Exemplo n.º 1
0
void gl4es_glLightModelfv(GLenum pname, const GLfloat* params) {
//printf("%sglLightModelfv(%04X, [%.2f, %.2f, %.2f, %.2f])\n", (state.list.compiling)?"list":"", pname, params[0], params[1], params[2], params[3]);
    if (glstate->list.compiling && glstate->list.active) {
		NewStage(glstate->list.active, STAGE_LIGHTMODEL);
/*		if (glstate->list.active->lightmodel)
			glstate->list.active = extend_renderlist(glstate->list.active);*/
		glstate->list.active->lightmodelparam = pname;
		glstate->list.active->lightmodel = (GLfloat*)malloc(4*sizeof(GLfloat));
		memcpy(glstate->list.active->lightmodel, params, 4*sizeof(GLfloat));
        noerrorShim();
		return;
	}
    LOAD_GLES(glLightModelfv);
    switch (pname) {
        case GL_LIGHT_MODEL_AMBIENT:
        case GL_LIGHT_MODEL_TWO_SIDE:
            errorGL();
            gles_glLightModelfv(pname, params);
			break;
        default:
            errorShim(GL_INVALID_ENUM);
            //printf("stubbed glLightModelfv(%i, %p [%.2f])\n", pname, params, params[0]);
            break;
    }
}
Exemplo n.º 2
0
void gl4es_glLightfv(GLenum light, GLenum pname, const GLfloat* params) {
//printf("%sglLightfv(%04X, %04X, %p=[%.2f, %.2f, %.2f, %.2f])\n", (glstate->list.compiling)?"list":"", light, pname, params, (params)?params[0]:0.0f, (params)?params[1]:0.0f, (params)?params[2]:0.0f, (params)?params[3]:0.0f);
    if (glstate->list.compiling && glstate->list.active) {
		NewStage(glstate->list.active, STAGE_LIGHT);
		rlLightfv(glstate->list.active, light, pname, params);
        noerrorShim();
		return;
	}
    LOAD_GLES(glLightfv);
    gles_glLightfv(light, pname, params);
    errorGL();
}
Exemplo n.º 3
0
void gl4es_glInitNames() {
	if(glstate->list.active) {
		NewStage(glstate->list.active, STAGE_RENDER);
		glstate->list.active->render_op = 1;
		return;
	}
	//TODO list stuffs
	if (glstate->namestack.names == 0) {
		glstate->namestack.names = (GLuint*)malloc(1024*sizeof(GLuint));
	}
	glstate->namestack.top = 0;
    noerrorShim();
}
Exemplo n.º 4
0
void gl4es_glPopName() {
	if(glstate->list.pending)
		flush();
	if(glstate->list.active) {
		NewStage(glstate->list.active, STAGE_RENDER);
		glstate->list.active->render_op = 2;
		return;
	}
    noerrorShim();
	if (glstate->render_mode != GL_SELECT)
		return;
    push_hit();
	if (glstate->namestack.top>0)
		glstate->namestack.top--;
    else
        errorShim(GL_STACK_UNDERFLOW);
}
Exemplo n.º 5
0
void gl4es_glLoadName(GLuint name) {
	if(glstate->list.pending)
		flush();
	if(glstate->list.active) {
		NewStage(glstate->list.active, STAGE_RENDER);
		glstate->list.active->render_op = 4;
		glstate->list.active->render_arg = name;
		return;
	}
    noerrorShim();
	if (glstate->render_mode != GL_SELECT)
		return;
	if (glstate->namestack.names == 0)
		return;
    push_hit();
    if (glstate->namestack.top == 0)
        return;
	glstate->namestack.names[glstate->namestack.top-1] = name;
}
Exemplo n.º 6
0
void glPushAttrib(GLbitfield mask) {
    //printf("glPushAttrib(0x%04X)\n", mask);
    noerrorShim();
    if ((state.list.compiling || state.gl_batch) && state.list.active) {
		NewStage(state.list.active, STAGE_PUSH);
		state.list.active->pushattribute = mask;
		return;
	}
    if (stack == NULL) {
        stack = (glstack_t *)malloc(STACK_SIZE * sizeof(glstack_t));
        stack->len = 0;
        stack->cap = STACK_SIZE;
    } else if (stack->len == stack->cap) {
        stack->cap += STACK_SIZE;
        stack = (glstack_t *)realloc(stack, stack->cap * sizeof(glstack_t));
    }

    glstack_t *cur = stack + stack->len;
    cur->mask = mask;
    cur->clip_planes_enabled = NULL;
    cur->clip_planes = NULL;
    cur->lights_enabled = NULL;
    cur->lights = 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 = glIsEnabled(GL_ALPHA_TEST);
        glGetIntegerv(GL_ALPHA_TEST_FUNC, &cur->alpha_test_func);
        glGetFloatv(GL_ALPHA_TEST_REF, &cur->alpha_test_ref);

        cur->blend = glIsEnabled(GL_BLEND);
        glGetIntegerv(GL_BLEND_SRC, &cur->blend_src_func);
        glGetIntegerv(GL_BLEND_DST, &cur->blend_dst_func);

        cur->dither = glIsEnabled(GL_DITHER);
        cur->color_logic_op = glIsEnabled(GL_COLOR_LOGIC_OP);
        glGetIntegerv(GL_LOGIC_OP_MODE, &cur->logic_op);

