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/*
*************************************************************************
ArmageTron -- Just another Tron Lightcycle Game in 3D.
Copyright (C) 2000 Manuel Moos (manuel@moosnet.de)
**************************************************************************
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 2
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.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
***************************************************************************
*/
#include "config.h"
#ifndef DEDICATED
#define DONTDOIT
#include "rRender.h"
#include "rGL.h"
#include "tMemManager.h"
#include "tError.h"
class glRenderer: public rRenderer{
GLenum lastPrimitive;
bool forceglEnd;
GLenum lastMatrix;
void BeginPrimitive(GLenum p, bool forceEnd = false){
// glBegin(p);
// return;
if (lastPrimitive != p && lastPrimitive != GL_FALSE)
{
glEnd();
sr_CheckGLError();
}
if ( lastPrimitive != p )
{
sr_CheckGLError();
glBegin(p);
}
lastPrimitive = p;
forceglEnd = forceEnd;
}
void MatrixMode(GLenum mm){
// if (lastMatrix != mm)
{
glMatrixMode(mm);
lastMatrix = mm;
}
}
public:
glRenderer():lastPrimitive(GL_FALSE), forceglEnd(false), lastMatrix(GL_FALSE){
ChangeFlags(0xffffffff,0);
};
virtual ~glRenderer(){};
virtual void Vertex(REAL x, REAL y){
glVertex2f(x,y);
};
virtual void Vertex(REAL x, REAL y, REAL z){
glVertex3f(x,y,z);
}
virtual void Vertex3(REAL *x){
glVertex3fv(x);
}
virtual void Vertex(REAL x, REAL y, REAL z, REAL w){
glVertex4f(x,y,z,w);
}
virtual void TexCoord(REAL u, REAL v){
glTexCoord2f(u,v);
}
virtual void TexCoord(REAL u, REAL v, REAL w){
glTexCoord3f(u,v,w);
}
virtual void TexCoord(REAL u, REAL v, REAL w, REAL t){
glTexCoord4f(u,v,w,t);
};
virtual void TexVertex(REAL x, REAL y, REAL z,
REAL u, REAL v){
glTexCoord2f(u,v);
glVertex3f(x,y,z);
}
virtual void Color(REAL r, REAL g, REAL b){
glColor3f(r,g,b);
};
virtual void Color(REAL r, REAL g, REAL b,REAL a){
glColor4f(r,g,b,a);
};
virtual void End(bool force=true){
// glEnd();
// return;
if ((forceglEnd || force ) && lastPrimitive!=GL_FALSE)
{
forceglEnd = false;
glEnd();
sr_CheckGLError();
lastPrimitive = GL_FALSE;
}
}
virtual void BeginLines(){
BeginPrimitive(GL_LINES);
};
virtual void BeginTriangles(){
BeginPrimitive(GL_TRIANGLES);
}
virtual void BeginQuads(){
BeginPrimitive(GL_QUADS);
}
virtual void BeginLineStrip(){
BeginPrimitive(GL_LINE_STRIP, true);
};
virtual void BeginLineLoop(){
BeginPrimitive(GL_LINE_LOOP, true);
};
virtual void BeginTriangleStrip(){
BeginPrimitive(GL_TRIANGLE_STRIP, true);
};
virtual void BeginQuadStrip(){
BeginPrimitive(GL_QUAD_STRIP, true);
};
virtual void BeginTriangleFan(){
BeginPrimitive(GL_TRIANGLE_FAN, true);
};
virtual void Line(REAL x1, REAL y1, REAL z1,
REAL x2, REAL y2, REAL z2){
BeginPrimitive(GL_LINES);
glVertex3f(x1,y1,z1);
glVertex3f(x2,y2,z2);
End();
}
virtual void ProjMatrix(){
End(true);
MatrixMode(GL_PROJECTION);
};
virtual void ModelMatrix(){
End(true);
MatrixMode(GL_MODELVIEW);
};
virtual void TexMatrix(){
End(true);
MatrixMode(GL_TEXTURE);
};
virtual void PushMatrix(){
glPushMatrix();
};
virtual void PopMatrix(){
End(true);
glPopMatrix();
};
virtual void MultMatrix(REAL mdata[4][4]){
End(true);
tASSERT(sizeof(REAL) == sizeof(GLfloat));
REAL * mdat=&mdata[0][0];
glMultMatrixf(reinterpret_cast<GLfloat *>(mdat));
};
virtual void IdentityMatrix(){
End(true);
glLoadIdentity();
};
virtual void ScaleMatrix(REAL f){
End(true);
glScalef(f,f,f);
};
virtual void ScaleMatrix(REAL f1, REAL f2, REAL f3){
End(true);
glScalef(f1,f2,f2);
};
virtual void TranslateMatrix(REAL x1, REAL x2, REAL x3){
End(true);
glTranslatef(x1,x2,x3);
}
virtual void ReallySetFlag(flag f,bool c){
GLenum fl = GL_DEPTH_TEST;
switch (f)
{
case ALPHA_BLEND:
fl = GL_BLEND;
break;
case DEPTH_TEST:
fl = GL_DEPTH_TEST;
break;
default:
break;
}
if (c)
glEnable(fl);
else
glDisable(fl);
};
};
void sr_glRendererInit(){
tNEW(glRenderer);
}
#endif
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