#include "stack.h" #include "../glx/hardext.h" #include "matrix.h" void gl4es_glPushAttrib(GLbitfield mask) { //printf("glPushAttrib(0x%04X)\n", mask); noerrorShim(); if (glstate->list.active) if (glstate->list.compiling || glstate->gl_batch) { NewStage(glstate->list.active, STAGE_PUSH); glstate->list.active->pushattribute = mask; return; } else flush(); if (glstate->stack == NULL) { glstate->stack = (glstack_t *)malloc(STACK_SIZE * sizeof(glstack_t)); glstate->stack->len = 0; glstate->stack->cap = STACK_SIZE; } else if (glstate->stack->len == glstate->stack->cap) { glstate->stack->cap += STACK_SIZE; glstate->stack = (glstack_t *)realloc(glstate->stack, glstate->stack->cap * sizeof(glstack_t)); } glstack_t *cur = glstate->stack + glstate->stack->len; cur->mask = mask; cur->clip_planes_enabled = NULL; cur->clip_planes = NULL; cur->lights_enabled = NULL; cur->lights = NULL; cur->materials = NULL; // TODO: GL_ACCUM_BUFFER_BIT // TODO: will tracking these myself be much faster than glGet? if (mask & GL_COLOR_BUFFER_BIT) { cur->alpha_test = gl4es_glIsEnabled(GL_ALPHA_TEST); gl4es_glGetIntegerv(GL_ALPHA_TEST_FUNC, &cur->alpha_test_func); gl4es_glGetFloatv(GL_ALPHA_TEST_REF, &cur->alpha_test_ref); cur->blend = gl4es_glIsEnabled(GL_BLEND); gl4es_glGetIntegerv(GL_BLEND_SRC, &cur->blend_src_func); gl4es_glGetIntegerv(GL_BLEND_DST, &cur->blend_dst_func); cur->dither = gl4es_glIsEnabled(GL_DITHER); cur->color_logic_op = gl4es_glIsEnabled(GL_COLOR_LOGIC_OP); gl4es_glGetIntegerv(GL_LOGIC_OP_MODE, &cur->logic_op); gl4es_glGetFloatv(GL_COLOR_CLEAR_VALUE, cur->clear_color); gl4es_glGetFloatv(GL_COLOR_WRITEMASK, cur->color_mask); } if (mask & GL_CURRENT_BIT) { gl4es_glGetFloatv(GL_CURRENT_COLOR, cur->color); gl4es_glGetFloatv(GL_CURRENT_NORMAL, cur->normal); gl4es_glGetFloatv(GL_CURRENT_TEXTURE_COORDS, cur->tex); } if (mask & GL_DEPTH_BUFFER_BIT) { cur->depth_test = gl4es_glIsEnabled(GL_DEPTH_TEST); gl4es_glGetIntegerv(GL_DEPTH_FUNC, &cur->depth_func); gl4es_glGetFloatv(GL_DEPTH_CLEAR_VALUE, &cur->clear_depth); gl4es_glGetIntegerv(GL_DEPTH_WRITEMASK, &cur->depth_mask); } if (mask & GL_ENABLE_BIT) { int i; GLint max_clip_planes; cur->alpha_test = gl4es_glIsEnabled(GL_ALPHA_TEST); cur->autonormal = gl4es_glIsEnabled(GL_AUTO_NORMAL); cur->blend = gl4es_glIsEnabled(GL_BLEND); gl4es_glGetIntegerv(GL_MAX_CLIP_PLANES, &max_clip_planes); cur->clip_planes_enabled = (GLboolean *)malloc(max_clip_planes * sizeof(GLboolean)); for (i = 0; i < max_clip_planes; i++) { *(cur->clip_planes_enabled + i) = gl4es_glIsEnabled(GL_CLIP_PLANE0 + i); } cur->colormaterial = gl4es_glIsEnabled(GL_COLOR_MATERIAL); cur->cull_face = gl4es_glIsEnabled(GL_CULL_FACE); cur->depth_test = gl4es_glIsEnabled(GL_DEPTH_TEST); cur->dither = gl4es_glIsEnabled(GL_DITHER); cur->fog = gl4es_glIsEnabled(GL_FOG); cur->lights_enabled = (GLboolean *)malloc(hardext.maxlights * sizeof(GLboolean)); for (i = 0; i < hardext.maxlights; i++) { *(cur->lights_enabled + i) = gl4es_glIsEnabled(GL_LIGHT0 + i); } cur->lighting = gl4es_glIsEnabled(GL_LIGHTING); cur->line_smooth = gl4es_glIsEnabled(GL_LINE_SMOOTH); cur->line_stipple = gl4es_glIsEnabled(GL_LINE_STIPPLE); cur->color_logic_op = gl4es_glIsEnabled(GL_COLOR_LOGIC_OP); //TODO: GL_INDEX_LOGIC_OP //TODO: GL_MAP1_x //TODO: GL_MAP2_x cur->multisample = gl4es_glIsEnabled(GL_MULTISAMPLE); cur->normalize = gl4es_glIsEnabled(GL_NORMALIZE); cur->point_smooth = gl4es_glIsEnabled(GL_POINT_SMOOTH); //TODO: GL_POLYGON_OFFSET_LINE cur->polygon_offset_fill = gl4es_glIsEnabled(GL_POLYGON_OFFSET_FILL); //TODO: GL_POLYGON_OFFSET_POINT //TODO: GL_POLYGON_SMOOTH //TODO: GL_POLYGON_STIPPLE cur->sample_alpha_to_coverage = gl4es_glIsEnabled(GL_SAMPLE_ALPHA_TO_COVERAGE); cur->sample_alpha_to_one = gl4es_glIsEnabled(GL_SAMPLE_ALPHA_TO_ONE); cur->sample_coverage = gl4es_glIsEnabled(GL_SAMPLE_COVERAGE); cur->scissor_test = gl4es_glIsEnabled(GL_SCISSOR_TEST); cur->stencil_test = gl4es_glIsEnabled(GL_STENCIL_TEST); int a; for (a=0; atex_enabled[a] = glstate->enable.texture[a]; cur->texgen_s[a] = glstate->enable.texgen_s[a]; cur->texgen_r[a] = glstate->enable.texgen_r[a]; cur->texgen_t[a] = glstate->enable.texgen_t[a]; cur->texgen_q[a] = glstate->enable.texgen_q[a]; } cur->pointsprite = gl4es_glIsEnabled(GL_POINT_SPRITE); } // TODO: GL_EVAL_BIT if (mask & GL_FOG_BIT) { cur->fog = gl4es_glIsEnabled(GL_FOG); gl4es_glGetFloatv(GL_FOG_COLOR, cur->fog_color); gl4es_glGetFloatv(GL_FOG_DENSITY, &cur->fog_density); gl4es_glGetFloatv(GL_FOG_START, &cur->fog_start); gl4es_glGetFloatv(GL_FOG_END, &cur->fog_end); gl4es_glGetIntegerv(GL_FOG_MODE, &cur->fog_mode); } if (mask & GL_HINT_BIT) { gl4es_glGetIntegerv(GL_PERSPECTIVE_CORRECTION_HINT, &cur->perspective_hint); gl4es_glGetIntegerv(GL_POINT_SMOOTH_HINT, &cur->point_smooth_hint); gl4es_glGetIntegerv(GL_LINE_SMOOTH_HINT, &cur->line_smooth_hint); gl4es_glGetIntegerv(GL_FOG_HINT, &cur->fog_hint); gl4es_glGetIntegerv(GL_GENERATE_MIPMAP_HINT, &cur->mipmap_hint); for (int i=GL4ES_HINT_FIRST; igles4_hint[i-GL4ES_HINT_FIRST]); } if (mask & GL_LIGHTING_BIT) { cur->lighting = gl4es_glIsEnabled(GL_LIGHTING); gl4es_glGetFloatv(GL_LIGHT_MODEL_AMBIENT, cur->light_model_ambient); gl4es_glGetIntegerv(GL_LIGHT_MODEL_TWO_SIDE, &cur->light_model_two_side); int i; int j=0; cur->lights_enabled = (GLboolean *)malloc(hardext.maxlights * sizeof(GLboolean)); cur->lights = (GLfloat *)malloc(hardext.maxlights * sizeof(GLfloat)*(10*4)); for (i = 0; i < hardext.maxlights; i++) { *(cur->lights_enabled + i) = gl4es_glIsEnabled(GL_LIGHT0 + i); #define L(A) gl4es_glGetLightfv(GL_LIGHT0 + i, A, cur->lights+j); j+=4 L(GL_AMBIENT); L(GL_DIFFUSE); L(GL_SPECULAR); L(GL_POSITION); L(GL_SPOT_CUTOFF); L(GL_SPOT_DIRECTION); L(GL_SPOT_EXPONENT); L(GL_CONSTANT_ATTENUATION); L(GL_LINEAR_ATTENUATION); L(GL_QUADRATIC_ATTENUATION); #undef L } j=0; cur->materials = (GLfloat *)malloc(2 * sizeof(GLfloat)*(5*4)); memset(cur->materials, 0, 2 * sizeof(GLfloat)*(5*4)); #define M(A) gl4es_glGetMaterialfv(GL_BACK, A, cur->materials+j); j+=4; gl4es_glGetMaterialfv(GL_FRONT, A, cur->materials+j); j+=4 M(GL_AMBIENT); M(GL_DIFFUSE); M(GL_SPECULAR); M(GL_EMISSION); M(GL_SHININESS); // handle both face at some point? #undef M gl4es_glGetIntegerv(GL_SHADE_MODEL, &cur->shade_model); } if (mask & GL_LINE_BIT) { cur->line_smooth = gl4es_glIsEnabled(GL_LINE_SMOOTH); // TODO: stipple stuff here gl4es_glGetFloatv(GL_LINE_WIDTH, &cur->line_width); } // GL_LIST_BIT if (mask & GL_LIST_BIT) { cur->list_base = glstate->list.base; } if (mask & GL_MULTISAMPLE_BIT) { cur->multisample = gl4es_glIsEnabled(GL_MULTISAMPLE); cur->sample_alpha_to_coverage = gl4es_glIsEnabled(GL_SAMPLE_ALPHA_TO_COVERAGE); cur->sample_alpha_to_one = gl4es_glIsEnabled(GL_SAMPLE_ALPHA_TO_ONE); cur->sample_coverage = gl4es_glIsEnabled(GL_SAMPLE_COVERAGE); } // GL_PIXEL_MODE_BIT if (mask & GL_PIXEL_MODE_BIT) { GLenum pixel_name[] = {GL_RED_BIAS, GL_RED_SCALE, GL_GREEN_BIAS, GL_GREEN_SCALE, GL_BLUE_BIAS, GL_BLUE_SCALE, GL_ALPHA_BIAS, GL_ALPHA_SCALE}; int i; for (i=0; i<8; i++) gl4es_glGetFloatv(pixel_name[i], &cur->pixel_scale_bias[i]); //TODO: GL_DEPTH_BIAS & GL_DEPTH_SCALE (probably difficult) //TODO: GL_INDEX_OFFEST & GL_INDEX_SHIFT //TODO: GL_MAP_COLOR & GL_MAP_STENCIL (probably difficult too) gl4es_glGetFloatv(GL_ZOOM_X, &cur->pixel_zoomx); gl4es_glGetFloatv(GL_ZOOM_Y, &cur->pixel_zoomy); } if (mask & GL_POINT_BIT) { cur->point_smooth = gl4es_glIsEnabled(GL_POINT_SMOOTH); gl4es_glGetFloatv(GL_POINT_SIZE, &cur->point_size); if(hardext.pointsprite) { cur->pointsprite = gl4es_glIsEnabled(GL_POINT_SPRITE); int a; for (a=0; apscoordreplace[a] = glstate->texture.pscoordreplace[a]; } } } // TODO: GL_POLYGON_BIT // TODO: GL_POLYGON_STIPPLE_BIT if (mask & GL_SCISSOR_BIT) { cur->scissor_test = gl4es_glIsEnabled(GL_SCISSOR_TEST); gl4es_glGetFloatv(GL_SCISSOR_BOX, cur->scissor_box); } // TODO: GL_STENCIL_BUFFER_BIT if (mask & GL_STENCIL_BUFFER_BIT) { cur->stencil_test = gl4es_glIsEnabled(GL_STENCIL_TEST); gl4es_glGetIntegerv(GL_STENCIL_FUNC, &cur->stencil_func); gl4es_glGetIntegerv(GL_STENCIL_VALUE_MASK, &cur->stencil_mask); gl4es_glGetIntegerv(GL_STENCIL_REF, &cur->stencil_ref); //TODO: glStencilFuncSeperate //TODO: Stencil value mask gl4es_glGetIntegerv(GL_STENCIL_FAIL, &cur->stencil_sfail); gl4es_glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &cur->stencil_dpfail); gl4es_glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &cur->stencil_dppass); //TODO: glStencilOpSeparate gl4es_glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &cur->stencil_clearvalue); //TODO: Stencil buffer writemask } // GL_TEXTURE_BIT - TODO: incomplete if (mask & GL_TEXTURE_BIT) { cur->active=glstate->texture.active; int a; for (a=0; atexgen_r[a] = glstate->enable.texgen_r[a]; cur->texgen_s[a] = glstate->enable.texgen_s[a]; cur->texgen_t[a] = glstate->enable.texgen_t[a]; cur->texgen_q[a] = glstate->enable.texgen_q[a]; cur->texgen[a] = glstate->texgen[a]; // all mode and planes per texture in 1 line for (int j=0; jtexture[a][j] = (glstate->texture.bound[a][j])?glstate->texture.bound[a][j]->texture:0; } //glActiveTexture(GL_TEXTURE0+cur->active); } // GL_TRANSFORM_BIT if (mask & GL_TRANSFORM_BIT) { if (!