Remove GL Lighting
This commit is contained in:
parent
4156520e88
commit
de9c93663b
@ -81,22 +81,10 @@ extern "C" {
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#define GL_DEPTH_BUFFER_BIT 0x100
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#define GL_COLOR_BUFFER_BIT 0x4000
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#define GL_NO_ERROR 0
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#define GL_NORMAL_ARRAY 0x8075
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#define GL_LIGHTING 0xb50
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#define GL_LIGHT0 0x4000
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#define GL_LIGHT1 0x4001
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#define GL_RESCALE_NORMAL 0x803a
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#define GL_AMBIENT 0x1200
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#define GL_DIFFUSE 0x1201
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#define GL_SPECULAR 0x1202
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#define GL_POSITION 0x1203
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#define GL_LIGHT_MODEL_AMBIENT 0xb53
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#define GL_BYTE 0x1400
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#define GL_ACCUM 0x100
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#define GL_ALPHA 0x1906
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#define GL_NONE 0
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#define GL_LINE_SMOOTH 0xb20
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#define GL_SMOOTH_LINE_WIDTH_RANGE 0xb22
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#define GL_ALIASED_LINE_WIDTH_RANGE 0x846e
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typedef float GLfloat;
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@ -160,16 +148,13 @@ void glDisable(GLenum cap);
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void glCullFace(GLenum mode);
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void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
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void glViewport(GLint x, GLint y, GLsizei width, GLsizei height);
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void glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz);
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__attribute__((unavailable)) void glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz);
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GLboolean glIsEnabled(GLenum cap);
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void glGetIntegerv(GLenum pname, GLint *data);
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void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *data);
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void glGenBuffers(GLsizei n, GLuint *buffers);
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GLenum glGetError();
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void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
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void glNormalPointer(GLenum type, GLsizei stride, const void *pointer);
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void glLightfv(GLenum light, GLenum pname, const GLfloat *params);
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void glLightModelfv(GLenum pname, const GLfloat *params);
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void glPixelStorei(GLenum pname, GLint param);
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// Init
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42
src/draw.c
42
src/draw.c
@ -161,10 +161,6 @@ void glDrawArrays(GLenum mode, GLint first, GLsizei count) {
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if (use_color_pointer && (gl_state.array_pointers.color.size != 4 || gl_state.array_pointers.color.type != GL_UNSIGNED_BYTE)) {
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ERR("Unsupported Color Conifguration");
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}
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int use_normal_pointer = gl_state.lighting.enabled && gl_state.array_pointers.normal.enabled;
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if (use_normal_pointer && gl_state.array_pointers.normal.type != GL_BYTE) {
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ERR("Unsupported Normal Conifguration");
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}
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int use_texture = gl_state.texture_2d && gl_state.array_pointers.tex_coord.enabled;
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if (use_texture && (gl_state.array_pointers.tex_coord.size != 2 || gl_state.array_pointers.tex_coord.type != GL_FLOAT)) {
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ERR("Unsupported Texture Conifguration");
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@ -209,41 +205,6 @@ void glDrawArrays(GLenum mode, GLint first, GLsizei count) {
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real_glVertexAttrib4f()(a_color_handle, gl_state.color.red, gl_state.color.green, gl_state.color.blue, gl_state.color.alpha);
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}
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// Lighting
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lazy_uniform(u_lighting);
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real_glUniform1i()(u_lighting_handle, gl_state.lighting.enabled);
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lazy_attrib(a_normal);
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if (gl_state.lighting.enabled) {
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lazy_uniform(u_lighting_ambient);
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real_glUniform4f()(u_lighting_ambient_handle, gl_state.lighting.ambient.red, gl_state.lighting.ambient.green, gl_state.lighting.ambient.blue, gl_state.lighting.ambient.alpha);
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light_source_t *light_source;
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#define light_source_uniforms(number) \
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light_source = &gl_state.lighting.light_sources[number]; \
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lazy_uniform(u_lighting_light_source_##number); \
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real_glUniform1i()(u_lighting_light_source_##number##_handle, light_source->enabled); \
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lazy_uniform(u_lighting_light_source_##number##_position); \
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real_glUniform3f()(u_lighting_light_source_##number##_position_handle, light_source->position.x, light_source->position.y, light_source->position.z); \
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lazy_uniform(u_lighting_light_source_##number##_diffuse); \
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real_glUniform4f()(u_lighting_light_source_##number##_diffuse_handle, light_source->diffuse.red, light_source->diffuse.green, light_source->diffuse.blue, light_source->diffuse.alpha);
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light_source_uniforms(0);
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light_source_uniforms(1);
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// Normal
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if (use_normal_pointer) {
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real_glVertexAttribPointer()(a_normal_handle, 3, gl_state.array_pointers.normal.type, 1, gl_state.array_pointers.normal.stride, gl_state.array_pointers.normal.pointer);
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real_glEnableVertexAttribArray()(a_normal_handle);
