ref: 8d8347fe5177137b0ff4aedbdf058928d15bf403
dir: /src/misc.c/
#include "msghandling.h" #include "zgl.h" void glPolygonStipple(void* a) { #if TGL_FEATURE_POLYGON_STIPPLE == 1 GLContext* c = gl_get_context(); ZBuffer* zb = c->zb; gl_memcpy(zb->stipplepattern, a, TGL_POLYGON_STIPPLE_BYTES); for (GLint i = 0; i < TGL_POLYGON_STIPPLE_BYTES; i++) { zb->stipplepattern[i] = ((GLubyte*)a)[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 glopPointSize(GLContext* c, GLParam* p){ c->zb->pointsize = p[1].f; } void glPointSize(GLfloat f){ GLParam p[2]; p[0].op = OP_PointSize; p[1].f = f; gl_add_op(p); } 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; }