->color_array_size);
+ break;
+ case GL_COLOR_ARRAY_STRIDE:
+ *params = c->color_array_stride;
+ break;
+ case GL_VERTEX_ARRAY:
+ *params = ((c->client_states & VERTEX_ARRAY)!=0);
+ break;
+ case GL_VERTEX_ARRAY_SIZE:
+ *params = c->vertex_array_size;
+ break;
+ case GL_VERTEX_ARRAY_STRIDE:
+ *params = c->vertex_array_stride;
+ break;
+ case GL_TEXTURE_COORD_ARRAY:
+ *params = ((c->client_states & TEXCOORD_ARRAY)!=0);
+ break;
+ case GL_TEXTURE_COORD_ARRAY_SIZE:
+ *params = c->texcoord_array_size;
+ break;
+ case GL_TEXTURE_COORD_ARRAY_STRIDE:
+ *params = c->texcoord_array_stride;
+ break;
+ case GL_NORMAL_ARRAY:
+ *params = ((c->client_states & NORMAL_ARRAY)!=0);
+ break;
+ case GL_NORMAL_ARRAY_STRIDE:
+ *params = c->normal_array_stride;
+ break;
+ case GL_BLEND:
+ *params = c->zb->enable_blend;
+ break;
+ case GL_SHADE_MODEL:
+ *params = c->current_shade_model;
+ break;
+ case GL_BLEND_DST:
+ *params = c->zb->dfactor;
+ break;
+ case GL_BLEND_SRC:
+ *params = c->zb->sfactor;
+ break;
+ case GL_POLYGON_MODE:
+ params[0] = c->polygon_mode_front;
+ params[1] = c->polygon_mode_back;
+ break;
+ case GL_LIST_MODE:
+ params[0] = c->compile_flag;
+ break;
+ case GL_LIST_BASE:
+ *params = c->listbase;
+ break;
+ case GL_LIST_INDEX:
+ params[0] = 0;
+ break;
+ case GL_TEXTURE_2D:
+ params[0] = c->texture_2d_enabled;
+ break;
+ case GL_POLYGON_STIPPLE:
+#if TGL_FEATURE_POLYGON_STIPPLE == 1
+ params[0] = c->zb->GLuint dostipple;
+#else
+ params[0] = GL_FALSE;
+#endif
+ break;
+ case GL_LIGHT_MODEL_LOCAL_VIEWER:
+ *params = c->local_light_model;
+ break;
+ case GL_FOG_INDEX:
+ *params = 0;
+ break;
+ case GL_FOG_COLOR:
+ params[0] = 0;
+ params[1] = 0;
+ params[2] = 0;
+ params[3] = 0;
+ break;
+ case GL_FOG_MODE:
+ *params = GL_EXP;
+ break;
+ case GL_LIGHTING:
+ *params = (c->lighting_enabled != 0);
+ break;
+ case GL_LIGHT_MODEL_TWO_SIDE:
+ *params = (c->light_model_two_side != 0);
+ break;
+ case GL_LINE_STIPPLE_REPEAT:
+ *params = 1;
+ break;
+ case GL_LINE_STIPPLE:
+ *params = 0;
+ break;
+ case GL_LINE_STIPPLE_PATTERN:
+ *params = (GLushort)(~0);
+ break;
+ case GL_NORMALIZE:
+ params[0] = c->normalize_enabled;
+ break;
+ case GL_POINT_SMOOTH_HINT:
+ case GL_FOG_HINT:
+ case GL_LINE_SMOOTH_HINT:
+ case GL_PERSPECTIVE_CORRECTION_HINT:
+ case GL_POLYGON_SMOOTH_HINT:
+ *params = GL_FASTEST;
+ break;
+ case GL_BLUE_SCALE:
+ case GL_RED_SCALE:
+ case GL_GREEN_SCALE:
+ case GL_ALPHA_SCALE:
+ *params = 1;
+ break;
+ case GL_SUBPIXEL_BITS:
+ *params = 6;
+ break;
+ case GL_MATRIX_MODE:
+ if(c->matrix_mode == 0)
+ *params = GL_MODELVIEW;
+ else if (c->matrix_mode == 1)
+ *params = GL_PROJECTION;
+ else if (c->matrix_mode == 2)
+ *params = GL_TEXTURE;
+ break;
+ case GL_BLUE_BIAS:
+ case GL_RED_BIAS:
+ case GL_GREEN_BIAS:
+ case GL_ALPHA_BIAS:
+ case GL_CLIP_PLANE0: //TODO
+ case GL_CLIP_PLANE1:
+ case GL_CLIP_PLANE2:
+ case GL_CLIP_PLANE3:
+ case GL_CLIP_PLANE4:
+ case GL_CLIP_PLANE5:
+ case GL_SCISSOR_TEST:
+ case GL_UNPACK_SWAP_BYTES:
+ case GL_UNPACK_SKIP_ROWS:
+ case GL_UNPACK_SKIP_PIXELS:
+ case GL_UNPACK_ROW_LENGTH:
+ case GL_UNPACK_LSB_FIRST:
+ case GL_TEXTURE_GEN_T:
+ case GL_TEXTURE_GEN_S:
+ case GL_TEXTURE_GEN_R:
+ case GL_TEXTURE_GEN_Q:
+ case GL_TEXTURE_1D: //TODO
+ case GL_STEREO:
+ case GL_PACK_SWAP_BYTES:
+ case GL_PACK_SKIP_ROWS:
+ case GL_PACK_SKIP_PIXELS:
+ case GL_PACK_ROW_LENGTH:
+ case GL_PACK_LSB_FIRST:
+ case GL_STENCIL_TEST:
+ case GL_MAX_PIXEL_MAP_TABLE:
+ case GL_MAX_EVAL_ORDER:
+ case GL_MAX_CLIENT_ATTRIB_STACK_DEPTH:
+ params[0] = 0;
+ break;
+ case GL_MAX_VIEWPORT_DIMS:
+ params[0] = 4096;
+ params[1] = 4096;
+ break;
+ case GL_MAX_LIST_NESTING:
+ *params = 2147483647; //No checking is done, indicate it to the user!
+ break;
+ case GL_STENCIL_FUNC:
+ *params = GL_ALWAYS;
+ break;
+ case GL_STENCIL_CLEAR_VALUE:
+ *params = 0;
+ break;
+ case GL_STENCIL_BITS:
+ case GL_MAP_STENCIL:
+ case GL_MAP_COLOR:
+ case GL_INDEX_SHIFT:
+ case GL_INDEX_OFFSET:
+ case GL_INDEX_MODE:
+ case GL_INDEX_CLEAR_VALUE:
+ case GL_INDEX_BITS:
+ case GL_INDEX_ARRAY:
+ *params = 0;
+ break;
+ case GL_FRONT_FACE:
+ *params = c->current_front_face;
+ break;
+ case GL_STENCIL_PASS_DEPTH_PASS:
+ case GL_STENCIL_PASS_DEPTH_FAIL:
+ *params = GL_KEEP;
+ break;
+ case GL_STENCIL_VALUE_MASK:
+ case GL_INDEX_WRITEMASK:
+ *params = ~0;
+ break;
+ case GL_UNPACK_ALIGNMENT:
+ case GL_PACK_ALIGNMENT:
+ *params = 4;
+ break;
+ case GL_COLOR_ARRAY_TYPE:
+ case GL_NORMAL_ARRAY_TYPE:
+ case GL_TEXTURE_COORD_ARRAY_TYPE:
+ case GL_VERTEX_ARRAY_TYPE:
+ *params = GL_FLOAT;