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

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

    if (mask & GL_DEPTH_BUFFER_BIT) {
        cur->depth_test = glIsEnabled(GL_DEPTH_TEST);
        glGetIntegerv(GL_DEPTH_FUNC, &cur->depth_func);
        glGetFloatv(GL_DEPTH_CLEAR_VALUE, &cur->clear_depth);
        glGetIntegerv(GL_DEPTH_WRITEMASK, &cur->depth_mask);
    }

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

        cur->alpha_test = glIsEnabled(GL_ALPHA_TEST);
        cur->autonormal = glIsEnabled(GL_AUTO_NORMAL);
        cur->blend = glIsEnabled(GL_BLEND);
        
        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) = glIsEnabled(GL_CLIP_PLANE0 + i);
        }

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

        GLint max_lights;
        glGetIntegerv(GL_MAX_LIGHTS, &max_lights);
        cur->lights_enabled = (GLboolean *)malloc(max_lights * sizeof(GLboolean));
        for (i = 0; i < max_lights; i++) {
            *(cur->lights_enabled + i) = glIsEnabled(GL_LIGHT0 + i);
        }

        cur->lighting = glIsEnabled(GL_LIGHTING);
        cur->line_smooth = glIsEnabled(GL_LINE_SMOOTH);
        cur->line_stipple = glIsEnabled(GL_LINE_STIPPLE);
        cur->color_logic_op = glIsEnabled(GL_COLOR_LOGIC_OP);
        //TODO: GL_INDEX_LOGIC_OP
        //TODO: GL_MAP1_x
        //TODO: GL_MAP2_x
        cur->multisample = glIsEnabled(GL_MULTISAMPLE);
        cur->normalize = glIsEnabled(GL_NORMALIZE);
        cur->point_smooth = glIsEnabled(GL_POINT_SMOOTH);
        //TODO: GL_POLYGON_OFFSET_LINE
        cur->polygon_offset_fill = glIsEnabled(GL_POLYGON_OFFSET_FILL);
        //TODO: GL_POLYGON_OFFSET_POINT
        //TODO: GL_POLYGON_SMOOTH
        //TODO: GL_POLYGON_STIPPLE
        cur->sample_alpha_to_coverage = glIsEnabled(GL_SAMPLE_ALPHA_TO_COVERAGE);
        cur->sample_alpha_to_one = glIsEnabled(GL_SAMPLE_ALPHA_TO_ONE);
        cur->sample_coverage = glIsEnabled(GL_SAMPLE_COVERAGE);
        cur->scissor_test = glIsEnabled(GL_SCISSOR_TEST);
        cur->stencil_test = glIsEnabled(GL_STENCIL_TEST);
        int a;
        for (a=0; a<MAX_TEX; a++) {
            cur->texture_1d[a] = state.enable.texture_1d[a];
            cur->texture_2d[a] = state.enable.texture_2d[a];
            cur->texture_3d[a] = state.enable.texture_3d[a];
            cur->texgen_s[a] = state.enable.texgen_s[a];
            cur->texgen_r[a] = state.enable.texgen_r[a];
            cur->texgen_t[a] = state.enable.texgen_t[a];
        }
        
    }

    // TODO: GL_EVAL_BIT

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

    if (mask & GL_HINT_BIT) {
        glGetIntegerv(GL_PERSPECTIVE_CORRECTION_HINT, &cur->perspective_hint);
        glGetIntegerv(GL_POINT_SMOOTH_HINT, &cur->point_smooth_hint);
        glGetIntegerv(GL_LINE_SMOOTH_HINT, &cur->line_smooth_hint);
        glGetIntegerv(GL_FOG_HINT, &cur->fog_hint);
        glGetIntegerv(GL_GENERATE_MIPMAP_HINT, &cur->mipmap_hint);
    }

    if (mask & GL_LIGHTING_BIT) {
        cur->lighting = glIsEnabled(GL_LIGHTING);
        glGetIntegerv(GL_LIGHT_MODEL_AMBIENT, cur->light_model_ambient);
        glGetIntegerv(GL_LIGHT_MODEL_TWO_SIDE, &cur->light_model_two_side);

        int i;
        GLint max_lights;
        glGetIntegerv(GL_MAX_LIGHTS, &max_lights);
        cur->lights_enabled = (GLboolean *)malloc(max_lights * sizeof(GLboolean));
        cur->lights = (GLfloat *)malloc(max_lights * sizeof(GLfloat));
        for (i = 0; i < max_lights; i++) {
            *(cur->lights_enabled + i) = glIsEnabled(GL_LIGHT0 + i);
            /* TODO: record all data about the lights
            glGetFloatv(GL_LIGHT0 + i, cur->lights + i);
            */
        }
        glGetIntegerv(GL_SHADE_MODEL, &cur->shade_model);
    }

