// Client State void gl4es_glClientAttribDefault(GLbitfield mask) { if (mask & GL_CLIENT_PIXEL_STORE_BIT) { gl4es_glPixelStorei(GL_PACK_ALIGNMENT, 0); gl4es_glPixelStorei(GL_UNPACK_ALIGNMENT, 0); gl4es_glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); gl4es_glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0); gl4es_glPixelStorei(GL_UNPACK_SKIP_ROWS, 0); gl4es_glPixelStorei(GL_PACK_ROW_LENGTH, 0); gl4es_glPixelStorei(GL_PACK_SKIP_PIXELS, 0); gl4es_glPixelStorei(GL_PACK_SKIP_ROWS, 0); } #define enable_disable(pname, enabled) \ if (enabled) gl4es_glEnableClientState(pname); \ else gl4es_glDisableClientState(pname) if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) { int client = glstate->texture.client; enable_disable(GL_VERTEX_ARRAY, false); enable_disable(GL_NORMAL_ARRAY, false); enable_disable(GL_COLOR_ARRAY, false); enable_disable(GL_SECONDARY_COLOR_ARRAY, false); for (int a=0; a<MAX_TEX; a++) { gl4es_glClientActiveTexture(GL_TEXTURE0+a); enable_disable(GL_TEXTURE_COORD_ARRAY, false); } #undef enable_disable if (glstate->texture.client != client) gl4es_glClientActiveTexture(GL_TEXTURE0+client); } }
void glPopClientAttrib() { glclientstack_t *cur = tack_pop(&state.stack.client); if (cur == NULL) { ERROR(GL_STACK_UNDERFLOW); } if (cur->mask & GL_CLIENT_PIXEL_STORE_BIT) { glPixelStorei(GL_PACK_ALIGNMENT, cur->pack_align); glPixelStorei(GL_UNPACK_ALIGNMENT, cur->unpack_align); glPixelStorei(GL_UNPACK_ROW_LENGTH, cur->unpack_row_length); glPixelStorei(GL_UNPACK_SKIP_PIXELS, cur->unpack_skip_pixels); glPixelStorei(GL_UNPACK_SKIP_ROWS, cur->unpack_skip_rows); } if (cur->mask & GL_CLIENT_VERTEX_ARRAY_BIT) { enable_disable(GL_VERTEX_ARRAY, cur->vert_enable); enable_disable(GL_NORMAL_ARRAY, cur->normal_enable); enable_disable(GL_COLOR_ARRAY, cur->color_enable); for (int i = 0; i < MAX_TEX; i++) { GLboolean bit = cur->tex_enable[i]; if (bit != state.enable.tex_coord_array[i]) { enable_disable(GL_TEXTURE_COORD_ARRAY, bit); } } memcpy(&state.pointers.vertex, &cur->verts, sizeof(pointer_state_t)); memcpy(&state.pointers.color, &cur->color, sizeof(pointer_state_t)); memcpy(&state.pointers.normal, &cur->normal, sizeof(pointer_state_t)); memcpy(&state.pointers.tex_coord, &cur->tex, sizeof(pointer_state_t) * MAX_TEX); } free(cur); }
void gl4es_glPopClientAttrib() { noerrorShim(); GLuint old_glbatch = glstate->gl_batch; if (glstate->gl_batch) { flush(); glstate->gl_batch = 0; } //LOAD_GLES(glVertexPointer); //LOAD_GLES(glColorPointer); //LOAD_GLES(glNormalPointer); //LOAD_GLES(glTexCoordPointer); if (glstate->clientStack == NULL || glstate->clientStack->len == 0) { errorShim(GL_STACK_UNDERFLOW); return; } glclientstack_t *cur = glstate->clientStack + glstate->clientStack->len-1; if (cur->mask & GL_CLIENT_PIXEL_STORE_BIT) { gl4es_glPixelStorei(GL_PACK_ALIGNMENT, cur->pack_align); gl4es_glPixelStorei(GL_UNPACK_ALIGNMENT, cur->unpack_align); gl4es_glPixelStorei(GL_UNPACK_ROW_LENGTH, cur->unpack_row_length); gl4es_glPixelStorei(GL_UNPACK_SKIP_PIXELS, cur->unpack_skip_pixels); gl4es_glPixelStorei(GL_UNPACK_SKIP_ROWS, cur->unpack_skip_rows); gl4es_glPixelStorei(GL_PACK_ROW_LENGTH, cur->pack_row_length); gl4es_glPixelStorei(GL_PACK_SKIP_PIXELS, cur->pack_skip_pixels); gl4es_glPixelStorei(GL_PACK_SKIP_ROWS, cur->pack_skip_rows); } if (cur->mask & GL_CLIENT_VERTEX_ARRAY_BIT) { if (glstate->vao->vertex_array != cur->vert_enable) enable_disable(GL_VERTEX_ARRAY, cur->vert_enable); if (glstate->vao->normal_array != cur->normal_enable) enable_disable(GL_NORMAL_ARRAY, cur->normal_enable); if (glstate->vao->color_array != cur->color_enable) enable_disable(GL_COLOR_ARRAY, cur->color_enable); if (glstate->vao->secondary_array != cur->secondary_enable) enable_disable(GL_SECONDARY_COLOR_ARRAY, cur->secondary_enable); for (int a=0; a<hardext.maxtex; a++) { if (glstate->vao->tex_coord_array[a] != cur->tex_enable[a]) { gl4es_glClientActiveTexture(GL_TEXTURE0+a); enable_disable(GL_TEXTURE_COORD_ARRAY, cur->tex_enable[a]); } } memcpy(&glstate->vao->pointers, &(cur->pointers), sizeof(pointer_states_t)); if (glstate->texture.client != cur->client) gl4es_glClientActiveTexture(GL_TEXTURE0+cur->client); } glstate->clientStack->len--; glstate->gl_batch = old_glbatch; }
static int sensors_control_activate(struct sensors_control_device_t *dev, int handle, int enabled) { uint32_t active = sActiveSensors; uint32_t sensor = 1 << (handle - SENSORS_HANDLE_BASE); uint32_t new_sensors = enabled ? (active | sensor) : (active & ~sensor); uint32_t changed = active ^ new_sensors; LOGD("%s active=%08x sensor=%08x new_sensors=%x changed=%x", __FUNCTION__, active, sensor, new_sensors, changed); LOGI("sensors_control_activate"); if (changed) { int fd = open_akm(); if (fd < 0) return -1; if (!active && new_sensors) { // force all sensors to be updated changed = SUPPORTED_SENSORS; } enable_disable(fd, new_sensors, changed); if(active && !new_sensors){ // close the driver close_akm(); } sActiveSensors = active = new_sensors; LOGD("sensors=%08x, real=%08x", sActiveSensors, read_sensors_state(fd)); } return 0; }
int win_drc::qt_metacall(QMetaObject::Call _c, int _id, void **_a) { _id = QDialog::qt_metacall(_c, _id, _a); if (_id < 0) return _id; if (_c == QMetaObject::InvokeMetaMethod) { switch (_id) { case 0: enable_disable((*reinterpret_cast< int(*)>(_a[1]))); break; default: ; } _id -= 1; } return _id; }
void glPopAttrib() { //printf("glPopAttrib()\n"); noerrorShim(); if ((state.list.compiling || state.gl_batch) && state.list.active) { NewStage(state.list.active, STAGE_POP); state.list.active->popattribute = true; return; } if (stack == NULL || stack->len == 0) { errorShim(GL_STACK_UNDERFLOW); return; } glstack_t *cur = stack + stack->len-1; if (cur->mask & GL_COLOR_BUFFER_BIT) { enable_disable(GL_ALPHA_TEST, cur->alpha_test); glAlphaFunc(cur->alpha_test_func, cur->alpha_test_ref); enable_disable(GL_BLEND, cur->blend); glBlendFunc(cur->blend_src_func, cur->blend_dst_func); enable_disable(GL_DITHER, cur->dither); enable_disable(GL_COLOR_LOGIC_OP, cur->color_logic_op); glLogicOp(cur->logic_op); GLfloat *c; glClearColor(v4(cur->clear_color)); glColorMask(v4(cur->color_mask)); } if (cur->mask & GL_CURRENT_BIT) { glColor4f(v4(cur->color)); glNormal3f(v3(cur->normal)); glTexCoord2f(v2(cur->tex)); } if (cur->mask & GL_DEPTH_BUFFER_BIT) { enable_disable(GL_DEPTH_TEST, cur->depth_test); glDepthFunc(cur->depth_func); glClearDepth(cur->clear_depth); glDepthMask(cur->depth_mask); } if (cur->mask & GL_ENABLE_BIT) { int i; enable_disable(GL_ALPHA_TEST, cur->alpha_test); enable_disable(GL_AUTO_NORMAL, cur->autonormal); enable_disable(GL_BLEND, cur->blend); GLint max_clip_planes; glGetIntegerv(GL_MAX_CLIP_PLANES, &max_clip_planes); for (i = 0; i < max_clip_planes; i++) { enable_disable(GL_CLIP_PLANE0 + i, *(cur->clip_planes_enabled + i)); } enable_disable(GL_COLOR_MATERIAL, cur->colormaterial); enable_disable(GL_CULL_FACE, cur->cull_face); enable_disable(GL_DEPTH_TEST, cur->depth_test); enable_disable(GL_DITHER, cur->dither); enable_disable(GL_FOG, cur->fog); GLint max_lights; glGetIntegerv(GL_MAX_LIGHTS, &max_lights); for (i = 0; i < max_lights; i++) { enable_disable(GL_LIGHT0 + i, *(cur->lights_enabled + i)); } enable_disable(GL_LIGHTING, cur->lighting); enable_disable(GL_LINE_SMOOTH, cur->line_smooth); enable_disable(GL_LINE_STIPPLE, cur->line_stipple); enable_disable(GL_COLOR_LOGIC_OP, cur->color_logic_op); //TODO: GL_INDEX_LOGIC_OP //TODO: GL_MAP1_x //TODO: GL_MAP2_x enable_disable(GL_MULTISAMPLE, cur->multisample); enable_disable(GL_NORMALIZE, cur->normalize); enable_disable(GL_POINT_SMOOTH, cur->point_smooth); //TODO: GL_POLYGON_OFFSET_LINE enable_disable(GL_POLYGON_OFFSET_FILL, cur->polygon_offset_fill); //TODO: GL_POLYGON_OFFSET_POINT //TODO: GL_POLYGON_SMOOTH //TODO: GL_POLYGON_STIPPLE enable_disable(GL_SAMPLE_ALPHA_TO_COVERAGE, cur->sample_alpha_to_coverage); enable_disable(GL_SAMPLE_ALPHA_TO_ONE, cur->sample_alpha_to_one); enable_disable(GL_SAMPLE_COVERAGE, cur->sample_coverage); enable_disable(GL_SCISSOR_TEST, cur->scissor_test); enable_disable(GL_STENCIL_TEST, cur->stencil_test); int a; int old_tex = state.texture.active; for (a=0; a<MAX_TEX; a++) { if (state.enable.texture_1d[a] != cur->texture_1d[a]) { glActiveTexture(GL_TEXTURE0+a); enable_disable(GL_TEXTURE_1D, cur->texture_1d[a]); } if (state.enable.texture_2d[a] != cur->texture_2d[a]) { glActiveTexture(GL_TEXTURE0+a); enable_disable(GL_TEXTURE_2D, cur->texture_2d[a]); } if (state.enable.texture_3d[a] != cur->texture_3d[a]) { glActiveTexture(GL_TEXTURE0+a); enable_disable(GL_TEXTURE_3D, cur->texture_3d[a]); } state.enable.texgen_r[a] = cur->texgen_r[a]; state.enable.texgen_s[a] = cur->texgen_s[a]; state.enable.texgen_t[a] = cur->texgen_t[a]; } if (state.texture.active != old_tex) glActiveTexture(GL_TEXTURE0+old_tex); } if (cur->mask & GL_FOG_BIT) { enable_disable(GL_FOG, cur->fog); glFogfv(GL_FOG_COLOR, cur->fog_color); glFogf(GL_FOG_DENSITY, cur->fog_density); glFogf(GL_FOG_START, cur->fog_start); glFogf(GL_FOG_END, cur->fog_end); glFogf(GL_FOG_MODE, cur->fog_mode); } if (cur->mask & GL_HINT_BIT) { enable_disable(GL_PERSPECTIVE_CORRECTION_HINT, cur->perspective_hint); enable_disable(GL_POINT_SMOOTH_HINT, cur->point_smooth_hint); enable_disable(GL_LINE_SMOOTH_HINT, cur->line_smooth_hint); enable_disable(GL_FOG_HINT, cur->fog_hint); enable_disable(GL_GENERATE_MIPMAP_HINT, cur->mipmap_hint); } // GL_LIST_BIT if (cur->mask & GL_LIST_BIT) { glListBase(cur->list_base); } if (cur->mask & GL_LINE_BIT) { enable_disable(GL_LINE_SMOOTH, cur->line_smooth); // TODO: stipple stuff here glLineWidth(cur->line_width); } if (cur->mask & GL_MULTISAMPLE_BIT) { enable_disable(GL_MULTISAMPLE, cur->multisample); enable_disable(GL_SAMPLE_ALPHA_TO_COVERAGE, cur->sample_alpha_to_coverage); enable_disable(GL_SAMPLE_ALPHA_TO_ONE, cur->sample_alpha_to_one); enable_disable(GL_SAMPLE_COVERAGE, cur->sample_coverage); } if (cur->mask & GL_POINT_BIT) { enable_disable(GL_POINT_SMOOTH, cur->point_smooth); glPointSize(cur->point_size); } if (cur->mask & GL_SCISSOR_BIT) { enable_disable(GL_SCISSOR_TEST, cur->scissor_test); glScissor(v4(cur->scissor_box)); } if (cur->mask & GL_STENCIL_BUFFER_BIT) { enable_disable(GL_STENCIL_TEST, cur->stencil_test); glStencilFunc(cur->stencil_func, cur->stencil_ref, cur->stencil_mask); //TODO: Stencil value mask glStencilOp(cur->stencil_sfail, cur->stencil_dpfail, cur->stencil_dppass); glClearStencil(cur->stencil_clearvalue); //TODO: Stencil buffer writemask } if (cur->mask & GL_TEXTURE_BIT) { int a; //TODO: Enable bit for the 4 texture coordinates for (a=0; a<MAX_TEX; a++) { state.enable.texgen_r[a] = cur->texgen_r[a]; state.enable.texgen_s[a] = cur->texgen_s[a]; state.enable.texgen_t[a] = cur->texgen_t[a]; state.texgen[a] = cur->texgen[a]; // all mode and planes per texture in 1 line if ((cur->texture[a]==0 && state.texture.bound[a] != 0) || (cur->texture[a]!=0 && state.texture.bound[a]==0)) { glActiveTexture(GL_TEXTURE0+a); glBindTexture(GL_TEXTURE_2D, cur->texture[a]); } } if (state.texture.active!= cur->active) glActiveTexture(GL_TEXTURE0+cur->active); } if (cur->mask & GL_PIXEL_MODE_BIT) { GLenum pixel_name[] = {GL_RED_BIAS, GL_RED_SCALE, GL_GREEN_BIAS, GL_GREEN_SCALE, GL_BLUE_BIAS, GL_BLUE_SCALE, GL_ALPHA_BIAS, GL_ALPHA_SCALE}; int i; for (i=0; i<8; i++) glPixelTransferf(pixel_name[i], cur->pixel_scale_bias[i]); //TODO: GL_DEPTH_BIAS & GL_DEPTH_SCALE (probably difficult) //TODO: GL_INDEX_OFFEST & GL_INDEX_SHIFT //TODO: GL_MAP_COLOR & GL_MAP_STENCIL (probably difficult too) glPixelZoom(cur->pixel_zoomx, cur->pixel_zoomy); } if (cur->mask & GL_TRANSFORM_BIT) { if (!(cur->mask & GL_ENABLE_BIT)) { int i; GLint max_clip_planes; glGetIntegerv(GL_MAX_CLIP_PLANES, &max_clip_planes); for (i = 0; i < max_clip_planes; i++) { enable_disable(GL_CLIP_PLANE0 + i, *(cur->clip_planes_enabled + i)); } } glMatrixMode(cur->matrix_mode); enable_disable(GL_NORMALIZE, cur->normalize_flag); enable_disable(GL_RESCALE_NORMAL, cur->rescale_normal_flag); } if (cur->mask & GL_VIEWPORT_BIT) { glViewport(cur->viewport_size[0], cur->viewport_size[1], cur->viewport_size[2], cur->viewport_size[3]); glDepthRangef(cur->depth_range[0], cur->depth_range[1]); } maybe_free(cur->clip_planes_enabled); maybe_free(cur->clip_planes); maybe_free(cur->lights_enabled); maybe_free(cur->lights); stack->len--; }
int cmd_toggle_output(int argc, char **argv, struct mpd_connection *conn) { return enable_disable(argc, argv, conn, mpd_send_toggle_output, mpd_send_toggle_output); }
int cmd_disable(gcc_unused int argc, char **argv, struct mpd_connection *conn) { return enable_disable(argc, argv, conn, mpd_send_disable_output, mpd_send_enable_output); }
