Files
commandergenius/project/jni/glshim/src/gl/stack.c
2016-09-07 23:14:58 +03:00

590 lines
23 KiB
C
Executable File

#include "stack.h"
glstack_t *stack = NULL;
glclientstack_t *clientStack = NULL;
void glshim_glPushAttrib(GLbitfield mask) {
//printf("glPushAttrib(0x%04X)\n", mask);
noerrorShim();
if ((glstate.list.compiling || glstate.gl_batch) && glstate.list.active) {
NewStage(glstate.list.active, STAGE_PUSH);
glstate.list.active->pushattribute = mask;
return;
}
if (stack == NULL) {
stack = (glstack_t *)malloc(STACK_SIZE * sizeof(glstack_t));
stack->len = 0;
stack->cap = STACK_SIZE;
} else if (stack->len == stack->cap) {
stack->cap += STACK_SIZE;
stack = (glstack_t *)realloc(stack, stack->cap * sizeof(glstack_t));
}
glstack_t *cur = stack + stack->len;
cur->mask = mask;
cur->clip_planes_enabled = NULL;
cur->clip_planes = NULL;
cur->lights_enabled = NULL;
cur->lights = 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 = glshim_glIsEnabled(GL_ALPHA_TEST);
glshim_glGetIntegerv(GL_ALPHA_TEST_FUNC, &cur->alpha_test_func);
glshim_glGetFloatv(GL_ALPHA_TEST_REF, &cur->alpha_test_ref);
cur->blend = glshim_glIsEnabled(GL_BLEND);
glshim_glGetIntegerv(GL_BLEND_SRC, &cur->blend_src_func);
glshim_glGetIntegerv(GL_BLEND_DST, &cur->blend_dst_func);
cur->dither = glshim_glIsEnabled(GL_DITHER);
cur->color_logic_op = glshim_glIsEnabled(GL_COLOR_LOGIC_OP);
glshim_glGetIntegerv(GL_LOGIC_OP_MODE, &cur->logic_op);
glshim_glGetFloatv(GL_COLOR_CLEAR_VALUE, cur->clear_color);
glshim_glGetFloatv(GL_COLOR_WRITEMASK, cur->color_mask);
}
if (mask & GL_CURRENT_BIT) {
glshim_glGetFloatv(GL_CURRENT_COLOR, cur->color);
glshim_glGetFloatv(GL_CURRENT_NORMAL, cur->normal);
glshim_glGetFloatv(GL_CURRENT_TEXTURE_COORDS, cur->tex);
}
if (mask & GL_DEPTH_BUFFER_BIT) {
cur->depth_test = glshim_glIsEnabled(GL_DEPTH_TEST);
glshim_glGetIntegerv(GL_DEPTH_FUNC, &cur->depth_func);
glshim_glGetFloatv(GL_DEPTH_CLEAR_VALUE, &cur->clear_depth);
glshim_glGetIntegerv(GL_DEPTH_WRITEMASK, &cur->depth_mask);
}
if (mask & GL_ENABLE_BIT) {
int i;
GLint max_clip_planes;
cur->alpha_test = glshim_glIsEnabled(GL_ALPHA_TEST);
cur->autonormal = glshim_glIsEnabled(GL_AUTO_NORMAL);
cur->blend = glshim_glIsEnabled(GL_BLEND);
glshim_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) = glshim_glIsEnabled(GL_CLIP_PLANE0 + i);
}
cur->colormaterial = glshim_glIsEnabled(GL_COLOR_MATERIAL);
cur->cull_face = glshim_glIsEnabled(GL_CULL_FACE);
cur->depth_test = glshim_glIsEnabled(GL_DEPTH_TEST);
cur->dither = glshim_glIsEnabled(GL_DITHER);
cur->fog = glshim_glIsEnabled(GL_FOG);
GLint max_lights;
glshim_glGetIntegerv(GL_MAX_LIGHTS, &max_lights);
cur->lights_enabled = (GLboolean *)malloc(max_lights * sizeof(GLboolean));
for (i = 0; i < max_lights; i++) {
*(cur->lights_enabled + i) = glshim_glIsEnabled(GL_LIGHT0 + i);
}
cur->lighting = glshim_glIsEnabled(GL_LIGHTING);
cur->line_smooth = glshim_glIsEnabled(GL_LINE_SMOOTH);
