gl4es updated, added latest changes by ptitSeb

This commit is contained in:
lubomyr
2017-02-05 19:09:57 +02:00
parent 645a2516c6
commit 13295374d7
16 changed files with 493 additions and 73 deletions

View File

@@ -236,6 +236,7 @@ Version history
----
##### current version
* Added tracking of Lights and Materials
* Fixed (Added in fact) support for Multisampling on the GLX Context creation (a bit hacky, but seems to works)
* Added LIBGL_NODOWNSAMPLING and associated Hint
* Try to implement some caching on VAO to avoid some memcpy in renderlist (with a way to disable it just in case)

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@@ -15,8 +15,6 @@
#define skip_glDisable
#define skip_glEnable
#define skip_glIsEnabled
#define skip_glMaterialfv
#define skip_glMaterialf
#define skip_glNormal3f
#define skip_glBindBuffer
@@ -51,6 +49,8 @@
#define skip_glGetIntegerv
#define skip_glGetFloatv
#define skip_glGetString
#define skip_glGetLightfv
#define skip_glGetMaterialfv
// hint.c
#define skip_glHint
@@ -60,6 +60,8 @@
#define skip_glLightModelfv
#define skip_glLightfv
#define skip_glLightf
#define skip_glMaterialfv
#define skip_glMaterialf
// raster.c
#define skip_glViewport

View File

@@ -3,6 +3,7 @@
#include "texgen.h"
#include "../glx/hardext.h"
#include "gl4eshint.h"
#include "light.h"
GLenum gl4es_glGetError() {
LOAD_GLES(glGetError);
@@ -100,8 +101,8 @@ const GLubyte *gl4es_glGetString(GLenum name) {
"GL_EXT_polygon_offset "
"GL_GL4ES_hint "
"GL_ARB_vertex_array_bgra "
"GL_ARB_texture_rectangle "
// "GL_EXT_blend_logic_op "
// "GL_ARB_texture_cube_map "
);
if(globals4es.npot>=1)
strcat(extensions, "GL_APPLE_texture_2D_limited_npot ");
@@ -295,6 +296,13 @@ void gl4es_glGetIntegerv(GLenum pname, GLint *params) {
case GL_MATRIX_MODE:
*params=glstate->matrix_mode;
break;
case GL_LIGHT_MODEL_TWO_SIDE:
*params=glstate->light.two_side;
break;
case GL_LIGHT_MODEL_AMBIENT:
for (dummy=0; dummy<4; dummy++)
params[dummy]=glstate->light.ambient[dummy];
break;
case GL_SHRINK_HINT_GL4ES:
*params=globals4es.texshrink;
break;
@@ -459,6 +467,12 @@ void gl4es_glGetFloatv(GLenum pname, GLfloat *params) {
case GL_TEXTURE_MATRIX:
memcpy(params, TOP(texture_matrix[glstate->texture.active]), 16*sizeof(GLfloat));
break;
case GL_LIGHT_MODEL_TWO_SIDE:
*params=glstate->light.two_side;
break;
case GL_LIGHT_MODEL_AMBIENT:
memcpy(params, glstate->light.ambient, 4*sizeof(GLfloat));
break;
case GL_SHRINK_HINT_GL4ES:
*params=globals4es.texshrink;
break;
@@ -498,3 +512,102 @@ void gl4es_glGetFloatv(GLenum pname, GLfloat *params) {
}
}
void glGetFloatv(GLenum pname, GLfloat *params) AliasExport("gl4es_glGetFloatv");
void gl4es_glGetLightfv(GLenum light, GLenum pname, GLfloat * params) {
if(light<0 || light>=hardext.maxlights) {
errorShim(GL_INVALID_ENUM);
return;
}
switch(pname) {
case GL_AMBIENT:
memcpy(params, glstate->light.lights[light].ambient, 4*sizeof(GLfloat));
break;
case GL_DIFFUSE:
memcpy(params, glstate->light.lights[light].diffuse, 4*sizeof(GLfloat));
break;
case GL_SPECULAR:
memcpy(params, glstate->light.lights[light].specular, 4*sizeof(GLfloat));
break;
case GL_POSITION:
memcpy(params, glstate->light.lights[light].position, 4*sizeof(GLfloat));
break;
case GL_SPOT_DIRECTION:
memcpy(params, glstate->light.lights[light].spotDirection, 3*sizeof(GLfloat));
break;
case GL_SPOT_EXPONENT:
params[0] = glstate->light.lights[light].spotExponent;
break;
case GL_SPOT_CUTOFF:
params[0] = glstate->light.lights[light].spotCutoff;
break;
case GL_CONSTANT_ATTENUATION:
params[0] = glstate->light.lights[light].constantAttenuation;
break;
case GL_LINEAR_ATTENUATION:
params[0] = glstate->light.lights[light].linearAttenuation;
break;
case GL_QUADRATIC_ATTENUATION:
params[0] = glstate->light.lights[light].quadraticAttenuation;
break;
default:
errorShim(GL_INVALID_ENUM);
return;
}
noerrorShim();
}
void glGetLightfv(GLenum pname, GLfloat *params) AliasExport("gl4es_glGetLightfv");
void gl4es_glGetMaterialfv(GLenum face, GLenum pname, GLfloat * params) {
if(face!=GL_FRONT && face!=GL_BACK) {
errorShim(GL_INVALID_ENUM);
return;
}
switch(pname) {
case GL_AMBIENT:
if(face==GL_FRONT)
memcpy(params, glstate->material.front.ambient, 4*sizeof(GLfloat));
if(face==GL_BACK)
memcpy(params, glstate->material.back.ambient, 4*sizeof(GLfloat));
break;
case GL_DIFFUSE:
if(face==GL_FRONT)
memcpy(params, glstate->material.front.diffuse, 4*sizeof(GLfloat));
if(face==GL_BACK)
memcpy(params, glstate->material.back.diffuse, 4*sizeof(GLfloat));
break;
case GL_SPECULAR:
if(face==GL_FRONT)
memcpy(params, glstate->material.front.specular, 4*sizeof(GLfloat));
if(face==GL_BACK)
memcpy(params, glstate->material.back.specular, 4*sizeof(GLfloat));
break;
case GL_EMISSION:
if(face==GL_FRONT)
memcpy(params, glstate->material.front.emission, 4*sizeof(GLfloat));
if(face==GL_BACK)
memcpy(params, glstate->material.back.emission, 4*sizeof(GLfloat));
break;
case GL_SHININESS:
if(face==GL_FRONT)
*params = glstate->material.front.shininess;
if(face==GL_BACK)
*params = glstate->material.back.shininess;
break;
case GL_COLOR_INDEXES:
if(face==GL_FRONT) {
params[0] = glstate->material.front.indexes[0];
params[1] = glstate->material.front.indexes[1];
params[2] = glstate->material.front.indexes[2];
}
if(face==GL_BACK) {
params[0] = glstate->material.back.indexes[0];
params[1] = glstate->material.back.indexes[1];
params[2] = glstate->material.back.indexes[2];
}
default:
errorShim(GL_INVALID_ENUM);
return;
}
noerrorShim();
}
void glGetMaterialfv(GLenum face, GLenum pname, GLfloat * params) AliasExport("gl4es_glGetMaterialfv");