+ break;
+ case GL_RENDER_MODE:
+ *params = c->render_mode;
+ break;
+ case GL_BLEND_EQUATION:
+ *params = c->zb->blendeq;
+ break;
+ case GL_DRAW_BUFFER:
+ *params = c->drawbuffer;
+ break;
+ case GL_READ_BUFFER:
+ *params = c->readbuffer;
+ break;
+ case GL_AUX_BUFFERS:
+ *params = 0;
+ break;
+ case GL_PIXEL_MAP_S_TO_S_SIZE:
+ case GL_PIXEL_MAP_I_TO_I_SIZE:
+ case GL_PIXEL_MAP_I_TO_R_SIZE:
+ case GL_PIXEL_MAP_I_TO_G_SIZE:
+ case GL_PIXEL_MAP_I_TO_B_SIZE:
+ case GL_PIXEL_MAP_I_TO_A_SIZE:
+ case GL_PIXEL_MAP_R_TO_R_SIZE:
+ case GL_PIXEL_MAP_G_TO_G_SIZE:
+ case GL_PIXEL_MAP_B_TO_B_SIZE:
+ case GL_PIXEL_MAP_A_TO_A_SIZE:
+ *params = 0;
+ break;
+ case GL_RGBA_MODE:
+ *params = 1; //yes, even in 565 (it's what the spec says)
+ break;
+ case GL_VIEWPORT:
+ params[0] = c->viewport.xmin;
+ params[1] = c->viewport.ymin;
+ params[2] = c->viewport.xsize;
+ params[3] = c->viewport.ysize;
+ break;
+ case GL_MAX_MODELVIEW_STACK_DEPTH:
+ *params = MAX_MODELVIEW_STACK_DEPTH;
+ break;
+ case GL_MAX_NAME_STACK_DEPTH:
+ *params = MAX_NAME_STACK_DEPTH;
+ break;
+ case GL_MAX_PROJECTION_STACK_DEPTH:
+ *params = MAX_PROJECTION_STACK_DEPTH;
+ break;
+ case GL_MAX_TEXTURE_STACK_DEPTH:
+ *params = MAX_TEXTURE_STACK_DEPTH;
+ break;
+ case GL_GREEN_BITS:
+#if TGL_FEATURE_RENDER_BITS == 16
+ *params = 6;
+#elif TGL_FEATURE_RENDER_BITS == 32
+ *params = 8;
+#endif
+ break;
+ case GL_BLUE_BITS:
+ case GL_RED_BITS:
+#if TGL_FEATURE_RENDER_BITS == 16
+ *params = 5;
+#elif TGL_FEATURE_RENDER_BITS == 32
+ *params = 8;
+#endif
+ break;
+ case GL_POLYGON_OFFSET_FILL:
+ *params = ((c->offset_states & TGL_OFFSET_FILL) != 0);
+ break;
+ case GL_POLYGON_OFFSET_LINE:
+ *params = ((c->offset_states & TGL_OFFSET_LINE) != 0);
+ break;
+ case GL_DEPTH_BITS:
+ *params = 16;
+ break;
+ case GL_POLYGON_OFFSET_POINT:
+ *params = ((c->offset_states & TGL_OFFSET_POINT) != 0);
+ break;
+ case GL_POLYGON_SMOOTH:
+ *params = GL_FALSE;
+ break;
+ case GL_CULL_FACE_MODE:
+ *params = c->current_cull_face;
+ break;
+ case GL_MAX_LIGHTS:
+ *params = MAX_LIGHTS;
+ break;
+ case GL_MAX_TEXTURE_SIZE:
+ *params = TGL_FEATURE_TEXTURE_DIM; /* not completely true, but... */
+ break;
+ case GL_CULL_FACE:
+ *params = c->cull_face_enabled;
+ break;
+ case GL_CURRENT_RASTER_POSITION_VALID:
+ *params = c->rasterposvalid;
+ break;
+ case GL_FOG:
+ *params = GL_FALSE;
+ break;
+ case GL_EDGE_FLAG:
+ *params = c->current_edge_flag;
+ break;
+ case GL_DOUBLEBUFFER:
+ case GL_DITHER:
+ *params = GL_FALSE;
+ break;
+ case GL_DEPTH_TEST:
+ *params = (c->zb->depth_test == 1);
+ break;
+ case GL_DEPTH_FUNC:
+ *params = GL_LESS;
+ break;
+
+ default:
+ tgl_warning("glGet: option not implemented");
+#if TGL_FEATURE_ERROR_CHECK == 1
+#define ERROR_FLAG GL_INVALID_ENUM
+#include "error_check.h"
+#endif
+ break;
+ }
+}
+
+
+
void glGetFloatv(GLint pname, GLfloat* v) {
GLint i;
GLint mnr = 0; /* just a trick to return the correct matrix */
GLContext* c = gl_get_context();
-#include "error_check.h"
switch (pname) {
+ case GL_BLUE_SCALE:
+ case GL_RED_SCALE:
+ case GL_GREEN_SCALE:
+ case GL_ALPHA_SCALE:
+ case GL_FOG_END:
+ case GL_FOG_DENSITY:
+ *v = 1;
+ break;
+ case GL_BLUE_BIAS:
+ case GL_RED_BIAS:
+ case GL_GREEN_BIAS:
+ case GL_ALPHA_BIAS:
+ case GL_FOG_START:
+ *v = 0;
+ break;
+ case GL_DEPTH_SCALE:
+ *v = 1;
+ break;
case GL_TEXTURE_MATRIX:
mnr++;
case GL_PROJECTION_MATRIX:
@@ -197,7 +527,6 @@
mnr++;
case GL_MODELVIEW_MATRIX: {
GLfloat* p = &c->matrix_stack_ptr[mnr]->m[0][0];
- ;
for (i = 0; i < 4; i++) {
*v++ = p[0];
*v++ = p[4];
@@ -209,12 +538,58 @@
case GL_LINE_WIDTH:
*v = 1.0f;
break;
+ case GL_DEPTH_CLEAR_VALUE:
+ *v = 1; //This is not entirely true, but... good enough?
+ break;
+ case GL_DEPTH_RANGE:
+ v[0] = 0;
+ v[1] = 1;
+ break;
+ case GL_DEPTH_BIAS:
+ *v = 0;
+ break;
+ case GL_CURRENT_TEXTURE_COORDS:
+ v[0] = c->current_tex_coord.X;
+ v[1] = c->current_tex_coord.Y;
+ v[2] = c->current_tex_coord.Z;
+ v[3] = c->current_tex_coord.W;
+ break;
+ case GL_CURRENT_RASTER_POSITION:
+ v[0] = c->rastervertex.pc.X;
+ v[1] = c->rastervertex.pc.Y;
+ v[2] = c->rastervertex.pc.Z;
+ v[3] = c->rastervertex.pc.W;
+ break;
+ case GL_CURRENT_RASTER_DISTANCE:
+ *v = c->rastervertex.ec.Z;
+ break;
case GL_LINE_WIDTH_RANGE:
v[0] = v[1] = 1.0f;
break;
case GL_POINT_SIZE:
+ //case GL_POINT_SIZE_MIN:
+ //case GL_POINT_SIZE_MAX:
*v = c->zb->pointsize;
break;
+ case GL_FOG_COLOR:
+ v[0] = 0;
+ v[1] = 0;
+ v[2] = 0;
+ v[3] = 0;
+ break;
+ case GL_POINT_SIZE_GRANULARITY:
+ *v = 1.0f; //if we ever implement AA'd points...