cur->line_stipple = glshim_glIsEnabled(GL_LINE_STIPPLE);
cur->color_logic_op = glshim_glIsEnabled(GL_COLOR_LOGIC_OP);
//TODO: GL_INDEX_LOGIC_OP
//TODO: GL_MAP1_x
//TODO: GL_MAP2_x
cur->multisample = glshim_glIsEnabled(GL_MULTISAMPLE);
cur->normalize = glshim_glIsEnabled(GL_NORMALIZE);
cur->point_smooth = glshim_glIsEnabled(GL_POINT_SMOOTH);
//TODO: GL_POLYGON_OFFSET_LINE
cur->polygon_offset_fill = glshim_glIsEnabled(GL_POLYGON_OFFSET_FILL);
//TODO: GL_POLYGON_OFFSET_POINT
//TODO: GL_POLYGON_SMOOTH
//TODO: GL_POLYGON_STIPPLE
cur->sample_alpha_to_coverage = glshim_glIsEnabled(GL_SAMPLE_ALPHA_TO_COVERAGE);
cur->sample_alpha_to_one = glshim_glIsEnabled(GL_SAMPLE_ALPHA_TO_ONE);
cur->sample_coverage = glshim_glIsEnabled(GL_SAMPLE_COVERAGE);
cur->scissor_test = glshim_glIsEnabled(GL_SCISSOR_TEST);
cur->stencil_test = glshim_glIsEnabled(GL_STENCIL_TEST);
int a;
for (a=0; a<MAX_TEX; a++) {
cur->texture_1d[a] = glstate.enable.texture_1d[a];
cur->texture_2d[a] = glstate.enable.texture_2d[a];
cur->texture_3d[a] = glstate.enable.texture_3d[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];
}
}
// TODO: GL_EVAL_BIT
if (mask & GL_FOG_BIT) {
cur->fog = glshim_glIsEnabled(GL_FOG);
glshim_glGetFloatv(GL_FOG_COLOR, cur->fog_color);
glshim_glGetFloatv(GL_FOG_DENSITY, &cur->fog_density);
glshim_glGetFloatv(GL_FOG_START, &cur->fog_start);
glshim_glGetFloatv(GL_FOG_END, &cur->fog_end);
glshim_glGetIntegerv(GL_FOG_MODE, &cur->fog_mode);
}
if (mask & GL_HINT_BIT) {
glshim_glGetIntegerv(GL_PERSPECTIVE_CORRECTION_HINT, &cur->perspective_hint);
glshim_glGetIntegerv(GL_POINT_SMOOTH_HINT, &cur->point_smooth_hint);
glshim_glGetIntegerv(GL_LINE_SMOOTH_HINT, &cur->line_smooth_hint);
glshim_glGetIntegerv(GL_FOG_HINT, &cur->fog_hint);
glshim_glGetIntegerv(GL_GENERATE_MIPMAP_HINT, &cur->mipmap_hint);
}
if (mask & GL_LIGHTING_BIT) {
cur->lighting = glshim_glIsEnabled(GL_LIGHTING);
glshim_glGetIntegerv(GL_LIGHT_MODEL_AMBIENT, cur->light_model_ambient);
glshim_glGetIntegerv(GL_LIGHT_MODEL_TWO_SIDE, &cur->light_model_two_side);
int i;
GLint max_lights;
glshim_glGetIntegerv(GL_MAX_LIGHTS, &max_lights);
cur->lights_enabled = (GLboolean *)malloc(max_lights * sizeof(GLboolean));
cur->lights = (GLfloat *)malloc(max_lights * sizeof(GLfloat));
for (i = 0; i < max_lights; i++) {
*(cur->lights_enabled + i) = glshim_glIsEnabled(GL_LIGHT0 + i);
/* TODO: record all data about the lights
glGetFloatv(GL_LIGHT0 + i, cur->lights + i);
*/
}
glshim_glGetIntegerv(GL_SHADE_MODEL, &cur->shade_model);
}
if (mask & GL_LINE_BIT) {
cur->line_smooth = glshim_glIsEnabled(GL_LINE_SMOOTH);
// TODO: stipple stuff here
glshim_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 = glshim_glIsEnabled(GL_MULTISAMPLE);
cur->sample_alpha_to_coverage = glshim_glIsEnabled(GL_SAMPLE_ALPHA_TO_COVERAGE);
cur->sample_alpha_to_one = glshim_glIsEnabled(GL_SAMPLE_ALPHA_TO_ONE);
cur->sample_coverage = glshim_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++)
