+/* $Id$
+
+This file is part of gldbg
+Copyright © 2009-2010 Mikko Rasa, Mikkosoft Productions
+Distributed under the GPL
+*/
+
+#include <msp/core/except.h>
+#include "glstate.h"
+
+using namespace std;
+using namespace Msp;
+
+namespace {
+
+template<typename T>
+float normalize(T v);
+
+template<>
+float normalize<GLubyte>(GLubyte v)
+{ return v/255.0f; }
+
+template<>
+float normalize<GLbyte>(GLbyte v)
+{ return (2*v+1)/255.0f; }
+
+template<typename T, void (*func)(void *, float)>
+void wrap_normalized(void *user_data, T v0)
+{ func(user_data, v0); }
+
+template<typename T, void (*func)(void *, float, float)>
+void wrap_normalized(void *user_data, T v0, T v1)
+{ func(user_data, v0, v1); }
+
+template<typename T, void (*func)(void *, float, float, float)>
+void wrap_normalized(void *user_data, T v0, T v1, T v2)
+{ func(user_data, v0, v1, v2); }
+
+template<typename T, void (*func)(void *, float, float, float, float)>
+void wrap_normalized(void *user_data, T v0, T v1, T v2, T v3)
+{ func(user_data, v0, v1, v2, v3); }
+
+template<typename T, void (*func)(void *, T)>
+void wrap_array(void *user_data, const T *v)
+{ func(user_data, v[0]); }
+
+template<typename T, void (*func)(void *, T, T)>
+void wrap_array(void *user_data, const T *v)
+{ func(user_data, v[0], v[1]); }
+
+template<typename T, void (*func)(void *, T, T, T)>
+void wrap_array(void *user_data, const T *v)
+{ func(user_data, v[0], v[1], v[2]); }
+
+template<typename T, void (*func)(void *, T, T, T, T)>
+void wrap_array(void *user_data, const T *v)
+{ func(user_data, v[0], v[1], v[2], v[3]); }
+
+}
+
+
+Vector3::Vector3():
+ x(0), y(0), z(0)
+{ }
+
+
+Vector4::Vector4():
+ x(0), y(0), z(0), w(1)
+{ }
+
+
+GlState::GlState():
+ decoder(gldecoder_new(this, NULL)),
+ active_tex(0),
+ client_active_tex(0),
+ array_buffer(0),
+ element_buffer(0)
+{
+ 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;
+ }
+
+ decoder->glColor3ub = wrap_normalized<GLubyte, glColor3f>;
+ decoder->glColor3ubv = wrap_array<GLubyte, wrap_normalized<GLubyte, glColor3f> >;
+ decoder->glColor4ub = wrap_normalized<GLubyte, glColor4f>;
+ decoder->glColor4ubv = wrap_array<GLubyte, wrap_normalized<GLubyte, glColor4f> >;
+ decoder->glColor3f = glColor3f;
+ decoder->glColor3fv = wrap_array<float, glColor3f>;
+ decoder->glColor4f = glColor4f;
+ decoder->glColor4fv = wrap_array<float, glColor4f>;
+ decoder->glTexCoord1f = glTexCoord1f;
+ decoder->glTexCoord1fv = wrap_array<float, glTexCoord1f>;
+ decoder->glTexCoord2f = glTexCoord2f;
+ decoder->glTexCoord2fv = wrap_array<float, glTexCoord2f>;
+ decoder->glTexCoord3f = glTexCoord3f;
+ decoder->glTexCoord3fv = wrap_array<float, glTexCoord3f>;
+ decoder->glTexCoord4f = glTexCoord4f;
+ decoder->glTexCoord4fv = wrap_array<float, glTexCoord4f>;
+ decoder->glNormal3f = glNormal3f;
+ decoder->glNormal3fv = wrap_array<float, glNormal3f>;
+
+ decoder->glActiveTexture = glActiveTexture;
+ decoder->glActiveTextureARB = glActiveTexture;
+ decoder->glBindTexture = glBindTexture;
+ decoder->glTexImage2D = glTexImage2D;
+ decoder->glTexParameteri = glTexParameteri;
+ decoder->glTexParameteriv = glTexParameteriv;
+ decoder->glDeleteTextures = glDeleteTextures;
+
+ decoder->glVertexPointer = glVertexPointer;
+ decoder->glNormalPointer = glNormalPointer;
+ decoder->glColorPointer = glColorPointer;
+ decoder->glClientActiveTexture = glClientActiveTexture;
+ decoder->glClientActiveTextureARB = glClientActiveTexture;
+ decoder->glTexCoordPointer = glTexCoordPointer;
+
+ decoder->glBindBuffer = glBindBuffer;
+ decoder->glBindBufferARB = glBindBuffer;
+ decoder->glBufferData = glBufferData;
+ decoder->glBufferDataARB = glBufferData;
+ decoder->glBufferSubData = glBufferSubData;
+ decoder->glBufferSubDataARB = glBufferSubData;
+ decoder->glDeleteBuffers = glDeleteBuffers;
+ decoder->glDeleteBuffersARB = glDeleteBuffers;
+}
+
+GlState::~GlState()
+{
+ gldecoder_delete(decoder);
+}
+
+int GlState::decode(const char *data, unsigned len)
+{