+ break;
+ case GL_POLYGON_OFFSET_FACTOR:
+ *v = 0;
+ break;
+ case GL_POLYGON_OFFSET_UNITS:
+ *v = 0;
+ break;
+ case GL_LIGHT_MODEL_AMBIENT:
+ for (i = 0; i < 4; i++)
+ v[i] = c->ambient_light_model.v[i];
+ break;
case GL_ZOOM_X:
*v = c->pzoomx;
break;
@@ -222,7 +597,9 @@
*v = c->pzoomy;
break;
case GL_POINT_SIZE_RANGE:
- v[0] = v[1] = 1.0f;
+ v[0] = c->zb->pointsize;
+ v[1] = c->zb->pointsize;
+ break;
default:
tgl_warning("warning: unknown pname in glGetFloatv()\n");
break;
--- a/src/init.c
+++ b/src/init.c
@@ -130,7 +130,9 @@
v->xsize = zbuffer->xsize;
v->ysize = zbuffer->ysize;
v->updated = 1;
-
+ /* buffer stuff GL 1.1 */
+ c->drawbuffer = GL_FRONT;
+ c->readbuffer = GL_FRONT;
/* shared state */
initSharedState(c);
/* ztext */
@@ -146,7 +148,7 @@
c->exec_flag = 1;
c->compile_flag = 0;
c->print_flag = 0;
-
+ c->listbase = 0;
c->in_begin = 0;
/* lights */
@@ -282,7 +284,7 @@
c->specbuf_first = NULL;
c->specbuf_used_counter = 0;
c->specbuf_num_buffers = 0;
-
+ c->zEnableSpecular = 0;
/* depth test */
c->zb->depth_test = 0;
c->zb->depth_write = 1;
@@ -289,9 +291,15 @@
c->zb->pointsize = 1;
/* raster position */
- c->rasterpos.v[0] = 0;
- c->rasterpos.v[1] = 0;
- c->rasterpos.v[2] = 0;
+ c->rasterpos.X = 0;
+ c->rasterpos.Y = 0;
+ c->rasterpos.Z = 0;
+ c->rasterpos.W = 1;
+
+ c->rastervertex.pc.X = 0;
+ c->rastervertex.pc.Y = 0;
+ c->rastervertex.pc.Z = 0;
+ c->rastervertex.pc.W = 1;
c->rasterposvalid = 0;
c->pzoomx = 1;
c->pzoomy = 1;
--- a/src/light.c
+++ b/src/light.c
@@ -176,7 +176,7 @@
void glopLightModel(GLContext* c, GLParam* p) {
GLint pname = p[1].i;
- GLfloat* v = &p[2].f;
+ GLint* v = &p[2].i;
GLint i;
switch (pname) {
@@ -229,10 +229,10 @@
}
// FEATURES
-int zEnableSpecular = 1; // Enable specular lighting
+
void glSetEnableSpecular(GLint s) {
#include "error_check_no_context.h"
- zEnableSpecular = s;
+ gl_get_context()->zEnableSpecular = s;
}
/* non optimized lightening model */
void gl_shade_vertex(GLContext* c, GLVertex* v) {
@@ -322,7 +322,7 @@
}
/* specular light */
- if (zEnableSpecular) {
+ if (c->zEnableSpecular) {
if (c->local_light_model) {
V3 vcoord;
vcoord.X = v->ec.X;
--- a/src/list.c
+++ b/src/list.c
@@ -110,6 +110,25 @@
tgl_warning(f, "\n");
}
*/
+void glListBase(GLint n){
+ GLContext* c = gl_get_context();
+#include "error_check.h"
+ c->listbase = n;
+}
+void glCallLists( GLsizei n,
+ GLenum type,
+ const GLuint* lists){
+ GLContext* c = gl_get_context();
+#include "error_check.h"
+#if TGL_FEATURE_ERROR_CHECK == 1
+ if(type != GL_UNSIGNED_INT &&
+ type != GL_INT)
+#define ERROR_FLAG GL_INVALID_ENUM
+#include "error_check.h"
+#endif
+ for(GLint i = 0; i < n; i++)
+ glCallList(c->listbase + lists[i]);
+}
