os/graphics/m3g/m3gcore11/src/m3g_rendercontext.c
author sl@SLION-WIN7.fritz.box
Fri, 15 Jun 2012 03:10:57 +0200
changeset 0 bde4ae8d615e
permissions -rw-r--r--
First public contribution.
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/*
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* Copyright (c) 2003 Nokia Corporation and/or its subsidiary(-ies).
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* All rights reserved.
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* This component and the accompanying materials are made available
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* under the terms of the License "Eclipse Public License v1.0"
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* which accompanies this distribution, and is available
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* at the URL "http://www.eclipse.org/legal/epl-v10.html".
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*
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* Initial Contributors:
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* Nokia Corporation - initial contribution.
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*
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* Contributors:
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*
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* Description: Rendering context function implementations
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*
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*/
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/*!
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 * \internal
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 * \file
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 * \brief Rendering context function implementations
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 */
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#ifndef M3G_CORE_INCLUDE
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#   error included by m3g_core.c; do not compile separately.
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#endif
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#include "m3g_rendercontext.h"
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#include "m3g_object.h"
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#include "m3g_gl.h"
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#include "m3g_memory.h"
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#include "m3g_appearance.h"
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#include "m3g_indexbuffer.h"
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#include "m3g_lightmanager.h"
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#include "m3g_vertexbuffer.h"
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#include "m3g_world.h"
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/*----------------------------------------------------------------------
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 * Private data types
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 *--------------------------------------------------------------------*/
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#if defined(M3G_NGL_CONTEXT_API)
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/*!
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 * \internal
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 * \brief Depth buffer data
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 */
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typedef struct
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{
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    M3GMemObject handle;
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    M3Gsizei size;
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} DepthBuffer;
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#endif /*M3G_NGL_CONTEXT_API*/
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#if !defined(M3G_NGL_CONTEXT_API)
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/*! \internal \brief OpenGL rendering context record */
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typedef struct {
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    EGLContext handle;
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    M3GPixelFormat format;
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    M3Gbitmask bufferBits;
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    M3Gbitmask surfaceTypeBits;
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    M3Gbitmask modeBits;
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    M3Guint lastUseTime;
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} GLContextRecord;
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/*! \internal \brief OpenGL surface record */
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typedef struct {
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    EGLSurface handle;
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    M3Gbitmask bufferBits;
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    M3Gbitmask type;
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    M3Guint width;
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    M3Guint height;
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    M3Guint format;
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    M3Guint targetHandle;
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    void* pixels;
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    M3Guint lastUseTime;
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} GLSurfaceRecord;
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#endif /*!M3G_NGL_CONTEXT_API*/
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/*!
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 * \internal \brief Rendering target data
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 */
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typedef struct 
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{
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    M3Gbitmask type;
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    M3GPixelFormat format;
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    M3Gint width, height;
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    M3Guint stride;
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    /*@shared@*/ void *pixels, *lockedPixels;
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    EGLSurface surface;
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    M3Guint handle;
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    M3Guint userData;
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    /*!
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     * \internal
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     * \brief Flag set to indicate back buffer rendering
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     *
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     * The final target is only written to, via a format
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     * conversion, when releasing the target.
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     */
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    M3Gbool buffered;
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} RenderTarget;
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/*!
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 * \internal
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 * \brief Back color buffer data
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 */
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typedef struct {
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#   if defined(M3G_NGL_CONTEXT_API)
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    M3GMemObject handle;
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    M3Gsizei size;
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#   else
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    M3Gint width, height;
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    EGLSurface glSurface;
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#   endif /* M3G_NGL_CONTEXT_API */
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    M3Gbool contentsValid;
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} BackBuffer;
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/*!
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 * \internal
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 * \brief Rendering context data structure
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 *
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 * This includes data related to a specific rendering context,
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 * including e.g.  viewport settings, and active lights and
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 * camera. This is equivalent to the Graphics3D class in the Java API.
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 */
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struct M3GRenderContextImpl
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{
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    Object object;
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    RenderTarget target;
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    BackBuffer backBuffer;
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#   if defined(M3G_NGL_CONTEXT_API)
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    DepthBuffer depthBuffer;
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#   endif
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#   if !defined(M3G_NGL_CONTEXT_API)
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    /* OpenGL context and surface caches */
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    GLContextRecord glContext[M3G_MAX_GL_CONTEXTS];
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    GLSurfaceRecord glSurface[M3G_MAX_GL_SURFACES];
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    M3Guint cacheTimeStamp;
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#   endif /* M3G_NGL_CONTEXT_API */
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    /*! \internal \brief Current/last rendering mode */
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    M3Genum renderMode;
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    /*! \internal \brief OpenGL viewing transformation */
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    GLfloat viewTransform[16];
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    /*! \internal \brief Current camera */
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    const Camera *camera;
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    /*! \internal \brief Light manager component */
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    LightManager lightManager;
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    /*! \internal \brief Last used scope, to speed up light selection */
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    M3Gint lastScope;
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	M3Gfloat depthNear;
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	M3Gfloat depthFar;
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    /*! \internal \brief Clipping rectangle parameters */
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    struct { M3Gint x0, y0, x1, y1; } clip;
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    /*! \internal \brief Scissor and viewport rectangles */
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    struct { GLint x, y, width, height; } scissor, viewport;
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    /*! \internal \brief Physical display size */
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    struct { M3Gint width, height; } display;
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    M3Gbitmask bufferBits;      /*!< \brief Rendering buffer bits */
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    M3Gbitmask modeBits;        /*!< \brief Rendering mode bits */
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    /*! \internal \brief OpenGL subsystem initialization flag */
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    M3Gbool glInitialized;
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    /*! \internal \brief HW acceleration status flag */
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    M3Gbool accelerated;
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    /*! \internal \brief Render queue for this context */
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	RenderQueue *renderQueue;
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    M3Gbool currentColorWrite;
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    M3Gbool currentAlphaWrite;
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    M3Gbool inSplitDraw;
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    M3Gbool alphaWrite;
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};
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/*
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 * Rendering target types; note that the values here MUST match the
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 * respective EGL bit values
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 */
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enum SurfaceType {
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    SURFACE_NONE = 0,
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    SURFACE_IMAGE = 0x01,       /* EGL_PBUFFER_BIT */
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    SURFACE_BITMAP = 0x02,      /* EGL_PIXMAP_BIT */
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    SURFACE_WINDOW = 0x04,      /* EGL_WINDOW_BIT */
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    SURFACE_MEMORY = SURFACE_IMAGE | SURFACE_BITMAP | SURFACE_WINDOW,
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    SURFACE_EGL = 0x80
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};
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enum RenderMode {
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    RENDER_IMMEDIATE,
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    RENDER_NODES,
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    RENDER_WORLD
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};
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/*----------------------------------------------------------------------
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 * Platform specific code
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 *--------------------------------------------------------------------*/
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static M3Gbool m3gBindRenderTarget(RenderContext *ctx,
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                                   M3Genum targetType,
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                                   M3Gint width, M3Gint height,
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                                   M3GPixelFormat format,
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                                   M3Guint handle);
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static void m3gResetRectangles(RenderContext *ctx);
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static void m3gSetGLDefaults(void);
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static void m3gUpdateScissor(RenderContext *ctx);
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static void m3gValidateBuffers(RenderContext *ctx);
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static M3Gbool m3gValidTargetFormat(M3GPixelFormat format);
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#include "m3g_rendercontext.inl"
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/*----------------------------------------------------------------------
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 * Internal functions
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 *--------------------------------------------------------------------*/
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/*!
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 * \internal
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 * \brief Rendering context destructor
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 *
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 */
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static void m3gDestroyContext(/*@only@*/ Object *obj)
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{
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    RenderContext *ctx = (RenderContext *) obj;
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    M3G_VALIDATE_OBJECT(ctx);
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    M3G_ASSIGN_REF(ctx->camera, NULL);
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#   if defined(M3G_NGL_CONTEXT_API)
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    if (ctx->target.type == SURFACE_MEMORY && ctx->target.pixels == NULL) {
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        m3gSignalTargetRelease(M3G_INTERFACE(ctx), ctx->target.handle);
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    }
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    m3gFreeObject(M3G_INTERFACE(ctx), ctx->depthBuffer.handle);
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    m3gFreeObject(M3G_INTERFACE(ctx), ctx->backBuffer.handle);
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#   else /* !M3G_NGL_CONTEXT_API */
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    {
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        int i;
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        for (i = 0; i < M3G_MAX_GL_CONTEXTS; ++i) {
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            if (ctx->glContext[i].handle != 0) {
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                m3gDeleteGLContext(ctx->glContext[i].handle);
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            }
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        }
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        for (i = 0; i < M3G_MAX_GL_SURFACES; ++i) {
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            if (ctx->glSurface[i].handle != 0) {
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                m3gDeleteGLSurface(ctx->glSurface[i].handle);
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            }
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        }
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    }
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#   endif /* M3G_NGL_CONTEXT_API */
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    if (ctx->glInitialized) {
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        m3gShutdownGL(M3G_INTERFACE(ctx));
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    }
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    m3gDestroyLightManager(&ctx->lightManager, M3G_INTERFACE(ctx));
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    m3gDestroyRenderQueue(M3G_INTERFACE(ctx), ctx->renderQueue);
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    m3gDestroyObject(obj);
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}
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/*!
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 * \internal
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 * \brief Resets the clipping and viewport rectangles to defaults
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 *
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 * This is called after binding a new target.
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 */
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static void m3gResetRectangles(RenderContext *ctx)
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{
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    int w = ctx->display.width;
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    int h = ctx->display.height;
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    ctx->clip.x0 = 0;
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    ctx->clip.y0 = ctx->target.height - ctx->display.height;
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    ctx->clip.x1 = w;
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    ctx->clip.y1 = ctx->clip.y0 + h;
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    ctx->viewport.x = 0;
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    ctx->viewport.y = 0;
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    ctx->viewport.width = M3G_MIN(w, M3G_MAX_VIEWPORT_DIMENSION);
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    ctx->viewport.height = M3G_MIN(h, M3G_MAX_VIEWPORT_DIMENSION);
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}
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/*!
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 * \internal
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 * \brief Constrains the clip rectangle to the rendering target.
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 */
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static void m3gValidateClipRect(RenderContext *ctx)
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{
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    int xMin = 0;
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    int xMax = ctx->display.width;
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    int yMin = ctx->target.height - ctx->display.height;
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    int yMax = yMin + ctx->display.height;
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    ctx->clip.x0 = m3gClampInt(ctx->clip.x0, xMin, xMax);
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    ctx->clip.y0 = m3gClampInt(ctx->clip.y0, yMin, yMax);
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    ctx->clip.x1 = m3gClampInt(ctx->clip.x1, xMin, xMax);
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    ctx->clip.y1 = m3gClampInt(ctx->clip.y1, yMin, yMax);
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}
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/*!
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 * \internal
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 * \brief Computes the GL scissor rectangle
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 *
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 * The scissor rectangle is the intersection of the viewport and the
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 * clipping rectangle.
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 */
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static void m3gUpdateScissor(RenderContext *ctx)
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{
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    int sx0 = ctx->viewport.x;
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    int sy0 = ctx->viewport.y;
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    int sx1 = sx0 + ctx->viewport.width;
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    int sy1 = sy0 + ctx->viewport.height;
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    sx0 = M3G_MAX(sx0, ctx->clip.x0);
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    sy0 = M3G_MAX(sy0, ctx->clip.y0);
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    sx1 = M3G_MIN(sx1, ctx->clip.x1);
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    sy1 = M3G_MIN(sy1, ctx->clip.y1);
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    ctx->scissor.x = sx0;
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    ctx->scissor.y = sy0;
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    if (sx0 < sx1 && sy0 < sy1) {
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        ctx->scissor.width = sx1 - sx0;
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        ctx->scissor.height = sy1 - sy0;
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    }
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    else {
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        ctx->scissor.width = ctx->scissor.height = 0;
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    }
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}
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/*!
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 * \internal
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 * \brief Checks whether we can render in a given format
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 */
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static M3Gbool m3gValidTargetFormat(M3GPixelFormat format)
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{
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    return m3gInRange(format, M3G_RGB8, M3G_RGBA4);
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}
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/*!
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 * \internal
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 * \brief Checks whether a given format has alpha
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 */
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static M3Gbool m3gFormatHasAlpha(M3GPixelFormat format)
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{
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    switch (format) {
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    case M3G_A8:
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    case M3G_LA8:
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    case M3G_LA4:
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    case M3G_RGBA8:
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    case M3G_BGRA8:
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    case M3G_RGBA4:
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    case M3G_RGB5A1:
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    case M3G_PALETTE8_RGBA8:
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        return M3G_TRUE;
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    default:
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        return M3G_FALSE;
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    }
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}
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/*!
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 * \internal
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 * \brief Sets the global alpha write enable flag. 
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 *
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 *	Used for disabling the alpha channel writes when the rendering 
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 *  target is a Java MIDP Image that has an alpha channel.
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 *
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 * \param ctx        the rendering context
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 * \param enable     alpha write enable flag
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 */
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M3G_API void m3gSetAlphaWrite(M3GRenderContext ctx, M3Gbool enable)
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{
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	ctx->alphaWrite = enable;
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}
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/*!
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 * \internal
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 * \brief Reads the global alpha write enable flag. 
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 *
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 * \param ctx        the rendering context
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 */
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M3G_API M3Gbool m3gGetAlphaWrite(M3GRenderContext ctx)
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{
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	return ctx->alphaWrite;
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}
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/*!
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 * \brief Frees all GLES resources allocated by the M3G API 
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 *        (EGL surfaces, contexts and texture objects). 
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 *
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 * \note M3G must not be bound to any target when calling this.
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 *
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 */
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M3G_API void m3gFreeGLESResources(M3GRenderContext ctx)
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{
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#ifdef M3G_ENABLE_GLES_RESOURCE_HANDLING
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    PointerArray image2DObjects;
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    M3Gint i;
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    /* M3G must not be bound to a rendering target at this point. */
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    if (ctx->target.type != SURFACE_NONE) {
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        m3gRaiseError(M3G_INTERFACE(ctx), M3G_INVALID_OPERATION);
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    }
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    /* EGL might not be initialized yet, so do it here just in case. */ 
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    eglInitialize(eglGetDisplay(EGL_DEFAULT_DISPLAY), NULL, NULL);
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    eglBindAPI(EGL_OPENGL_ES_API);
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    eglMakeCurrent(eglGetDisplay(EGL_DEFAULT_DISPLAY), NULL, NULL, NULL);
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    /* Delete EGL surfaces */
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    for (i = 0; i < M3G_MAX_GL_SURFACES; ++i) {
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        GLSurfaceRecord *surf = &ctx->glSurface[i];
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        if (surf->handle) {
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   434
            m3gDeleteGLSurface(surf->handle);
sl@0
   435
        }
sl@0
   436
        m3gZero(surf, sizeof(GLSurfaceRecord));
sl@0
   437
    }
sl@0
   438
    if (ctx->backBuffer.glSurface != NULL) {
sl@0
   439
        m3gDeleteGLSurface(ctx->backBuffer.glSurface);
sl@0
   440
        m3gZero(&ctx->backBuffer, sizeof(BackBuffer));
sl@0
   441
    }
sl@0
   442
sl@0
   443
    /* Delete EGL contexts */
sl@0
   444
    for (i = 0; i < M3G_MAX_GL_CONTEXTS; ++i) {
sl@0
   445
        GLContextRecord *context = &ctx->glContext[i];
sl@0
   446
        if (context->handle) {
sl@0
   447
            m3gDeleteGLContext(context->handle);
sl@0
   448
        }
sl@0
   449
        m3gZero(context, sizeof(GLContextRecord));
sl@0
   450
    }
sl@0
   451
sl@0
   452
    /* Delete references to GLES texture objects from all live Image2D objects. 
sl@0
   453
       Texture objects themselves have already been destroyed with the last GL context. */
sl@0
   454
sl@0
   455
    m3gInitArray(&image2DObjects);
sl@0
   456
    m3gGetObjectsWithClassID(M3G_INTERFACE(ctx), M3G_CLASS_IMAGE, &image2DObjects);
sl@0
   457
sl@0
   458
    i = m3gArraySize(&image2DObjects);
sl@0
   459
sl@0
   460
    while (i > 0) {
sl@0
   461
        Image *image = (Image*)m3gGetArrayElement(&image2DObjects, --i);
sl@0
   462
sl@0
   463
        m3gInvalidateImage(image);
sl@0
   464
        image->texObject = 0;
sl@0
   465
    }
sl@0
   466
    m3gDestroyArray(&image2DObjects, M3G_INTERFACE(ctx));
sl@0
   467
#endif
sl@0
   468
}
sl@0
   469
sl@0
   470
sl@0
   471
/*!
sl@0
   472
 * \internal
sl@0
   473
 * \brief Sets up a new rendering target
sl@0
   474
 *
sl@0
   475
 * \param ctx        the rendering context
sl@0
   476
 * \param targetType rendering target type
sl@0
   477
 * \param width      width of the target
sl@0
   478
 * \param height     height of the target
sl@0
   479
 * \param format     target pixel format
sl@0
   480
 * \param handle     user object handle
sl@0
   481
 */
sl@0
   482
static M3Gbool m3gBindRenderTarget(RenderContext *ctx,
sl@0
   483
                                   M3Genum targetType,
sl@0
   484
                                   M3Gint width, M3Gint height,
sl@0
   485
                                   M3GPixelFormat format,
sl@0
   486
                                   M3Guint handle)
sl@0
   487
{
sl@0
   488
    /* Check for generic errors */
sl@0
   489
    