(mask & GL_ENABLE_BIT)) { int i; GLint max_clip_planes; gl4es_glGetIntegerv(GL_MAX_CLIP_PLANES, &max_clip_planes); cur->clip_planes_enabled = (GLboolean *)malloc(max_clip_planes * sizeof(GLboolean)); for (i = 0; i < max_clip_planes; i++) { *(cur->clip_planes_enabled + i) = gl4es_glIsEnabled(GL_CLIP_PLANE0 + i); } } gl4es_glGetIntegerv(GL_MATRIX_MODE, &cur->matrix_mode); cur->rescale_normal_flag = gl4es_glIsEnabled(GL_RESCALE_NORMAL); cur->normalize_flag = gl4es_glIsEnabled(GL_NORMALIZE); } // GL_VIEWPORT_BIT if (mask & GL_VIEWPORT_BIT) { gl4es_glGetIntegerv(GL_VIEWPORT, cur->viewport_size); gl4es_glGetFloatv(GL_DEPTH_RANGE, cur->depth_range); } glstate->stack->len++; } void gl4es_glPushClientAttrib(GLbitfield mask) { noerrorShim(); GLuint old_glbatch = glstate->gl_batch; if (glstate->gl_batch || glstate->list.pending) { flush(); glstate->gl_batch = 0; } if (glstate->clientStack == NULL) { glstate->clientStack = (glclientstack_t *)malloc(STACK_SIZE * sizeof(glclientstack_t)); glstate->clientStack->len = 0; glstate->clientStack->cap = STACK_SIZE; } else if (glstate->clientStack->len == glstate->clientStack->cap) { glstate->clientStack->cap += STACK_SIZE; glstate->clientStack = (glclientstack_t *)realloc(glstate->clientStack, glstate->clientStack->cap * sizeof(glclientstack_t)); } glclientstack_t *cur = glstate->clientStack + glstate->clientStack->len; cur->mask = mask; if (mask & GL_CLIENT_PIXEL_STORE_BIT) { gl4es_glGetIntegerv(GL_PACK_ALIGNMENT, &cur->pack_align); gl4es_glGetIntegerv(GL_UNPACK_ALIGNMENT, &cur->unpack_align); cur->unpack_row_length = glstate->texture.unpack_row_length; cur->unpack_skip_pixels = glstate->texture.unpack_skip_pixels; cur->unpack_skip_rows = glstate->texture.unpack_skip_rows; cur->pack_row_length = glstate->texture.pack_row_length; cur->pack_skip_pixels = glstate->texture.pack_skip_pixels; cur->pack_skip_rows = glstate->texture.pack_skip_rows; } if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) { cur->vert_enable = glstate->vao->vertex_array; cur->color_enable = glstate->vao->color_array; cur->secondary_enable = glstate->vao->secondary_array; cur->normal_enable = glstate->vao->normal_array; int a; for (a=0; atex_enable[a] = glstate->vao->tex_coord_array[a]; } memcpy(&(cur->pointers), &glstate->vao->pointers, sizeof(pointer_states_t)); cur->client = glstate->texture.client; } glstate->clientStack->len++; glstate->gl_batch=old_glbatch; } #define maybe_free(x) \ if (x) free(x) #define