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@@ -66,6 +66,35 @@ void* NewGLState(void* shared_glstate) {
// init the matrix tracking
init_matrix(glstate);
// init the light tracking
glstate->light.ambient[0]=glstate->light.ambient[1]=glstate->light.ambient[2]=0.2f;
glstate->light.ambient[3]=1.0f;
glstate->light.lights[0].diffuse[0]=
glstate->light.lights[0].diffuse[1]=
glstate->light.lights[0].diffuse[2]=
glstate->light.lights[0].diffuse[3]=1.0f;
memcpy(glstate->light.lights[0].specular, glstate->light.lights[0].diffuse, 4*sizeof(GLfloat));
for (int i=0; i<hardext.maxlights; i++) {
glstate->light.lights[i].ambient[3] = 1.0f;
glstate->light.lights[i].position[2] = 1.0f;
glstate->light.lights[i].spotDirection[2] = -1.0f;
glstate->light.lights[i].spotCutoff = 180;
glstate->light.lights[i].constantAttenuation = 1;
}
// Materials
glstate->material.front.ambient[0] =
glstate->material.front.ambient[1] =
glstate->material.front.ambient[2] = 0.2f;
glstate->material.front.ambient[3] = 1.0f;
glstate->material.front.diffuse[0] =
glstate->material.front.diffuse[1] =
glstate->material.front.diffuse[2] = 0.8f;
glstate->material.front.diffuse[3] = 1.0f;
glstate->material.front.specular[3] = 1.0f;
glstate->material.front.emission[3] = 1.0f;
glstate->material.front.colormat = GL_AMBIENT_AND_DIFFUSE;
memcpy(&glstate->material.back, &glstate->material.front, sizeof(material_t));
for(int i=0; i<4; i++)
glstate->raster.raster_scale[i] = 1.0f;
LOAD_GLES(glGetFloatv);
@@ -1085,42 +1114,6 @@ void gl4es_glSecondaryColor3f(GLfloat r, GLfloat g, GLfloat b) {
}
void glSecondaryColor3f(GLfloat r, GLfloat g, GLfloat b) AliasExport("gl4es_glSecondaryColor3f");
#ifndef USE_ES2
void gl4es_glMaterialfv(GLenum face, GLenum pname, const GLfloat *params) {
LOAD_GLES(glMaterialfv);
if ((glstate->list.compiling || glstate->gl_batch) && glstate->list.active) {
//TODO: Materialfv can be done per vertex, how to handle that ?!
//NewStage(glstate->list.active, STAGE_MATERIAL);
rlMaterialfv(glstate->list.active, face, pname, params);
noerrorShim();
} else {
if (face!=GL_FRONT_AND_BACK) {
face=GL_FRONT_AND_BACK;
}
gles_glMaterialfv(face, pname, params);
errorGL();
}
}
void glMaterialfv(GLenum face, GLenum pname, const GLfloat *params) AliasExport("gl4es_glMaterialfv");
void gl4es_glMaterialf(GLenum face, GLenum pname, const GLfloat param) {
LOAD_GLES(glMaterialf);
if ((glstate->list.compiling || glstate->gl_batch) && glstate->list.active) {
GLfloat params[4];
memset(params, 0, 4*sizeof(GLfloat));
params[0] = param;
NewStage(glstate->list.active, STAGE_MATERIAL);
rlMaterialfv(glstate->list.active, face, pname, params);
noerrorShim();
} else {
if (face!=GL_FRONT_AND_BACK) {
face=GL_FRONT_AND_BACK;
}
gles_glMaterialf(face, pname, param);
errorGL();
}
}
void glMaterialf(GLenum face, GLenum pname, const GLfloat param) AliasExport("gl4es_glMaterialf");
#endif
void gl4es_glTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q) {
if (glstate->list.active) {