sl@0
   490
    if (ctx->target.type != SURFACE_NONE) {
sl@0
   491
        m3gRaiseError(M3G_INTERFACE(ctx), M3G_INVALID_OPERATION);
sl@0
   492
        return M3G_FALSE;
sl@0
   493
    }
sl@0
   494
    if (!m3gValidTargetFormat(format)) {
sl@0
   495
        m3gRaiseError(M3G_INTERFACE(ctx), M3G_INVALID_ENUM);
sl@0
   496
        return M3G_FALSE;
sl@0
   497
    }
sl@0
   498
sl@0
   499
    /* If target width or height exceeds maximum viewport width or height
sl@0
   500
       an exception is thrown. */
sl@0
   501
    
sl@0
   502
    if (width > M3G_MAX_VIEWPORT_WIDTH ||
sl@0
   503
        height > M3G_MAX_VIEWPORT_HEIGHT) {
sl@0
   504
        m3gRaiseError(M3G_INTERFACE(ctx), M3G_INVALID_ENUM);
sl@0
   505
        return M3G_FALSE;
sl@0
   506
    }
sl@0
   507
sl@0
   508
    /* Everything checks out; set up the target parameters */
sl@0
   509
    
sl@0
   510
    ctx->target.type = targetType;
sl@0
   511
    ctx->target.width = width;
sl@0
   512
    ctx->target.height = height;
sl@0
   513
    ctx->display.width = width;
sl@0
   514
    ctx->display.height = height;
sl@0
   515
    ctx->target.format = format;
sl@0
   516
    ctx->target.handle = handle;
sl@0
   517
    m3gResetRectangles(ctx);
sl@0
   518
    m3gUpdateScissor(ctx);
sl@0
   519
    m3gValidateBuffers(ctx);
sl@0
   520
    
sl@0
   521
    /* Invalidate lights in case we're using a different OpenGL
sl@0
   522
     * rendering context this time around */
sl@0
   523
    
sl@0
   524
    ctx->lastScope = 0;
sl@0
   525
    
sl@0
   526
    return M3G_TRUE;
sl@0
   527
}
sl@0
   528
sl@0
   529
/*!
sl@0
   530
 * \internal
sl@0
   531
 * \brief Initializes the current GL context to default settings.
sl@0
   532
 */
sl@0
   533
static void m3gSetGLDefaults(void)
sl@0
   534
{
sl@0
   535
	static const GLfloat black[] = {0.f, 0.f, 0.f, 0.f};
sl@0
   536
    glEnable(GL_NORMALIZE);
sl@0
   537
    glEnable(GL_SCISSOR_TEST);
sl@0
   538
	glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black);
sl@0
   539
    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
sl@0
   540
}
sl@0
   541
sl@0
   542
/*!
sl@0
   543
 * \internal
sl@0
   544
 * \brief Validates the buffers required for a rendering context
sl@0
   545
 *
sl@0
   546
 * Allocates or reallocates buffers as necessary, according to the
sl@0
   547
 * currently set flags of the context.
sl@0
   548
 */
sl@0
   549
static void m3gValidateBuffers(RenderContext *ctx)
sl@0
   550
{
sl@0
   551
    M3G_VALIDATE_OBJECT(ctx);
sl@0
   552
sl@0
   553
    /* Initialize OpenGL if not already done */
sl@0
   554
    
sl@0
   555
    if (!ctx->glInitialized) {
sl@0
   556
        m3gInitializeGL(M3G_INTERFACE(ctx));
sl@0
   557
        ctx->glInitialized = M3G_TRUE;
sl@0
   558
    }
sl@0
   559
sl@0
   560
    /* Check whether we can render directly to the target or need to
sl@0
   561
     * use a back buffer */
sl@0
   562
    
sl@0
   563
    ctx->target.buffered = !m3gCanDirectRender(ctx);
sl@0
   564
#   if defined(M3G_FORCE_BUFFERED_RENDERING)
sl@0
   565
    ctx->target.buffered = M3G_TRUE;
sl@0
   566
#   endif
sl@0
   567
    
sl@0
   568
    /* If direct rendering wasn't possible, check that the back buffer
sl@0
   569
     * for buffered rendering exists. */
sl@0
   570
    
sl@0
   571
    if (ctx->target.buffered) {
sl@0
   572
        if (!m3gValidateBackBuffer(ctx)) {
sl@0
   573
            return; /* out of memory */
sl@0
   574
        }
sl@0
   575
    }
sl@0
   576
sl@0
   577
    /* With the legacy NGL API, we also manage the depth buffer */
sl@0
   578
    
sl@0
   579
#   if defined(M3G_NGL_CONTEXT_API)
sl@0
   580
    if (!m3gValidateDepthBuffer(ctx)) {
sl@0
   581
        return; /* out of memory */
sl@0
   582
    }
sl@0
   583
#   endif
sl@0
   584
sl@0
   585
    /* Delay blitting from the front buffer until we know it's
sl@0
   586
     * necessary; let's raise a flag to check that later on */
sl@0
   587
    
sl@0
   588
    if (ctx->target.buffered) {
sl@0
   589
        if (ctx->modeBits & M3G_OVERWRITE_BIT) {
sl@0
   590
            ctx->backBuffer.contentsValid = M3G_TRUE;
sl@0
   591
        }
sl@0
   592
        else {
sl@0
   593
            ctx->backBuffer.contentsValid = M3G_FALSE;
sl@0
   594
        }
sl@0
   595
    }
sl@0
   596
}
sl@0
   597
sl@0
   598
/*!
sl@0
   599
 * \internal
sl@0
   600
 * \brief Makes a GL context current to this thread and the currently
sl@0
   601
 * set rendering target buffer
sl@0
   602
 */
sl@0
   603
static void m3gMakeCurrent(RenderContext *ctx)
sl@0
   604
{
sl@0
   605
    m3gMakeGLCurrent(ctx);
sl@0
   606
sl@0
   607
    /* Note that the depth buffer may in some cases exist even if not
sl@0
   608
     * explicitly requested, so we need to disable the depth test just
sl@0
   609
     * in case */
sl@0
   610
    
sl@0
   611
    if ((ctx->bufferBits & M3G_DEPTH_BUFFER_BIT) == 0) {
sl@0
   612
        glDisable(GL_DEPTH_TEST);
sl@0
   613
    }
sl@0
   614
    else {
sl@0
   615
        glEnable(GL_DEPTH_TEST);
sl@0
   616
    }
sl@0
   617
sl@0
   618
    /* Enable multisampling if required */
sl@0
   619
sl@0
   620
    if (ctx->modeBits & M3G_ANTIALIAS_BIT) {
sl@0
   621
        glEnable(GL_MULTISAMPLE);
sl@0
   622
    }
sl@0
   623
    else {
sl@0
   624
        glDisable(GL_MULTISAMPLE);
sl@0
   625
    }
sl@0
   626
    
