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authorSimon Rettberg2018-10-16 10:08:48 +0200
committerSimon Rettberg2018-10-16 10:08:48 +0200
commitd3a98cf6cbc3bd0b9efc570f58e8812c03931c18 (patch)
treecbddf8e50f35a9c6e878a5bfe3c6d625d99e12ba /jwxyz/jwzgles.c
downloadxscreensaver-d3a98cf6cbc3bd0b9efc570f58e8812c03931c18.tar.gz
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+/* xscreensaver, Copyright (c) 2012-2018 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
+ * the above copyright notice appear in all copies and that both that
+ * copyright notice and this permission notice appear in supporting
+ * documentation. No representations are made about the suitability of this
+ * software for any purpose. It is provided "as is" without express or
+ * implied warranty.
+ */
+
+/* A compatibility shim to allow OpenGL 1.3 source code to work in an
+ OpenGLES environment, where almost every OpenGL 1.3 function has
+ been "deprecated".
+
+ There are two major operations going on here:
+
+ - Converting calls to glBegin + glVertex3f + glEnd to glDrawArrays
+ - Implementing display lists.
+
+
+ From an API point of view, OpenGL 1.3 and earlier code looks like this:
+
+ glLightfv (GL_LIGHT0, GL_POSITION, ...);
+ glLightfv (GL_LIGHT0, GL_AMBIENT, ...);
+
+ glMatrixMode (GL_PROJECTION);
+ glLoadIdentity ();
+ gluPerspective (...);
+
+ glMatrixMode (GL_MODELVIEW);
+ glLoadIdentity ();
+ gluLookAt (...);
+
+ glPushMatrix ();
+
+ glRotatef (...);
+
+ glColor3f (...);
+
+ glBegin (GL_TRIANGLES);
+ glNormal3f (...);
+ glVertex3f (...);
+ glVertex3f (...);
+ glVertex3f (...);
+ glEnd ();
+
+ glPopMatrix ();
+
+ glFinish ();
+
+
+ OpenGLES broke that model by eliminating glBegin(). Instead of
+ iterating a sequence of vertexes, you need to pack your points into
+ an array first, e.g.:
+
+ GLfloat coords[] = {
+ 0, 0, 0,
+ 0, 1, 0,
+ ...
+ };
+
+ glDrawArrays (GL_TRIANGLES, 0, 3);
+
+ The projection model (glRotatef, etc.) works the same, but glColor()
+ is missing. You're expected to encode that into your arrays.
+
+ Also, OpenGLES doesn't support display lists at all.
+
+
+ So this code shadows all of the functions that are allowed within
+ glBegin, builds up an array, and calls glDrawArrays at the end.
+
+ Likewise, it shadows all of the functions that are allowed within
+ glNewList and records those calls for later playback.
+
+
+ This code only handles OpenGLES 1.1, not 1.0 or 2.x.
+
+ OpenGLES 2.0 broke things further by eliminating the whole OpenGL
+ lighting model. Instead of specifying the positions and properties
+ of your lights using the glLight* API, now you are expected to
+ implement it all yourself by downloading C-like code into the GPU
+ directly. This is more flexible, in that if you wanted a completely
+ different lighting model than what OpenGL provides, you could do
+ that, but it leaves you needing to download boilerplate to reproduce
+ what used to be built in.
+
+
+ Incidentally, the OpenGL numbering scheme goes something like this:
+
+ OpenGL 1.0 1992
+ OpenGL 1.1 1997 (improved texture support)
+ OpenGL 1.2 1998 (nothing interesting)
+ OpenGL 1.3 2001 (multisampling, cubemaps)
+ OpenGL 1.4 2002 (added auto-mipmapping)
+ OpenGLES 1.0 2003 (deprecated 80% of the language; fork of OpenGL 1.3)
+ OpenGL 1.5 2003 (added VBOs)
+ OpenGLES 1.1 2004 (fork of OpenGL 1.5)
+ OpenGL 2.0 2004 (a political quagmire)
+ OpenGLES 2.0 2007 (deprecated 95% of the language; fork of OpenGL 2.0)
+ OpenGL 3.0 2008 (added FBOs, VAOs, deprecated 60% of the language)
+
+
+ Some things that are missing:
+
+ - glTexGeni, meaning no spherical environment-mapping textures.
+
+ - gluNewTess, meaning no tesselation of complex objects.
+
+ - glMap2f mesh evaluators, meaning no Utah Teapot.
+
+ - glPolygonMode with GL_LINE or GL_POINT, meaning no wireframe modes
+ that do hidden-surface removal.
+
+ - glSelectBuffer, meaning no mouse-hit detection on rendered objects.
+
+ - 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! 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 they come up. Harder ones will be harder.
+
+ As a result of that, these savers look wrong:
+
+ atlantis Uses EYE_PLANE.
+ blocktube Uses SPHERE_MAP.
+ dnalogo Uses GLUtesselator.
+ extrusion Uses all kinds of GLUT crap.
+ flyingtoasters Uses SPHERE_MAP.
+ winduprobot Uses SPHERE_MAP.
+ jigglypuff Uses SPHERE_MAP (in chrome mode), GL_LINE (in wireframe)
+ jigsaw Uses GLUtesselator.
+ 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.
+*/
+
+
+#undef DEBUG
+
+
+#ifdef HAVE_CONFIG_H
+# include "config.h"
+#endif /* HAVE_CONFIG_H */
+
+#ifdef HAVE_JWZGLES /* whole file */
+
+#include <stdio.h>
+#include <string.h>
+#include <stdlib.h>
+#include <stdarg.h>
+#include <ctype.h>
+#include <math.h>
+#ifdef HAVE_UNISTD_H
+# include <unistd.h>
+#endif /* HAVE_UNISTD_H */
+
+#if defined(USE_IPHONE)
+# include <OpenGLES/ES1/gl.h>
+# include <OpenGLES/ES1/glext.h>
+#elif defined(HAVE_COCOA)
+# include <OpenGL/gl.h>
+# include <OpenGL/glu.h>
+#elif defined(HAVE_ANDROID)
+# include <GLES/gl.h>
+# include <android/log.h>
+#else /* real X11 */
+# ifndef GL_GLEXT_PROTOTYPES
+# define GL_GLEXT_PROTOTYPES /* for glBindBuffer */
+# endif
+# include <GL/glx.h>
+# include <GL/glu.h>
+#endif
+
+#include "jwzglesI.h"
+
+#include "pow2.h"
+
+#define STRINGIFY(X) #X
+
+#undef countof
+#define countof(x) (sizeof((x))/sizeof((*x)))
+
+#undef Assert
+
+#ifdef HAVE_COCOA
+ extern void jwxyz_abort (const char *fmt, ...) __dead2;
+# define Assert(C,S) do { if (!(C)) { jwxyz_abort ("%s",S); }} while(0)
+#elif defined HAVE_ANDROID
+# define Assert(C,S) do { \
+ if (!(C)) { \
+ __android_log_print (ANDROID_LOG_ERROR, "xscreensaver", "jwzgles: %s\n", S); \
+ abort(); \
+ }} while(0)
+#else
+# define Assert(C,S) do { \
+ if (!(C)) { \
+ fprintf (stderr, "jwzgles: %s\n", S); \
+ abort(); \
+ }} while(0)
+#endif
+
+
+typedef struct { GLfloat x, y, z; } XYZ;
+typedef struct { GLfloat x, y, z, w; } XYZW;
+typedef struct { GLfloat s, t, r, q; } STRQ;
+typedef struct { GLfloat r, g, b, a; } RGBA;
+
+
+/* Used to record all calls to glVertex3f, glNormal3f, etc.
+ while inside glBegin / glEnd so that we can convert that
+ to a single call to glDrawArrays.
+ */
+typedef struct {
+ int mode;
+ int count, size; /* size of each array */
+
+ XYZW *verts; /* Arrays being built */
+ XYZ *norms;
+ STRQ *tex;
+ RGBA *color;
+
+ int ncount; /* How many normals, tex coords and colors were */
+ int tcount; /* used. We optimize based on "0, 1, or many". */
+ int ccount;
+ int materialistic; /* Whether glMaterial was called inside glBegin */
+
+ XYZ cnorm; /* Prevailing normal/texture/color while building */
+ STRQ ctex;
+ RGBA ccolor;
+
+} vert_set;
+
+
+typedef void (*list_fn_cb) (void);
+
+
+/* We need this nonsense because you can't cast a double to a void*
+ 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; GLshort s; GLdouble d;
+} void_int;
+
+typedef struct { /* saved args for glDrawArrays */
+ int binding, size, type, stride, bytes;
+ void *data;
+} draw_array;
+
+typedef enum { /* shorthand describing arglist signature */
+ PROTO_VOID, /* no args */
+ PROTO_I, /* 1 int arg */
+ PROTO_F, /* 1 float arg */
+ PROTO_II, /* int, int */
+ PROTO_FF, /* float, float */
+ PROTO_IF, /* int, float */
+ PROTO_III, /* int, int, int */
+ PROTO_FFF, /* float, float, float */
+ PROTO_IIF, /* int, int, float */
+ PROTO_IIII, /* int, int, int, int */
+ PROTO_FFFF, /* float, float, float, float */
+ PROTO_IIV, /* int, int[4] */
+ PROTO_IFV, /* int, float[4] */
+ PROTO_IIIV, /* int, int, int[4] */
+ PROTO_IIFV, /* int, int, float[4] */
+ PROTO_FV16, /* float[16] */
+ PROTO_ARRAYS /* glDrawArrays */
+} fn_proto;
+
+typedef struct { /* A single element of a display list */
+ const char *name;
+ list_fn_cb fn; /* saved function pointer */
+ fn_proto proto; /* arglist prototype */
+ draw_array *arrays; /* args for glDrawArrays */
+ void_int argv[16]; /* args for everything else */
+} list_fn;
+
+
+typedef struct { /* a display list: saved activity within glNewList */
+ int id;
+ int size, count;
+ list_fn *fns;
+
+ /* Named buffer that should be freed when this display list is deleted. */
+ GLuint buffer;
+
+} list;
+
+
+typedef struct { /* All display lists */
+ list *lists;
+ int count, size;
+} list_set;
+
+
+#define ISENABLED_TEXTURE_2D (1<<0)
+#define ISENABLED_TEXTURE_GEN_S (1<<1)
+#define ISENABLED_TEXTURE_GEN_T (1<<2)
+#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;
+
+
+struct jwzgles_state { /* global state */
+
+ vert_set set; /* set being built */
+
+ int compiling_list; /* list id if inside glNewList; 0 means immediate */
+ int replaying_list; /* depth of call stack to glCallList */
+ int compiling_verts; /* inside glBegin */
+
+ list_set lists; /* saved lists */
+
+ unsigned long enabled; /* enabled flags, immediate mode */
+ unsigned long list_enabled; /* and for the list-in-progress */
+
+ texgen_state s, t, r, q;
+
+ /* Implementing glPushClientAttrib? Don't forget about these! */
+ draw_array varray, narray, carray, tarray;
+
+};
+
+
+static jwzgles_state *state = 0;
+
+
+#ifdef DEBUG
+
+static void Log(const char *fmt, ...)
+{
+ va_list args;
+ va_start (args, fmt);
+#ifdef HAVE_ANDROID
+ /* setprop log.redirect-stdio true is another possibility, but that
+ apparently only works on rooted devices.
+ */
+ __android_log_vprint(ANDROID_LOG_DEBUG, "xscreensaver", fmt, args);
+# else
+ vfprintf(stderr, fmt, args);
+# endif
+ va_end (args);
+}
+
+# define LOG(A) Log("jwzgles: " A "\n")
+# define LOG1(A,B) Log("jwzgles: " A "\n",B)
+# define LOG2(A,B,C) Log("jwzgles: " A "\n",B,C)
+# define LOG3(A,B,C,D) Log("jwzgles: " A "\n",B,C,D)
+# define LOG4(A,B,C,D,E) Log("jwzgles: " A "\n",B,C,D,E)
+# define LOG5(A,B,C,D,E,F) Log("jwzgles: " A "\n",B,C,D,E,F)
+# define LOG6(A,B,C,D,E,F,G) Log("jwzgles: " A "\n",B,C,D,E,F,G)
+# define LOG7(A,B,C,D,E,F,G,H) Log("jwzgles: " A "\n",B,C,D,E,F,G,H)
+# define LOG8(A,B,C,D,E,F,G,H,I)\
+ Log("jwzgles: "A "\n",B,C,D,E,F,G,H,I)
+# define LOG9(A,B,C,D,E,F,G,H,I,J)\
+ Log("jwzgles: "A "\n",B,C,D,E,F,G,H,I,J)
+# define LOG10(A,B,C,D,E,F,G,H,I,J,K)\
+ Log("jwzgles: "A "\n",B,C,D,E,F,G,H,I,J,K)
+# define LOG17(A,B,C,D,E,F,G,H,I,J,K,L,M,N,O,P,Q,R)\
+ Log("jwzgles: "A "\n",B,C,D,E,F,G,H,I,J,K,L,M,N,O,P,Q,R)
+# define CHECK(S) jwzgles_check_gl_error(S)
+#else
+# define LOG(A) /* */
+# define LOG1(A,B) /* */
+# define LOG2(A,B,C) /* */
+# define LOG3(A,B,C,D) /* */
+# define LOG4(A,B,C,D,E) /* */
+# define LOG5(A,B,C,D,E,F) /* */
+# define LOG6(A,B,C,D,E,F,G) /* */
+# define LOG7(A,B,C,D,E,F,G,H) /* */
+# define LOG8(A,B,C,D,E,F,G,H,I) /* */
+# define LOG9(A,B,C,D,E,F,G,H,I,J) /* */
+# define LOG10(A,B,C,D,E,F,G,H,I,J,K) /* */
+# define LOG17(A,B,C,D,E,F,G,H,I,J,K,L,M,N,O,P,Q,R) /* */
+# define CHECK(S) /* */
+#endif
+
+#ifdef DEBUG
+static const char *
+mode_desc (int mode) /* for debugging messages */
+{
+ switch (mode) {
+# define SS(X) case GL_##X: return STRINGIFY(X);
+ SS(ALPHA)
+ SS(ALPHA_TEST)
+ SS(AMBIENT)
+ SS(AMBIENT_AND_DIFFUSE)
+ SS(ARRAY_BUFFER)
+ SS(AUTO_NORMAL)
+ SS(BACK)
+ SS(BLEND)
+ SS(BLEND_DST)
+ SS(BLEND_SRC)
+ SS(BLEND_SRC_ALPHA)
+ SS(BYTE)
+ SS(C3F_V3F)
+ SS(C4F_N3F_V3F)
+ SS(C4UB_V2F)
+ SS(C4UB_V3F)
+ SS(CCW)
+ SS(CLAMP)
+ SS(COLOR_ARRAY)
+ SS(COLOR_ARRAY_BUFFER_BINDING);
+ SS(COLOR_MATERIAL)
+ SS(COLOR_MATERIAL_FACE)
+ SS(COLOR_MATERIAL_PARAMETER)
+ SS(COMPILE)
+ SS(CULL_FACE)
+ SS(CW)
+ SS(DECAL)
+ SS(DEPTH_BUFFER_BIT)
+ SS(DEPTH_TEST)
+ SS(DIFFUSE)
+ SS(DOUBLEBUFFER)
+ SS(DST_ALPHA)
+ SS(DST_COLOR)
+ SS(DYNAMIC_DRAW)
+ SS(ELEMENT_ARRAY_BUFFER)
+ SS(EYE_LINEAR)
+ SS(EYE_PLANE)
+ SS(FEEDBACK)
+ SS(FILL)
+ SS(FLAT)
+ SS(FLOAT)
+ SS(FOG)
+ SS(FRONT)
+ SS(FRONT_AND_BACK)
+ SS(GREATER)
+ SS(INTENSITY)
+ SS(INVALID_ENUM)
+ SS(INVALID_OPERATION)
+ SS(INVALID_VALUE)
+ SS(LESS)
+ SS(LIGHT0)
+ SS(LIGHT1)
+ SS(LIGHT2)
+ SS(LIGHT3)
+ SS(LIGHTING)
+ SS(LIGHT_MODEL_AMBIENT)
+ SS(LIGHT_MODEL_COLOR_CONTROL)
+ SS(LIGHT_MODEL_LOCAL_VIEWER)
+ SS(LIGHT_MODEL_TWO_SIDE)
+ SS(LINE)
+ SS(LINEAR)
+ SS(LINEAR_MIPMAP_LINEAR)
+ SS(LINEAR_MIPMAP_NEAREST)
+ SS(LINES)
+ SS(LINE_LOOP)
+ SS(LINE_STRIP)
+ SS(LUMINANCE)
+ SS(LUMINANCE_ALPHA)
+ SS(MATRIX_MODE)
+ SS(MODELVIEW)
+ SS(MODULATE)
+ SS(N3F_V3F)
+ SS(NEAREST)
+ SS(NEAREST_MIPMAP_LINEAR)
+ SS(NEAREST_MIPMAP_NEAREST)
+ SS(NORMALIZE)
+ SS(NORMAL_ARRAY)
+ SS(NORMAL_ARRAY_BUFFER_BINDING);
+ SS(OBJECT_LINEAR)
+ SS(OBJECT_PLANE)
+ SS(ONE_MINUS_DST_ALPHA)
+ SS(ONE_MINUS_DST_COLOR)
+ SS(ONE_MINUS_SRC_ALPHA)
+ SS(ONE_MINUS_SRC_COLOR)
+ SS(OUT_OF_MEMORY)
+ SS(PACK_ALIGNMENT)
+ SS(POINTS)
+ SS(POLYGON)
+ SS(POLYGON_OFFSET_FILL)
+ SS(POLYGON_SMOOTH)
+ SS(POLYGON_STIPPLE)
+ SS(POSITION)
+ SS(PROJECTION)
+ SS(Q)
+ SS(QUADS)
+ SS(QUAD_STRIP)
+ SS(R)
+ SS(RENDER)
+ SS(REPEAT)
+ SS(RGB)
+ SS(RGBA)
+ SS(RGBA_MODE)
+ SS(S)
+ SS(SELECT)
+ SS(SEPARATE_SPECULAR_COLOR)
+ SS(SHADE_MODEL)
+ SS(SHININESS)
+ SS(SHORT)
+ SS(SINGLE_COLOR)
+ SS(SMOOTH)
+ SS(SPECULAR)
+ SS(SPHERE_MAP)
+ SS(SRC_ALPHA)
+ SS(SRC_ALPHA_SATURATE)
+ SS(SRC_COLOR)
+ SS(STACK_OVERFLOW)
+ SS(STACK_UNDERFLOW)
+ SS(STATIC_DRAW)
+ SS(STENCIL_BUFFER_BIT)
+ SS(T)
+ SS(T2F_C3F_V3F)
+ SS(T2F_C4F_N3F_V3F)
+ SS(T2F_C4UB_V3F)
+ SS(T2F_N3F_V3F)
+ SS(T2F_V3F)
+ SS(T4F_C4F_N3F_V4F)
+ SS(T4F_V4F)
+ SS(TEXTURE)
+ SS(TEXTURE_1D)
+ SS(TEXTURE_2D)
+ SS(TEXTURE_ALPHA_SIZE)
+ SS(TEXTURE_BINDING_2D)
+ SS(TEXTURE_BLUE_SIZE)
+ SS(TEXTURE_BORDER)
+ SS(TEXTURE_BORDER_COLOR)
+ SS(TEXTURE_COMPONENTS)
+ SS(TEXTURE_COORD_ARRAY)
+ SS(TEXTURE_COORD_ARRAY_BUFFER_BINDING);
+ SS(TEXTURE_ENV)
+ SS(TEXTURE_ENV_COLOR)
+ SS(TEXTURE_ENV_MODE)
+ SS(TEXTURE_GEN_MODE)
+ SS(TEXTURE_GEN_Q)
+ SS(TEXTURE_GEN_R)
+ SS(TEXTURE_GEN_S)
+ SS(TEXTURE_GEN_T)
+ SS(TEXTURE_GREEN_SIZE)
+ SS(TEXTURE_HEIGHT)
+ SS(TEXTURE_INTENSITY_SIZE)
+ SS(TEXTURE_LUMINANCE_SIZE)
+ SS(TEXTURE_MAG_FILTER)
+ SS(TEXTURE_MIN_FILTER)
+ SS(TEXTURE_RED_SIZE)
+ SS(TEXTURE_WRAP_S)
+ SS(TEXTURE_WRAP_T)
+ SS(TRIANGLES)
+ SS(TRIANGLE_FAN)
+ SS(TRIANGLE_STRIP)
+ SS(UNPACK_ALIGNMENT)
+ SS(UNPACK_ROW_LENGTH)
+ SS(UNSIGNED_BYTE)
+ SS(UNSIGNED_INT_8_8_8_8_REV)
+ SS(UNSIGNED_SHORT)
+ SS(V2F)
+ SS(V3F)
+ SS(VERTEX_ARRAY)
+ SS(VERTEX_ARRAY_BUFFER_BINDING);
+/*SS(COLOR_BUFFER_BIT) -- same value as GL_LIGHT0 */
+# undef SS
+ case (GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT):
+ return "DEPTH_BUFFER_BIT | COLOR_BUFFER_BIT";
+/* Oops, same as INVALID_ENUM.
