reactos/dll/opengl/mesa/vbfill.c
Jérôme Gardou 5f2bebf7a5 [OPENGL32][MESA] Downgrade Mesa library to version 2.6
With this commit, we now use a forked version of MESA which only supports OpenGL 1.1, like the windows implementation does.
It exposes :
  - The same pixel formats
  - The same set of extensions
  - Nothing more
All of this without taking 10% of your build time.
If you need a more modern option, look at the MESA package from Rapps, which is (and must be) maintained outside of this code tree.
CORE-7499
2019-01-19 14:23:54 +01:00

1453 lines
40 KiB
C

/* $Id: vbfill.c,v 1.22 1998/01/27 03:30:18 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 2.6
* Copyright (C) 1995-1997 Brian Paul
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library 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
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the Free
* Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
/*
* $Log: vbfill.c,v $
* Revision 1.22 1998/01/27 03:30:18 brianp
* minor tweak to FLOAT_COLOR_TO_UBYTE_COLOR macro: added an F suffix
*
* Revision 1.21 1998/01/25 16:59:13 brianp
* changed IEEE_ONE value to 0x3f7f0000 (Josh Vanderhoof)
*
* Revision 1.20 1998/01/16 01:29:29 brianp
* added DavidB's assembly language version of gl_Color3f()
*
* Revision 1.19 1998/01/09 02:40:43 brianp
* IEEE-optimized glColor[34]f[v]() commands (Josh Vanderhoof)
*
* Revision 1.18 1997/12/18 02:54:48 brianp
* now using FloatToInt() macro for better performance on x86
*
* Revision 1.17 1997/11/14 03:02:53 brianp
* clamp floating point color components to [0,1] before int conversion
*
* Revision 1.16 1997/08/13 01:31:11 brianp
* LightTwoSide is now a GLboolean
*
* Revision 1.15 1997/07/24 01:25:27 brianp
* changed precompiled header symbol from PCH to PC_HEADER
*
* Revision 1.14 1997/06/20 02:47:41 brianp
* added Color4ubv API pointer
*
* Revision 1.13 1997/06/20 02:46:49 brianp
* changed color components from GLfixed to GLubyte
*
* Revision 1.12 1997/05/28 03:26:49 brianp
* added precompiled header (PCH) support
*
* Revision 1.11 1997/05/27 03:13:41 brianp
* removed some debugging code
*
* Revision 1.10 1997/04/28 02:05:44 brianp
* renamed some vertex functions, also save color with texcoords
*
* Revision 1.9 1997/04/24 01:50:53 brianp
* optimized glColor3f, glColor3fv, glColor4fv
*
* Revision 1.8 1997/04/24 00:30:17 brianp
* optimized glTexCoord2() code
*
* Revision 1.7 1997/04/20 15:59:30 brianp
* removed VERTEX2_BIT stuff
*
* Revision 1.6 1997/04/16 23:55:33 brianp
* added optimized glTexCoord2f code
*
* Revision 1.5 1997/04/14 22:18:23 brianp
* added optimized glVertex3fv code
*
* Revision 1.4 1997/04/12 16:21:54 brianp
* added ctx->Exec.Vertex2f = vertex2_feedback; statement
*
* Revision 1.3 1997/04/12 12:23:26 brianp
* fixed 3 bugs in gl_eval_vertex
*
* Revision 1.2 1997/04/07 03:01:11 brianp
* optimized vertex[234] code
*
* Revision 1.1 1997/04/02 03:13:56 brianp
* Initial revision
*
*/
/*
* This file implements the functions for filling the vertex buffer:
* glVertex, glNormal, glColor, glIndex, glEdgeFlag, glTexCoord,
*/
#ifdef PC_HEADER
#include "all.h"
#else
#include <assert.h>
#include "context.h"
#include "light.h"
#include "clip.h"
#include "dlist.h"
#include "feedback.h"
#include "macros.h"
#include "matrix.h"
#include "mmath.h"
#include "pb.h"
#include "types.h"
#include "vb.h"
#include "vbfill.h"
#include "vbxform.h"
#include "xform.h"
#endif
/**********************************************************************/
/****** glNormal functions *****/
/**********************************************************************/
/*
* Caller: context->API.Normal3f pointer.
*/
void gl_Normal3f( GLcontext *ctx, GLfloat nx, GLfloat ny, GLfloat nz )
{
ctx->Current.Normal[0] = nx;
ctx->Current.Normal[1] = ny;
ctx->Current.Normal[2] = nz;
ctx->VB->MonoNormal = GL_FALSE;
}
/*
* Caller: context->API.Normal3fv pointer.
*/
void gl_Normal3fv( GLcontext *ctx, const GLfloat *n )
{
ctx->Current.Normal[0] = n[0];
ctx->Current.Normal[1] = n[1];
ctx->Current.Normal[2] = n[2];
ctx->VB->MonoNormal = GL_FALSE;
}
/**********************************************************************/
/****** glIndex functions *****/
/**********************************************************************/
/*
* Caller: context->API.Indexf pointer.
*/
void gl_Indexf( GLcontext *ctx, GLfloat c )
{
ctx->Current.Index = (GLuint) (GLint) c;
ctx->VB->MonoColor = GL_FALSE;
}
/*
* Caller: context->API.Indexi pointer.
*/
void gl_Indexi( GLcontext *ctx, GLint c )
{
ctx->Current.Index = (GLuint) c;
ctx->VB->MonoColor = GL_FALSE;
}
/**********************************************************************/
/****** glColor functions *****/
/**********************************************************************/
#if defined(__i386__)
#define USE_IEEE
#endif
#if defined(USE_IEEE) && !defined(DEBUG) && 0
#define IEEE_ONE 0x3f7f0000
/*
* Optimization for:
* GLfloat f;
* GLubyte b = FloatToInt(CLAMP(f, 0, 1) * 255)
*/
#define FLOAT_COLOR_TO_UBYTE_COLOR(b, f) \
{ \
GLfloat tmp = f + 32768.0F; \
b = ((*(GLuint *)&f >= IEEE_ONE) \
? (*(GLint *)&f < 0) ? (GLubyte)0 : (GLubyte)255 \
: (GLubyte)*(GLuint *)&tmp); \
}
#else
#define FLOAT_COLOR_TO_UBYTE_COLOR(b, f) \
b = FloatToInt(CLAMP(f, 0.0F, 1.0F) * 255.0F)
#endif
/*
* Used when colors are not scaled to [0,255].
