scummvm/engine/tinygl/init.cpp

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#include "engine/tinygl/zgl.h"
GLContext *gl_ctx;
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void initSharedState(GLContext *c) {
GLSharedState *s = &c->shared_state;
s->lists = (GLList **)gl_zalloc(sizeof(GLList *) * MAX_DISPLAY_LISTS);
s->texture_hash_table = (GLTexture **)gl_zalloc(sizeof(GLTexture *) * TEXTURE_HASH_TABLE_SIZE);
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alloc_texture(c, 0);
}
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void endSharedState(GLContext *c) {
GLSharedState *s = &c->shared_state;
int i;
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for (i = 0; i< MAX_DISPLAY_LISTS; i++) {
// TODO
}
gl_free(s->lists);
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gl_free(s->texture_hash_table);
}
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void tglInit(void *zbuffer1) {
ZBuffer *zbuffer = (ZBuffer *)zbuffer1;
GLContext *c;
GLViewport *v;
int i;
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c = (GLContext *)gl_zalloc(sizeof(GLContext));
gl_ctx = c;
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c->zb = zbuffer;
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// allocate GLVertex array
c->vertex_max = POLYGON_MAX_VERTEX;
c->vertex = (GLVertex *)gl_malloc(POLYGON_MAX_VERTEX * sizeof(GLVertex));
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// viewport
v = &c->viewport;
v->xmin = 0;
v->ymin = 0;
v->xsize = zbuffer->xsize;
v->ysize = zbuffer->ysize;
v->updated = 1;
// shared state
initSharedState(c);
// lists
c->exec_flag = 1;
c->compile_flag = 0;
c->print_flag = 0;
c->in_begin=0;
// lights
for (i = 0; i < MAX_LIGHTS; i++) {
GLLight *l = &c->lights[i];
l->ambient = gl_V4_New(0, 0, 0, 1);
l->diffuse = gl_V4_New(1, 1, 1, 1);
l->specular = gl_V4_New(1, 1, 1, 1);
l->position = gl_V4_New(0, 0, 1, 0);
l->norm_position = gl_V3_New(0, 0, 1);
l->spot_direction = gl_V3_New(0, 0, -1);
l->norm_spot_direction = gl_V3_New(0, 0,- 1);
l->spot_exponent = 0;
l->spot_cutoff = 180;
l->attenuation[0] = 1;
l->attenuation[1] = 0;
l->attenuation[2] = 0;
l->enabled = 0;
}
c->first_light=NULL;
c->ambient_light_model=gl_V4_New(0.2f,0.2f,0.2f,1);
c->local_light_model=0;
c->lighting_enabled=0;
c->light_model_two_side = 0;
// default materials */
for (i = 0; i < 2; i++) {
GLMaterial *m = &c->materials[i];
m->emission = gl_V4_New(0, 0, 0, 1);
m->ambient = gl_V4_New(0.2f, 0.2f, 0.2f, 1);
m->diffuse = (gl_V4_New(0.8f, 0.8f, 0.8f, 1));
m->specular = gl_V4_New(0, 0, 0, 1);
m->shininess = 0;
}
c->current_color_material_mode = TGL_FRONT_AND_BACK;
c->current_color_material_type = TGL_AMBIENT_AND_DIFFUSE;
c->color_material_enabled = 0;
// textures
glInitTextures(c);
// default state
c->current_color.X = 1.0;
c->current_color.Y = 1.0;
c->current_color.Z = 1.0;
c->current_color.W = 1.0;
c->longcurrent_color[0] = 65535;
c->longcurrent_color[1] = 65535;
c->longcurrent_color[2] = 65535;
c->current_normal.X = 1.0;
c->current_normal.Y = 0.0;
c->current_normal.Z = 0.0;
c->current_normal.W = 0.0;
c->current_edge_flag = 1;
c->current_tex_coord.X = 0;
c->current_tex_coord.Y = 0;
c->current_tex_coord.Z = 0;
c->current_tex_coord.W = 1;
c->polygon_mode_front = TGL_FILL;
c->polygon_mode_back = TGL_FILL;
c->current_front_face = 0; // 0 = GL_CCW 1 = GL_CW
c->current_cull_face = TGL_BACK;
c->current_shade_model = TGL_SMOOTH;
c->cull_face_enabled = 0;
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// clear
c->clear_color.v[0] = 0;
c->clear_color.v[1] = 0;
c->clear_color.v[2] = 0;
c->clear_color.v[3] = 0;
c->clear_depth = 0;
// selection
c->render_mode = TGL_RENDER;
c->select_buffer = NULL;
c->name_stack_size = 0;
// matrix
c->matrix_mode = 0;
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c->matrix_stack_depth_max[0] = MAX_MODELVIEW_STACK_DEPTH;
c->matrix_stack_depth_max[1] = MAX_PROJECTION_STACK_DEPTH;
c->matrix_stack_depth_max[2] = MAX_TEXTURE_STACK_DEPTH;
for (i = 0; i < 3; i++) {
c->matrix_stack[i] = (M4 *)gl_zalloc(c->matrix_stack_depth_max[i] * sizeof(M4));
c->matrix_stack_ptr[i] = c->matrix_stack[i];
}
tglMatrixMode(TGL_PROJECTION);
tglLoadIdentity();
tglMatrixMode(TGL_TEXTURE);
tglLoadIdentity();
tglMatrixMode(TGL_MODELVIEW);
tglLoadIdentity();
c->matrix_model_projection_updated = 1;
// opengl 1.1 arrays
c->client_states = 0;
// opengl 1.1 polygon offset
c->offset_states = 0;
// shadow mode
c->shadow_mode = 0;
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// clear the resize callback function pointer
c->gl_resize_viewport = NULL;
// specular buffer
c->specbuf_first = NULL;
c->specbuf_used_counter = 0;
c->specbuf_num_buffers = 0;
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// depth test
c->depth_test = 0;
}
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void tglClose() {
GLContext *c = gl_get_context();
endSharedState(c);
gl_free(c);
}