ref: 5f81157f43c823299676f2edfddeba99854fda64
dir: /src/init.c/
#include "zgl.h" #include "msghandling.h" GLContext gl_ctx; const GLContext empty_gl_ctx = {0}; void initSharedState(GLContext* c) { GLSharedState* s = &c->shared_state; s->lists = gl_zalloc(sizeof(GLList*) * MAX_DISPLAY_LISTS); if(!s->lists) gl_fatal_error("TINYGL_CANNOT_INIT_OOM"); s->texture_hash_table = gl_zalloc(sizeof(GLTexture*) * TEXTURE_HASH_TABLE_SIZE); if(!s->texture_hash_table) gl_fatal_error("TINYGL_CANNOT_INIT_OOM"); s->buffers = gl_zalloc(sizeof(GLBuffer*) * MAX_BUFFERS); if(!s->buffers) gl_fatal_error("TINYGL_CANNOT_INIT_OOM"); alloc_texture(0); #include "error_check.h" } void endSharedState(GLContext* c) { GLSharedState* s = &c->shared_state; GLint i; GLList* l; GLParamBuffer *pb, *pb1; GLTexture *t, *n; for (i = 0; i < MAX_DISPLAY_LISTS; i++) if (s->lists[i]) { l = s->lists[i]; pb = l->first_op_buffer; while (pb != NULL) { pb1 = pb->next; gl_free(pb); pb = pb1; } gl_free(l); s->lists[i] = NULL; } gl_free(s->lists); for (i = 0; i < TEXTURE_HASH_TABLE_SIZE; i++) { t = s->texture_hash_table[i]; while (t) { GLTexture** ht; if (t->prev == NULL) { ht = &c->shared_state.texture_hash_table[t->handle & TEXTURE_HASH_TABLE_MASK]; *ht = t->next; } else { t->prev->next = t->next; } n = t->next; if (t->next != NULL) t->next->prev = t->prev; gl_free(t); t = n; } } gl_free(s->texture_hash_table); for(i = 0; i < MAX_BUFFERS; i++){ if(s->buffers[i]) { if(s->buffers[i]->data){ gl_free(s->buffers[i]->data); } gl_free(s->buffers[i]); } } gl_free(s->buffers); } #if TGL_FEATURE_TINYGL_RUNTIME_COMPAT_TEST == 1 #define TGL_RUNT_UNION_CAST(i) ((union{GLuint l; GLint ii; GLfloat f;}){i}) #define TGL_FLOAT_ERR(a,b) ((a-b)/b) int TinyGLRuntimeCompatibilityTest(){ GLfloat t = -0, tf2; GLint t2 = 1<<31; if(TGL_RUNT_UNION_CAST(t2).f != t) return 1; t2 = 3212836864; t = -1; if(TGL_RUNT_UNION_CAST(t2).f != t) return 1; if(((GLint)255<<8) != 65280) return 1; if((GLint)65280>>8 != 255) return 1; if( ((GLint)-1)>>14 != -1 ) return 1; if(((GLuint)255<<8) != 65280) return 1; if((GLuint)65280>>8 != 255) return 1; if(((GLushort)255<<8) != 65280) return 1; if((GLushort)65280>>8 != 255) return 1; if(((GLshort)255<<8) != 65280) return 1; if((GLshort)65280>>8 != -1) return 1; #if TGL_FEATURE_FISR == 1 t = fastInvSqrt(37); tf2 = 1.0/sqrt(37); if(TGL_FLOAT_ERR(t,tf2) > 0.05) return 1; t = fastInvSqrt(59); tf2 = 1.0/sqrt(59); if(TGL_FLOAT_ERR(t,tf2) > 0.05) return 1; t = fastInvSqrt(1023); tf2 = 1.0/sqrt(1023); if(TGL_FLOAT_ERR(t,tf2) > 0.05) return 1; t = fastInvSqrt(10000); tf2 = 1.0/sqrt(10000); if(TGL_FLOAT_ERR(t,tf2) > 0.05) return 1; #endif { //MEMCPY COMPATIBILITY TEST GLuint buf1[10]; GLuint buf2[10]; for(int i = 0; i < 10; i++) buf1[i] = (1023<<i) + i + i%-1; for(int i = 0; i < 10; i++) buf2[i] = (14<<i) + i + i%-4; memcpy(buf1,buf2,10*4); for(int i = 0; i < 10; i++) if(buf2[i] != buf1[i]) return 1; } if(sizeof(void*) < 4) return 1; //ZALLOC TEST for(int i = 0; i < 10; i++){ GLubyte* data = gl_zalloc(1024); //A kilobyte. if(!data) return 1; for(int i = 0; i <1024; i++) if(data[i] != 0) return 1; gl_free(data); } return 0; } #endif void glInit(void* zbuffer1) { ZBuffer* zbuffer = (ZBuffer*)zbuffer1; GLContext* c; GLViewport* v; GLint i; #if TGL_FEATURE_TINYGL_RUNTIME_COMPAT_TEST == 1 if(TinyGLRuntimeCompatibilityTest()) gl_fatal_error("TINYGL_FAILED_RUNTIME_COMPAT_TEST"); #endif //c = gl_zalloc(sizeof(GLContext)); gl_ctx = empty_gl_ctx; c = &gl_ctx; if(!c) gl_fatal_error("TINYGL_CANNOT_INIT_OOM"); //gl_ctx = c; c->zb = zbuffer; #if TGL_FEATURE_ERROR_CHECK == 1 c->error_flag = GL_NO_ERROR; #endif /* allocate