void GLAPIENTRY _mesa_TexEnvfv( GLenum target, GLenum pname, const GLfloat *param ) { GLuint maxUnit; GET_CURRENT_CONTEXT(ctx); struct gl_texture_unit *texUnit; ASSERT_OUTSIDE_BEGIN_END(ctx); maxUnit = (target == GL_POINT_SPRITE_NV && pname == GL_COORD_REPLACE_NV) ? ctx->Const.MaxTextureCoordUnits : ctx->Const.MaxTextureImageUnits; if (ctx->Texture.CurrentUnit >= maxUnit) { _mesa_error(ctx, GL_INVALID_OPERATION, "glTexEnvfv(current unit)"); return; } texUnit = _mesa_get_current_tex_unit(ctx); if (target == GL_TEXTURE_ENV) { switch (pname) { case GL_TEXTURE_ENV_MODE: set_env_mode(ctx, texUnit, (GLenum) (GLint) param[0]); break; case GL_TEXTURE_ENV_COLOR: set_env_color(ctx, texUnit, param); break; case GL_COMBINE_RGB: case GL_COMBINE_ALPHA: set_combiner_mode(ctx, texUnit, pname, (GLenum) (GLint) param[0]); break; case GL_SOURCE0_RGB: case GL_SOURCE1_RGB: case GL_SOURCE2_RGB: case GL_SOURCE3_RGB_NV: case GL_SOURCE0_ALPHA: case GL_SOURCE1_ALPHA: case GL_SOURCE2_ALPHA: case GL_SOURCE3_ALPHA_NV: set_combiner_source(ctx, texUnit, pname, (GLenum) (GLint) param[0]); break; case GL_OPERAND0_RGB: case GL_OPERAND1_RGB: case GL_OPERAND2_RGB: case GL_OPERAND3_RGB_NV: case GL_OPERAND0_ALPHA: case GL_OPERAND1_ALPHA: case GL_OPERAND2_ALPHA: case GL_OPERAND3_ALPHA_NV: set_combiner_operand(ctx, texUnit, pname, (GLenum) (GLint) param[0]); break; case GL_RGB_SCALE: case GL_ALPHA_SCALE: set_combiner_scale(ctx, texUnit, pname, param[0]); break; case GL_BUMP_TARGET_ATI: if (!ctx->Extensions.ATI_envmap_bumpmap) { _mesa_error( ctx, GL_INVALID_ENUM, "glTexEnv(pname=0x%x)", pname ); return; } if (((GLenum) (GLint) param[0] < GL_TEXTURE0) || ((GLenum) (GLint) param[0] > GL_TEXTURE31)) { /* spec doesn't say this but it seems logical */ _mesa_error( ctx, GL_INVALID_ENUM, "glTexEnv(param=0x%x)", (GLenum) (GLint) param[0]); return; } if (!((1 << ((GLenum) (GLint) param[0] - GL_TEXTURE0)) & ctx->Const.SupportedBumpUnits)) { _mesa_error( ctx, GL_INVALID_VALUE, "glTexEnv(param=0x%x)", (GLenum) (GLint) param[0]); return; } else { FLUSH_VERTICES(ctx, _NEW_TEXTURE); texUnit->BumpTarget = (GLenum) (GLint) param[0]; } break; default: _mesa_error( ctx, GL_INVALID_ENUM, "glTexEnv(pname)" ); return; } } else if (target == GL_TEXTURE_FILTER_CONTROL_EXT) { /* GL_EXT_texture_lod_bias */ if (!ctx->Extensions.EXT_texture_lod_bias) { _mesa_error( ctx, GL_INVALID_ENUM, "glTexEnv(target=0x%x)", target ); return; } if (pname == GL_TEXTURE_LOD_BIAS_EXT) { if (texUnit->LodBias == param[0]) return; FLUSH_VERTICES(ctx, _NEW_TEXTURE); texUnit->LodBias = param[0]; } else { TE_ERROR(GL_INVALID_ENUM, "glTexEnv(pname=%s)", pname); return; } } else if (target == GL_POINT_SPRITE_NV) { /* GL_ARB_point_sprite / GL_NV_point_sprite */ if (!ctx->Extensions.NV_point_sprite && !ctx->Extensions.ARB_point_sprite) { _mesa_error( ctx, GL_INVALID_ENUM, "glTexEnv(target=0x%x)", target ); return; } if (pname == GL_COORD_REPLACE_NV) { const GLenum value = (GLenum) param[0]; if (value == GL_TRUE || value == GL_FALSE) { /* It's kind of weird to set point state via glTexEnv, * but that's what the spec calls for. */ const GLboolean state = (GLboolean) value; if (ctx->Point.CoordReplace[ctx->Texture.CurrentUnit] == state) return; FLUSH_VERTICES(ctx, _NEW_POINT); ctx->Point.CoordReplace[ctx->Texture.CurrentUnit] = state; } else { _mesa_error( ctx, GL_INVALID_VALUE, "glTexEnv(param=0x%x)", value); return; } } else { _mesa_error( ctx, GL_INVALID_ENUM, "glTexEnv(pname=0x%x)", pname ); return; } } else { _mesa_error( ctx, GL_INVALID_ENUM, "glTexEnv(target=0x%x)",target ); return; } if (MESA_VERBOSE&(VERBOSE_API|VERBOSE_TEXTURE)) _mesa_debug(ctx, "glTexEnv %s %s %.1f(%s) ...\n", _mesa_lookup_enum_by_nr(target), _mesa_lookup_enum_by_nr(pname), *param, _mesa_lookup_enum_by_nr((GLenum) (GLint) *param)); /* Tell device driver about the new texture environment */ if (ctx->Driver.TexEnv) { (*ctx->Driver.TexEnv)( ctx, target, pname, param ); } }
