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https://github.com/reactos/reactos.git
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5f2bebf7a5
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
652 lines
18 KiB
C
652 lines
18 KiB
C
/* $Id: enable.c,v 1.23 1997/10/29 02:23:54 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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* Version: 2.5
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* Copyright (C) 1995-1997 Brian Paul
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the Free
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* Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*/
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/*
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* $Log: enable.c,v $
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* Revision 1.23 1997/10/29 02:23:54 brianp
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* added UseGlobalTexturePalette() dd function (David Bucciarelli v20 3dfx)
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*
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* Revision 1.22 1997/10/16 01:59:08 brianp
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* added GL_EXT_shared_texture_palette extension
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*
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* Revision 1.21 1997/07/24 01:25:01 brianp
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* changed precompiled header symbol from PCH to PC_HEADER
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*
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* Revision 1.20 1997/06/20 02:20:32 brianp
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* replaced Current.IntColor with Current.ByteColor
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*
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* Revision 1.19 1997/05/31 16:57:14 brianp
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* added MESA_NO_RASTER env var support
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*
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* Revision 1.18 1997/05/28 03:24:22 brianp
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* added precompiled header (PCH) support
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*
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* Revision 1.17 1997/04/24 01:49:30 brianp
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* call gl_set_color_function() instead of directly setting pointers
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*
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* Revision 1.16 1997/04/12 16:54:05 brianp
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* new NEW_POLYGON state flag
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*
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* Revision 1.15 1997/04/12 16:20:27 brianp
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* removed call to Driver.Dither()
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*
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* Revision 1.14 1997/04/02 03:10:36 brianp
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* changed some #include's
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*
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* Revision 1.13 1997/02/27 19:59:08 brianp
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* issue a warning if enable depth or stencil test without such a buffer
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*
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* Revision 1.12 1997/02/09 19:53:43 brianp
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* now use TEXTURE_xD enable constants
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*
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* Revision 1.11 1997/02/09 18:49:37 brianp
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* added GL_EXT_texture3D support
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*
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* Revision 1.10 1997/01/28 22:13:42 brianp
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* now there's separate state for CI and RGBA logic op enabled
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*
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* Revision 1.9 1996/12/18 20:00:57 brianp
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* gl_set_material() now takes a bitmask instead of face and pname
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*
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* Revision 1.8 1996/12/11 20:16:49 brianp
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* more work on the GL_COLOR_MATERIAL bug
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*
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* Revision 1.7 1996/12/09 22:51:51 brianp
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* update API Color4f and Color4ub pointers for GL_COLOR_MATERIAL
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*
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* Revision 1.6 1996/12/07 10:21:07 brianp
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* call gl_set_material() instead of gl_Materialfv()
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*
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* Revision 1.5 1996/11/09 03:11:18 brianp
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* added missing GL_EXT_vertex_array caps to gl_enable()
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*
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* Revision 1.4 1996/10/11 03:44:09 brianp
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* added comments for GL_POLYGON_OFFSET_EXT symbol
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*
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* Revision 1.3 1996/09/27 01:26:40 brianp
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* removed unused variables
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*
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* Revision 1.2 1996/09/15 14:17:30 brianp
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* now use GLframebuffer and GLvisual
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*
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* Revision 1.1 1996/09/13 01:38:16 brianp
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* Initial revision
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*
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*/
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#ifdef PC_HEADER
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#include "all.h"
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#else
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#include <string.h>
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#include "context.h"
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#include "depth.h"
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#include "enable.h"
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#include "light.h"
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#include "dlist.h"
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#include "macros.h"
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#include "stencil.h"
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#include "types.h"
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#include "vbfill.h"
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#endif
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/*
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* Perform glEnable and glDisable calls.