* Caller: context->API.Color3f pointer.
*/
void gl_Color3f( GLcontext *ctx, GLfloat red, GLfloat green, GLfloat blue )
{
ctx->Current.ByteColor[0] = FloatToInt(CLAMP(red , 0.0F, 1.0F) * ctx->Visual->RedScale);
ctx->Current.ByteColor[1] = FloatToInt(CLAMP(green, 0.0F, 1.0F) * ctx->Visual->GreenScale);
ctx->Current.ByteColor[2] = FloatToInt(CLAMP(blue , 0.0F, 1.0F) * ctx->Visual->BlueScale);
ctx->Current.ByteColor[3] = FloatToInt(ctx->Visual->AlphaScale);
ASSERT( !ctx->Light.ColorMaterialEnabled );
ctx->VB->MonoColor = GL_FALSE;
}
/*
* Used when colors are scaled to [0,255].
* Caller: context->API.Color3f pointer.
*/
void gl_Color3f8bit( GLcontext *ctx, GLfloat red, GLfloat green, GLfloat blue )
{
FLOAT_COLOR_TO_UBYTE_COLOR(ctx->Current.ByteColor[0], red);
FLOAT_COLOR_TO_UBYTE_COLOR(ctx->Current.ByteColor[1], green);
FLOAT_COLOR_TO_UBYTE_COLOR(ctx->Current.ByteColor[2], blue);
ctx->Current.ByteColor[3] = 255;
ASSERT( !ctx->Light.ColorMaterialEnabled );
ctx->VB->MonoColor = GL_FALSE;
}
/*
* Used when colors are not scaled to [0,255].
* Caller: context->API.Color3fv pointer.
*/
void gl_Color3fv( GLcontext *ctx, const GLfloat *c )
{
ctx->Current.ByteColor[0] = FloatToInt(CLAMP(c[0], 0.0F, 1.0F) * ctx->Visual->RedScale);
ctx->Current.ByteColor[1] = FloatToInt(CLAMP(c[1], 0.0F, 1.0F) * ctx->Visual->GreenScale);
ctx->Current.ByteColor[2] = FloatToInt(CLAMP(c[2], 0.0F, 1.0F) * ctx->Visual->BlueScale);
ctx->Current.ByteColor[3] = FloatToInt(ctx->Visual->AlphaScale);
ASSERT( !ctx->Light.ColorMaterialEnabled );
ctx->VB->MonoColor = GL_FALSE;
}
/*
* Used when colors are scaled to [0,255].
* Caller: context->API.Color3fv pointer.
*/
void gl_Color3fv8bit( GLcontext *ctx, const GLfloat *c )
{
FLOAT_COLOR_TO_UBYTE_COLOR(ctx->Current.ByteColor[0], c[0]);
FLOAT_COLOR_TO_UBYTE_COLOR(ctx->Current.ByteColor[1], c[1]);
FLOAT_COLOR_TO_UBYTE_COLOR(ctx->Current.ByteColor[2], c[2]);
ctx->Current.ByteColor[3] = 255;
ASSERT( !ctx->Light.ColorMaterialEnabled );
ctx->VB->MonoColor = GL_FALSE;
}
/*
* Used when colors are not scaled to [0,255].
* Caller: context->API.Color4f pointer.
*/
void gl_Color4f( GLcontext *ctx,
GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha )
{
ctx->Current.ByteColor[0] = FloatToInt(CLAMP(red , 0.0F, 1.0F) * ctx->Visual->RedScale);
ctx->Current.ByteColor[1] = FloatToInt(CLAMP(green, 0.0F, 1.0F) * ctx->Visual->GreenScale);
ctx->Current.ByteColor[2] = FloatToInt(CLAMP(blue , 0.0F, 1.0F) * ctx->Visual->BlueScale);
ctx->Current.ByteColor[3] = FloatToInt(CLAMP(alpha, 0.0F, 1.0F) * ctx->Visual->AlphaScale);
ASSERT( !ctx->Light.ColorMaterialEnabled );
ctx->VB->MonoColor = GL_FALSE;
}
/*
* Used when colors are scaled to [0,255].
* Caller: context->API.Color4f pointer.
*/
void gl_Color4f8bit( GLcontext *ctx,
GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha )
{
FLOAT_COLOR_TO_UBYTE_COLOR(ctx->Current.ByteColor[0], red);
FLOAT_COLOR_TO_UBYTE_COLOR(ctx->Current.ByteColor[1], green);
FLOAT_COLOR_TO_UBYTE_COLOR(ctx->Current.ByteColor[2], blue);
FLOAT_COLOR_TO_UBYTE_COLOR(ctx->Current.ByteColor[3], alpha);
ASSERT( !ctx->Light.ColorMaterialEnabled );
ctx->VB->MonoColor = GL_FALSE;
}
/*
* Used when colors are not scaled to [0,255].
* Caller: context->API.Color4fv pointer.
*/
void gl_Color4fv( GLcontext *ctx, const GLfloat *c )
{
ctx->Current.ByteColor[0] = FloatToInt(CLAMP(c[0], 0.0F, 1.0F) * ctx->Visual->RedScale);
ctx->Current.ByteColor[1] = FloatToInt(CLAMP(c[1], 0.0F, 1.0F) * ctx->Visual->GreenScale);
ctx->Current.ByteColor[2] = FloatToInt(CLAMP(c[2], 0.0F, 1.0F) * ctx->Visual->BlueScale);
ctx->Current.ByteColor[3] = FloatToInt(CLAMP(c[3], 0.0F, 1.0F) * ctx->Visual->AlphaScale);
ASSERT( !ctx->Light.ColorMaterialEnabled );
ctx->VB->MonoColor = GL_FALSE;
}
/*
* Used when colors are scaled to [0,255].
* Caller: context->API.Color4fv pointer.
*/
void gl_Color4fv8bit( GLcontext *ctx, const GLfloat *c )
{
FLOAT_COLOR_TO_UBYTE_COLOR(ctx->Current.ByteColor[0], c[0]);
FLOAT_COLOR_TO_UBYTE_COLOR(ctx->Current.ByteColor[1], c[1]);
FLOAT_COLOR_TO_UBYTE_COLOR(ctx->Current.ByteColor[2], c[2]);
FLOAT_COLOR_TO_UBYTE_COLOR(ctx->Current.ByteColor[3], c[3]);
ASSERT( !ctx->Light.ColorMaterialEnabled );
ctx->VB->MonoColor = GL_FALSE;
}
/*
* Used when colors are not scaled to [0,255]
* Caller: context->API.Color4ub pointer.