+ case (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT):
+ return "DEPTH_BUFFER_BIT | STENCIL_BUFFER_BIT";
+*/
+ case (GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT):
+ return "COLOR_BUFFER_BIT | STENCIL_BUFFER_BIT";
+ case (GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT):
+ return "DEPTH_BUFFER_BIT | COLOR_BUFFER_BIT | STENCIL_BUFFER_BIT";
+ default:
+ {
+ static char buf[255];
+ sprintf (buf, "0x%04X", mode);
+ return buf;
+ }
+ }
+}
+
+static void
+jwzgles_check_gl_error (const char *s)
+{
+ GLenum i = glGetError();
+ if (i == GL_NO_ERROR) return;
+ fprintf (stderr, "jwzgles: GL ERROR: %s: %s\n", s, mode_desc(i));
+}
+
+#endif /* DEBUG */
+
+
+static void
+make_room (const char *name, void **array, int span, int *count, int *size)
+{
+ if (*count + 1 >= *size)
+ {
+ int new_size = (*count + 20) * 1.2; /* mildly exponential */
+ *array = realloc (*array, new_size * span);
+ Assert (*array, "out of memory");
+ /* LOG3("%s: grew %d -> %d", name, *size, new_size); */
+ *size = new_size;
+ }
+}
+
+
+void
+jwzgles_free_state (void)
+{
+ /* Tricky: jwzgles_make_state doesn't require an active GLES context, but
+ jwzgles_free_state does.
+ */
+
+ LOG1("jwzgles_free_state %p", 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);
+
+ free (state);
+ state = NULL;
+}
+
+
+jwzgles_state *
+jwzgles_make_state (void)
+{
+ jwzgles_state *s = (jwzgles_state *) calloc (1, sizeof (*s));
+
+ LOG1("jwzgles_make_state %p", s);
+
+ s->s.mode = s->t.mode = s->r.mode = s->q.mode = GL_EYE_LINEAR;
+ s->s.obj[0] = s->s.eye[0] = 1; /* s = 1 0 0 0 */
+ s->t.obj[1] = s->t.eye[1] = 1; /* t = 0 1 0 0 */
+
+ return s;
+}
+
+
+void
+jwzgles_make_current (jwzgles_state *s)
+{
+ LOG1("jwzgles_make_current %p", s);
+ state = s;
+}
+
+
+int
+jwzgles_glGenLists (int n)
+{
+ int i;
+ int ret = 0;
+
+ Assert (!state->compiling_verts, "glGenLists not allowed inside glBegin");
+
+ /* Ensure space in state->lists, clear the one at the end, and tick counter
+ Note that lists are never really deleted, and we can never re-use elements
+ of this array. glDeleteLists zeroes out the contents of the list, but
+ the list ID is still valid for use with glNewList forever.
+ #### So maybe this should be a linked list instead of an array.
+ */
+ for (i = 0; i < n; i++)
+ {
+ list *L;
+ int id = 0;
+ make_room ("glGenLists",
+ (void **) &state->lists.lists,
+ sizeof (*state->lists.lists),
+ &state->lists.count, &state->lists.size);
+ state->lists.count++;
+ id = state->lists.count;
+ L = &state->lists.lists[id-1];
+
+ memset (L, 0, sizeof (*L));
+ L->id = id;
+ if (ret == 0) ret = id;
+ LOG1("glGenLists -> %d", L->id);
+ }
+
+ /* Return the ID of the first list allocated */
+
+ return ret;
+}
+
+
+void
+jwzgles_glNewList (int id, int mode)
+{
+ list *L;
+ Assert (id > 0 && id <= state->lists.count, "glNewList: bogus ID");
+ Assert (mode == GL_COMPILE, "glNewList: bad mode");
+ Assert (!state->compiling_verts, "glNewList not allowed inside glBegin");
+ Assert (!state->compiling_list, "nested glNewList");
+ Assert (state->set.count == 0, "missing glEnd");
+
+ L = &state->lists.lists[id-1];
+ Assert (L->id == id, "glNewList corrupted");
+
+ if (L->count != 0) jwzgles_glDeleteLists (L->id, 1); /* Overwriting */
+ Assert (L->count == 0, "glNewList corrupted");
+
+ state->compiling_list = id;
+
+ state->list_enabled = state->enabled;
+
+ LOG1("glNewList -> %d", id);
+}
+
+
+static void save_arrays (list_fn *, int);
+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)
+{
+ Assert (state->compiling_list, "extra glEndList");
+ Assert (state->set.count == 0, "missing glEnd");
+ Assert (!state->compiling_verts, "glEndList not allowed inside glBegin");
+ LOG1("glEndList %d", state->compiling_list);
+ optimize_arrays();
+ state->compiling_list = 0;
+ state->list_enabled = state->enabled;
+}
+
+
+static void
+list_push (const char * const name,
+ list_fn_cb fn, fn_proto proto, void_int *av)
+{
+ list *L;
+ list_fn *F;
+ int i;
+
+ Assert (state->compiling_list > 0, "not inside glNewList");
+ Assert (state->compiling_list <= state->lists.count, "glNewList corrupted");
+
+ L = &state->lists.lists[state->compiling_list-1];
+ Assert (L, "glNewList: no list");
+
+ make_room ("glNewLists",
+ (void **) &L->fns, sizeof (*L->fns),
+ &L->count, &L->size);
+ memset (&L->fns[L->count], 0, sizeof (*L->fns));
+ F = L->fns + L->count;
+
+ F->name = name;
+ F->fn = fn;
+ F->proto = proto;
+ if (proto != PROTO_VOID)
+ for (i = 0; i < countof(F->argv); i++)
+ F->argv[i] = av[i];
+
+# ifdef DEBUG
+ switch (proto) {
+ case PROTO_VOID:
+ LOG1 (" push %-12s", name);
+ break;
+ case PROTO_I:
+ if (fn == (list_fn_cb) &jwzgles_glBegin ||
+ fn == (list_fn_cb) &jwzgles_glFrontFace ||
+ fn == (list_fn_cb) &jwzgles_glEnable ||
+ fn == (list_fn_cb) &jwzgles_glDisable ||
+ fn == (list_fn_cb) &jwzgles_glEnableClientState ||
+ fn == (list_fn_cb) &jwzgles_glDisableClientState ||
+ fn == (list_fn_cb) &jwzgles_glShadeModel ||
+ fn == (list_fn_cb) &jwzgles_glMatrixMode)
+ LOG2 (" push %-12s %s", name, mode_desc (av[0].i));
+ else
+ LOG2 (" push %-12s %d", name, av[0].i);
+ break;
+ case PROTO_F:
+ LOG2 (" push %-12s %7.3f", name, av[0].f);
+ break;
+ case PROTO_II:
+ if (fn == (list_fn_cb) &jwzgles_glBindTexture ||
+ fn == (list_fn_cb) &jwzgles_glBindBuffer)
+ LOG3 (" push %-12s %s %d", name, mode_desc (av[0].i), av[1].i);
+ else
+ LOG3 (" push %-12s %d %d", name, av[0].i, av[1].i);
+ break;
+ case PROTO_FF:
+ LOG3 (" push %-12s %7.3f %7.3f", name, av[0].f, av[1].f);
+ break;
+ case PROTO_IF:
+ LOG3 (" push %-12s %s %7.3f", name, mode_desc (av[0].i), av[1].f);
+ break;
+ case PROTO_III:
+ case PROTO_ARRAYS:
+ if (fn == (list_fn_cb) &jwzgles_glDrawArrays ||
+ fn == (list_fn_cb) &jwzgles_glTexParameteri)
+ LOG4 (" push %-12s %s %d %d", name, mode_desc (av[0].i),
+ av[1].i, av[2].i);
+ else
+ LOG4 (" push %-12s %d %d %d", name, av[0].i, av[1].i, av[2].i);
+ break;
+ case PROTO_FFF:
+ LOG4 (" push %-12s %7.3f %7.3f %7.3f", name, av[0].f, av[1].f, av[2].f);
+ break;
+ case PROTO_IIF:
+ LOG4 (" push %-12s %s %s %7.3f", name,
+ mode_desc(av[0].i), mode_desc(av[1].i), av[2].f);
+ break;
+ case PROTO_IIII:
+ LOG5 (" push %-12s %d %d %d %d", name,
+ av[0].i, av[1].i, av[2].i, av[3].i);
+ break;
+ case PROTO_FFFF:
+ LOG5 (" push %-12s %7.3f %7.3f %7.3f %7.3f", name,
+ av[0].f, av[1].f, av[2].f, av[3].f);
+ break;
+ case PROTO_IFV:
+ LOG6 (" push %-12s %s %3.1f %3.1f %3.1f %3.1f", name, mode_desc (av[0].i),
+ av[1].f, av[2].f, av[3].f, av[4].f);
+ break;
+ case PROTO_IIV:
+ LOG6 (" push %-12s %s %d %d %d %d", name, mode_desc (av[0].i),
+ av[1].i, av[2].i, av[3].i, av[4].i);
+ break;
+ case PROTO_IIFV:
+ LOG7 (" push %-12s %s %-8s %3.1f %3.1f %3.1f %3.1f", name,
+ mode_desc (av[0].i), mode_desc (av[1].i),
+ av[2].f, av[3].f, av[4].f, av[5].f);
+ break;
+ case PROTO_IIIV:
+ LOG7 (" push %-12s %s %-8s %3d %3d %3d %3d", name,
+ mode_desc (av[0].i), mode_desc (av[1].i),
+ av[2].i, av[3].i, av[4].i, av[5].i);
+ break;
+ case PROTO_FV16:
+ LOG17 (" push %-12s ["
+ "%8.3f %8.3f %8.3f %8.3f " "\n\t\t\t "
+ "%8.3f %8.3f %8.3f %8.3f " "\n\t\t\t "
+ "%8.3f %8.3f %8.3f %8.3f " "\n\t\t\t "
+ "%8.3f %8.3f %8.3f %8.3f ]",
+ name,
+ av[0].f, av[1].f, av[2].f, av[3].f,
+ av[4].f, av[5].f, av[6].f, av[7].f,
+ av[8].f, av[9].f, av[10].f, av[11].f,
+ av[12].f, av[13].f, av[14].f, av[15].f);
+ break;
+ default:
+ Assert (0, "bogus prototype");
+ break;
+ }
+# endif /* DEBUG */
+
+ if (proto == PROTO_ARRAYS) /* glDrawArrays */
+ save_arrays (F, av[1].i + av[2].i);
+
+ L->count++;
+}
+
+
+void
+jwzgles_glBegin (int mode)
+{
+ Assert (!state->compiling_verts, "nested glBegin");
+ state->compiling_verts++;
+
+ /* Only these commands are allowed inside glBegin:
+
+ glVertex -- not allowed outside
+ glColor
+ glSecondaryColor
+ glIndex
+ glNormal
+ glFogCoord
+ glTexCoord
+ glMultiTexCoord
+ glVertexAttrib
+ glEvalCoord
+ glEvalPoint
+ glArrayElement -- not allowed outside
+ glMaterial
+ glEdgeFlag
+ glCallList
+ glCallLists
+ */
+
+ if (!state->replaying_list)
+ LOG2 ("%sglBegin %s",
+ (state->compiling_list || state->replaying_list ? " " : ""),
+ mode_desc (mode));
+
+ Assert (state->set.count == 0, "glBegin corrupted");
+ state->set.mode = mode;
+ state->set.count = 0;
+ state->set.ncount = 0;
+ state->set.tcount = 0;
+ state->set.ccount = 0;
+}
+
+
+void
+jwzgles_glDeleteLists (int id0, int range)
+{
+ Assert (!state->compiling_verts, "glDeleteLists not allowed inside glBegin");
+
+ if (state->compiling_list)
+ {
+ void_int vv[2];
+ vv[0].i = id0;
+ vv[1].i = range;
+ list_push ("glDeleteLists", (list_fn_cb) &jwzgles_glDeleteLists,
+ PROTO_II, vv);
+ }
+ else
+ {
+ int id;
+
+ if (!state->replaying_list)
+ LOG2 ("glDeleteLists %d %d", id0, range);
+
+ for (id = id0 + range - 1; id >= id0; id--)
+ {
+ int i;
+ list *L;
+ if (id == 0) continue; /* People do this stupid thing */
+ if (id > state->lists.count) break; /* this too */
+ Assert (id > 0 && id <= state->lists.count,
+ "glDeleteLists: bogus ID");
+ L = &state->lists.lists[id-1];
+ Assert (L->id == id, "glDeleteLists corrupted");
+
+ for (i = 0; i < L->count; i++)
+ {
+ list_fn *lf = &L->fns[i];
+ if (lf->arrays)
+ {
+ int j;
+ for (j = 0; j < 4; j++)
+ /* If there's a binding, 'data' is an index, not a ptr. */
+ if (!lf->arrays[j].binding &&
+ lf->arrays[j].data)
+ free (lf->arrays[j].data);
+ free (lf->arrays);
+ }
+ }
+ if (L->fns)
+ free (L->fns);
+ if (L->buffer)
+ glDeleteBuffers (1, &L->buffer);
+
+ memset (L, 0, sizeof (*L));
+ L->id = id;
+ }
+ }
+}
+
+
+extern GLboolean
+jwzgles_glIsList (GLuint id)
+{
+ return (id > 0 && id < state->lists.count);
+}
+
+
+
+void
+jwzgles_glNormal3fv (const GLfloat *v)
+{
+ if (state->compiling_list && !state->compiling_verts)
+ {
+ void_int vv[3];
+ vv[0].f = v[0];
+ vv[1].f = v[1];
+ vv[2].f = v[2];
+ list_push ("glNormal3f", (list_fn_cb) &jwzgles_glNormal3f,
+ PROTO_FFF, vv);
+ }
+ else
+ {
+ if (!state->replaying_list)
+ LOG5 ("%s%sglNormal3f %7.3f %7.3f %7.3f",
+ (state->compiling_list || state->replaying_list ? " " : ""),
+ (state->compiling_verts ? " rec " : ""),
+ v[0], v[1], v[2]);
+
+ if (state->compiling_verts) /* inside glBegin */
+ {
+ state->set.cnorm.x = v[0];
+ state->set.cnorm.y = v[1];
+ state->set.cnorm.z = v[2];
+ state->set.ncount++;
+ if (state->set.count > 0 && state->set.ncount == 1) /* not first! */
+ state->set.ncount++;
+ }
+ else /* outside glBegin */
+ {
+ glNormal3f (v[0], v[1], v[2]);
+ CHECK("glNormal3f");
+ }
+ }
+}
+
+
+void
+jwzgles_glNormal3f (GLfloat x, GLfloat y, GLfloat z)
+{
+ GLfloat v[3];
+ v[0] = x;
+ v[1] = y;
+ v[2] = z;
+ jwzgles_glNormal3fv (v);
+}
+
+
+void
+jwzgles_glTexCoord4fv (const GLfloat *v)
+{
+ if (state->compiling_list && !state->compiling_verts)
+ {
+ void_int vv[4];
+ vv[0].f = v[0];
+ vv[1].f = v[1];
+ vv[2].f = v[2];
+ vv[3].f = v[3];
+ list_push ("glTexCoord4f", (list_fn_cb) &jwzgles_glTexCoord4f,
+ PROTO_FFFF, vv);
+ }
+ else
+ {
+ if (!state->replaying_list)
