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/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
/*
* This file is based on, or a modified version of code from TinyGL (C) 1997-1998 Fabrice Bellard,
* which is licensed under the zlib-license (see LICENSE).
* It also has modifications by the ResidualVM-team, which are covered under the GPLv2 (or later).
*/
#include "graphics/tinygl/zgl.h"
namespace TinyGL {
void glopViewport(GLContext *c, GLParam *p) {
int xsize, ysize, xmin, ymin, xsize_req, ysize_req;
xmin = p[1].i;
ymin = p[2].i;
xsize = p[3].i;
ysize = p[4].i;
// we may need to resize the zbuffer
if (c->viewport.xmin != xmin || c->viewport.ymin != ymin ||
c->viewport.xsize != xsize || c->viewport.ysize != ysize) {
xsize_req = xmin + xsize;
ysize_req = ymin + ysize;
if (c->gl_resize_viewport && c->gl_resize_viewport(c, &xsize_req, &ysize_req) != 0) {
error("glViewport: error while resizing display");
}
xsize = xsize_req - xmin;
ysize = ysize_req - ymin;
if (xsize <= 0 || ysize <= 0) {
error("glViewport: size too small");
}
c->viewport.xmin = xmin;
c->viewport.ymin = ymin;
c->viewport.xsize = xsize;
c->viewport.ysize = ysize;
c->viewport.updated = 1;
}
}
void glopEnableDisable(GLContext *c, GLParam *p) {
int code = p[1].i;
int v = p[2].i;
switch (code) {
case TGL_CULL_FACE:
c->cull_face_enabled = v;
break;
case TGL_LIGHTING:
c->lighting_enabled = v;
break;
case TGL_COLOR_MATERIAL:
c->color_material_enabled = v;
break;
case TGL_TEXTURE_2D:
c->texture_2d_enabled = v;
break;
case TGL_NORMALIZE:
c->normalize_enabled = v;
break;
case TGL_DEPTH_TEST:
c->depth_test = v;
c->fb->enableDepthTest(v);
break;
case TGL_ALPHA_TEST:
c->fb->enableAlphaTest(v);
break;
case TGL_BLEND:
c->fb->enableBlending(v);
break;
case TGL_POLYGON_OFFSET_FILL:
if (v)
c->offset_states |= TGL_OFFSET_FILL;
else
c->offset_states &= ~TGL_OFFSET_FILL;
break;
case TGL_POLYGON_OFFSET_POINT:
if (v)
c->offset_states |= TGL_OFFSET_POINT;
else
c->offset_states &= ~TGL_OFFSET_POINT;
break;
case TGL_POLYGON_OFFSET_LINE:
if (v)
c->offset_states |= TGL_OFFSET_LINE;
else
c->offset_states &= ~TGL_OFFSET_LINE;
break;
case TGL_SHADOW_MASK_MODE:
if (v)
c->shadow_mode |= 1;
else
c->shadow_mode &= ~1;
break;
case TGL_SHADOW_MODE:
if (v)
c->shadow_mode |= 2;
else
c->shadow_mode &= ~2;
break;
default:
if (code >= TGL_LIGHT0 && code < TGL_LIGHT0 + T_MAX_LIGHTS) {
gl_enable_disable_light(c, code - TGL_LIGHT0, v);
} else {
//warning("glEnableDisable: 0x%X not supported.", code);
}
break;
}
}
void glopBlendFunc(GLContext *c, GLParam *p) {
TGLenum sfactor = p[1].i;
TGLenum dfactor = p[2].i;
c->fb->setBlendingFactors(sfactor, dfactor);
}
void glopAlphaFunc(GLContext *c, GLParam *p) {
TGLenum func = p[1].i;
float ref = p[2].f;
c->fb->setAlphaTestFunc(func, (int)(ref * 255));
}
void glopDepthFunc(GLContext *c, GLParam *p) {
TGLenum func = p[1].i;
c->fb->setDepthFunc(func);
}
void glopShadeModel(GLContext *c, GLParam *p) {
int code = p[1].i;
c->current_shade_model = code;
}
void glopCullFace(GLContext *c, GLParam *p) {
int code = p[1].i;
c->current_cull_face = code;
}
void glopFrontFace(GLContext *c, GLParam *p) {
int code = p[1].i;
c->current_front_face = code;
}
void glopPolygonMode(GLContext *c, GLParam *p) {
int face = p[1].i;
int mode = p[2].i;
switch (face) {
case TGL_BACK:
c->polygon_mode_back = mode;
break;
case TGL_FRONT:
c->polygon_mode_front = mode;
break;
case TGL_FRONT_AND_BACK:
c->polygon_mode_front = mode;
c->polygon_mode_back = mode;
break;
default:
assert(0);
}
}
void glopHint(GLContext *, GLParam *) {
// do nothing
}
void glopPolygonOffset(GLContext *c, GLParam *p) {
c->offset_factor = p[1].f;
c->offset_units = p[2].f;
}
void glopColorMask(GLContext *c, TinyGL::GLParam *p) {
c->color_mask = p[1].i;
}
void glopDepthMask(GLContext *c, TinyGL::GLParam *p) {
c->fb->enableDepthWrite(p[1].i);
}
} // end of namespace TinyGL
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