*/
void gl_Color4ub( GLcontext *ctx,
GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha )
{
ctx->Current.ByteColor[0] = red * ctx->Visual->RedScale * (1.0F/255.0F);
ctx->Current.ByteColor[1] = green * ctx->Visual->GreenScale * (1.0F/255.0F);
ctx->Current.ByteColor[2] = blue * ctx->Visual->BlueScale * (1.0F/255.0F);
ctx->Current.ByteColor[3] = alpha * ctx->Visual->AlphaScale * (1.0F/255.0F);
ASSERT( !ctx->Light.ColorMaterialEnabled );
ctx->VB->MonoColor = GL_FALSE;
}
/*
* Used when colors are scaled to [0,255].
* Caller: context->API.Color4ub pointer.
*/
void gl_Color4ub8bit( GLcontext *ctx,
GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha )
{
ASSIGN_4V( ctx->Current.ByteColor, red, green, blue, alpha );
ASSERT( !ctx->Light.ColorMaterialEnabled );
ctx->VB->MonoColor = GL_FALSE;
}
/*
* Used when colors are not scaled to [0,255]
* Caller: context->API.Color4ub pointer.
*/
void gl_Color4ubv( GLcontext *ctx, const GLubyte *c )
{
ctx->Current.ByteColor[0] = c[0] * ctx->Visual->RedScale * (1.0F/255.0F);
ctx->Current.ByteColor[1] = c[1] * ctx->Visual->GreenScale * (1.0F/255.0F);
ctx->Current.ByteColor[2] = c[2] * ctx->Visual->BlueScale * (1.0F/255.0F);
ctx->Current.ByteColor[3] = c[3] * ctx->Visual->AlphaScale * (1.0F/255.0F);
ASSERT( !ctx->Light.ColorMaterialEnabled );
ctx->VB->MonoColor = GL_FALSE;
}
/*
* This is the most efficient glColor*() command!
* Used when colors are scaled to [0,255].
* Caller: context->API.Color4ub pointer.
*/
void gl_Color4ubv8bit( GLcontext *ctx, const GLubyte *c )
{
COPY_4UBV( ctx->Current.ByteColor, c );
ASSERT( !ctx->Light.ColorMaterialEnabled );
ctx->VB->MonoColor = GL_FALSE;
}
/*
* glColor() which modifies material(s).
* Caller: context->API.Color3f pointer.
*/
void gl_ColorMat3f( GLcontext *ctx, GLfloat red, GLfloat green, GLfloat blue )
{
GLfloat color[4];
ctx->Current.ByteColor[0] = FloatToInt(CLAMP(red , 0.0F, 1.0F) * ctx->Visual->RedScale);
ctx->Current.ByteColor[1] = FloatToInt(CLAMP(green, 0.0F, 1.0F) * ctx->Visual->GreenScale);
ctx->Current.ByteColor[2] = FloatToInt(CLAMP(blue , 0.0F, 1.0F) * ctx->Visual->BlueScale);
ctx->Current.ByteColor[3] = FloatToInt(ctx->Visual->AlphaScale);
/* update material */
ASSERT( ctx->Light.ColorMaterialEnabled );
ASSIGN_4V( color, red, green, blue, 1.0F );
gl_set_material( ctx, ctx->Light.ColorMaterialBitmask, color );
ctx->VB->MonoColor = GL_FALSE;
}
/*
* glColor() which modifies material(s).
* Caller: context->API.Color3fv pointer.
*/
void gl_ColorMat3fv( GLcontext *ctx, const GLfloat *c )
{
GLfloat color[4];
ctx->Current.ByteColor[0] = FloatToInt(CLAMP(c[0], 0.0F, 1.0F) * ctx->Visual->RedScale);
ctx->Current.ByteColor[1] = FloatToInt(CLAMP(c[1], 0.0F, 1.0F) * ctx->Visual->GreenScale);
ctx->Current.ByteColor[2] = FloatToInt(CLAMP(c[2], 0.0F, 1.0F) * ctx->Visual->BlueScale);
ctx->Current.ByteColor[3] = FloatToInt(ctx->Visual->AlphaScale);
/* update material */
ASSERT( ctx->Light.ColorMaterialEnabled );
ASSIGN_4V( color, c[0], c[1], c[2], 1.0F );
gl_set_material( ctx, ctx->Light.ColorMaterialBitmask, color );
ctx->VB->MonoColor = GL_FALSE;
}
/*
* glColor() which modifies material(s).
* Caller: context->API.Color4f pointer.
*/
void gl_ColorMat4f( GLcontext *ctx,
GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha )
{
GLfloat color[4];
ctx->Current.ByteColor[0] = FloatToInt(CLAMP(red , 0.0F, 1.0F) * ctx->Visual->RedScale);
ctx->Current.ByteColor[1] = FloatToInt(CLAMP(green, 0.0F, 1.0F) * ctx->Visual->GreenScale);
ctx->Current.ByteColor[2] = FloatToInt(CLAMP(blue , 0.0F, 1.0F) * ctx->Visual->BlueScale);
ctx->Current.ByteColor[3] = FloatToInt(CLAMP(alpha, 0.0F, 1.0F) * ctx->Visual->AlphaScale);
/* update material */
ASSERT( ctx->Light.ColorMaterialEnabled );
ASSIGN_4V( color, red, green, blue, alpha );
gl_set_material( ctx, ctx->Light.ColorMaterialBitmask, color );
ctx->VB->MonoColor = GL_FALSE;
}
/*
* glColor() which modifies material(s).
* Caller: context->API.Color4fv pointer.
*/
void gl_ColorMat4fv( GLcontext *ctx, const GLfloat *c )
{
GLfloat color[4];
ctx->Current.ByteColor[0] = FloatToInt(CLAMP(c[0], 0.0F, 1.0F) * ctx->Visual->RedScale);
ctx->Current.ByteColor[1] = FloatToInt(CLAMP(c[1], 0.0F, 1.0F) * ctx->Visual->GreenScale);
ctx->Current.ByteColor[2] = FloatToInt(CLAMP(c[2], 0.0F, 1.0F) * ctx->Visual->BlueScale);
ctx->Current.ByteColor[3] = FloatToInt(CLAMP(c[3], 0.0F, 1.0F) * ctx->Visual->AlphaScale);
/* update material */
ASSERT( ctx->Light.ColorMaterialEnabled );
ASSIGN_4V( color, c[0], c[1], c[2], c[3] );
gl_set_material( ctx, ctx->Light.ColorMaterialBitmask, color );
ctx->VB->MonoColor = GL_FALSE;
}
/*
* glColor which modifies material(s).
