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-rw-r--r--3rdparty/tinygl-0.4-ugfx/src/init.c189
1 files changed, 189 insertions, 0 deletions
diff --git a/3rdparty/tinygl-0.4-ugfx/src/init.c b/3rdparty/tinygl-0.4-ugfx/src/init.c
new file mode 100644
index 00000000..edc7a4c3
--- /dev/null
+++ b/3rdparty/tinygl-0.4-ugfx/src/init.c
@@ -0,0 +1,189 @@
+#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);
+}