glshim_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)
glshim_glGetFloatv(GL_ZOOM_X, &cur->pixel_zoomx);
glshim_glGetFloatv(GL_ZOOM_Y, &cur->pixel_zoomy);
}
if (mask & GL_POINT_BIT) {
cur->point_smooth = glshim_glIsEnabled(GL_POINT_SMOOTH);
glshim_glGetFloatv(GL_POINT_SIZE, &cur->point_size);
}
// TODO: GL_POLYGON_BIT
// TODO: GL_POLYGON_STIPPLE_BIT
if (mask & GL_SCISSOR_BIT) {
cur->scissor_test = glshim_glIsEnabled(GL_SCISSOR_TEST);
glshim_glGetFloatv(GL_SCISSOR_BOX, cur->scissor_box);
}
// TODO: GL_STENCIL_BUFFER_BIT
if (mask & GL_STENCIL_BUFFER_BIT) {
cur->stencil_test = glshim_glIsEnabled(GL_STENCIL_TEST);
glshim_glGetIntegerv(GL_STENCIL_FUNC, &cur->stencil_func);
glshim_glGetIntegerv(GL_STENCIL_VALUE_MASK, &cur->stencil_mask);
glshim_glGetIntegerv(GL_STENCIL_REF, &cur->stencil_ref);
//TODO: glStencilFuncSeperate
//TODO: Stencil value mask
glshim_glGetIntegerv(GL_STENCIL_FAIL, &cur->stencil_sfail);
glshim_glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &cur->stencil_dpfail);
glshim_glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &cur->stencil_dppass);
//TODO: glStencilOpSeparate
glshim_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<MAX_TEX; 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[a] = glstate.texgen[a]; // all mode and planes per texture in 1 line
cur->texture[a] = (glstate.texture.bound[a])?glstate.texture.bound[a]->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;
glshim_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) = glshim_glIsEnabled(GL_CLIP_PLANE0 + i);
}
}
glshim_glGetIntegerv(GL_MATRIX_MODE, &cur->matrix_mode);
cur->rescale_normal_flag = glshim_glIsEnabled(GL_RESCALE_NORMAL);
cur->normalize_flag = glshim_glIsEnabled(GL_NORMALIZE);
}
// GL_VIEWPORT_BIT
if (mask & GL_VIEWPORT_BIT) {
glshim_glGetIntegerv(GL_VIEWPORT, cur->viewport_size);
glshim_glGetFloatv(GL_DEPTH_RANGE, cur->depth_range);
}
stack->len++;
}
void glshim_glPushClientAttrib(GLbitfield mask) {
noerrorShim();
if (clientStack == NULL) {
clientStack = (glclientstack_t *)malloc(STACK_SIZE * sizeof(glclientstack_t));
clientStack->len = 0;
clientStack->cap = STACK_SIZE;
} else if (clientStack->len == clientStack->cap) {
clientStack->cap += STACK_SIZE;
clientStack = (glclientstack_t *)realloc(clientStack, clientStack->cap * sizeof(glclientstack_t));
}
glclientstack_t *cur = clientStack + clientStack->len;
cur->mask = mask;
if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
glshim_glGetIntegerv(GL_PACK_ALIGNMENT, &cur->pack_align);
glshim_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<MAX_TEX; 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;
}
clientStack->len++;
}
#define maybe_free(x) \
if (x) free(x)
#define enable_disable(pname, enabled) \
if (enabled) glshim_glEnable(pname); \
else glshim_glDisable(pname)
#define v2(c) c[0], c[1]
#define v3(c) v2(c), c[2]
#define v4(c) v3(c), c[3]
void glshim_glPopAttrib() {