+ LOG6 ("%s%sglTexCoord4f %7.3f %7.3f %7.3f %7.3f",
+ (state->compiling_list || state->replaying_list ? " " : ""),
+ (state->compiling_verts ? " rec " : ""),
+ v[0], v[1], v[2], v[3]);
+
+ Assert (state->compiling_verts, "glTexCoord4fv outside glBegin");
+
+ if (state->compiling_verts) /* inside glBegin */
+ {
+ state->set.ctex.s = v[0];
+ state->set.ctex.t = v[1];
+ state->set.ctex.r = v[2];
+ state->set.ctex.q = v[3];
+ state->set.tcount++;
+ if (state->set.count > 0 && state->set.tcount == 1) /* not first! */
+ state->set.tcount++;
+ }
+ }
+}
+
+
+void
+jwzgles_glTexCoord4f (GLfloat s, GLfloat t, GLfloat r, GLfloat q)
+{
+ GLfloat v[4];
+ v[0] = s;
+ v[1] = t;
+ v[2] = r;
+ v[3] = q;
+ jwzgles_glTexCoord4fv (v);
+}
+
+
+void
+jwzgles_glTexCoord3fv (const GLfloat *v)
+{
+ GLfloat vv[4];
+ vv[0] = v[0];
+ vv[1] = v[1];
+ vv[2] = v[2];
+ vv[3] = 1;
+ jwzgles_glTexCoord4fv (vv);
+}
+
+
+void
+jwzgles_glTexCoord2fv (const GLfloat *v)
+{
+ GLfloat vv[4];
+ vv[0] = v[0];
+ vv[1] = v[1];
+ vv[2] = 0;
+ vv[3] = 1;
+ jwzgles_glTexCoord4fv (vv);
+}
+
+
+void
+jwzgles_glTexCoord3f (GLfloat s, GLfloat t, GLfloat r)
+{
+ jwzgles_glTexCoord4f (s, t, r, 1);
+}
+
+
+void
+jwzgles_glTexCoord2f (GLfloat s, GLfloat t)
+{
+ jwzgles_glTexCoord4f (s, t, 0, 1);
+}
+
+
+void
+jwzgles_glTexCoord1f (GLfloat s)
+{
+ jwzgles_glTexCoord4f (s, 0, 0, 1);
+}
+
+
+/* glColor: GLfloat */
+
+void
+jwzgles_glColor4fv (const GLfloat *v)
+{
+ if (state->compiling_list && !state->compiling_verts)
+ {
+ void_int vv[4];
+ vv[0].f = v[0];
+ vv[1].f = v[1];
+ vv[2].f = v[2];
+ vv[3].f = v[3];
+ list_push ("glColor4f", (list_fn_cb) &jwzgles_glColor4f,
+ PROTO_FFFF, vv);
+ }
+ else
+ {
+ if (!state->replaying_list)
+ LOG6 ("%s%sglColor4f %7.3f %7.3f %7.3f %7.3f",
+ (state->compiling_list || state->replaying_list ? " " : ""),
+ (state->compiling_verts ? " rec " : ""),
+ v[0], v[1], v[2], v[3]);
+
+ if (state->compiling_verts) /* inside glBegin */
+ {
+ state->set.ccolor.r = v[0];
+ state->set.ccolor.g = v[1];
+ state->set.ccolor.b = v[2];
+ state->set.ccolor.a = v[3];
+ state->set.ccount++;
+ if (state->set.count > 0 && state->set.ccount == 1) /* not first! */
+ state->set.ccount++;
+ }
+ else /* outside glBegin */
+ {
+ glColor4f (v[0], v[1], v[2], v[3]);
+ CHECK("glColor4");
+ }
+ }
+}
+
+
+void
+jwzgles_glColor4f (GLfloat r, GLfloat g, GLfloat b, GLfloat a)
+{
+ GLfloat v[4];
+ v[0] = r;
+ v[1] = g;
+ v[2] = b;
+ v[3] = a;
+ jwzgles_glColor4fv (v);
+}
+
+void
+jwzgles_glColor3f (GLfloat r, GLfloat g, GLfloat b)
+{
+ jwzgles_glColor4f (r, g, b, 1);
+}
+
+void
+jwzgles_glColor3fv (const GLfloat *v)
+{
+ jwzgles_glColor3f (v[0], v[1], v[2]);
+}
+
+
+/* glColor: GLdouble */
+
+void
+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_glColor3dv (const GLdouble *v)
+{
+ 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)
+{
+ 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)
+{
+ 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)
+{
+ /* 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_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)
+{
+ /* If this is called inside glBegin/glEnd with a front ambient color,
+ then treat it the same as glColor: set the color of the upcoming
+ vertex.
+
+ Other faces or lighting types within glBegin are ignored.
+ */
+
+ if (state->compiling_verts)
+ {
+ if ((face == GL_FRONT ||
+ face == GL_FRONT_AND_BACK) &&
+ (pname == GL_AMBIENT ||
+ pname == GL_DIFFUSE ||
+ pname == GL_AMBIENT_AND_DIFFUSE))
+ {
+ jwzgles_glColor4f (color[0], color[1], color[2], color[3]);
+ state->set.materialistic++;
+ }
+ else
+ LOG2 (" IGNORING glMaterialfv %s %s",
+ mode_desc(face), mode_desc(pname));
+ }
+ else if (state->compiling_list)
+ {
+ void_int vv[6];
+ vv[0].i = face;
+ vv[1].i = pname;
+ vv[2].f = color[0];
+ vv[3].f = color[1];
+ vv[4].f = color[2];
+ vv[5].f = color[3];
+ list_push ("glMaterialfv", (list_fn_cb) &jwzgles_glMaterialfv,
+ PROTO_IIFV, vv);
+ }
+ else
+ {
+ /* If this is called outside of glBegin/glEnd with a front
+ ambient color, then the intent is presumably for that color
+ to apply to the upcoming vertexes (which may be played back
+ from a list that does not have vertex colors in it). In that
+ case, the only way to make the colors show up is to call
+ glColor() with GL_COLOR_MATERIAL enabled.
+
+ I'm not sure if this will have other inappropriate side effects...
+ */
+ if ((face == GL_FRONT ||
+ face == GL_FRONT_AND_BACK) &&
+ (pname == GL_AMBIENT ||
+ pname == GL_DIFFUSE ||
+ pname == GL_AMBIENT_AND_DIFFUSE))
+ {
+ jwzgles_glEnable (GL_COLOR_MATERIAL);
+ jwzgles_glColor4f (color[0], color[1], color[2], color[3]);
+ }
+
+ /* OpenGLES seems to throw "invalid enum" for GL_FRONT -- but it
+ goes ahead and sets the material anyway! No error if we just
+ always use GL_FRONT_AND_BACK.
+ */
+ if (face == GL_FRONT)
+ face = GL_FRONT_AND_BACK;
+ if (! state->replaying_list)
+ LOG7 ("direct %-12s %s %s %7.3f %7.3f %7.3f %7.3f", "glMaterialfv",
+ mode_desc(face), mode_desc(pname),
+ color[0], color[1], color[2], color[3]);
+ glMaterialfv (face, pname, color); /* the real one */
+ CHECK("glMaterialfv");
+ }
+}
+
+
+void
+jwzgles_glMaterialiv (GLenum face, GLenum pname, const GLint *v)
+{
+ GLfloat vv[4];
+ vv[0] = v[0];
+ vv[1] = v[1];
+ vv[2] = v[2];
+ vv[3] = 1;
+ jwzgles_glMaterialfv (face, pname, vv);
+}
+
+void
+jwzgles_glMaterialf (GLenum face, GLenum pname, const GLfloat c)
+{
+ GLfloat vv[4];
+ vv[0] = c;
+ vv[1] = c;
+ vv[2] = c;
+ vv[3] = 1;
+ jwzgles_glMaterialfv (face, pname, vv);
+}
+
+
+void
+jwzgles_glMateriali (GLenum face, GLenum pname, const GLuint c)
+{
+ jwzgles_glMaterialf (face, pname, c);
+}
+
+
+void
+jwzgles_glColorMaterial (GLenum face, GLenum mode)
+{
+ Assert (!state->compiling_verts,
+ "glColorMaterial not allowed inside glBegin");
+#if 0
+ if (state->compiling_list)
+ {
+ void_int vv[2];
+ vv[0].i = face;
+ vv[1].i = mode;
+ list_push ("glColorMaterial", (list_fn_cb) &jwzgles_glColorMaterial,
+ PROTO_II, vv);
+ }
+ else
+ {
+ /* No real analog to this distinction in OpenGLES, since color
+ arrays don't distinguish between "color" and "material", */
+ Assert (0, "glColorMaterial: unimplemented mode");
+ }
+#endif
+}
+
+
+
+
+void
+jwzgles_glVertex4fv (const GLfloat *v)
+{
+ vert_set *s = &state->set;
+ int count = s->count;
+
+ Assert (state->compiling_verts, "glVertex4fv not inside glBegin");
+
+ LOG5("%s rec glVertex4f %7.3f %7.3f %7.3f %7.3f",
+ (state->compiling_list || state->replaying_list ? " " : ""),
+ v[0], v[1], v[2], v[3]);
+
+ if (count >= s->size - 1)
+ {
+ int new_size = 20 + (s->size * 1.2);
+
+ /* 4 arrays, different element sizes...
+ We allocate all 4 arrays just in case we need them,
+ but we might not end up using them all at the end.
+ */
+
+ s->verts = (XYZW *) realloc (s->verts, new_size * sizeof (*s->verts));
+ Assert (s->verts, "out of memory");
+
+ s->norms = (XYZ *) realloc (s->norms, new_size * sizeof (*s->norms));
+ Assert (s->norms, "out of memory");
+
+ s->tex = (STRQ *) realloc (s->tex, new_size * sizeof (*s->tex));
+ Assert (s->tex, "out of memory");
+
+ s->color = (RGBA *) realloc (s->color, new_size * sizeof (*s->color));
+ Assert (s->color, "out of memory");
+
+ s->size = new_size;
+ }
+
+ s->verts [count].x = v[0];
+ s->verts [count].y = v[1];
+ s->verts [count].z = v[2];
+ s->verts [count].w = v[3];
+ s->norms [count] = s->cnorm;
+ s->tex [count] = s->ctex;
+ s->color [count] = s->ccolor;
+ s->count++;
+}
+
+
+void
+jwzgles_glVertex4f (GLfloat x, GLfloat y, GLfloat z, GLfloat w)
+{
+ GLfloat v[4];
+ v[0] = x;
+ v[1] = y;
+ v[2] = z;
+ v[3] = w;
+ jwzgles_glVertex4fv (v);
+}
+
+void
+jwzgles_glVertex4i (GLint x, GLint y, GLint z, GLint w)
+{
+ jwzgles_glVertex4f (x, y, z, w);
+}
+
+void
+jwzgles_glVertex3f (GLfloat x, GLfloat y, GLfloat z)
+{
+ GLfloat v[4];
+ v[0] = x;
+ v[1] = y;
+ v[2] = z;
+ v[3] = 1;
+ jwzgles_glVertex4fv (v);
+}
+
+void
+jwzgles_glVertex3i (GLint x, GLint y, GLint z)
+{
+ jwzgles_glVertex3f (x, y, z);
+}
+
+void
+jwzgles_glVertex3fv (const GLfloat *v)
+{
+ jwzgles_glVertex3f (v[0], v[1], v[2]);
+}
+
+void
+jwzgles_glVertex3dv (const GLdouble *v)
+{
+ jwzgles_glVertex3f (v[0], v[1], v[2]);
+}
+
+
+void
+jwzgles_glVertex2f (GLfloat x, GLfloat y)
+{
+ GLfloat v[3];
+ v[0] = x;
+ v[1] = y;
+ v[2] = 0;
+ jwzgles_glVertex3fv (v);
+}
+
+void
+jwzgles_glVertex2dv (const GLdouble *v)
+{
+ jwzgles_glVertex2f (v[0], v[1]);
+}
+
+void
+jwzgles_glVertex2fv (const GLfloat *v)
+{
+ jwzgles_glVertex2f (v[0], v[1]);
+}
+
+void
+jwzgles_glVertex2i (GLint x, GLint y)
+{
+ jwzgles_glVertex2f (x, y);
+}
+
+
+void
+jwzgles_glLightiv (GLenum light, GLenum pname, const GLint *params)
+{
+ GLfloat v[4];
+ v[0] = params[0];
+ v[1] = params[1];
+ v[2] = params[2];
+ v[3] = params[3];
+ jwzgles_glLightfv (light, pname, v);
+}
+
+void
+jwzgles_glLightModeliv (GLenum pname, const GLint *params)
+{
+ GLfloat v[4];
+ v[0] = params[0];
+ v[1] = params[1];
+ v[2] = params[2];
+ v[3] = params[3];
+ jwzgles_glLightModelfv (pname, v);
+}
+
+void
+jwzgles_glFogiv (GLenum pname, const GLint *params)
+{
+ GLfloat v[4];
+ v[0] = params[0];
+ v[1] = params[1];
+ v[2] = params[2];
+ v[3] = params[3];
+ jwzgles_glFogfv (pname, v);
+}
+
+void
+jwzgles_glLighti (GLenum light, GLenum pname, GLint param)
+{
+ jwzgles_glLightf (light, pname, param);
+}
+
+void
+jwzgles_glLightModeli (GLenum pname, GLint param)
+{
+ jwzgles_glLightModelf (pname, param);
+}
+
+void
+jwzgles_glFogi (GLenum pname, GLint param)
+{
+ jwzgles_glFogf (pname, param);
+}
+
+
+void
+jwzgles_glRotated (GLdouble angle, GLdouble x, GLdouble y, GLdouble z)
+{
+ jwzgles_glRotatef (angle, x, y, z);
+}
+
+
+void
+jwzgles_glClipPlane (GLenum plane, const GLdouble *equation)
+{
+ Assert (state->compiling_verts, "glClipPlane not inside glBegin");
+ Assert (0, "glClipPlane unimplemented"); /* no GLES equivalent... */
+}
+
+
+void
+jwzgles_glPolygonMode (GLenum face, GLenum mode)
+{
+ Assert (!state->compiling_verts, "not inside glBegin");
+ if (state->compiling_list)
+ {
+ void_int vv[2];
+ vv[0].i = face;
+ vv[1].i = mode;
+ list_push ("glPolygonMode", (list_fn_cb) &jwzgles_glPolygonMode,
+ PROTO_II, vv);
+ }
+ else
+ {
+ /* POINT and LINE don't exist in GLES */
+ Assert (mode == GL_FILL, "glPolygonMode: unimplemented mode");
+ }
+}
+
+
+void
+jwzgles_glDrawBuffer (GLenum buf)
+{
+ Assert (!state->compiling_verts, "not inside glBegin");
+ if (state->compiling_list)
+ {
+ void_int vv[1];
+ vv[0].i = buf;
+ list_push ("glDrawBuffer", (list_fn_cb) &jwzgles_glDrawBuffer,
+ PROTO_I, vv);
+ }
+ else
+ {
+/* Assert (buf == GL_BACK, "glDrawBuffer: back buffer only"); */
+# ifndef GL_VERSION_ES_CM_1_0 /* not compiling against OpenGLES 1.x */
+ if (! state->replaying_list)
+ LOG1 ("direct %-12s", "glDrawBuffer");
+ glDrawBuffer (buf); /* the real one */
+ CHECK("glDrawBuffer");
+# endif
+ }
+}
+
+
+/* Given an array of sets of 4 elements of arbitrary size, convert it
+ to an array of sets of 6 elements instead: ABCD becomes ABC BCD.
