|
|
|
/*
|
|
|
|
vgl_shim.c - vitaGL custom immediate mode shim
|
|
|
|
Copyright (C) 2023 fgsfds
|
|
|
|
|
|
|
|
This program is free software: you can redistribute it and/or modify
|
|
|
|
it under the terms of the GNU General Public License as published by
|
|
|
|
the Free Software Foundation, either version 3 of the License, or
|
|
|
|
(at your option) any later version.
|
|
|
|
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
|
|
GNU General Public License for more details.
|
|
|
|
*/
|
|
|
|
|
|
|
|
/*
|
|
|
|
this is a "replacement" for vitaGL's immediate mode tailored specifically for xash
|
|
|
|
this will only provide performance gains if vitaGL is built with DRAW_SPEEDHACK=1
|
|
|
|
since that makes it assume that all vertex data pointers are GPU-mapped
|
|
|
|
*/
|
|
|
|
|
|
|
|
#include <stdlib.h>
|
|
|
|
#include <stdio.h>
|
|
|
|
#include <string.h>
|
|
|
|
#include <malloc.h>
|
|
|
|
#include <vitaGL.h>
|
|
|
|
|
|
|
|
#include "port.h"
|
|
|
|
#include "xash3d_types.h"
|
|
|
|
#include "cvardef.h"
|
|
|
|
#include "const.h"
|
|
|
|
#include "com_model.h"
|
|
|
|
#include "cl_entity.h"
|
|
|
|
#include "render_api.h"
|
|
|
|
#include "protocol.h"
|
|
|
|
#include "dlight.h"
|
|
|
|
#include "ref_api.h"
|
|
|
|
#include "com_strings.h"
|
|
|
|
#include "crtlib.h"
|
|
|
|
#include "vgl_shim.h"
|
|
|
|
|
|
|
|
#define MAX_SHADERLEN 4096
|
|
|
|
// increase this when adding more attributes
|
|
|
|
#define MAX_PROGS 32
|
|
|
|
|
|
|
|
extern ref_api_t gEngfuncs;
|
|
|
|
|
|
|
|
enum vgl_attrib_e
|
|
|
|
{
|
|
|
|
VGL_ATTR_POS = 0, // 1
|
|
|
|
VGL_ATTR_COLOR = 1, // 2
|
|
|
|
VGL_ATTR_TEXCOORD0 = 2, // 4
|
|
|
|
VGL_ATTR_TEXCOORD1 = 3, // 8
|
|
|
|
VGL_ATTR_MAX
|
|
|
|
};
|
|
|
|
|
|
|
|
// continuation of previous enum
|
|
|
|
enum vgl_flag_e
|
|
|
|
{
|
|
|
|
VGL_FLAG_ALPHA_TEST = VGL_ATTR_MAX, // 16
|
|
|
|
VGL_FLAG_FOG, // 32
|
|
|
|
VGL_FLAG_MAX
|
|
|
|
};
|
|
|
|
|
|
|
|
typedef struct
|
|
|
|
{
|
|
|
|
GLuint flags;
|
|
|
|
GLint attridx[VGL_ATTR_MAX];
|
|
|
|
GLuint glprog;
|
|
|
|
GLint ucolor;
|
|
|
|
GLint ualpha;
|
|
|
|
GLint utex0;
|
|
|
|
GLint utex1;
|
|
|
|
GLint ufog;
|
|
|
|
} vgl_prog_t;
|
|
|
|
|
|
|
|
static const char *vgl_vert_src =
|
|
|
|
#include "vgl_shaders/vertex.cg.inc"
|
|
|
|
;
|
|
|
|
|
|
|
|
static const char *vgl_frag_src =
|
|
|
|
#include "vgl_shaders/fragment.cg.inc"
|
|
|
|
;
|
|
|
|
|
|
|
|
