/* $Id: enable.c,v 1.1 1999/08/19 00:55:41 jtg Exp $ */ /* * Mesa 3-D graphics library * Version: 3.1 * * Copyright (C) 1999 Brian Paul All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #ifdef PC_HEADER #include "all.h" #else #include #include #include "context.h" #include "enable.h" #include "light.h" #include "macros.h" #include "matrix.h" #include "mmath.h" #include "simple_list.h" #include "types.h" #include "vbfill.h" #include "xform.h" #include "enums.h" #ifdef XFree86Server #include "GL/xf86glx.h" #endif #endif /* * Perform glEnable and glDisable calls. */ void gl_set_enable( GLcontext *ctx, GLenum cap, GLboolean state ) { ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx, "gl_enable/disable" ); if (MESA_VERBOSE & VERBOSE_API) fprintf(stderr, "%s %s (%x)\n", state ? "glEnable" : "glDisable", gl_lookup_enum_by_nr(cap), ctx->NewState); switch (cap) { case GL_ALPHA_TEST: if (ctx->Color.AlphaEnabled!=state) { ctx->Color.AlphaEnabled = state; ctx->NewState |= NEW_RASTER_OPS; } break; case GL_AUTO_NORMAL: ctx->Eval.AutoNormal = state; break; case GL_BLEND: if (ctx->Color.BlendEnabled!=state) { ctx->Color.BlendEnabled = state; /* The following needed to accomodate 1.0 RGB logic op blending */ if (ctx->Color.BlendEquation==GL_LOGIC_OP && state) { ctx->Color.ColorLogicOpEnabled = GL_TRUE; } else { ctx->Color.ColorLogicOpEnabled = GL_FALSE; } ctx->NewState |= NEW_RASTER_OPS; } break; case GL_CLIP_PLANE0: case GL_CLIP_PLANE1: case GL_CLIP_PLANE2: case GL_CLIP_PLANE3: case GL_CLIP_PLANE4: case GL_CLIP_PLANE5: if (cap >= GL_CLIP_PLANE0 && cap <= GL_CLIP_PLANE5 && ctx->Transform.ClipEnabled[cap-GL_CLIP_PLANE0] != state) { GLuint p = cap-GL_CLIP_PLANE0; ctx->Transform.ClipEnabled[p] = state; ctx->NewState |= NEW_USER_CLIP; if (state) { ctx->Enabled |= ENABLE_USERCLIP; ctx->Transform.AnyClip++; if (ctx->ProjectionMatrix.flags & MAT_DIRTY_ALL_OVER) { gl_matrix_analyze( &ctx->ProjectionMatrix ); } gl_transform_vector( ctx->Transform.ClipUserPlane[p], ctx->Transform.EyeUserPlane[p], ctx->ProjectionMatrix.inv ); } else { if (--ctx->Transform.AnyClip == 0) ctx->Enabled &= ~ENABLE_USERCLIP; } } break; case GL_COLOR_MATERIAL: if (ctx->Light.ColorMaterialEnabled!=state) { ctx->Light.ColorMaterialEnabled = state; ctx->NewState |= NEW_LIGHTING; } break; case GL_CULL_FACE: if (ctx->Polygon.CullFlag!=state) { ctx->Polygon.CullFlag = state; ctx->TriangleCaps ^= DD_TRI_CULL; ctx->NewState |= NEW_POLYGON; } break; case GL_DEPTH_TEST: if (state && ctx->Visual->DepthBits==0) { gl_warning(ctx,"glEnable(GL_DEPTH_TEST) but no depth buffer"); return; } if (ctx->Depth.Test!=state) { ctx->Depth.Test = state; ctx->NewState |= NEW_RASTER_OPS; } break; case GL_DITHER: if (ctx->NoDither) { /* MESA_NO_DITHER env var */ state = GL_FALSE; } if (ctx->Color.DitherFlag!=state) { ctx->Color.DitherFlag = state; ctx->NewState |= NEW_RASTER_OPS; } break; case GL_FOG: if (ctx->Fog.Enabled!