+ */
+static int
+cq2t (unsigned char **arrayP, int stride, int count)
+{
+ int count2 = count * 6 / 4;
+ int size = stride * count;
+ int size2 = stride * count2;
+ const unsigned char *oarray, *in;
+ unsigned char *array2, *oarray2, *out;
+ int i;
+
+ oarray = *arrayP;
+ if (!oarray || count == 0)
+ return count2;
+
+ array2 = (unsigned char *) malloc (size2);
+ Assert (array2, "out of memory");
+ oarray2 = array2;
+
+ in = oarray;
+ out = oarray2;
+ for (i = 0; i < count / 4; i++)
+ {
+ const unsigned char *a, *b, *c, *d; /* the 4 corners */
+ a = in; in += stride;
+ b = in; in += stride;
+ c = in; in += stride;
+ d = in; in += stride;
+
+# define PUSH(IN) do { \
+ const unsigned char *ii = IN; \
+ int j; \
+ for (j = 0; j < stride; j++) { \
+ *out++ = *ii++; \
+ }} while(0)
+
+ PUSH (a); PUSH (b); PUSH (d); /* the 2 triangles */
+ PUSH (b); PUSH (c); PUSH (d);
+# undef PUSH
+ }
+
+ Assert (in == oarray + size, "convert_quads corrupted");
+ Assert (out == oarray2 + size2, "convert_quads corrupted");
+
+ free (*arrayP);
+ *arrayP = oarray2;
+ return count2;
+}
+
+
+/* Convert all coordinates in a GL_QUADS vert_set to GL_TRIANGLES.
+ */
+static void
+convert_quads_to_triangles (vert_set *s)
+{
+ int count2;
+ Assert (s->mode == GL_QUADS, "convert_quads bad mode");
+ count2 =
+ cq2t ((unsigned char **) &s->verts, sizeof(*s->verts), s->count);
+ cq2t ((unsigned char **) &s->norms, sizeof(*s->norms), s->count);
+ cq2t ((unsigned char **) &s->tex, sizeof(*s->tex), s->count);
+ cq2t ((unsigned char **) &s->color, sizeof(*s->color), s->count);
+ s->count = count2;
+ s->size = count2;
+ s->mode = GL_TRIANGLES;
+}
+
+
+void
+jwzgles_glEnd (void)
+{
+ vert_set *s = &state->set;
+ int was_norm, was_tex, was_color, was_mat;
+ int is_norm, is_tex, is_color, is_mat;
+
+ Assert (state->compiling_verts == 1, "missing glBegin");
+ state->compiling_verts--;
+
+ Assert (!state->replaying_list, "how did glEnd get into a display list?");
+
+ if (!state->replaying_list)
+ {
+ LOG5 ("%s [V = %d, N = %d, T = %d, C = %d]",
+ (state->compiling_list || state->replaying_list ? " " : ""),
+ s->count, s->ncount, s->tcount, s->ccount);
+ LOG1 ("%sglEnd",
+ (state->compiling_list || state->replaying_list ? " " : ""));
+ }
+
+ if (s->count == 0) return;
+
+ if (s->mode == GL_QUADS)
+ convert_quads_to_triangles (s);
+ else if (s->mode == GL_QUAD_STRIP)
+ s->mode = GL_TRIANGLE_STRIP; /* They do the same thing! */
+ else if (s->mode == GL_POLYGON)
+ s->mode = GL_TRIANGLE_FAN; /* They do the same thing! */
+
+ 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.
+
+ If there was exactly *one* call to glNormal3f inside of glBegin/glEnd,
+ and it was before the first glVertex3f, then also don't enable the
+ normals array, but do emit that call to glNormal3f before calling
+ glDrawArrays.
+
+ Likewise for texture coordinates and colors.
+
+ 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. (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);
+ was_color = jwzgles_glIsEnabled (GL_COLOR_ARRAY);
+ was_mat = jwzgles_glIsEnabled (GL_COLOR_MATERIAL);
+
+ /* If we're executing glEnd in immediate mode, not from inside a display
+ list (which is the only way it happens, because glEnd doesn't go into
+ display lists), make sure we're not stomping on a saved buffer list:
+ in immediate mode, vertexes are client-side only.
+ */
+ if (! state->compiling_list)
+ jwzgles_glBindBuffer (GL_ARRAY_BUFFER, 0);
+
+ if (s->ncount > 1)
+ {
+ is_norm = 1;
+ jwzgles_glEnableClientState (GL_NORMAL_ARRAY);
+ }
+ else
+ {
+ is_norm = 0;
+ if (s->ncount == 1)
+ jwzgles_glNormal3f (s->cnorm.x, s->cnorm.y, s->cnorm.z);
+ jwzgles_glDisableClientState (GL_NORMAL_ARRAY);
+ }
+
+ 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);
+ }
+ else
+ {
+ is_tex = 0;
+ if (s->tcount == 1)
+ jwzgles_glTexCoord4f (s->ctex.s, s->ctex.t, s->ctex.r, s->ctex.q);
+ jwzgles_glDisableClientState (GL_TEXTURE_COORD_ARRAY);
+ }
+
+ if (s->ccount > 1)
+ {
+ is_color = 1;
+ jwzgles_glEnableClientState (GL_COLOR_ARRAY);
+ }
+ else
+ {
+ is_color = 0;
+ if (s->ccount == 1)
+ jwzgles_glColor4f (s->ccolor.r, s->ccolor.g, s->ccolor.b, s->ccolor.a);
+ jwzgles_glDisableClientState (GL_COLOR_ARRAY);
+ }
+
+ jwzgles_glEnableClientState (GL_VERTEX_ARRAY);
+
+ /* We translated the glMaterial calls to per-vertex colors, which are
+ of the glColor sort, not the glMaterial sort, so automatically
+ turn on material mapping. Maybe this is a bad idea.
+ */
+ if (s->materialistic && !jwzgles_glIsEnabled (GL_COLOR_MATERIAL))
+ {
+ is_mat = 1;
+ jwzgles_glEnable (GL_COLOR_MATERIAL);
+ }
+ else
+ is_mat = 0;
+
+ glBindBuffer (GL_ARRAY_BUFFER, 0); /* This comes later. */
+ jwzgles_glDrawArrays (s->mode, 0, s->count);
+ glBindBuffer (GL_ARRAY_BUFFER, 0); /* Keep out of others' hands */
+
+# define RESET(VAR,FN,ARG) do { \
+ if (is_##VAR != was_##VAR) { \
+ if (was_##VAR) jwzgles_glEnable##FN (ARG); \
+ else jwzgles_glDisable##FN (ARG); \
+ }} while(0)
+ RESET (norm, ClientState, GL_NORMAL_ARRAY);
+ RESET (tex, ClientState, GL_TEXTURE_COORD_ARRAY);
+ RESET (color, ClientState, GL_COLOR_ARRAY);
+ RESET (mat, , GL_COLOR_MATERIAL);
+# undef RESET
+
+ s->count = 0;
+ s->ncount = 0;
+ s->tcount = 0;
+ s->ccount = 0;
+ s->materialistic = 0;
+}
+
+
+/* The display list is full of calls to glDrawArrays(), plus saved arrays
+ of the values we need to restore before calling it. "Restore" means
+ "ship them off to the GPU before each call".
+
+ So instead, this function walks through the display list and
+ combines all of those vertex, normal, texture and color values into
+ a single VBO array; ships those values off to the GPU *once* at the
+ time of glEndList; and when running the list with glCallList, the
+ values are already on the GPU and don't need to be sent over again.
+
+ The VBO persists in the GPU until the display list is deleted.
+ */
+static void
+optimize_arrays (void)
+{
+ list *L = &state->lists.lists[state->compiling_list-1];
+ int i, j;
+ GLfloat *combo = 0;
+ int combo_count = 0;
+ int combo_size = 0;
+ GLuint buf_name = 0;
+
+ Assert (state->compiling_list, "not compiling a list");
+ Assert (L, "no list");
+ Assert (!L->buffer, "list already has a buffer");
+
+ glGenBuffers (1, &buf_name);
+ CHECK("glGenBuffers");
+ if (! buf_name) return;
+
+ L->buffer = buf_name;
+
+ /* Go through the list and dump the contents of the various saved arrays
+ into one large array.
+ */
+ for (i = 0; i < L->count; i++)
+ {
+ list_fn *F = &L->fns[i];
+/* int count; */
+ if (! F->arrays)
+ continue;
+/* count = F->argv[2].i;*/ /* 3rd arg to glDrawArrays */
+
+ for (j = 0; j < 4; j++)
+ {
+ draw_array *A = &F->arrays[j];
+ int ocount = combo_count;
+
+ /* If some caller is using arrays that don't have floats in them,
+ we just leave them as-is and ship them over at each call.
+ Doubt this ever really happens.
+ */
+ if (A->type != GL_FLOAT)
+ continue;
+
+ if (! A->data) /* No array. */
+ continue;
+
+ Assert (A->bytes > 0, "no bytes in draw_array");
+ Assert (((unsigned long) A->data > 0xFFFF),
+ "buffer data not a pointer");
+
+ combo_count += A->bytes / sizeof(*combo);
+ make_room ("optimize_arrays",
+ (void **) &combo, sizeof(*combo),
+ &combo_count, &combo_size);
+ memcpy (combo + ocount, A->data, A->bytes);
+ A->binding = buf_name;
+ free (A->data);
+ /* 'data' is now the byte offset into the VBO. */
+ A->data = (void *) (ocount * sizeof(*combo));
+ /* LOG3(" loaded %lu floats to pos %d of buffer %d",
+ A->bytes / sizeof(*combo), ocount, buf_name); */
+ }
+ }
+
+ if (combo_count == 0) /* Nothing to do! */
+ {
+ if (combo) free (combo);
+ glDeleteBuffers (1, &buf_name);
+ L->buffer = 0;
+ return;
+ }
+
+ glBindBuffer (GL_ARRAY_BUFFER, buf_name);
+ glBufferData (GL_ARRAY_BUFFER,
+ combo_count * sizeof (*combo),
+ combo,
+ GL_STATIC_DRAW);
+ glBindBuffer (GL_ARRAY_BUFFER, 0); /* Keep out of others' hands */
+
+ LOG3(" loaded %d floats of list %d into VBO %d",
+ combo_count, state->compiling_list, buf_name);
+
+# ifdef DEBUG
+# if 0
+ for (i = 0; i < combo_count; i++)
+ {
+ if (i % 4 == 0)
+ fprintf (stderr, "\njwzgles: %4d: ", i);
+ fprintf (stderr, " %7.3f", combo[i]);
+ }
+ fprintf (stderr, "\n");
+# endif
+# endif /* DEBUG */
+
+ if (combo) free (combo);
+}
+
+
+void
+jwzgles_glCallList (int id)
+{
+ if (state->compiling_list)
+ {
+ /* Yes, you can call lists inside of lists.
+ Yes, recursion would be a mistake. */
+ void_int vv[1];
+ vv[0].i = id;
+ list_push ("glCallList", (list_fn_cb) &jwzgles_glCallList, PROTO_I, vv);
+ }
+ else
+ {
+ list *L;
+ int i;
+
+ state->replaying_list++;
+
+# ifdef DEBUG
+ fprintf (stderr, "\n");
+ LOG1 ("glCallList %d", id);
+# endif
+
+ Assert (id > 0 && id <= state->lists.count, "glCallList: bogus ID");
+ L = &state->lists.lists[id-1];
+ Assert (id == L->id, "glCallList corrupted");
+
+ for (i = 0; i < L->count; i++)
+ {
+ list_fn *F = &L->fns[i];
+ list_fn_cb fn = F->fn;
+ void_int *av = F->argv;
+
+ switch (F->proto) {
+ case PROTO_VOID:
+ LOG1 (" call %-12s", F->name);
+ ((void (*) (void)) fn) ();
+ break;
+
+ case PROTO_I:
+ if (fn == (list_fn_cb) &jwzgles_glBegin ||
+ fn == (list_fn_cb) &jwzgles_glFrontFace ||
+ fn == (list_fn_cb) &jwzgles_glEnable ||
+ fn == (list_fn_cb) &jwzgles_glDisable ||
+ fn == (list_fn_cb) &jwzgles_glEnableClientState ||
+ fn == (list_fn_cb) &jwzgles_glDisableClientState ||
+ fn == (list_fn_cb) &jwzgles_glShadeModel ||
+ fn == (list_fn_cb) &jwzgles_glMatrixMode)
+ LOG2 (" call %-12s %s", F->name, mode_desc (av[0].i));
+ else
+ LOG2 (" call %-12s %d", F->name, av[0].i);
+ ((void (*) (int)) fn) (av[0].i);
+ break;
+
+ case PROTO_F:
+ LOG2 (" call %-12s %7.3f", F->name, av[0].f);
+ ((void (*) (GLfloat)) fn) (av[0].f);
+ break;
+
+ case PROTO_II:
+ if (fn == (list_fn_cb) &jwzgles_glBindTexture ||
+ fn == (list_fn_cb) &jwzgles_glBindBuffer)
+ LOG3 (" call %-12s %s %d", F->name,
+ mode_desc (av[0].i), av[1].i);
+ else
+ LOG3 (" call %-12s %d %d", F->name, av[0].i, av[1].i);
+ ((void (*) (int, int)) fn) (av[0].i, av[1].i);
+ break;
+
+ case PROTO_FF:
+ LOG3 (" call %-12s %7.3f %7.3f", F->name, av[0].f, av[1].f);
+ ((void (*) (GLfloat, GLfloat)) fn) (av[0].f, av[1].f);
+ break;
+
+ case PROTO_IF:
+ LOG3 (" call %-12s %s %7.3f", F->name,
+ mode_desc (av[0].f), av[1].f);
+ ((void (*) (GLint, GLfloat)) fn) (av[0].i, av[1].f);
+ break;
+
+ case PROTO_III: III:
+ if (fn == (list_fn_cb) &jwzgles_glDrawArrays ||
+ fn == (list_fn_cb) &jwzgles_glTexParameteri)
+ LOG4 (" call %-12s %s %d %d", F->name,
+ mode_desc (av[0].i), av[1].i, av[2].i);
+ else
+ LOG4 (" call %-12s %d %d %d", F->name,
+ av[0].i, av[1].i, av[2].i);
+ ((void (*) (int, int, int)) fn) (av[0].i, av[1].i, av[2].i);
+ break;
+
+ case PROTO_FFF:
+ LOG4 (" call %-12s %7.3f %7.3f %7.3f", F->name,
+ av[0].f, av[1].f, av[2].f);
+ ((void (*) (GLfloat, GLfloat, GLfloat)) fn)
+ (av[0].f, av[1].f, av[2].f);
+ break;
+
+ case PROTO_IIF:
+ LOG4 (" call %-12s %s %s %7.3f", F->name,
+ mode_desc (av[0].i), mode_desc (av[1].i), av[2].f);
+ ((void (*) (int, int, GLfloat)) fn) (av[0].i, av[1].i, av[2].f);
+ break;
+
+ case PROTO_IIII:
+ LOG5 (" call %-12s %d %d %d %d", F->name,
+ av[0].i, av[1].i, av[2].i, av[3].i);
+ ((void (*) (int, int, int, int)) fn)
+ (av[0].i, av[1].i, av[2].i, av[3].i);
+ break;
+
+ case PROTO_FFFF:
+ LOG5 (" call %-12s %7.3f %7.3f %7.3f %7.3f", F->name,
+ av[0].f, av[1].f, av[2].f, av[3].f);
+ ((void (*) (GLfloat, GLfloat, GLfloat, GLfloat)) fn)
+ (av[0].f, av[1].f, av[2].f, av[3].f);
+ break;
+
+ case PROTO_IFV:
+ {
+ GLfloat v[4];
+ v[0] = av[1].f;
+ v[1] = av[2].f;
+ v[2] = av[3].f;
+ v[3] = av[4].f;
+ LOG6 (" call %-12s %s %3.1f %3.1f %3.1f %3.1f", F->name,
+ mode_desc (av[0].i),
+ av[1].f, av[2].f, av[3].f, av[4].f);
+ ((void (*) (int, const GLfloat *)) fn) (av[0].i, v);
+ }
+ break;
+
+ case PROTO_IIFV:
+ {
+ GLfloat v[4];
+ v[0] = av[2].f;
+ v[1] = av[3].f;
+ v[2] = av[4].f;
+ v[3] = av[5].f;
+ LOG7 (" call %-12s %s %-8s %3.1f %3.1f %3.1f %3.1f", F->name,
+ mode_desc (av[0].i), mode_desc (av[1].i),
+ av[2].f, av[3].f, av[4].f, av[5].f);
+ ((void (*) (int, int, const GLfloat *)) fn)
+ (av[0].i, av[1].i, v);
+ }
+ break;
+
+ case PROTO_IIV:
+ {
+ int v[4];
+ v[0] = av[1].i;
+ v[1] = av[2].i;
+ v[2] = av[3].i;
+ v[3] = av[4].i;
+ LOG6 (" call %-12s %s %3d %3d %3d %3d", F->name,
+ mode_desc (av[0].i),
+ av[1].i, av[2].i, av[3].i, av[4].i);
+ ((void (*) (int, const int *)) fn) (av[0].i, v);
+ }
+ break;
+
+ case PROTO_IIIV:
+ {
+ int v[4];
+ v[0] = av[2].i;
+ v[1] = av[3].i;
+ v[2] = av[4].i;
+ v[3] = av[5].i;
+ LOG7 (" call %-12s %s %-8s %3d %3d %3d %3d", F->name,
+ mode_desc (av[0].i), mode_desc (av[1].i),
+ av[2].i, av[3].i, av[4].i, av[5].i);
+ ((void (*) (int, int, const int *)) fn)
+ (av[0].i, av[1].i, v);
+ }
+ break;
+
+ case PROTO_ARRAYS:
+ restore_arrays (F, av[1].i + av[2].i);
+ goto III;
+ break;
+
+ case PROTO_FV16:
+ {
+ GLfloat m[16];
+ int i;
+ for (i = 0; i < countof(m); i++)
+ m[i] = av[i].f;
+ LOG17 (" call %-12s ["
+ "%8.3f %8.3f %8.3f %8.3f " "\n\t\t\t "
+ "%8.3f %8.3f %8.3f %8.3f " "\n\t\t\t "
+ "%8.3f %8.3f %8.3f %8.3f " "\n\t\t\t "
+ "%8.3f %8.3f %8.3f %8.3f ]",
+ F->name,
+ m[0], m[1], m[2], m[3],
+ m[4], m[5], m[6], m[7],
+ m[8], m[9], m[10], m[11],
+ m[12], m[13], m[14], m[15]);
+ ((void (*) (GLfloat *)) fn) (m);
+ }
+ break;
+
+ default:
+ Assert (0, "bogus prototype");
+ break;
+ }
+ }
+
+ LOG1 ("glCallList %d done\n", id);
+
+ state->replaying_list--;
+ Assert (state->replaying_list >= 0, "glCallList corrupted");
+ }
+}
+
+
+/* When we save a call to glDrawArrays into a display list, we also need to
+ save the prevailing copy of the arrays that it will use, and restore them
+ later.