static int vgl_init = 0;
|
|
|
|
|
|
|
|
static struct
|
|
|
|
{
|
|
|
|
GLfloat *attrbuf[VGL_ATTR_MAX];
|
|
|
|
GLuint cur_flags;
|
|
|
|
GLint begin;
|
|
|
|
GLint end;
|
|
|
|
GLenum prim;
|
|
|
|
GLfloat color[4];
|
|
|
|
GLfloat fog[4]; // color + density
|
|
|
|
GLfloat alpharef;
|
|
|
|
vgl_prog_t progs[MAX_PROGS];
|
|
|
|
vgl_prog_t *cur_prog;
|
|
|
|
GLboolean uchanged;
|
|
|
|
} vgl;
|
|
|
|
|
|
|
|
static const int vgl_attr_size[VGL_ATTR_MAX] = { 3, 4, 2, 2 };
|
|
|
|
|
|
|
|
static const char *vgl_flag_name[VGL_FLAG_MAX] =
|
|
|
|
{
|
|
|
|
"ATTR_POSITION",
|
|
|
|
"ATTR_COLOR",
|
|
|
|
"ATTR_TEXCOORD0",
|
|
|
|
"ATTR_TEXCOORD1",
|
|
|
|
"FEAT_ALPHA_TEST",
|
|
|
|
"FEAT_FOG",
|
|
|
|
};
|
|
|
|
|
|
|
|
static const char *vgl_attr_name[VGL_ATTR_MAX] =
|
|
|
|
{
|
|
|
|
"inPosition",
|
|
|
|
"inColor",
|
|
|
|
"inTexCoord0",
|
|
|
|
"inTexCoord1",
|
|
|
|
};
|
|
|
|
|
|
|
|
// HACK: borrow alpha test and fog flags from internal vitaGL state
|
|
|
|
extern GLboolean alpha_test_state;
|
|
|
|
extern GLboolean fogging;
|
|
|
|
|
|
|
|
static GLuint VGL_GenerateShader( const vgl_prog_t *prog, GLenum type )
|
|
|
|
{
|
|
|
|
char *shader, shader_buf[MAX_SHADERLEN + 1];
|
|
|
|
char tmp[256];
|
|
|
|
int i;
|
|
|
|
GLint status, len;
|
|
|
|
GLuint id;
|
|
|
|
|
|
|
|
shader = shader_buf;
|
|
|
|
shader[0] = '\n';
|
|
|
|
shader[1] = 0;
|
|
|
|
|
|
|
|
for ( i = 0; i < VGL_FLAG_MAX; ++i )
|
|
|
|
{
|
|
|
|
Q_snprintf( tmp, sizeof( tmp ), "#define %s %d\n", vgl_flag_name[i], prog->flags & ( 1 << i ) );
|
|
|
|
Q_strncat( shader, tmp, MAX_SHADERLEN );
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( type == GL_FRAGMENT_SHADER )
|
|
|
|
Q_strncat( shader, vgl_frag_src, MAX_SHADERLEN );
|
|
|
|
else
|
|
|
|
Q_strncat( shader, vgl_vert_src, MAX_SHADERLEN );
|
|
|
|
|
|
|
|
id = glCreateShader( type );
|
|
|
|
len = Q_strlen( shader );
|
|
|
|
glShaderSource( id, 1, (const void *)&shader, &len );
|
|
|
|
glCompileShader( id );
|
|
|
|
glGetShaderiv( id, GL_COMPILE_STATUS, &status );
|
|
|
|
if ( status == GL_FALSE )
|
|
|
|
{
|
|
|
|
gEngfuncs.Con_Reportf( S_ERROR "VGL_GenerateShader( 0x%04x, 0x%x ): compile failed:\n", prog->flags, type );
|
|
|
|
gEngfuncs.Con_DPrintf( "Shader text:\n%s\n\n", shader );
|
|
|
|
glDeleteShader( id );
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
return id;
|
|
|
|
}
|
|
|
|
|
|
|
|
static vgl_prog_t *VGL_GetProg( const GLuint flags )
