Acme-MITHALDU-BleedingOpenGL
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pogl_rpn.xs view on Meta::CPAN
#//# $oga->update_pointer((CPTR)ptr);
#//- Replace OGA's C pointer - old one is not released
GLboolean
update_pointer(oga, ptr)
OpenGL::Array oga
void * ptr
CODE:
{
RETVAL = (oga->data != ptr);
oga->data = ptr;
}
OUTPUT:
RETVAL
#//# $oga->bind($vboID);
#//- Bind a VBO to an OGA
void
bind(oga, bind)
OpenGL::Array oga
GLint bind
INIT:
#ifdef GL_ARB_vertex_buffer_object
loadProc(glBindBufferARB,"glBindBufferARB");
#endif
CODE:
{
#ifdef GL_ARB_vertex_buffer_object
oga->bind = bind;
glBindBufferARB(GL_ARRAY_BUFFER_ARB,bind);
#else
croak("OpenGL::Array::bind requires GL_ARB_vertex_buffer_object");
#endif
}
#//# $vboID = $oga->bound();
#//- Return OGA's bound VBO ID
GLint
bound(oga)
OpenGL::Array oga
CODE:
RETVAL = oga->bind;
OUTPUT:
RETVAL
#//# $oga->calc([@(OGA)moreOGAs,]@rpnOPs);
#//- Execute RPN instructions on one or more OGAs
void
calc(...)
CODE:
{
rpn_context * ctx;
oga_struct ** oga_list;
int oga_count = 0;
int ops_count,i;
char ** ops;
/* Determine number of OGAs passed in */
for (i=0; i<items; i++)
{
SV * sv = ST(i);
if (sv == &PL_sv_undef ||
!sv_derived_from(sv,"OpenGL::Array")) break;
oga_count++;
}
/* Grab OGA data buffers */
if (!oga_count) croak("Missing OGA parameters");
ops_count = items - oga_count;
oga_list = malloc(sizeof(oga_struct *) * oga_count);
if (!oga_list) croak("Unable to alloc oga_list");
for (i=0; i<oga_count; i++)
{
IV ref = SvIV((SV*)SvRV(ST(i)));
oga_list[i] = INT2PTR(OpenGL__Array,ref);
}
ops = malloc(sizeof(char *) * ops_count);
if (!ops) croak("Unable to alloc ops");
/* Parse parameters */
for (i=0;i<ops_count;i++)
{
SV * sv = ST(i+oga_count);
char * op = (sv != &PL_sv_undef) ?
(char *)SvPV(sv,PL_na) : "";
ops[i] = op;
}
/* Instantiate RPN context */
ctx = rpn_init(oga_count,oga_list,ops_count,ops);
rpn_exec(ctx);
rpn_term(ctx);
/* Delete lists */
free(ops);
free(oga_list);
}
#//# $oga->assign($pos,@data);
#//- Set OGA values starting from offset
void
assign(oga, pos, ...)