+ */
+static void
+save_arrays (list_fn *F, int count)
+{
+ int i = 0;
+ draw_array *A = (draw_array *) calloc (4, sizeof (*A));
+ Assert (A, "out of memory");
+
+/* if (state->set.count > 0) */
+ {
+ jwzgles_glGetIntegerv (GL_VERTEX_ARRAY_BUFFER_BINDING, &A[i].binding);
+ jwzgles_glGetIntegerv (GL_VERTEX_ARRAY_SIZE, &A[i].size);
+ jwzgles_glGetIntegerv (GL_VERTEX_ARRAY_TYPE, &A[i].type);
+ jwzgles_glGetIntegerv (GL_VERTEX_ARRAY_STRIDE, &A[i].stride);
+ jwzgles_glGetPointerv (GL_VERTEX_ARRAY_POINTER, &A[i].data);
+ CHECK("glGetPointerv");
+ copy_array_data (&A[i], count, "vert");
+ }
+
+ i++;
+ if (state->set.ncount > 1)
+ {
+ A[i].size = 3;
+ jwzgles_glGetIntegerv (GL_NORMAL_ARRAY_BUFFER_BINDING, &A[i].binding);
+ jwzgles_glGetIntegerv (GL_NORMAL_ARRAY_TYPE, &A[i].type);
+ jwzgles_glGetIntegerv (GL_NORMAL_ARRAY_STRIDE, &A[i].stride);
+ jwzgles_glGetPointerv (GL_NORMAL_ARRAY_POINTER, &A[i].data);
+ CHECK("glGetPointerv");
+ copy_array_data (&A[i], count, "norm");
+ }
+
+ i++;
+ if (state->set.tcount > 1)
+ {
+ jwzgles_glGetIntegerv (GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING, &A[i].binding);
+ jwzgles_glGetIntegerv (GL_TEXTURE_COORD_ARRAY_SIZE, &A[i].size);
+ jwzgles_glGetIntegerv (GL_TEXTURE_COORD_ARRAY_TYPE, &A[i].type);
+ jwzgles_glGetIntegerv (GL_TEXTURE_COORD_ARRAY_STRIDE, &A[i].stride);
+ jwzgles_glGetPointerv (GL_TEXTURE_COORD_ARRAY_POINTER, &A[i].data);
+ CHECK("glGetPointerv");
+ copy_array_data (&A[i], count, "tex ");
+ }
+
+ i++;
+ if (state->set.ccount > 1)
+ {
+ jwzgles_glGetIntegerv (GL_COLOR_ARRAY_BUFFER_BINDING, &A[i].binding);
+ jwzgles_glGetIntegerv (GL_COLOR_ARRAY_SIZE, &A[i].size);
+ jwzgles_glGetIntegerv (GL_COLOR_ARRAY_TYPE, &A[i].type);
+ jwzgles_glGetIntegerv (GL_COLOR_ARRAY_STRIDE, &A[i].stride);
+ jwzgles_glGetPointerv (GL_COLOR_ARRAY_POINTER, &A[i].data);
+ CHECK("glGetPointerv");
+ copy_array_data (&A[i], count, "col ");
+ }
+
+ /* Freed by glDeleteLists. */
+
+ Assert (!F->arrays, "save_arrays corrupted");
+ F->arrays = A;
+}
+
+
+#ifdef DEBUG
+
+static void
+dump_array_data (draw_array *A, int count,
+ const char *action, const char *name, const void *old)
+{
+ int bytes = count * A->stride;
+
+ if (A->binding)
+ {
+ fprintf (stderr,
+ "jwzgles: %s %s %d %s %2d, %4d = %5d bind %d @ %d\n",
+ action, name,
+ A->size, mode_desc(A->type), A->stride,
+ count, bytes, A->binding, (int) A->data);
+ }
+ else
+ {
+ Assert (bytes == A->bytes, "array data corrupted");
+
+ fprintf (stderr, "jwzgles: %s %s %d %s %2d, %4d = %5d @ %lX",
+ action, name,
+ A->size, mode_desc(A->type), A->stride,
+ count, bytes, (unsigned long) A->data);
+ if (old)
+ fprintf (stderr, " / %lX", (unsigned long) old);
+ fprintf (stderr, "\n");
+ }
+
+ if (A->binding)
+ {
+ Assert (((unsigned long) A->binding < 0xFFFF),
+ "buffer binding should be a numeric index,"
+ " but looks like a pointer");
+
+# if 0
+ /* glGetBufferSubData doesn't actually exist in OpenGLES, but this
+ was helpful for debugging on real OpenGL... */
+ GLfloat *d;
+ int i;
+ fprintf (stderr, "jwzgles: read back:\n");
+ d = (GLfloat *) malloc (A->bytes);
+ glGetBufferSubData (GL_ARRAY_BUFFER, (int) A->data,
+ count * A->stride, (void *) d);
+ CHECK("glGetBufferSubData");
+ for (i = 0; i < count * A->size; i++)
+ {
+ if (i % 4 == 0)
+ fprintf (stderr, "\njwzgles: %4d: ",
+ i + (int) A->data / sizeof(GLfloat));
+ fprintf (stderr, " %7.3f", d[i]);
+ }
+ fprintf (stderr, "\n");
+ free (d);
+# endif
+ }
+# if 0
+ else
+ {
+ unsigned char *b = (unsigned char *) A->data;
+ int i;
+ if ((unsigned long) A->data < 0xFFFF)
+ {
+ Assert (0, "buffer data not a pointer");
+ return;
+ }
+ for (i = 0; i < count; i++)
+ {
+ int j;
+ GLfloat *f = (GLfloat *) b;
+ int s = A->size;
+ if (s == 0) s = 3; /* normals */
+ fprintf (stderr, "jwzgles: ");
+ for (j = 0; j < s; j++)
+ fprintf (stderr, " %7.3f", f[j]);
+ fprintf (stderr, "\n");
+ b += A->stride;
+ }
+ }
+# endif
+}
+
+static void
+dump_direct_array_data (int count)
+{
+ draw_array A = { 0, };
+
+ if (jwzgles_glIsEnabled (GL_VERTEX_ARRAY))
+ {
+ jwzgles_glGetIntegerv (GL_VERTEX_ARRAY_BUFFER_BINDING, &A.binding);
+ jwzgles_glGetIntegerv (GL_VERTEX_ARRAY_SIZE, &A.size);
+ jwzgles_glGetIntegerv (GL_VERTEX_ARRAY_TYPE, &A.type);
+ jwzgles_glGetIntegerv (GL_VERTEX_ARRAY_STRIDE, &A.stride);
+ jwzgles_glGetPointerv (GL_VERTEX_ARRAY_POINTER, &A.data);
+ A.bytes = count * A.stride;
+ dump_array_data (&A, count, "direct", "vertex ", 0);
+ }
+ if (jwzgles_glIsEnabled (GL_NORMAL_ARRAY))
+ {
+ A.size = 0;
+ jwzgles_glGetIntegerv (GL_NORMAL_ARRAY_BUFFER_BINDING, &A.binding);
+ jwzgles_glGetIntegerv (GL_NORMAL_ARRAY_TYPE, &A.type);
+ jwzgles_glGetIntegerv (GL_NORMAL_ARRAY_STRIDE, &A.stride);
+ jwzgles_glGetPointerv (GL_NORMAL_ARRAY_POINTER, &A.data);
+ A.bytes = count * A.stride;
+ dump_array_data (&A, count, "direct", "normal ", 0);
+ }
+ if (jwzgles_glIsEnabled (GL_TEXTURE_COORD_ARRAY))
+ {
+ jwzgles_glGetIntegerv (GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING, &A.binding);
+ jwzgles_glGetIntegerv (GL_TEXTURE_COORD_ARRAY_SIZE, &A.size);
+ jwzgles_glGetIntegerv (GL_TEXTURE_COORD_ARRAY_TYPE, &A.type);
+ jwzgles_glGetIntegerv (GL_TEXTURE_COORD_ARRAY_STRIDE, &A.stride);
+ jwzgles_glGetPointerv (GL_TEXTURE_COORD_ARRAY_POINTER, &A.data);
+ A.bytes = count * A.stride;
+ dump_array_data (&A, count, "direct", "texture", 0);
+ }
+ if (jwzgles_glIsEnabled (GL_COLOR_ARRAY))
+ {
+ jwzgles_glGetIntegerv (GL_COLOR_ARRAY_BUFFER_BINDING, &A.binding);
+ jwzgles_glGetIntegerv (GL_COLOR_ARRAY_SIZE, &A.size);
+ jwzgles_glGetIntegerv (GL_COLOR_ARRAY_TYPE, &A.type);
+ jwzgles_glGetIntegerv (GL_COLOR_ARRAY_STRIDE, &A.stride);
+ jwzgles_glGetPointerv (GL_COLOR_ARRAY_POINTER, &A.data);
+ A.bytes = count * A.stride;
+ dump_array_data (&A, count, "direct", "color ", 0);
+ }
+}
+
+#endif /* DEBUG */
+
+
+static void
+copy_array_data (draw_array *A, int count, const char *name)
+{
+ /* Instead of just memcopy'ing the whole array and obeying its previous
+ 'stride' value, we make up a more compact array. This is because if
+ the same array data is being used with multiple component types,
+ e.g. with glInterleavedArrays, we don't want to copy all of the
+ data multiple times.
+ */
+ int stride2, bytes, i, j;
+ void *data2;
+ const GLfloat *IF;
+ GLfloat *OF;
+ const unsigned char *IB;
+ unsigned char *OB;
+
+ if (((unsigned long) A->data) < 0xFFFF)
+ {
+ Assert (0, "buffer data not a pointer");
+ return;
+ }
+
+ Assert (A->size >= 2 && A->size <= 4, "bogus array size");
+
+ switch (A->type) {
+ case GL_FLOAT: stride2 = A->size * sizeof(GLfloat); break;
+ case GL_UNSIGNED_BYTE: stride2 = A->size; break;
+ default: Assert (0, "bogus array type"); break;
+ }
+
+ bytes = count * stride2;
+ Assert (bytes > 0, "bogus array count or stride");
+ Assert (A->data, "missing array data");
+ data2 = (void *) malloc (bytes);
+ Assert (data2, "out of memory");
+
+ IB = (const unsigned char *) A->data;
+ OB = (unsigned char *) data2;
+ IF = (const GLfloat *) A->data;
+ OF = (GLfloat *) data2;
+
+ switch (A->type) {
+ case GL_FLOAT:
+ for (i = 0; i < count; i++)
+ {
+ for (j = 0; j < A->size; j++)
+ *OF++ = IF[j];
+ IF = (const GLfloat *) (((const unsigned char *) IF) + A->stride);
+ }
+ break;
+ case GL_UNSIGNED_BYTE:
+ for (i = 0; i < count; i++)
+ {
+ for (j = 0; j < A->size; j++)
+ *OB++ = IB[j];
+ IB += A->stride;
+ }
+ break;
+ default:
+ Assert (0, "bogus array type");
+ break;
+ }
+
+ A->data = data2;
+ A->bytes = bytes;
+ A->stride = stride2;
+
+# ifdef DEBUG
+ dump_array_data (A, count, "saved", name, 0);
+# endif
+}
+
+
+static void
+restore_arrays (list_fn *F, int count)
+{
+ int i = 0;
+ draw_array *A = F->arrays;
+ Assert (A, "missing array");
+
+ for (i = 0; i < 4; i++)
+ {
+ const char *name = 0;
+
+ if (!A[i].size)
+ continue;
+
+ Assert ((A[i].binding || A[i].data),
+ "array has neither buffer binding nor data");
+
+ glBindBuffer (GL_ARRAY_BUFFER, A[i].binding);
+ CHECK("glBindBuffer");
+
+ switch (i) {
+ case 0: jwzgles_glVertexPointer (A[i].size, A[i].type, A[i].stride, A[i].data);
+ name = "vertex ";
+ CHECK("glVertexPointer");
+ break;
+ case 1: jwzgles_glNormalPointer ( A[i].type, A[i].stride, A[i].data);
+ name = "normal ";
+ CHECK("glNormalPointer");
+ break;
+ case 2: jwzgles_glTexCoordPointer(A[i].size, A[i].type, A[i].stride, A[i].data);
+ name = "texture";
+ CHECK("glTexCoordPointer");
+ break;
+ case 3: jwzgles_glColorPointer (A[i].size, A[i].type, A[i].stride, A[i].data);
+ name = "color ";
+ CHECK("glColorPointer");
+ break;
+ default: Assert (0, "wat"); break;
+ }
+
+# ifdef DEBUG
+ dump_array_data (&A[i], count, "restored", name, 0);
+# endif
+ (void)name;
+ }
+
+ glBindBuffer (GL_ARRAY_BUFFER, 0); /* Keep out of others' hands */
+}
+
+
+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];
+ vv[0].i = mode;
+ vv[1].i = first;
+ vv[2].i = count;
+ list_push ("glDrawArrays", (list_fn_cb) &jwzgles_glDrawArrays,
+ PROTO_ARRAYS, vv);
+ }
+ else
+ {
+# ifdef DEBUG
+ if (! state->replaying_list) {
+ LOG4("direct %-12s %d %d %d", "glDrawArrays", mode, first, count);
+ dump_direct_array_data (first + count);
+ }
+# endif
+ glDrawArrays (mode, first, count); /* the real one */
+ CHECK("glDrawArrays");
+ }
+}
+
+
+void
+jwzgles_glInterleavedArrays (GLenum format, GLsizei stride, const void *data)
+{
+ /* We can implement this by calling the various *Pointer functions
+ with offsets into the same data, taking advantage of stride.
