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Regard whitespace Rev 5097 → Rev 5098

/programs/develop/libraries/TinyGL/src/api.c
0,0 → 1,666
#include "zgl.h"
#include <stdio.h>
/* glVertex */
 
void glVertex4f(float x,float y,float z,float w)
{
GLParam p[5];
 
p[0].op=OP_Vertex;
p[1].f=x;
p[2].f=y;
p[3].f=z;
p[4].f=w;
 
gl_add_op(p);
}
 
void glVertex2f(float x,float y)
{
glVertex4f(x,y,0,1);
}
 
void glVertex3f(float x,float y,float z)
{
glVertex4f(x,y,z,1);
}
 
void glVertex3fv(float *v)
{
glVertex4f(v[0],v[1],v[2],1);
}
 
/* glNormal */
 
void glNormal3f(float x,float y,float z)
{
GLParam p[4];
 
p[0].op=OP_Normal;
p[1].f=x;
p[2].f=y;
p[3].f=z;
 
gl_add_op(p);
}
 
void glNormal3fv(float *v)
{
glNormal3f(v[0],v[1],v[2]);
}
 
/* glColor */
 
void glColor4f(float r,float g,float b,float a)
{
GLParam p[8];
 
p[0].op=OP_Color;
p[1].f=b;
p[2].f=g;
p[3].f=r;
p[4].f=a;
/* direct convertion to integer to go faster if no shading */
RGBFtoRGBI(r,g,b,p[7].ui,p[6].ui,p[5].ui);
gl_add_op(p);
}
 
void glColor4fv(float *v)
{
GLParam p[8];
 
p[0].op=OP_Color;
p[1].f=v[2];
p[2].f=v[1];
p[3].f=v[0];
p[4].f=v[3];
/* direct convertion to integer to go faster if no shading */
p[5].ui = (unsigned int) (v[2] * (ZB_POINT_RED_MAX - ZB_POINT_RED_MIN) +
ZB_POINT_RED_MIN);
p[6].ui = (unsigned int) (v[1] * (ZB_POINT_GREEN_MAX - ZB_POINT_GREEN_MIN) +
ZB_POINT_GREEN_MIN);
p[7].ui = (unsigned int) (v[0] * (ZB_POINT_BLUE_MAX - ZB_POINT_BLUE_MIN) +
ZB_POINT_BLUE_MIN);
gl_add_op(p);
}
 
void glColor3f(float x,float y,float z)
{
glColor4f(x,y,z,1);
}
 
void glColor3fv(float *v)
{
glColor4f(v[0],v[1],v[2],1);
}
 
 
/* TexCoord */
 
void glTexCoord4f(float s,float t,float r,float q)
{
GLParam p[5];
 
p[0].op=OP_TexCoord;
p[1].f=s;
p[2].f=t;
p[3].f=r;
p[4].f=q;
 
gl_add_op(p);
}
 
void glTexCoord2f(float s,float t)
{
glTexCoord4f(s,t,0,1);
}
 
void glTexCoord2fv(float *v)
{
glTexCoord4f(v[0],v[1],0,1);
}
 
void glEdgeFlag(int flag)
{
GLParam p[2];
 
p[0].op=OP_EdgeFlag;
p[1].i=flag;
 
gl_add_op(p);
}
 
/* misc */
 
void glShadeModel(int mode)
{
GLParam p[2];
 
assert(mode == GL_FLAT || mode == GL_SMOOTH);
 
p[0].op=OP_ShadeModel;
p[1].i=mode;
 
gl_add_op(p);
}
 
void glCullFace(int mode)
{
GLParam p[2];
 
assert(mode == GL_BACK ||
mode == GL_FRONT ||
mode == GL_FRONT_AND_BACK);
 
p[0].op=OP_CullFace;
p[1].i=mode;
 
gl_add_op(p);
}
 
void glFrontFace(int mode)
{
GLParam p[2];
 
assert(mode == GL_CCW || mode == GL_CW);
 
mode = (mode != GL_CCW);
 
p[0].op=OP_FrontFace;
p[1].i=mode;
 
gl_add_op(p);
}
 
void glPolygonMode(int face,int mode)
{
GLParam p[3];
 
assert(face == GL_BACK ||
face == GL_FRONT ||
face == GL_FRONT_AND_BACK);
assert(mode == GL_POINT || mode == GL_LINE || mode==GL_FILL);
 
p[0].op=OP_PolygonMode;
p[1].i=face;
p[2].i=mode;
 