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@@ -1,4 +1,7 @@
#include "light.h"
#include "../glx/hardext.h"
#include "matrix.h"
#include "matvec.h"
#ifndef USE_ES2
void gl4es_glLightModelf(GLenum pname, GLfloat param) {
@@ -9,18 +12,18 @@ void gl4es_glLightModelf(GLenum pname, GLfloat param) {
gl4es_glLightModelfv(pname, dummy);
return;
}
LOAD_GLES(glLightModelf);
switch (pname) {
case GL_LIGHT_MODEL_AMBIENT:
case GL_LIGHT_MODEL_TWO_SIDE:
errorGL();
gles_glLightModelf(pname, param);
glstate->light.two_side = param;
break;
case GL_LIGHT_MODEL_AMBIENT:
default:
errorShim(GL_INVALID_ENUM);
//printf("stubbed glLightModelf(%i, %.2f)\n", pname, param);
break;
return;
}
LOAD_GLES(glLightModelf);
gles_glLightModelf(pname, param);
}
void gl4es_glLightModelfv(GLenum pname, const GLfloat* params) {
@@ -35,28 +38,121 @@ void gl4es_glLightModelfv(GLenum pname, const GLfloat* params) {
noerrorShim();
return;
}
LOAD_GLES(glLightModelfv);
switch (pname) {
case GL_LIGHT_MODEL_AMBIENT:
case GL_LIGHT_MODEL_TWO_SIDE:
if(memcmp(glstate->light.ambient, params, 4*sizeof(GLfloat))==0) {
noerrorShim();
return;
}
errorGL();
gles_glLightModelfv(pname, params);
memcpy(glstate->light.ambient, params, 4*sizeof(GLfloat));
break;
case GL_LIGHT_MODEL_TWO_SIDE:
if(glstate->light.two_side == params[0]) {
noerrorShim();
return;
}
errorGL();
glstate->light.two_side = params[0];
break;
default:
errorShim(GL_INVALID_ENUM);
//printf("stubbed glLightModelfv(%i, %p [%.2f])\n", pname, params, params[0]);
break;
return;
}
LOAD_GLES(glLightModelfv);
gles_glLightModelfv(pname, params);
}
void gl4es_glLightfv(GLenum light, GLenum pname, const GLfloat* params) {
//printf("%sglLightfv(%04X, %04X, %p=[%.2f, %.2f, %.2f, %.2f])\n", (glstate->list.compiling)?"list":"", light, pname, params, (params)?params[0]:0.0f, (params)?params[1]:0.0f, (params)?params[2]:0.0f, (params)?params[3]:0.0f);
if(light<0 || light>=hardext.maxlights) {
errorShim(GL_INVALID_ENUM);
return;
}
if (glstate->list.compiling && glstate->list.active) {
NewStage(glstate->list.active, STAGE_LIGHT);
rlLightfv(glstate->list.active, light, pname, params);
noerrorShim();
return;
}
GLfloat tmp[4];
noerrorShim();
switch(pname) {
case GL_AMBIENT:
if(memcmp(glstate->light.lights[light].ambient, params, 4*sizeof(GLfloat))==0)
return;
memcpy(glstate->light.lights[light].ambient, params, 4*sizeof(GLfloat));
break;
case GL_DIFFUSE:
if(memcmp(glstate->light.lights[light].diffuse, params, 4*sizeof(GLfloat)))
return;
memcpy(glstate->light.lights[light].diffuse, params, 4*sizeof(GLfloat));
break;
case GL_SPECULAR:
if(memcmp(glstate->light.lights[light].specular, params, 4*sizeof(GLfloat)))
return;
memcpy(glstate->light.lights[light].specular, params, 4*sizeof(GLfloat));
break;
case GL_POSITION:
vector_matrix(params, getMVMat(), tmp);
if(memcmp(glstate->light.lights[light].position, tmp, 4*sizeof(GLfloat)))
return;
memcpy(glstate->light.lights[light].position, tmp, 4*sizeof(GLfloat));
break;
case GL_SPOT_DIRECTION:
memcpy(tmp, params, 3*sizeof(GLfloat));
tmp[3] = 0.0f;
vector_matrix(tmp, getMVMat(), tmp);
if(memcmp(glstate->light.lights[light].spotDirection, tmp, 4*sizeof(GLfloat)))
return;
memcpy(glstate->light.lights[light].spotDirection, tmp, 4*sizeof(GLfloat));
break;
case GL_SPOT_EXPONENT:
if(params[0]<0 || params[0]>128) {
errorShim(GL_INVALID_VALUE);
return;
}
if(glstate->light.lights[light].spotExponent == params[0])
return;
glstate->light.lights[light].spotExponent = params[0];
break;
case GL_SPOT_CUTOFF:
if(params[0]<0 || (params[0]>90 && params[0]!=180)) {
errorShim(GL_INVALID_VALUE);
return;
}
if(glstate->light.lights[light].spotCutoff == params[0])
return;
glstate->light.lights[light].spotCutoff = params[0];
break;
case GL_CONSTANT_ATTENUATION:
if(params[0]<0) {
errorShim(GL_INVALID_VALUE);
return;
}
if(glstate->light.lights[light].constantAttenuation == params[0])
return;
glstate->light.lights[light].constantAttenuation = params[0];
break;
case GL_LINEAR_ATTENUATION:
if(params[0]<0) {
errorShim(GL_INVALID_VALUE);
return;
}
if(glstate->light.lights[light].linearAttenuation == params[0])
return;
glstate->light.lights[light].linearAttenuation = params[0];
break;
case GL_QUADRATIC_ATTENUATION:
if(params[0]<0) {
errorShim(GL_INVALID_VALUE);
return;
}
if(glstate->light.lights[light].quadraticAttenuation == params[0])
return;
glstate->light.lights[light].quadraticAttenuation = params[0];
break;
}
LOAD_GLES(glLightfv);
gles_glLightfv(light, pname, params);
errorGL();
@@ -69,8 +165,141 @@ void gl4es_glLightf(GLenum light, GLenum pname, const GLfloat params) {
errorGL();
}
void gl4es_glMaterialfv(GLenum face, GLenum pname, const GLfloat *params) {
if ((glstate->list.compiling || glstate->gl_batch) && glstate->list.active) {