sl@0
   627
    M3G_ASSERT_GL;
sl@0
   628
}
sl@0
   629
sl@0
   630
/*!
sl@0
   631
 * \internal
sl@0
   632
 * \brief Returns the HW acceleration status of the current context
sl@0
   633
 */
sl@0
   634
static M3Gbool m3gIsAccelerated(const RenderContext *ctx)
sl@0
   635
{
sl@0
   636
    return ctx->accelerated;
sl@0
   637
}
sl@0
   638
sl@0
   639
/*!
sl@0
   640
 * \internal
sl@0
   641
 * \brief Sets the currently enabled lights to the GL state
sl@0
   642
 *
sl@0
   643
 * \note the correct viewing matrix *must* be set prior to calling
sl@0
   644
 * this for the lights to be transformed into eye space correctly
sl@0
   645
 */
sl@0
   646
static M3G_INLINE void m3gApplyLights(RenderContext *ctx, M3Gint scope)
sl@0
   647
{
sl@0
   648
    if (ctx->lastScope != scope) {
sl@0
   649
sl@0
   650
        /* If coming from RenderNode, we have the geometry in camera
sl@0
   651
         * space but the lights in world space, so we need to apply
sl@0
   652
         * the viewing matrix to the lights only */
sl@0
   653
        
sl@0
   654
        if (ctx->renderMode == RENDER_NODES) {
sl@0
   655
            glPushMatrix();
sl@0
   656
            glLoadMatrixf(ctx->viewTransform);
sl@0
   657
        }
sl@0
   658
        
sl@0
   659
        m3gSelectGLLights(&ctx->lightManager, 8, scope, 0, 0, 0);
sl@0
   660
        ctx->lastScope = scope;
sl@0
   661
        
sl@0
   662
        if (ctx->renderMode == RENDER_NODES) {
sl@0
   663
            glPopMatrix();
sl@0
   664
        }
sl@0
   665
    }
sl@0
   666
	M3G_ASSERT_GL;
sl@0
   667
}
sl@0
   668
sl@0
   669
/*!
sl@0
   670
 * \internal
sl@0
   671
 * \brief Gets the current camera
sl@0
   672
 */
sl@0
   673
static const Camera *m3gGetCurrentCamera(const RenderContext *ctx) {
sl@0
   674
	return ctx->camera;	
sl@0
   675
}
sl@0
   676
sl@0
   677
/*!
sl@0
   678
 * \internal
sl@0
   679
 * \brief Sets up some rendering parameters that
sl@0
   680
 * do not change during scene renders.
sl@0
   681
 */
sl@0
   682
static void m3gInitRender(M3GRenderContext context, M3Genum renderMode)
sl@0
   683
{
sl@0
   684
    RenderContext *ctx = (RenderContext *) context;
sl@0
   685
    M3G_VALIDATE_OBJECT(ctx);
sl@0
   686
sl@0
   687
    m3gIncrementRenderTimeStamp(ctx);
sl@0
   688
    m3gMakeCurrent(ctx);
sl@0
   689
    m3gCollectGLObjects(M3G_INTERFACE(ctx));
sl@0
   690
    
sl@0
   691
    /* If buffered rendering, blit the image to the back buffer at
sl@0
   692
     * this point */
sl@0
   693
    
sl@0
   694
    if (ctx->target.buffered && !ctx->backBuffer.contentsValid) {
sl@0
   695
        m3gUpdateBackBuffer(ctx);
sl@0
   696
    }
sl@0
   697
    
sl@0
   698
    /* Set up viewport and scissoring */
sl@0
   699
    
sl@0
   700
    glViewport(ctx->viewport.x, ctx->viewport.y,
sl@0
   701
               ctx->viewport.width, ctx->viewport.height);
sl@0
   702
	glDepthRangef(ctx->depthNear, ctx->depthFar);
sl@0
   703
    glScissor(ctx->scissor.x, ctx->scissor.y,
sl@0
   704
              ctx->scissor.width, ctx->scissor.height);
sl@0
   705
    M3G_ASSERT_GL;
sl@0
   706
    
sl@0
   707
    /* Set up the projection and viewing transformations (static
sl@0
   708
     * during rendering) */
sl@0
   709
sl@0
   710
	m3gApplyProjection(ctx->camera);
sl@0
   711
    if (renderMode == RENDER_NODES) {
sl@0
   712
        glLoadIdentity();
sl@0
   713
    }
sl@0
   714
    else {
sl@0
   715
        glLoadMatrixf(ctx->viewTransform);
sl@0
   716
    }
sl@0
   717
    M3G_ASSERT_GL;
sl@0
   718
sl@0
   719
    /* Invalidate any already set GL lights if rendering mode changed */
sl@0
   720
    
sl@0
   721
    if (renderMode != ctx->renderMode) {
sl@0
   722
        ctx->lastScope = 0;
sl@0
   723
    }
sl@0
   724
    ctx->renderMode = renderMode;
sl@0
   725
}
sl@0
   726
sl@0
   727
/*!
sl@0
   728
 * \internal
sl@0
   729
 * \brief A workaround for a broken implementation of glColorMask
sl@0
   730
 *
sl@0
   731
 * Saves the framebuffer in the OpenGL default texture each time the
sl@0
   732
 * color mask changes, for restoring later.  Not very pretty, but
sl@0
   733
 * works as long as the default texture is not touched in between --
sl@0
   734
 * currently, we only touch that when copying to and from the back
sl@0
   735
 * buffer.
sl@0
   736
 *
sl@0
   737
 * \param newColorWrite the color mask state we're about to change to
sl@0
   738
 * \param newAlphaWrite the alpha write state we're about to change to
sl@0
   739
 */
sl@0
   740
static void m3gUpdateColorMaskStatus(RenderContext *ctx,
sl@0
   741
                                     M3Gbool newColorWrite,
sl@0
   742
                                     M3Gbool newAlphaWrite)
sl@0
   743
{
sl@0
   744
    GLint pow2Width, pow2Height;
sl@0
   745
sl@0
   746
	/* Get the global alpha write value */
sl@0
   747
	newAlphaWrite &= m3gGetAlphaWrite(ctx);
sl@0
   748
sl@0
   749
    /* Check that the ColorMask state is actually about to change */
sl@0
   750
    
sl@0
   751
    if (ctx->currentColorWrite == newColorWrite
sl@0
   752
        && (ctx->currentAlphaWrite == newAlphaWrite || !m3gFormatHasAlpha(ctx->target.format))) {
sl@0
   753
        return; /* no change, quick exit */
sl@0
   754
    }
sl@0
   755
    
sl@0
   756
    pow2Width = m3gNextPowerOfTwo(ctx->clip.x1 - ctx->clip.x0);
sl@0
   757
    pow2Height = m3gNextPowerOfTwo(ctx->clip.y1 - ctx->clip.y0);
sl@0
   758
    
sl@0
   759
    /* If we previously had stored something, restore it now */
sl@0
   760
sl@0
   761
    if (ctx->currentColorWrite != ctx->currentAlphaWrite) {
sl@0
   762
        
sl@0
   763
        /* Disable any stray state we don't want */
sl@0
   764
sl@0
   765
        glDisable(GL_CULL_FACE);
sl@0
   766
        glDisable(GL_ALPHA_TEST);
sl@0
   767
        glDisableClientState(GL_NORMAL_ARRAY);
sl@0
   768
        glDisableClientState(GL_COLOR_ARRAY);
sl@0
   769
        glDisable(GL_LIGHTING);
sl@0
   770
        glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
sl@0
   771
        glDepthMask(GL_FALSE);
sl@0
   772
        glDepthFunc(GL_ALWAYS);
sl@0
   773
        m3gDisableTextures();
sl@0
   774
        M3G_ASSERT_GL;
sl@0
   775
    
sl@0
   776
        /* Bind the default texture and set up screen space rendering */
sl@0
   777
        
sl@0
   778
        glActiveTexture(GL_TEXTURE0);
sl@0
   779
        glBindTexture(GL_TEXTURE_2D, 0);
sl@0
   780
        glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
sl@0
   781
        glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
sl@0
   782
        M3G_ASSERT_GL;
sl@0
   783
sl@0
   784
        glScissor(ctx->clip.x0, ctx->clip.y0,
sl@0
   785
                  ctx->clip.x1 - ctx->clip.x0, ctx->clip.y1 - ctx->clip.y0);
sl@0
   786
        m3gPushScreenSpace(ctx, M3G_FALSE);
sl@0
   787
        glViewport(0, 0, ctx->target.width, ctx->target.height);
sl@0
   788
        glMatrixMode(GL_PROJECTION);
sl@0
   789
        glOrthox(0, ctx->target.width << 16,
sl@0
   790
                 0, ctx->target.height << 16,
sl@0
   791
                 -1 << 16, 1 << 16);
sl@0
   792
        glMatrixMode(GL_MODELVIEW);
sl@0
   793
            
sl@0
   794
        /* Set up texture and vertex coordinate arrays */
sl@0
   795
sl@0
   796
        glClientActiveTexture(GL_TEXTURE0);
sl@0
   797
        glEnableClientState(GL_TEXTURE_COORD_ARRAY);
sl@0
   798
        glEnableClientState(GL_VERTEX_ARRAY);
sl@0
   799
        glMatrixMode(GL_TEXTURE);
sl@0
   800
        glLoadIdentity();
sl@0
   801
        glMatrixMode(GL_MODELVIEW);
sl@0
   802
        M3G_ASSERT_GL;
sl@0
   803
sl@0
   804
        /* Blend the texture with the frame buffer */
sl@0
   805
        {
sl@0
   806
            static const M3Gbyte tc[8] = { 0, 0, 0, 1, 1, 0, 1, 1 };
sl@0
   807
            GLshort pos[8];
sl@0
   808
            
sl@0
   809
            GLfixed cm = (GLfixed)(ctx->currentColorWrite ? 0 : 1 << 16);
sl@0
   810
            GLfixed am = (GLfixed)(ctx->currentAlphaWrite ? 0 : 1 << 16);
sl@0
   811
sl@0
   812
            glVertexPointer(2, GL_SHORT, 0, pos);
sl@0
   813
            glTexCoordPointer(2, GL_BYTE, 0, tc);
sl@0
   814
                
sl@0
   815
            pos[0] = (GLshort) ctx->clip.x0;
sl@0
   816
            pos[1] = (GLshort) ctx->clip.y0;
sl@0
   817
            pos[2] = pos[0];
sl@0
   818
            pos[3] = (GLshort) (pos[1] + pow2Height);
sl@0
   819
            pos[4] = (GLshort) (pos[0] + pow2Width);
sl@0
   820
            pos[5] = pos[1];
sl@0
   821
            pos[6] = pos[4];
sl@0
   822
            pos[7] = pos[3];
sl@0
   823
            
sl@0
   824
            glEnable(GL_BLEND);
sl@0
   825
            glColor4x(cm, cm, cm, am);
sl@0
   826
sl@0
   827
            /* Zero the masked channels */
sl@0
   828
            
sl@0
   829
            glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
sl@0
   830
            glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
sl@0
   831
sl@0
   832
            /* Add the masked channels from the stored texture */
sl@0
   833
            
sl@0
   834
            glEnable(GL_TEXTURE_2D);
sl@0
   835
            glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
sl@0
   836
            glBlendFunc(GL_ONE, GL_ONE);
sl@0
   837
            glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
sl@0
   838
        }
sl@0
   839
            
sl@0
   840
        /* Restore the mandatory state */
sl@0
   841
            
sl@0
   842
        glScissor(ctx->scissor.x, ctx->scissor.y,
sl@0
   843
                  ctx->scissor.width, ctx->scissor.height);
sl@0
   844
        glViewport(ctx->viewport.x, ctx->viewport.y,
sl@0
   845
                   ctx->viewport.width, ctx->viewport.height);
sl@0
   846
        m3gPopSpace(ctx);
sl@0
   847
    }
sl@0
   848
    
