DEADSOFTWARE

Merge branch 'stupidglesbug-fix' of https://github.com/SDLash3D/nanogl
[nanogl.git] / nanoWrap.cpp
index 3a6fb389186ffabacd6c7c2f95abab39d0631dd8..41eb4dda9ebacbbba3d3194bbb89ac8f3c115311 100644 (file)
@@ -44,7 +44,14 @@ struct nanoState
        GLboolean depth_test;
        GLboolean dither;
        GLboolean fog;
-       GLboolean lighti;
+       GLboolean light0;
+       GLboolean light1;
+       GLboolean light2;
+       GLboolean light3;
+       GLboolean light4;
+       GLboolean light5;
+       GLboolean light6;
+       GLboolean light7;
        GLboolean lighting;
        GLboolean line_smooth;
        GLboolean matrix_palette_oes;
@@ -88,6 +95,13 @@ static struct nanoState nanoglInitState =
         GL_FALSE,
         GL_FALSE,
         GL_FALSE,
+        GL_FALSE,
+        GL_FALSE,
+        GL_FALSE,
+        GL_FALSE,
+        GL_FALSE,
+        GL_FALSE,
+        GL_FALSE,
         GL_TRUE,
         GL_FALSE,
         GL_FALSE,
@@ -493,7 +507,7 @@ void glEnd( void )
                *ptrIndexArray++ = indexCount++;
                *ptrIndexArray++ = indexCount++;
                *ptrIndexArray++ = indexCount++;
-               int vcount = ( ( vertexCount - vertexMark ) - 3 );
+               int vcount       = ( ( vertexCount - vertexMark ) - 3 );
                for ( int count = 0; count < vcount; count++ )
                {
                        *ptrIndexArray++ = indexbase;
@@ -587,15 +601,86 @@ void glEnable( GLenum cap )
                break;
        }
        case GL_FOG:
-               //case GL_LIGHTi
+       {
+               if ( !nanoglState.fog )
                {
-                       if ( !nanoglState.fog )
-                       {
-                               nanoglState.fog = GL_TRUE;
-                               statechanged    = GL_TRUE;
-                       }
-                       break;
+                       nanoglState.fog = GL_TRUE;
+                       statechanged    = GL_TRUE;
+               }
+               break;
+       }
+       case GL_LIGHT0:
+       {
+               if ( !nanoglState.light0 )
+               {
+                       nanoglState.light0 = GL_TRUE;
+                       statechanged       = GL_TRUE;
+               }
+               break;
+       }
+       case GL_LIGHT1:
+       {
+               if ( !nanoglState.light1 )
+               {
+                       nanoglState.light1 = GL_TRUE;
+                       statechanged       = GL_TRUE;
+               }
+               break;
+       }
+       case GL_LIGHT2:
+       {
+               if ( !nanoglState.light2 )
+               {
+                       nanoglState.light2 = GL_TRUE;
+                       statechanged       = GL_TRUE;
+               }
+               break;
+       }
+       case GL_LIGHT3:
+       {
+               if ( !nanoglState.light3 )
+               {
+                       nanoglState.light3 = GL_TRUE;
+                       statechanged       = GL_TRUE;
+               }
+               break;
+       }
+       case GL_LIGHT4:
+       {
+               if ( !nanoglState.light4 )
+               {
+                       nanoglState.light4 = GL_TRUE;
+                       statechanged       = GL_TRUE;
+               }
+               break;
+       }
+       case GL_LIGHT5:
+       {
+               if ( !nanoglState.light5 )
+               {
+                       nanoglState.light5 = GL_TRUE;
+                       statechanged       = GL_TRUE;
+               }
+               break;
+       }
+       case GL_LIGHT6:
+       {
+               if ( !nanoglState.light6 )
+               {
+                       nanoglState.light6 = GL_TRUE;
+                       statechanged       = GL_TRUE;
+               }
+               break;
+       }
+       case GL_LIGHT7:
+       {
+               if ( !nanoglState.light7 )
+               {
+                       nanoglState.light7 = GL_TRUE;
+                       statechanged       = GL_TRUE;
                }
+               break;
+       }
        case GL_LIGHTING:
        {
                if ( !nanoglState.lighting )
@@ -822,15 +907,86 @@ void glDisable( GLenum cap )
                break;
        }
        case GL_FOG:
-               //case GL_LIGHTi
+       {
+               if ( nanoglState.fog )
                {
-                       if ( nanoglState.fog )
-                       {
-                               nanoglState.fog = GL_FALSE;
-                               statechanged    = GL_TRUE;
-                       }
-                       break;
+                       nanoglState.fog = GL_FALSE;
+                       statechanged    = GL_TRUE;
                }
+               break;
+       }
+       case GL_LIGHT0:
+       {
+               if ( !nanoglState.light0 )
+               {
+                       nanoglState.light0 = GL_FALSE;
+                       statechanged       = GL_TRUE;
+               }
+               break;
+       }
+       case GL_LIGHT1:
+       {
+               if ( !nanoglState.light1 )
+               {
+                       nanoglState.light1 = GL_FALSE;
+                       statechanged       = GL_TRUE;
+               }
+               break;
+       }
+       case GL_LIGHT2:
+       {
+               if ( !nanoglState.light2 )
+               {
+                       nanoglState.light2 = GL_FALSE;
+                       statechanged       = GL_TRUE;
+               }
+               break;
+       }
+       case GL_LIGHT3:
+       {
+               if ( !nanoglState.light3 )
+               {
+                       nanoglState.light3 = GL_FALSE;
+                       statechanged       = GL_TRUE;
+               }
+               break;
+       }
+       case GL_LIGHT4:
+       {
+               if ( !nanoglState.light4 )
+               {
+                       nanoglState.light4 = GL_FALSE;
+                       statechanged       = GL_TRUE;
+               }
+               break;
+       }
+       case GL_LIGHT5:
+       {
+               if ( !nanoglState.light5 )
+               {
+                       nanoglState.light5 = GL_FALSE;
+                       statechanged       = GL_TRUE;
+               }
+               break;
+       }
+       case GL_LIGHT6:
+       {
+               if ( !nanoglState.light6 )
+               {
+                       nanoglState.light6 = GL_FALSE;
+                       statechanged       = GL_TRUE;
+               }
+               break;
+       }
+       case GL_LIGHT7:
+       {
+               if ( !nanoglState.light7 )
+               {
+                       nanoglState.light7 = GL_FALSE;
+                       statechanged       = GL_TRUE;
+               }
+               break;
+       }
        case GL_LIGHTING:
        {
                if ( nanoglState.lighting )
@@ -1055,6 +1211,50 @@ void glOrtho( GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat
 #endif
 }
 
+// Rikku2000: Light
+void glLightf( GLenum light, GLenum pname, GLfloat param )
+{
+       FlushOnStateChange( );
+
+       glEsImpl->glLightf( light, pname, param );
+}
+void glLightfv( GLenum light, GLenum pname, const GLfloat *params )
+{
+       FlushOnStateChange( );
+
+       glEsImpl->glLightfv( light, pname, params );
+}
+void glLightModelf( GLenum pname, GLfloat param )
+{
+       FlushOnStateChange( );
+
+       glEsImpl->glLightModelf( pname, param );
+}
+void glLightModelfv( GLenum pname, const GLfloat *params )
+{
+       FlushOnStateChange( );
+
+       glEsImpl->glLightModelfv( pname, params );
+}
+void glMaterialf( GLenum face, GLenum pname, GLfloat param )
+{
+       FlushOnStateChange( );
+
+       glEsImpl->glMaterialf( face, pname, param );
+}
+void glMaterialfv( GLenum face, GLenum pname, const GLfloat *params )
+{
+       FlushOnStateChange( );
+
+       glEsImpl->glMaterialfv( face, pname, params );
+}
+void glColorMaterial( GLenum face, GLenum mode )
+{
+       FlushOnStateChange( );
+
+       glEsImpl->glColorMaterial( face, mode );
+}
+
 void glMatrixMode( GLenum mode )
 {
        if ( nanoglState.matrixmode == mode )
@@ -1193,7 +1393,7 @@ void glVertex3f( GLfloat x, GLfloat y, GLfloat z )
        GLfloat *vert = (GLfloat *)ptrVertexAttribArray++;
        *vert++       = x;
        *vert++       = y;
-       *vert++ = z;
+       *vert++       = z;
 #if defined( __MULTITEXTURE_SUPPORT__ )
        memcpy( vert, &currentVertexAttrib.red, 5 * sizeof( GLfloat ) );
 #else