* Caller: context->API.Color4ub pointer.
*/
void gl_ColorMat4ub( GLcontext *ctx,
GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha )
{
GLfloat color[4];
if (ctx->Visual->EightBitColor) {
ASSIGN_4V( ctx->Current.ByteColor, red, green, blue, alpha );
}
else {
ctx->Current.ByteColor[0] = red * ctx->Visual->RedScale * (1.0F/255.0F);
ctx->Current.ByteColor[1] = green * ctx->Visual->GreenScale * (1.0F/255.0F);
ctx->Current.ByteColor[2] = blue * ctx->Visual->BlueScale * (1.0F/255.0F);
ctx->Current.ByteColor[3] = alpha * ctx->Visual->AlphaScale * (1.0F/255.0F);
}
/* update material */
ASSERT( ctx->Light.ColorMaterialEnabled );
color[0] = red * (1.0F/255.0F);
color[1] = green * (1.0F/255.0F);
color[2] = blue * (1.0F/255.0F);
color[3] = alpha * (1.0F/255.0F);
gl_set_material( ctx, ctx->Light.ColorMaterialBitmask, color );
ctx->VB->MonoColor = GL_FALSE;
}
/*
* glColor which modifies material(s).
* Caller: context->API.Color4ub pointer.
*/
void gl_ColorMat4ubv( GLcontext *ctx, const GLubyte *c )
{
gl_ColorMat4ub( ctx, c[0], c[1], c[2], c[3] );
}
/**********************************************************************/
/****** glEdgeFlag functions *****/
/**********************************************************************/
/*
* Caller: context->API.EdgeFlag pointer.
*/
void gl_EdgeFlag( GLcontext *ctx, GLboolean flag )
{
ctx->Current.EdgeFlag = flag;
}
/**********************************************************************/
/***** glVertex functions *****/
/**********************************************************************/
/*
* Used when in feedback mode.
* Caller: context->API.Vertex4f pointer.
*/
static void vertex4f_feedback( GLcontext *ctx,
GLfloat x, GLfloat y, GLfloat z, GLfloat w )
{
struct vertex_buffer *VB = ctx->VB;
GLuint count = VB->Count;
/* vertex */
ASSIGN_4V( VB->Obj[count], x, y, z, w );
/* color */
COPY_4UBV( VB->Fcolor[count], ctx->Current.ByteColor );
/* index */
VB->Findex[count] = ctx->Current.Index;
/* normal */
COPY_3V( VB->Normal[count], ctx->Current.Normal );
/* texcoord */
COPY_4V( VB->TexCoord[count], ctx->Current.TexCoord );
/* edgeflag */
VB->Edgeflag[count] = ctx->Current.EdgeFlag;
count++;
VB->Count = count;
if (count==VB_MAX) {
gl_transform_vb_part1( ctx, GL_FALSE );
}
}
static void vertex3f_feedback( GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z )
{
vertex4f_feedback(ctx, x, y, z, 1.0F);
}
static void vertex2f_feedback( GLcontext *ctx, GLfloat x, GLfloat y )
{
vertex4f_feedback(ctx, x, y, 0.0F, 1.0F);
}
static void vertex3fv_feedback( GLcontext *ctx, const GLfloat v[3] )
{
vertex4f_feedback(ctx, v[0], v[1], v[2], 1.0F);
}
/*
* Only one glVertex4 function since it's not too popular.
* Caller: context->API.Vertex4f pointer.
*/
static void vertex4( GLcontext *ctx,
GLfloat x, GLfloat y, GLfloat z, GLfloat w )
{
struct vertex_buffer *VB = ctx->VB;
GLuint count = VB->Count;
ASSIGN_4V( VB->Obj[count], x, y, z, w );
COPY_4UBV( VB->Fcolor[count], ctx->Current.ByteColor );
COPY_3V( VB->Normal[count], ctx->Current.Normal );
COPY_4V( VB->TexCoord[count], ctx->Current.TexCoord );
VB->Edgeflag[count] = ctx->Current.EdgeFlag;
VB->VertexSizeMask = VERTEX4_BIT;
count++;
VB->Count = count;
if (count==VB_MAX) {
gl_transform_vb_part1( ctx, GL_FALSE );
}
}
/*
* XYZ vertex, RGB color, normal, ST texture coords.
* Caller: context->API.Vertex3f pointer.
*/
static void vertex3f_normal_color_tex2( GLcontext *ctx,
GLfloat x, GLfloat y, GLfloat z )
{
struct vertex_buffer *VB = ctx->VB;
GLuint count = VB->Count;
ASSIGN_3V( VB->Obj[count], x, y, z );
COPY_4UBV( VB->Fcolor[count], ctx->Current.ByteColor );
COPY_3V( VB->Normal[count], ctx->Current.Normal );
COPY_2V( VB->TexCoord[count], ctx->Current.TexCoord );
VB->Edgeflag[count] = ctx->Current.EdgeFlag;
count++;
VB->Count = count;
if (count==VB_MAX) {
gl_transform_vb_part1( ctx, GL_FALSE );
}
}
/*
* XYZ vertex, RGB color, normal, STRQ texture coords.
* Caller: context->API.Vertex3f pointer.
*/
static void vertex3f_normal_color_tex4( GLcontext *ctx,
GLfloat x, GLfloat y, GLfloat z )
{
struct vertex_buffer *VB = ctx->VB;
GLuint count = VB->Count;
ASSIGN_3V( VB->Obj[count], x, y, z );
COPY_4UBV( VB->Fcolor[count], ctx->Current.ByteColor );
COPY_3V( VB->Normal[count], ctx->Current.Normal );
COPY_4V( VB->TexCoord[count], ctx->Current.TexCoord );
VB->Edgeflag[count] = ctx->Current.EdgeFlag;
count++;
VB->Count = count;
if (count==VB_MAX) {
gl_transform_vb_part1( ctx, GL_FALSE );
}
}
/*
* XYZ vertex, normal.
* Caller: context->API.Vertex3f pointer.