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} else {
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real_glVertexAttrib3f()(a_normal_handle, gl_state.normal.x, gl_state.normal.y, gl_state.normal.z);
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}
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// Normal Rescale Factor (See Pages 46-47 Of https://registry.khronos.org/OpenGL/specs/gl/glspec15.pdf)
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float normal_rescale_factor = 1;
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if (gl_state.rescale_normal) {
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normal_rescale_factor = 1.0f / sqrtf(powf(model_view->data[0][2], 2) + powf(model_view->data[1][2], 2) + powf(model_view->data[2][2], 2));
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}
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lazy_uniform(u_normal_rescale_factor);
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real_glUniform1f()(u_normal_rescale_factor_handle, normal_rescale_factor);
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}
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// Fog
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lazy_uniform(u_fog);
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real_glUniform1i()(u_fog_handle, gl_state.fog.enabled);
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@ -279,9 +240,6 @@ void glDrawArrays(GLenum mode, GLint first, GLsizei count) {
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if (use_color_pointer) {
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real_glDisableVertexAttribArray()(a_color_handle);
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}
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if (use_normal_pointer) {
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real_glDisableVertexAttribArray()(a_normal_handle);
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}
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real_glDisableVertexAttribArray()(a_vertex_coords_handle);
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if (use_texture) {
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real_glDisableVertexAttribArray()(a_texture_coords_handle);
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@ -125,3 +125,6 @@ GL_FUNC(glPixelStorei, void, (GLenum pname, GLint param));
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void glPixelStorei(GLenum pname, GLint param) {
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real_glPixelStorei()(pname, param);
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}
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void glNormal3f(__attribute__((unused)) GLfloat nx, __attribute__((unused)) GLfloat ny, __attribute__((unused)) GLfloat nz) {
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// Ignore
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}
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@ -11,18 +11,6 @@ varying vec4 v_texture_pos;
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// Color
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attribute vec4 a_color;
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varying vec4 v_color;
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// Normal
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attribute vec3 a_normal;
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uniform float u_normal_rescale_factor;
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// Lighting
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uniform bool u_lighting;
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uniform vec4 u_lighting_ambient;
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uniform bool u_lighting_light_source_0;
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uniform vec3 u_lighting_light_source_0_position;
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uniform vec4 u_lighting_light_source_0_diffuse;
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uniform bool u_lighting_light_source_1;
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uniform vec3 u_lighting_light_source_1_position;
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uniform vec4 u_lighting_light_source_1_diffuse;
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// Fog
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varying vec4 v_fog_eye_position;
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// Main
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@ -31,18 +19,4 @@ void main(void) {
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gl_Position = u_projection * u_model_view * vec4(a_vertex_coords.xyz, 1.0);
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v_color = a_color;
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v_fog_eye_position = u_model_view * vec4(a_vertex_coords.xyz, 1.0);
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// Lighting
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if (u_lighting) {
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vec4 transformed_normal = u_model_view * vec4(a_normal, 0.0) * u_normal_rescale_factor;
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vec4 total_light = u_lighting_ambient;
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if (u_lighting_light_source_0) {
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total_light += max(0.0, dot(transformed_normal.xyz, u_lighting_light_source_0_position)) * u_lighting_light_source_0_diffuse;
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}
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if (u_lighting_light_source_1) {
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total_light += max(0.0, dot(transformed_normal.xyz, u_lighting_light_source_1_position)) * u_lighting_light_source_1_diffuse;
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}
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total_light = clamp(total_light, 0.0, 1.0);
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v_color *= total_light;
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}
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}
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121
src/state.c
121
src/state.c
@ -10,13 +10,6 @@
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{ \
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.enabled = 0 \
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}
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#define init_light_source \
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.enabled = 0, \
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.position = { \
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.x = 0, \
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.y = 0, \
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.z = 1 \
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}
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static gl_state_t init_gl_state = {
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.color = {
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.red = 1,
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@ -24,17 +17,10 @@ static gl_state_t init_gl_state = {
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.blue = 1,
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.alpha = 1
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},
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.normal = {
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.x = 0,
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.y = 0,
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.z = 1
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},
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.rescale_normal = 0,