//TODO: Materialfv can be done per vertex, how to handle that ?!
//NewStage(glstate->list.active, STAGE_MATERIAL);
rlMaterialfv(glstate->list.active, face, pname, params);
noerrorShim();
} else {
if(face!=GL_FRONT_AND_BACK && face!=GL_FRONT && face!=GL_BACK) {
errorShim(GL_INVALID_ENUM);
return;
}
switch(pname) {
case GL_AMBIENT:
if(face==GL_FRONT_AND_BACK || face==GL_FRONT)
memcpy(glstate->material.front.ambient, params, 4*sizeof(GLfloat));
if(face==GL_FRONT_AND_BACK || face==GL_BACK)
memcpy(glstate->material.back.ambient, params, 4*sizeof(GLfloat));
break;
case GL_DIFFUSE:
if(face==GL_FRONT_AND_BACK || face==GL_FRONT)
memcpy(glstate->material.front.diffuse, params, 4*sizeof(GLfloat));
if(face==GL_FRONT_AND_BACK || face==GL_BACK)
memcpy(glstate->material.back.diffuse, params, 4*sizeof(GLfloat));
break;
case GL_SPECULAR:
if(face==GL_FRONT_AND_BACK || face==GL_FRONT)
memcpy(glstate->material.front.specular, params, 4*sizeof(GLfloat));
if(face==GL_FRONT_AND_BACK || face==GL_BACK)
memcpy(glstate->material.back.specular, params, 4*sizeof(GLfloat));
break;
case GL_EMISSION:
if(face==GL_FRONT_AND_BACK || face==GL_FRONT)
memcpy(glstate->material.front.emission, params, 4*sizeof(GLfloat));
if(face==GL_FRONT_AND_BACK || face==GL_BACK)
memcpy(glstate->material.back.emission, params, 4*sizeof(GLfloat));
break;
case GL_AMBIENT_AND_DIFFUSE:
if(face==GL_FRONT_AND_BACK || face==GL_FRONT) {
memcpy(glstate->material.front.ambient, params, 4*sizeof(GLfloat));
memcpy(glstate->material.front.diffuse, params, 4*sizeof(GLfloat));
}
if(face==GL_FRONT_AND_BACK || face==GL_BACK) {
memcpy(glstate->material.back.ambient, params, 4*sizeof(GLfloat));
memcpy(glstate->material.back.diffuse, params, 4*sizeof(GLfloat));
}
break;
case GL_SHININESS:
if(face==GL_FRONT_AND_BACK || face==GL_FRONT)
glstate->material.front.shininess = *params;
if(face==GL_FRONT_AND_BACK || face==GL_BACK)
glstate->material.back.shininess = *params;
break;
case GL_COLOR_INDEXES:
if(face==GL_FRONT_AND_BACK || face==GL_FRONT) {
glstate->material.front.indexes[0] = params[0];
glstate->material.front.indexes[1] = params[1];
glstate->material.front.indexes[2] = params[2];
}
if(face==GL_FRONT_AND_BACK || face==GL_BACK) {
glstate->material.back.indexes[0] = params[0];
glstate->material.back.indexes[1] = params[1];
glstate->material.back.indexes[2] = params[2];
}
break;
}
if (face!=GL_FRONT_AND_BACK) {
face=GL_FRONT_AND_BACK;
}
LOAD_GLES(glMaterialfv);
gles_glMaterialfv(face, pname, params);
errorGL();
}
}
void gl4es_glMaterialf(GLenum face, GLenum pname, const GLfloat param) {
if ((glstate->list.compiling || glstate->gl_batch) && glstate->list.active) {
GLfloat params[4];
memset(params, 0, 4*sizeof(GLfloat));
params[0] = param;
NewStage(glstate->list.active, STAGE_MATERIAL);
rlMaterialfv(glstate->list.active, face, pname, params);
noerrorShim();
} else {
if(face!=GL_FRONT_AND_BACK && face!=GL_FRONT && face!=GL_BACK) {
errorShim(GL_INVALID_ENUM);
return;
}
if(pname!=GL_SHININESS) {
errorShim(GL_INVALID_ENUM);
return;
}
if(face==GL_FRONT_AND_BACK || face==GL_FRONT)
glstate->material.front.shininess = param;
if(face==GL_FRONT_AND_BACK || face==GL_BACK)
glstate->material.back.shininess = param;
LOAD_GLES(glMaterialf);
if (face!=GL_FRONT_AND_BACK) {
face=GL_FRONT_AND_BACK;
}
gles_glMaterialf(face, pname, param);
errorGL();
}
}
void gl4es_glColorMaterial(GLenum face, GLenum mode) {
if ((glstate->list.compiling || glstate->gl_batch) && glstate->list.active) {
NewStage(glstate->list.active, STAGE_COLOR_MATERIAL);
glstate->list.active->colormat_face = face;
glstate->list.active->colormat_mode = mode;
noerrorShim();
} else {
if(face!=GL_FRONT_AND_BACK && face!=GL_FRONT && face!=GL_BACK) {
errorShim(GL_INVALID_ENUM);
return;
}
if(mode!=GL_EMISSION && mode!=GL_AMBIENT && mode!=GL_DIFFUSE && mode!=GL_SPECULAR && mode!=GL_AMBIENT_AND_DIFFUSE) {
errorShim(GL_INVALID_ENUM);
return;
}
if(face==GL_FRONT_AND_BACK || face==GL_FRONT)
glstate->material.front.colormat = mode;
if(face==GL_FRONT_AND_BACK || face==GL_BACK)
glstate->material.back.colormat = mode;
noerrorShim();
}
}
void glLightModelf(GLenum pname, GLfloat param) AliasExport("gl4es_glLightModelf");
void glLightModelfv(GLenum pname, const GLfloat* params) AliasExport("gl4es_glLightModelfv");
void glLightfv(GLenum light, GLenum pname, const GLfloat* params) AliasExport("gl4es_glLightfv");
void glLightf(GLenum light, GLenum pname, const GLfloat params) AliasExport("gl4es_glLightf");
void glMaterialfv(GLenum face, GLenum pname, const GLfloat *params) AliasExport("gl4es_glMaterialfv");
void glMaterialf(GLenum face, GLenum pname, const GLfloat param) AliasExport("gl4es_glMaterialf");
void glColorMaterial(GLenum face, GLenum mode) AliasExport("gl4es_glColorMaterial");
#endif