*/
static void vertex3f_normal( GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z )
{
struct vertex_buffer *VB = ctx->VB;
GLuint count = VB->Count;
ASSIGN_3V( VB->Obj[count], x, y, z );
COPY_3V( VB->Normal[count], ctx->Current.Normal );
VB->Edgeflag[count] = ctx->Current.EdgeFlag;
count++;
VB->Count = count;
if (count==VB_MAX) {
gl_transform_vb_part1( ctx, GL_FALSE );
}
}
/*
* XYZ vertex, ST texture coords.
* Caller: context->API.Vertex3f pointer.
*/
static void vertex3f_color_tex2( GLcontext *ctx,
GLfloat x, GLfloat y, GLfloat z )
{
struct vertex_buffer *VB = ctx->VB;
GLuint count = VB->Count;
ASSIGN_3V( VB->Obj[count], x, y, z );
COPY_4UBV( VB->Fcolor[count], ctx->Current.ByteColor );
COPY_2V( VB->TexCoord[count], ctx->Current.TexCoord );
VB->Edgeflag[count] = ctx->Current.EdgeFlag;
count++;
VB->Count = count;
if (count==VB_MAX) {
gl_transform_vb_part1( ctx, GL_FALSE );
}
}
/*
* XYZ vertex, STRQ texture coords.
* Caller: context->API.Vertex3f pointer.
*/
static void vertex3f_color_tex4( GLcontext *ctx,
GLfloat x, GLfloat y, GLfloat z )
{
struct vertex_buffer *VB = ctx->VB;
GLuint count = VB->Count;
ASSIGN_3V( VB->Obj[count], x, y, z );
COPY_4UBV( VB->Fcolor[count], ctx->Current.ByteColor );
COPY_4V( VB->TexCoord[count], ctx->Current.TexCoord );
VB->Edgeflag[count] = ctx->Current.EdgeFlag;
count++;
VB->Count = count;
if (count==VB_MAX) {
gl_transform_vb_part1( ctx, GL_FALSE );
}
}
/*
* XYZ vertex, RGB color.
* Caller: context->API.Vertex3f pointer.
*/
static void vertex3f_color( GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z )
{
struct vertex_buffer *VB = ctx->VB;
GLuint count = VB->Count;
ASSIGN_3V( VB->Obj[count], x, y, z );
COPY_4UBV( VB->Fcolor[count], ctx->Current.ByteColor );
VB->Edgeflag[count] = ctx->Current.EdgeFlag;
count++;
VB->Count = count;
if (count==VB_MAX) {
gl_transform_vb_part1( ctx, GL_FALSE );
}
}
/*
* XYZ vertex, color index.
* Caller: context->API.Vertex3f pointer.
*/
static void vertex3f_index( GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z )
{
struct vertex_buffer *VB = ctx->VB;
GLuint count = VB->Count;
ASSIGN_3V( VB->Obj[count], x, y, z );
VB->Findex[count] = ctx->Current.Index;
VB->Edgeflag[count] = ctx->Current.EdgeFlag;
count++;
VB->Count = count;
if (count==VB_MAX) {
gl_transform_vb_part1( ctx, GL_FALSE );
}
}
/*
* XY vertex, RGB color, normal, ST texture coords.
* Caller: context->API.Vertex2f pointer.
*/
static void vertex2f_normal_color_tex2( GLcontext *ctx, GLfloat x, GLfloat y )
{
struct vertex_buffer *VB = ctx->VB;
GLuint count = VB->Count;
ASSIGN_3V( VB->Obj[count], x, y, 0.0F );
COPY_4UBV( VB->Fcolor[count], ctx->Current.ByteColor );
COPY_3V( VB->Normal[count], ctx->Current.Normal );
COPY_2V( VB->TexCoord[count], ctx->Current.TexCoord );
VB->Edgeflag[count] = ctx->Current.EdgeFlag;
count++;
VB->Count = count;
if (count==VB_MAX) {
gl_transform_vb_part1( ctx, GL_FALSE );
}
}
/*
* XY vertex, RGB color, normal, STRQ texture coords.
* Caller: context->API.Vertex2f pointer.
*/
static void vertex2f_normal_color_tex4( GLcontext *ctx, GLfloat x, GLfloat y )
{
struct vertex_buffer *VB = ctx->VB;
GLuint count = VB->Count;
ASSIGN_3V( VB->Obj[count], x, y, 0.0F );
COPY_4UBV( VB->Fcolor[count], ctx->Current.ByteColor );
COPY_3V( VB->Normal[count], ctx->Current.Normal );
COPY_4V( VB->TexCoord[count], ctx->Current.TexCoord );
VB->Edgeflag[count] = ctx->Current.EdgeFlag;
count++;
VB->Count = count;
if (count==VB_MAX) {
gl_transform_vb_part1( ctx, GL_FALSE );
}
}
/*
* XY vertex, normal.
* Caller: context->API.Vertex2f pointer.
*/
static void vertex2f_normal( GLcontext *ctx, GLfloat x, GLfloat y )
{
struct vertex_buffer *VB = ctx->VB;
GLuint count = VB->Count;
ASSIGN_3V( VB->Obj[count], x, y, 0.0F );
COPY_3V( VB->Normal[count], ctx->Current.Normal );
VB->Edgeflag[count] = ctx->Current.EdgeFlag;
count++;
VB->Count = count;
if (count==VB_MAX) {
gl_transform_vb_part1( ctx, GL_FALSE );
}
}
/*
* XY vertex, ST texture coords.
* Caller: context->API.Vertex2f pointer.
*/
static void vertex2f_color_tex2( GLcontext *ctx, GLfloat x, GLfloat y )
{
struct vertex_buffer *VB = ctx->VB;
GLuint count = VB->Count;
ASSIGN_3V( VB->Obj[count], x, y, 0.0F );
COPY_4UBV( VB->Fcolor[count], ctx->Current.ByteColor );
COPY_2V( VB->TexCoord[count], ctx->Current.TexCoord );
VB->Edgeflag[count] = ctx->Current.EdgeFlag;
count++;
VB->Count = count;
if (count==VB_MAX) {
gl_transform_vb_part1( ctx, GL_FALSE );
}
}
/*
* XY vertex, STRQ texture coords.
* Caller: context->API.Vertex2f pointer.
*/
static void vertex2f_color_tex4( GLcontext *ctx, GLfloat x, GLfloat y )
{
struct vertex_buffer *VB = ctx->VB;
GLuint count = VB->Count;
ASSIGN_3V( VB->Obj[count], x, y, 0.0F );
COPY_4UBV( VB->Fcolor[count], ctx->Current.ByteColor );
COPY_4V( VB->TexCoord[count], ctx->Current.TexCoord );
VB->Edgeflag[count] = ctx->Current.EdgeFlag;
count++;
VB->Count = count;
if (count==VB_MAX) {
gl_transform_vb_part1( ctx, GL_FALSE );
}
}
/*
* XY vertex, RGB color.
