GlState::GlState():
decoder(gldecoder_new(this, NULL)),
+ texcoord(1),
active_tex(0),
client_active_tex(0),
+ texunits(1),
array_buffer(0),
element_buffer(0),
uniform_buffer(0),
- uniform_bind_points(64)
+ texcoord_arrays(1)
{
vertex_array.kind = GL_VERTEX_ARRAY;
normal_array.kind = GL_NORMAL_ARRAY;
color_array.kind = GL_COLOR_ARRAY;
- for(unsigned i=0; i<8; ++i)
- {
- texcoord_arrays[i].kind = GL_TEXTURE_COORD_ARRAY;
- texcoord_arrays[i].index = i;
- }
+ texcoord_arrays[0].kind = GL_TEXTURE_COORD_ARRAY;
+ texcoord_arrays[0].index = 0;
+
+ decoder->glGetIntegerv = glGetIntegerv;
+ decoder->glEnable = glEnable;
+ decoder->glDisable = glDisable;
decoder->glEnableClientState = glEnableClientState;
decoder->glDisableClientState = glDisableClientState;
return gldecoder_decode(decoder, data, len);
}
+void GlState::glGetIntegerv(void *user_data, GLenum pname, int *param)
+{
+ GlState *self = reinterpret_cast<GlState *>(user_data);
+ if(pname==GL_MAX_TEXTURE_UNITS)
+ {
+ self->texcoord.resize(*param);
+ self->texunits.resize(*param);
+ self->texcoord_arrays.resize(*param);
+ for(unsigned i=0; i<self->texcoord_arrays.size(); ++i)
+ {
+ self->texcoord_arrays[i].kind = GL_TEXTURE_COORD_ARRAY;
+ self->texcoord_arrays[i].index = i;
+ }
+ }
+ else if(pname==GL_MAX_VERTEX_ATTRIBS)
+ {
+ self->attrib_arrays.resize(*param);
+ for(unsigned i=0; i<self->attrib_arrays.size(); ++i)
+ self->attrib_arrays[i].index = i;
+ }
+ else if(pname==GL_MAX_UNIFORM_BUFFER_BINDINGS)
+ self->uniform_bind_points.resize(*param);
+}
+
// Boolean state
bool &GlState::get_boolean_state(GLenum state)
+{
+ if(state==GL_TEXTURE_1D)
+ return texunits[active_tex].binding_1d.enabled;
+ else if(state==GL_TEXTURE_2D)
+ return texunits[active_tex].binding_2d.enabled;
+ else if(state==GL_TEXTURE_3D)
+ return texunits[active_tex].binding_3d.enabled;
+ else if(state==GL_TEXTURE_CUBE_MAP)
+ return texunits[active_tex].binding_cube.enabled;
+
+ static bool dummy;
+ return dummy;
+}
+
+bool &GlState::get_boolean_client_state(GLenum state)
{
if(state==GL_VERTEX_ARRAY)
return vertex_array.enabled;
return dummy;
}
-void GlState::glEnableClientState(void *user_data, GLenum state)
+void GlState::glEnable(void *user_data, GLenum state)
{
reinterpret_cast<GlState *>(user_data)->get_boolean_state(state) = true;
}
-void GlState::glDisableClientState(void *user_data, GLenum state)
+void GlState::glDisable(void *user_data, GLenum state)
{
reinterpret_cast<GlState *>(user_data)->get_boolean_state(state) = false;
}
+void GlState::glEnableClientState(void *user_data, GLenum state)
+{
+ reinterpret_cast<GlState *>(user_data)->get_boolean_client_state(state) = true;
+}
+
+void GlState::glDisableClientState(void *user_data, GLenum state)
+{
+ reinterpret_cast<GlState *>(user_data)->get_boolean_client_state(state) = false;
+}
+
// Vertex attributes
void GlState::glColor3f(void *user_data, float r, float g, float b)
// Vertex arrays
-ArrayState &GlState::get_attrib_array(unsigned index)
-{
- map<unsigned, ArrayState>::iterator i = attrib_arrays.find(index);
- if(i!=attrib_arrays.end())
- return i->second;
-
- ArrayState &array = attrib_arrays[index];
- array.index = index;
-
- return array;
-}
-
void GlState::glVertexPointer(void *user_data, int size, GLenum type, int stride, const void *data)
{
GlState *self = reinterpret_cast<GlState *>(user_data);
void GlState::glVertexAttribPointer(void *user_data, unsigned index, int size, GLenum type, unsigned char norm, int stride, const void *data)
{
GlState *self = reinterpret_cast<GlState *>(user_data);
- self->get_attrib_array(index).set(size, type, norm, stride, self->array_buffer, reinterpret_cast<long>(data));
+ self->attrib_arrays[index].set(size, type, norm, stride, self->array_buffer, reinterpret_cast<long>(data));
}
const ArrayState &GlState::get_array(GLenum array) const
const ArrayState &GlState::get_attrib_array(unsigned index) const
{
- map<unsigned, ArrayState>::const_iterator i = attrib_arrays.find(index);
- if(i!=attrib_arrays.end())
- return i->second;
-
- // XXX Return a dummy?
- throw runtime_error("Unknown attribute array");
+ return attrib_arrays[index];
}
// Array draw commands
reinterpret_cast<GlState *>(user_data)->set_current_texture(target, id);
}
+void GlState::glTexImage1D(void *user_data, GLenum target, int level, int ifmt, int width, int, GLenum, GLenum, const void *)
+{
+ if(TextureState *tex = reinterpret_cast<GlState *>(user_data)->get_current_texture(target))
+ tex->set_image_1d(level, ifmt, width);
+}
+
void GlState::glTexImage2D(void *user_data, GLenum target, int level, int ifmt, int width, int height, int, GLenum, GLenum, const void *)
+{
+ GLenum face = 0;
+ for(unsigned i=0; i<6; ++i)
+ if(texture_cube_faces[i]==target)
+ {
+ face = target;
+ target = GL_TEXTURE_CUBE_MAP;
+ break;
+ }
+
+ if(TextureState *tex = reinterpret_cast<GlState *>(user_data)->get_current_texture(target))
+ {
+ if(face)
+ tex->set_face_image_2d(face, level, ifmt, width, height);
+ else
+ tex->set_image_2d(level, ifmt, width, height);
+ }
+}
+
+void GlState::glTexImage3D(void *user_data, GLenum target, int level, int ifmt, int width, int height, int depth, int, GLenum, GLenum, const void *)
{
if(TextureState *tex = reinterpret_cast<GlState *>(user_data)->get_current_texture(target))
- tex->set_image_2d(level, ifmt, width, height);
+ tex->set_image_3d(level, ifmt, width, height, depth);
}
void GlState::glTexParameteri(void *user_data, GLenum target, GLenum param, int value)