コード例 #1
0
void init_select() {
	/*
	 Initialize matrix and array vector for a select_Draw*
	*/
	 GLfloat tmp[16];
	 gl4es_glGetFloatv(GL_PROJECTION_MATRIX, tmp);
	 matrix_transpose(tmp, projection);
	 gl4es_glGetFloatv(GL_MODELVIEW_MATRIX, tmp);
	 matrix_transpose(tmp, modelview);
}
コード例 #2
0
ファイル: stack.c プロジェクト: ptitSeb/glshim
void gl4es_glPushAttrib(GLbitfield mask) {
    //printf("glPushAttrib(0x%04X)\n", mask);
    noerrorShim();
    if ((glstate->list.compiling || glstate->gl_batch) && glstate->list.active) {
        NewStage(glstate->list.active, STAGE_PUSH);
        glstate->list.active->pushattribute = mask;
        return;
    }
    if (glstate->stack == NULL) {
        glstate->stack = (glstack_t *)malloc(STACK_SIZE * sizeof(glstack_t));
        glstate->stack->len = 0;
        glstate->stack->cap = STACK_SIZE;
    } else if (glstate->stack->len == glstate->stack->cap) {
        glstate->stack->cap += STACK_SIZE;
        glstate->stack = (glstack_t *)realloc(glstate->stack, glstate->stack->cap * sizeof(glstack_t));
    }

    glstack_t *cur = glstate->stack + glstate->stack->len;
    cur->mask = mask;
    cur->clip_planes_enabled = NULL;
    cur->clip_planes = NULL;
    cur->lights_enabled = NULL;
    cur->lights = NULL;
    cur->materials = NULL;

    // TODO: GL_ACCUM_BUFFER_BIT

    // TODO: will tracking these myself be much faster than glGet?
    if (mask & GL_COLOR_BUFFER_BIT) {
        cur->alpha_test = gl4es_glIsEnabled(GL_ALPHA_TEST);
        gl4es_glGetIntegerv(GL_ALPHA_TEST_FUNC, &cur->alpha_test_func);
        gl4es_glGetFloatv(GL_ALPHA_TEST_REF, &cur->alpha_test_ref);

        cur->blend = gl4es_glIsEnabled(GL_BLEND);
        gl4es_glGetIntegerv(GL_BLEND_SRC, &cur->blend_src_func);
        gl4es_glGetIntegerv(GL_BLEND_DST, &cur->blend_dst_func);

        cur->dither = gl4es_glIsEnabled(GL_DITHER);
        cur->color_logic_op = gl4es_glIsEnabled(GL_COLOR_LOGIC_OP);
        gl4es_glGetIntegerv(GL_LOGIC_OP_MODE, &cur->logic_op);

        gl4es_glGetFloatv(GL_COLOR_CLEAR_VALUE, cur->clear_color);
        gl4es_glGetFloatv(GL_COLOR_WRITEMASK, cur->color_mask);
    }

    if (mask & GL_CURRENT_BIT) {
        gl4es_glGetFloatv(GL_CURRENT_COLOR, cur->color);
        gl4es_glGetFloatv(GL_CURRENT_NORMAL, cur->normal);
        gl4es_glGetFloatv(GL_CURRENT_TEXTURE_COORDS, cur->tex);
    }

    if (mask & GL_DEPTH_BUFFER_BIT) {
        cur->depth_test = gl4es_glIsEnabled(GL_DEPTH_TEST);
        gl4es_glGetIntegerv(GL_DEPTH_FUNC, &cur->depth_func);
        gl4es_glGetFloatv(GL_DEPTH_CLEAR_VALUE, &cur->clear_depth);
        gl4es_glGetIntegerv(GL_DEPTH_WRITEMASK, &cur->depth_mask);
    }

    if (mask & GL_ENABLE_BIT) {
        int i;
        GLint max_clip_planes;

        cur->alpha_test = gl4es_glIsEnabled(GL_ALPHA_TEST);
        cur->autonormal = gl4es_glIsEnabled(GL_AUTO_NORMAL);
        cur->blend = gl4es_glIsEnabled(GL_BLEND);

        gl4es_glGetIntegerv(GL_MAX_CLIP_PLANES, &max_clip_planes);
        cur->clip_planes_enabled = (GLboolean *)malloc(max_clip_planes * sizeof(GLboolean));
        for (i = 0; i < max_clip_planes; i++) {
            *(cur->clip_planes_enabled + i) = gl4es_glIsEnabled(GL_CLIP_PLANE0 + i);
        }

        cur->colormaterial = gl4es_glIsEnabled(GL_COLOR_MATERIAL);
        cur->cull_face = gl4es_glIsEnabled(GL_CULL_FACE);
        cur->depth_test = gl4es_glIsEnabled(GL_DEPTH_TEST);
        cur->dither = gl4es_glIsEnabled(GL_DITHER);
        cur->fog = gl4es_glIsEnabled(GL_FOG);

        cur->lights_enabled = (GLboolean *)malloc(hardext.maxlights * sizeof(GLboolean));
        for (i = 0; i < hardext.maxlights; i++) {
            *(cur->lights_enabled + i) = gl4es_glIsEnabled(GL_LIGHT0 + i);
        }

