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* * Make more GL vertex buffer related functions use the xgl prefix. This allows me to later overload them in case I want to try to emulate vertex buffers in software. * * Add (incomplete) GL VBO emulation. Works well enough but it's very slow. * * Define USE_HARDWARE_GL_BUFFERS again.
106 lines
3.3 KiB
C++
106 lines
3.3 KiB
C++
/********************************************************************
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Minecraft: Pocket Edition - Decompilation Project
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Copyright (C) 2023 iProgramInCpp
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The following code is licensed under the BSD 1 clause license.
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SPDX-License-Identifier: BSD-1-Clause
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********************************************************************/
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#pragma once
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#ifdef USE_SDL
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#ifdef USE_GLES1_COMPATIBILITY_LAYER
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#include <GLES/gl.h>
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#define GL_QUADS 0x7
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#include <cmath>
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// https://cgit.freedesktop.org/mesa/glu/tree/src/libutil/project.c
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static inline void __gluMakeIdentityf(GLfloat m[16]) {
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m[0+4*0] = 1; m[0+4*1] = 0; m[0+4*2] = 0; m[0+4*3] = 0;
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m[1+4*0] = 0; m[1+4*1] = 1; m[1+4*2] = 0; m[1+4*3] = 0;
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m[2+4*0] = 0; m[2+4*1] = 0; m[2+4*2] = 1; m[2+4*3] = 0;
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m[3+4*0] = 0; m[3+4*1] = 0; m[3+4*2] = 0; m[3+4*3] = 1;
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}
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static inline void gluPerspective(GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar) {
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GLfloat m[4][4];
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float sine, cotangent, deltaZ;
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float radians = fovy / 2 * M_PI / 180;
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deltaZ = zFar - zNear;
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sine = sin(radians);
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if ((deltaZ == 0) || (sine == 0) || (aspect == 0)) {
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return;
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}
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cotangent = cosf(radians) / sine;
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__gluMakeIdentityf(&m[0][0]);
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m[0][0] = cotangent / aspect;
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m[1][1] = cotangent;
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m[2][2] = -(zFar + zNear) / deltaZ;
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m[2][3] = -1;
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m[3][2] = -2 * zNear * zFar / deltaZ;
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m[3][3] = 0;
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glMultMatrixf(&m[0][0]);
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}
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#else
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#define GL_GLEXT_PROTOTYPES
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#include <SDL2/SDL_opengl.h>
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#include <SDL2/SDL_opengl_glext.h>
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#include <GL/glu.h>
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#endif
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#define xglBindBuffer glBindBuffer
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#define xglBufferData glBufferData
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#define xglGenBuffers glGenBuffers
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#define xglDeleteBuffers glDeleteBuffers
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#ifdef USE_GLES1_COMPATIBILITY_LAYER
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#define xglOrthof glOrthof
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#else
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#define xglOrthof(left, right, bottom, top, nearpl, farpl) glOrtho((GLdouble) (left), (GLdouble) (right), (GLdouble) (bottom), (GLdouble) (top), (GLdouble) (nearpl), (GLdouble) (farpl))
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#endif
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// @TODO: not the right place, but er, it's ok
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void drawArrayVT(GLuint buffer, int count, int stride);
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void drawArrayVTC(GLuint buffer, int count, int stride);
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#else
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#ifdef USE_OPENGL_2
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#define xglBindBuffer glBindBuffer
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#define xglBufferData glBufferData
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#define xglGenBuffers glGenBuffers
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#else
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#include "client/common/Utils.hpp"
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include <GL/glext.h> // it'll include from a different dir, namely thirdparty/GL/glext.h
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void xglInit();
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bool xglInitted();
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void xglBindBuffer(GLenum target, GLuint buffer);
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void xglBufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage);
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void xglGenBuffers(GLsizei num, GLuint* buffers);
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void xglDeleteBuffers(GLsizei num, GLuint* buffers);
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void xglOrthof(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat nearpl, GLfloat farpl);
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void xglSwapIntervalEXT(int interval);
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void xglEnableClientState(GLenum _array);
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void xglDisableClientState(GLenum _array);
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void xglTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid* pointer);
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void xglColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid* pointer);
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void xglVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid* pointer);
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void xglDrawArrays(GLenum mode, GLint first, GLsizei count);
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// @TODO: not the right place, but er, it's ok
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void drawArrayVT(GLuint buffer, int count, int stride);
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void drawArrayVTC(GLuint buffer, int count, int stride);
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#endif
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#endif
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