enable_disable(pname, enabled) \ if (enabled) gl4es_glEnable(pname); \ else gl4es_glDisable(pname) #define v2(c) c[0], c[1] #define v3(c) v2(c), c[2] #define v4(c) v3(c), c[3] void gl4es_glPopAttrib() { //printf("glPopAttrib()\n"); noerrorShim(); if (glstate->list.active) if (glstate->list.compiling || glstate->gl_batch) { NewStage(glstate->list.active, STAGE_POP); glstate->list.active->popattribute = true; return; } else flush(); if (glstate->stack == NULL || glstate->stack->len == 0) { errorShim(GL_STACK_UNDERFLOW); return; } glstack_t *cur = glstate->stack + glstate->stack->len-1; if (cur->mask & GL_COLOR_BUFFER_BIT) { enable_disable(GL_ALPHA_TEST, cur->alpha_test); gl4es_glAlphaFunc(cur->alpha_test_func, cur->alpha_test_ref); enable_disable(GL_BLEND, cur->blend); gl4es_glBlendFunc(cur->blend_src_func, cur->blend_dst_func); enable_disable(GL_DITHER, cur->dither); enable_disable(GL_COLOR_LOGIC_OP, cur->color_logic_op); gl4es_glLogicOp(cur->logic_op); GLfloat *c; gl4es_glClearColor(v4(cur->clear_color)); gl4es_glColorMask(v4(cur->color_mask)); } if (cur->mask & GL_CURRENT_BIT) { gl4es_glColor4f(v4(cur->color)); gl4es_glNormal3f(v3(cur->normal)); gl4es_glTexCoord4f(v4(cur->tex)); } if (cur->mask & GL_DEPTH_BUFFER_BIT) { enable_disable(GL_DEPTH_TEST, cur->depth_test); gl4es_glDepthFunc(cur->depth_func); gl4es_glClearDepth(cur->clear_depth); gl4es_glDepthMask(cur->depth_mask); } if (cur->mask & GL_ENABLE_BIT) { int i; enable_disable(GL_ALPHA_TEST, cur->alpha_test); enable_disable(GL_AUTO_NORMAL, cur->autonormal); enable_disable(GL_BLEND, cur->blend); GLint max_clip_planes; gl4es_glGetIntegerv(GL_MAX_CLIP_PLANES, &max_clip_planes); for (i = 0; i < max_clip_planes; i++) { enable_disable(GL_CLIP_PLANE0 + i, *(cur->clip_planes_enabled + i)); } enable_disable(GL_COLOR_MATERIAL, cur->colormaterial); enable_disable(GL_CULL_FACE, cur->cull_face); enable_disable(GL_DEPTH_TEST, cur->depth_test); enable_disable(GL_DITHER, cur->dither); enable_disable(GL_FOG, cur->fog); for (i = 0; i < hardext.maxlights; i++) { enable_disable(GL_LIGHT0 + i, *(cur->lights_enabled + i)); } enable_disable(GL_LIGHTING, cur->lighting); enable_disable(GL_LINE_SMOOTH, cur->line_smooth); enable_disable(GL_LINE_STIPPLE, cur->line_stipple); enable_disable(GL_COLOR_LOGIC_OP, cur->color_logic_op); //TODO: GL_INDEX_LOGIC_OP //TODO: GL_MAP1_x //TODO: GL_MAP2_x enable_disable(GL_MULTISAMPLE, cur->multisample); enable_disable(GL_NORMALIZE, cur->normalize); enable_disable(GL_POINT_SMOOTH, cur->point_smooth); //TODO: GL_POLYGON_OFFSET_LINE enable_disable(GL_POLYGON_OFFSET_FILL, cur->polygon_offset_fill); //TODO: GL_POLYGON_OFFSET_POINT //TODO: GL_POLYGON_SMOOTH //TODO: GL_POLYGON_STIPPLE enable_disable(GL_SAMPLE_ALPHA_TO_COVERAGE, cur->sample_alpha_to_coverage); enable_disable(GL_SAMPLE_ALPHA_TO_ONE, cur->sample_alpha_to_one); enable_disable(GL_SAMPLE_COVERAGE, cur->sample_coverage); enable_disable(GL_SCISSOR_TEST, cur->scissor_test); enable_disable(GL_STENCIL_TEST, cur->stencil_test); enable_disable(GL_POINT_SPRITE, cur->pointsprite); int