Files
commandergenius/project/jni/gl4es/src/gl/stack.c
T
2017-02-24 21:27:22 +02:00

687 lines
27 KiB
C
Executable File

#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; a<hardext.maxtex; a++) {
cur->tex_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; i<GL4ES_HINT_LAST; i++)
gl4es_glGetIntegerv(i, &cur->gles4_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; a<hardext.maxtex; a++) {
cur->pscoordreplace[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; a<hardext.maxtex; a++) {
cur->texgen_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; j<ENABLED_TEXTURE_LAST; j++)
cur->texture[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; a<hardext.maxtex; a++) {
cur->tex_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; a<hardext.maxtex; a++) {
if(glstate->enable.texture[a] != cur->tex_enabled[a]) {
gl4es_glActiveTexture(GL_TEXTURE0+a);
for (int j=0; j<ENABLED_TEXTURE_LAST; j++) {
const GLuint t = cur->tex_enabled[a] & (1<<j);
if ((glstate->enable.texture[a] & (1<<j)) != t) {
enable_disable(to_target(j), t);
}
}
}
glstate->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; i<GL4ES_HINT_LAST; i++)
gl4es_glHint(i, cur->gles4_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; a<hardext.maxtex; a++) {
if(glstate->texture.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; a<hardext.maxtex; a++) {
glstate->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];
glstate->texgen[a] = cur->texgen[a]; // all mode and planes per texture in 1 line
for (int j=0; j<ENABLED_TEXTURE_LAST; j++)
if ((cur->texture[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; a<hardext.maxtex; a++) {
if (glstate->vao->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");