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

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

    if (mask & GL_MULTISAMPLE_BIT) {
        cur->multisample = glIsEnabled(GL_MULTISAMPLE);
        cur->sample_alpha_to_coverage = glIsEnabled(GL_SAMPLE_ALPHA_TO_COVERAGE);
        cur->sample_alpha_to_one = glIsEnabled(GL_SAMPLE_ALPHA_TO_ONE);
        cur->sample_coverage = 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++) 
			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)
		glGetFloatv(GL_ZOOM_X, &cur->pixel_zoomx);
		glGetFloatv(GL_ZOOM_Y, &cur->pixel_zoomy);
	}
	
    if (mask & GL_POINT_BIT) {
        cur->point_smooth = glIsEnabled(GL_POINT_SMOOTH);
        glGetFloatv(GL_POINT_SIZE, &cur->point_size);
    }

    // TODO: GL_POLYGON_BIT
    // TODO: GL_POLYGON_STIPPLE_BIT

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

    // TODO: GL_STENCIL_BUFFER_BIT
    if (mask & GL_STENCIL_BUFFER_BIT) {
        cur->stencil_test = glIsEnabled(GL_STENCIL_TEST);
        glGetIntegerv(GL_STENCIL_FUNC, &cur->stencil_func);
        glGetIntegerv(GL_STENCIL_VALUE_MASK, &cur->stencil_mask);
        glGetIntegerv(GL_STENCIL_REF, &cur->stencil_ref);
        //TODO: glStencilFuncSeperate
        
        //TODO: Stencil value mask
        glGetIntegerv(GL_STENCIL_FAIL, &cur->stencil_sfail);
        glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &cur->stencil_dpfail);
        glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &cur->stencil_dppass);
        //TODO: glStencilOpSeparate

        glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &cur->stencil_clearvalue);
        //TODO: Stencil buffer writemask
    }
    // GL_TEXTURE_BIT - TODO: incomplete
    if (mask & GL_TEXTURE_BIT) {
        cur->active=state.texture.active;
        int a;
        for (a=0; a<MAX_TEX; a++) {
            cur->texgen_r[a] = state.enable.texgen_r[a];
            cur->texgen_s[a] = state.enable.texgen_s[a];
            cur->texgen_t[a] = state.enable.texgen_t[a];
            cur->texgen[a] = state.texgen[a];   // all mode and planes per texture in 1 line
	        cur->texture[a] = (state.texture.bound[a])?state.texture.bound[a]->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;
			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) = glIsEnabled(GL_CLIP_PLANE0 + i);
			}
		}
		glGetIntegerv(GL_MATRIX_MODE, &cur->matrix_mode);
		cur->rescale_normal_flag = glIsEnabled(GL_RESCALE_NORMAL);
		cur->normalize_flag = glIsEnabled(GL_NORMALIZE);
	}
    // GL_VIEWPORT_BIT
    if (mask & GL_VIEWPORT_BIT) {
		glGetIntegerv(GL_VIEWPORT, cur->viewport_size);
		glGetFloatv(GL_DEPTH_RANGE, cur->depth_range);
	}
		
    stack->len++;
}
Exemplo n.º 7
0
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--;
}
Exemplo n.º 8
0
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--;
}
Exemplo n.º 9
0
int c_Shader::LoadShader(char *buffer)
{
	int pos = 0, brackets = 0;

	//Copy Shader Name
	pos = DQWordstrcpy( Filename, buffer, MAX_QPATH );
	DQStripGfxExtention(Filename, MAX_QPATH);	//Keep Shadername as extentionless

	//skip to first {
	pos += DQSkipWhitespace(&buffer[pos], 65535); //arbitrary length

	//Initialise Shader Load variables
	CurrentRenderPass = &RenderPassChain;
	CurrentStage = NULL;
	CurrentCommand = NULL;
	CurrentGlobalCommand = NULL;
	TextureStageNum = 0;

	while(buffer[pos]!='\0') {

		if(buffer[pos] == '{') {
			++brackets;
			if(brackets==2) {
				//New Stage
				NewStage();
			}
			if(brackets>2) {
				CriticalError(ERR_FS, "Invalid Shader Format : Too many {");
				return 1000; //skip over shader
			}
			//Skip to next command
			pos += DQNextLine(&buffer[pos], 65535); //arbitrary length
			pos += DQSkipWhitespace(&buffer[pos], 65535);
			continue;

		}

		if(buffer[pos] == '}') {
			--brackets;
			if(brackets==0) {
				//End of shader definition
				++pos;
				break;
			}

			pos += DQNextLine(&buffer[pos], 65535); //arbitrary length
			pos += DQSkipWhitespace(&buffer[pos], 65535);
			continue;
		}
		//else Found a Shader Command
		if(brackets==0) CriticalError(ERR_FS, "Invalid Shader Format");

		//If required, AddShaderFunc adds as new function onto the command list, and handles
		//new stages and new passes
		//AddShaderFunc returns true if a new command is added
		LoadShaderFunc( &buffer[pos] );

		pos += DQNextLine(&buffer[pos], 65535); //arbitrary length
		pos += DQSkipWhitespace(&buffer[pos], 65535);
	}

	return pos;
}