GLVertex array */ //c->vertex_max = POLYGON_MAX_VERTEX; //c->vertex = gl_malloc(POLYGON_MAX_VERTEX * sizeof(GLVertex)); //if(!c->vertex) gl_fatal_error("TINYGL_CANNOT_INIT_OOM"); /* viewport */ v = &c->viewport; v->xmin = 0; v->ymin = 0; v->xsize = zbuffer->xsize; v->ysize = zbuffer->ysize; v->updated = 1; /* buffer stuff GL 1.1 */ c->drawbuffer = GL_FRONT; c->readbuffer = GL_FRONT; /* shared state */ initSharedState(c); /* ztext */ c->textsize = 1; /* buffer */ c->boundarraybuffer = 0; //no bound buffer c->boundvertexbuffer = 0; //no bound buffer c->boundcolorbuffer = 0; //no bound buffer c->boundnormalbuffer = 0; //no bound buffer c->boundtexcoordbuffer = 0; //no bound buffer /* lists */ c->exec_flag = 1; c->compile_flag = 0; c->print_flag = 0; c->listbase = 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(0.2, 0.2, 0.2, 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(0.2, 0.2, 0.2, 1); m->diffuse = gl_V4_New(0.8, 0.8, 0.8, 1); m->specular = gl_V4_New(0, 0, 0, 1); m->shininess = 0; } c->current_color_material_mode = GL_FRONT_AND_BACK; c->current_color_material_type = GL_AMBIENT_AND_DIFFUSE; c->color_material_enabled = 0; /* textures */ glInitTextures(c); /* blending */ c->zb->enable_blend = 0; c->zb->sfactor = GL_ONE; c->zb->dfactor = GL_ZERO; c->zb->blendeq = GL_FUNC_ADD; /* default state */ c->current_color.X = 1.0; c->current_color.Y = 1.0; c->current_color.Z = 1.0; c->current_color.W = 0.0; // Shouldn't ever be used. // c->longcurrent_color[0] = 65280; // c->longcurrent_color[1] = 65280; // c->longcurrent_color[2] = 65280; 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 = GL_FILL; c->polygon_mode_back = GL_FILL; c->current_front_face = 0; /* 0 = GL_CCW 1 = GL_CW */ c->current_cull_face = GL_BACK; c->current_shade_model = GL_SMOOTH; c->cull_face_enabled = 0; #if TGL_FEATURE_POLYGON_STIPPLE == 1 c->zb->dostipple = 0; for (GLint i = 0; i < 128; i++) c->zb->stipplepattern[i] = 0xFF; #endif /* 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 = GL_RENDER; c->select_buffer = NULL; c->name_stack_size = 0; /* feedback */ c->feedback_buffer = NULL; c->feedback_ptr = NULL; c->feedback_size = 0; c->feedback_hits = 0; c->feedback_overflow = 0; /* matrix */ c->matrix_mode = 0; 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] = gl_zalloc(c->matrix_stack_depth_max[i] * sizeof(M4)); if (!(c->matrix_stack[i])) gl_fatal_error("TINYGL_CANNOT_INIT_OOM"); c->matrix_stack_ptr[i] = c->matrix_stack[i]; } glMatrixMode(GL_PROJECTION); glLoadIdentity(); glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); c->matrix_model_projection_updated = 1; /* opengl 1.1 arrays */ c->client_states = 0; /* opengl 1.1 polygon offset */ c->offset_states = 0; /* clear the resize callback function pointer */ c->gl_resize_viewport = NULL; /* specular buffer */ #if TGL_FEATURE_SPECULAR_BUFFERS == 1 c->specbuf_first = NULL; c->specbuf_used_counter = 0; c->specbuf_num_buffers = 0; #endif c->zEnableSpecular = 0; /* depth test */ c->zb->depth_test = 0; c->zb->depth_write = 1; c->zb->pointsize = 1; /* raster position */ c->rasterpos.X = 0; c->rasterpos.Y = 0; c->rasterpos.Z = 0; c->rasterpos.W = 1; c->rastervertex.pc.X = 0; c->rastervertex.pc.Y = 0; c->rastervertex.pc.Z = 0; c->rastervertex.pc.W = 1; c->rasterposvalid = 0; c->pzoomx = 1; c->pzoomy = 1; } void glClose(void) { GLContext* c = gl_get_context(); GLuint i; for (i = 0; i < 3; i++) { gl_free(c->matrix_stack[i]); } i = 0; #if TGL_FEATURE_SPECULAR_BUFFERS == 1 GLSpecBuf* n = NULL; for (GLSpecBuf* b = c->specbuf_first; b != NULL; b = n) { n = b->next; gl_free(b); i++; } #endif endSharedState(c); }