shithub: tinygl

ref: 8d8347fe5177137b0ff4aedbdf058928d15bf403
dir: /src/init.c/

View raw version
#include "zgl.h"

GLContext* gl_ctx;

void initSharedState(GLContext* c) {
	GLSharedState* s = &c->shared_state;
	s->lists = gl_zalloc(sizeof(GLList*) * MAX_DISPLAY_LISTS);
	s->texture_hash_table = gl_zalloc(sizeof(GLTexture*) * TEXTURE_HASH_TABLE_SIZE);

	alloc_texture(c, 0); // MEMORY LEAK
}

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;
			GLImage* im;
			GLint inner_i;

			// t = find_texture(c, h);
			if (t->prev == NULL) {
				ht = &c->shared_state.texture_hash_table[t->handle % TEXTURE_HASH_TABLE_SIZE];
				*ht = t->next;
			} else {
				t->prev->next = t->next;
			}
			n = t->next;
			if (t->next != NULL)
				t->next->prev = t->prev;

			for (inner_i = 0; inner_i < MAX_TEXTURE_LEVELS; inner_i++) {
				im = &t->images[inner_i];
				if (im->pixmap != NULL)
					gl_free(im->pixmap);
			}
			gl_free(t);
			t = n;
		}
	}
	gl_free(s->texture_hash_table);
}

void glInit(void* zbuffer1) {
	ZBuffer* zbuffer = (ZBuffer*)zbuffer1;
	GLContext* c;
	GLViewport* v;
	GLint i;

	c = gl_zalloc(sizeof(GLContext));
	gl_ctx = c;

	c->zb = zbuffer;

	/* allocate GLVertex array */
	c->vertex_max = POLYGON_MAX_VERTEX;
	c->vertex = gl_malloc(POLYGON_MAX_VERTEX * sizeof(GLVertex));

	/* 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(0.2, 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;
	c->zb->dostipple = 0;
#if TGL_FEATURE_POLYGON_STIPPLE == 1
	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;

	/* 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));
		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 */
	c->specbuf_first = NULL;
	c->specbuf_used_counter = 0;
	c->specbuf_num_buffers = 0;

	/* depth test */
	c->zb->depth_test = 0;
	c->zb->depth_write = 1;
}

void glClose(void) {
	GLContext* c = gl_get_context();
	GLuint i;
	gl_free(c->vertex);
	for (i = 0; i < 3; i++) {
		// c->matrix_stack[i] = gl_zalloc(c->matrix_stack_depth_max[i] * sizeof(M4));
		gl_free(c->matrix_stack[i]);
		// c->matrix_stack_ptr[i] = c->matrix_stack[i];
	}
	i = 0;
	GLSpecBuf* n = NULL;
	for (GLSpecBuf* b = c->specbuf_first; b != NULL; b = n) {
		n = b->next;
		gl_free(b);
		i++;
	}
	endSharedState(c);
	gl_free(c);
}