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@@ -1,6 +1,50 @@
#include "gl.h"
#ifndef __LIGHT_H_
#define __LIGHT_H_
typedef struct {
GLfloat ambient[4];
GLfloat diffuse[4];
GLfloat specular[4];
GLfloat constantAttenuation, linearAttenuation, quadraticAttenuation;
GLfloat position[4];
GLfloat spotDirection[4]; // It's only 3 in fact, because it's a direction
GLfloat spotExponent;
GLfloat spotCutoff;
} light_t;
typedef struct {
light_t lights[MAX_LIGHT];
GLfloat ambient[4];
GLboolean two_side;
} light_state_t;
typedef struct {
GLfloat ambient[4];
GLfloat diffuse[4];
GLfloat specular[4];
GLfloat emission[4];
GLfloat shininess;
int indexes[3];
GLenum colormat;
} material_t;
typedef struct {
material_t front;
material_t back;
} material_state_t;
void gl4es_glLightModelf(GLenum pname, GLfloat param);
void gl4es_glLightModelfv(GLenum pname, const GLfloat* params);
void gl4es_glLightfv(GLenum light, GLenum pname, const GLfloat* params);
void gl4es_glLightf(GLenum light, GLenum pname, const GLfloat params);
void gl4es_glGetLightfv(GLenum light, GLenum pname, GLfloat * params);
void gl4es_glGetLightiv(GLenum light, GLenum pname, GLint * params);
void gl4es_glMaterialfv(GLenum face, GLenum pname, const GLfloat *params) ;
void gl4es_glMaterialf(GLenum face, GLenum pname, const GLfloat param);
void gl4es_glColorMaterial(GLenum face, GLenum mode);
#endif //__LIGHT_H_

