mirror of
https://github.com/libretro/scummvm.git
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225 lines
5.1 KiB
C++
225 lines
5.1 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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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) 1997-2022 Fabrice Bellard,
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* which is licensed under the MIT 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 GLContext::glopViewport(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 (viewport.xmin != xmin || viewport.ymin != ymin ||
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viewport.xsize != xsize || viewport.ysize != ysize) {
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xsize_req = xmin + xsize;
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ysize_req = ymin + ysize;
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if (gl_resize_viewport && gl_resize_viewport(&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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viewport.xmin = xmin;
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viewport.ymin = ymin;
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viewport.xsize = xsize;
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viewport.ysize = ysize;
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viewport.updated = 1;
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}
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}
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void GLContext::glopEnableDisable(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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cull_face_enabled = v != 0;
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break;
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case TGL_LIGHTING:
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lighting_enabled = v != 0;
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break;
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case TGL_COLOR_MATERIAL:
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color_material_enabled = v != 0;
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break;
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case TGL_FOG:
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fog_enabled = v != 0;
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break;
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case TGL_TEXTURE_2D:
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texture_2d_enabled = v != 0;
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break;
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case TGL_NORMALIZE:
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normalize_enabled = v != 0;
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break;
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case TGL_DEPTH_TEST:
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depth_test_enabled = v != 0;
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break;
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case TGL_ALPHA_TEST:
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alpha_test_enabled = v != 0;
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break;
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case TGL_STENCIL_TEST:
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stencil_test_enabled = v != 0;
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break;
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case TGL_BLEND:
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blending_enabled = v != 0;
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break;
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case TGL_POLYGON_OFFSET_FILL:
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if (v)
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offset_states |= TGL_OFFSET_FILL;
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else
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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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offset_states |= TGL_OFFSET_POINT;
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else
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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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offset_states |= TGL_OFFSET_LINE;
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else
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offset_states &= ~TGL_OFFSET_LINE;
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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(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 GLContext::glopBlendFunc(GLParam *p) {
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source_blending_factor = p[1].i;
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destination_blending_factor = p[2].i;
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}
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void GLContext::glopAlphaFunc(GLParam *p) {
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alpha_test_func = p[1].i;
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alpha_test_ref_val = (int)(p[2].f * 255);
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}
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void GLContext::glopDepthFunc(GLParam *p) {
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depth_func = p[1].i;
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}
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void GLContext::glopStencilFunc(GLParam *p) {
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TGLenum func = p[1].i;
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TGLint ref = p[2].i;
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TGLuint mask = p[3].ui;
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if (func < TGL_NEVER || func > TGL_ALWAYS)
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return;
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if (ref < 0)
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ref = 0;
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else if (ref > 255)
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ref = 255;
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stencil_test_func = func;
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stencil_ref_val = ref;
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stencil_mask = mask;
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}
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void GLContext::glopStencilOp(GLParam *p) {
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stencil_sfail = p[1].i;
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stencil_dpfail = p[2].i;
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stencil_dppass = p[3].i;
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}
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void GLContext::glopShadeModel(GLParam *p) {
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int code = p[1].i;
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current_shade_model = code;
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}
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void GLContext::glopCullFace(GLParam *p) {
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int code = p[1].i;
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current_cull_face = code;
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}
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void GLContext::glopFrontFace(GLParam *p) {
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int code = p[1].i;
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current_front_face = code;
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}
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void GLContext::glopPolygonMode(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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polygon_mode_back = mode;
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break;
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case TGL_FRONT:
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polygon_mode_front = mode;
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break;
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case TGL_FRONT_AND_BACK:
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polygon_mode_front = mode;
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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 GLContext::glopHint(GLParam *) {
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// do nothing
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}
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void GLContext::glopPolygonOffset(GLParam *p) {
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offset_factor = p[1].f;
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offset_units = p[2].f;
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}
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void GLContext::glopColorMask(GLParam *p) {
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color_mask_red = p[1].i == TGL_TRUE;
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color_mask_green = p[2].i == TGL_TRUE;
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color_mask_blue = p[3].i == TGL_TRUE;
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color_mask_alpha = p[4].i == TGL_TRUE;
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}
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void GLContext::glopDepthMask(GLParam *p) {
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depth_write_mask = p[1].i == TGL_TRUE;
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}
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void GLContext::glopStencilMask(TinyGL::GLParam *p) {
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stencil_write_mask = p[1].ui;
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}
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} // end of namespace TinyGL
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