void glTexEnvfv( GLenum target, GLenum pname, const GLfloat *param ) { const GLint iparam0 = (GLint) param[0]; struct gl_texture_unit *texUnit; GLuint maxUnit; GET_CURRENT_CONTEXT(ctx); maxUnit = ctx->Const.MaxCombinedTextureImageUnits; // maxUnit = (target == GL_POINT_SPRITE_NV && pname == GL_COORD_REPLACE_NV) // ? ctx->Const.MaxTextureCoordUnits : ctx->Const.MaxCombinedTextureImageUnits; if (ctx->Texture.CurrentUnit >= maxUnit) { _mesa_error(ctx, GL_INVALID_OPERATION, "glTexEnvfv(current unit)"); return; } texUnit = _mesa_get_current_tex_unit(ctx); if (target == GL_TEXTURE_ENV) { switch (pname) { case GL_TEXTURE_ENV_MODE: set_env_mode(ctx, texUnit, (GLenum) iparam0); break; case GL_TEXTURE_ENV_COLOR: set_env_color(ctx, texUnit, param); break; case GL_COMBINE_RGB: case GL_COMBINE_ALPHA: set_combiner_mode(ctx, texUnit, pname, (GLenum) iparam0); break; case GL_SOURCE0_RGB: case GL_SOURCE1_RGB: case GL_SOURCE2_RGB: // case GL_SOURCE3_RGB_NV: case GL_SOURCE0_ALPHA: case GL_SOURCE1_ALPHA: case GL_SOURCE2_ALPHA: // case GL_SOURCE3_ALPHA_NV: set_combiner_source(ctx, texUnit, pname, (GLenum) iparam0); break; case GL_OPERAND0_RGB: case GL_OPERAND1_RGB: case GL_OPERAND2_RGB: // case GL_OPERAND3_RGB_NV: case GL_OPERAND0_ALPHA: case GL_OPERAND1_ALPHA: case GL_OPERAND2_ALPHA: // case GL_OPERAND3_ALPHA_NV: set_combiner_operand(ctx, texUnit, pname, (GLenum) iparam0); break; case GL_RGB_SCALE: case GL_ALPHA_SCALE: set_combiner_scale(ctx, texUnit, pname, param[0]); break; default: _mesa_error( ctx, GL_INVALID_ENUM, "glTexEnv(pname)" ); return; } } else if (target == GL_TEXTURE_FILTER_CONTROL) { if (pname == GL_TEXTURE_LOD_BIAS) { if (texUnit->LodBias == param[0]) return; FLUSH_VERTICES(ctx, _NEW_TEXTURE); texUnit->LodBias = param[0]; } else { TE_ERROR(GL_INVALID_ENUM, "glTexEnv(pname=%s)", pname); return; } } // else if (target == GL_POINT_SPRITE_NV) { // /* GL_ARB_point_sprite / GL_NV_point_sprite */ // if (!ctx->Extensions.NV_point_sprite // && !ctx->Extensions.ARB_point_sprite) { // _mesa_error( ctx, GL_INVALID_ENUM, "glTexEnv(target=0x%x)", target ); // return; // } // if (pname == GL_COORD_REPLACE_NV) { // if (iparam0 == GL_TRUE || iparam0 == GL_FALSE) { // /* It's kind of weird to set point state via glTexEnv, // * but that's what the spec calls for. // */ // const GLboolean state = (GLboolean) iparam0; // if (ctx->Point.CoordReplace[ctx->Texture.CurrentUnit] == state) // return; // FLUSH_VERTICES(ctx, _NEW_POINT); // ctx->Point.CoordReplace[ctx->Texture.CurrentUnit] = state; // } // else { // _mesa_error( ctx, GL_INVALID_VALUE, "glTexEnv(param=0x%x)", iparam0); // return; // } // } // else { // _mesa_error( ctx, GL_INVALID_ENUM, "glTexEnv(pname=0x%x)", pname ); // return; // } // } else { _mesa_error(ctx, GL_INVALID_ENUM, "glTexEnv(target=%s)", _mesa_lookup_enum_by_nr(target)); return; } if (MESA_VERBOSE&(VERBOSE_API|VERBOSE_TEXTURE)) _mesa_debug(ctx, "glTexEnv %s %s %.1f(%s) ...\n", _mesa_lookup_enum_by_nr(target), _mesa_lookup_enum_by_nr(pname), *param, _mesa_lookup_enum_by_nr((GLenum) iparam0)); /* Tell device driver about the new texture environment */ if (ctx->Driver.TexEnv) { (*ctx->Driver.TexEnv)( ctx, target, pname, param ); } }