+ */
+ const unsigned char *c = (const unsigned char *) data;
+# define B 1
+# define F sizeof(GLfloat)
+
+ Assert (!state->compiling_verts,
+ "glInterleavedArrays not allowed inside glBegin");
+
+ jwzgles_glEnableClientState (GL_VERTEX_ARRAY);
+
+ if (!state->replaying_list)
+ LOG4 ("%sglInterleavedArrays %s %d %lX",
+ (state->compiling_list || state->replaying_list ? " " : ""),
+ mode_desc (format), stride, (unsigned long) data);
+
+ switch (format) {
+ case GL_V2F:
+ jwzgles_glVertexPointer (2, GL_FLOAT, stride, c);
+ CHECK("glVertexPointer");
+ if (!state->replaying_list)
+ LOG3 ("%s -> glVertexPointer 2 FLOAT %d %lX",
+ (state->compiling_list || state->replaying_list ? " " : ""),
+ stride, (unsigned long) c);
+ break;
+ case GL_V3F:
+ jwzgles_glVertexPointer (3, GL_FLOAT, stride, c);
+ CHECK("glVertexPointer");
+ if (!state->replaying_list)
+ LOG3 ("%s -> glVertexPointer 3 FLOAT %d %lX",
+ (state->compiling_list || state->replaying_list ? " " : ""),
+ stride, (unsigned long) c);
+ break;
+ case GL_C4UB_V2F:
+ if (stride == 0)
+ stride = 4*B + 2*F;
+ jwzgles_glEnableClientState (GL_COLOR_ARRAY);
+ jwzgles_glColorPointer (4, GL_UNSIGNED_BYTE, stride, c);
+ CHECK("glColorPointer");
+ c += 4*B; /* #### might be incorrect float-aligned address */
+ jwzgles_glVertexPointer (2, GL_FLOAT, stride, c);
+ break;
+ case GL_C4UB_V3F:
+ if (stride == 0)
+ stride = 4*B + 3*F;
+ jwzgles_glEnableClientState (GL_COLOR_ARRAY);
+ jwzgles_glColorPointer (4, GL_UNSIGNED_BYTE, stride, c);
+ CHECK("glColorPointer");
+ c += 4*B;
+ jwzgles_glVertexPointer (3, GL_FLOAT, stride, c);
+ CHECK("glVertexPointer");
+ break;
+ case GL_C3F_V3F:
+ if (stride == 0)
+ stride = 3*F + 3*F;
+ jwzgles_glEnableClientState (GL_COLOR_ARRAY);
+ jwzgles_glColorPointer (3, GL_FLOAT, stride, c);
+ CHECK("glColorPointer");
+ c += 3*F;
+ jwzgles_glVertexPointer (3, GL_FLOAT, stride, c);
+ CHECK("glVertexPointer");
+ break;
+ case GL_N3F_V3F:
+ if (stride == 0)
+ stride = 3*F + 3*F;
+ jwzgles_glEnableClientState (GL_NORMAL_ARRAY);
+ jwzgles_glNormalPointer (GL_FLOAT, stride, c);
+ CHECK("glNormalPointer");
+ if (!state->replaying_list)
+ LOG3 ("%s -> glNormalPointer FLOAT %d %lX",
+ (state->compiling_list || state->replaying_list ? " " : ""),
+ stride, (unsigned long) c);
+ c += 3*F;
+ jwzgles_glVertexPointer (3, GL_FLOAT, stride, c);
+ CHECK("glVertexPointer");
+ if (!state->replaying_list)
+ LOG3 ("%s -> glVertexPointer 3 FLOAT %d %lX",
+ (state->compiling_list || state->replaying_list ? " " : ""),
+ stride, (unsigned long) c);
+ break;
+ case GL_C4F_N3F_V3F:
+ if (stride == 0)
+ stride = 4*F + 3*F + 3*F;
+ jwzgles_glEnableClientState (GL_COLOR_ARRAY);
+ jwzgles_glColorPointer (4, GL_FLOAT, stride, c);
+ CHECK("glColorPointer");
+ c += 4*F;
+ jwzgles_glEnableClientState (GL_NORMAL_ARRAY);
+ jwzgles_glNormalPointer (GL_FLOAT, stride, c);
+ CHECK("glNormalPointer");
+ c += 3*F;
+ jwzgles_glVertexPointer (3, GL_FLOAT, stride, c);
+ CHECK("glVertexPointer");
+ break;
+ case GL_T2F_V3F:
+ if (stride == 0)
+ stride = 2*F + 3*F;
+ jwzgles_glEnableClientState (GL_TEXTURE_COORD_ARRAY);
+ jwzgles_glTexCoordPointer (2, GL_FLOAT, stride, c);
+ CHECK("glTexCoordPointer");
+ c += 2*F;
+ jwzgles_glVertexPointer (3, GL_FLOAT, stride, c);
+ CHECK("glVertexPointer");
+ break;
+ case GL_T4F_V4F:
+ if (stride == 0)
+ stride = 4*F + 4*F;
+ jwzgles_glEnableClientState (GL_TEXTURE_COORD_ARRAY);
+ jwzgles_glTexCoordPointer (4, GL_FLOAT, stride, c);
+ CHECK("glTexCoordPointer");
+ c += 4*F;
+ jwzgles_glVertexPointer (4, GL_FLOAT, stride, c);
+ CHECK("glVertexPointer");
+ break;
+ case GL_T2F_C4UB_V3F:
+ if (stride == 0)
+ stride = 2*F + 4*B + 3*F;
+ jwzgles_glEnableClientState (GL_TEXTURE_COORD_ARRAY);
+ jwzgles_glTexCoordPointer (2, GL_FLOAT, stride, c);
+ CHECK("glTexCoordPointer");
+ c += 2*F;
+ jwzgles_glEnableClientState (GL_COLOR_ARRAY);
+ jwzgles_glColorPointer (4, GL_UNSIGNED_BYTE, stride, c);
+ CHECK("glColorPointer");
+ c += 4*B;
+ jwzgles_glVertexPointer (3, GL_FLOAT, stride, c);
+ CHECK("glVertexPointer");
+ break;
+ case GL_T2F_C3F_V3F:
+ if (stride == 0)
+ stride = 2*F + 3*F + 3*F;
+ jwzgles_glEnableClientState (GL_TEXTURE_COORD_ARRAY);
+ jwzgles_glTexCoordPointer (2, GL_FLOAT, stride, c);
+ CHECK("glTexCoordPointer");
+ c += 2*F;
+ jwzgles_glEnableClientState (GL_COLOR_ARRAY);
+ jwzgles_glColorPointer (3, GL_FLOAT, stride, c);
+ CHECK("glColorPointer");
+ c += 3*F;
+ jwzgles_glVertexPointer (3, GL_FLOAT, stride, c);
+ CHECK("glVertexPointer");
+ break;
+ case GL_T2F_N3F_V3F:
+ if (stride == 0)
+ stride = 2*F + 3*F + 3*F;
+ jwzgles_glEnableClientState (GL_TEXTURE_COORD_ARRAY);
+ jwzgles_glTexCoordPointer (2, GL_FLOAT, stride, c);
+ CHECK("glTexCoordPointer");
+ c += 2*F;
+ jwzgles_glEnableClientState (GL_NORMAL_ARRAY);
+ jwzgles_glNormalPointer (GL_FLOAT, stride, c);
+ CHECK("glNormalPointer");
+ c += 3*F;
+ jwzgles_glVertexPointer (3, GL_FLOAT, stride, c);
+ CHECK("glVertexPointer");
+ break;
+ case GL_T2F_C4F_N3F_V3F:
+ if (stride == 0)
+ stride = 2*F + 4*F + 3*F + 3*F;
+ jwzgles_glEnableClientState (GL_TEXTURE_COORD_ARRAY);
+ jwzgles_glTexCoordPointer (2, GL_FLOAT, stride, c);
+ CHECK("glTexCoordPointer");
+ c += 2*F;
+ jwzgles_glEnableClientState (GL_COLOR_ARRAY);
+ jwzgles_glColorPointer (3, GL_FLOAT, stride, c);
+ CHECK("glColorPointer");
+ c += 3*F;
+ jwzgles_glEnableClientState (GL_NORMAL_ARRAY);
+ jwzgles_glNormalPointer (GL_FLOAT, stride, c);
+ CHECK("glNormalPointer");
+ c += 3*F;
+ jwzgles_glVertexPointer (3, GL_FLOAT, stride, c);
+ CHECK("glVertexPointer");
+ break;
+ case GL_T4F_C4F_N3F_V4F:
+ if (stride == 0)
+ stride = 4*F + 4*F + 3*F + 4*F;
+ jwzgles_glEnableClientState (GL_TEXTURE_COORD_ARRAY);
+ jwzgles_glTexCoordPointer (4, GL_FLOAT, stride, c);
+ CHECK("glTexCoordPointer");
+ c += 4*F;
+ jwzgles_glEnableClientState (GL_COLOR_ARRAY);
+ jwzgles_glColorPointer (4, GL_FLOAT, stride, c);
+ CHECK("glColorPointer");
+ c += 4*F;
+ jwzgles_glEnableClientState (GL_NORMAL_ARRAY);
+ jwzgles_glNormalPointer (GL_FLOAT, stride, c);
+ CHECK("glNormalPointer");
+ c += 3*F;
+ jwzgles_glVertexPointer (3, GL_FLOAT, stride, c);
+ CHECK("glVertexPointer");
+ break;
+ default:
+ Assert (0, "glInterleavedArrays: bogus format");
+ break;
+ }
+
+# undef B
+# undef F
+}
+
+
+
+void
+jwzgles_glMultMatrixf (const GLfloat *m)
+{
+ Assert (!state->compiling_verts,
+ "glMultMatrixf not allowed inside glBegin");
+ if (state->compiling_list)
+ {
+ void_int vv[16];
+ int i;
+ for (i = 0; i < countof(vv); i++)
+ vv[i].f = m[i];
+ list_push ("glMultMatrixf", (list_fn_cb) &jwzgles_glMultMatrixf,
+ PROTO_FV16, vv);
+ }
+ else
+ {
+ if (! state->replaying_list)
+ LOG1 ("direct %-12s", "glMultMatrixf");
+ glMultMatrixf (m); /* the real one */
+ CHECK("glMultMatrixf");
+ }
+}
+
+
+void
+jwzgles_glClearIndex(GLfloat c)
+{
+ /* Does GLES even do indexed color? */
+ Assert (0, "glClearIndex unimplemented");
+}
+
+
+void
+jwzgles_glBitmap (GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig,
+ GLfloat xmove, GLfloat ymove, const GLubyte *bitmap)
+{
+ Assert (0, "glBitmap unimplemented");
+}
+
+void
+jwzgles_glPushAttrib(int flags)
+{
+ Assert (0, "glPushAttrib unimplemented");
+}
+
+void
+jwzgles_glPopAttrib(void)
+{
+ Assert (0, "glPopAttrib unimplemented");
+}
+
+
+/* These are needed for object hit detection in pinion.
+ Might need to rewrite that code entirely. Punt for now.
+ */
+void
+jwzgles_glInitNames (void)
+{
+/* Assert (0, "glInitNames unimplemented");*/
+}
+
+void
+jwzgles_glPushName (GLuint name)
+{
+/* Assert (0, "glPushName unimplemented");*/
+}
+
+GLuint
+jwzgles_glPopName (void)
+{
+/* Assert (0, "glPopName unimplemented");*/
+ return 0;
+}
+
+GLuint
+jwzgles_glRenderMode (GLuint mode)
+{
+/* Assert (0, "glRenderMode unimplemented");*/
+ return 0;
+}
+
+void
+jwzgles_glSelectBuffer (GLsizei size, GLuint *buf)
+{
+/* Assert (0, "glSelectBuffer unimplemented");*/
+}
+
+
+void
+jwzgles_glGenTextures (GLuint n, GLuint *ret)
+{
+ Assert (!state->compiling_verts,
+ "glGenTextures not allowed inside glBegin");
+ /* technically legal, but stupid! */
+ Assert (!state->compiling_list,
+ "glGenTextures not allowed inside glNewList");
+ if (! state->replaying_list)
+ LOG1 ("direct %-12s", "glGenTextures");
+ glGenTextures (n, ret); /* the real one */
+ CHECK("glGenTextures");
+}
+
+
+void
+jwzgles_glTexImage1D (GLenum target, GLint level,
+ GLint internalFormat,
+ GLsizei width, GLint border,
+ GLenum format, GLenum type,
+ const GLvoid *data)
+{
+ Assert (!state->compiling_verts, "glTexImage1D not allowed inside glBegin");
+ /* technically legal, but stupid! */
+ Assert (!state->compiling_list, "glTexImage1D inside glNewList");
+ Assert (width == to_pow2(width), "width must be a power of 2");
+
+ if (target == GL_TEXTURE_1D) target = GL_TEXTURE_2D;
+ jwzgles_glTexImage2D (target, level, internalFormat, width, 1,
+ border, format, type, data);
+}
+
+void
+jwzgles_glTexImage2D (GLenum target,
+ GLint level,
+ GLint internalFormat,
+ GLsizei width,
+ GLsizei height,
+ GLint border,
+ GLenum format,
+ GLenum type,
+ const GLvoid *data)
+{
+ GLvoid *d2 = (GLvoid *) data;
+ Assert (!state->compiling_verts, "glTexImage2D not allowed inside glBegin");
+ Assert (!state->compiling_list, /* technically legal, but stupid! */
+ "glTexImage2D not allowed inside glNewList");
+
+ Assert (width == to_pow2(width), "width must be a power of 2");
+ Assert (height == to_pow2(height), "height must be a power of 2");
+
+ /* OpenGLES no longer supports "4" as a synonym for "RGBA". */
+ switch (internalFormat) {
+ case 1: internalFormat = GL_LUMINANCE; break;
+ case 2: internalFormat = GL_LUMINANCE_ALPHA; break;
+ case 3: internalFormat = GL_RGB; break;
+ case 4: internalFormat = GL_RGBA; break;
+ }
+
+ /* GLES does not let us omit the data pointer to create a blank texture. */
+ if (! data)
+ {
+ d2 = (GLvoid *) calloc (1, width * height * sizeof(GLfloat) * 4);
+ Assert (d2, "out of memory");
+ }
+
+ if (internalFormat == GL_RGB && format == GL_RGBA)
+ internalFormat = GL_RGBA; /* WTF */
+ if (type == GL_UNSIGNED_INT_8_8_8_8_REV)
+ type = GL_UNSIGNED_BYTE;
+
+ if (! state->replaying_list)
+ LOG10 ("direct %-12s %s %d %s %d %d %d %s %s 0x%lX", "glTexImage2D",
+ mode_desc(target), level, mode_desc(internalFormat),
+ width, height, border, mode_desc(format), mode_desc(type),
+ (unsigned long) d2);
+ glTexImage2D (target, level, internalFormat, width, height, border,
+ format, type, d2); /* the real one */
+ CHECK("glTexImage2D");
+
+ if (d2 != data) free (d2);
+}
+
+void
+jwzgles_glTexSubImage2D (GLenum target, GLint level,
+ GLint xoffset, GLint yoffset,
+ GLsizei width, GLsizei height,
+ GLenum format, GLenum type,
+ const GLvoid *pixels)
+{
+ Assert (!state->compiling_verts,
+ "glTexSubImage2D not allowed inside glBegin");
+ Assert (!state->compiling_list, /* technically legal, but stupid! */
+ "glTexSubImage2D not allowed inside glNewList");
+
+ if (! state->replaying_list)
+ LOG10 ("direct %-12s %s %d %d %d %d %d %s %s 0x%lX", "glTexSubImage2D",
+ mode_desc(target), level, xoffset, yoffset, width, height,
+ mode_desc (format), mode_desc (type), (unsigned long) pixels);
+ glTexSubImage2D (target, level, xoffset, yoffset, width, height,
+ format, type, pixels); /* the real one */
+ CHECK("glTexSubImage2D");
+}
+
+void
+jwzgles_glCopyTexImage2D (GLenum target, GLint level, GLenum internalformat,
+ GLint x, GLint y, GLsizei width, GLsizei height,
+ GLint border)
+{
+ Assert (!state->compiling_verts,
+ "glCopyTexImage2D not allowed inside glBegin");
+ Assert (!state->compiling_list, /* technically legal, but stupid! */
+ "glCopyTexImage2D not allowed inside glNewList");
+ if (! state->replaying_list)
+ LOG9 ("direct %-12s %s %d %s %d %d %d %d %d", "glCopyTexImage2D",
+ mode_desc(target), level, mode_desc(internalformat),
+ x, y, width, height, border);
+ glCopyTexImage2D (target, level, internalformat, x, y, width, height,
+ border); /* the real one */
+ CHECK("glCopyTexImage2D");
+}
+
+
+void
+jwzgles_glCopyTexSubImage2D (GLenum target, GLint level,
+ GLint xoff, GLint yoff,
+ GLint x, GLint y,
+ GLsizei width, GLsizei height)
+{
+ Assert (!state->compiling_verts,
+ "glCopyTexSubImage2D not allowed inside glBegin");
+ Assert (!state->compiling_list, /* technically legal, but stupid! */
+ "glCopyTexSubImage2D not allowed inside glNewList");
+ if (! state->replaying_list)
+ LOG9 ("direct %-12s %s %d %d %d %d %d %d %d", "glCopyTexSubImage2D",
+ mode_desc(target), level, xoff, yoff, x, y, width, height);
+ glCopyTexSubImage2D (target, level, /* the real one */
+ xoff, yoff, x, y, width, height);
+ CHECK("glCopyTexSubImage2D");
+}
+
+
+/* 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)
+{
+ texgen_state *s;
+
+ 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;
+ }
+
+ 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_glTexGeni (GLenum coord, GLenum pname, GLint param)
+{
+ GLfloat v = param;
+ 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.
+ */
+ jwzgles_glGetIntegerv (GL_VERTEX_ARRAY_BUFFER_BINDING, &A.binding);
+ jwzgles_glGetIntegerv (GL_VERTEX_ARRAY_SIZE, &A.size);
+ jwzgles_glGetIntegerv (GL_VERTEX_ARRAY_TYPE, &A.type);
+ jwzgles_glGetIntegerv (GL_VERTEX_ARRAY_STRIDE, &A.stride);
+ jwzgles_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,
+ GLint internalFormat,
+ GLsizei width,
+ GLsizei height,
+ GLenum format,
+ GLenum type,
+ const GLvoid *data)
+{
+ /* Not really bothering with mipmapping; only making one level.
+ Note that this required a corresponding hack in glTexParameterf().
