initial TinyGL 0.4 import with only needed files and changed file extensions from *.c to *.cpp
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189
tinygl/init.cpp
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189
tinygl/init.cpp
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#include "zgl.h"
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GLContext *gl_ctx;
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void initSharedState(GLContext *c)
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{
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GLSharedState *s=&c->shared_state;
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s->lists=gl_zalloc(sizeof(GLList *) * MAX_DISPLAY_LISTS);
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s->texture_hash_table=
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gl_zalloc(sizeof(GLTexture *) * TEXTURE_HASH_TABLE_SIZE);
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alloc_texture(c,0);
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}
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void endSharedState(GLContext *c)
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{
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GLSharedState *s=&c->shared_state;
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int i;
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for(i=0;i<MAX_DISPLAY_LISTS;i++) {
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/* TODO */
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}
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gl_free(s->lists);
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gl_free(s->texture_hash_table);
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}
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void glInit(void *zbuffer1)
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{
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ZBuffer *zbuffer=(ZBuffer *)zbuffer1;
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GLContext *c;
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GLViewport *v;
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int i;
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c=gl_zalloc(sizeof(GLContext));
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gl_ctx=c;
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c->zb=zbuffer;
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/* allocate GLVertex array */
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c->vertex_max = POLYGON_MAX_VERTEX;
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c->vertex = gl_malloc(POLYGON_MAX_VERTEX*sizeof(GLVertex));
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/* viewport */
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v=&c->viewport;
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v->xmin=0;
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v->ymin=0;
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v->xsize=zbuffer->xsize;
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v->ysize=zbuffer->ysize;
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v->updated=1;
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/* shared state */
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initSharedState(c);
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/* lists */
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c->exec_flag=1;
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c->compile_flag=0;
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c->print_flag=0;
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c->in_begin=0;
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/* lights */
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for(i=0;i<MAX_LIGHTS;i++) {
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GLLight *l=&c->lights[i];
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l->ambient=gl_V4_New(0,0,0,1);
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l->diffuse=gl_V4_New(1,1,1,1);
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l->specular=gl_V4_New(1,1,1,1);
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l->position=gl_V4_New(0,0,1,0);
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l->norm_position=gl_V3_New(0,0,1);
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l->spot_direction=gl_V3_New(0,0,-1);
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l->norm_spot_direction=gl_V3_New(0,0,-1);
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l->spot_exponent=0;
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l->spot_cutoff=180;
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l->attenuation[0]=1;
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l->attenuation[1]=0;
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l->attenuation[2]=0;
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l->enabled=0;
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}
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c->first_light=NULL;
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c->ambient_light_model=gl_V4_New(0.2,0.2,0.2,1);
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c->local_light_model=0;
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c->lighting_enabled=0;
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c->light_model_two_side = 0;
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/* default materials */
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for(i=0;i<2;i++) {
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GLMaterial *m=&c->materials[i];
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m->emission=gl_V4_New(0,0,0,1);
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m->ambient=gl_V4_New(0.2,0.2,0.2,1);
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m->diffuse=gl_V4_New(0.8,0.8,0.8,1);
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m->specular=gl_V4_New(0,0,0,1);
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m->shininess=0;
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}
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c->current_color_material_mode=GL_FRONT_AND_BACK;
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c->current_color_material_type=GL_AMBIENT_AND_DIFFUSE;
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c->color_material_enabled=0;
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/* textures */
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glInitTextures(c);
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/* default state */
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c->current_color.X=1.0;
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c->current_color.Y=1.0;
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c->current_color.Z=1.0;
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c->current_color.W=1.0;
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c->longcurrent_color[0] = 65535;
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c->longcurrent_color[1] = 65535;
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c->longcurrent_color[2] = 65535;
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c->current_normal.X=1.0;
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c->current_normal.Y=0.0;
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c->current_normal.Z=0.0;
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c->current_normal.W=0.0;
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c->current_edge_flag=1;
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c->current_tex_coord.X=0;
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c->current_tex_coord.Y=0;
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c->current_tex_coord.Z=0;
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c->current_tex_coord.W=1;
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c->polygon_mode_front=GL_FILL;
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c->polygon_mode_back=GL_FILL;
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c->current_front_face=0; /* 0 = GL_CCW 1 = GL_CW */
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c->current_cull_face=GL_BACK;
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c->current_shade_model=GL_SMOOTH;
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c->cull_face_enabled=0;
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/* clear */
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c->clear_color.v[0]=0;
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c->clear_color.v[1]=0;
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c->clear_color.v[2]=0;
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c->clear_color.v[3]=0;
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c->clear_depth=0;
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/* selection */
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c->render_mode=GL_RENDER;
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c->select_buffer=NULL;
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c->name_stack_size=0;
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/* matrix */
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c->matrix_mode=0;
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c->matrix_stack_depth_max[0]=MAX_MODELVIEW_STACK_DEPTH;
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c->matrix_stack_depth_max[1]=MAX_PROJECTION_STACK_DEPTH;
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c->matrix_stack_depth_max[2]=MAX_TEXTURE_STACK_DEPTH;
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for(i=0;i<3;i++) {
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c->matrix_stack[i]=gl_zalloc(c->matrix_stack_depth_max[i] * sizeof(M4));
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c->matrix_stack_ptr[i]=c->matrix_stack[i];
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}
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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c->matrix_model_projection_updated=1;
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/* opengl 1.1 arrays */
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c->client_states = 0;
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/* opengl 1.1 polygon offset */
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c->offset_states = 0;
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/* clear the resize callback function pointer */
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c->gl_resize_viewport = NULL;
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/* specular buffer */
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c->specbuf_first = NULL;
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c->specbuf_used_counter = 0;
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c->specbuf_num_buffers = 0;
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/* depth test */
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c->depth_test = 0;
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}
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void glClose(void)
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{
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GLContext *c=gl_get_context();
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endSharedState(c);
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gl_free(c);
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}
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