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@@ -46,7 +46,7 @@ bool ispurerender_renderlist(renderlist_t *list) {
return false;
if (list->popattribute)
return false;
if (list->material || list->light || list->lightmodel || list->texgen || list->texenv)
if (list->material || list->colormat_face || list->light || list->lightmodel || list->texgen || list->texenv)
return false;
if (list->fog_op)
return false;
@@ -828,6 +828,8 @@ void draw_renderlist(renderlist_t *list) {
}
)
}
if (list->colormat_face)
gl4es_glColorMaterial(list->colormat_face, list->colormat_mode);
if (list->light) {
khash_t(light) *lig = list->light;
renderlight_t *m;

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@@ -16,6 +16,7 @@ typedef enum {
STAGE_BINDTEX,
STAGE_RASTER,
STAGE_MATERIAL,
STAGE_COLOR_MATERIAL,
STAGE_LIGHT,
STAGE_LIGHTMODEL,
STAGE_TEXENV,
@@ -38,6 +39,7 @@ static int StageExclusive[STAGE_LAST] = {
1, // STAGE_BINDTEX
1, // STAGE_RASTER
0, // STAGE_MATERIAL
1, // STAGE_COLOR_MATERIAL
0, // STAGE_LIGHT
1, // STAGE_LIGTMODEL
0, // STAGE_TEXENV
@@ -144,6 +146,8 @@ typedef struct _renderlist_t {
GLfloat pointparam_val[4];
khash_t(material) *material;
GLenum colormat_face;
GLenum colormat_mode;
khash_t(light) *light;
khash_t(texgen) *texgen;
khash_t(texenv) *texenv;

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@@ -15,3 +15,7 @@ void gl4es_glFrustumf(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top,
static inline GLfloat* getTexMat(int tmu) {
return glstate->texture_matrix[tmu]->stack+glstate->texture_matrix[tmu]->top*16;
}
static inline GLfloat* getMVMat() {
return glstate->modelview_matrix->stack+glstate->modelview_matrix->top*16;
}