sl@0
   849
    /* Copy the current clip rectangle into the default texture if
sl@0
   850
     * we're going to be rendering with unsupported masks in effect */
sl@0
   851
    
sl@0
   852
    if (newColorWrite != newAlphaWrite) {
sl@0
   853
        GLenum err;
sl@0
   854
            
sl@0
   855
        glBindTexture(GL_TEXTURE_2D, 0);
sl@0
   856
        M3G_ASSERT_GL;
sl@0
   857
            
sl@0
   858
        glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
sl@0
   859
                         ctx->clip.x0, ctx->clip.y0,
sl@0
   860
                         pow2Width, pow2Height,
sl@0
   861
                         0);
sl@0
   862
        err = glGetError();
sl@0
   863
        if (err == GL_INVALID_OPERATION) {
sl@0
   864
            /* Incompatible FB format -- must be GL_RGB then */
sl@0
   865
            glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB,
sl@0
   866
                             ctx->clip.x0, ctx->clip.y0,
sl@0
   867
                             pow2Width, pow2Height,
sl@0
   868
                             0);
sl@0
   869
            err = glGetError();
sl@0
   870
        }
sl@0
   871
        if (err == GL_OUT_OF_MEMORY) {
sl@0
   872
            m3gRaiseError(M3G_INTERFACE(ctx), M3G_OUT_OF_MEMORY);
sl@0
   873
        }
sl@0
   874
        M3G_ASSERT(!err);
sl@0
   875
    }
sl@0
   876
    else {
sl@0
   877
        
sl@0
   878
        /* Texture not needed for now, so allow GL to free some
sl@0
   879
         * resources */
sl@0
   880
        
sl@0
   881
        glTexImage2D(GL_TEXTURE_2D, 0,
sl@0
   882
                     GL_RGBA,
sl@0
   883
                     1, 1,
sl@0
   884
                     0,
sl@0
   885
                     GL_RGBA, GL_UNSIGNED_BYTE, NULL);
sl@0
   886
    }
sl@0
   887
    
sl@0
   888
    ctx->currentColorWrite = newColorWrite;
sl@0
   889
    ctx->currentAlphaWrite = newAlphaWrite;
sl@0
   890
}
sl@0
   891
sl@0
   892
/*!
sl@0
   893
 * \internal
sl@0
   894
 * \brief Sets the GL to input screen space coordinates
sl@0
   895
 *
sl@0
   896
 * This pushes the current modelview and projection matrices into the
sl@0
   897
 * matrix stack, then sets up an orthogonal projection and an identity
sl@0
   898
 * modelview matrix.
sl@0
   899
 * 
sl@0
   900
 * \param ctx the rendering context
sl@0
   901
 * \param realPixels M3G_TRUE to use actual pixel coordinates,
sl@0
   902
 * M3G_FALSE to use normalized device coordinates
sl@0
   903
 */
sl@0
   904
static void m3gPushScreenSpace(RenderContext *ctx, M3Gbool realPixels)
sl@0
   905
{
sl@0
   906
    M3G_VALIDATE_OBJECT(ctx);
sl@0
   907
    
sl@0
   908
    glMatrixMode(GL_PROJECTION);
sl@0
   909
    glPushMatrix();
sl@0
   910
    glLoadIdentity();
sl@0
   911
    if (realPixels) {
sl@0
   912
        int w = ctx->viewport.width;
sl@0
   913
        int h = ctx->viewport.height;
sl@0
   914
        glOrthox(0, w << 16, 0, h << 16, -1 << 16, 1 << 16);
sl@0
   915
    }
sl@0
   916
    glMatrixMode(GL_MODELVIEW);
sl@0
   917
    glPushMatrix();
sl@0
   918
    glLoadIdentity();
sl@0
   919
}
sl@0
   920
sl@0
   921
/*!
sl@0
   922
 * \internal
sl@0
   923
 * \brief Restores the projection and modelview matrix modified by
sl@0
   924
 * m3gPushScreenSpace
sl@0
   925
 */
sl@0
   926
static void m3gPopSpace(RenderContext *ctx)
sl@0
   927
{
sl@0
   928
    M3G_VALIDATE_OBJECT(ctx);
sl@0
   929
    
sl@0
   930
    M3G_UNREF(ctx);
sl@0
   931
    glMatrixMode(GL_PROJECTION);
sl@0
   932
    glPopMatrix();
sl@0
   933
    glMatrixMode(GL_MODELVIEW);
sl@0
   934
    glPopMatrix();
sl@0
   935
}
sl@0
   936
sl@0
   937
/*!
sl@0
   938
 * \internal
sl@0
   939
 * \brief Clears the current buffer(s)
sl@0
   940
 */
sl@0
   941
static void m3gClearInternal(RenderContext *ctx, Background *bg)
sl@0
   942
{
sl@0
   943
    m3gMakeCurrent(ctx);
sl@0
   944
    
sl@0
   945
    /* If buffered rendering, copy data to the back buffer at this
sl@0
   946
     * point if we're not clearing the whole clip rectangle */
sl@0
   947
    
sl@0
   948
    if (ctx->target.buffered && !ctx->backBuffer.contentsValid) {
sl@0
   949
        if (ctx->scissor.x > ctx->clip.x0 || ctx->scissor.y > ctx->clip.y0 ||
sl@0
   950
            ctx->scissor.x + ctx->scissor.width < ctx->clip.x1 ||
sl@0
   951
            ctx->scissor.y + ctx->scissor.height < ctx->clip.y1) {
sl@0
   952
            m3gUpdateBackBuffer(ctx);
sl@0
   953
        }
sl@0
   954
    }
sl@0
   955
sl@0
   956
    if (m3gGetColorMaskWorkaround(M3G_INTERFACE(ctx))) {
sl@0
   957
        m3gUpdateColorMaskStatus(ctx, M3G_TRUE, M3G_TRUE);
sl@0
   958
    }
sl@0
   959
sl@0
   960
    glDepthMask(GL_TRUE);
sl@0
   961
    glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, m3gGetAlphaWrite(ctx));
sl@0
   962
    glDepthRangef(ctx->depthNear, ctx->depthFar);
sl@0
   963
    glViewport(ctx->viewport.x, ctx->viewport.y,
sl@0
   964
               ctx->viewport.width, ctx->viewport.height);
sl@0
   965
    glScissor(ctx->scissor.x, ctx->scissor.y,
sl@0
   966
              ctx->scissor.width, ctx->scissor.height);
sl@0
   967
sl@0
   968
    /* Touch the background image to make sure it's created prior to
sl@0
   969
     * locking memory for rendering */
sl@0
   970
    
sl@0
   971
    if (bg != NULL && bg->image != NULL) {
sl@0
   972
        if (!m3gGetPowerOfTwoImage(bg->image)) {
sl@0
   973
            return; /* out of memory */
sl@0
   974
        }
sl@0
   975
    }
sl@0
   976
sl@0
   977
    /* All clear for clearing... */
sl@0
   978
    
sl@0
   979
    m3gLockFrameBuffer(ctx);
sl@0
   980
    
sl@0
   981
    if (bg != NULL) {
sl@0
   982
        m3gApplyBackground(ctx, bg);
sl@0
   983
        if (ctx->target.buffered && bg->colorClearEnable) {
sl@0
   984
            ctx->backBuffer.contentsValid = M3G_TRUE;
sl@0
   985
        }
sl@0
   986
    }
sl@0
   987
    else {
sl@0
   988
        glClearColorx(0, 0, 0, 0);
sl@0
   989
        glClearDepthx(1 << 16);
sl@0
   990
        glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
sl@0
   991
        if (ctx->target.buffered) {
sl@0
   992
            ctx->backBuffer.contentsValid = M3G_TRUE;
sl@0
   993
        }
sl@0
   994
    }
sl@0
   995
        
sl@0
   996
    m3gReleaseFrameBuffer(ctx);
sl@0
   997
}
sl@0
   998
sl@0
   999
/*!
sl@0
  1000
 * \internal
sl@0
  1001
 * \brief Draws a batch of primitives
sl@0
  1002
 *
sl@0
  1003
 * This is the place most rendering commands are eventually routed to;
sl@0
  1004
 * sprites and backgrounds are the only exception to this. We assume
sl@0
  1005
 * that all eror checking has been performed at this point.
sl@0
  1006
 */
sl@0
  1007
static void m3gDrawMesh(RenderContext *ctx,
sl@0
  1008
                        const VertexBuffer *vb,
sl@0
  1009
                        const IndexBuffer *ib,
sl@0
  1010
                        const Appearance *app,
sl@0
  1011
                        const M3GMatrix *modelTransform,
sl@0
  1012
                        M3Gint alphaFactor,
sl@0
  1013
                        M3Gint scope)
sl@0
  1014
{
sl@0
  1015
    M3G_VALIDATE_OBJECT(ctx);
sl@0
  1016
    M3G_VALIDATE_OBJECT(vb);
sl@0
  1017
    M3G_VALIDATE_OBJECT(ib);
sl@0
  1018
    M3G_VALIDATE_OBJECT(app);
sl@0
  1019
sl@0
  1020
    /* Check whether we need to use alternate rendering to get
sl@0
  1021
     * two-sided lighting */
sl@0
  1022
    if (m3gGetTwoSidedLightingWorkaround(M3G_INTERFACE(ctx))) {
sl@0
  1023
        if (m3gSplitDrawMesh(ctx, vb, ib, app, modelTransform, alphaFactor, scope)) {
sl@0
  1024
            return;
sl@0
  1025
        }
sl@0
  1026
    }
sl@0
  1027
sl@0
  1028
    M3G_ASSERT(m3gInRange(alphaFactor, 0, 0x10000));
sl@0
  1029
    
sl@0
  1030
    if (m3gGetColorMaskWorkaround(M3G_INTERFACE(ctx))) {
sl@0
  1031
		m3gUpdateColorMaskStatus(ctx, m3gColorMask(app), m3gAlphaMask(app));
sl@0
  1032
    }
sl@0
  1033
    
sl@0
  1034
    /* Load lights */
sl@0
  1035
    
sl@0
  1036
    m3gApplyLights(ctx, scope);
sl@0
  1037
    
sl@0
  1038
    /* Apply the extra modeling transformation if present */
sl@0
  1039
    
sl@0
  1040
    if (modelTransform != NULL) {
sl@0
  1041
		float transform[16];
sl@0
  1042
		m3gGetMatrixColumns(modelTransform, transform);
sl@0
  1043
        
sl@0
  1044
        glPushMatrix();
sl@0
  1045
        glMultMatrixf(transform);
sl@0
  1046
    }
sl@0
  1047
sl@0
  1048
    /* Check whether we need to create an alpha-factored color cache
sl@0
  1049
     * for the vertex buffer; this requires unlocking the frame buffer
sl@0
  1050
     * for a while, and we may even run out of memory in the process,
sl@0
  1051
     * but we still need to exit with the frame buffer lock and the
sl@0
  1052
     * matrix stack in the expected state */
sl@0
  1053
sl@0
  1054
    if (alphaFactor < 0x10000 && !m3gValidateAlphaCache(vb)) {
sl@0
  1055
        M3Gbool ok;
sl@0
  1056
        m3gReleaseFrameBuffer(ctx);
sl@0
  1057
        ok = m3gCreateAlphaColorCache(vb->colors);
sl@0
  1058
        m3gLockFrameBuffer(ctx);
sl@0
  1059
        if (!ok) {
sl@0
  1060
            goto RestoreModelview; /* let's just skip the drawing part */
sl@0
  1061
        }
sl@0
  1062
    }
sl@0
  1063
sl@0
  1064
#   if defined(M3G_NGL_TEXTURE_API)
sl@0
  1065
    /* Similarly to the alpha cache above, also check whether any
sl@0
  1066
     * textures may need to allocate mipmaps at this point */
sl@0
  1067
    {
sl@0
  1068
        M3Gint i;
sl@0
  1069
        for (i = 0; i < M3G_NUM_TEXTURE_UNITS; ++i) {
sl@0
  1070
            Texture *tex = app->texture[i];
sl@0
  1071
            if (tex && !m3gValidateTextureMipmapping(tex)) {
sl@0
  1072
                M3Gbool ok;
sl@0
  1073
                m3gReleaseFrameBuffer(ctx);
sl@0
  1074
                ok = m3gValidateMipmapMemory(m3gGetTextureImage(tex));
sl@0
  1075
                m3gLockFrameBuffer(ctx);
sl@0
  1076
                if (!ok) {
sl@0
  1077
                    goto RestoreModelview;
sl@0
  1078
                }
sl@0
  1079
            }
sl@0
  1080
        }
sl@0
  1081
    }
sl@0
  1082
#   endif
sl@0
  1083
    