|
|
|
|
{
|
|
|
|
int i, loc, status;
|
|
|
|
GLuint vp, fp, glprog;
|
|
|
|
vgl_prog_t *prog;
|
|
|
|
|
|
|
|
// try to find existing prog matching this feature set
|
|
|
|
|
|
|
|
if ( vgl.cur_prog && vgl.cur_prog->flags == flags )
|
|
|
|
return vgl.cur_prog;
|
|
|
|
|
|
|
|
for ( i = 0; i < MAX_PROGS; ++i )
|
|
|
|
{
|
|
|
|
if ( vgl.progs[i].flags == flags )
|
|
|
|
return &vgl.progs[i];
|
|
|
|
else if ( vgl.progs[i].flags == 0 )
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( i == MAX_PROGS )
|
|
|
|
{
|
|
|
|
gEngfuncs.Host_Error( "VGL_GetProg(): Ran out of program slots for 0x%04x\n", flags );
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
// new prog; generate shaders
|
|
|
|
|
|
|
|
gEngfuncs.Con_DPrintf( S_NOTE "VGL_GetProg(): Generating progs for 0x%04x\n", flags );
|
|
|
|
prog = &vgl.progs[i];
|
|
|
|
prog->flags = flags;
|
|
|
|
|
|
|
|
vp = VGL_GenerateShader( prog, GL_VERTEX_SHADER );
|
|
|
|
fp = VGL_GenerateShader( prog, GL_FRAGMENT_SHADER );
|
|
|
|
if ( !vp || !fp )
|
|
|
|
{
|
|
|
|
prog->flags = 0;
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
glprog = glCreateProgram();
|
|
|
|
glAttachShader( glprog, vp );
|
|
|
|
glAttachShader( glprog, fp );
|
|
|
|
|
|
|
|
loc = 0;
|
|
|
|
for ( i = 0; i < VGL_ATTR_MAX; ++i )
|
|
|
|
{
|
|
|
|
if ( flags & ( 1 << i ) )
|
|
|
|
{
|
|
|
|
prog->attridx[i] = loc;
|
|
|
|
glBindAttribLocation( glprog, loc++, vgl_attr_name[i] );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
prog->attridx[i] = -1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
glLinkProgram( glprog );
|
|
|
|
glDeleteShader( vp );
|
|
|
|
glDeleteShader( fp );
|
|
|
|
|
|
|
|
glGetProgramiv( glprog, GL_LINK_STATUS, &status );
|
|
|
|
if ( status == GL_FALSE )
|
|
|
|
{
|
|
|
|
gEngfuncs.Con_Reportf( S_ERROR "VGL_GetProg(): Failed linking progs for 0x%04x!\n", prog->flags );
|
|
|
|
prog->flags = 0;
|
|
|
|
glDeleteProgram( glprog );
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
prog->ucolor = glGetUniformLocation( glprog, "uColor" );
|
|
|
|
prog->ualpha = glGetUniformLocation( glprog, "uAlphaTest" );
|
|
|
|
prog->utex0 = glGetUniformLocation( glprog, "uTex0" );
|
|
|
|
prog->utex1 = glGetUniformLocation( glprog, "uTex1" );
|
|
|
|
prog->ufog = glGetUniformLocation( glprog, "uFog" );
|
|
|
|
|
|
|
|
// these never change
|
|
|
|
if ( prog->utex0 >= 0 )
|
|
|
|
glUniform1i( prog->utex0, 0 );