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.array_pointers = {
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.vertex = init_array_pointer,
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.color = init_array_pointer,
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.tex_coord = init_array_pointer,
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.normal = init_array_pointer
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.tex_coord = init_array_pointer
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},
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.matrix_stacks = {
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.mode = GL_MODELVIEW
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@ -52,35 +38,6 @@ static gl_state_t init_gl_state = {
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},
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.start = 0,
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.end = 1
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},
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.lighting = {
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.enabled = 0,
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.light_sources = {
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{
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init_light_source,
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.diffuse = {
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.red = 1,
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.green = 1,
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.blue = 1,
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.alpha = 1
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}
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},
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{
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init_light_source,
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.diffuse = {
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.red = 0,
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.green = 0,
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.blue = 0,
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.alpha = 0
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}
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}
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},
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.ambient = {
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.red = 0.2f,
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.green = 0.2f,
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.blue = 0.2f,
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.alpha = 0.2f
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}
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}
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};
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gl_state_t gl_state;
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@ -97,13 +54,6 @@ void glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {
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gl_state.color.alpha = alpha;
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}
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// Change Normal
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void glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz) {
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gl_state.normal.x = nx;
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gl_state.normal.y = ny;
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gl_state.normal.z = nz;
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}
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// Array Pointer Storage
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#define ARRAY_POINTER_FUNC(func, name) \
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void func(GLint size, GLenum type, GLsizei stride, const void *pointer) { \
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@ -115,10 +65,6 @@ void glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz) {
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ARRAY_POINTER_FUNC(glVertexPointer, vertex)
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ARRAY_POINTER_FUNC(glColorPointer, color)
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ARRAY_POINTER_FUNC(glTexCoordPointer, tex_coord)
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static ARRAY_POINTER_FUNC(fake_glNormalPointer, normal)
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void glNormalPointer(GLenum type, GLsizei stride, const void *pointer) {
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fake_glNormalPointer(0, type, stride, pointer);
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}
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static array_pointer_t *get_array_pointer(GLenum array) {
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switch (array) {
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case GL_VERTEX_ARRAY: {
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@ -130,9 +76,6 @@ static array_pointer_t *get_array_pointer(GLenum array) {
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case GL_TEXTURE_COORD_ARRAY: {
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return &gl_state.array_pointers.tex_coord;
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}
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case GL_NORMAL_ARRAY: {
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return &gl_state.array_pointers.normal;
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}
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default: {
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ERR("Unsupported Array Pointer: %i", array);
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}
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@ -157,10 +100,6 @@ void glEnable(GLenum cap) {
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gl_state.texture_2d = 1;
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break;
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}
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case GL_RESCALE_NORMAL: {
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gl_state.rescale_normal = 1;
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break;
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}
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case GL_COLOR_MATERIAL: {
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// Ignore
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break;
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@ -169,15 +108,6 @@ void glEnable(GLenum cap) {
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gl_state.fog.enabled = 1;
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break;
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}
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case GL_LIGHTING: {
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gl_state.lighting.enabled = 1;
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break;
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}
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case GL_LIGHT0:
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case GL_LIGHT1: {
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gl_state.lighting.light_sources[cap - GL_LIGHT0].enabled = 1;
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break;
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}
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default: {
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real_glEnable()(cap);
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break;
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@ -195,10 +125,6 @@ void glDisable(GLenum cap) {
