scummvm/graphics/tinygl/init.cpp

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/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
/*
* This file is based on, or a modified version of code from TinyGL (C) 1997-1998 Fabrice Bellard,
* which is licensed under the zlib-license (see LICENSE).
* It also has modifications by the ResidualVM-team, which are covered under the GPLv2 (or later).
*/
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#include "graphics/tinygl/zgl.h"
#include "graphics/tinygl/zblit.h"
#include "graphics/tinygl/zdirtyrect.h"
namespace TinyGL {
GLContext *gl_ctx;
void GLContext::initSharedState() {
GLSharedState *s = &shared_state;
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s->lists = (GLList **)gl_zalloc(sizeof(GLList *) * MAX_DISPLAY_LISTS);
s->texture_hash_table = (GLTexture **)gl_zalloc(sizeof(GLTexture *) * TEXTURE_HASH_TABLE_SIZE);
alloc_texture(0);
}
void GLContext::endSharedState() {
GLSharedState *s = &shared_state;
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uint h = 0;
free_texture(h);
for (int i = 0; i < MAX_DISPLAY_LISTS; i++) {
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// TODO
}
gl_free(s->lists);
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gl_free(s->texture_hash_table);
}
void createContext(int screenW, int screenH, Graphics::PixelFormat pixelFormat, int textureSize, bool dirtyRectsEnable) {
assert(gl_ctx == nullptr);
GLContext *c = new GLContext();
gl_ctx = c;
c->init(screenW, screenH, pixelFormat, textureSize, dirtyRectsEnable);
}
void GLContext::init(int screenW, int screenH, Graphics::PixelFormat pixelFormat, int textureSize, bool dirtyRectsEnable) {
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GLViewport *v;
if ((textureSize & (textureSize - 1)))
error("glInit: texture size not power of two: %d", textureSize);
if (textureSize <= 1 || textureSize > 4096)
error("glInit: texture size not allowed: %d", textureSize);
_enableDirtyRectangles = dirtyRectsEnable;
FrameBuffer *zbuffer = fb = new TinyGL::FrameBuffer(screenW, screenH, pixelFormat);
fb->_textureSize = _textureSize = textureSize;
fb->_textureSizeMask = (textureSize - 1) << ZB_POINT_ST_FRAC_BITS;
renderRect = Common::Rect(0, 0, zbuffer->xsize, zbuffer->ysize);
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// allocate GLVertex array
vertex_max = POLYGON_MAX_VERTEX;
vertex = (GLVertex *)gl_malloc(POLYGON_MAX_VERTEX * sizeof(GLVertex));
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// viewport
v = &viewport;
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v->xmin = 0;
v->ymin = 0;
v->xsize = zbuffer->xsize;
v->ysize = zbuffer->ysize;
v->updated = 1;
// shared state
initSharedState();
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// lists
exec_flag = 1;
compile_flag = 0;
print_flag = 0;
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in_begin = 0;
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// lights
for (int i = 0; i < T_MAX_LIGHTS; i++) {
GLLight *l = &lights[i];
l->ambient = Vector4(0, 0, 0, 1);
if (i == 0) {
l->diffuse = Vector4(1, 1, 1, 1);
l->specular = Vector4(1, 1, 1, 1);
l->has_specular = true;
} else {
l->diffuse = Vector4(0, 0, 0, 1);
l->specular = Vector4(0, 0, 0, 1);
l->has_specular = false;
}
l->position = Vector4(0, 0, 1, 0);
l->spot_direction = Vector3(0, 0, -1);
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l->spot_exponent = 0;
l->spot_cutoff = 180;
l->attenuation[0] = 1;
l->attenuation[1] = 0;
l->attenuation[2] = 0;
l->cos_spot_cutoff = -1.0f;
l->norm_spot_direction = Vector3(0, 0, -1);
l->norm_position = Vector3(0, 0, 1);
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l->enabled = 0;
l->next = NULL;
l->prev = NULL;
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}
first_light = NULL;
ambient_light_model = Vector4(0.2f, 0.2f, 0.2f, 1);
local_light_model = 0;
lighting_enabled = 0;
light_model_two_side = 0;
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// default materials */
for (int i = 0; i < 2; i++) {
