#include "zgl.h" #include #include #define VERTEX_ARRAY 0x0001 #define COLOR_ARRAY 0x0002 #define NORMAL_ARRAY 0x0004 #define TEXCOORD_ARRAY 0x0008 void glopArrayElement(GLContext *c, GLParam *param) { int i; int states = c->client_states; int idx = param[1].i; if (states & COLOR_ARRAY) { GLParam p[5]; int size = c->color_array_size; i = idx * (size + c->color_array_stride); p[1].f = c->color_array[i]; p[2].f = c->color_array[i+1]; p[3].f = c->color_array[i+2]; p[4].f = size > 3 ? c->color_array[i+3] : 1.0f; glopColor(c, p); } if (states & NORMAL_ARRAY) { i = idx * (3 + c->normal_array_stride); c->current_normal.X = c->normal_array[i]; c->current_normal.Y = c->normal_array[i+1]; c->current_normal.Z = c->normal_array[i+2]; c->current_normal.Z = 0.0f; } if (states & TEXCOORD_ARRAY) { int size = c->texcoord_array_size; i = idx * (size + c->texcoord_array_stride); c->current_tex_coord.X = c->texcoord_array[i]; c->current_tex_coord.Y = c->texcoord_array[i+1]; c->current_tex_coord.Z = size > 2 ? c->texcoord_array[i+2] : 0.0f; c->current_tex_coord.W = size > 3 ? c->texcoord_array[i+3] : 1.0f; } if (states & VERTEX_ARRAY) { GLParam p[5]; int size = c->vertex_array_size; i = idx * (size + c->vertex_array_stride); p[1].f = c->vertex_array[i]; p[2].f = c->vertex_array[i+1]; p[3].f = size > 2 ? c->vertex_array[i+2] : 0.0f; p[4].f = size > 3 ? c->vertex_array[i+3] : 1.0f; glopVertex(c, p); } } void glArrayElement(GLint i) { GLParam p[2]; p[0].op = OP_ArrayElement; p[1].i = i; gl_add_op(p); } void glopEnableClientState(GLContext *c, GLParam *p) { c->client_states |= p[1].i; } void glEnableClientState(GLenum array) { GLParam p[2]; p[0].op = OP_EnableClientState; switch(array) { case GL_VERTEX_ARRAY: p[1].i = VERTEX_ARRAY; break; case GL_NORMAL_ARRAY: p[1].i = NORMAL_ARRAY; break; case GL_COLOR_ARRAY: p[1].i = COLOR_ARRAY; break; case GL_TEXTURE_COORD_ARRAY: p[1].i = TEXCOORD_ARRAY; break; default: assert(0); break; } gl_add_op(p); } void glopDisableClientState(GLContext *c, GLParam *p) { c->client_states &= p[1].i; } void glDisableClientState(GLenum array) { GLParam p[2]; p[0].op = OP_DisableClientState; switch(array) { case GL_VERTEX_ARRAY: p[1].i = ~VERTEX_ARRAY; break; case GL_NORMAL_ARRAY: p[1].i = ~NORMAL_ARRAY; break; case GL_COLOR_ARRAY: p[1].i = ~COLOR_ARRAY; break; case GL_TEXTURE_COORD_ARRAY: p[1].i = ~TEXCOORD_ARRAY; break; default: assert(0); break; } gl_add_op(p); } void glopVertexPointer(GLContext *c, GLParam *p) { c->vertex_array_size = p[1].i; c->vertex_array_stride = p[2].i; c->vertex_array = p[3].p; } void glVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer) { GLParam p[4]; assert(type == GL_FLOAT); p[0].op = OP_VertexPointer; p[1].i = size; p[2].i = stride; p[3].p = (void*)pointer; gl_add_op(p); } void glopColorPointer(GLContext *c, GLParam *p) { c->color_array_size = p[1].i; c->color_array_stride = p[2].i; c->color_array = p[3].p; } void glColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer) { GLParam p[4]; assert(type == GL_FLOAT); p[0].op = OP_ColorPointer; p[1].i = size; p[2].i = stride; p[3].p = (void*)pointer; gl_add_op(p); } void glopNormalPointer(GLContext *c, GLParam *p) { c->normal_array_stride = p[1].i; c->normal_array = p[2].p; } void glNormalPointer(GLenum type, GLsizei stride, const GLvoid *pointer) { GLParam p[3]; assert(type == GL_FLOAT); p[0].op = OP_NormalPointer; p[1].i = stride; p[2].p = (void*)pointer; } void glopTexCoordPointer(GLContext *c, GLParam *p) { c->texcoord_array_size = p[1].i; c->texcoord_array_stride = p[2].i; c->texcoord_array = p[3].p; } void glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer) { GLParam p[4]; assert(type == GL_FLOAT); p[0].op = OP_TexCoordPointer; p[1].i = size; p[2].i = stride; p[3].p = (void*)pointer; }