void gl4es_glPopAttrib() { //printf("glPopAttrib()\n"); noerrorShim(); if ((glstate->list.compiling || glstate->gl_batch) && glstate->list.active) { NewStage(glstate->list.active, STAGE_POP); glstate->list.active->popattribute = true; return; } if (glstate->stack == NULL || glstate->stack->len == 0) { errorShim(GL_STACK_UNDERFLOW); return; } glstack_t *cur = glstate->stack + glstate->stack->len-1; if (cur->mask & GL_COLOR_BUFFER_BIT) { enable_disable(GL_ALPHA_TEST, cur->alpha_test); gl4es_glAlphaFunc(cur->alpha_test_func, cur->alpha_test_ref); enable_disable(GL_BLEND, cur->blend); gl4es_glBlendFunc(cur->blend_src_func, cur->blend_dst_func); enable_disable(GL_DITHER, cur->dither); enable_disable(GL_COLOR_LOGIC_OP, cur->color_logic_op); gl4es_glLogicOp(cur->logic_op); GLfloat *c; gl4es_glClearColor(v4(cur->clear_color)); gl4es_glColorMask(v4(cur->color_mask)); } if (cur->mask & GL_CURRENT_BIT) { gl4es_glColor4f(v4(cur->color)); gl4es_glNormal3f(v3(cur->normal)); gl4es_glTexCoord4f(v4(cur->tex)); } if (cur->mask & GL_DEPTH_BUFFER_BIT) { enable_disable(GL_DEPTH_TEST, cur->depth_test); gl4es_glDepthFunc(cur->depth_func); gl4es_glClearDepth(cur->clear_depth); gl4es_glDepthMask(cur->depth_mask); } if (cur->mask & GL_ENABLE_BIT) { int i; enable_disable(GL_ALPHA_TEST, cur->alpha_test); enable_disable(GL_AUTO_NORMAL, cur->autonormal); enable_disable(GL_BLEND, cur->blend); GLint max_clip_planes; gl4es_glGetIntegerv(GL_MAX_CLIP_PLANES, &max_clip_planes); for (i = 0; i < max_clip_planes; i++) { enable_disable(GL_CLIP_PLANE0 + i, *(cur->clip_planes_enabled + i)); } enable_disable(GL_COLOR_MATERIAL, cur->colormaterial); enable_disable(GL_CULL_FACE, cur->cull_face); enable_disable(GL_DEPTH_TEST, cur->depth_test); enable_disable(GL_DITHER, cur->dither); enable_disable(GL_FOG, cur->fog); for (i = 0; i < hardext.maxlights; i++) { enable_disable(GL_LIGHT0 + i, *(cur->lights_enabled + i)); } enable_disable(GL_LIGHTING, cur->lighting); enable_disable(GL_LINE_SMOOTH, cur->line_smooth); enable_disable(GL_LINE_STIPPLE, cur->line_stipple); enable_disable(GL_COLOR_LOGIC_OP, cur->color_logic_op); //TODO: GL_INDEX_LOGIC_OP //TODO: GL_MAP1_x //TODO: GL_MAP2_x enable_disable(GL_MULTISAMPLE, cur->multisample); enable_disable(GL_NORMALIZE, cur->normalize); enable_disable(GL_POINT_SMOOTH, cur->point_smooth); //TODO: GL_POLYGON_OFFSET_LINE enable_disable(GL_POLYGON_OFFSET_FILL, cur->polygon_offset_fill); //TODO: GL_POLYGON_OFFSET_POINT //TODO: GL_POLYGON_SMOOTH //TODO: GL_POLYGON_STIPPLE enable_disable(GL_SAMPLE_ALPHA_TO_COVERAGE, cur->sample_alpha_to_coverage); enable_disable(GL_SAMPLE_ALPHA_TO_ONE, cur->sample_alpha_to_one); enable_disable(GL_SAMPLE_COVERAGE, cur->sample_coverage); enable_disable(GL_SCISSOR_TEST, cur->scissor_test); enable_disable(GL_STENCIL_TEST, cur->stencil_test); enable_disable(GL_POINT_SPRITE, cur->pointsprite); int a; int old_tex = glstate->texture.active; for (a=0; a<hardext.maxtex; a++) { if(glstate->enable.texture[a] != cur->tex_enabled[a]) { gl4es_glActiveTexture(GL_TEXTURE0+a); for (int j=0; j<ENABLED_TEXTURE_LAST; j++) { const GLuint t = cur->tex_enabled[a] & (1<<j); if ((glstate->enable.texture[a] & (1<<j)) != t) { enable_disable(to_target(j), t); } } } glstate->enable.texgen_r[a] = cur->texgen_r[a]; glstate->enable.texgen_s[a] = cur->texgen_s[a]; glstate->enable.texgen_t[a] = cur->texgen_t[a]; glstate->enable.texgen_q[a] = cur->texgen_q[a]; } if (glstate->texture.active != old_tex) gl4es_glActiveTexture(GL_TEXTURE0+old_tex); } if (cur->mask & GL_FOG_BIT) { enable_disable(GL_FOG, cur->fog); gl4es_glFogfv(GL_FOG_COLOR, cur->fog_color); gl4es_glFogf(GL_FOG_DENSITY, cur->fog_density); gl4es_glFogf(GL_FOG_START, cur->fog_start); gl4es_glFogf(GL_FOG_END, cur->fog_end); gl4es_glFogf(GL_FOG_MODE, cur->fog_mode); } if (cur->mask & GL_HINT_BIT) { gl4es_glHint(GL_PERSPECTIVE_CORRECTION_HINT, cur->perspective_hint); gl4es_glHint(GL_POINT_SMOOTH_HINT, cur->point_smooth_hint); gl4es_glHint(GL_LINE_SMOOTH_HINT, cur->line_smooth_hint); gl4es_glHint(GL_FOG_HINT, cur->fog_hint); gl4es_glHint(GL_GENERATE_MIPMAP_HINT, cur->mipmap_hint); for (int i=GL4ES_HINT_FIRST; i<GL4ES_HINT_LAST; i++) gl4es_glHint(i, cur->gles4_hint[i-GL4ES_HINT_FIRST]); } if (cur->mask & GL_LIGHTING_BIT) { enable_disable(GL_LIGHTING, cur->lighting); gl4es_glLightModelfv(GL_LIGHT_MODEL_AMBIENT, cur->light_model_ambient); gl4es_glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, cur->light_model_two_side); int i; int j=0; for (i = 0; i < hardext.maxlights; i++) { enable_disable(GL_LIGHT0 + i, *(cur->lights_enabled + i)); #define L(A) gl4es_glLightfv(GL_LIGHT0 + i, A, cur->lights+j); j+=4 L(GL_AMBIENT); L(GL_DIFFUSE); L(GL_SPECULAR); L(GL_POSITION); L(GL_SPOT_CUTOFF); L(GL_SPOT_DIRECTION); L(GL_SPOT_EXPONENT); L(GL_CONSTANT_ATTENUATION); L(GL_LINEAR_ATTENUATION); L(GL_QUADRATIC_ATTENUATION); #undef L } j=0; #define M(A) gl4es_glMaterialfv(GL_FRONT_AND_BACK, A, cur->materials+j); j+=4 M(GL_AMBIENT); M(GL_DIFFUSE); M(GL_SPECULAR); M(GL_EMISSION); M(GL_SHININESS); // handle both face at some point? #undef M gl4es_glShadeModel(cur->shade_model); } // GL_LIST_BIT if (cur->mask & GL_LIST_BIT) { gl4es_glListBase(cur->list_base); } if (cur->mask & GL_LINE_BIT) { enable_disable(GL_LINE_SMOOTH, cur->line_smooth); // TODO: stipple stuff here gl4es_glLineWidth(cur->line_width); } if (cur->mask & GL_MULTISAMPLE_BIT) { enable_disable(GL_MULTISAMPLE, cur->multisample); enable_disable(GL_SAMPLE_ALPHA_TO_COVERAGE, cur->sample_alpha_to_coverage); enable_disable(GL_SAMPLE_ALPHA_TO_ONE, cur->sample_alpha_to_one); enable_disable(GL_SAMPLE_COVERAGE, cur->sample_coverage); } if (cur->mask & GL_POINT_BIT) { enable_disable(GL_POINT_SMOOTH, cur->point_smooth); gl4es_glPointSize(cur->point_size); if(hardext.pointsprite) { enable_disable(GL_POINT_SPRITE, cur->pointsprite); int a; for (a=0; a<hardext.maxtex; a++) { if(glstate->texture.pscoordreplace[a]!=cur->pscoordreplace[a]) { gl4es_glActiveTexture(GL_TEXTURE0+a); gl4es_glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, cur->pscoordreplace[a]); } } if (glstate->texture.active!