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- #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);
- }
-