sl@0
  1084
    /* Load up the rest of the stuff we need for rendering; note that
sl@0
  1085
     * the vertex buffer scale and bias apply to the texture matrix
sl@0
  1086
     * from the appearance object, so they need to be applied last */
sl@0
  1087
    
sl@0
  1088
    m3gApplyAppearance(app, ctx, alphaFactor);
sl@0
  1089
    m3gLockVertexBuffer(vb, alphaFactor);
sl@0
  1090
    m3gApplyScaleAndBias(vb);
sl@0
  1091
    
sl@0
  1092
    /* All ready, render and then release the stuff we bound above */
sl@0
  1093
    
sl@0
  1094
    m3gSendIndexBuffer(ib);
sl@0
  1095
    m3gReleaseVertexBuffer(vb);
sl@0
  1096
    m3gReleaseTextures(app);
sl@0
  1097
sl@0
  1098
    /* Restore viewing-only modelview if changed */
sl@0
  1099
sl@0
  1100
RestoreModelview:
sl@0
  1101
    if (modelTransform != NULL) {
sl@0
  1102
        glPopMatrix();
sl@0
  1103
    }
sl@0
  1104
}
sl@0
  1105
sl@0
  1106
/*!
sl@0
  1107
 * \internal
sl@0
  1108
 * \brief Validates background format against current target
sl@0
  1109
 *
sl@0
  1110
 * \retval M3G_TRUE valid format
sl@0
  1111
 * \retval M3G_FALSE invalid format
sl@0
  1112
 */
sl@0
  1113
static M3Gbool m3gValidateBackground(RenderContext *ctx, Background *bg)
sl@0
  1114
{
sl@0
  1115
    /* Check that source image and target formats match */
sl@0
  1116
    if (bg != NULL && bg->image != NULL) {
sl@0
  1117
        M3GPixelFormat boundFormat =
sl@0
  1118
            (ctx->target.type == SURFACE_IMAGE)
sl@0
  1119
            ? m3gPixelFormat(((const Image *)ctx->target.handle)->format)
sl@0
  1120
            : ctx->target.format;
sl@0
  1121
        if (ctx->target.type == SURFACE_IMAGE && boundFormat == M3G_RGBA8) {
sl@0
  1122
            return (m3gGetFormat(bg->image) == M3G_RGBA);
sl@0
  1123
        }
sl@0
  1124
        else {
sl@0
  1125
            return (m3gGetFormat(bg->image) == M3G_RGB);
sl@0
  1126
        }
sl@0
  1127
    }
sl@0
  1128
sl@0
  1129
    return M3G_TRUE;
sl@0
  1130
}
sl@0
  1131
sl@0
  1132
/*----------------------------------------------------------------------
sl@0
  1133
 * Virtual function table
sl@0
  1134
 *--------------------------------------------------------------------*/
sl@0
  1135
sl@0
  1136
static const ObjectVFTable m3gvf_RenderContext = {
sl@0
  1137
    NULL, /* ApplyAnimation */
sl@0
  1138
    NULL, /* IsCompatible */
sl@0
  1139
    NULL, /* UpdateProperty */
sl@0
  1140
    NULL, /* GetReference */
sl@0
  1141
    NULL, /* find */
sl@0
  1142
    NULL, /* CreateClone */
sl@0
  1143
    m3gDestroyContext
sl@0
  1144
};
sl@0
  1145
sl@0
  1146
sl@0
  1147
/*----------------------------------------------------------------------
sl@0
  1148
 * Public API
sl@0
  1149
 *--------------------------------------------------------------------*/
sl@0
  1150
sl@0
  1151
/*!
sl@0
  1152
 * \brief Creates and initializes a new rendering context
sl@0
  1153
 *
sl@0
  1154
 * \param bufferBits buffer bitmask
sl@0
  1155
 * \param width maximum width of context
sl@0
  1156
 * \param height maximum height of context
sl@0
  1157
 * \param modeBits hint bitmask
sl@0
  1158
 * \param mem pointer to memory block to allocate from
sl@0
  1159
 */
sl@0
  1160
/*@access M3GInterface@*/
sl@0
  1161
/*@access M3GRenderContext@*/
sl@0
  1162
/*@only@*/
sl@0
  1163
M3G_API M3GRenderContext m3gCreateContext(M3GInterface interface)/*@*/
sl@0
  1164
{
sl@0
  1165
    Interface *m3g = (Interface*) interface;
sl@0
  1166
    M3G_VALIDATE_INTERFACE(m3g);
sl@0
  1167
        
sl@0
  1168
    {
sl@0
  1169
        RenderContext *ctx =
sl@0
  1170
            (RenderContext*) m3gAllocZ(m3g, (int) sizeof(RenderContext));
sl@0
  1171
        if (ctx == NULL) {
sl@0
  1172
            return NULL; /* m3gAlloc automatically raises out-of-mem */
sl@0
  1173
        }
sl@0
  1174
sl@0
  1175
		ctx->renderQueue = m3gCreateRenderQueue(m3g);
sl@0
  1176
        if (ctx->renderQueue == NULL) {
sl@0
  1177
            m3gFree(m3g, ctx);
sl@0
  1178
            return NULL;
sl@0
  1179
        }
sl@0
  1180
        ctx->bufferBits = M3G_COLOR_BUFFER_BIT|M3G_DEPTH_BUFFER_BIT;
sl@0
  1181
        ctx->depthNear = 0.0f;
sl@0
  1182
        ctx->depthFar = 1.0f;
sl@0
  1183
sl@0
  1184
        m3gInitObject(&ctx->object, m3g, M3G_CLASS_RENDER_CONTEXT);
sl@0
  1185
sl@0
  1186
		m3gSetAlphaWrite(ctx, M3G_TRUE);
sl@0
  1187
sl@0
  1188
        if (m3gGetColorMaskWorkaround(M3G_INTERFACE(ctx))) {
sl@0
  1189
            ctx->currentColorWrite = M3G_TRUE;
sl@0
  1190
            ctx->currentAlphaWrite = m3gGetAlphaWrite(ctx);
sl@0
  1191
        }
sl@0
  1192
        
sl@0
  1193
		return (M3GRenderContext)ctx;
sl@0
  1194
    }
sl@0
  1195
}
sl@0
  1196
sl@0
  1197
/*!
sl@0
  1198
 * \brief Sets the buffers to use for subsequent rendering
sl@0
  1199
 */
sl@0
  1200
M3G_API M3Gbool m3gSetRenderBuffers(M3GRenderContext hCtx,
sl@0
  1201
                                    M3Gbitmask bufferBits)
sl@0
  1202
{
sl@0
  1203
    RenderContext *ctx = (RenderContext *) hCtx;
sl@0
  1204
    M3G_VALIDATE_OBJECT(ctx);
sl@0
  1205
sl@0
  1206
    if ((bufferBits & ~(M3G_COLOR_BUFFER_BIT|M3G_DEPTH_BUFFER_BIT|M3G_STENCIL_BUFFER_BIT|M3G_MULTISAMPLE_BUFFER_BIT)) != 0) {
sl@0
  1207
        m3gRaiseError(M3G_INTERFACE(ctx), M3G_INVALID_VALUE);
sl@0
  1208
        return M3G_FALSE;
sl@0
  1209
    }
sl@0
  1210
    ctx->bufferBits = bufferBits;
sl@0
  1211
    return M3G_TRUE;
sl@0
  1212
}
sl@0
  1213
sl@0
  1214
/*!
sl@0
  1215
 * \brief Sets the rendering quality hints to use for subsequent
sl@0
  1216
 * rendering
sl@0
  1217
 *
sl@0
  1218
 * \note This may not take effect before the target is released and
sl@0
  1219
 * rebound
sl@0
  1220
 */
sl@0
  1221
M3G_API M3Gbool m3gSetRenderHints(M3GRenderContext hCtx, M3Gbitmask modeBits)
sl@0
  1222
{
sl@0
  1223
    RenderContext *ctx = (RenderContext *) hCtx;
sl@0
  1224
    M3G_VALIDATE_OBJECT(ctx);
sl@0
  1225
sl@0
  1226
    if ((modeBits & ~(M3G_OVERWRITE_BIT|M3G_ANTIALIAS_BIT|M3G_DITHER_BIT|M3G_TRUECOLOR_BIT)) != 0) {
sl@0
  1227
        m3gRaiseError(M3G_INTERFACE(ctx), M3G_INVALID_VALUE);
sl@0
  1228
        return M3G_FALSE;
sl@0
  1229
    }
sl@0
  1230
    
sl@0
  1231
    /* Disable features not supported in the current configuration */
sl@0
  1232
sl@0
  1233
    if (M3G_SUPPORT_ANTIALIASING == M3G_FALSE ||
sl@0
  1234
        !m3gIsAntialiasingSupported(M3G_INTERFACE(ctx))) {
sl@0
  1235
        modeBits &= ~M3G_ANTIALIAS_BIT;
sl@0
  1236
    }
sl@0
  1237
    if (M3G_SUPPORT_DITHERING == M3G_FALSE) {
sl@0
  1238
        modeBits &= ~M3G_DITHER_BIT;
sl@0
  1239
    }
sl@0
  1240
    if (M3G_SUPPORT_TRUE_COLOR == M3G_FALSE) {
sl@0
  1241
        modeBits &= ~M3G_TRUECOLOR_BIT;
sl@0
  1242
    }
sl@0
  1243
sl@0
  1244
    ctx->modeBits = modeBits;
sl@0
  1245
    return M3G_TRUE;
sl@0
  1246
}
sl@0
  1247
sl@0
  1248
M3G_API void m3gBindImageTarget(M3GRenderContext hCtx, M3GImage hImage)
sl@0
  1249
{
sl@0
  1250
    RenderContext *ctx = (RenderContext *) hCtx;
sl@0
  1251
    Image *img = (Image *) hImage;
sl@0
  1252
    M3G_VALIDATE_OBJECT(ctx);
sl@0
  1253
    M3G_VALIDATE_OBJECT(img);
sl@0
  1254
sl@0
  1255
    M3G_LOG1(M3G_LOG_RENDERING, "Binding image target 0x%08X\n",
sl@0
  1256
             (unsigned) img);
sl@0
  1257
sl@0
  1258
    /* Check for image-specific errors */
sl@0
  1259
    
sl@0
  1260
    if ((img->flags & M3G_DYNAMIC) == 0
sl@0
  1261
        || !m3gValidTargetFormat(img->internalFormat)) {
sl@0
  1262
        
sl@0
  1263
        m3gRaiseError(M3G_INTERFACE(ctx), M3G_INVALID_ENUM);
sl@0
  1264
        return;
sl@0
  1265
    }
sl@0
  1266
sl@0
  1267
    /* Do the generic checking and set-up */
sl@0
  1268
    
sl@0
  1269
    if (!m3gBindRenderTarget(ctx,
sl@0
  1270
                             SURFACE_IMAGE,
sl@0
  1271
                             img->width, img->height,
sl@0
  1272
                             img->internalFormat,
sl@0
  1273
                             (M3Guint) hImage)) {
sl@0
  1274
        return; /* appropriate error raised automatically */
sl@0
  1275
    }
sl@0
  1276
sl@0
  1277
    /* Set up image-specific parameters */
sl@0
  1278
    
sl@0
  1279
#   if defined(M3G_NGL_CONTEXT_API)
sl@0
  1280
    ctx->target.stride = m3gGetImageStride(img);
sl@0
  1281
    ctx->target.pixels = NULL;
sl@0
  1282
#   endif
sl@0
  1283
    