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*/
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static void gl_enable( GLcontext* ctx, GLenum cap, GLboolean state )
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{
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GLuint p;
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if (INSIDE_BEGIN_END(ctx)) {
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if (state) {
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gl_error( ctx, GL_INVALID_OPERATION, "glEnable" );
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}
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else {
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gl_error( ctx, GL_INVALID_OPERATION, "glDisable" );
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}
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return;
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}
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switch (cap) {
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case GL_ALPHA_TEST:
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if (ctx->Color.AlphaEnabled!=state) {
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ctx->Color.AlphaEnabled = state;
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ctx->NewState |= NEW_RASTER_OPS;
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}
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break;
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case GL_AUTO_NORMAL:
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ctx->Eval.AutoNormal = state;
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break;
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case GL_BLEND:
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if (ctx->Color.BlendEnabled!=state) {
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ctx->Color.BlendEnabled = state;
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/* The following needed to accomodate 1.0 RGB logic op blending */
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ctx->Color.ColorLogicOpEnabled = GL_FALSE;
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ctx->NewState |= NEW_RASTER_OPS;
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}
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break;
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case GL_CLIP_PLANE0:
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case GL_CLIP_PLANE1:
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case GL_CLIP_PLANE2:
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case GL_CLIP_PLANE3:
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case GL_CLIP_PLANE4:
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case GL_CLIP_PLANE5:
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ctx->Transform.ClipEnabled[cap-GL_CLIP_PLANE0] = state;
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/* Check if any clip planes enabled */
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ctx->Transform.AnyClip = GL_FALSE;
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for (p=0;p<MAX_CLIP_PLANES;p++) {
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if (ctx->Transform.ClipEnabled[p]) {
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ctx->Transform.AnyClip = GL_TRUE;
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break;
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}
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}
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break;
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case GL_COLOR_MATERIAL:
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if (ctx->Light.ColorMaterialEnabled!=state) {
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ctx->Light.ColorMaterialEnabled = state;
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if (state) {
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GLfloat color[4];
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color[0] = ctx->Current.ByteColor[0] * ctx->Visual->InvRedScale;
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color[1] = ctx->Current.ByteColor[1] * ctx->Visual->InvGreenScale;
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color[2] = ctx->Current.ByteColor[2] * ctx->Visual->InvBlueScale;
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color[3] = ctx->Current.ByteColor[3] * ctx->Visual->InvAlphaScale;
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/* update material with current color */
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gl_set_material( ctx, ctx->Light.ColorMaterialBitmask, color );
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}
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gl_set_color_function(ctx);
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ctx->NewState |= NEW_LIGHTING;
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}
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break;
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case GL_CULL_FACE:
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if (ctx->Polygon.CullFlag!=state) {
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ctx->Polygon.CullFlag = state;
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ctx->NewState |= NEW_POLYGON;
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}
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break;
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case GL_DEPTH_TEST:
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if (state && ctx->Visual->DepthBits==0) {
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gl_warning(ctx,"glEnable(GL_DEPTH_TEST) but no depth buffer");
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return;
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}
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if (ctx->Depth.Test!=state) {
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ctx->Depth.Test = state;
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ctx->NewState |= NEW_RASTER_OPS;
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}
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break;
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case GL_DITHER:
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if (ctx->NoDither) {
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/* MESA_NO_DITHER env var */
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state = GL_FALSE;
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}