//printf("glPopAttrib()\n");
noerrorShim();
if ((glstate.list.compiling || glstate.gl_batch) && glstate.list.active) {
NewStage(glstate.list.active, STAGE_POP);
glstate.list.active->popattribute = true;
return;
}
if (stack == NULL || stack->len == 0) {
errorShim(GL_STACK_UNDERFLOW);
return;
}
glstack_t *cur = stack + stack->len-1;
if (cur->mask & GL_COLOR_BUFFER_BIT) {
enable_disable(GL_ALPHA_TEST, cur->alpha_test);
glshim_glAlphaFunc(cur->alpha_test_func, cur->alpha_test_ref);
enable_disable(GL_BLEND, cur->blend);
glshim_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);
glshim_glLogicOp(cur->logic_op);
GLfloat *c;
glshim_glClearColor(v4(cur->clear_color));
glshim_glColorMask(v4(cur->color_mask));
}
if (cur->mask & GL_CURRENT_BIT) {
glshim_glColor4f(v4(cur->color));
glshim_glNormal3f(v3(cur->normal));
glshim_glTexCoord4f(v4(cur->tex));
}
if (cur->mask & GL_DEPTH_BUFFER_BIT) {
enable_disable(GL_DEPTH_TEST, cur->depth_test);
glshim_glDepthFunc(cur->depth_func);
glshim_glClearDepth(cur->clear_depth);
glshim_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;
glshim_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);
GLint max_lights;
glshim_glGetIntegerv(GL_MAX_LIGHTS, &max_lights);
for (i = 0; i < max_lights; 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);
int a;
int old_tex = glstate.texture.active;
for (a=0; a<MAX_TEX; a++) {
if (glstate.enable.texture_1d[a] != cur->texture_1d[a]) {
glshim_glActiveTexture(GL_TEXTURE0+a);
enable_disable(GL_TEXTURE_1D, cur->texture_1d[a]);
}
if (glstate.enable.texture_2d[a] != cur->texture_2d[a]) {
glshim_glActiveTexture(GL_TEXTURE0+a);
enable_disable(GL_TEXTURE_2D, cur->texture_2d[a]);
}
if (glstate.enable.texture_3d[a] != cur->texture_3d[a]) {
glshim_glActiveTexture(GL_TEXTURE0+a);
enable_disable(GL_TEXTURE_3D, cur->texture_3d[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];
}
if (glstate.texture.active != old_tex) glshim_glActiveTexture(GL_TEXTURE0+old_tex);
}
if (cur->mask & GL_FOG_BIT) {
enable_disable(GL_FOG, cur->fog);
glshim_glFogfv(GL_FOG_COLOR, cur->fog_color);
glshim_glFogf(GL_FOG_DENSITY, cur->fog_density);
glshim_glFogf(GL_FOG_START, cur->fog_start);
glshim_glFogf(GL_FOG_END, cur->fog_end);
glshim_glFogf(GL_FOG_MODE, cur->fog_mode);
}
if (cur->mask & GL_HINT_BIT) {
enable_disable(GL_PERSPECTIVE_CORRECTION_HINT, cur->perspective_hint);
enable_disable(GL_POINT_SMOOTH_HINT, cur->point_smooth_hint);
enable_disable(GL_LINE_SMOOTH_HINT, cur->line_smooth_hint);
enable_disable(GL_FOG_HINT, cur->fog_hint);
enable_disable(GL_GENERATE_MIPMAP_HINT, cur->mipmap_hint);
}
// GL_LIST_BIT
if (cur->mask & GL_LIST_BIT) {
glshim_glListBase(cur->list_base);
}
if (cur->mask & GL_LINE_BIT) {
enable_disable(GL_LINE_SMOOTH, cur->line_smooth);
// TODO: stipple stuff here
glshim_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);
glshim_glPointSize(cur->point_size);
}
if (cur->mask & GL_SCISSOR_BIT) {
enable_disable(GL_SCISSOR_TEST, cur->scissor_test);