GLMaterial *m = &materials[i];
m->emission = Vector4(0, 0, 0, 1);
m->ambient = Vector4(0.2f, 0.2f, 0.2f, 1);
m->diffuse = Vector4(0.8f, 0.8f, 0.8f, 1);
m->specular = Vector4(0, 0, 0, 1);
m->has_specular = false;
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m->shininess = 0;
}
current_color_material_mode = TGL_FRONT_AND_BACK;
current_color_material_type = TGL_AMBIENT_AND_DIFFUSE;
color_material_enabled = 0;
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// textures
glInitTextures();
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// default state
current_color = Vector4(1.0f, 1.0f, 1.0f, 1.0f);
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current_normal = Vector4(1.0f, 0.0f, 0.0f, 0.0f);
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current_edge_flag = 1;
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current_tex_coord = Vector4(0.0f, 0.0f, 0.0f, 1.0f);
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polygon_mode_front = TGL_FILL;
polygon_mode_back = TGL_FILL;
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current_front_face = 0; // 0 = GL_CCW 1 = GL_CW
current_cull_face = TGL_BACK;
current_shade_model = TGL_SMOOTH;
cull_face_enabled = 0;
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// clear
clear_color = Vector4(0.0f, 0.0f, 0.0f, 0.0f);
clear_depth = 1.0f;
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// selection
render_mode = TGL_RENDER;
select_buffer = NULL;
name_stack_size = 0;
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// blending
fb->enableBlending(false);
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// alpha test
fb->enableAlphaTest(false);
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// matrix
matrix_mode = 0;
matrix_stack_depth_max[0] = MAX_MODELVIEW_STACK_DEPTH;
matrix_stack_depth_max[1] = MAX_PROJECTION_STACK_DEPTH;
matrix_stack_depth_max[2] = MAX_TEXTURE_STACK_DEPTH;
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for (int i = 0; i < 3; i++) {
matrix_stack[i] = (Matrix4 *)gl_zalloc(matrix_stack_depth_max[i] * sizeof(Matrix4));
matrix_stack_ptr[i] = matrix_stack[i];
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}
tglMatrixMode(TGL_PROJECTION);
tglLoadIdentity();
tglMatrixMode(TGL_TEXTURE);
tglLoadIdentity();
tglMatrixMode(TGL_MODELVIEW);
tglLoadIdentity();
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tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE_MINUS_SRC_ALPHA);
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tglAlphaFunc(TGL_ALWAYS, 0.f);
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tglDepthFunc(TGL_LESS);
matrix_model_projection_updated = 1;
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// opengl 1.1 arrays
client_states = 0;
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// opengl 1.1 polygon offset
offset_states = 0;
offset_factor = 0.0f;
offset_units = 0.0f;
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// shadow mode
shadow_mode = 0;
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// clear the resize callback function pointer
gl_resize_viewport = NULL;
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// specular buffer
specbuf_first = NULL;
specbuf_used_counter = 0;
specbuf_num_buffers = 0;
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// depth test
depth_test = 0;
color_mask = (1 << 24) | (1 << 16) | (1 << 8) | (1 << 0);
const int kDrawCallMemory = 5 * 1024 * 1024;
_currentAllocatorIndex = 0;
_drawCallAllocator[0].initialize(kDrawCallMemory);
_drawCallAllocator[1].initialize(kDrawCallMemory);
_enableDirtyRectangles = true;
TinyGL::Internal::tglBlitResetScissorRect();
}
void destroyContext() {
GLContext *c = gl_get_context();
assert(c);
c->deinit();
delete c;
gl_ctx = nullptr;
}
void GLContext::deinit() {
disposeDrawCallLists();
disposeResources();
specbuf_cleanup();
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for (int i = 0; i < 3; i++)
gl_free(matrix_stack[i]);
endSharedState();
gl_free(vertex);
}
} // end of namespace TinyGL