+ */
+
+ GLsizei w2 = (GLsizei)to_pow2(width);
+ GLsizei h2 = (GLsizei)to_pow2(height);
+
+ void *d2 = (void *) data;
+
+ /* OpenGLES no longer supports "4" as a synonym for "RGBA". */
+ switch (internalFormat) {
+ case 1: internalFormat = GL_LUMINANCE; break;
+ case 2: internalFormat = GL_LUMINANCE_ALPHA; break;
+ case 3: internalFormat = GL_RGB; break;
+ case 4: internalFormat = GL_RGBA; break;
+ }
+
+/* if (w2 < h2) w2 = h2;
+ if (h2 < w2) h2 = w2;*/
+
+ if (w2 != width || h2 != height)
+ {
+ /* Scale up the image bits to fit the power-of-2 texture.
+ We have to do this because the mipmap API assumes that
+ the texture bits go to texture coordinates 1.0 x 1.0.
+ This could be more efficient, but it doesn't happen often.
+ */
+ int istride = (format == GL_RGBA ? 4 : 3);
+ int ostride = 4;
+ int ibpl = istride * width;
+ int obpl = ostride * w2;
+ int oy;
+ const unsigned char *in = (unsigned char *) data;
+ unsigned char *out = (void *) malloc (h2 * obpl);
+ Assert (out, "out of memory");
+ d2 = out;
+
+ for (oy = 0; oy < h2; oy++)
+ {
+ int iy = oy * height / h2;
+ const unsigned char *iline = in + (iy * ibpl);
+ unsigned char *oline = out + (oy * obpl);
+ int ox;
+ for (ox = 0; ox < w2; ox++)
+ {
+ int ix = ox * width / w2;
+ const unsigned char *i = iline + (ix * istride);
+ unsigned char *o = oline + (ox * ostride);
+ *o++ = *i++; /* R */
+ *o++ = *i++; /* G */
+ *o++ = *i++; /* B */
+ *o++ = (istride == 4 ? *i : 0xFF); /* A */
+ }
+ }
+ /* width = w2; */
+ /* height = h2; */
+ internalFormat = GL_RGBA;
+ format = GL_RGBA;
+ }
+
+ jwzgles_glTexImage2D (target, 0, internalFormat, w2, h2, 0,
+ format, type, d2);
+ if (d2 != data) free (d2);
+
+ return 0;
+}
+
+
+void
+jwzgles_glRectf (GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
+{
+ jwzgles_glBegin (GL_POLYGON);
+ jwzgles_glVertex2f (x1, y1);
+ jwzgles_glVertex2f (x2, y1);
+ jwzgles_glVertex2f (x2, y2);
+ jwzgles_glVertex2f (x1, y2);
+ jwzgles_glEnd ();
+}
+
+void
+jwzgles_glRecti (GLint x1, GLint y1, GLint x2, GLint y2)
+{
+ jwzgles_glRectf (x1, y1, x2, y2);
+}
+
+void
+jwzgles_glClearDepth (GLfloat d)
+{
+ /* Not sure what to do here */
+ Assert (d == 1.0, "glClearDepth unimplemented");
+}
+
+
+/* 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)
+{
+ 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 */
+ {
+ 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);
+ }
+
+ /* Store the bit in our state as well, or query it.
+ */
+ if (flag)
+ {
+ 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_glEnable (GLuint bit)
+{
+ enable_disable (bit, 1);
+}
+
+void
+jwzgles_glDisable (GLuint bit)
+{
+ enable_disable (bit, -1);
+}
+
+GLboolean
+jwzgles_glIsEnabled (GLuint bit)
+{
+ return enable_disable (bit, 0);
+}
+
+void
+jwzgles_glEnableClientState (GLuint cap)
+{
+ enable_disable (cap, 1);
+}
+
+void
+jwzgles_glDisableClientState (GLuint cap)
+{
+ enable_disable (cap, -1);
+}
+
+
+#define GET(pname, value) \
+ case pname: \
+ *params = value; \
+ break;
+
+/* The spec says that OpenGLES 1.0 doesn't implement glGetFloatv.
+
+ iOS provides 1.1 (and glGetFloatv by extension) at the very minimum.
+
+ Android goes down to 1.0. In particular, this includes the emulator when
+ running without GPU emulation. Actual devices that don't support 1.1 are
+ extremely rare at this point.
+
+ OpenGL ES 1.0 sucks because without glGetFloatv there is no way to retrieve
+ the prevailing matrixes. To implement this, we'd have to keep track of
+ them all on the client side by combining in all the actions of
+ glMultMatrixf, glRotatef, etc. Right now, we're only keeping track of the
+ gl*Pointer functions.
+ */
+void
+jwzgles_glGetFloatv (GLenum pname, GLfloat *params)
+{
+ if (! state->replaying_list)
+ LOG2 ("direct %-12s %s", "glGetFloatv", mode_desc(pname));
+
+ switch (pname)
+ {
+ /* OpenGL ES 1.0 omits a few dozen properties that 1.1 supports. The
+ following, however, is sufficient to get things basically working in the
+ Android emulator.
+ */
+
+ GET(GL_VERTEX_ARRAY_BUFFER_BINDING, state->varray.binding)
+ GET(GL_VERTEX_ARRAY_SIZE, state->varray.size)
+ GET(GL_VERTEX_ARRAY_TYPE, state->varray.type)
+ GET(GL_VERTEX_ARRAY_STRIDE, state->varray.stride)
+
+ GET(GL_NORMAL_ARRAY_BUFFER_BINDING, state->narray.binding)
+ GET(GL_NORMAL_ARRAY_TYPE, state->narray.type)
+ GET(GL_NORMAL_ARRAY_STRIDE, state->narray.stride)
+
+ GET(GL_COLOR_ARRAY_BUFFER_BINDING, state->carray.binding)
+ GET(GL_COLOR_ARRAY_SIZE, state->carray.size)
+ GET(GL_COLOR_ARRAY_TYPE, state->carray.type)
+ GET(GL_COLOR_ARRAY_STRIDE, state->carray.stride)
+
+ GET(GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING, state->tarray.binding)
+ GET(GL_TEXTURE_COORD_ARRAY_SIZE, state->tarray.size)
+ GET(GL_TEXTURE_COORD_ARRAY_TYPE, state->tarray.type)
+ GET(GL_TEXTURE_COORD_ARRAY_STRIDE, state->tarray.stride)
+
+ default:
+ glGetFloatv (pname, params); /* the real one */
+ break;
+ }
+
+ CHECK("glGetFloatv");
+}
+
+
+void
+jwzgles_glGetPointerv (GLenum pname, GLvoid **params)
+{
+ if (! state->replaying_list)
+ LOG2 ("direct %-12s %s", "glGetPointerv", mode_desc(pname));
+
+ switch (pname)
+ {
+ GET(GL_VERTEX_ARRAY_POINTER, state->varray.data)
+ GET(GL_NORMAL_ARRAY_POINTER, state->narray.data)
+ GET(GL_COLOR_ARRAY_POINTER, state->carray.data)
+ GET(GL_TEXTURE_COORD_ARRAY_POINTER, state->tarray.data)
+
+ default:
+ glGetPointerv (pname, params); /* the real one */
+ }
+
+ CHECK("glGetPointerv");
+}
+
+#undef GET
+
+
+/* How many cells are written into the *params array.
+ We need to know this to avoid smashing the caller's stack
+ if they asked for a single-value parameter.
+ */
+static int
+glGet_ret_count (GLenum pname)
+{
+ switch (pname) {
+/*case GL_COLOR_MATRIX: */
+ case GL_MODELVIEW_MATRIX:
+ case GL_PROJECTION_MATRIX:
+ case GL_TEXTURE_MATRIX:
+/*case GL_TRANSPOSE_COLOR_MATRIX: */
+/*case GL_TRANSPOSE_MODELVIEW_MATRIX: */
+/*case GL_TRANSPOSE_PROJECTION_MATRIX: */
+/*case GL_TRANSPOSE_TEXTURE_MATRIX: */
+ return 16;
+/*case GL_ACCUM_CLEAR_VALUE: */
+/*case GL_BLEND_COLOR: */
+ case GL_COLOR_CLEAR_VALUE:
+ case GL_COLOR_WRITEMASK:
+ case GL_CURRENT_COLOR:
+/*case GL_CURRENT_RASTER_COLOR: */
+/*case GL_CURRENT_RASTER_POSITION: */
+/*case GL_CURRENT_RASTER_SECONDARY_COLOR: */
+/*case GL_CURRENT_RASTER_TEXTURE_COORDS: */
+/*case GL_CURRENT_SECONDARY_COLOR: */
+ case GL_CURRENT_TEXTURE_COORDS:
+ case GL_FOG_COLOR:
+ case GL_LIGHT_MODEL_AMBIENT:
+/*case GL_MAP2_GRID_DOMAIN: */
+ case GL_SCISSOR_BOX:
+ case GL_VIEWPORT:
+ return 4;
+ case GL_CURRENT_NORMAL:
+ case GL_POINT_DISTANCE_ATTENUATION:
+ return 3;
+ case GL_ALIASED_LINE_WIDTH_RANGE:
+ case GL_ALIASED_POINT_SIZE_RANGE:
+ case GL_DEPTH_RANGE:
+/*case GL_LINE_WIDTH_RANGE: */
+/*case GL_MAP1_GRID_DOMAIN: */
+/*case GL_MAP2_GRID_SEGMENTS: */
+ case GL_MAX_VIEWPORT_DIMS:
+/*case GL_POINT_SIZE_RANGE: */
+ case GL_POLYGON_MODE:
+ case GL_SMOOTH_LINE_WIDTH_RANGE:
+ case GL_SMOOTH_POINT_SIZE_RANGE:
+ return 2;
+ default:
+ return 1;
+ }
+}
+
+
+void
+jwzgles_glGetDoublev (GLenum pname, GLdouble *params)
+{
+ GLfloat m[16];
+ int i, j = glGet_ret_count (pname);
+ jwzgles_glGetFloatv (pname, m);
+ for (i = 0; i < j; i++)
+ params[i] = m[i];
+}
+
+
+void
+jwzgles_glGetIntegerv (GLenum pname, GLint *params)
+{
+ GLfloat m[16];
+ int i, j = glGet_ret_count (pname);
+ jwzgles_glGetFloatv (pname, m);
+ for (i = 0; i < j; i++)
+ params[i] = m[i];
+}
+
+
+void
+jwzgles_glGetBooleanv (GLenum pname, GLboolean *params)
+{
+ GLfloat m[16];
+ int i, j = glGet_ret_count (pname);
+ jwzgles_glGetFloatv (pname, m);
+ for (i = 0; i < j; i++)
+ params[i] = (m[i] != 0.0);
+}
+
+
+const char *
+jwzgles_gluErrorString (GLenum error)
+{
+ static char s[20];
+ sprintf (s, "0x%lX", (unsigned long) error);
+ return s;
+}
+
+
+/* These four *Pointer calls (plus glBindBuffer and glBufferData) can
+ be included inside glNewList, but they actually execute immediately
+ anyway, because their data is recorded in the list by the
+ subsequently-recorded call to glDrawArrays. This is a little weird.
+ */
+void
+jwzgles_glVertexPointer (GLuint size, GLuint type, GLuint stride,
+ const GLvoid *ptr)
+{
+ if (! state->replaying_list)
+ LOG5 ("direct %-12s %d %s %d 0x%lX", "glVertexPointer",
+ size, mode_desc(type), stride, (unsigned long) ptr);
+
+ state->varray.size = size;
+ state->varray.type = type;
+ state->varray.stride = stride;
+ state->varray.data = (GLvoid *)ptr;
+
+ glVertexPointer (size, type, stride, ptr); /* the real one */
+ CHECK("glVertexPointer");
+}
+
+
+void
+jwzgles_glNormalPointer (GLuint type, GLuint stride, const GLvoid *ptr)
+{
+ if (! state->replaying_list)
+ LOG4 ("direct %-12s %s %d 0x%lX", "glNormalPointer",
+ mode_desc(type), stride, (unsigned long) ptr);
+
+ state->narray.type = type;
+ state->narray.stride = stride;
+ state->narray.data = (GLvoid *)ptr;
+
+ glNormalPointer (type, stride, ptr); /* the real one */
+ CHECK("glNormalPointer");
+}
+
+void
+jwzgles_glColorPointer (GLuint size, GLuint type, GLuint stride,
+ const GLvoid *ptr)
+{
+ if (! state->replaying_list)
+ LOG5 ("direct %-12s %d %s %d 0x%lX", "glColorPointer",
+ size, mode_desc(type), stride, (unsigned long) ptr);
+
+ state->carray.size = size;
+ state->carray.type = type;
+ state->carray.stride = stride;
+ state->carray.data = (GLvoid *)ptr;
+
+ glColorPointer (size, type, stride, ptr); /* the real one */
+ CHECK("glColorPointer");
+}
+
+void
+jwzgles_glTexCoordPointer (GLuint size, GLuint type, GLuint stride,
+ const GLvoid *ptr)
+{
+ if (! state->replaying_list)
+ LOG5 ("direct %-12s %d %s %d 0x%lX", "glTexCoordPointer",
+ size, mode_desc(type), stride, (unsigned long) ptr);
+
+ state->tarray.size = size;
+ state->tarray.type = type;
+ state->tarray.stride = stride;
+ state->tarray.data = (GLvoid *)ptr;
+
+ glTexCoordPointer (size, type, stride, ptr); /* the real one */
+ CHECK("glTexCoordPointer");
+}
+
+void
+jwzgles_glBindBuffer (GLuint target, GLuint buffer)
+{
+ if (! state->replaying_list)
+ LOG3 ("direct %-12s %s %d", "glBindBuffer", mode_desc(target), buffer);
+ glBindBuffer (target, buffer); /* the real one */
+ CHECK("glBindBuffer");
+}
+
+void
+jwzgles_glBufferData (GLenum target, GLsizeiptr size, const void *data,
+ GLenum usage)
+{
+ if (! state->replaying_list)
+ LOG5 ("direct %-12s %s %ld 0x%lX %s", "glBufferData",
+ mode_desc(target), size, (unsigned long) data, mode_desc(usage));
+ glBufferData (target, size, data, usage); /* the real one */
+ CHECK("glBufferData");
+}
+
+
+void
+jwzgles_glTexParameterf (GLuint target, GLuint pname, GLfloat param)
+{
+ Assert (!state->compiling_verts,
+ "glTexParameterf not allowed inside glBegin");
+
+ /* We don't *really* implement mipmaps, so just turn this off. */
+ if (param == GL_LINEAR_MIPMAP_LINEAR) param = GL_LINEAR;
+ if (param == GL_NEAREST_MIPMAP_LINEAR) param = GL_LINEAR;
+ if (param == GL_LINEAR_MIPMAP_NEAREST) param = GL_NEAREST;
+ if (param == GL_NEAREST_MIPMAP_NEAREST) param = GL_NEAREST;
+
+ /* We implement 1D textures as 2D textures. */
+ if (target == GL_TEXTURE_1D) target = GL_TEXTURE_2D;
+
+ /* Apparently this is another invalid enum. Just ignore it. */
+ if ((pname == GL_TEXTURE_WRAP_S || pname == GL_TEXTURE_WRAP_T) &&
+ param == GL_CLAMP)
+ return;
+
+ if (state->compiling_list)
+ {
+ void_int vv[3];
+ vv[0].i = target;
+ vv[1].i = pname;
+ vv[2].f = param;
+ list_push ("glTexParameterf", (list_fn_cb) &jwzgles_glTexParameterf,
+ PROTO_IIF, vv);
+ }
+ else
+ {
+ if (! state->replaying_list)
+ LOG4 ("direct %-12s %s %s %7.3f", "glTexParameterf",
+ mode_desc(target), mode_desc(pname), param);
+ glTexParameterf (target, pname, param); /* the real one */
+ CHECK("glTexParameterf");
+ }
+}
+
+void
+jwzgles_glTexParameteri (GLuint target, GLuint pname, GLuint param)
+{
+ jwzgles_glTexParameterf (target, pname, param);
+}
+
+
+void
+jwzgles_glBindTexture (GLuint target, GLuint texture)
+{
+ Assert (!state->compiling_verts,
+ "glBindTexture not allowed inside glBegin");
+
+ /* We implement 1D textures as 2D textures. */
+ if (target == GL_TEXTURE_1D) target = GL_TEXTURE_2D;
+
+ if (state->compiling_list)
+ {
+ void_int vv[2];
+ vv[0].i = target;
+ vv[1].i = texture;
+ list_push ("glBindTexture", (list_fn_cb) &jwzgles_glBindTexture,
+ PROTO_II, vv);
+ }
+
+ /* Do it immediately as well, for generate_texture_coords */
+ /* else */
+ {
+ if (! state->replaying_list)
+ LOG3 ("direct %-12s %s %d", "glBindTexture",
+ mode_desc(target), texture);
+ glBindTexture (target, texture); /* the real one */
+ CHECK("glBindTexture");
+ }
+}
+
+
+
+/* Matrix functions, mostly cribbed from Mesa.