OpenGL::Array oga
GLint pos
CODE:
{
int i,j;
int end;
GLenum t;
char* offset;
i = pos;
end = i + items - 2;
if (end > oga->item_count)
end = oga->item_count;
/* FIXME: is this char* conversion what is intended? */
offset = ((char*)oga->data) +
(pos / oga->type_count * oga->total_types_width) +
oga->type_offset[pos % oga->type_count];
j = 2;
/* Handle multi-type OGAs */
for (;i<end;i++,j++) {
t = oga->types[i % oga->type_count];
switch (t) {
#ifdef GL_VERSION_1_2
case GL_UNSIGNED_BYTE_3_3_2:
case GL_UNSIGNED_BYTE_2_3_3_REV:
(*(GLubyte*)offset) = (GLubyte)SvIV(ST(j));
offset += sizeof(GLubyte);
break;
case GL_UNSIGNED_SHORT_5_6_5:
case GL_UNSIGNED_SHORT_5_6_5_REV:
case GL_UNSIGNED_SHORT_4_4_4_4:
case GL_UNSIGNED_SHORT_4_4_4_4_REV:
case GL_UNSIGNED_SHORT_5_5_5_1:
case GL_UNSIGNED_SHORT_1_5_5_5_REV:
(*(GLushort*)offset) = (GLushort)SvIV(ST(j));
offset += sizeof(GLushort);
break;
case GL_UNSIGNED_INT_8_8_8_8:
case GL_UNSIGNED_INT_8_8_8_8_REV:
pogl_rpn.xs view on Meta::CPAN
#//# $count = $oga->elements();
#//- Get number of OGA elements
GLsizei
elements(oga)
OpenGL::Array oga
CODE:
RETVAL = oga->item_count;
OUTPUT:
RETVAL
#//# $len = $oga->length();
#//- Get size of OGA in bytes
GLsizei
length(oga)
OpenGL::Array oga
CODE:
RETVAL = oga->data_length;
OUTPUT:
RETVAL
#//# (CPTR)ptr = $oga->ptr();
#//- Get C pointer to OGA data
void *
ptr(oga)
OpenGL::Array oga
CODE:
RETVAL = oga->data;
OUTPUT:
RETVAL
#//# (CPTR)ptr = $oga->offset($pos);
#//- Get C pointer to OGA data, by element offset
void *
offset(oga, pos)
OpenGL::Array oga
GLint pos
CODE:
RETVAL = ((char*)oga->data) +
(pos / oga->type_count * oga->total_types_width) +
oga->type_offset[pos % oga->type_count];
OUTPUT:
RETVAL
#//# $oga->affine((OGA)matrix|@matrix|$scalar);
#//- Perform affine transform on an OGA
void
affine(oga, ...)
OpenGL::Array oga
CODE:
{
GLfloat * data = (GLfloat *)oga->data;
GLfloat * mat = NULL;
int len = oga->item_count;
int fbo_width = 0;
int i,j,count,dim,cols;
SV * sv = ST(1);
int free_mat = 0;
/* Get transform matrix OGA */
if (sv != &PL_sv_undef && sv_derived_from(sv,"OpenGL::Array"))
{
IV ref = SvIV((SV*)SvRV(sv));
oga_struct *oga_mat = INT2PTR(OpenGL__Array,ref);
count = oga_mat->item_count;
for (i=0;i<oga_mat->type_count;i++)
{
if (oga_mat->types[i] != GL_FLOAT)
croak("Unsupported datatype in affine matrix");
}
mat = (GLfloat *)oga_mat->data;
}
else
{
count = items - 1;
free_mat = 1;
}
if (!count) croak("No matrix values");
/* Currently only support GLfloat */
for (i=0;i<oga->type_count;i++)
{
if (oga->types[i] != GL_FLOAT)
croak("Unsupported datatype");
}
/* Scalar Multiply */
if (count == 1)
{
GLfloat scalar = mat ? mat[0] : (GLfloat)SvNV(ST(1));
for (i=0;i<len;i++) data[i] *= scalar;
XSRETURN_EMPTY;
}
/* Calc matrix dimension from sqrt of array size */
dim = (int)sqrt(count);
if (count != dim*dim) croak("Not a square matrix");
/* Affine matrix dimension is one element larger than vector data */
cols = dim - 1;
if (len % cols)
croak("Matrix does not match array vector size");
/* Grab affine matrix */
if (!mat)
{
mat = malloc(sizeof(GLfloat) * count);
for (i=0; i<count; i++)
mat[i] = (GLfloat)SvNV(ST(i+1));
}
#if 0 /* Need to figure out why this is slower than CPU calcs */
/* Use GPU if FBOs and Fragment Programs are supported */
fbo_width = gpgpu_width(len);
if (dim == 4 && fbo_width)
{
GLuint target = GL_TEXTURE_RECTANGLE_ARB;
int w = fbo_width;
int h = len / (w*3);
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