=state) { ctx->Fog.Enabled = state; ctx->Enabled ^= ENABLE_FOG; ctx->NewState |= NEW_FOG; } break; case GL_LIGHT0: case GL_LIGHT1: case GL_LIGHT2: case GL_LIGHT3: case GL_LIGHT4: case GL_LIGHT5: case GL_LIGHT6: case GL_LIGHT7: if (ctx->Light.Light[cap-GL_LIGHT0].Enabled != state) { ctx->Light.Light[cap-GL_LIGHT0].Enabled = state; if (state) { insert_at_tail(&ctx->Light.EnabledList, &ctx->Light.Light[cap-GL_LIGHT0]); if (ctx->Light.Enabled) ctx->Enabled |= ENABLE_LIGHT; } else { remove_from_list(&ctx->Light.Light[cap-GL_LIGHT0]); if (is_empty_list(&ctx->Light.EnabledList)) ctx->Enabled &= ~ENABLE_LIGHT; } ctx->NewState |= NEW_LIGHTING; } break; case GL_LIGHTING: if (ctx->Light.Enabled!=state) { ctx->Light.Enabled = state; ctx->Enabled &= ~ENABLE_LIGHT; if (state && !is_empty_list(&ctx->Light.EnabledList)) ctx->Enabled |= ENABLE_LIGHT; ctx->NewState |= NEW_LIGHTING; } break; case GL_LINE_SMOOTH: if (ctx->Line.SmoothFlag!=state) { ctx->Line.SmoothFlag = state; ctx->NewState |= NEW_RASTER_OPS; } break; case GL_LINE_STIPPLE: if (ctx->Line.StippleFlag!=state) { ctx->Line.StippleFlag = state; ctx->TriangleCaps ^= DD_LINE_STIPPLE; ctx->NewState |= NEW_RASTER_OPS; } break; case GL_INDEX_LOGIC_OP: if (ctx->Color.IndexLogicOpEnabled!=state) { ctx->Color.IndexLogicOpEnabled = state; ctx->NewState |= NEW_RASTER_OPS; } break; case GL_COLOR_LOGIC_OP: if (ctx->Color.ColorLogicOpEnabled!=state) { ctx->Color.ColorLogicOpEnabled = state; ctx->NewState |= NEW_RASTER_OPS; } break; case GL_MAP1_COLOR_4: ctx->Eval.Map1Color4 = state; break; case GL_MAP1_INDEX: ctx->Eval.Map1Index = state; break; case GL_MAP1_NORMAL: ctx->Eval.Map1Normal = state; break; case GL_MAP1_TEXTURE_COORD_1: ctx->Eval.Map1TextureCoord1 = state; break; case GL_MAP1_TEXTURE_COORD_2: ctx->Eval.Map1TextureCoord2 = state; break; case GL_MAP1_TEXTURE_COORD_3: ctx->Eval.Map1TextureCoord3 = state; break; case GL_MAP1_TEXTURE_COORD_4: ctx->Eval.Map1TextureCoord4 = state; break; case GL_MAP1_VERTEX_3: ctx->Eval.Map1Vertex3 = state; break; case GL_MAP1_VERTEX_4: ctx->Eval.Map1Vertex4 = state; break; case GL_MAP2_COLOR_4: ctx->Eval.Map2Color4 = state; break; case GL_MAP2_INDEX: ctx->Eval.Map2Index = state; break; case GL_MAP2_NORMAL: ctx->Eval.Map2Normal = state; break; case GL_MAP2_TEXTURE_COORD_1: ctx->Eval.Map2TextureCoord1 = state; break; case GL_MAP2_TEXTURE_COORD_2: ctx->Eval.Map2TextureCoord2 = state; break; case GL_MAP2_TEXTURE_COORD_3: ctx->Eval.Map2TextureCoord3 = state; break; case GL_MAP2_TEXTURE_COORD_4: ctx->Eval.Map2TextureCoord4 = state; break; case GL_MAP2_VERTEX_3: ctx->Eval.Map2Vertex3 = state; break; case GL_MAP2_VERTEX_4: ctx->Eval.Map2Vertex4 = state; break; case GL_NORMALIZE: if (ctx->Transform.Normalize != state) { ctx->Transform.Normalize = state; ctx->NewState |= NEW_NORMAL_TRANSFORM|NEW_LIGHTING; ctx->Enabled ^= ENABLE_NORMALIZE; } break; case GL_POINT_SMOOTH: if (ctx->Point.SmoothFlag!=state) { ctx->Point.SmoothFlag = state; ctx->NewState |= NEW_RASTER_OPS; } break; case GL_POLYGON_SMOOTH: if (ctx->Polygon.SmoothFlag!=state) { ctx->Polygon.SmoothFlag = state; ctx->NewState |= NEW_RASTER_OPS; } break; case GL_POLYGON_STIPPLE: if (ctx->Polygon.StippleFlag!=state) { ctx->Polygon.StippleFlag = state; ctx->TriangleCaps ^= DD_TRI_STIPPLE; ctx->NewState |= NEW_RASTER_OPS; } break; case GL_POLYGON_OFFSET_POINT: if (ctx->Polygon.OffsetPoint!