* Caller: context->API.Vertex2f pointer.
*/
static void vertex2f_color( GLcontext *ctx, GLfloat x, GLfloat y )
{
struct vertex_buffer *VB = ctx->VB;
GLuint count = VB->Count;
ASSIGN_3V( VB->Obj[count], x, y, 0.0F );
COPY_4UBV( VB->Fcolor[count], ctx->Current.ByteColor );
VB->Edgeflag[count] = ctx->Current.EdgeFlag;
count++;
VB->Count = count;
if (count==VB_MAX) {
gl_transform_vb_part1( ctx, GL_FALSE );
}
}
/*
* XY vertex, color index.
* Caller: context->API.Vertex3f pointer.
*/
static void vertex2f_index( GLcontext *ctx, GLfloat x, GLfloat y )
{
struct vertex_buffer *VB = ctx->VB;
GLuint count = VB->Count;
ASSIGN_3V( VB->Obj[count], x, y, 0.0F );
VB->Findex[count] = ctx->Current.Index;
VB->Edgeflag[count] = ctx->Current.EdgeFlag;
count++;
VB->Count = count;
if (count==VB_MAX) {
gl_transform_vb_part1( ctx, GL_FALSE );
}
}
/*
* XYZ vertex, RGB color, normal, ST texture coords.
* Caller: context->API.Vertex3f pointer.
*/
static void vertex3fv_normal_color_tex2( GLcontext *ctx, const GLfloat v[3] )
{
struct vertex_buffer *VB = ctx->VB;
GLuint count = VB->Count;
COPY_3V( VB->Obj[count], v );
COPY_4UBV( VB->Fcolor[count], ctx->Current.ByteColor );
COPY_3V( VB->Normal[count], ctx->Current.Normal );
COPY_2V( VB->TexCoord[count], ctx->Current.TexCoord );
VB->Edgeflag[count] = ctx->Current.EdgeFlag;
count++;
VB->Count = count;
if (count==VB_MAX) {
gl_transform_vb_part1( ctx, GL_FALSE );
}
}
/*
* XYZ vertex, RGB color, normal, STRQ texture coords.
* Caller: context->API.Vertex3f pointer.
*/
static void vertex3fv_normal_color_tex4( GLcontext *ctx, const GLfloat v[3] )
{
struct vertex_buffer *VB = ctx->VB;
GLuint count = VB->Count;
COPY_3V( VB->Obj[count], v );
COPY_4UBV( VB->Fcolor[count], ctx->Current.ByteColor );
COPY_3V( VB->Normal[count], ctx->Current.Normal );
COPY_4V( VB->TexCoord[count], ctx->Current.TexCoord );
VB->Edgeflag[count] = ctx->Current.EdgeFlag;
count++;
VB->Count = count;
if (count==VB_MAX) {
gl_transform_vb_part1( ctx, GL_FALSE );
}
}
/*
* XYZ vertex, normal.
* Caller: context->API.Vertex3f pointer.
*/
static void vertex3fv_normal( GLcontext *ctx, const GLfloat v[3] )
{
struct vertex_buffer *VB = ctx->VB;
GLuint count = VB->Count;
COPY_3V( VB->Obj[count], v );
COPY_3V( VB->Normal[count], ctx->Current.Normal );
VB->Edgeflag[count] = ctx->Current.EdgeFlag;
count++;
VB->Count = count;
if (count==VB_MAX) {
gl_transform_vb_part1( ctx, GL_FALSE );
}
}
/*
* XYZ vertex, ST texture coords.
* Caller: context->API.Vertex3f pointer.
*/
static void vertex3fv_color_tex2( GLcontext *ctx, const GLfloat v[3] )
{
struct vertex_buffer *VB = ctx->VB;
GLuint count = VB->Count;
COPY_3V( VB->Obj[count], v );
COPY_4UBV( VB->Fcolor[count], ctx->Current.ByteColor );
COPY_2V( VB->TexCoord[count], ctx->Current.TexCoord );
VB->Edgeflag[count] = ctx->Current.EdgeFlag;
count++;
VB->Count = count;
if (count==VB_MAX) {
gl_transform_vb_part1( ctx, GL_FALSE );
}
}
/*
* XYZ vertex, STRQ texture coords.
* Caller: context->API.Vertex3f pointer.
*/
static void vertex3fv_color_tex4( GLcontext *ctx, const GLfloat v[3] )
{
struct vertex_buffer *VB = ctx->VB;
GLuint count = VB->Count;
COPY_3V( VB->Obj[count], v );
COPY_4UBV( VB->Fcolor[count], ctx->Current.ByteColor );
COPY_4V( VB->TexCoord[count], ctx->Current.TexCoord );
VB->Edgeflag[count] = ctx->Current.EdgeFlag;
count++;
VB->Count = count;
if (count==VB_MAX) {
gl_transform_vb_part1( ctx, GL_FALSE );
}
}
/*
* XYZ vertex, RGB color.
* Caller: context->API.Vertex3f pointer.
*/
static void vertex3fv_color( GLcontext *ctx, const GLfloat v[3] )
{
struct vertex_buffer *VB = ctx->VB;
GLuint count = VB->Count;
COPY_3V( VB->Obj[count], v );
COPY_4UBV( VB->Fcolor[count], ctx->Current.ByteColor );
VB->Edgeflag[count] = ctx->Current.EdgeFlag;
count++;
VB->Count = count;
if (count==VB_MAX) {
gl_transform_vb_part1( ctx, GL_FALSE );
}
}
/*
* XYZ vertex, Color index
* Caller: context->API.Vertex3f pointer.
*/
static void vertex3fv_index( GLcontext *ctx, const GLfloat v[3] )
{
struct vertex_buffer *VB = ctx->VB;
GLuint count = VB->Count;
COPY_3V( VB->Obj[count], v );
VB->Findex[count] = ctx->Current.Index;
VB->Edgeflag[count] = ctx->Current.EdgeFlag;
count++;
VB->Count = count;
if (count==VB_MAX) {
gl_transform_vb_part1( ctx, GL_FALSE );
}
}
/*
* Called when outside glBegin/glEnd, raises an error.