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@@ -1,5 +1,6 @@
#include "stack.h"
#include "../glx/hardext.h"
#include "matrix.h"
void gl4es_glPushAttrib(GLbitfield mask) {
//printf("glPushAttrib(0x%04X)\n", mask);
@@ -161,8 +162,9 @@ void gl4es_glPushAttrib(GLbitfield mask) {
#undef L
}
j=0;
cur->materials = (GLfloat *)malloc(1 * sizeof(GLfloat)*(5*4));
#define M(A) gl4es_glGetMaterialfv(GL_FRONT, A, cur->materials+j); j+=4
cur->materials = (GLfloat *)malloc(2 * sizeof(GLfloat)*(5*4));
memset(cur->materials, 0, 2 * sizeof(GLfloat)*(5*4));
#define M(A) gl4es_glGetMaterialfv(GL_BACK, A, cur->materials+j); j+=4; gl4es_glGetMaterialfv(GL_FRONT, A, cur->materials+j); j+=4
M(GL_AMBIENT); M(GL_DIFFUSE); M(GL_SPECULAR); M(GL_EMISSION); M(GL_SHININESS); // handle both face at some point?
#undef M
gl4es_glGetIntegerv(GL_SHADE_MODEL, &cur->shade_model);
@@ -468,6 +470,14 @@ void gl4es_glPopAttrib() {
int i;
int j=0;
int old_matrixmode = glstate->matrix_mode;
// Light position / direction is transformed. So load identity in modelview to restore correct stuff
int identity = is_identity(getMVMat());
if(!identity) {
if(old_matrixmode != GL_MODELVIEW) gl4es_glMatrixMode(GL_MODELVIEW);
gl4es_glPushMatrix();
gl4es_glLoadIdentity();
}
for (i = 0; i < hardext.maxlights; i++) {
enable_disable(GL_LIGHT0 + i, *(cur->lights_enabled + i));
#define L(A) gl4es_glLightfv(GL_LIGHT0 + i, A, cur->lights+j); j+=4
@@ -483,8 +493,15 @@ void gl4es_glPopAttrib() {
L(GL_QUADRATIC_ATTENUATION);
#undef L
}
if(!identity) {
gl4es_glPopMatrix();
if(old_matrixmode != GL_MODELVIEW) gl4es_glMatrixMode(old_matrixmode);
}
j=0;
#define M(A) gl4es_glMaterialfv(GL_FRONT_AND_BACK, A, cur->materials+j); j+=4
#define M(A) if(memcmp(cur->materials+j, cur->materials+j+4, 4*sizeof(GLfloat))==0) \
{gl4es_glMaterialfv(GL_FRONT_AND_BACK, A, cur->materials+j); j+=8;} \
else \
{gl4es_glMaterialfv(GL_BACK, A, cur->materials+j); j+=4; gl4es_glMaterialfv(GL_FRONT, A, cur->materials+j); j+=4;}
M(GL_AMBIENT); M(GL_DIFFUSE); M(GL_SPECULAR); M(GL_EMISSION); M(GL_SHININESS); // handle both face at some point?
#undef M

View File

@@ -7,6 +7,7 @@
#include "texture.h"
#include "buffers.h"
#include "queries.h"
#include "light.h"
typedef struct _glstack_t glstack_t;
typedef struct _glclientstack_t glclientstack_t;
@@ -189,6 +190,8 @@ typedef struct {
int emulatedPixmap;
int emulatedWin;
int shared_cnt;
light_state_t light;
material_state_t material;
} glstate_t;
#endif

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@@ -843,10 +843,11 @@ void gl4es_glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoff
// compressed format are not handled here, so mask them....
GLenum orig_internal = bound->orig_internal;
GLenum internalformat = bound->internalformat;
if (orig_internal==GL_COMPRESSED_RGB) orig_internal=GL_RGB;
if (orig_internal==GL_COMPRESSED_RGBA) orig_internal=GL_RGBA;
if (internalformat==GL_COMPRESSED_RGB) internalformat=GL_RGB;
if (internalformat==GL_COMPRESSED_RGBA) internalformat=GL_RGBA;
// compressed format are not handled here, so mask them....
if (is_fake_compressed_rgb(orig_internal)) orig_internal=GL_RGB;
if (is_fake_compressed_rgba(orig_internal)) orig_internal=GL_RGBA;
if (is_fake_compressed_rgb(internalformat)) internalformat=GL_RGB;
if (is_fake_compressed_rgba(internalformat)) internalformat=GL_RGBA;
GLvoid *old = pixels;