+ */
+
+void
+jwzgles_glFrustum (GLfloat left, GLfloat right,
+ GLfloat bottom, GLfloat top,
+ GLfloat near, GLfloat far)
+{
+ GLfloat m[16];
+ GLfloat x = (2 * near) / (right-left);
+ GLfloat y = (2 * near) / (top - bottom);
+ GLfloat a = (right + left) / (right - left);
+ GLfloat b = (top + bottom) / (top - bottom);
+ GLfloat c = -(far + near) / (far - near);
+ GLfloat d = -(2 * far * near) / (far - near);
+
+# define M(X,Y) m[Y * 4 + X]
+ M(0,0) = x; M(0,1) = 0; M(0,2) = a; M(0,3) = 0;
+ M(1,0) = 0; M(1,1) = y; M(1,2) = b; M(1,3) = 0;
+ M(2,0) = 0; M(2,1) = 0; M(2,2) = c; M(2,3) = d;
+ M(3,0) = 0; M(3,1) = 0; M(3,2) = -1; M(3,3) = 0;
+# undef M
+
+ jwzgles_glMultMatrixf (m);
+}
+
+
+void
+jwzgles_glOrtho (GLfloat left, GLfloat right,
+ GLfloat bottom, GLfloat top,
+ GLfloat near, GLfloat far)
+{
+ GLfloat m[16];
+ GLfloat a = 2 / (right - left);
+ GLfloat b = -(right + left) / (right - left);
+ GLfloat c = 2 / (top - bottom);
+ GLfloat d = -(top + bottom) / (top - bottom);
+ GLfloat e = -2 / (far - near);
+ GLfloat f = -(far + near) / (far - near);
+
+# define M(X,Y) m[Y * 4 + X]
+ M(0,0) = a; M(0,1) = 0; M(0,2) = 0; M(0,3) = b;
+ M(1,0) = 0; M(1,1) = c; M(1,2) = 0; M(1,3) = d;
+ M(2,0) = 0; M(2,1) = 0; M(2,2) = e; M(2,3) = f;
+ M(3,0) = 0; M(3,1) = 0; M(3,2) = 0; M(3,3) = 1;
+# undef M
+
+ jwzgles_glMultMatrixf (m);
+}
+
+
+void
+jwzgles_gluPerspective (GLdouble fovy, GLdouble aspect,
+ GLdouble near, GLdouble far)
+{
+ GLfloat m[16];
+ double si, co, dz;
+ double rad = fovy / 2 * M_PI / 180;
+ double a, b, c, d;
+
+ dz = far - near;
+ si = sin(rad);
+ if (dz == 0 || si == 0 || aspect == 0)
+ return;
+ co = cos(rad) / si;
+
+ a = co / aspect;
+ b = co;
+ c = -(far + near) / dz;
+ d = -2 * near * far / dz;
+
+# define M(X,Y) m[Y * 4 + X]
+ M(0,0) = a; M(0,1) = 0; M(0,2) = 0; M(0,3) = 0;
+ M(1,0) = 0; M(1,1) = b; M(1,2) = 0; M(1,3) = 0;
+ M(2,0) = 0; M(2,1) = 0; M(2,2) = c; M(2,3) = d;
+ M(3,0) = 0; M(3,1) = 0; M(3,2) = -1; M(3,3) = 0;
+# undef M
+
+ jwzgles_glMultMatrixf (m);
+}
+
+
+void
+jwzgles_gluLookAt (GLfloat eyex, GLfloat eyey, GLfloat eyez,
+ GLfloat centerx, GLfloat centery, GLfloat centerz,
+ GLfloat upx, GLfloat upy, GLfloat upz)
+{
+ GLfloat m[16];
+ GLfloat x[3], y[3], z[3];
+ GLfloat mag;
+
+ /* Make rotation matrix */
+
+ /* Z vector */
+ z[0] = eyex - centerx;
+ z[1] = eyey - centery;
+ z[2] = eyez - centerz;
+ mag = sqrt(z[0] * z[0] + z[1] * z[1] + z[2] * z[2]);
+ if (mag) { /* mpichler, 19950515 */
+ z[0] /= mag;
+ z[1] /= mag;
+ z[2] /= mag;
+ }
+
+ /* Y vector */
+ y[0] = upx;
+ y[1] = upy;
+ y[2] = upz;
+
+ /* X vector = Y cross Z */
+ x[0] = y[1] * z[2] - y[2] * z[1];
+ x[1] = -y[0] * z[2] + y[2] * z[0];
+ x[2] = y[0] * z[1] - y[1] * z[0];
+
+ /* Recompute Y = Z cross X */
+ y[0] = z[1] * x[2] - z[2] * x[1];
+ y[1] = -z[0] * x[2] + z[2] * x[0];
+ y[2] = z[0] * x[1] - z[1] * x[0];
+
+ /* mpichler, 19950515 */
+ /* cross product gives area of parallelogram, which is < 1.0 for
+ * non-perpendicular unit-length vectors; so normalize x, y here
+ */
+
+ mag = sqrt(x[0] * x[0] + x[1] * x[1] + x[2] * x[2]);
+ if (mag) {
+ x[0] /= mag;
+ x[1] /= mag;
+ x[2] /= mag;
+ }
+
+ mag = sqrt(y[0] * y[0] + y[1] * y[1] + y[2] * y[2]);
+ if (mag) {
+ y[0] /= mag;
+ y[1] /= mag;
+ y[2] /= mag;
+ }
+
+#define M(row,col) m[col*4+row]
+ M(0, 0) = x[0]; M(0, 1) = x[1]; M(0, 2) = x[2]; M(0, 3) = 0.0;
+ M(1, 0) = y[0]; M(1, 1) = y[1]; M(1, 2) = y[2]; M(1, 3) = 0.0;
+ M(2, 0) = z[0]; M(2, 1) = z[1]; M(2, 2) = z[2]; M(2, 3) = 0.0;
+ M(3, 0) = 0.0; M(3, 1) = 0.0; M(3, 2) = 0.0; M(3, 3) = 1.0;
+#undef M
+
+ jwzgles_glMultMatrixf(m);
+
+ /* Translate Eye to Origin */
+ jwzgles_glTranslatef(-eyex, -eyey, -eyez);
+}
+
+
+static void __gluMultMatrixVecd (const GLdouble matrix[16],
+ const GLdouble in[4],
+ GLdouble out[4])
+{
+ int i;
+
+ for (i=0; i<4; i++) {
+ out[i] =
+ in[0] * matrix[0*4+i] +
+ in[1] * matrix[1*4+i] +
+ in[2] * matrix[2*4+i] +
+ in[3] * matrix[3*4+i];
+ }
+}
+
+GLint
+jwzgles_gluProject (GLdouble objx, GLdouble objy, GLdouble objz,
+ const GLdouble modelMatrix[16],
+ const GLdouble projMatrix[16],
+ const GLint viewport[4],
+ GLdouble *winx, GLdouble *winy, GLdouble *winz)
+{
+ GLdouble in[4];
+ GLdouble out[4];
+
+ /* #### I suspect this is not working right. I was seeing crazy values
+ in lament.c. Maybe there's some float-vs-double confusion going on?
+ */
+
+ in[0]=objx;
+ in[1]=objy;
+ in[2]=objz;
+ in[3]=1.0;
+ __gluMultMatrixVecd(modelMatrix, in, out);
+ __gluMultMatrixVecd(projMatrix, out, in);
+ if (in[3] == 0.0) return(GL_FALSE);
+ in[0] /= in[3];
+ in[1] /= in[3];
+ in[2] /= in[3];
+ /* Map x, y and z to range 0-1 */
+ in[0] = in[0] * 0.5 + 0.5;
+ in[1] = in[1] * 0.5 + 0.5;
+ in[2] = in[2] * 0.5 + 0.5;
+
+ /* Map x,y to viewport */
+ in[0] = in[0] * viewport[2] + viewport[0];
+ in[1] = in[1] * viewport[3] + viewport[1];
+
+ *winx=in[0];
+ *winy=in[1];
+ *winz=in[2];
+ return(GL_TRUE);
+}
+
+
+/* OpenGL ES has different extensions vs. regular OpenGL, but the basic
+ principle for checking for extensions is the same.
+ */
+GLboolean
+jwzgles_gluCheckExtension (const GLubyte *ext_name, const GLubyte *ext_string)
+{
+ size_t ext_len = strlen ((const char *)ext_name);
+
+ for (;;) {
+ const GLubyte *found = (const GLubyte *)strstr ((const char *)ext_string,
+ (const char *)ext_name);
+ if (!found)
+ break;
+
+ char last_ch = found[ext_len];
+ if ((found == ext_string || found[-1] == ' ') &&
+ (last_ch == ' ' || !last_ch)) {
+ return GL_TRUE;
+ }
+
+ ext_string = found + ext_len;
+ }
+
+ return GL_FALSE;
+}
+
+
+void jwzgles_glViewport (GLuint x, GLuint y, GLuint w, GLuint h)
+{
+# if TARGET_IPHONE_SIMULATOR
+/* fprintf (stderr, "glViewport %dx%d\n", w, h); */
+# endif
+ glViewport (x, y, w, h); /* the real one */
+}
+
+
+/* The following functions are present in both OpenGL 1.1 and in OpenGLES 1,
+ but are allowed within glNewList/glEndList, so we must wrap them to allow
+ them to either be recorded in lists, or run directly.
+
+ All this CPP obscenity is me screaming in rage at all the ways that C is
+ not Lisp, as all I want to do here is DEFADVICE.
+ */
+
+#define PROTO_V PROTO_VOID
+#define TYPE_V GLuint
+#define ARGS_V void
+#define VARS_V /* */
+#define LOGS_V "\n"
+#define FILL_V /* */
+
+#define TYPE_I GLuint
+#define TYPE_II TYPE_I
+#define TYPE_III TYPE_I
+#define TYPE_IIII TYPE_I
+#define ARGS_I TYPE_I a
+#define ARGS_II TYPE_I a, TYPE_I b
+#define ARGS_III TYPE_I a, TYPE_I b, TYPE_I c
+#define ARGS_IIII TYPE_I a, TYPE_I b, TYPE_I c, TYPE_I d
+#define LOGS_I "%s\n", mode_desc(a)
+#define LOGS_II "%s %d\n", mode_desc(a), b
+#define LOGS_III "%s %s %s\n", mode_desc(a), mode_desc(b), mode_desc(c)
+#define LOGS_IIII "%d %d %d %d\n", a, b, c, d
+#define VARS_I a
+#define VARS_II a, b
+#define VARS_III a, b, c
+#define VARS_IIII a, b, c, d
+#define FILL_I vv[0].i = a;
+#define FILL_II vv[0].i = a; vv[1].i = b;
+#define FILL_III vv[0].i = a; vv[1].i = b; vv[2].i = c;
+#define FILL_IIII vv[0].i = a; vv[1].i = b; vv[2].i = c; vv[3].i = d;
+
+#define TYPE_F GLfloat
+#define TYPE_FF TYPE_F
+#define TYPE_FFF TYPE_F
+#define TYPE_FFFF TYPE_F
+#define ARGS_F TYPE_F a
+#define ARGS_FF TYPE_F a, TYPE_F b
+#define ARGS_FFF TYPE_F a, TYPE_F b, TYPE_F c
+#define ARGS_FFFF TYPE_F a, TYPE_F b, TYPE_F c, TYPE_F d
+#define LOGS_F "%7.3f\n", a
+#define LOGS_FF "%7.3f %7.3f\n", a, b
+#define LOGS_FFF "%7.3f %7.3f %7.3f\n", a, b, c
+#define LOGS_FFFF "%7.3f %7.3f %7.3f %7.3f\n", a, b, c, d
+#define VARS_F VARS_I
+#define VARS_FF VARS_II
+#define VARS_FFF VARS_III
+#define VARS_FFFF VARS_IIII
+#define FILL_F vv[0].f = a;
+#define FILL_FF vv[0].f = a; vv[1].f = b;
+#define FILL_FFF vv[0].f = a; vv[1].f = b; vv[2].f = c;
+#define FILL_FFFF vv[0].f = a; vv[1].f = b; vv[2].f = c; vv[3].f = d;
+
+#define ARGS_IF TYPE_I a, TYPE_F b
+#define VARS_IF VARS_II
+#define LOGS_IF "%s %7.3f\n", mode_desc(a), b
+#define FILL_IF vv[0].i = a; vv[1].f = b;
+
+#define ARGS_IIF TYPE_I a, TYPE_I b, TYPE_F c
+#define VARS_IIF VARS_III
+#define LOGS_IIF "%s %s %7.3f\n", mode_desc(a), mode_desc(b), c
+#define FILL_IIF vv[0].i = a; vv[1].i = b; vv[2].f = c;
+
+#define TYPE_IV GLint
+#define ARGS_IIV TYPE_I a, const TYPE_IV *b
+#define VARS_IIV VARS_II
+#define LOGS_IIV "%s %d %d %d %d\n", mode_desc(a), b[0], b[1], b[2], b[3]
+#define FILL_IIV vv[0].i = a; \
+ vv[1].i = b[0]; vv[2].i = b[1]; \
+ vv[3].i = b[2]; vv[4].i = b[3];
+
+#define ARGS_IFV TYPE_I a, const TYPE_F *b
+#define VARS_IFV VARS_II
+#define LOGS_IFV "%s %7.3f %7.3f %7.3f %7.3f\n", mode_desc(a), \
+ b[0], b[1], b[2], b[3]
+#define FILL_IFV vv[0].i = a; \
+ vv[1].f = b[0]; vv[2].f = b[1]; \
+ vv[3].f = b[2]; vv[4].f = b[3];
+
+#define ARGS_IIIV TYPE_I a, TYPE_I b, const TYPE_IV *c
+#define VARS_IIIV VARS_III
+#define LOGS_IIIV "%s %-8s %3d %3d %3d %3d\n", mode_desc(a), mode_desc(b), \
+ c[0], c[1], c[2], c[3]
+#define FILL_IIIV vv[0].i = a; vv[1].i = b; \
+ vv[2].i = c[0]; vv[3].i = c[1]; \
+ vv[4].i = c[2]; vv[5].i = c[3];
+
+#define ARGS_IIFV TYPE_I a, TYPE_I b, const TYPE_F *c
+#define VARS_IIFV VARS_III
+#define LOGS_IIFV "%s %-8s %7.3f %7.3f %7.3f %7.3f\n", \
+ mode_desc(a), mode_desc(b), \
+ c[0], c[1], c[2], c[3]
+#define FILL_IIFV vv[0].i = a; vv[1].i = b; \
+ vv[2].f = c[0]; vv[3].f = c[1]; \
+ vv[4].f = c[2]; vv[5].f = c[3];
+
+#ifdef DEBUG
+# define WLOG(NAME,ARGS) \
+ fprintf (stderr, "jwzgles: direct %-12s ", NAME); \
+ fprintf (stderr, ARGS)
+#else
+# define WLOG(NAME,ARGS) /* */
+#endif
+
+#define WRAP(NAME,SIG) \
+void jwzgles_##NAME (ARGS_##SIG) \
+{ \
+ Assert (!state->compiling_verts, \
+ STRINGIFY(NAME) " not allowed inside glBegin"); \
+ if (state->compiling_list) { \
+ void_int vv[10]; \
+ FILL_##SIG \
+ list_push (STRINGIFY(NAME), (list_fn_cb) &jwzgles_##NAME, \
+ PROTO_##SIG, vv); \
+ } else { \
+ if (! state->replaying_list) { \
+ WLOG (STRINGIFY(NAME), LOGS_##SIG); \
+ } \
+ NAME (VARS_##SIG); \
+ CHECK(STRINGIFY(NAME)); \
+ } \
+}
+
+WRAP (glActiveTexture, I)
+WRAP (glAlphaFunc, IF)
+WRAP (glBlendFunc, II)
+WRAP (glClear, I)
+WRAP (glClearColor, FFFF)
+WRAP (glClearStencil, I)
+WRAP (glColorMask, IIII)
+WRAP (glCullFace, I)
+WRAP (glDepthFunc, I)
+WRAP (glDepthMask, I)
+WRAP (glFinish, V)
+WRAP (glFlush, V)
+WRAP (glFogf, IF)
+WRAP (glFogfv, IFV)
+WRAP (glFrontFace, I)
+WRAP (glHint, II)
+WRAP (glLightModelf, IF)
+WRAP (glLightModelfv, IFV)
+WRAP (glLightf, IIF)
+WRAP (glLightfv, IIFV)
+WRAP (glLineWidth, F)
+WRAP (glLoadIdentity, V)
+WRAP (glLogicOp, I)
+WRAP (glMatrixMode, I)
+WRAP (glPixelStorei, II)
+WRAP (glPointSize, F)
+WRAP (glPolygonOffset, FF)
+WRAP (glPopMatrix, V)
+WRAP (glPushMatrix, V)
+WRAP (glRotatef, FFFF)
+WRAP (glScalef, FFF)
+WRAP (glScissor, IIII)
+WRAP (glShadeModel, I)
+WRAP (glStencilFunc, III)
+WRAP (glStencilMask, I)
+WRAP (glStencilOp, III)
+WRAP (glTexEnvf, IIF)
+WRAP (glTexEnvi, III)
+WRAP (glTranslatef, FFF)
+#undef TYPE_IV
+#define TYPE_IV GLuint
+WRAP (glDeleteTextures, IIV)
+
+
+#endif /* HAVE_JWZGLES - whole file */