text: /*  RetroArch - A frontend for libretro.
   *  Copyright (C) 2011-2017 - Daniel De Matteis
   *  Copyright (C) 2016-2019 - Brad Parker
   *
   *  RetroArch is free software: you can redistribute it and/or modify it under the terms
   *  of the GNU General Public License as published by the Free Software Found-
   *  ation, either version 3 of the License, or (at your option) any later version.
   *
   *  RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
   *  without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
   *  PURPOSE.  See the GNU General Public License for more details.
   *
   *  You should have received a copy of the GNU General Public License along with RetroArch.
   *  If not, see <http://www.gnu.org/licenses/>.
   */
  
  #include <retro_miscellaneous.h>
  
  #ifdef HAVE_CONFIG_H
  #include "../../config.h"
  #endif
  
  #include "../../retroarch.h"
  #include "../font_driver.h"
  #include "../common/gl1_common.h"
  
  #include "../gfx_display.h"
  
  static const GLfloat gl1_menu_vertexes[] = {
     0, 0,
     1, 0,
     0, 1,
     1, 1
  };
  
  static const GLfloat gl1_menu_tex_coords[] = {
     0, 1,
     1, 1,
     0, 0,
     1, 0
  };
  
  static const float *gfx_display_gl1_get_default_vertices(void)
  {
     return &gl1_menu_vertexes[0];
  }
  
  static const float *gfx_display_gl1_get_default_tex_coords(void)
  {
     return &gl1_menu_tex_coords[0];
  }
  
  static void *gfx_display_gl1_get_default_mvp(void *data)
  {
     gl1_t *gl1 = (gl1_t*)data;
  
     if (!gl1)
        return NULL;
  
     return &gl1->mvp_no_rot;
  }
  
  static GLenum gfx_display_prim_to_gl1_enum(
        enum gfx_display_prim_type type)
  {
     switch (type)
     {
        case GFX_DISPLAY_PRIM_TRIANGLESTRIP:
           return GL_TRIANGLE_STRIP;
        case GFX_DISPLAY_PRIM_TRIANGLES:
           return GL_TRIANGLES;
        case GFX_DISPLAY_PRIM_NONE:
        default:
           break;
     }
  
     return 0;
  }
  
  static void gfx_display_gl1_blend_begin(void *data)
  {
     glEnable(GL_BLEND);
     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  }
  
  static void gfx_display_gl1_blend_end(void *data)
  {
     glDisable(GL_BLEND);
  }
  
  static void gfx_display_gl1_draw(gfx_display_ctx_draw_t *draw,
        void *data,
        unsigned video_width,
        unsigned video_height)
  {
     video_shader_ctx_mvp_t mvp;
     gl1_t             *gl1          = (gl1_t*)data;
  
     if (!gl1 || !draw)
        return;
  
     if (!draw->coords->vertex)
        draw->coords->vertex         = &gl1_menu_vertexes[0];
     if (!draw->coords->tex_coord)
        draw->coords->tex_coord      = &gl1_menu_tex_coords[0];
     if (!draw->coords->lut_tex_coord)
        draw->coords->lut_tex_coord  = &gl1_menu_tex_coords[0];
     if (!draw->texture)
        return;
  
     glViewport(draw->x, draw->y, draw->width, draw->height);
  
     glEnable(GL_TEXTURE_2D);
  
     glBindTexture(GL_TEXTURE_2D, (GLuint)draw->texture);
  
     mvp.data   = gl1;
     mvp.matrix = draw->matrix_data ? (math_matrix_4x4*)draw->matrix_data
        : (math_matrix_4x4*)&gl1->mvp_no_rot;
  
     glMatrixMode(GL_PROJECTION);
     glPushMatrix();
     glLoadMatrixf((const GLfloat*)mvp.matrix);
  
     glMatrixMode(GL_MODELVIEW);
     glPushMatrix();
     glLoadIdentity();
  
     glEnableClientState(GL_COLOR_ARRAY);
     glEnableClientState(GL_VERTEX_ARRAY);
     glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  
  #ifdef VITA
     {
        unsigned i;
        static float *vertices3 = NULL;
  
        if (vertices3)
           free(vertices3);
        vertices3 = (float*)malloc(sizeof(float) * 3 * draw->coords->vertices);
        for (i = 0; i < draw->coords->vertices; i++)
        {
           memcpy(&vertices3[i*3], &draw->coords->vertex[i*2], sizeof(float) * 2);
           vertices3[i*3+2]  = 0.0f;
        }
        glVertexPointer(3, GL_FLOAT, 0, vertices3);   
     }
  #else
     glVertexPointer(2, GL_FLOAT, 0, draw->coords->vertex);
  #endif
  
     glColorPointer(4, GL_FLOAT, 0, draw->coords->color);
     glTexCoordPointer(2, GL_FLOAT, 0, draw->coords->tex_coord);
  
     glDrawArrays(gfx_display_prim_to_gl1_enum(
              draw->prim_type), 0, draw->coords->vertices);
  
     glDisableClientState(GL_COLOR_ARRAY);
     glDisableClientState(GL_TEXTURE_COORD_ARRAY);
     glDisableClientState(GL_VERTEX_ARRAY);
  
     glMatrixMode(GL_MODELVIEW);
     glPopMatrix();
     glMatrixMode(GL_PROJECTION);
     glPopMatrix();
  
     gl1->coords.color = gl1->white_color_ptr;
  }
  
  static bool gfx_display_gl1_font_init_first(
        void **font_handle, void *video_data,
        const char *font_path, float menu_font_size,
        bool is_threaded)
  {
     font_data_t **handle = (font_data_t**)font_handle;
     if (!(*handle = font_driver_init_first(video_data,
           font_path, menu_font_size, true,
           is_threaded,
           FONT_DRIVER_RENDER_OPENGL1_API)))
         return false;
     return true;
  }
  
  static void gfx_display_gl1_scissor_begin(void *data,
        unsigned video_width,
        unsigned video_height,
        int x, int y,
        unsigned width, unsigned height)
  {
     glScissor(x, video_height - y - height, width, height);
     glEnable(GL_SCISSOR_TEST);
  }
  
  static void gfx_display_gl1_scissor_end(
        void *data,
        unsigned video_width,
        unsigned video_height)
  {
     glScissor(0, 0, video_width, video_height);
     glDisable(GL_SCISSOR_TEST);
  }
  
  gfx_display_ctx_driver_t gfx_display_ctx_gl1 = {
     gfx_display_gl1_draw,
     NULL, /* draw_pipeline */
     gfx_display_gl1_blend_begin,
     gfx_display_gl1_blend_end,
     gfx_display_gl1_get_default_mvp,
     gfx_display_gl1_get_default_vertices,
     gfx_display_gl1_get_default_tex_coords,
     gfx_display_gl1_font_init_first,
     GFX_VIDEO_DRIVER_OPENGL1,
     "gl1",
     false,
     gfx_display_gl1_scissor_begin,
     gfx_display_gl1_scissor_end
  };
  