void gl_compile_op(GLContext* c, GLParam* p) {
GLint op, op_size;
GLParamBuffer *ob, *ob1;
@@ -247,7 +266,8 @@
#define ERROR_FLAG GL_INVALID_OPERATION
#include "error_check.h"
#else
- //assert(c->compile_flag == 1); //MARK <COST>
+ if(c->compile_flag != 1)
+ return;
#endif
/* end of list */
p[0].op = OP_EndList;
--- a/src/misc.c
+++ b/src/misc.c
@@ -15,7 +15,9 @@
}
void glopViewport(GLContext* c, GLParam* p) {
- GLint xsize, ysize, xmin, ymin, xsize_req, ysize_req;
+ GLint xsize, ysize,
+ xmin, ymin,
+ xsize_req, ysize_req;
xmin = p[1].i;
ymin = p[2].i;
@@ -32,14 +34,11 @@
if (c->gl_resize_viewport && c->gl_resize_viewport(c, &xsize_req, &ysize_req) != 0) {
gl_fatal_error("glViewport: error while resizing display");
}
-
- xsize = xsize_req - xmin;
- ysize = ysize_req - ymin;
if (xsize <= 0 || ysize <= 0) {
gl_fatal_error("glViewport: size too small");
}
- tgl_trace("glViewport: %d %d %d %d\n", xmin, ymin, xsize, ysize);
+ //tgl_trace("glViewport: %d %d %d %d\n", xmin, ymin, xsize, ysize);
c->viewport.xmin = xmin;
c->viewport.ymin = ymin;
c->viewport.xsize = xsize;
@@ -202,6 +201,37 @@
#endif
}
+void glDrawBuffer(GLenum mode){
+ GLContext* c = gl_get_context();
+#include "error_check.h"
+ if((mode != GL_FRONT &&
+ mode != GL_NONE) || c->in_begin)
+ {
+#if TGL_FEATURE_ERROR_CHECK == 1
+#define ERROR_FLAG GL_INVALID_OPERATION
+#include "error_check.h"
+#else
+ return;
+#endif
+ }
+ c->drawbuffer = mode;
+}
+
+void glReadBuffer(GLenum mode){
+ GLContext* c = gl_get_context();
+#include "error_check.h"
+ if((mode != GL_FRONT &&
+ mode != GL_NONE) || c->in_begin)
+ {
+#if TGL_FEATURE_ERROR_CHECK == 1
+#define ERROR_FLAG GL_INVALID_OPERATION
+#include "error_check.h"
+#else
+ return;
+#endif
+ }
+ c->readbuffer = mode;
+}
void glFinish(){
return;
--- a/src/texture.c
+++ b/src/texture.c
@@ -15,6 +15,27 @@
return NULL;
}
+GLboolean glAreTexturesResident( GLsizei n,
+ const GLuint * textures,
+ GLboolean * residences){
+GLContext* c = gl_get_context();
+#define RETVAL GL_FALSE
+#include "error_check.h"
+ for(GLint i = 0; i < n; i++)
+ if(find_texture(c, textures[i]))
+ residences[i] = GL_TRUE;
+ else
+ residences[i] = GL_FALSE;
+}
+GLboolean glIsTexture( GLuint texture){
+ GLContext* c = gl_get_context();
+#define RETVAL GL_FALSE
+#include "error_check.h"
+ if(find_texture(c, texture))
+ return GL_TRUE;
+ return GL_FALSE;
+}
+
void* glGetTexturePixmap(GLint text, GLint level, GLint* xsize, GLint* ysize) {
GLTexture* tex;
GLContext* c = gl_get_context();
--- a/src/vertex.c
+++ b/src/vertex.c
@@ -117,6 +117,7 @@
case GL_LINE:
c->draw_triangle_front = gl_draw_triangle_line;
break;
+ //case GL_FILL:
default:
c->draw_triangle_front = gl_draw_triangle_fill;
break;
--- a/src/zgl.h