+ return gldecoder_decode(decoder, data, len);
+}
+
+const TextureState &GlState::get_texture(unsigned id) const
+{
+ TextureMap::const_iterator i = textures.find(id);
+ if(i==textures.end())
+ throw KeyError("Unknown texture");
+ return i->second;
+}
+
+const BufferState &GlState::get_buffer(unsigned id) const
+{
+ BufferMap::const_iterator i = buffers.find(id);
+ if(i==buffers.end())
+ throw KeyError("Unknown buffer");
+ return i->second;
+}
+
+const BufferState *GlState::get_current_buffer(GLenum target) const
+{
+ return const_cast<GlState *>(this)->get_current_buffer(target);
+}
+
+bool &GlState::get_boolean_state(GLenum state)
+{
+ if(state==GL_VERTEX_ARRAY)
+ return vertex_array.enabled;
+ else if(state==GL_NORMAL_ARRAY)
+ return normal_array.enabled;
+ else if(state==GL_COLOR_ARRAY)
+ return color_array.enabled;
+ else if(state==GL_TEXTURE_COORD_ARRAY)
+ return texcoord_arrays[client_active_tex].enabled;
+
+ static bool dummy;
+ return dummy;
+}
+
+TextureState *GlState::get_current_texture(GLenum target)
+{
+ return texunits[active_tex].get_current_texture(target);
+}
+
+BufferState *GlState::get_current_buffer(GLenum target)
+{
+ if(target==GL_ARRAY_BUFFER)
+ return array_buffer;
+ else if(target==GL_ELEMENT_ARRAY_BUFFER)
+ return element_buffer;
+ return 0;
+}
+
+const ArrayState &GlState::get_array(GLenum array) const
+{
+ if(array==GL_VERTEX_ARRAY)
+ return vertex_array;
+ else if(array==GL_NORMAL_ARRAY)
+ return normal_array;
+ else if(array==GL_COLOR_ARRAY)
+ return color_array;
+ else if(array==GL_TEXTURE_COORD_ARRAY)
+ return texcoord_arrays[client_active_tex];
+ else
+ throw InvalidParameterValue("Invalid array");
+}
+
+const ArrayState &GlState::get_texture_coord_array(unsigned index) const
+{
+ return texcoord_arrays[index];
+}
+
+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 KeyError("Unknown attribute array");
+}
+
+void GlState::set_current_texture(GLenum target, unsigned id)
+{
+ TexUnitState &unit = texunits[active_tex];
+ TextureState *tex = 0;
+ if(id)
+ {
+ tex = &textures[id];
+ if(!tex->id)
+ {
+ tex->id = id;
+ tex->target = target;
+ }
+ else if(tex->target!=target)
+ return;
+ }
+ unit.set_current_texture(target, tex);
+}
+
+void GlState::set_current_buffer(GLenum target, unsigned id)
+{
+ BufferState *buf = 0;
+ if(id)
+ {
+ buf = &buffers[id];
+ if(!buf->id)
+ buf->id = id;
+ }
+
+ if(target==GL_ARRAY_BUFFER)
+ array_buffer = buf;
+ else if(target==GL_ELEMENT_ARRAY_BUFFER)
+ element_buffer = buf;
+}
+
+// Boolean state
+
+void GlState::glEnableClientState(void *user_data, GLenum state)
+{
+ reinterpret_cast<GlState *>(user_data)->get_boolean_state(state) = true;
+}
+
+void GlState::glDisableClientState(void *user_data, GLenum state)
+{
+ reinterpret_cast<GlState *>(user_data)->get_boolean_state(state) = false;
+}
+
+void GlState::glEnableVertexAttribArray(void *user_data, unsigned index)
+{
+ reinterpret_cast<GlState *>(user_data)->attrib_arrays[index].enabled = true;
+}
+
+void GlState::glDisableVertexAttribArray(void *user_data, unsigned index)
+{
+ reinterpret_cast<GlState *>(user_data)->attrib_arrays[index].enabled = false;
+}
+
+// Vertex attributes
+
+void GlState::glColor3f(void *user_data, float r, float g, float b)
+{ glColor4f(user_data, r, g, b, 1.0f); }
+
+void GlState::glColor4f(void *user_data, float r, float g, float b, float a)
+{
+ Vector4 &color = reinterpret_cast<GlState *>(user_data)->color;
+ color.r = r;
+ color.g = g;
+ color.b = b;
+ color.a = a;
+}
+
+void GlState::glNormal3f(void *user_data, float x, float y, float z)
+{
+ Vector3 &normal = reinterpret_cast<GlState *>(user_data)->normal;
+ normal.x = x;
+ normal.y = y;
+ normal.z = z;
+}
+
+void GlState::glTexCoord1f(void *user_data, float s)
+{ glTexCoord4f(user_data, s, 0.0f, 0.0f, 1.0f); }
+
+void GlState::glTexCoord2f(void *user_data, float s, float t)
+{ glTexCoord4f(user_data, s, t, 0.0f, 1.0f); }
+
+void GlState::glTexCoord3f(void *user_data, float s, float t, float p)