|
|
|
|
if ( prog->utex1 >= 0 )
|
|
|
|
glUniform1i( prog->utex1, 1 );
|
|
|
|
|
|
|
|
prog->glprog = glprog;
|
|
|
|
|
|
|
|
gEngfuncs.Con_DPrintf( S_NOTE "VGL_GetProg(): Generated progs for 0x%04x\n", flags );
|
|
|
|
|
|
|
|
return prog;
|
|
|
|
}
|
|
|
|
|
|
|
|
static vgl_prog_t *VGL_SetProg( const GLuint flags )
|
|
|
|
{
|
|
|
|
vgl_prog_t *prog = NULL;
|
|
|
|
|
|
|
|
if ( flags && ( prog = VGL_GetProg( flags ) ) )
|
|
|
|
{
|
|
|
|
if ( prog != vgl.cur_prog )
|
|
|
|
{
|
|
|
|
glUseProgram( prog->glprog );
|
|
|
|
vgl.uchanged = GL_TRUE;
|
|
|
|
}
|
|
|
|
if ( vgl.uchanged )
|
|
|
|
{
|
|
|
|
if ( prog->ualpha >= 0 )
|
|
|
|
glUniform1f( prog->ualpha, vgl.alpharef );
|
|
|
|
if ( prog->ucolor >= 0 )
|
|
|
|
glUniform4fv( prog->ucolor, 1, vgl.color );
|
|
|
|
if ( prog->ufog >= 0 )
|
|
|
|
glUniform4fv( prog->ufog, 1, vgl.fog );
|
|
|
|
vgl.uchanged = GL_FALSE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
glUseProgram( 0 );
|
|
|
|
}
|
|
|
|
|
|
|
|
vgl.cur_prog = prog;
|
|
|
|
return prog;
|
|
|
|
}
|
|
|
|
|
|
|
|
int VGL_ShimInit( void )
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
GLuint total, size;
|
|
|
|
static const GLuint precache_progs[] = {
|
|
|
|
0x0001, // out = ucolor
|
|
|
|
0x0005, // out = tex0 * ucolor
|
|
|
|
0x0007, // out = tex0 * vcolor
|
|
|
|
0x0015, // out = tex0 * ucolor + FEAT_ALPHA_TEST
|
|
|
|
0x0021, // out = ucolor + FEAT_FOG
|
|
|
|
0x0025, // out = tex0 * ucolor + FEAT_FOG
|
|
|
|
0x0027, // out = tex0 * vcolor + FEAT_FOG
|
|
|
|
0x0035, // out = tex0 * ucolor + FEAT_ALPHA_TEST + FEAT_FOG
|
|
|
|
};
|
|
|
|
|
|
|
|
if ( vgl_init )
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
memset( &vgl, 0, sizeof( vgl ) );
|
|
|
|
|
|
|
|
vgl.color[0] = 1.f;
|
|
|
|
vgl.color[1] = 1.f;
|
|
|
|
vgl.color[2] = 1.f;
|
|
|
|
vgl.color[3] = 1.f;
|
|
|
|
vgl.uchanged = GL_TRUE;
|
|
|
|
|
|
|
|
total = 0;
|
|
|
|
for ( i = 0; i < VGL_ATTR_MAX; ++i )
|
|
|
|
{
|
|
|
|
size = VGL_MAX_VERTS * vgl_attr_size[i] * sizeof( GLfloat );
|
|
|
|
vgl.attrbuf[i] = memalign( 0x100, size );
|
|
|
|
total += size;
|
|
|
|
}
|
|
|
|
|
|
|
|
VGL_ShimInstall();
|
|
|
|
|
|
|
|
gEngfuncs.Con_DPrintf( S_NOTE "VGL_ShimInit(): %u bytes allocated for vertex buffer\n", total );
|
|
|
|
gEngfuncs.Con_DPrintf( S_NOTE "VGL_ShimInit(): Pre-generating %u progs...\n", sizeof( precache_progs ) / sizeof( *precache_progs ) );
|
|
|