gl_add_op(p);
}
 
 
/* glEnable / glDisable */
 
void glEnable(int cap)
{
GLParam p[3];
 
p[0].op=OP_EnableDisable;
p[1].i=cap;
p[2].i=1;
 
gl_add_op(p);
}
 
void glDisable(int cap)
{
GLParam p[3];
 
p[0].op=OP_EnableDisable;
p[1].i=cap;
p[2].i=0;
 
gl_add_op(p);
}
 
/* glBegin / glEnd */
 
void glBegin(int mode)
{
GLParam p[2];
 
p[0].op=OP_Begin;
p[1].i=mode;
 
gl_add_op(p);
}
 
void glEnd(void)
{
GLParam p[1];
 
p[0].op=OP_End;
 
gl_add_op(p);
}
 
/* matrix */
 
void glMatrixMode(int mode)
{
GLParam p[2];
 
p[0].op=OP_MatrixMode;
p[1].i=mode;
 
gl_add_op(p);
}
 
void glLoadMatrixf(const float *m)
{
GLParam p[17];
int i;
 
p[0].op=OP_LoadMatrix;
for(i=0;i<16;i++) p[i+1].f=m[i];
 
gl_add_op(p);
}
 
void glLoadIdentity(void)
{
GLParam p[1];
 
p[0].op=OP_LoadIdentity;
 
gl_add_op(p);
}
 
void glMultMatrixf(const float *m)
{
GLParam p[17];
int i;
 
p[0].op=OP_MultMatrix;
for(i=0;i<16;i++) p[i+1].f=m[i];
 
gl_add_op(p);
}
 
void glPushMatrix(void)
{
GLParam p[1];
 
p[0].op=OP_PushMatrix;
 
gl_add_op(p);
}
 
void glPopMatrix(void)
{
GLParam p[1];
 
p[0].op=OP_PopMatrix;
 
gl_add_op(p);
}
 
void glRotatef(float angle,float x,float y,float z)
{
GLParam p[5];
 
p[0].op=OP_Rotate;
p[1].f=angle;
p[2].f=x;
p[3].f=y;
p[4].f=z;
 
gl_add_op(p);
}
 
void glTranslatef(float x,float y,float z)
{
GLParam p[4];
 
p[0].op=OP_Translate;
p[1].f=x;
p[2].f=y;
p[3].f=z;
 
gl_add_op(p);
}
 
void glScalef(float x,float y,float z)
{
GLParam p[4];
 
p[0].op=OP_Scale;
p[1].f=x;
p[2].f=y;
p[3].f=z;
 
gl_add_op(p);
}
 
 
void glViewport(int x,int y,int width,int height)
{
GLParam p[5];
 
p[0].op=OP_Viewport;
p[1].i=x;
p[2].i=y;
p[3].i=width;
p[4].i=height;
 
gl_add_op(p);
}
 
void glFrustum(double left,double right,double bottom,double top,
double near,double farv)
{
GLParam p[7];
 
p[0].op=OP_Frustum;
p[1].f=left;
p[2].f=right;
p[3].f=bottom;
p[4].f=top;
p[5].f=near;
p[6].f=farv;
 
gl_add_op(p);
}
 
/* lightening */
 
void glMaterialfv(int mode,int type,float *v)
{
GLParam p[7];
int i,n;
 
assert(mode == GL_FRONT || mode == GL_BACK || mode==GL_FRONT_AND_BACK);
 
p[0].op=OP_Material;
p[1].i=mode;
p[2].i=type;
n=4;
if (type == GL_SHININESS) n=1;
 
p[3].f=v[2];
p[4].f=v[1];
p[5].f=v[0];
p[6].f=v[3];
 
for(i=n;i<4;i++) p[3+i].f=0;
 
gl_add_op(p);
}
 
void glMaterialf(int mode,int type,float v)
{
GLParam p[7];
int i;
 
p[0].op=OP_Material;
p[1].i=mode;
p[2].i=type;
p[3].f=v;
for(i=0;i<3;i++) p[4+i].f=0;
 
gl_add_op(p);
}
 
void glColorMaterial(int mode,int type)
{
GLParam p[3];
 
p[0].op=OP_ColorMaterial;
p[1].i=mode;
p[2].i=type;
 
gl_add_op(p);
}
 
void glLightfv(int light,int type,float *v)
{
GLParam p[7];
int i;
 