        cur->lighting = gl4es_glIsEnabled(GL_LIGHTING);
        cur->line_smooth = gl4es_glIsEnabled(GL_LINE_SMOOTH);
        cur->line_stipple = gl4es_glIsEnabled(GL_LINE_STIPPLE);
        cur->color_logic_op = gl4es_glIsEnabled(GL_COLOR_LOGIC_OP);
        //TODO: GL_INDEX_LOGIC_OP
        //TODO: GL_MAP1_x
        //TODO: GL_MAP2_x
        cur->multisample = gl4es_glIsEnabled(GL_MULTISAMPLE);
        cur->normalize = gl4es_glIsEnabled(GL_NORMALIZE);
        cur->point_smooth = gl4es_glIsEnabled(GL_POINT_SMOOTH);
        //TODO: GL_POLYGON_OFFSET_LINE
        cur->polygon_offset_fill = gl4es_glIsEnabled(GL_POLYGON_OFFSET_FILL);
        //TODO: GL_POLYGON_OFFSET_POINT
        //TODO: GL_POLYGON_SMOOTH
        //TODO: GL_POLYGON_STIPPLE
        cur->sample_alpha_to_coverage = gl4es_glIsEnabled(GL_SAMPLE_ALPHA_TO_COVERAGE);
        cur->sample_alpha_to_one = gl4es_glIsEnabled(GL_SAMPLE_ALPHA_TO_ONE);
        cur->sample_coverage = gl4es_glIsEnabled(GL_SAMPLE_COVERAGE);
        cur->scissor_test = gl4es_glIsEnabled(GL_SCISSOR_TEST);
        cur->stencil_test = gl4es_glIsEnabled(GL_STENCIL_TEST);
        int a;
        for (a=0; a<hardext.maxtex; a++) {
            cur->tex_enabled[a] = glstate->enable.texture[a];
            cur->texgen_s[a] = glstate->enable.texgen_s[a];
            cur->texgen_r[a] = glstate->enable.texgen_r[a];
            cur->texgen_t[a] = glstate->enable.texgen_t[a];
            cur->texgen_q[a] = glstate->enable.texgen_q[a];
        }
        cur->pointsprite = gl4es_glIsEnabled(GL_POINT_SPRITE);
    }

    // TODO: GL_EVAL_BIT

    if (mask & GL_FOG_BIT) {
        cur->fog = gl4es_glIsEnabled(GL_FOG);
        gl4es_glGetFloatv(GL_FOG_COLOR, cur->fog_color);
        gl4es_glGetFloatv(GL_FOG_DENSITY, &cur->fog_density);
        gl4es_glGetFloatv(GL_FOG_START, &cur->fog_start);
        gl4es_glGetFloatv(GL_FOG_END, &cur->fog_end);
        gl4es_glGetIntegerv(GL_FOG_MODE, &cur->fog_mode);
    }

    if (mask & GL_HINT_BIT) {
        gl4es_glGetIntegerv(GL_PERSPECTIVE_CORRECTION_HINT, &cur->perspective_hint);
        gl4es_glGetIntegerv(GL_POINT_SMOOTH_HINT, &cur->point_smooth_hint);
        gl4es_glGetIntegerv(GL_LINE_SMOOTH_HINT, &cur->line_smooth_hint);
        gl4es_glGetIntegerv(GL_FOG_HINT, &cur->fog_hint);
        gl4es_glGetIntegerv(GL_GENERATE_MIPMAP_HINT, &cur->mipmap_hint);
        for (int i=GL4ES_HINT_FIRST; i<GL4ES_HINT_LAST; i++)
            gl4es_glGetIntegerv(i, &cur->gles4_hint[i-GL4ES_HINT_FIRST]);
    }

    if (mask & GL_LIGHTING_BIT) {
        cur->lighting = gl4es_glIsEnabled(GL_LIGHTING);
        gl4es_glGetFloatv(GL_LIGHT_MODEL_AMBIENT, cur->light_model_ambient);
        gl4es_glGetIntegerv(GL_LIGHT_MODEL_TWO_SIDE, &cur->light_model_two_side);

        int i;
        int j=0;
        cur->lights_enabled = (GLboolean *)malloc(hardext.maxlights * sizeof(GLboolean));
        cur->lights = (GLfloat *)malloc(hardext.maxlights * sizeof(GLfloat)*(10*4));
        for (i = 0; i < hardext.maxlights; i++) {
            *(cur->lights_enabled + i) = gl4es_glIsEnabled(GL_LIGHT0 + i);
#define L(A) gl4es_glGetLightfv(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;
        cur->materials = (GLfloat *)malloc(1 * sizeof(GLfloat)*(5*4));
#define M(A) gl4es_glGetMaterialfv(GL_FRONT, 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_glGetIntegerv(GL_SHADE_MODEL, &cur->shade_model);
    }

    if (mask & GL_LINE_BIT) {
        cur->line_smooth = gl4es_glIsEnabled(GL_LINE_SMOOTH);
        // TODO: stipple stuff here
        gl4es_glGetFloatv(GL_LINE_WIDTH, &cur->line_width);
    }