sl@0
  1284
    m3gAddRef((Object*) img);
sl@0
  1285
}
sl@0
  1286
sl@0
  1287
/*!
sl@0
  1288
 */
sl@0
  1289
M3G_API M3Guint m3gGetUserHandle(M3GRenderContext hCtx)
sl@0
  1290
{
sl@0
  1291
    RenderContext *ctx = (RenderContext *) hCtx;
sl@0
  1292
    M3G_VALIDATE_OBJECT(ctx);
sl@0
  1293
sl@0
  1294
    if (ctx->target.type == SURFACE_MEMORY) {
sl@0
  1295
        return ctx->target.handle;
sl@0
  1296
    }
sl@0
  1297
    return 0;
sl@0
  1298
}
sl@0
  1299
sl@0
  1300
/*!
sl@0
  1301
 */
sl@0
  1302
M3G_API void m3gSetUserData(M3GRenderContext hCtx, M3Guint hData)
sl@0
  1303
{
sl@0
  1304
    RenderContext *ctx = (RenderContext *) hCtx;
sl@0
  1305
    M3G_VALIDATE_OBJECT(ctx);
sl@0
  1306
    ctx->target.userData = hData;
sl@0
  1307
}
sl@0
  1308
sl@0
  1309
/*!
sl@0
  1310
 */
sl@0
  1311
M3G_API M3Guint m3gGetUserData(M3GRenderContext hCtx)
sl@0
  1312
{
sl@0
  1313
    RenderContext *ctx = (RenderContext *) hCtx;
sl@0
  1314
    M3G_VALIDATE_OBJECT(ctx);
sl@0
  1315
    return ctx->target.userData;
sl@0
  1316
}
sl@0
  1317
sl@0
  1318
/*!
sl@0
  1319
 * \brief Clears the current buffer(s)
sl@0
  1320
 */
sl@0
  1321
M3G_API void m3gClear(M3GRenderContext context, M3GBackground hBackground)
sl@0
  1322
{
sl@0
  1323
    RenderContext *ctx = (RenderContext*) context;
sl@0
  1324
    Background *bg = (Background *) hBackground;
sl@0
  1325
    M3G_VALIDATE_OBJECT(ctx);
sl@0
  1326
sl@0
  1327
    M3G_LOG(M3G_LOG_STAGES, "Clearing frame buffer\n");
sl@0
  1328
    
sl@0
  1329
    /* Check errors */
sl@0
  1330
    
sl@0
  1331
    if (ctx->target.type == SURFACE_NONE) {
sl@0
  1332
        m3gRaiseError(M3G_INTERFACE(context), M3G_INVALID_OPERATION);
sl@0
  1333
        return;
sl@0
  1334
    }
sl@0
  1335
sl@0
  1336
    if(m3gValidateBackground(ctx, bg)) {
sl@0
  1337
        m3gClearInternal(ctx, bg);
sl@0
  1338
    }
sl@0
  1339
    else {
sl@0
  1340
        m3gRaiseError(M3G_INTERFACE(bg), M3G_INVALID_VALUE);
sl@0
  1341
    }
sl@0
  1342
}
sl@0
  1343
sl@0
  1344
/*!
sl@0
  1345
 * \brief Release the currently bound color buffer
sl@0
  1346
 *
sl@0
  1347
 * Flushes all rendering and commits the final result to the currently
sl@0
  1348
 * bound target color buffer. Any changes to the target buffer since
sl@0
  1349
 * it was bound may be overwritten.
sl@0
  1350
 */
sl@0
  1351
M3G_API void m3gReleaseTarget(M3GRenderContext context)
sl@0
  1352
{
sl@0
  1353
    RenderContext *ctx = (RenderContext*) context;
sl@0
  1354
    M3G_VALIDATE_OBJECT(ctx);
sl@0
  1355
sl@0
  1356
    M3G_LOG(M3G_LOG_RENDERING, "Releasing target\n");
sl@0
  1357
    
sl@0
  1358
    if (ctx->target.type == SURFACE_NONE) {
sl@0
  1359
        return;
sl@0
  1360
    }
sl@0
  1361
    
sl@0
  1362
    m3gMakeCurrent(ctx);
sl@0
  1363
sl@0
  1364
    if (m3gGetColorMaskWorkaround(M3G_INTERFACE(ctx))) {
sl@0
  1365
        m3gUpdateColorMaskStatus(ctx, M3G_TRUE, M3G_TRUE);
sl@0
  1366
    }
sl@0
  1367
sl@0
  1368
    glFinish();
sl@0
  1369
sl@0
  1370
    /* Update the real target if we rendered into the back buffer */
sl@0
  1371
    
sl@0
  1372
    if (ctx->target.buffered) {
sl@0
  1373
        m3gUpdateTargetBuffer(ctx);
sl@0
  1374
    }
sl@0
  1375
sl@0
  1376
    /* Invalidate Image targets so that mipmap levels and/or OpenGL
sl@0
  1377
     * texture objects are updated accordingly */
sl@0
  1378
    
sl@0
  1379
    if (ctx->target.type == SURFACE_IMAGE) {
sl@0
  1380
        Image *img = (Image *) ctx->target.handle;
sl@0
  1381
        M3G_VALIDATE_OBJECT(img);
sl@0
  1382
        m3gInvalidateImage(img);
sl@0
  1383
        m3gDeleteRef((Object*) img);
sl@0
  1384
    }
sl@0
  1385
sl@0
  1386
    /* Swap in case we rendered onto a double-buffered surface,
sl@0
  1387
     * release any GL resources that might have been release since the
sl@0
  1388
     * last time we rendered, then release the GL context so we don't
sl@0
  1389
     * hog resources */
sl@0
  1390
#   if !defined(M3G_NGL_CONTEXT_API)
sl@0
  1391
    if (ctx->target.type == SURFACE_WINDOW) {
sl@0
  1392
        m3gSwapBuffers(ctx->target.surface);
sl@0
  1393
    }
sl@0
  1394
#   endif
sl@0
  1395
    m3gCollectGLObjects(M3G_INTERFACE(ctx));
sl@0
  1396
#   if !defined(M3G_NGL_CONTEXT_API)
sl@0
  1397
    m3gMakeGLCurrent(NULL);
sl@0
  1398
    ctx->target.surface = NULL;
sl@0
  1399
#   else
sl@0
  1400
    if (ctx->target.type == SURFACE_MEMORY && ctx->target.pixels == NULL) {
sl@0
  1401
        m3gSignalTargetRelease(M3G_INTERFACE(ctx), ctx->target.handle);
sl@0
  1402
    }
sl@0
  1403
#   endif
sl@0
  1404
sl@0
  1405
    ctx->target.type = SURFACE_NONE;
sl@0
  1406
    ctx->renderQueue->root = NULL;
sl@0
  1407
sl@0
  1408
#   if (M3G_PROFILE_LOG_INTERVAL > 0)
sl@0
  1409
    m3gLogProfileCounters(M3G_INTERFACE(ctx));
sl@0
  1410
#   endif
sl@0
  1411
}
sl@0
  1412
sl@0
  1413
/*!
sl@0
  1414
 * \brief Sets a camera for this context
sl@0
  1415
 */
sl@0
  1416
M3G_API void m3gSetCamera(M3GRenderContext context,
sl@0
  1417
                          M3GCamera hCamera,
sl@0
  1418
                          M3GMatrix *transform)
sl@0
  1419
{
sl@0
  1420
	Matrix m;
sl@0
  1421
    RenderContext *ctx = (RenderContext*) context;
sl@0
  1422
	const Camera *camera = (Camera *)hCamera;
sl@0
  1423
sl@0
  1424
    M3G_VALIDATE_OBJECT(ctx);
sl@0
  1425
sl@0
  1426
    M3G_ASSIGN_REF(ctx->camera, camera);
sl@0
  1427
sl@0
  1428
	if (transform != NULL) {
sl@0
  1429
		if (!m3gMatrixInverse(&m, transform)) {
sl@0
  1430
            m3gRaiseError(M3G_INTERFACE(ctx), M3G_ARITHMETIC_ERROR);
sl@0
  1431
            return;
sl@0
  1432
        }
sl@0
  1433
	}
sl@0
  1434
	else {
sl@0
  1435
		m3gIdentityMatrix(&m);
sl@0
  1436
	}
sl@0
  1437
sl@0
  1438
	m3gGetMatrixColumns(&m, ctx->viewTransform);
sl@0
  1439
sl@0
  1440
    ctx->lastScope = 0;
sl@0
  1441
}
sl@0
  1442
sl@0
  1443
/*!
sl@0
  1444
 * \brief Adds a light to the light array for this context
sl@0
  1445
 */
sl@0
  1446
M3G_API M3Gint m3gAddLight(M3GRenderContext hCtx,
sl@0
  1447
                           M3GLight hLight,
sl@0
  1448
                           const M3GMatrix *transform)
sl@0
  1449
{
sl@0
  1450
    RenderContext *ctx = (RenderContext *)hCtx;
sl@0
  1451
    Light *light = (Light *)hLight;
sl@0
  1452
    M3G_VALIDATE_OBJECT(ctx);
sl@0
  1453
sl@0
  1454
    if (light == NULL) {
sl@0
  1455
        m3gRaiseError(M3G_INTERFACE(ctx), M3G_INVALID_VALUE);
sl@0
  1456
        return -1;
sl@0
  1457
    }
sl@0
  1458
    else {
sl@0
  1459
        LightManager *mgr = &ctx->lightManager;
sl@0
  1460
        M3G_VALIDATE_OBJECT(light);
sl@0
  1461
        ctx->lastScope = 0;
sl@0
  1462
        return m3gInsertLight(mgr, light, transform, M3G_INTERFACE(ctx));
sl@0
  1463
    }
sl@0
  1464
}
sl@0
  1465
sl@0
  1466
/**
sl@0
  1467
 * \brief Sets a light for this context
sl@0
  1468
 */
sl@0
  1469
M3G_API void m3gSetLight(M3GRenderContext context,
sl@0
  1470
                         M3Gint lightIndex,
sl@0
  1471
                         M3GLight hLight,
sl@0
  1472
                         const M3GMatrix *transform)
sl@0
  1473
{
sl@0
  1474
    RenderContext *ctx = (RenderContext*) context;
sl@0
  1475
	Light *light = (Light *)hLight;
sl@0
  1476
    M3G_VALIDATE_OBJECT(ctx);
sl@0
  1477
sl@0
  1478
	/* Check for invalid arguments */
sl@0
  1479
	if (lightIndex < 0 || lightIndex >= m3gLightArraySize(&ctx->lightManager)) {
sl@0
  1480
		m3gRaiseError(M3G_INTERFACE(ctx), M3G_INVALID_INDEX);
sl@0
  1481
        return;
sl@0
  1482
	}
sl@0
  1483
sl@0
  1484
    ctx->lastScope = 0;
sl@0
  1485
    m3gReplaceLight(&ctx->lightManager, lightIndex, light, transform);
sl@0
  1486
}
sl@0
  1487
sl@0
  1488
/*!
sl@0
  1489
 * \brief Removes all lights from this context
sl@0
  1490
 */
sl@0
  1491
M3G_API void m3gClearLights(M3GRenderContext context)
sl@0
  1492
{
sl@0
  1493
    RenderContext *ctx = (RenderContext *)context;
sl@0
  1494
    M3G_VALIDATE_OBJECT(ctx);
sl@0
  1495
    ctx->lastScope = 0;
sl@0
  1496
    m3gClearLights2(&ctx->lightManager);
sl@0
  1497
}
sl@0
  1498
sl@0
  1499
/*!
sl@0
  1500
 * \brief Sets the viewport
sl@0
  1501
 *
sl@0
  1502
 */
sl@0
  1503
M3G_API void m3gSetViewport(M3GRenderContext hCtx,
sl@0
  1504
                            M3Gint x, M3Gint y,
sl@0
  1505
                            M3Gint width, M3Gint height)
sl@0
  1506
{
sl@0
  1507
    RenderContext *ctx = (RenderContext *)hCtx;
sl@0
  1508
    M3G_VALIDATE_OBJECT(ctx);
sl@0
  1509
sl@0
  1510
    /* Note that the error checking here differs from that specified
sl@0
  1511
     * for the Java API; this is to avoid complications when setting
sl@0
  1512
     * from BindTarget where the clip rectangle may be zero.
sl@0
  1513
     * Additional checks are performed in the Java glue code. */
sl@0
  1514
    