+++ b/src/zgl.h
@@ -1,8 +1,8 @@
#ifndef _tgl_zgl_h_
#define _tgl_zgl_h_
#include "../include/GL/gl.h"
-#include "../include/zbuffer.h"
#include "../include/zfeatures.h"
+#include "../include/zbuffer.h"
#include "zmath.h"
#include <assert.h>
#include <math.h>
@@ -43,6 +43,11 @@
#define MAX_TEXTURE_LEVELS 1
#define MAX_LIGHTS 16
+
+#define VERTEX_ARRAY 0x0001
+#define COLOR_ARRAY 0x0002
+#define NORMAL_ARRAY 0x0004
+#define TEXCOORD_ARRAY 0x0008
//#define VERTEX_HASH_SIZE 1031
#define MAX_DISPLAY_LISTS 1024
@@ -195,7 +200,7 @@
GLParamBuffer* current_op_buffer;
GLint current_op_buffer_index;
GLint exec_flag, compile_flag, print_flag;
-
+ GLuint listbase;
/* matrix */
GLint matrix_mode;
@@ -230,7 +235,9 @@
GLuint *select_ptr, *select_hit;
GLint select_overflow;
GLint select_hits;
-
+ /* glDrawBuffer, glRenderBuffer */
+ GLenum drawbuffer;
+ GLenum readbuffer;
/* feedback */
//render_mode as seen above
GLfloat* feedback_buffer;
@@ -287,7 +294,7 @@
GLSpecBuf* specbuf_first;
GLint specbuf_used_counter;
GLint specbuf_num_buffers;
-
+ GLint zEnableSpecular; // Enable specular lighting
/* opaque structure for user's use */
void* opaque;
/* resize viewport function */
@@ -297,7 +304,7 @@
//Moved to Zbuffer.
/* raster position */
- V3 rasterpos;
+ V4 rasterpos;
GLint rasterpos_zz;
GLubyte rasterposvalid;
GLfloat pzoomx, pzoomy;
--- a/src/zraster.c
+++ b/src/zraster.c
@@ -13,11 +13,18 @@
v->pc.X = (v->coord.X * m[0] + v->coord.Y * m[1] + v->coord.Z * m[2] + m[3]);
v->pc.Y = (v->coord.X * m[4] + v->coord.Y * m[5] + v->coord.Z * m[6] + m[7]);
v->pc.Z = (v->coord.X * m[8] + v->coord.Y * m[9] + v->coord.Z * m[10] + m[11]);
+
+
if (c->matrix_model_projection_no_w_transform) {
v->pc.W = m[15];
} else {
v->pc.W = (v->coord.X * m[12] + v->coord.Y * m[13] + v->coord.Z * m[14] + m[15]);
}
+ m = &c->matrix_stack_ptr[0]->m[0][0];
+ v->ec.X = (v->coord.X * m[0] + v->coord.Y * m[1] + v->coord.Z * m[2] + m[3]);
+ v->ec.Y = (v->coord.X * m[4] + v->coord.Y * m[5] + v->coord.Z * m[6] + m[7]);
+ v->ec.Z = (v->coord.X * m[8] + v->coord.Y * m[9] + v->coord.Z * m[10] + m[11]);
+ v->ec.W = (v->coord.X * m[12] + v->coord.Y * m[13] + v->coord.Z * m[14] + m[15]);
}
v->clip_code = gl_clipcode(v->pc.X, v->pc.Y, v->pc.Z, v->pc.W);
@@ -51,6 +58,8 @@
}
c->rasterpos.v[0] = v.zp.x;
c->rasterpos.v[1] = v.zp.y;
+ //c->rasterpos.v[2] = v.pc.Z;
+ //c->rasterpos.v[3] = v.pc.W;
c->rastervertex = v;
//c->rasterpos.v[2] = v.zp.z;
c->rasterpos_zz = v.zp.z >> ZB_POINT_Z_FRAC_BITS; //I believe this is it?
@@ -105,7 +114,7 @@
if(!c->rasterposvalid) return;
GLint w = p[1].i;
GLint h = p[2].i;
- V3 rastpos = c->rasterpos;
+ V4 rastpos = c->rasterpos;
ZBuffer* zb = c->zb;
PIXEL* d = p[3].p;
PIXEL* pbuf = zb->pbuf;