    // GL_LIST_BIT
    if (mask & GL_LIST_BIT) {
        cur->list_base = glstate->list.base;
    }

    if (mask & GL_MULTISAMPLE_BIT) {
        cur->multisample = gl4es_glIsEnabled(GL_MULTISAMPLE);
        cur->sample_alpha_to_coverage = gl4es_glIsEnabled(GL_SAMPLE_ALPHA_TO_COVERAGE);
        cur->sample_alpha_to_one = gl4es_glIsEnabled(GL_SAMPLE_ALPHA_TO_ONE);
        cur->sample_coverage = gl4es_glIsEnabled(GL_SAMPLE_COVERAGE);
    }

    // GL_PIXEL_MODE_BIT
    if (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_glGetFloatv(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_glGetFloatv(GL_ZOOM_X, &cur->pixel_zoomx);
        gl4es_glGetFloatv(GL_ZOOM_Y, &cur->pixel_zoomy);
    }

    if (mask & GL_POINT_BIT) {
        cur->point_smooth = gl4es_glIsEnabled(GL_POINT_SMOOTH);
        gl4es_glGetFloatv(GL_POINT_SIZE, &cur->point_size);
        if(hardext.pointsprite) {
            cur->pointsprite = gl4es_glIsEnabled(GL_POINT_SPRITE);
            int a;
            for (a=0; a<hardext.maxtex; a++) {
                cur->pscoordreplace[a] = glstate->texture.pscoordreplace[a];
            }
        }
    }

    // TODO: GL_POLYGON_BIT
    // TODO: GL_POLYGON_STIPPLE_BIT

    if (mask & GL_SCISSOR_BIT) {
        cur->scissor_test = gl4es_glIsEnabled(GL_SCISSOR_TEST);
        gl4es_glGetFloatv(GL_SCISSOR_BOX, cur->scissor_box);
    }

    // TODO: GL_STENCIL_BUFFER_BIT
    if (mask & GL_STENCIL_BUFFER_BIT) {
        cur->stencil_test = gl4es_glIsEnabled(GL_STENCIL_TEST);
        gl4es_glGetIntegerv(GL_STENCIL_FUNC, &cur->stencil_func);
        gl4es_glGetIntegerv(GL_STENCIL_VALUE_MASK, &cur->stencil_mask);
        gl4es_glGetIntegerv(GL_STENCIL_REF, &cur->stencil_ref);
        //TODO: glStencilFuncSeperate

        //TODO: Stencil value mask
        gl4es_glGetIntegerv(GL_STENCIL_FAIL, &cur->stencil_sfail);
        gl4es_glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &cur->stencil_dpfail);
        gl4es_glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &cur->stencil_dppass);
        //TODO: glStencilOpSeparate

        gl4es_glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &cur->stencil_clearvalue);
        //TODO: Stencil buffer writemask
    }
    // GL_TEXTURE_BIT - TODO: incomplete
    if (mask & GL_TEXTURE_BIT) {
        cur->active=glstate->texture.active;
        int a;
        for (a=0; a<hardext.maxtex; a++) {
            cur->texgen_r[a] = glstate->enable.texgen_r[a];
            cur->texgen_s[a] = glstate->enable.texgen_s[a];
            cur->texgen_t[a] = glstate->enable.texgen_t[a];
            cur->texgen_q[a] = glstate->enable.texgen_q[a];
            cur->texgen[a] = glstate->texgen[a];   // all mode and planes per texture in 1 line
            for (int j=0; j<ENABLED_TEXTURE_LAST; j++)
                cur->texture[a][j] = (glstate->texture.bound[a][j])?glstate->texture.bound[a][j]->texture:0;
        }
        //glActiveTexture(GL_TEXTURE0+cur->active);
    }

    // GL_TRANSFORM_BIT
    if (mask & GL_TRANSFORM_BIT) {
        if (!(mask & GL_ENABLE_BIT)) {
            int i;
            GLint max_clip_planes;
            gl4es_glGetIntegerv(GL_MAX_CLIP_PLANES, &max_clip_planes);
            cur->clip_planes_enabled = (GLboolean *)malloc(max_clip_planes * sizeof(GLboolean));
            for (i = 0; i < max_clip_planes; i++) {
                *(cur->clip_planes_enabled + i) = gl4es_glIsEnabled(GL_CLIP_PLANE0 + i);
            }
        }
        gl4es_glGetIntegerv(GL_MATRIX_MODE, &cur->matrix_mode);
        cur->rescale_normal_flag = gl4es_glIsEnabled(GL_RESCALE_NORMAL);
        cur->normalize_flag = gl4es_glIsEnabled(GL_NORMALIZE);
    }
    // GL_VIEWPORT_BIT
    if (mask & GL_VIEWPORT_BIT) {
        gl4es_glGetIntegerv(GL_VIEWPORT, cur->viewport_size);
        gl4es_glGetFloatv(GL_DEPTH_RANGE, cur->depth_range);
    }

    glstate->stack->len++;
}