* Caller: context->API.Vertex4f pointer.
*/
void gl_vertex4f_nop( GLcontext *ctx,
GLfloat x, GLfloat y, GLfloat z, GLfloat w )
{
gl_error( ctx, GL_INVALID_OPERATION, "glVertex4" );
}
void gl_vertex3f_nop( GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z )
{
gl_error( ctx, GL_INVALID_OPERATION, "glVertex3" );
}
void gl_vertex2f_nop( GLcontext *ctx, GLfloat x, GLfloat y )
{
gl_error( ctx, GL_INVALID_OPERATION, "glVertex2" );
}
void gl_vertex3fv_nop( GLcontext *ctx, const GLfloat v[3] )
{
gl_error( ctx, GL_INVALID_OPERATION, "glVertex3v" );
}
/**********************************************************************/
/****** glTexCoord functions *****/
/**********************************************************************/
/*
* Caller: context->API.TexCoord2f pointer.
*/
void gl_TexCoord2f( GLcontext *ctx, GLfloat s, GLfloat t )
{
ctx->Current.TexCoord[0] = s;
ctx->Current.TexCoord[1] = t;
}
/*
* Caller: context->API.TexCoord2f pointer.
* This version of glTexCoord2 is called if glTexCoord[34] was a predecessor.
*/
void gl_TexCoord2f4( GLcontext *ctx, GLfloat s, GLfloat t )
{
ctx->Current.TexCoord[0] = s;
ctx->Current.TexCoord[1] = t;
ctx->Current.TexCoord[2] = 0.0F;
ctx->Current.TexCoord[3] = 1.0F;
}
/*
* Caller: context->API.TexCoord4f pointer.
*/
void gl_TexCoord4f( GLcontext *ctx, GLfloat s, GLfloat t, GLfloat r, GLfloat q)
{
ctx->Current.TexCoord[0] = s;
ctx->Current.TexCoord[1] = t;
ctx->Current.TexCoord[2] = r;
ctx->Current.TexCoord[3] = q;
if (ctx->VB->TexCoordSize==2) {
/* Have to switch to 4-component texture mode now */
ctx->VB->TexCoordSize = 4;
gl_set_vertex_function( ctx );
ctx->Exec.TexCoord2f = ctx->API.TexCoord2f = gl_TexCoord2f4;
}
}
/*
* This function examines the current GL state and sets the
* ctx->Exec.Vertex[34]f pointers to point at the appropriate vertex
* processing functions.
*/
void gl_set_vertex_function( GLcontext *ctx )
{
if (ctx->RenderMode==GL_FEEDBACK) {
ctx->Exec.Vertex4f = vertex4f_feedback;
ctx->Exec.Vertex3f = vertex3f_feedback;
ctx->Exec.Vertex2f = vertex2f_feedback;
ctx->Exec.Vertex3fv = vertex3fv_feedback;
}
else {
ctx->Exec.Vertex4f = vertex4;
if (ctx->Visual->RGBAflag) {
if (ctx->NeedNormals) {
/* lighting enabled, need normal vectors */
if (ctx->Texture.Enabled) {
if (ctx->VB->TexCoordSize==2) {
ctx->Exec.Vertex2f = vertex2f_normal_color_tex2;
ctx->Exec.Vertex3f = vertex3f_normal_color_tex2;
ctx->Exec.Vertex3fv = vertex3fv_normal_color_tex2;
}
else {
ctx->Exec.Vertex2f = vertex2f_normal_color_tex4;
ctx->Exec.Vertex3f = vertex3f_normal_color_tex4;
ctx->Exec.Vertex3fv = vertex3fv_normal_color_tex4;
}
}
else {
ctx->Exec.Vertex2f = vertex2f_normal;
ctx->Exec.Vertex3f = vertex3f_normal;
ctx->Exec.Vertex3fv = vertex3fv_normal;
}
}
else {
/* not lighting, need vertex color */
if (ctx->Texture.Enabled) {
if (ctx->VB->TexCoordSize==2) {
ctx->Exec.Vertex2f = vertex2f_color_tex2;
ctx->Exec.Vertex3f = vertex3f_color_tex2;
ctx->Exec.Vertex3fv = vertex3fv_color_tex2;
}
else {
ctx->Exec.Vertex2f = vertex2f_color_tex4;
ctx->Exec.Vertex3f = vertex3f_color_tex4;
ctx->Exec.Vertex3fv = vertex3fv_color_tex4;
}
}
else {
ctx->Exec.Vertex2f = vertex2f_color;
ctx->Exec.Vertex3f = vertex3f_color;
ctx->Exec.Vertex3fv = vertex3fv_color;
}
}
}
else {
/* color index mode */
if (ctx->Light.Enabled) {
ctx->Exec.Vertex2f = vertex2f_normal;
ctx->Exec.Vertex3f = vertex3f_normal;
ctx->Exec.Vertex3fv = vertex3fv_normal;
}
else {
ctx->Exec.Vertex2f = vertex2f_index;
ctx->Exec.Vertex3f = vertex3f_index;
ctx->Exec.Vertex3fv = vertex3fv_index;
}
}
}
if (!ctx->CompileFlag) {
ctx->API.Vertex2f = ctx->Exec.Vertex2f;
ctx->API.Vertex3f = ctx->Exec.Vertex3f;
ctx->API.Vertex4f = ctx->Exec.Vertex4f;
ctx->API.Vertex3fv = ctx->Exec.Vertex3fv;
}
}
/*
* This function examines the current GL state and sets the
* ctx->Exec.Color[34]* pointers to point at the appropriate vertex
* processing functions.