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gl_state.texture_2d = 0;
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break;
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}
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case GL_RESCALE_NORMAL: {
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gl_state.rescale_normal = 0;
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break;
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}
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case GL_COLOR_MATERIAL: {
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// Ignore
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break;
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@ -207,15 +133,6 @@ void glDisable(GLenum cap) {
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gl_state.fog.enabled = 0;
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break;
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}
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case GL_LIGHTING: {
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gl_state.lighting.enabled = 0;
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break;
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}
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case GL_LIGHT0:
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case GL_LIGHT1: {
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gl_state.lighting.light_sources[cap - GL_LIGHT0].enabled = 0;
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break;
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}
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default: {
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real_glDisable()(cap);
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break;
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@ -283,39 +200,3 @@ void glGetFloatv(GLenum pname, GLfloat *params) {
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}
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}
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}
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// Configure Light Sources
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void glLightfv(GLenum light, GLenum pname, const GLfloat *params) {
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light_source_t *light_source = &gl_state.lighting.light_sources[light - GL_LIGHT0];
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if (pname == GL_DIFFUSE) {
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light_source->diffuse.red = params[0];
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light_source->diffuse.green = params[1];
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light_source->diffuse.blue = params[2];
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light_source->diffuse.alpha = params[3];
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} else if (pname == GL_POSITION) {
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// Transform Position By Modelview Matrix
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matrix_t model_view = gl_state.matrix_stacks.model_view.stack[gl_state.matrix_stacks.model_view.i];
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GLfloat out[4];
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for (int i = 0; i < 4; i++) {
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GLfloat result = 0;
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for (int j = 0; j < 4; j++) {
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result += model_view.data[j][i] * params[j];
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}
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out[i] = result;
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}
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// Store
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light_source->position.x = out[0];
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light_source->position.y = out[1];
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light_source->position.z = out[2];
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}
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}
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// Global Ambient Lighting
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void glLightModelfv(GLenum pname, const GLfloat *params) {
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if (pname == GL_LIGHT_MODEL_AMBIENT) {
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gl_state.lighting.ambient.red = params[0];
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gl_state.lighting.ambient.green = params[1];
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gl_state.lighting.ambient.blue = params[2];
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gl_state.lighting.ambient.alpha = params[3];
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}
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}
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15
src/state.h
15
src/state.h
@ -33,18 +33,9 @@ typedef struct {
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const void *pointer;
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} array_pointer_t;
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// Light
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typedef struct {
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GLboolean enabled;
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position_t position;
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color_t diffuse;
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} light_source_t;
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// GL State
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typedef struct {
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color_t color;
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position_t normal;
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GLboolean rescale_normal;
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struct {
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GLenum mode;
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matrix_stack_t model_view;
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@ -55,7 +46,6 @@ typedef struct {
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array_pointer_t vertex;
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array_pointer_t color;
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array_pointer_t tex_coord;
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array_pointer_t normal;
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} array_pointers;
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GLboolean alpha_test;
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GLboolean texture_2d;
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@ -66,11 +56,6 @@ typedef struct {
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GLfloat start;
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GLfloat end;
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} fog;
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struct {
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GLboolean enabled;
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light_source_t light_sources[2];
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color_t ambient;
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} lighting;
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} gl_state_t;
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extern gl_state_t gl_state;
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void _init_gles_compatibility_layer_state();
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