|
for ( i = 0; i < (int)( sizeof( precache_progs ) / sizeof( *precache_progs ) ); ++i )
|
|
|
|
VGL_GetProg( precache_progs[i] );
|
|
|
|
|
|
|
|
vgl_init = 1;
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void VGL_ShimShutdown( void )
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
if ( !vgl_init )
|
|
|
|
return;
|
|
|
|
|
|
|
|
glFinish();
|
|
|
|
glUseProgram( 0 );
|
|
|
|
|
|
|
|
/*
|
|
|
|
// FIXME: this sometimes causes the game to block on glDeleteProgram for up to a minute
|
|
|
|
// but since this is only called on shutdown or game change, it should be fine to skip
|
|
|
|
for ( i = 0; i < MAX_PROGS; ++i )
|
|
|
|
{
|
|
|
|
if ( vgl.progs[i].flags )
|
|
|
|
glDeleteProgram( vgl.progs[i].glprog );
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
|
|
|
|
for ( i = 0; i < VGL_ATTR_MAX; ++i )
|
|
|
|
free( vgl.attrbuf[i] );
|
|
|
|
|
|
|
|
memset( &vgl, 0, sizeof( vgl ) );
|
|
|
|
|
|
|
|
vgl_init = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void VGL_ShimEndFrame( void )
|
|
|
|
{
|
|
|
|
vgl.end = vgl.begin = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void VGL_Begin( GLenum prim )
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
vgl.prim = prim;
|
|
|
|
vgl.begin = vgl.end;
|
|
|
|
// pos always enabled
|
|
|
|
vgl.cur_flags = 1 << VGL_ATTR_POS;
|
|
|
|
// disable all vertex attrib pointers
|
|
|
|
for ( i = 0; i < VGL_ATTR_MAX; ++i )
|
|
|
|
glDisableVertexAttribArray( i );
|
|
|
|
}
|
|
|
|
|
|
|
|
void VGL_End( void )
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
vgl_prog_t *prog;
|
|
|
|
GLuint flags = vgl.cur_flags;
|
|
|
|
GLint count = vgl.end - vgl.begin;
|
|
|
|
|
|
|
|
if ( !vgl.prim || !count )
|
|
|
|
goto _leave; // end without begin
|
|
|
|
|
|
|
|
// enable alpha test and fog if needed
|
|
|
|
if ( alpha_test_state )
|
|
|
|
flags |= 1 << VGL_FLAG_ALPHA_TEST;
|
|
|
|
if ( fogging )
|
|
|
|
flags |= 1 << VGL_FLAG_FOG;
|
|
|
|
|
|
|
|
prog = VGL_SetProg( flags );
|
|
|
|
if ( !prog )
|
|
|
|
{
|
|
|
|
gEngfuncs.Host_Error( "VGL_End(): Could not find program for flags 0x%04x!\n", flags );
|
|
|
|
goto _leave;
|
|
|
|
}
|
|
|
|
|
|
|
|
for ( i = 0; i < VGL_ATTR_MAX; ++i )
|
|
|
|
{
|
|
|
|
if ( prog->attridx[i] >= 0 )
|
|
|
|
{
|
|
|
|
glEnableVertexAttribArray( prog->attridx[i] );
|
|
|
|
glVertexAttribPointer( prog->attridx[i], vgl_attr_size[i], GL_FLOAT, GL_FALSE, 0, vgl.attrbuf[i] + vgl_attr_size[i] * vgl.begin );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