sl@0
  1515
    if (width < 0 || height < 0) {
sl@0
  1516
        m3gRaiseError(M3G_INTERFACE(ctx), M3G_INVALID_VALUE);
sl@0
  1517
        return;
sl@0
  1518
    }
sl@0
  1519
    
sl@0
  1520
    width = M3G_MIN(width, M3G_MAX_VIEWPORT_DIMENSION);
sl@0
  1521
    height = M3G_MIN(height, M3G_MAX_VIEWPORT_DIMENSION);
sl@0
  1522
    
sl@0
  1523
    ctx->viewport.x = x;
sl@0
  1524
    ctx->viewport.y = ctx->target.height - (y + height);
sl@0
  1525
    ctx->viewport.width = width;
sl@0
  1526
    ctx->viewport.height = height;
sl@0
  1527
    m3gUpdateScissor(ctx);
sl@0
  1528
}
sl@0
  1529
sl@0
  1530
sl@0
  1531
/*!
sl@0
  1532
 * \brief Gets the viewport
sl@0
  1533
 */
sl@0
  1534
M3G_API void m3gGetViewport(M3GRenderContext hCtx,
sl@0
  1535
                            M3Gint *x, M3Gint *y,
sl@0
  1536
                            M3Gint *width, M3Gint *height)
sl@0
  1537
{
sl@0
  1538
    RenderContext *ctx = (RenderContext *)hCtx;
sl@0
  1539
    M3G_VALIDATE_OBJECT(ctx);
sl@0
  1540
sl@0
  1541
    *x = ctx->viewport.x;
sl@0
  1542
    *y = ctx->target.height - (ctx->viewport.y + ctx->viewport.height);
sl@0
  1543
    *width = ctx->viewport.width;
sl@0
  1544
    *height = ctx->viewport.height;
sl@0
  1545
}
sl@0
  1546
sl@0
  1547
/*!
sl@0
  1548
 * \brief Sets the scissor rectangle
sl@0
  1549
 */
sl@0
  1550
M3G_API void m3gSetClipRect(M3GRenderContext hCtx,
sl@0
  1551
                            M3Gint x, M3Gint y,
sl@0
  1552
                            M3Gint width, M3Gint height)
sl@0
  1553
{
sl@0
  1554
    RenderContext *ctx = (RenderContext *)hCtx;
sl@0
  1555
    M3G_VALIDATE_OBJECT(ctx);
sl@0
  1556
sl@0
  1557
    if (width < 0 || height < 0) {
sl@0
  1558
        m3gRaiseError(M3G_INTERFACE(ctx), M3G_INVALID_VALUE);
sl@0
  1559
        return;
sl@0
  1560
    }
sl@0
  1561
    ctx->clip.x0 = x;
sl@0
  1562
    ctx->clip.y0 = ctx->target.height - (y + height);
sl@0
  1563
    ctx->clip.x1 = x + width;
sl@0
  1564
    ctx->clip.y1 = ctx->clip.y0 + height;
sl@0
  1565
    m3gValidateClipRect(ctx);
sl@0
  1566
    m3gUpdateScissor(ctx);
sl@0
  1567
}
sl@0
  1568
sl@0
  1569
/*!
sl@0
  1570
 * \brief Sets the physical display area
sl@0
  1571
 *
sl@0
  1572
 * The display are is normally set to the full rendering targte size
sl@0
  1573
 * in m3gBindTarget, but this function allows overriding the default
sl@0
  1574
 * setting.
sl@0
  1575
 *
sl@0
  1576
 * Any pixels outside of the display area can be discarded for
sl@0
  1577
 * performance.  The origin is assumed to be in the top-left corner of
sl@0
  1578
 * the rendering target.
sl@0
  1579
 */
sl@0
  1580
M3G_API void m3gSetDisplayArea(M3GRenderContext hCtx,
sl@0
  1581
                               M3Gint width, M3Gint height)
sl@0
  1582
{
sl@0
  1583
    RenderContext *ctx = (RenderContext*) hCtx;
sl@0
  1584
    M3G_VALIDATE_OBJECT(ctx);
sl@0
  1585
    
sl@0
  1586
    ctx->display.width = M3G_MIN(width, ctx->target.width);
sl@0
  1587
    ctx->display.height = M3G_MIN(height, ctx->target.height);
sl@0
  1588
}
sl@0
  1589
sl@0
  1590
/*!
sl@0
  1591
 * \brief Sets depth range
sl@0
  1592
 * 
sl@0
  1593
 */
sl@0
  1594
M3G_API void m3gSetDepthRange(M3GRenderContext hCtx,
sl@0
  1595
                              M3Gfloat depthNear, M3Gfloat depthFar)
sl@0
  1596
{
sl@0
  1597
    RenderContext *ctx = (RenderContext *)hCtx;
sl@0
  1598
    M3G_VALIDATE_OBJECT(ctx);
sl@0
  1599
	
sl@0
  1600
	if (depthNear < 0 || depthNear > 1.0f || depthFar < 0 || depthFar > 1.0f) {
sl@0
  1601
		m3gRaiseError(M3G_INTERFACE(ctx), M3G_INVALID_VALUE);
sl@0
  1602
        return;
sl@0
  1603
    }
sl@0
  1604
sl@0
  1605
	ctx->depthNear = depthNear;
sl@0
  1606
	ctx->depthFar = depthFar;
sl@0
  1607
}
sl@0
  1608
sl@0
  1609
/*!
sl@0
  1610
 * \brief Gets depth range
sl@0
  1611
 * 
sl@0
  1612
 */
sl@0
  1613
M3G_API void m3gGetDepthRange(M3GRenderContext hCtx,
sl@0
  1614
                              M3Gfloat *depthNear, M3Gfloat *depthFar)
sl@0
  1615
{
sl@0
  1616
    RenderContext *ctx = (RenderContext *)hCtx;
sl@0
  1617
    M3G_VALIDATE_OBJECT(ctx);
sl@0
  1618
	
sl@0
  1619
	*depthNear = ctx->depthNear;
sl@0
  1620
	*depthFar= ctx->depthFar;
sl@0
  1621
}
sl@0
  1622
sl@0
  1623
/*!
sl@0
  1624
 * \brief Gets current view transform
sl@0
  1625
 * 
sl@0
  1626
 */
sl@0
  1627
sl@0
  1628
M3G_API void m3gGetViewTransform(M3GRenderContext hCtx,
sl@0
  1629
                                 M3GMatrix *transform)
sl@0
  1630
{
sl@0
  1631
    RenderContext *ctx = (RenderContext *)hCtx;
sl@0
  1632
    M3G_VALIDATE_OBJECT(ctx);
sl@0
  1633
    m3gSetMatrixColumns(transform, ctx->viewTransform);
sl@0
  1634
    m3gInvertMatrix(transform); /*lint !e534 always invertible */
sl@0
  1635
}
sl@0
  1636
sl@0
  1637
/*!
sl@0
  1638
 * \brief Gets current Camera
sl@0
  1639
 * 
sl@0
  1640
 */
sl@0
  1641
sl@0
  1642
M3G_API M3GCamera m3gGetCamera(M3GRenderContext hCtx)
sl@0
  1643
{
sl@0
  1644
    RenderContext *ctx = (RenderContext *)hCtx;
sl@0
  1645
    M3G_VALIDATE_OBJECT(ctx);
sl@0
  1646
    return (M3GCamera) ctx->camera;
sl@0
  1647
}
sl@0
  1648
sl@0
  1649
/*!
sl@0
  1650
 * \brief Gets light transform of given light
sl@0
  1651
 * 
sl@0
  1652
 */
sl@0
  1653
sl@0
  1654
M3G_API M3GLight m3gGetLightTransform (M3GRenderContext hCtx,
sl@0
  1655
                                       M3Gint lightIndex, M3GMatrix *transform)
sl@0
  1656
{
sl@0
  1657
    RenderContext *ctx = (RenderContext *)hCtx;
sl@0
  1658
    M3G_VALIDATE_OBJECT(ctx);
sl@0
  1659
    return m3gGetLightTransformInternal(&ctx->lightManager, lightIndex, transform);
sl@0
  1660
}
sl@0
  1661
sl@0
  1662
/*!
sl@0
  1663
 * \brief Gets light count
sl@0
  1664
 * 
sl@0
  1665
 */
sl@0
  1666
sl@0
  1667
M3G_API M3Gsizei m3gGetLightCount (M3GRenderContext hCtx)
sl@0
  1668
{
sl@0
  1669
    RenderContext *ctx = (RenderContext *)hCtx;
sl@0
  1670
    M3G_VALIDATE_OBJECT(ctx);
sl@0
  1671
    return m3gLightArraySize(&ctx->lightManager);
sl@0
  1672
}
sl@0
  1673
sl@0
  1674
/*!
sl@0
  1675
 * \brief Renders a world
sl@0
  1676
 *
sl@0
  1677
 */
sl@0
  1678
M3G_API void m3gRenderWorld(M3GRenderContext context, M3GWorld hWorld)
sl@0
  1679
{
sl@0
  1680
	Camera *camera;
sl@0
  1681
    RenderContext *ctx = (RenderContext*) context;
sl@0
  1682
	World *world = (World *) hWorld;
sl@0
  1683
sl@0
  1684
    M3G_LOG1(M3G_LOG_STAGES, "Rendering World 0x%08X\n", (unsigned) world);
sl@0
  1685
    
sl@0
  1686
    M3G_VALIDATE_OBJECT(ctx);
sl@0
  1687
    M3G_VALIDATE_OBJECT(world);
sl@0
  1688
sl@0
  1689
	camera = m3gGetActiveCamera(world);
sl@0
  1690
sl@0
  1691
    /* Check for errors */
sl@0
  1692
    
sl@0
  1693
    if (ctx->target.type == SURFACE_NONE) {
sl@0
  1694
        m3gRaiseError(M3G_INTERFACE(ctx), M3G_INVALID_OPERATION);
sl@0
  1695
        return;
sl@0
  1696
    }
sl@0
  1697
    
sl@0
  1698
	if (camera == NULL ||
sl@0
  1699
        !m3gIsChildOf((Node *)world, (Node *)camera)) {
sl@0
  1700
		m3gRaiseError(M3G_INTERFACE(ctx), M3G_INVALID_OPERATION);
sl@0
  1701
        return;
sl@0
  1702
	}
sl@0
  1703
sl@0
  1704
    /* Exit if the camera will show nothing (zero view volume) */
sl@0
  1705
    
sl@0
  1706
    if (!m3gValidProjection(camera)) {
sl@0
  1707
        return;
sl@0
  1708
    }
sl@0
  1709
sl@0
  1710
    /* Override the currently set viewing transformation with identity
sl@0
  1711
     * (will fix this before we return) */
sl@0
  1712
    
sl@0
  1713
	m3gSetCamera(ctx, camera, NULL);
sl@0
  1714
sl@0
  1715
    if (m3gValidateBackground(ctx, world->background)) {
sl@0
  1716
    	m3gClearInternal(ctx, world->background);
sl@0
  1717
    }
sl@0
  1718
    else {
sl@0
  1719
        m3gRaiseError(M3G_INTERFACE(world), M3G_INVALID_OPERATION);
sl@0
  1720
        return;
sl@0
  1721
    }
sl@0
  1722
sl@0
  1723
    /* All clear for rendering */
sl@0
  1724
    
sl@0
  1725
    M3G_LOG(M3G_LOG_RENDERING, "Rendering: start\n");    
sl@0
  1726
    M3G_ASSERT(ctx->renderQueue->root == NULL);
sl@0
  1727
    M3G_BEGIN_PROFILE(M3G_INTERFACE(ctx), M3G_PROFILE_VALIDATE);
sl@0
  1728
    
sl@0
  1729
    if (m3gValidateNode((Node*) world, NODE_RENDER_BIT, camera->node.scope)) {
sl@0
  1730
        M3Gbool setup;
sl@0
  1731
        SetupRenderState s;
sl@0
  1732
        M3G_END_PROFILE(M3G_INTERFACE(ctx), M3G_PROFILE_VALIDATE);
sl@0
  1733
sl@0
  1734
        /* We start the traversal from the camera, so set the initial
sl@0
  1735
         * camera-space transformation to identity */
sl@0
  1736
        