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@@ -85,7 +85,12 @@ void gl4es_glGetMaterialiv(GLenum face, GLenum pname, GLint * params) {
GLfloat fparams[4];
gl4es_glGetMaterialfv(face, pname, fparams);
if (pname==GL_SHININESS) *params=fparams[0];
else for (int i=0; i<4; i++) params[i]=fparams[i];
else {
if (pname==GL_COLOR_INDEXES)
for (int i=0; i<3; i++) params[i]=fparams[i];
else
for (int i=0; i<4; i++) params[i]=((int)fparams[i]*32767)<<16;
}
}
void gl4es_glGetLightiv(GLenum light, GLenum pname, GLint * params) {
GLfloat fparams[4];
@@ -95,7 +100,10 @@ void gl4es_glGetLightiv(GLenum light, GLenum pname, GLint * params) {
if (pname==GL_SPOT_CUTOFF) n=1;
if (pname==GL_SPOT_EXPONENT) n=1;
if (pname==GL_SPOT_DIRECTION) n=3;
else for (int i=0; i<n; i++) params[i]=fparams[i];
if(pname==GL_AMBIENT || pname==GL_DIFFUSE || pname==GL_SPECULAR)
for (int i=0; i<n; i++) params[i]=((int)fparams[i]*32767)<<16;
else
for (int i=0; i<n; i++) params[i]=fparams[i];
}
void gl4es_glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params) {
GLint iparams;
@@ -124,26 +132,28 @@ void gl4es_glPixelTransferi(GLenum pname, GLint param) {
}
void gl4es_glLightiv(GLenum light, GLenum pname, GLint *iparams) {
GLfloat params[4];
switch (pname) {
case GL_AMBIENT:
case GL_DIFFUSE:
case GL_SPECULAR:
case GL_POSITION: {
GLfloat params[4];
for (int i = 0; i < 4; i++) {
params[i] = (iparams[i]>>16)/32767.f;
}
gl4es_glLightfv(light, pname, params);
break;
case GL_POSITION:
for (int i = 0; i < 4; i++) {
params[i] = iparams[i];
}
gl4es_glLightfv(light, pname, params);
break;
}
case GL_SPOT_DIRECTION: {
GLfloat params[4];
case GL_SPOT_DIRECTION:
for (int i = 0; i < 4; i++) {
params[i] = iparams[i];
}
gl4es_glLightfv(light, pname, params);
break;
}
case GL_SPOT_EXPONENT:
case GL_SPOT_CUTOFF:
case GL_CONSTANT_ATTENUATION:
@@ -186,10 +196,11 @@ printf("glMaterialiv(%04X, %04X, [%i,...]\n", face, pname, iparams[0]);
case GL_DIFFUSE:
case GL_SPECULAR:
case GL_EMISSION:
case GL_AMBIENT_AND_DIFFUSE:
{
GLfloat params[4];
for (int i = 0; i < 4; i++) {
params[i] = iparams[i]; // should divide by MAX_INT
params[i] = (iparams[i]>>16)/32767.f;
}
gl4es_glMaterialfv(face, pname, params);
break;
@@ -202,10 +213,6 @@ printf("glMaterialiv(%04X, %04X, [%i,...]\n", face, pname, iparams[0]);
}
gl4es_glMaterialfv(face, pname, params);
break;
}
case GL_AMBIENT_AND_DIFFUSE: {
gl4es_glMaterialf(face, pname, *iparams);
break;
}
case GL_COLOR_INDEXES:
{

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@@ -47,7 +47,7 @@ STUB(void glBlendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha)
STUB(void glBlendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha))
*/
STUB(void,glClearAccum,(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha));
STUB(void,glColorMaterial,(GLenum face, GLenum mode));
//STUB(void,glColorMaterial,(GLenum face, GLenum mode));
STUB(void,glCopyPixels,(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type));
STUB(void,glDrawBuffer,(GLenum mode));
STUB(void,glEdgeFlag,(GLboolean flag));

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@@ -5,7 +5,7 @@
void gl4es_glBlendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha);
//void gl4es_glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
void gl4es_glBlendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
void gl4es_glColorMaterial(GLenum face, GLenum mode);
//void gl4es_glColorMaterial(GLenum face, GLenum mode);
void gl4es_glCopyPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type);
void gl4es_glDrawBuffer(GLenum mode);
void gl4es_glEdgeFlag(GLboolean flag);

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@@ -485,7 +485,7 @@ EXPORT void *glXGetProcAddressARB(const char *name) {
STUB(glAccum);
STUB(glAreTexturesResident);
STUB(glClearAccum);
STUB(glColorMaterial);
_EX(glColorMaterial);
_EX(glCopyTexSubImage3D); // It's a stub, calling the 2D one
STUB(glFeedbackBuffer);
STUB(glGetClipPlane);