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if (ctx->Color.DitherFlag!=state) {
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ctx->Color.DitherFlag = state;
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ctx->NewState |= NEW_RASTER_OPS;
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}
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break;
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case GL_FOG:
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if (ctx->Fog.Enabled!=state) {
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ctx->Fog.Enabled = state;
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ctx->NewState |= NEW_RASTER_OPS;
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}
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break;
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case GL_LIGHT0:
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case GL_LIGHT1:
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case GL_LIGHT2:
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case GL_LIGHT3:
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case GL_LIGHT4:
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case GL_LIGHT5:
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case GL_LIGHT6:
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case GL_LIGHT7:
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ctx->Light.Light[cap-GL_LIGHT0].Enabled = state;
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ctx->NewState |= NEW_LIGHTING;
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break;
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case GL_LIGHTING:
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if (ctx->Light.Enabled!=state) {
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ctx->Light.Enabled = state;
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ctx->NewState |= NEW_LIGHTING;
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}
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break;
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case GL_LINE_SMOOTH:
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if (ctx->Line.SmoothFlag!=state) {
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ctx->Line.SmoothFlag = state;
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ctx->NewState |= NEW_RASTER_OPS;
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}
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break;
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case GL_LINE_STIPPLE:
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if (ctx->Line.StippleFlag!=state) {
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ctx->Line.StippleFlag = state;
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ctx->NewState |= NEW_RASTER_OPS;
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}
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break;
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case GL_INDEX_LOGIC_OP:
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if (ctx->Color.IndexLogicOpEnabled!=state) {
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ctx->NewState |= NEW_RASTER_OPS;
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}
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ctx->Color.IndexLogicOpEnabled = state;
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break;
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case GL_COLOR_LOGIC_OP:
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if (ctx->Color.ColorLogicOpEnabled!=state) {
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ctx->NewState |= NEW_RASTER_OPS;
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}
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ctx->Color.ColorLogicOpEnabled = state;
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break;
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case GL_MAP1_COLOR_4:
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ctx->Eval.Map1Color4 = state;
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break;
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case GL_MAP1_INDEX:
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ctx->Eval.Map1Index = state;
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break;
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case GL_MAP1_NORMAL:
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ctx->Eval.Map1Normal = state;
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break;
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case GL_MAP1_TEXTURE_COORD_1:
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ctx->Eval.Map1TextureCoord1 = state;
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break;
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case GL_MAP1_TEXTURE_COORD_2:
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ctx->Eval.Map1TextureCoord2 = state;
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break;
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case GL_MAP1_TEXTURE_COORD_3:
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ctx->Eval.Map1TextureCoord3 = state;
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break;
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case GL_MAP1_TEXTURE_COORD_4:
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ctx->Eval.Map1TextureCoord4 = state;
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break;
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case GL_MAP1_VERTEX_3:
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ctx->Eval.Map1Vertex3 = state;
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break;
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case GL_MAP1_VERTEX_4:
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ctx->Eval.Map1Vertex4 = state;
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break;
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case GL_MAP2_COLOR_4:
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ctx->Eval.Map2Color4 = state;
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break;
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case GL_MAP2_INDEX:
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ctx->Eval.Map2Index = state;
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break;
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case GL_MAP2_NORMAL:
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ctx->Eval.Map2Normal = state;