= cur->active) gl4es_glActiveTexture(GL_TEXTURE0+cur->active); } } if (cur->mask & GL_SCISSOR_BIT) { enable_disable(GL_SCISSOR_TEST, cur->scissor_test); gl4es_glScissor(v4(cur->scissor_box)); } if (cur->mask & GL_STENCIL_BUFFER_BIT) { enable_disable(GL_STENCIL_TEST, cur->stencil_test); gl4es_glStencilFunc(cur->stencil_func, cur->stencil_ref, cur->stencil_mask); //TODO: Stencil value mask gl4es_glStencilOp(cur->stencil_sfail, cur->stencil_dpfail, cur->stencil_dppass); gl4es_glClearStencil(cur->stencil_clearvalue); //TODO: Stencil buffer writemask } if (cur->mask & GL_TEXTURE_BIT) { int a; //TODO: Enable bit for the 4 texture coordinates for (a=0; a<hardext.maxtex; a++) { glstate->enable.texgen_r[a] = cur->texgen_r[a]; glstate->enable.texgen_s[a] = cur->texgen_s[a]; glstate->enable.texgen_t[a] = cur->texgen_t[a]; glstate->enable.texgen_q[a] = cur->texgen_q[a]; glstate->texgen[a] = cur->texgen[a]; // all mode and planes per texture in 1 line for (int j=0; j<ENABLED_TEXTURE_LAST; j++) if ((cur->texture[a][j]==0 && glstate->texture.bound[a][j] != 0) || (cur->texture[a][j]!=0 && glstate->texture.bound[a][j]==0)) { gl4es_glActiveTexture(GL_TEXTURE0+a); gl4es_glBindTexture(to_target(j), cur->texture[a][j]); } } if (glstate->texture.active!= cur->active) gl4es_glActiveTexture(GL_TEXTURE0+cur->active); } if (cur->mask & GL_PIXEL_MODE_BIT) { GLenum pixel_name[] = {GL_RED_BIAS, GL_RED_SCALE, GL_GREEN_BIAS, GL_GREEN_SCALE, GL_BLUE_BIAS, GL_BLUE_SCALE, GL_ALPHA_BIAS, GL_ALPHA_SCALE}; int i; for (i=0; i<8; i++) gl4es_glPixelTransferf(pixel_name[i], cur->pixel_scale_bias[i]); //TODO: GL_DEPTH_BIAS & GL_DEPTH_SCALE (probably difficult) //TODO: GL_INDEX_OFFEST & GL_INDEX_SHIFT //TODO: GL_MAP_COLOR & GL_MAP_STENCIL (probably difficult too) gl4es_glPixelZoom(cur->pixel_zoomx, cur->pixel_zoomy); } if (cur->mask & GL_TRANSFORM_BIT) { if (!(cur->mask & GL_ENABLE_BIT)) { int i; GLint max_clip_planes; gl4es_glGetIntegerv(GL_MAX_CLIP_PLANES, &max_clip_planes); for (i = 0; i < max_clip_planes; i++) { enable_disable(GL_CLIP_PLANE0 + i, *(cur->clip_planes_enabled + i)); } } gl4es_glMatrixMode(cur->matrix_mode); enable_disable(GL_NORMALIZE, cur->normalize_flag); enable_disable(GL_RESCALE_NORMAL, cur->rescale_normal_flag); } if (cur->mask & GL_VIEWPORT_BIT) { gl4es_glViewport(cur->viewport_size[0], cur->viewport_size[1], cur->viewport_size[2], cur->viewport_size[3]); gl4es_glDepthRangef(cur->depth_range[0], cur->depth_range[1]); } maybe_free(cur->clip_planes_enabled); maybe_free(cur->clip_planes); maybe_free(cur->lights_enabled); maybe_free(cur->lights); maybe_free(cur->materials); glstate->stack->len--; }
void glPopAttrib() { ERROR_IN_BLOCK(); glstack_t *cur = tack_pop(&state.stack.attrib); if (cur == NULL) { ERROR(GL_STACK_UNDERFLOW); } if (cur->mask & GL_COLOR_BUFFER_BIT) { #ifndef USE_ES2 enable_disable(GL_ALPHA_TEST, cur->alpha_test); glAlphaFunc(cur->alpha_test_func, cur->alpha_test_ref); #endif enable_disable(GL_BLEND, cur->blend); glBlendFunc(cur->blend_src_func, cur->blend_dst_func); enable_disable(GL_DITHER, cur->dither); #ifndef USE_ES2 enable_disable(GL_COLOR_LOGIC_OP, cur->color_logic_op); glLogicOp(cur->logic_op); #endif GLfloat *c; glClearColor(v4(cur->clear_color)); glColorMask(v4(cur->color_mask)); } if (cur->mask & GL_CURRENT_BIT) { glColor4f(v4(cur->color)); #ifndef USE_ES2 glNormal3f(v3(cur->normal)); #endif for (int i = 0; i < MAX_TEX; i++) { glMultiTexCoord2f(GL_TEXTURE0 + i, v2(cur->tex[i])); } } if (cur->mask & GL_DEPTH_BUFFER_BIT) { enable_disable(GL_DEPTH_TEST, cur->depth_test); glDepthFunc(cur->depth_func); glClearDepth(cur->clear_depth); glDepthMask(cur->depth_mask); } if (cur->mask & GL_ENABLE_BIT) { int i; GLint max_clip_planes; glGetIntegerv(GL_MAX_CLIP_PLANES, &max_clip_planes); for (i = 0; i < max_clip_planes; i++) { enable_disable(GL_CLIP_PLANE0 + i, *(cur->clip_planes_enabled + i)); } GLint max_lights; glGetIntegerv(GL_MAX_LIGHTS, &max_lights); for (i = 0; i < max_lights; i++) { enable_disable(GL_LIGHT0 + i, *(cur->lights_enabled + i)); } enable_disable(GL_ALPHA_TEST, cur->alpha_test); enable_disable(GL_BLEND, cur->blend); enable_disable(GL_CULL_FACE, cur->cull_face); enable_disable(GL_DEPTH_TEST, cur->depth_test); enable_disable(GL_DITHER, cur->dither); enable_disable(GL_FOG, cur->fog); enable_disable(GL_LIGHTING, cur->lighting); enable_disable(GL_LINE_SMOOTH, cur->line_smooth); enable_disable(GL_LINE_STIPPLE, cur->line_stipple); enable_disable(GL_COLOR_LOGIC_OP, cur->color_logic_op); enable_disable(GL_MULTISAMPLE, cur->multisample); enable_disable(GL_NORMALIZE, cur->normalize); enable_disable(GL_POINT_SMOOTH, cur->point_smooth); enable_disable(GL_POLYGON_OFFSET_FILL, cur->polygon_offset_fill); enable_disable(GL_SAMPLE_ALPHA_TO_COVERAGE, cur->sample_alpha_to_coverage); enable_disable(GL_SAMPLE_ALPHA_TO_ONE, cur->sample_alpha_to_one); enable_disable(GL_SAMPLE_COVERAGE, cur->sample_coverage); enable_disable(GL_SCISSOR_TEST, cur->scissor_test); enable_disable(GL_STENCIL_TEST, cur->stencil_test); enable_disable(GL_TEXTURE_2D, cur->texture_2d); } #ifndef USE_ES2 if (cur->mask & GL_FOG_BIT) { enable_disable(GL_FOG, cur->fog); glFogfv(GL_FOG_COLOR, cur->fog_color); glFogf(GL_FOG_DENSITY, cur->fog_density); glFogf(GL_FOG_START, cur->fog_start); glFogf(GL_FOG_END, cur->fog_end); glFogf(GL_FOG_MODE, cur->fog_mode); } #endif if (cur->mask & GL_HINT_BIT) { enable_disable(GL_PERSPECTIVE_CORRECTION_HINT, cur->perspective_hint); enable_disable(GL_POINT_SMOOTH_HINT, cur->point_smooth_hint); enable_disable(GL_LINE_SMOOTH_HINT, cur->line_smooth_hint); enable_disable(GL_FOG_HINT, cur->fog_hint); enable_disable(GL_GENERATE_MIPMAP_HINT, cur->mipmap_hint); } if (cur->mask & GL_LINE_BIT) { enable_disable(GL_LINE_SMOOTH, cur->line_smooth); // TODO: stipple stuff here glLineWidth(cur->line_width); } if (cur->mask & GL_MULTISAMPLE_BIT) { enable_disable(GL_MULTISAMPLE, cur->multisample); enable_disable(GL_SAMPLE_ALPHA_TO_COVERAGE, cur->sample_alpha_to_coverage); enable_disable(GL_SAMPLE_ALPHA_TO_ONE, cur->sample_alpha_to_one); enable_disable(GL_SAMPLE_COVERAGE, cur->sample_coverage); } #ifndef USE_ES2 if (cur->mask & GL_POINT_BIT) { enable_disable(GL_POINT_SMOOTH, cur->point_smooth); glPointSize(cur->point_size); } #endif if (cur->mask & GL_SCISSOR_BIT) { enable_disable(GL_SCISSOR_TEST, cur->scissor_test); glScissor(v4(cur->scissor_box)); } if (cur->mask & GL_TEXTURE_BIT) { glBindTexture(GL_TEXTURE_2D, cur->texture); } free(cur->clip_planes_enabled); free(cur->clip_planes); free(cur->lights_enabled); free(cur->lights); free(cur); }