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2cf70d6d76
Conflicts: graphics/tinygl/ztriangle.cpp
208 lines
4.8 KiB
C++
208 lines
4.8 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the AUTHORS
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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/*
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* This file is based on, or a modified version of code from TinyGL (C) 1997-1998 Fabrice Bellard,
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* which is licensed under the zlib-license (see LICENSE).
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* It also has modifications by the ResidualVM-team, which are covered under the GPLv2 (or later).
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*/
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#include "graphics/tinygl/zgl.h"
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namespace TinyGL {
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void glopViewport(GLContext *c, GLParam *p) {
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int xsize, ysize, xmin, ymin, xsize_req, ysize_req;
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xmin = p[1].i;
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ymin = p[2].i;
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xsize = p[3].i;
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ysize = p[4].i;
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// we may need to resize the zbuffer
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if (c->viewport.xmin != xmin || c->viewport.ymin != ymin ||
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c->viewport.xsize != xsize || c->viewport.ysize != ysize) {
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xsize_req = xmin + xsize;
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ysize_req = ymin + ysize;
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if (c->gl_resize_viewport && c->gl_resize_viewport(c, &xsize_req, &ysize_req) != 0) {
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error("glViewport: error while resizing display");
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}
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xsize = xsize_req - xmin;
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ysize = ysize_req - ymin;
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if (xsize <= 0 || ysize <= 0) {
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error("glViewport: size too small");
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}
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c->viewport.xmin = xmin;
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c->viewport.ymin = ymin;
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c->viewport.xsize = xsize;
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c->viewport.ysize = ysize;
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c->viewport.updated = 1;
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}
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}
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void glopEnableDisable(GLContext *c, GLParam *p) {
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int code = p[1].i;
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int v = p[2].i;
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switch (code) {
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case TGL_CULL_FACE:
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c->cull_face_enabled = v;
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break;
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case TGL_LIGHTING:
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c->lighting_enabled = v;
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break;
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case TGL_COLOR_MATERIAL:
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c->color_material_enabled = v;
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break;
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case TGL_TEXTURE_2D:
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c->texture_2d_enabled = v;
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break;
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case TGL_NORMALIZE:
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c->normalize_enabled = v;
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break;
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case TGL_DEPTH_TEST:
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c->depth_test = v;
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c->fb->enableDepthTest(v);
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break;
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case TGL_ALPHA_TEST:
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c->fb->enableAlphaTest(v);
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break;
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case TGL_BLEND:
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c->fb->enableBlending(v);
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break;
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case TGL_POLYGON_OFFSET_FILL:
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if (v)
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c->offset_states |= TGL_OFFSET_FILL;
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else
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c->offset_states &= ~TGL_OFFSET_FILL;
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break;
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case TGL_POLYGON_OFFSET_POINT:
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if (v)
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c->offset_states |= TGL_OFFSET_POINT;
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else
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c->offset_states &= ~TGL_OFFSET_POINT;
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break;
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case TGL_POLYGON_OFFSET_LINE:
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if (v)
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c->offset_states |= TGL_OFFSET_LINE;
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else
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c->offset_states &= ~TGL_OFFSET_LINE;
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break;
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case TGL_SHADOW_MASK_MODE:
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if (v)
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c->shadow_mode |= 1;
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else
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c->shadow_mode &= ~1;
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break;
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case TGL_SHADOW_MODE:
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if (v)
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c->shadow_mode |= 2;
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else
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c->shadow_mode &= ~2;
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break;
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default:
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if (code >= TGL_LIGHT0 && code < TGL_LIGHT0 + T_MAX_LIGHTS) {
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gl_enable_disable_light(c, code - TGL_LIGHT0, v);
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} else {
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//warning("glEnableDisable: 0x%X not supported.", code);
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}
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break;
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}
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}
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void glopBlendFunc(GLContext *c, GLParam *p) {
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TGLenum sfactor = p[1].i;
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TGLenum dfactor = p[2].i;
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c->fb->setBlendingFactors(sfactor, dfactor);
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}
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void glopAlphaFunc(GLContext *c, GLParam *p) {
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TGLenum func = p[1].i;
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float ref = p[2].f;
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c->fb->setAlphaTestFunc(func, (int)(ref * 255));
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}
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void glopDepthFunc(GLContext *c, GLParam *p) {
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TGLenum func = p[1].i;
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c->fb->setDepthFunc(func);
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}
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void glopShadeModel(GLContext *c, GLParam *p) {
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int code = p[1].i;
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c->current_shade_model = code;
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}
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void glopCullFace(GLContext *c, GLParam *p) {
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int code = p[1].i;
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c->current_cull_face = code;
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}
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void glopFrontFace(GLContext *c, GLParam *p) {
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int code = p[1].i;
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c->current_front_face = code;
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}
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void glopPolygonMode(GLContext *c, GLParam *p) {
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int face = p[1].i;
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int mode = p[2].i;
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switch (face) {
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case TGL_BACK:
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c->polygon_mode_back = mode;
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break;
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case TGL_FRONT:
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c->polygon_mode_front = mode;
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break;
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case TGL_FRONT_AND_BACK:
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c->polygon_mode_front = mode;
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c->polygon_mode_back = mode;
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break;
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default:
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assert(0);
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}
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}
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void glopHint(GLContext *, GLParam *) {
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// do nothing
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}
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void glopPolygonOffset(GLContext *c, GLParam *p) {
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c->offset_factor = p[1].f;
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c->offset_units = p[2].f;
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}
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void glopColorMask(GLContext *c, TinyGL::GLParam *p) {
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c->color_mask = p[1].i;
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}
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void glopDepthMask(GLContext *c, TinyGL::GLParam *p) {
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c->fb->enableDepthWrite(p[1].i);
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}
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} // end of namespace TinyGL
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