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break;
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case GL_MAP2_TEXTURE_COORD_1:
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ctx->Eval.Map2TextureCoord1 = state;
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break;
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case GL_MAP2_TEXTURE_COORD_2:
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ctx->Eval.Map2TextureCoord2 = state;
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break;
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case GL_MAP2_TEXTURE_COORD_3:
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ctx->Eval.Map2TextureCoord3 = state;
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break;
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case GL_MAP2_TEXTURE_COORD_4:
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ctx->Eval.Map2TextureCoord4 = state;
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break;
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case GL_MAP2_VERTEX_3:
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ctx->Eval.Map2Vertex3 = state;
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break;
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case GL_MAP2_VERTEX_4:
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ctx->Eval.Map2Vertex4 = state;
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break;
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case GL_NORMALIZE:
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ctx->Transform.Normalize = state;
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break;
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case GL_POINT_SMOOTH:
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if (ctx->Point.SmoothFlag!=state) {
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ctx->Point.SmoothFlag = state;
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ctx->NewState |= NEW_RASTER_OPS;
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}
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break;
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case GL_POLYGON_SMOOTH:
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if (ctx->Polygon.SmoothFlag!=state) {
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ctx->Polygon.SmoothFlag = state;
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ctx->NewState |= NEW_RASTER_OPS;
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}
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break;
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case GL_POLYGON_STIPPLE:
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if (ctx->Polygon.StippleFlag!=state) {
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ctx->Polygon.StippleFlag = state;
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ctx->NewState |= NEW_RASTER_OPS;
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}
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break;
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case GL_POLYGON_OFFSET_POINT:
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if (ctx->Polygon.OffsetPoint!=state) {
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ctx->Polygon.OffsetPoint = state;
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ctx->NewState |= NEW_POLYGON;
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}
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break;
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case GL_POLYGON_OFFSET_LINE:
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if (ctx->Polygon.OffsetLine!=state) {
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ctx->Polygon.OffsetLine = state;
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ctx->NewState |= NEW_POLYGON;
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}
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break;
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case GL_POLYGON_OFFSET_FILL:
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/*case GL_POLYGON_OFFSET_EXT:*/
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if (ctx->Polygon.OffsetFill!=state) {
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ctx->Polygon.OffsetFill = state;
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ctx->NewState |= NEW_POLYGON;
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}
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break;
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case GL_SCISSOR_TEST:
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if (ctx->Scissor.Enabled!=state) {
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ctx->Scissor.Enabled = state;
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ctx->NewState |= NEW_RASTER_OPS;
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}
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break;
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case GL_STENCIL_TEST:
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if (state && ctx->Visual->StencilBits==0) {
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gl_warning(ctx, "glEnable(GL_STENCIL_TEST) but no stencil buffer");
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return;
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}
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if (ctx->Stencil.Enabled!=state) {
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ctx->Stencil.Enabled = state;
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ctx->NewState |= NEW_RASTER_OPS;
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}
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break;
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case GL_TEXTURE_1D:
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if (ctx->Visual->RGBAflag) {
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/* texturing only works in RGB mode */
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if (state) {
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ctx->Texture.Enabled |= TEXTURE_1D;
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}
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else {
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ctx->Texture.Enabled &= (~TEXTURE_1D);
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}
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ctx->NewState |= (NEW_RASTER_OPS | NEW_TEXTURING);
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}
