ugfx/3rdparty/tinygl-0.4-ugfx/src/init.c

190 lines
4.0 KiB
C

#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);
}
void endSharedState(GLContext *c)
{
GLSharedState *s=&c->shared_state;
int i;
for(i=0;i<MAX_DISPLAY_LISTS;i++) {
/* TODO */
}
gl_free(s->lists);
gl_free(s->texture_hash_table);
}
void glInit(void *zbuffer1)
{
ZBuffer *zbuffer=(ZBuffer *)zbuffer1;
GLContext *c;
GLViewport *v;
int 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);
/* default state */
c->current_color.X=1.0;
c->current_color.Y=1.0;
c->current_color.Z=1.0;
c->current_color.W=1.0;
c->longcurrent_color[0] = 65535;
c->longcurrent_color[1] = 65535;
c->longcurrent_color[2] = 65535;
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;
/* 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->depth_test = 0;
}
void glClose(void)
{
GLContext *c=gl_get_context();
endSharedState(c);
gl_free(c);
}