+{ glTexCoord4f(user_data, s, t, p, 1.0f); }
+
+void GlState::glTexCoord4f(void *user_data, float s, float t, float p, float q)
+{
+ unsigned index = reinterpret_cast<GlState *>(user_data)->active_tex;
+ glMultiTexCoord4f(user_data, index, s, t, p, q);
+}
+
+void GlState::glMultiTexCoord4f(void *user_data, unsigned index, float s, float t, float p, float q)
+{
+ Vector4 &texcoord = reinterpret_cast<GlState *>(user_data)->texcoord[index];
+ texcoord.s = s;
+ texcoord.t = t;
+ texcoord.p = p;
+ texcoord.q = q;
+}
+
+// Textures
+
+void GlState::glActiveTexture(void *user_data, unsigned index)
+{
+ reinterpret_cast<GlState *>(user_data)->active_tex = index-GL_TEXTURE0;
+}
+
+void GlState::glBindTexture(void *user_data, GLenum target, unsigned id)
+{
+ reinterpret_cast<GlState *>(user_data)->set_current_texture(target, id);
+}
+
+void GlState::glTexImage2D(void *user_data, GLenum target, int level, int ifmt, int width, int height, 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);
+}
+
+void GlState::glTexParameteri(void *user_data, GLenum target, GLenum param, int value)
+{ glTexParameteriv(user_data, target, param, &value); }
+
+void GlState::glTexParameteriv(void *user_data, GLenum target, GLenum param, const int *values)
+{
+ if(TextureState *tex = reinterpret_cast<GlState *>(user_data)->get_current_texture(target))
+ tex->set_parameter(param, values);
+}
+
+void GlState::glDeleteTextures(void *user_data, int count, const unsigned *ids)
+{
+ for(int i=0; i<count; ++i)
+ reinterpret_cast<GlState *>(user_data)->textures.erase(ids[i]);
+}
+
+// Vertex arrays
+
+void GlState::glVertexPointer(void *user_data, int size, GLenum type, int stride, const void *data)
+{
+ GlState *self = reinterpret_cast<GlState *>(user_data);
+ self->vertex_array.set(size, type, false, stride, self->array_buffer, reinterpret_cast<long>(data));
+}
+
+void GlState::glNormalPointer(void *user_data, GLenum type, int stride, const void *data)
+{
+ GlState *self = reinterpret_cast<GlState *>(user_data);
+ self->normal_array.set(3, type, true, stride, self->array_buffer, reinterpret_cast<long>(data));
+}
+
+void GlState::glColorPointer(void *user_data, int size, GLenum type, int stride, const void *data)
+{
+ GlState *self = reinterpret_cast<GlState *>(user_data);
+ self->color_array.set(size, type, true, stride, self->array_buffer, reinterpret_cast<long>(data));
+}
+
+void GlState::glClientActiveTexture(void *user_data, unsigned index)
+{
+ reinterpret_cast<GlState *>(user_data)->client_active_tex = index-GL_TEXTURE0;
+}
+
+void GlState::glTexCoordPointer(void *user_data, int size, GLenum type, int stride, const void *data)
+{
+ GlState *self = reinterpret_cast<GlState *>(user_data);
+ self->texcoord_arrays[self->client_active_tex].set(size, type, false, stride, self->array_buffer, reinterpret_cast<long>(data));
+}
+
+void GlState::glVertexAttribPointer(void *user_data, unsigned index, int size, GLenum type, int norm, int stride, const void *data)
+{
+ GlState *self = reinterpret_cast<GlState *>(user_data);
+ self->attrib_arrays[index].set(size, type, norm, stride, self->array_buffer, reinterpret_cast<long>(data));
+}
+
+// Buffer objects
+
+void GlState::glBindBuffer(void *user_data, GLenum target, unsigned id)
+{ reinterpret_cast<GlState *>(user_data)->set_current_buffer(target, id); }
+
+void GlState::glBufferData(void *user_data, GLenum target, int size, const void *data, GLenum usage)
+{
+ if(BufferState *buf = reinterpret_cast<GlState *>(user_data)->get_current_buffer(target))
+ buf->set_data(size, data, usage);
+}
+
+void GlState::glBufferSubData(void *user_data, GLenum target, int offset, int size, const void *data)
+{
+ if(BufferState *buf = reinterpret_cast<GlState *>(user_data)->get_current_buffer(target))
+ buf->set_sub_data(offset, size, data);
+}
+
+void GlState::glDeleteBuffers(void *user_data, int count, const unsigned *ids)
+{
+ for(int i=0; i<count; ++i)
+ reinterpret_cast<GlState *>(user_data)->buffers.erase(ids[i]);
+}