a; int old_tex = glstate->texture.active; for (a=0; aenable.texture[a] != cur->tex_enabled[a]) { gl4es_glActiveTexture(GL_TEXTURE0+a); for (int j=0; jtex_enabled[a] & (1<enable.texture[a] & (1<enable.texgen_r[a] = cur->texgen_r[a]; glstate->enable.texgen_s[a] = cur->texgen_s[a]; glstate->enable.texgen_t[a] = cur->texgen_t[a]; glstate->enable.texgen_q[a] = cur->texgen_q[a]; } if (glstate->texture.active != old_tex) gl4es_glActiveTexture(GL_TEXTURE0+old_tex); } if (cur->mask & GL_FOG_BIT) { enable_disable(GL_FOG, cur->fog); gl4es_glFogfv(GL_FOG_COLOR, cur->fog_color); gl4es_glFogf(GL_FOG_DENSITY, cur->fog_density); gl4es_glFogf(GL_FOG_START, cur->fog_start); gl4es_glFogf(GL_FOG_END, cur->fog_end); gl4es_glFogf(GL_FOG_MODE, cur->fog_mode); } if (cur->mask & GL_HINT_BIT) { gl4es_glHint(GL_PERSPECTIVE_CORRECTION_HINT, cur->perspective_hint); gl4es_glHint(GL_POINT_SMOOTH_HINT, cur->point_smooth_hint); gl4es_glHint(GL_LINE_SMOOTH_HINT, cur->line_smooth_hint); gl4es_glHint(GL_FOG_HINT, cur->fog_hint); gl4es_glHint(GL_GENERATE_MIPMAP_HINT, cur->mipmap_hint); for (int i=GL4ES_HINT_FIRST; igles4_hint[i-GL4ES_HINT_FIRST]); } if (cur->mask & GL_LIGHTING_BIT) { enable_disable(GL_LIGHTING, cur->lighting); gl4es_glLightModelfv(GL_LIGHT_MODEL_AMBIENT, cur->light_model_ambient); gl4es_glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, cur->light_model_two_side); int i; int j=0; int old_matrixmode = glstate->matrix_mode; // Light position / direction is transformed. So load identity in modelview to restore correct stuff int identity = is_identity(getMVMat()); if(!identity) { if(old_matrixmode != GL_MODELVIEW) gl4es_glMatrixMode(GL_MODELVIEW); gl4es_glPushMatrix(); gl4es_glLoadIdentity(); } for (i = 0; i < hardext.maxlights; i++) { enable_disable(GL_LIGHT0 + i, *(cur->lights_enabled + i)); #define L(A) gl4es_glLightfv(GL_LIGHT0 + i, A, cur->lights+j); j+=4 L(GL_AMBIENT); L(GL_DIFFUSE); L(GL_SPECULAR); L(GL_POSITION); L(GL_SPOT_CUTOFF); L(GL_SPOT_DIRECTION); L(GL_SPOT_EXPONENT); L(GL_CONSTANT_ATTENUATION); L(GL_LINEAR_ATTENUATION); L(GL_QUADRATIC_ATTENUATION); #undef L } if(!identity) { gl4es_glPopMatrix(); if(old_matrixmode != GL_MODELVIEW) gl4es_glMatrixMode(old_matrixmode); } j=0; #define M(A) if(memcmp(cur->materials+j, cur->materials+j+4, 4*sizeof(GLfloat))==0) \ {gl4es_glMaterialfv(GL_FRONT_AND_BACK, A, cur->materials+j); j+=8;} \ else \ {gl4es_glMaterialfv(GL_BACK, A, cur->materials+j); j+=4; gl4es_glMaterialfv(GL_FRONT, A, cur->materials+j); j+=4;} M(GL_AMBIENT); M(GL_DIFFUSE); M(GL_SPECULAR); M(GL_EMISSION); M(GL_SHININESS); // handle both face at some point? #undef M gl4es_glShadeModel(cur->shade_model); } // GL_LIST_BIT if (cur->mask & GL_LIST_BIT) { gl4es_glListBase(cur->list_base); } if (cur->mask & GL_LINE_BIT) { enable_disable(GL_LINE_SMOOTH, cur->line_smooth); // TODO: stipple stuff here gl4es_glLineWidth(cur->line_width); } if (cur->mask & GL_MULTISAMPLE_BIT) { enable_disable(GL_MULTISAMPLE, cur->multisample); enable_disable(GL_SAMPLE_ALPHA_TO_COVERAGE, cur->sample_alpha_to_coverage); enable_disable(GL_SAMPLE_ALPHA_TO_ONE, cur->sample_alpha_to_one); enable_disable(GL_SAMPLE_COVERAGE, cur->sample_coverage); } if (cur->mask & GL_POINT_BIT) { enable_disable(GL_POINT_SMOOTH, cur->point_smooth); gl4es_glPointSize(cur->point_size); if(hardext.pointsprite) { enable_disable(GL_POINT_SPRITE, cur->pointsprite); int a; for (a=0; atexture.pscoordreplace[a]!=cur->pscoordreplace[a]) { gl4es_glActiveTexture(GL_TEXTURE0+a); gl4es_glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, cur->pscoordreplace[a]); } } if (glstate->texture.active!= cur->active) gl4es_glActiveTexture(GL_TEXTURE0+cur->active); } } if (cur->mask & GL_SCISSOR_BIT) { enable_disable(GL_SCISSOR_TEST, cur->scissor_test); gl4es_glScissor(v4(cur->scissor_box)); } if (cur->mask & GL_STENCIL_BUFFER_BIT) { enable_disable(GL_STENCIL_TEST, cur->stencil_test); gl4es_glStencilFunc(cur->stencil_func, cur->stencil_ref, cur->stencil_mask); //TODO: Stencil value mask gl4es_glStencilOp(cur->stencil_sfail, cur->stencil_dpfail, cur->stencil_dppass); gl4es_glClearStencil(cur->stencil_clearvalue); //TODO: Stencil buffer writemask } if (cur->mask & GL_TEXTURE_BIT) { int a; //TODO: Enable bit for the 4 texture coordinates for (a=0; aenable.texgen_r[a] = cur->texgen_r[a]; glstate->enable.texgen_s[a] = cur->texgen_s[a]; glstate->enable.texgen_t[a] = cur->texgen_t[a]; glstate->enable.texgen_q[a] = cur->texgen_q[a]; glstate->texgen[a] = cur->texgen[a]; // all mode and planes per texture in 1 line for (int j=0; jtexture[a][j]==0 && glstate->texture.bound[a][j] != 0) || (cur->texture[a][j]!=0 && glstate->texture.bound[a][j]==0)) { gl4es_glActiveTexture(GL_TEXTURE0+a); gl4es_glBindTexture(to_target(j), cur->texture[a][j]); } } if (glstate->texture.active!= cur->active) gl4es_glActiveTexture(GL_TEXTURE0+cur->active); } if (cur->mask & GL_PIXEL_MODE_BIT) { GLenum pixel_name[] = {GL_RED_BIAS, GL_RED_SCALE, GL_GREEN_BIAS, GL_GREEN_SCALE, GL_BLUE_BIAS, GL_BLUE_SCALE, GL_ALPHA_BIAS, GL_ALPHA_SCALE}; int i; for (i=0; i<8; i++) gl4es_glPixelTransferf(pixel_name[i], cur->pixel_scale_bias[i]); //TODO: GL_DEPTH_BIAS & GL_DEPTH_SCALE (probably difficult) //TODO: GL_INDEX_OFFEST & GL_INDEX_SHIFT //TODO: GL_MAP_COLOR & GL_MAP_STENCIL (probably difficult too) gl4es_glPixelZoom(cur->pixel_zoomx, cur->pixel_zoomy); } if (cur->mask & GL_TRANSFORM_BIT) { if (!