sl@0
  1737
        m3gIdentityMatrix(&s.toCamera);
sl@0
  1738
        s.cullMask = CULLMASK_ALL;
sl@0
  1739
        
sl@0
  1740
        m3gClearLights2(&ctx->lightManager);
sl@0
  1741
        
sl@0
  1742
        ctx->renderQueue->root = (Node *)world;
sl@0
  1743
        ctx->renderQueue->scope = camera->node.scope;
sl@0
  1744
        ctx->renderQueue->lightManager = &ctx->lightManager;
sl@0
  1745
        ctx->renderQueue->camera = camera;
sl@0
  1746
sl@0
  1747
        M3G_BEGIN_PROFILE(M3G_INTERFACE(ctx), M3G_PROFILE_SETUP);
sl@0
  1748
        
sl@0
  1749
        setup = M3G_VFUNC(Node, camera, setupRender)((Node *) camera,
sl@0
  1750
                                                     NULL,
sl@0
  1751
                                                     &s,
sl@0
  1752
                                                     ctx->renderQueue);
sl@0
  1753
        M3G_END_PROFILE(M3G_INTERFACE(ctx), M3G_PROFILE_SETUP);
sl@0
  1754
        M3G_LOG(M3G_LOG_RENDERING, "Rendering: commit\n");
sl@0
  1755
        M3G_BEGIN_PROFILE(M3G_INTERFACE(ctx), M3G_PROFILE_COMMIT);
sl@0
  1756
sl@0
  1757
        if (setup) {
sl@0
  1758
            m3gInitRender(ctx, RENDER_WORLD);
sl@0
  1759
            m3gLockFrameBuffer(ctx);
sl@0
  1760
            m3gCommit(ctx->renderQueue, ctx);
sl@0
  1761
            m3gReleaseFrameBuffer(ctx);
sl@0
  1762
        }
sl@0
  1763
        
sl@0
  1764
        M3G_END_PROFILE(M3G_INTERFACE(ctx), M3G_PROFILE_COMMIT);
sl@0
  1765
sl@0
  1766
        /* Fix light and camera transformations to be relative to world
sl@0
  1767
         * space on exit */
sl@0
  1768
    
sl@0
  1769
        if (setup) {
sl@0
  1770
            Matrix m;
sl@0
  1771
            if (m3gGetTransformTo((Node*) world, (Node*) camera, &m)) {
sl@0
  1772
                m3gGetMatrixColumns(&m, ctx->viewTransform);
sl@0
  1773
                if (m3gInvertMatrix(&m)) {
sl@0
  1774
                    m3gTransformLights(&ctx->lightManager, &m);
sl@0
  1775
                }
sl@0
  1776
                else {
sl@0
  1777
                    M3G_ASSERT(M3G_FALSE);
sl@0
  1778
                }
sl@0
  1779
            }
sl@0
  1780
            else {
sl@0
  1781
                M3G_ASSERT(M3G_FALSE);
sl@0
  1782
            }
sl@0
  1783
        }
sl@0
  1784
    }
sl@0
  1785
    
sl@0
  1786
	m3gClearRenderQueue(ctx->renderQueue);
sl@0
  1787
    M3G_LOG(M3G_LOG_RENDERING, "Rendering: end\n");
sl@0
  1788
}
sl@0
  1789
sl@0
  1790
/*!
sl@0
  1791
 * \brief Renders a node or subtree
sl@0
  1792
 */
sl@0
  1793
M3G_API void m3gRenderNode(M3GRenderContext context,
sl@0
  1794
                           M3GNode hNode,
sl@0
  1795
                           const M3GMatrix *transform)
sl@0
  1796
{
sl@0
  1797
    RenderContext *ctx = (RenderContext*) context;
sl@0
  1798
    Node *node = (Node *) hNode;
sl@0
  1799
sl@0
  1800
    M3G_LOG1(M3G_LOG_STAGES, "Rendering Node 0x%08X\n", (unsigned) node);
sl@0
  1801
    
sl@0
  1802
    M3G_VALIDATE_OBJECT(ctx);
sl@0
  1803
    M3G_VALIDATE_OBJECT(node);
sl@0
  1804
sl@0
  1805
    /* Check for errors */
sl@0
  1806
    
sl@0
  1807
    if (node == NULL) {
sl@0
  1808
        m3gRaiseError(M3G_INTERFACE(ctx), M3G_NULL_POINTER);
sl@0
  1809
        return;
sl@0
  1810
    }
sl@0
  1811
sl@0
  1812
    if (ctx->target.type == SURFACE_NONE || ctx->camera == NULL) {
sl@0
  1813
        m3gRaiseError(M3G_INTERFACE(ctx), M3G_INVALID_OPERATION);
sl@0
  1814
        return;
sl@0
  1815
    }
sl@0
  1816
sl@0
  1817
    /* Exit if the camera will show nothing (zero view volume) */
sl@0
  1818
    
sl@0
  1819
    if (!m3gValidProjection(ctx->camera)) {
sl@0
  1820
        return;
sl@0
  1821
    }
sl@0
  1822
sl@0
  1823
    /* All clear, draw away */
sl@0
  1824
sl@0
  1825
    M3G_LOG(M3G_LOG_RENDERING, "Rendering: start\n");
sl@0
  1826
	M3G_ASSERT(ctx->renderQueue->root == NULL);
sl@0
  1827
    M3G_BEGIN_PROFILE(M3G_INTERFACE(ctx), M3G_PROFILE_VALIDATE);
sl@0
  1828
    
sl@0
  1829
    if (m3gValidateNode(node, NODE_RENDER_BIT, ctx->camera->node.scope)) {
sl@0
  1830
        M3Gbool setup;
sl@0
  1831
        SetupRenderState s;
sl@0
  1832
        M3G_END_PROFILE(M3G_INTERFACE(ctx), M3G_PROFILE_VALIDATE);
sl@0
  1833
        
sl@0
  1834
        s.cullMask = CULLMASK_ALL;
sl@0
  1835
sl@0
  1836
        /* We start the traversal from world space, so preload the
sl@0
  1837
         * current camera-space transformation to get camera-space
sl@0
  1838
         * meshes and correct view frustum culling */
sl@0
  1839
        
sl@0
  1840
        m3gSetMatrixColumns(&s.toCamera, ctx->viewTransform);
sl@0
  1841
        if (transform) {
sl@0
  1842
            m3gMulMatrix(&s.toCamera, transform);
sl@0
  1843
        }
sl@0
  1844
        ctx->renderQueue->root = (Node *) node;
sl@0
  1845
        ctx->renderQueue->scope = ctx->camera->node.scope;
sl@0
  1846
        ctx->renderQueue->lightManager = NULL;
sl@0
  1847
        ctx->renderQueue->camera = ctx->camera;
sl@0
  1848
        
sl@0
  1849
        M3G_BEGIN_PROFILE(M3G_INTERFACE(ctx), M3G_PROFILE_SETUP);
sl@0
  1850
        
sl@0
  1851
        setup = M3G_VFUNC(Node, node, setupRender)(node,
sl@0
  1852
                                                   NULL,
sl@0
  1853
                                                   &s,
sl@0
  1854
                                                   ctx->renderQueue);
sl@0
  1855
        M3G_END_PROFILE(M3G_INTERFACE(ctx), M3G_PROFILE_SETUP);
sl@0
  1856
        M3G_LOG(M3G_LOG_RENDERING, "Rendering: commit\n");
sl@0
  1857
        M3G_BEGIN_PROFILE(M3G_INTERFACE(ctx), M3G_PROFILE_COMMIT);
sl@0
  1858
        
sl@0
  1859
        if (setup) {
sl@0
  1860
            m3gInitRender(ctx, RENDER_NODES);
sl@0
  1861
            m3gLockFrameBuffer(ctx);
sl@0
  1862
    		m3gCommit(ctx->renderQueue, ctx);
sl@0
  1863
            m3gReleaseFrameBuffer(ctx);
sl@0
  1864
        }
sl@0
  1865
        
sl@0
  1866
        M3G_END_PROFILE(M3G_INTERFACE(ctx), M3G_PROFILE_COMMIT);
sl@0
  1867
	}
sl@0
  1868
sl@0
  1869
	m3gClearRenderQueue(ctx->renderQueue);
sl@0
  1870
    
sl@0
  1871
    M3G_LOG(M3G_LOG_RENDERING, "Rendering: end\n");
sl@0
  1872
}
sl@0
  1873
sl@0
  1874
/*!
sl@0
  1875
 * \brief Render a set of primitives
sl@0
  1876
 * 
sl@0
  1877
 */
sl@0
  1878
M3G_API void m3gRender(M3GRenderContext context,
sl@0
  1879
                       M3GVertexBuffer hVertices,
sl@0
  1880
                       M3GIndexBuffer hIndices,
sl@0
  1881
                       M3GAppearance hAppearance,
sl@0
  1882
                       const M3GMatrix *transformMatrix,
sl@0
  1883
                       M3Gfloat alphaFactor,
sl@0
  1884
                       M3Gint scope)
sl@0
  1885
{
sl@0
  1886
    RenderContext *ctx = (RenderContext *) context;
sl@0
  1887
    const VertexBuffer *vb = (const VertexBuffer *) hVertices;
sl@0
  1888
    const IndexBuffer *ib = (const IndexBuffer *) hIndices;
sl@0
  1889
    const Appearance *app = (const Appearance *) hAppearance;
sl@0
  1890
    M3G_VALIDATE_OBJECT(ctx);
sl@0
  1891
sl@0
  1892
    M3G_LOG1(M3G_LOG_STAGES, "Rendering vertex buffer 0x%08X\n",
sl@0
  1893
             (unsigned) vb);
sl@0
  1894
    
sl@0
  1895
    /* Check validity of input */
sl@0
  1896
    
sl@0
  1897
    if (ctx->target.type == SURFACE_NONE || ctx->camera == NULL) {
sl@0
  1898
        m3gRaiseError(M3G_INTERFACE(ctx), M3G_INVALID_OPERATION);
sl@0
  1899
        return;
sl@0
  1900
    }
sl@0
  1901
    
sl@0
  1902
    /* Quick exit if out of scope or zero view volume */
sl@0
  1903
sl@0
  1904
    if ((scope & ctx->camera->node.scope) == 0
sl@0
  1905
        || !m3gValidProjection(ctx->camera)) {
sl@0
  1906
        return;
sl@0
  1907
    }
sl@0
  1908
sl@0
  1909
    if (vb == NULL || ib == NULL || app == NULL) {
sl@0
  1910
        m3gRaiseError(M3G_INTERFACE(ctx), M3G_INVALID_OBJECT);
sl@0
  1911
        return;
sl@0
  1912
    }
sl@0
  1913
sl@0
  1914
    if (!m3gValidateVertexBuffer(vb, app, m3gGetMaxIndex(ib))) {
sl@0
  1915
        m3gRaiseError(M3G_INTERFACE(ctx), M3G_INVALID_OPERATION);
sl@0
  1916
        return;
sl@0
  1917
    }
sl@0
  1918
sl@0
  1919
    /* Everything checks out, so draw */
sl@0
  1920
sl@0
  1921
    M3G_LOG(M3G_LOG_RENDERING, "Rendering: start immediate\n");
sl@0
  1922
    
sl@0
  1923
    m3gInitRender(ctx, RENDER_IMMEDIATE);
sl@0
  1924
    m3gLockFrameBuffer(ctx);
sl@0
  1925
    m3gDrawMesh(ctx,
sl@0
  1926
                vb, ib, app,
sl@0
  1927
                transformMatrix,
sl@0
  1928
                m3gRoundToInt(
sl@0
  1929
                    m3gMul(alphaFactor,
sl@0
  1930
                           (M3Gfloat)(1 << NODE_ALPHA_FACTOR_BITS))),
sl@0
  1931
                scope);
sl@0
  1932
    m3gReleaseFrameBuffer(ctx);
sl@0
  1933
    
sl@0
  1934
    M3G_LOG(M3G_LOG_RENDERING, "Rendering: end immediate\n");
sl@0
  1935
}
sl@0
  1936