=state) { ctx->Polygon.OffsetPoint = state; ctx->NewState |= NEW_POLYGON; } break; case GL_POLYGON_OFFSET_LINE: if (ctx->Polygon.OffsetLine!=state) { ctx->Polygon.OffsetLine = state; ctx->NewState |= NEW_POLYGON; } break; case GL_POLYGON_OFFSET_FILL: /*case GL_POLYGON_OFFSET_EXT:*/ if (ctx->Polygon.OffsetFill!=state) { ctx->Polygon.OffsetFill = state; ctx->NewState |= NEW_POLYGON; } break; case GL_RESCALE_NORMAL_EXT: if (ctx->Transform.RescaleNormals != state) { ctx->Transform.RescaleNormals = state; ctx->NewState |= NEW_NORMAL_TRANSFORM|NEW_LIGHTING; ctx->Enabled ^= ENABLE_RESCALE; } break; case GL_SCISSOR_TEST: if (ctx->Scissor.Enabled!=state) { ctx->Scissor.Enabled = state; ctx->NewState |= NEW_RASTER_OPS; } break; case GL_SHARED_TEXTURE_PALETTE_EXT: ctx->Texture.SharedPalette = state; if (ctx->Driver.UseGlobalTexturePalette) (*ctx->Driver.UseGlobalTexturePalette)( ctx, state ); break; case GL_STENCIL_TEST: if (state && ctx->Visual->StencilBits==0) { gl_warning(ctx, "glEnable(GL_STENCIL_TEST) but no stencil buffer"); return; } if (ctx->Stencil.Enabled!=state) { ctx->Stencil.Enabled = state; ctx->NewState |= NEW_RASTER_OPS; } break; case GL_TEXTURE_1D: if (ctx->Visual->RGBAflag) { const GLuint curr = ctx->Texture.CurrentUnit; const GLuint flag = TEXTURE0_1D << (curr * 4); struct gl_texture_unit *texUnit = &ctx->Texture.Unit[curr]; ctx->NewState |= NEW_TEXTURE_ENABLE; if (state) { texUnit->Enabled |= TEXTURE0_1D; ctx->Enabled |= flag; } else { texUnit->Enabled &= ~TEXTURE0_1D; ctx->Enabled &= ~flag; } } break; case GL_TEXTURE_2D: if (ctx->Visual->RGBAflag) { const GLuint curr = ctx->Texture.CurrentUnit; const GLuint flag = TEXTURE0_2D << (curr * 4); struct gl_texture_unit *texUnit = &ctx->Texture.Unit[curr]; ctx->NewState |= NEW_TEXTURE_ENABLE; if (state) { texUnit->Enabled |= TEXTURE0_2D; ctx->Enabled |= flag; } else { texUnit->Enabled &= ~TEXTURE0_2D; ctx->Enabled &= ~flag; } } break; case GL_TEXTURE_3D: if (ctx->Visual->RGBAflag) { const GLuint curr = ctx->Texture.CurrentUnit; const GLuint flag = TEXTURE0_3D << (curr * 4); struct gl_texture_unit *texUnit = &ctx->Texture.Unit[curr]; ctx->NewState |= NEW_TEXTURE_ENABLE; if (state) { texUnit->Enabled |= TEXTURE0_3D; ctx->Enabled |= flag; } else { texUnit->Enabled &= ~TEXTURE0_3D; ctx->Enabled &= ~flag; } } break; case GL_TEXTURE_GEN_Q: { struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; if (state) texUnit->TexGenEnabled |= Q_BIT; else texUnit->TexGenEnabled &= ~Q_BIT; ctx->NewState |= NEW_TEXTURING; } break; case GL_TEXTURE_GEN_R: { struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; if (state) texUnit->TexGenEnabled |= R_BIT; else texUnit->TexGenEnabled &= ~R_BIT; ctx->NewState |= NEW_TEXTURING; } break; case GL_TEXTURE_GEN_S: { struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; if (state) texUnit->TexGenEnabled |= S_BIT; else texUnit->TexGenEnabled &= ~S_BIT; ctx->NewState |= NEW_TEXTURING; } break; case GL_TEXTURE_GEN_T: { struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; if (state) texUnit->TexGenEnabled |= T_BIT; else texUnit->TexGenEnabled &= ~T_BIT; ctx->NewState |= NEW_TEXTURING; } break; /* * CLIENT STATE!!! */ case GL_VERTEX_ARRAY: ctx->Array.Vertex.Enabled = state; break; case GL_NORMAL_ARRAY: ctx->Array.Normal.Enabled = state; break; case GL_COLOR_ARRAY: ctx->Array.Color.Enabled = state; break; case GL_INDEX_ARRAY: ctx->Array.Index.Enabled = state; break; case GL_TEXTURE_COORD_ARRAY: ctx->Array.TexCoord[ctx->TexCoordUnit].Enabled = state; break; case GL_EDGE_FLAG_ARRAY: ctx->Array.EdgeFlag.Enabled = state; break; default: if (state) { gl_error( ctx, GL_INVALID_ENUM, "glEnable" ); } else { gl_error( ctx, GL_INVALID_ENUM, "glDisable" ); } return; } if (ctx->Driver.Enable) { (*ctx->Driver.Enable)( ctx, cap, state ); } } void gl_Enable( GLcontext* ctx, GLenum cap ) { gl_set_enable( ctx, cap, GL_TRUE ); } void gl_Disable( GLcontext* ctx, GLenum cap ) { gl_set_enable( ctx, cap, GL_FALSE ); } GLboolean gl_IsEnabled( GLcontext* ctx, GLenum cap ) { switch (cap) { case GL_ALPHA_TEST: return ctx->Color.AlphaEnabled; case GL_AUTO_NORMAL: return ctx->Eval.AutoNormal; case GL_BLEND: return ctx->Color.BlendEnabled; case GL_CLIP_PLANE0: case GL_CLIP_PLANE1: case GL_CLIP_PLANE2: case GL_CLIP_PLANE3: case GL_CLIP_PLANE4: case GL_CLIP_PLANE5: return ctx->Transform.ClipEnabled[cap-GL_CLIP_PLANE0]; case GL_COLOR_MATERIAL: return ctx->Light.ColorMaterialEnabled; case GL_CULL_FACE: return ctx->Polygon.CullFlag; case GL_DEPTH_TEST: return ctx->Depth.Test; case GL_DITHER: return ctx->Color.DitherFlag; case GL_FOG: return ctx->Fog.Enabled; case GL_LIGHTING: return ctx->Light.Enabled; case GL_LIGHT0: case GL_LIGHT1: case GL_LIGHT2: case GL_LIGHT3: case GL_LIGHT4: case GL_LIGHT5: case GL_LIGHT6: case GL_LIGHT7: return ctx->Light.Light[cap-GL_LIGHT0].Enabled; case GL_LINE_SMOOTH: return ctx->Line.SmoothFlag; case GL_LINE_STIPPLE: return ctx->Line.StippleFlag; case GL_INDEX_LOGIC_OP: return ctx->Color.IndexLogicOpEnabled; case GL_COLOR_LOGIC_OP: return ctx->Color.ColorLogicOpEnabled; case GL_MAP1_COLOR_4: return ctx->Eval.Map1Color4; case GL_MAP1_INDEX: return ctx->Eval.Map1Index; case GL_MAP1_NORMAL: return ctx->Eval.Map1Normal; case GL_MAP1_TEXTURE_COORD_1: return ctx->Eval.Map1TextureCoord1; case GL_MAP1_TEXTURE_COORD_2: return ctx->Eval.Map1TextureCoord2; case GL_MAP1_TEXTURE_COORD_3: return ctx->Eval.Map1TextureCoord3; case GL_MAP1_TEXTURE_COORD_4: return ctx->Eval.Map1TextureCoord4; case GL_MAP1_VERTEX_3: return ctx->Eval.Map1Vertex3; case GL_MAP1_VERTEX_4: return ctx->Eval.Map1Vertex4; case GL_MAP2_COLOR_4: return ctx->Eval.Map2Color4; case GL_MAP2_INDEX: return ctx->Eval.Map2Index; case GL_MAP2_NORMAL: return ctx->Eval.Map2Normal; case GL_MAP2_TEXTURE_COORD_1: return ctx->Eval.Map2TextureCoord1; case GL_MAP2_TEXTURE_COORD_2: return ctx->Eval.Map2TextureCoord2; case GL_MAP2_TEXTURE_COORD_3: return ctx->Eval.Map2TextureCoord3; case GL_MAP2_TEXTURE_COORD_4: return ctx->Eval.Map2TextureCoord4; case GL_MAP2_VERTEX_3: return ctx->Eval.Map2Vertex3; case GL_MAP2_VERTEX_4: return ctx->Eval.Map2Vertex4; case GL_NORMALIZE: return ctx->Transform.Normalize; case GL_POINT_SMOOTH: return ctx->Point.SmoothFlag; case GL_POLYGON_SMOOTH: return ctx->Polygon.SmoothFlag; case GL_POLYGON_STIPPLE: return ctx->Polygon.StippleFlag; case GL_POLYGON_OFFSET_POINT: return ctx->Polygon.OffsetPoint; case GL_POLYGON_OFFSET_LINE: return ctx->Polygon.OffsetLine; case GL_POLYGON_OFFSET_FILL: /*case GL_POLYGON_OFFSET_EXT:*/ return ctx->Polygon.OffsetFill; case GL_RESCALE_NORMAL_EXT: return ctx->Transform.RescaleNormals; case GL_SCISSOR_TEST: return ctx->Scissor.Enabled; case GL_SHARED_TEXTURE_PALETTE_EXT: return ctx->Texture.SharedPalette; case GL_STENCIL_TEST: return ctx->Stencil.Enabled; case GL_TEXTURE_1D: { const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; return (texUnit->Enabled & TEXTURE0_1D) ? GL_TRUE : GL_FALSE; } case GL_TEXTURE_2D: { const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; return (texUnit->Enabled & TEXTURE0_2D) ? GL_TRUE : GL_FALSE; } case GL_TEXTURE_3D: { const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; return (texUnit->Enabled & TEXTURE0_2D) ? GL_TRUE : GL_FALSE; } case GL_TEXTURE_GEN_Q: { const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; return (texUnit->TexGenEnabled & Q_BIT) ? GL_TRUE : GL_FALSE; } case GL_TEXTURE_GEN_R: { const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; return (texUnit->TexGenEnabled & R_BIT) ? GL_TRUE : GL_FALSE; } case GL_TEXTURE_GEN_S: { const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; return (texUnit->TexGenEnabled & S_BIT) ? GL_TRUE : GL_FALSE; } case GL_TEXTURE_GEN_T: { const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; return (texUnit->TexGenEnabled & T_BIT) ? GL_TRUE : GL_FALSE; } /* * CLIENT STATE!!! */ case GL_VERTEX_ARRAY: return ctx->Array.Vertex.Enabled; case GL_NORMAL_ARRAY: return ctx->Array.Normal.Enabled; case GL_COLOR_ARRAY: return ctx->Array.Color.Enabled; case GL_INDEX_ARRAY: return ctx->Array.Index.Enabled; case GL_TEXTURE_COORD_ARRAY: return ctx->Array.TexCoord[ctx->TexCoordUnit].Enabled; case GL_EDGE_FLAG_ARRAY: return ctx->Array.EdgeFlag.Enabled; default: gl_error( ctx, GL_INVALID_ENUM, "glIsEnabled" ); return GL_FALSE; } } static void gl_client_state( GLcontext *ctx, GLenum cap, GLboolean state ) { ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx, (state ? "glEnableClientState" : "glDisableClientState") ); switch (cap) { case GL_VERTEX_ARRAY: ctx->Array.Vertex.Enabled = state; break; case GL_NORMAL_ARRAY: ctx->Array.Normal.Enabled = state; break; case GL_COLOR_ARRAY: ctx->Array.Color.Enabled = state; break; case GL_INDEX_ARRAY: ctx->Array.Index.Enabled = state; break; case GL_TEXTURE_COORD_ARRAY: ctx->Array.TexCoord[ctx->TexCoordUnit].Enabled = state; break; case GL_EDGE_FLAG_ARRAY: ctx->Array.EdgeFlag.Enabled = state; break; default: gl_error( ctx, GL_INVALID_ENUM, "glEnable/DisableClientState" ); } ctx->NewState |= NEW_CLIENT_STATE; } void gl_EnableClientState( GLcontext *ctx, GLenum cap ) { gl_client_state( ctx, cap, GL_TRUE ); } void gl_DisableClientState( GLcontext *ctx, GLenum cap ) { gl_client_state( ctx, cap, GL_FALSE ); }