p[0].op=OP_Light;
p[1].i=light;
p[2].i=type;
/* TODO: 3 composants ? */
for(i=0;i<4;i++) p[3+i].f=v[i];
 
gl_add_op(p);
}
 
 
void glLightf(int light,int type,float v)
{
GLParam p[7];
int i;
 
p[0].op=OP_Light;
p[1].i=light;
p[2].i=type;
p[3].f=v;
for(i=0;i<3;i++) p[4+i].f=0;
 
gl_add_op(p);
}
 
void glLightModeli(int pname,int param)
{
GLParam p[6];
int i;
 
p[0].op=OP_LightModel;
p[1].i=pname;
p[2].f=(float)param;
for(i=0;i<4;i++) p[3+i].f=0;
 
gl_add_op(p);
}
 
void glLightModelfv(int pname,float *param)
{
GLParam p[6];
int i;
 
p[0].op=OP_LightModel;
p[1].i=pname;
for(i=0;i<4;i++) p[2+i].f=param[i];
 
gl_add_op(p);
}
 
/* clear */
 
void glClear(int mask)
{
GLParam p[2];
 
p[0].op=OP_Clear;
p[1].i=mask;
 
gl_add_op(p);
}
 
void glClearColor(float r,float g,float b,float a)
{
GLParam p[5];
 
p[0].op=OP_ClearColor;
p[1].f=b;
p[2].f=g;
p[3].f=r;
p[4].f=a;
 
gl_add_op(p);
}
 
void glClearDepth(double depth)
{
GLParam p[2];
 
p[0].op=OP_ClearDepth;
p[1].f=depth;
 
gl_add_op(p);
}
 
 
/* textures */
 
void glTexImage2D( int target, int level, int components,
int width, int height, int border,
int format, int type, void *pixels)
{
GLParam p[10];
 
p[0].op=OP_TexImage2D;
p[1].i=target;
p[2].i=level;
p[3].i=components;
p[4].i=width;
p[5].i=height;
p[6].i=border;
p[7].i=format;
p[8].i=type;
p[9].p=pixels;
 
gl_add_op(p);
}
 
 
void glBindTexture(int target,int texture)
{
GLParam p[3];
 
p[0].op=OP_BindTexture;
p[1].i=target;
p[2].i=texture;
 
gl_add_op(p);
}
 
void glTexEnvi(int target,int pname,int param)
{
GLParam p[8];
p[0].op=OP_TexEnv;
p[1].i=target;
p[2].i=pname;
p[3].i=param;
p[4].f=0;
p[5].f=0;
p[6].f=0;
p[7].f=0;
 
gl_add_op(p);
}
 
void glTexParameteri(int target,int pname,int param)
{
GLParam p[8];
p[0].op=OP_TexParameter;
p[1].i=target;
p[2].i=pname;
p[3].i=param;
p[4].f=0;
p[5].f=0;
p[6].f=0;
p[7].f=0;
 
gl_add_op(p);
}
 
void glPixelStorei(int pname,int param)
{
GLParam p[3];
 
p[0].op=OP_PixelStore;
p[1].i=pname;
p[2].i=param;
 
gl_add_op(p);
}
 
/* selection */
 
void glInitNames(void)
{
GLParam p[1];
 
p[0].op=OP_InitNames;
 
gl_add_op(p);
}
 
void glPushName(unsigned int name)
{
GLParam p[2];
 
p[0].op=OP_PushName;
p[1].i=name;
 
gl_add_op(p);
}
 
void glPopName(void)
{
GLParam p[1];
 
p[0].op=OP_PopName;
 
gl_add_op(p);
}
 
void glLoadName(unsigned int name)
{
GLParam p[2];
 
p[0].op=OP_LoadName;
p[1].i=name;
 
gl_add_op(p);
}
 
void
glPolygonOffset(GLfloat factor, GLfloat units)
{
GLParam p[3];
p[0].op = OP_PolygonOffset;
p[1].f = factor;
p[2].f = units;
}
 
/* Special Functions */
 
void glCallList(unsigned int list)
{
GLParam p[2];
 
p[0].op=OP_CallList;
p[1].i=list;
 
gl_add_op(p);
}
 
void glFlush(void)
{
/* nothing to do */
}
 
void glHint(int target,int mode)
{
GLParam p[3];
 
p[0].op=OP_Hint;
p[1].i=target;
p[2].i=mode;
 
gl_add_op(p);
}
 
/* Non standard functions */
 
void glDebug(int mode)
{
GLContext *c=gl_get_context();
c->print_flag=mode;
}