glDrawArrays( vgl.prim, 0, count );
|
|
|
|
|
|
|
|
_leave:
|
|
|
|
vgl.prim = GL_NONE;
|
|
|
|
vgl.begin = vgl.end;
|
|
|
|
vgl.cur_flags = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void VGL_Vertex3f( GLfloat x, GLfloat y, GLfloat z )
|
|
|
|
{
|
|
|
|
GLfloat *p = vgl.attrbuf[VGL_ATTR_POS] + vgl.end * 3;
|
|
|
|
*p++ = x;
|
|
|
|
*p++ = y;
|
|
|
|
*p++ = z;
|
|
|
|
++vgl.end;
|
|
|
|
if ( vgl.end >= VGL_MAX_VERTS )
|
|
|
|
{
|
|
|
|
gEngfuncs.Con_DPrintf( S_ERROR "VGL_Vertex3f(): Vertex buffer overflow!\n" );
|
|
|
|
vgl.end = vgl.begin = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void VGL_Vertex2f( GLfloat x, GLfloat y )
|
|
|
|
{
|
|
|
|
VGL_Vertex3f( x, y, 0.f );
|
|
|
|
}
|
|
|
|
|
|
|
|
void VGL_Vertex3fv( const GLfloat *v )
|
|
|
|
{
|
|
|
|
VGL_Vertex3f( v[0], v[1], v[2] );
|
|
|
|
}
|
|
|
|
|
|
|
|
void VGL_Color4f( GLfloat r, GLfloat g, GLfloat b, GLfloat a )
|
|
|
|
{
|
|
|
|
vgl.color[0] = r;
|
|
|
|
vgl.color[1] = g;
|
|
|
|
vgl.color[2] = b;
|
|
|
|
vgl.color[3] = a;
|
|
|
|
vgl.uchanged = GL_TRUE;
|
|
|
|
if ( vgl.prim )
|
|
|
|
{
|
|
|
|
// HACK: enable color attribute if we're using color inside a Begin-End pair
|
|
|
|
GLfloat *p = vgl.attrbuf[VGL_ATTR_COLOR] + vgl.end * 4;
|
|
|
|
vgl.cur_flags |= 1 << VGL_ATTR_COLOR;
|
|
|
|
*p++ = r;
|
|
|
|
*p++ = g;
|
|
|
|
*p++ = b;
|
|
|
|
*p++ = a;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void VGL_Color3f( GLfloat r, GLfloat g, GLfloat b )
|
|
|
|
{
|
|
|
|
VGL_Color4f( r, g, b, 1.f );
|
|
|
|
}
|
|
|
|
|
|
|
|
void VGL_Color4ub( GLubyte r, GLubyte g, GLubyte b, GLubyte a )
|
|
|
|
{
|
|
|
|
VGL_Color4f( (GLfloat)r / 255.f, (GLfloat)g / 255.f, (GLfloat)b / 255.f, (GLfloat)a / 255.f );
|
|
|
|
}
|
|
|
|
|
|
|
|
void VGL_Color4ubv( const GLubyte *v )
|
|
|
|
{
|
|
|
|
VGL_Color4ub( v[0], v[1], v[2], v[3] );
|
|
|
|
}
|
|
|
|
|
|
|
|
void VGL_TexCoord2f( GLfloat u, GLfloat v )
|
|
|
|
{
|
|
|
|
// by spec glTexCoord always updates texunit 0
|
|
|
|
GLfloat *p = vgl.attrbuf[VGL_ATTR_TEXCOORD0] + vgl.end * 2;
|
|
|
|
vgl.cur_flags |= 1 << VGL_ATTR_TEXCOORD0;
|
|
|
|
*p++ = u;
|
|
|
|
*p++ = v;
|
|
|
|
}
|
|
|
|
|
|
|
|
void VGL_MultiTexCoord2f( GLenum tex, GLfloat u, GLfloat v )
|
|
|
|
{
|
|
|
|
GLfloat *p;
|
|
|
|
// assume there can only be two
|
|
|
|
if ( tex == GL_TEXTURE0 )
|
|
|
|
{
|