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break;
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case GL_TEXTURE_2D:
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if (ctx->Visual->RGBAflag) {
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/* texturing only works in RGB mode */
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if (state) {
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ctx->Texture.Enabled |= TEXTURE_2D;
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}
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else {
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ctx->Texture.Enabled &= (~TEXTURE_2D);
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}
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ctx->NewState |= (NEW_RASTER_OPS | NEW_TEXTURING);
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}
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break;
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case GL_TEXTURE_GEN_Q:
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if (state) {
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ctx->Texture.TexGenEnabled |= Q_BIT;
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}
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else {
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ctx->Texture.TexGenEnabled &= ~Q_BIT;
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}
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ctx->NewState |= NEW_TEXTURING;
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break;
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case GL_TEXTURE_GEN_R:
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if (state) {
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ctx->Texture.TexGenEnabled |= R_BIT;
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}
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else {
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ctx->Texture.TexGenEnabled &= ~R_BIT;
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}
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ctx->NewState |= NEW_TEXTURING;
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break;
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case GL_TEXTURE_GEN_S:
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if (state) {
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ctx->Texture.TexGenEnabled |= S_BIT;
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}
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else {
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ctx->Texture.TexGenEnabled &= ~S_BIT;
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}
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ctx->NewState |= NEW_TEXTURING;
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break;
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case GL_TEXTURE_GEN_T:
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if (state) {
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ctx->Texture.TexGenEnabled |= T_BIT;
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}
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else {
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ctx->Texture.TexGenEnabled &= ~T_BIT;
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}
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ctx->NewState |= NEW_TEXTURING;
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break;
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/*
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* CLIENT STATE!!!
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*/
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case GL_VERTEX_ARRAY:
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ctx->Array.VertexEnabled = state;
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break;
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case GL_NORMAL_ARRAY:
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ctx->Array.NormalEnabled = state;
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break;
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case GL_COLOR_ARRAY:
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ctx->Array.ColorEnabled = state;
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break;
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case GL_INDEX_ARRAY:
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ctx->Array.IndexEnabled = state;
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break;
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case GL_TEXTURE_COORD_ARRAY:
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ctx->Array.TexCoordEnabled = state;
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break;
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case GL_EDGE_FLAG_ARRAY:
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ctx->Array.EdgeFlagEnabled = state;
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break;
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default:
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if (state) {
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gl_error( ctx, GL_INVALID_ENUM, "glEnable" );
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}
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else {
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gl_error( ctx, GL_INVALID_ENUM, "glDisable" );
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}
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break;
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}
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}
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void gl_Enable( GLcontext* ctx, GLenum cap )
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{
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gl_enable( ctx, cap, GL_TRUE );
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}
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void gl_Disable( GLcontext* ctx, GLenum cap )
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{
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gl_enable( ctx, cap, GL_FALSE );
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}
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GLboolean gl_IsEnabled( GLcontext* ctx, GLenum cap )
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{
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switch (cap) {
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case GL_ALPHA_TEST:
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return ctx->Color.AlphaEnabled;
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case GL_AUTO_NORMAL:
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return ctx->Eval.AutoNormal;
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case GL_BLEND:
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return ctx->Color.BlendEnabled;
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case GL_CLIP_PLANE0:
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case GL_CLIP_PLANE1:
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case GL_CLIP_PLANE2:
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case GL_CLIP_PLANE3:
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case GL_CLIP_PLANE4:
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case GL_CLIP_PLANE5:
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return ctx->Transform.ClipEnabled[cap-GL_CLIP_PLANE0];
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case GL_COLOR_MATERIAL:
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return ctx->Light.ColorMaterialEnabled;
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case GL_CULL_FACE:
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return ctx->Polygon.CullFlag;
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case GL_DEPTH_TEST:
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return ctx->Depth.Test;
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case GL_DITHER:
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return ctx->Color.DitherFlag;
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case GL_FOG:
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return ctx->Fog.Enabled;
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case GL_LIGHTING:
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return ctx->Light.Enabled;
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case GL_LIGHT0:
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case GL_LIGHT1:
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case GL_LIGHT2:
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case GL_LIGHT3:
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case GL_LIGHT4:
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|
case GL_LIGHT5:
|
|
case GL_LIGHT6:
|
|
case GL_LIGHT7:
|
|
return ctx->Light.Light[cap-GL_LIGHT0].Enabled;
|
|
case GL_LINE_SMOOTH:
|
|
return ctx->Line.SmoothFlag;
|
|
case GL_LINE_STIPPLE:
|
|
return ctx->Line.StippleFlag;
|
|
case GL_INDEX_LOGIC_OP:
|
|
return ctx->Color.IndexLogicOpEnabled;
|
|
case GL_COLOR_LOGIC_OP:
|
|
return ctx->Color.ColorLogicOpEnabled;
|
|
case GL_MAP1_COLOR_4:
|
|
return ctx->Eval.Map1Color4;
|
|
case GL_MAP1_INDEX:
|
|
return ctx->Eval.Map1Index;
|
|
case GL_MAP1_NORMAL:
|
|
return ctx->Eval.Map1Normal;
|
|
case GL_MAP1_TEXTURE_COORD_1:
|
|
return ctx->Eval.Map1TextureCoord1;
|
|
case GL_MAP1_TEXTURE_COORD_2:
|
|
return ctx->Eval.Map1TextureCoord2;
|
|
case GL_MAP1_TEXTURE_COORD_3:
|
|
return ctx->Eval.Map1TextureCoord3;
|
|
case GL_MAP1_TEXTURE_COORD_4:
|
|
return ctx->Eval.Map1TextureCoord4;
|
|
case GL_MAP1_VERTEX_3:
|
|
return ctx->Eval.Map1Vertex3;
|
|
case GL_MAP1_VERTEX_4:
|
|
return ctx->Eval.Map1Vertex4;
|
|
case GL_MAP2_COLOR_4:
|
|
return ctx->Eval.Map2Color4;
|
|
case GL_MAP2_INDEX:
|
|
return ctx->Eval.Map2Index;
|
|
case GL_MAP2_NORMAL:
|
|
return ctx->Eval.Map2Normal;
|
|
case GL_MAP2_TEXTURE_COORD_1:
|
|
return ctx->Eval.Map2TextureCoord1;
|
|
case GL_MAP2_TEXTURE_COORD_2:
|
|
return ctx->Eval.Map2TextureCoord2;
|
|
case GL_MAP2_TEXTURE_COORD_3:
|
|
return ctx->Eval.Map2TextureCoord3;
|
|
case GL_MAP2_TEXTURE_COORD_4:
|
|
return ctx->Eval.Map2TextureCoord4;
|
|
case GL_MAP2_VERTEX_3:
|
|
return ctx->Eval.Map2Vertex3;
|
|
case GL_MAP2_VERTEX_4:
|
|
return ctx->Eval.Map2Vertex4;
|
|
case GL_NORMALIZE:
|
|
return ctx->Transform.Normalize;
|
|
case GL_POINT_SMOOTH:
|
|
return ctx->Point.SmoothFlag;
|
|
case GL_POLYGON_SMOOTH:
|
|
return ctx->Polygon.SmoothFlag;
|
|
case GL_POLYGON_STIPPLE:
|
|
return ctx->Polygon.StippleFlag;
|
|
case GL_POLYGON_OFFSET_POINT:
|
|
return ctx->Polygon.OffsetPoint;
|
|
case GL_POLYGON_OFFSET_LINE:
|
|
return ctx->Polygon.OffsetLine;
|
|
case GL_POLYGON_OFFSET_FILL:
|
|
/*case GL_POLYGON_OFFSET_EXT:*/
|
|
return ctx->Polygon.OffsetFill;
|
|
case GL_SCISSOR_TEST:
|
|
return ctx->Scissor.Enabled;
|
|
case GL_STENCIL_TEST:
|
|
return ctx->Stencil.Enabled;
|
|
case GL_TEXTURE_1D:
|
|
return (ctx->Texture.Enabled & TEXTURE_1D) ? GL_TRUE : GL_FALSE;
|
|
case GL_TEXTURE_2D:
|
|
return (ctx->Texture.Enabled & TEXTURE_2D) ? GL_TRUE : GL_FALSE;
|
|
case GL_TEXTURE_GEN_Q:
|
|
return (ctx->Texture.TexGenEnabled & Q_BIT) ? GL_TRUE : GL_FALSE;
|
|
case GL_TEXTURE_GEN_R:
|
|
return (ctx->Texture.TexGenEnabled & R_BIT) ? GL_TRUE : GL_FALSE;
|
|
case GL_TEXTURE_GEN_S:
|
|
return (ctx->Texture.TexGenEnabled & S_BIT) ? GL_TRUE : GL_FALSE;
|
|
case GL_TEXTURE_GEN_T:
|
|
return (ctx->Texture.TexGenEnabled & T_BIT) ? GL_TRUE : GL_FALSE;
|
|
|
|
/*
|
|
* CLIENT STATE!!!
|
|
*/
|
|
case GL_VERTEX_ARRAY:
|
|
return ctx->Array.VertexEnabled;
|
|
case GL_NORMAL_ARRAY:
|
|
return ctx->Array.NormalEnabled;
|
|
case GL_COLOR_ARRAY:
|
|
return ctx->Array.ColorEnabled;
|
|
case GL_INDEX_ARRAY:
|
|
return ctx->Array.IndexEnabled;
|
|
case GL_TEXTURE_COORD_ARRAY:
|
|
return ctx->Array.TexCoordEnabled;
|
|
case GL_EDGE_FLAG_ARRAY:
|
|
return ctx->Array.EdgeFlagEnabled;
|
|
default:
|
|
gl_error( ctx, GL_INVALID_ENUM, "glIsEnabled" );
|
|
return GL_FALSE;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
void gl_client_state( GLcontext *ctx, GLenum cap, GLboolean state )
|
|
{
|
|
switch (cap) {
|
|
case GL_VERTEX_ARRAY:
|
|
ctx->Array.VertexEnabled = state;
|
|
break;
|
|
case GL_NORMAL_ARRAY:
|
|
ctx->Array.NormalEnabled = state;
|
|
break;
|
|
case GL_COLOR_ARRAY:
|
|
ctx->Array.ColorEnabled = state;
|
|
break;
|
|
case GL_INDEX_ARRAY:
|
|
ctx->Array.IndexEnabled = state;
|
|
break;
|
|
case GL_TEXTURE_COORD_ARRAY:
|
|
ctx->Array.TexCoordEnabled = state;
|
|
break;
|
|
case GL_EDGE_FLAG_ARRAY:
|
|
ctx->Array.EdgeFlagEnabled = state;
|
|
break;
|
|
default:
|
|
gl_error( ctx, GL_INVALID_ENUM, "glEnable/DisableClientState" );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void gl_EnableClientState( GLcontext *ctx, GLenum cap )
|
|
{
|
|
gl_client_state( ctx, cap, GL_TRUE );
|
|
}
|
|
|
|
|
|
|
|
void gl_DisableClientState( GLcontext *ctx, GLenum cap )
|
|
{
|
|
gl_client_state( ctx, cap, GL_FALSE );
|
|
}
|
|
|