glshim_glScissor(v4(cur->scissor_box));
}
if (cur->mask & GL_STENCIL_BUFFER_BIT) {
enable_disable(GL_STENCIL_TEST, cur->stencil_test);
glshim_glStencilFunc(cur->stencil_func, cur->stencil_ref, cur->stencil_mask);
//TODO: Stencil value mask
glshim_glStencilOp(cur->stencil_sfail, cur->stencil_dpfail, cur->stencil_dppass);
glshim_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<MAX_TEX; 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.texgen[a] = cur->texgen[a]; // all mode and planes per texture in 1 line
if ((cur->texture[a]==0 && glstate.texture.bound[a] != 0) || (cur->texture[a]!=0 && glstate.texture.bound[a]==0)) {
glshim_glActiveTexture(GL_TEXTURE0+a);
glshim_glBindTexture(GL_TEXTURE_2D, cur->texture[a]);
}
}
if (glstate.texture.active!= cur->active) glshim_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++)
glshim_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)
glshim_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;
glshim_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));
}
}
glshim_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) {
glshim_glViewport(cur->viewport_size[0], cur->viewport_size[1], cur->viewport_size[2], cur->viewport_size[3]);
glshim_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);
stack->len--;
}
#undef enable_disable
#define enable_disable(pname, enabled) \
if (enabled) glshim_glEnableClientState(pname); \
else glshim_glDisableClientState(pname)
void glshim_glPopClientAttrib() {
noerrorShim();
//LOAD_GLES(glVertexPointer);
//LOAD_GLES(glColorPointer);
//LOAD_GLES(glNormalPointer);
//LOAD_GLES(glTexCoordPointer);
if (clientStack == NULL || clientStack->len == 0) {
errorShim(GL_STACK_UNDERFLOW);
return;
}
glclientstack_t *cur = clientStack + clientStack->len-1;
if (cur->mask & GL_CLIENT_PIXEL_STORE_BIT) {
glshim_glPixelStorei(GL_PACK_ALIGNMENT, cur->pack_align);
glshim_glPixelStorei(GL_UNPACK_ALIGNMENT, cur->unpack_align);
glshim_glPixelStorei(GL_UNPACK_ROW_LENGTH, cur->unpack_row_length);
glshim_glPixelStorei(GL_UNPACK_SKIP_PIXELS, cur->unpack_skip_pixels);
glshim_glPixelStorei(GL_UNPACK_SKIP_ROWS, cur->unpack_skip_rows);
glshim_glPixelStorei(GL_PACK_ROW_LENGTH, cur->pack_row_length);
glshim_glPixelStorei(GL_PACK_SKIP_PIXELS, cur->pack_skip_pixels);
glshim_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<MAX_TEX; a++) {
if (glstate.vao->tex_coord_array[a] != cur->tex_enable[a]) {
glshim_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) glshim_glClientActiveTexture(GL_TEXTURE0+cur->client);
}
clientStack->len--;
}
#undef maybe_free
#undef enable_disable
#undef v2
#undef v3
#undef v4
//Direct wrapper
void glPushClientAttrib(GLbitfield mask) AliasExport("glshim_glPushClientAttrib");
void glPopClientAttrib() AliasExport("glshim_glPopClientAttrib");
void glPushAttrib(GLbitfield mask) AliasExport("glshim_glPushAttrib");
void glPopAttrib() AliasExport("glshim_glPopAttrib");