/* 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