|
|
|
p = vgl.attrbuf[VGL_ATTR_TEXCOORD0] + vgl.end * 2;
|
|
|
|
vgl.cur_flags |= 1 << VGL_ATTR_TEXCOORD0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
p = vgl.attrbuf[VGL_ATTR_TEXCOORD1] + vgl.end * 2;
|
|
|
|
vgl.cur_flags |= 1 << VGL_ATTR_TEXCOORD1;
|
|
|
|
}
|
|
|
|
*p++ = u;
|
|
|
|
*p++ = v;
|
|
|
|
}
|
|
|
|
|
|
|
|
void VGL_Normal3fv( const GLfloat *v )
|
|
|
|
{
|
|
|
|
/* this does not seem to be necessary */
|
|
|
|
}
|
|
|
|
|
|
|
|
void VGL_ShadeModel( GLenum unused )
|
|
|
|
{
|
|
|
|
/* this doesn't do anything in vitaGL except spit errors in debug mode, so stub it out */
|
|
|
|
}
|
|
|
|
|
|
|
|
void VGL_AlphaFunc( GLenum mode, GLfloat ref )
|
|
|
|
{
|
|
|
|
vgl.alpharef = ref;
|
|
|
|
vgl.uchanged = GL_TRUE;
|
|
|
|
// mode is always GL_GREATER
|
|
|
|
}
|
|
|
|
|
|
|
|
void VGL_Fogf( GLenum param, GLfloat val )
|
|
|
|
{
|
|
|
|
if ( param == GL_FOG_DENSITY )
|
|
|
|
{
|
|
|
|
vgl.fog[3] = val;
|
|
|
|
vgl.uchanged = GL_TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void VGL_Fogfv( GLenum param, const GLfloat *val )
|
|
|
|
{
|
|
|
|
if ( param == GL_FOG_COLOR )
|
|
|
|
{
|
|
|
|
vgl.fog[0] = val[0];
|
|
|
|
vgl.fog[1] = val[1];
|
|
|
|
vgl.fog[2] = val[2];
|
|
|
|
vgl.uchanged = GL_TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void VGL_DrawBuffer( GLenum mode )
|
|
|
|
{
|
|
|
|
/* unsupported */
|
|
|
|
}
|
|
|
|
|
|
|
|
void VGL_Hint( GLenum hint, GLenum val )
|
|
|
|
{
|
|
|
|
/* none of the used hints are supported; stub to prevent errors */
|
|
|
|
}
|
|
|
|
|
|
|
|
#define VGL_OVERRIDE_PTR( name ) \
|
|
|
|
{ \
|
|
|
|
extern void *pgl ## name; \
|
|
|
|
pgl ## name = VGL_ ## name; \
|
|
|
|
}
|
|
|
|
|
|
|
|
void VGL_ShimInstall( void )
|
|
|
|
{
|
|
|
|
VGL_OVERRIDE_PTR( Vertex2f )
|
|
|
|
VGL_OVERRIDE_PTR( Vertex3f )
|
|
|
|
VGL_OVERRIDE_PTR( Vertex3fv )
|
|
|
|
VGL_OVERRIDE_PTR( Color3f )
|
|
|
|
VGL_OVERRIDE_PTR( Color4f )
|
|
|
|
VGL_OVERRIDE_PTR( Color4ub )
|
|
|
|
VGL_OVERRIDE_PTR( Color4ubv )
|
|
|
|
VGL_OVERRIDE_PTR( Normal3fv )
|
|
|
|
VGL_OVERRIDE_PTR( TexCoord2f )
|
|
|
|
VGL_OVERRIDE_PTR( MultiTexCoord2f )
|
|
|
|
VGL_OVERRIDE_PTR( ShadeModel )
|
|
|
|
VGL_OVERRIDE_PTR( DrawBuffer )
|
|
|
|
VGL_OVERRIDE_PTR( AlphaFunc )
|
|
|
|
VGL_OVERRIDE_PTR( Fogf )
|
|
|
|
VGL_OVERRIDE_PTR( Fogfv )
|
|
|
|
VGL_OVERRIDE_PTR( Hint )
|
|
|
|
VGL_OVERRIDE_PTR( Begin )
|
|
|
|
VGL_OVERRIDE_PTR( End )
|
|
|
|
}
|