*/
void gl_set_color_function( GLcontext *ctx )
{
ASSERT( !INSIDE_BEGIN_END(ctx) );
if (ctx->Light.ColorMaterialEnabled) {
ctx->Exec.Color3f = gl_ColorMat3f;
ctx->Exec.Color3fv = gl_ColorMat3fv;
ctx->Exec.Color4f = gl_ColorMat4f;
ctx->Exec.Color4fv = gl_ColorMat4fv;
ctx->Exec.Color4ub = gl_ColorMat4ub;
ctx->Exec.Color4ubv = gl_ColorMat4ubv;
}
else if (ctx->Visual->EightBitColor) {
ctx->Exec.Color3f = gl_Color3f8bit;
ctx->Exec.Color3fv = gl_Color3fv8bit;
ctx->Exec.Color4f = gl_Color4f8bit;
ctx->Exec.Color4fv = gl_Color4fv8bit;
ctx->Exec.Color4ub = gl_Color4ub8bit;
ctx->Exec.Color4ubv = gl_Color4ubv8bit;
}
else {
ctx->Exec.Color3f = gl_Color3f;
ctx->Exec.Color3fv = gl_Color3fv;
ctx->Exec.Color4f = gl_Color4f;
ctx->Exec.Color4fv = gl_Color4fv;
ctx->Exec.Color4ub = gl_Color4ub;
ctx->Exec.Color4ubv = gl_Color4ubv;
}
if (!ctx->CompileFlag) {
ctx->API.Color3f = ctx->Exec.Color3f;
ctx->API.Color3fv = ctx->Exec.Color3fv;
ctx->API.Color4f = ctx->Exec.Color4f;
ctx->API.Color4fv = ctx->Exec.Color4fv;
ctx->API.Color4ub = ctx->Exec.Color4ub;
ctx->API.Color4ubv = ctx->Exec.Color4ubv;
}
}
/**********************************************************************/
/***** Evaluator vertices *****/
/**********************************************************************/
/*
* Process a vertex produced by an evaluator.
* Caller: eval.c
* Input: vertex - the X,Y,Z,W vertex
* normal - normal vector
* color - 4 integer color components
* index - color index
* texcoord - texture coordinate
*/
void gl_eval_vertex( GLcontext *ctx,
const GLfloat vertex[4], const GLfloat normal[3],
const GLubyte color[4],
GLuint index,
const GLfloat texcoord[4] )
{
struct vertex_buffer *VB = ctx->VB;
GLuint count = VB->Count; /* copy to local var to encourage optimization */
VB->VertexSizeMask = VERTEX4_BIT;
VB->MonoNormal = GL_FALSE;
COPY_4V( VB->Obj[count], vertex );
COPY_3V( VB->Normal[count], normal );
COPY_4UBV( VB->Fcolor[count], color );
#ifdef GL_VERSION_1_1
if (ctx->Light.ColorMaterialEnabled
&& (ctx->Eval.Map1Color4 || ctx->Eval.Map2Color4)) {
GLfloat fcolor[4];
fcolor[0] = color[0] * ctx->Visual->InvRedScale;
fcolor[1] = color[1] * ctx->Visual->InvGreenScale;
fcolor[2] = color[2] * ctx->Visual->InvBlueScale;
fcolor[3] = color[3] * ctx->Visual->InvAlphaScale;
gl_set_material( ctx, ctx->Light.ColorMaterialBitmask, fcolor );
}
#endif
VB->Findex[count] = index;
COPY_4V( VB->TexCoord[count], texcoord );
VB->Edgeflag[count] = ctx->Current.EdgeFlag;
count++;
VB->Count = count;
if (count==VB_MAX) {
gl_transform_vb_part1( ctx, GL_FALSE );
}
}
/**********************************************************************/
/***** glBegin / glEnd *****/
/**********************************************************************/
#ifdef PROFILE
static GLdouble begin_time;
#endif
void gl_Begin( GLcontext *ctx, GLenum p )
{
struct vertex_buffer *VB = ctx->VB;
struct pixel_buffer *PB = ctx->PB;
#ifdef PROFILE
begin_time = gl_time();
#endif
if (INSIDE_BEGIN_END(ctx)) {
gl_error( ctx, GL_INVALID_OPERATION, "glBegin" );
return;
}
if (ctx->NewModelViewMatrix) {
gl_analyze_modelview_matrix(ctx);
}
if (ctx->NewProjectionMatrix) {
gl_analyze_projection_matrix(ctx);
}
if (ctx->NewState) {
gl_update_state(ctx);
}
else if (ctx->Exec.Vertex3f==gl_vertex3f_nop) {
gl_set_vertex_function(ctx);
}
if (ctx->Driver.Begin) {
(*ctx->Driver.Begin)( ctx, p );
}
ctx->Primitive = p;
VB->Start = VB->Count = 0;
VB->MonoColor = ctx->MonoPixels;
VB->MonoNormal = GL_TRUE;
if (VB->MonoColor) {
/* All pixels generated are likely to be the same color so have
* the device driver set the "monocolor" now.
*/
if (ctx->Visual->RGBAflag) {
GLubyte r = ctx->Current.ByteColor[0];
GLubyte g = ctx->Current.ByteColor[1];
GLubyte b = ctx->Current.ByteColor[2];
GLubyte a = ctx->Current.ByteColor[3];
(*ctx->Driver.Color)( ctx, r, g, b, a );
}
else {
(*ctx->Driver.Index)( ctx, ctx->Current.Index );
}
}
/* By default use front color/index. Two-sided lighting may override. */
VB->Color = VB->Fcolor;
VB->Index = VB->Findex;
switch (ctx->Primitive) {
case GL_POINTS:
ctx->LightTwoSide = GL_FALSE;
PB_INIT( PB, GL_POINT );
break;
case GL_LINES:
case GL_LINE_STRIP:
case GL_LINE_LOOP:
ctx->LightTwoSide = GL_FALSE;
ctx->StippleCounter = 0;
PB_INIT( PB, GL_LINE );
break;
case GL_TRIANGLES:
case GL_TRIANGLE_STRIP:
case GL_TRIANGLE_FAN:
case GL_QUADS:
case GL_QUAD_STRIP:
case GL_POLYGON:
ctx->LightTwoSide = ctx->Light.Enabled && ctx->Light.Model.TwoSide;
PB_INIT( PB, GL_POLYGON );
break;
default:
gl_error( ctx, GL_INVALID_ENUM, "glBegin" );
ctx->Primitive = GL_BITMAP;
}
}
void gl_End( GLcontext *ctx )
{
struct pixel_buffer *PB = ctx->PB;
struct vertex_buffer *VB = ctx->VB;
if (ctx->Primitive==GL_BITMAP) {
/* glEnd without glBegin */
gl_error( ctx, GL_INVALID_OPERATION, "glEnd" );
return;
}
if (VB->Count > VB->Start) {
gl_transform_vb_part1( ctx, GL_TRUE );
}
if (PB->count>0) {
gl_flush_pb(ctx);
}
if (ctx->Driver.End) {
(*ctx->Driver.End)(ctx);
}
PB->primitive = ctx->Primitive = GL_BITMAP; /* Default mode */
#ifdef PROFILE
ctx->BeginEndTime += gl_time() - begin_time;
ctx->BeginEndCount++;
#endif
}