(cur->mask & GL_ENABLE_BIT)) { int i; GLint max_clip_planes; gl4es_glGetIntegerv(GL_MAX_CLIP_PLANES, &max_clip_planes); for (i = 0; i < max_clip_planes; i++) { enable_disable(GL_CLIP_PLANE0 + i, *(cur->clip_planes_enabled + i)); } } gl4es_glMatrixMode(cur->matrix_mode); enable_disable(GL_NORMALIZE, cur->normalize_flag); enable_disable(GL_RESCALE_NORMAL, cur->rescale_normal_flag); } if (cur->mask & GL_VIEWPORT_BIT) { gl4es_glViewport(cur->viewport_size[0], cur->viewport_size[1], cur->viewport_size[2], cur->viewport_size[3]); gl4es_glDepthRangef(cur->depth_range[0], cur->depth_range[1]); } maybe_free(cur->clip_planes_enabled); maybe_free(cur->clip_planes); maybe_free(cur->lights_enabled); maybe_free(cur->lights); maybe_free(cur->materials); glstate->stack->len--; } #undef enable_disable #define enable_disable(pname, enabled) \ if (enabled) gl4es_glEnableClientState(pname); \ else gl4es_glDisableClientState(pname) void gl4es_glPopClientAttrib() { noerrorShim(); GLuint old_glbatch = glstate->gl_batch; if (glstate->gl_batch || glstate->list.pending) { flush(); glstate->gl_batch = 0; } //LOAD_GLES(glVertexPointer); //LOAD_GLES(glColorPointer); //LOAD_GLES(glNormalPointer); //LOAD_GLES(glTexCoordPointer); if (glstate->clientStack == NULL || glstate->clientStack->len == 0) { errorShim(GL_STACK_UNDERFLOW); return; } glclientstack_t *cur = glstate->clientStack + glstate->clientStack->len-1; if (cur->mask & GL_CLIENT_PIXEL_STORE_BIT) { gl4es_glPixelStorei(GL_PACK_ALIGNMENT, cur->pack_align); gl4es_glPixelStorei(GL_UNPACK_ALIGNMENT, cur->unpack_align); gl4es_glPixelStorei(GL_UNPACK_ROW_LENGTH, cur->unpack_row_length); gl4es_glPixelStorei(GL_UNPACK_SKIP_PIXELS, cur->unpack_skip_pixels); gl4es_glPixelStorei(GL_UNPACK_SKIP_ROWS, cur->unpack_skip_rows); gl4es_glPixelStorei(GL_PACK_ROW_LENGTH, cur->pack_row_length); gl4es_glPixelStorei(GL_PACK_SKIP_PIXELS, cur->pack_skip_pixels); gl4es_glPixelStorei(GL_PACK_SKIP_ROWS, cur->pack_skip_rows); } if (cur->mask & GL_CLIENT_VERTEX_ARRAY_BIT) { if (glstate->vao->vertex_array != cur->vert_enable) enable_disable(GL_VERTEX_ARRAY, cur->vert_enable); if (glstate->vao->normal_array != cur->normal_enable) enable_disable(GL_NORMAL_ARRAY, cur->normal_enable); if (glstate->vao->color_array != cur->color_enable) enable_disable(GL_COLOR_ARRAY, cur->color_enable); if (glstate->vao->secondary_array != cur->secondary_enable) enable_disable(GL_SECONDARY_COLOR_ARRAY, cur->secondary_enable); for (int a=0; avao->tex_coord_array[a] != cur->tex_enable[a]) { gl4es_glClientActiveTexture(GL_TEXTURE0+a); enable_disable(GL_TEXTURE_COORD_ARRAY, cur->tex_enable[a]); } } memcpy(&glstate->vao->pointers, &(cur->pointers), sizeof(pointer_states_t)); if (glstate->texture.client != cur->client) gl4es_glClientActiveTexture(GL_TEXTURE0+cur->client); } glstate->clientStack->len--; glstate->gl_batch = old_glbatch; } #undef maybe_free #undef enable_disable #undef v2 #undef v3 #undef v4 //Direct wrapper void glPushClientAttrib(GLbitfield mask) AliasExport("gl4es_glPushClientAttrib"); void glPopClientAttrib() AliasExport("gl4es_glPopClientAttrib"); void glPushAttrib(GLbitfield mask) AliasExport("gl4es_glPushAttrib"); void glPopAttrib() AliasExport("gl4es_glPopAttrib");