ref: 6a85da7f3569faa9c0048c2d44b03172f49b020b
dir: /src/misc.c/
#include "msghandling.h"
#include "zgl.h"
void glPolygonStipple(void* a) {
#if TGL_FEATURE_POLYGON_STIPPLE
GLubyte* b = a;
GLContext* c = gl_get_context();
ZBuffer* zb = c->zb;
for (GLint i = 0; i < TGL_POLYGON_STIPPLE_BYTES; i++) {
zb->stipplepattern[i] = b[i];
}
#endif
}
void glopViewport(GLContext* c, GLParam* p) {
GLint xsize, ysize, xmin, ymin, xsize_req, ysize_req;
xmin = p[1].i;
ymin = p[2].i;
xsize = p[3].i;
ysize = p[4].i;
/* we may need to resize the zbuffer */
if (c->viewport.xmin != xmin || c->viewport.ymin != ymin || c->viewport.xsize != xsize || c->viewport.ysize != ysize) {
xsize_req = xmin + xsize;
ysize_req = ymin + ysize;
if (c->gl_resize_viewport && c->gl_resize_viewport(c, &xsize_req, &ysize_req) != 0) {
gl_fatal_error("glViewport: error while resizing display");
}
xsize = xsize_req - xmin;
ysize = ysize_req - ymin;
if (xsize <= 0 || ysize <= 0) {
gl_fatal_error("glViewport: size too small");
}
tgl_trace("glViewport: %d %d %d %d\n", xmin, ymin, xsize, ysize);
c->viewport.xmin = xmin;
c->viewport.ymin = ymin;
c->viewport.xsize = xsize;
c->viewport.ysize = ysize;
c->viewport.updated = 1;
}
}
void glBlendFunc(GLenum sfactor, GLenum dfactor) {
GLParam p[3];
p[0].op = OP_BlendFunc;
p[1].i = sfactor;
p[2].i = dfactor;
gl_add_op(p);
return;
}
void glopBlendFunc(GLContext* c, GLParam* p) {
c->zb->sfactor = p[1].i;
c->zb->dfactor = p[2].i;
}
void glBlendEquation(GLenum mode) {
GLParam p[2];
p[0].op = OP_BlendEquation;
p[1].i = mode;
gl_add_op(p);
}
void glopBlendEquation(GLContext* c, GLParam* p) { c->zb->blendeq = p[1].i; }
void glopEnableDisable(GLContext* c, GLParam* p) {
GLint code = p[1].i;
GLint v = p[2].i;
switch (code) {
case GL_CULL_FACE:
c->cull_face_enabled = v;
break;
case GL_LIGHTING:
c->lighting_enabled = v;
break;
case GL_COLOR_MATERIAL:
c->color_material_enabled = v;
break;
case GL_TEXTURE_2D:
c->texture_2d_enabled = v;
break;
case GL_BLEND:
c->zb->enable_blend = v;
break;
case GL_NORMALIZE:
c->normalize_enabled = v;
break;
case GL_DEPTH_TEST:
c->zb->depth_test = v;
break;
case GL_POLYGON_OFFSET_FILL:
if (v)
c->offset_states |= TGL_OFFSET_FILL;
else
c->offset_states &= ~TGL_OFFSET_FILL;
break;
case GL_POLYGON_STIPPLE:
c->zb->dostipple = v;
break;
case GL_POLYGON_OFFSET_POINT:
if (v)
c->offset_states |= TGL_OFFSET_POINT;
else
c->offset_states &= ~TGL_OFFSET_POINT;
break;
case GL_POLYGON_OFFSET_LINE:
if (v)
c->offset_states |= TGL_OFFSET_LINE;
else
c->offset_states &= ~TGL_OFFSET_LINE;
break;
default:
if (code >= GL_LIGHT0 && code < GL_LIGHT0 + MAX_LIGHTS) {
gl_enable_disable_light(c, code - GL_LIGHT0, v);
} else {
/*
fpr_ntf(stderr,"glEnableDisable: 0x%X not supported.\n",code);
*/
}
break;
}
}
void glopShadeModel(GLContext* c, GLParam* p) {
GLint code = p[1].i;
c->current_shade_model = code;
}
void glopCullFace(GLContext* c, GLParam* p) {
GLint code = p[1].i;
c->current_cull_face = code;
}
void glopFrontFace(GLContext* c, GLParam* p) {
GLint code = p[1].i;
c->current_front_face = code;
}
void glopPolygonMode(GLContext* c, GLParam* p) {
GLint face = p[1].i;
GLint mode = p[2].i;
switch (face) {
case GL_BACK:
c->polygon_mode_back = mode;
break;
case GL_FRONT:
c->polygon_mode_front = mode;
break;
case GL_FRONT_AND_BACK:
c->polygon_mode_front = mode;
c->polygon_mode_back = mode;
break;
default:
assert(0);
}
}
void glopHint(GLContext* c, GLParam* p) {
#if 0
GLint target=p[1].i;
GLint mode=p[2].i;
/* do nothing */
#endif
}
void glopPolygonOffset(GLContext* c, GLParam* p) {
c->offset_factor = p[1].f;
c->offset_units = p[2].f;
}