ugfx/3rdparty/tinygl-0.4-ugfx/src/misc.c
2014-08-20 01:36:33 +10:00

150 lines
3.0 KiB
C

#include "zgl.h"
#include "msghandling.h"
void glopViewport(GLContext *c,GLParam *p)
{
int xsize,ysize,xmin,ymin,xsize_req,ysize_req;
xmin=p[1].i;
ymin=p[2].i;
xsize=p[3].i;
ysize=p[4].i;
/* we may need to resize the zbuffer */
if (c->viewport.xmin != xmin ||
c->viewport.ymin != ymin ||
c->viewport.xsize != xsize ||
c->viewport.ysize != ysize) {
xsize_req=xmin+xsize;
ysize_req=ymin+ysize;
if (c->gl_resize_viewport &&
c->gl_resize_viewport(c,&xsize_req,&ysize_req) != 0) {
gl_fatal_error("glViewport: error while resizing display");
}
xsize=xsize_req-xmin;
ysize=ysize_req-ymin;
if (xsize <= 0 || ysize <= 0) {
gl_fatal_error("glViewport: size too small");
}
tgl_trace("glViewport: %d %d %d %d\n",
xmin, ymin, xsize, ysize);
c->viewport.xmin=xmin;
c->viewport.ymin=ymin;
c->viewport.xsize=xsize;
c->viewport.ysize=ysize;
c->viewport.updated=1;
}
}
void glopEnableDisable(GLContext *c,GLParam *p)
{
int code=p[1].i;
int v=p[2].i;
switch(code) {
case GL_CULL_FACE:
c->cull_face_enabled=v;
break;
case GL_LIGHTING:
c->lighting_enabled=v;
break;
case GL_COLOR_MATERIAL:
c->color_material_enabled=v;
break;
case GL_TEXTURE_2D:
c->texture_2d_enabled=v;
break;
case GL_NORMALIZE:
c->normalize_enabled=v;
break;
case GL_DEPTH_TEST:
c->depth_test = v;
break;
case GL_POLYGON_OFFSET_FILL:
if (v) c->offset_states |= TGL_OFFSET_FILL;
else c->offset_states &= ~TGL_OFFSET_FILL;
break;
case GL_POLYGON_OFFSET_POINT:
if (v) c->offset_states |= TGL_OFFSET_POINT;
else c->offset_states &= ~TGL_OFFSET_POINT;
break;
case GL_POLYGON_OFFSET_LINE:
if (v) c->offset_states |= TGL_OFFSET_LINE;
else c->offset_states &= ~TGL_OFFSET_LINE;
break;
default:
if (code>=GL_LIGHT0 && code<GL_LIGHT0+MAX_LIGHTS) {
gl_enable_disable_light(c,code - GL_LIGHT0, v);
} else {
/*
fprintf(stderr,"glEnableDisable: 0x%X not supported.\n",code);
*/
}
break;
}
}
void glopShadeModel(GLContext *c,GLParam *p)
{
int code=p[1].i;
c->current_shade_model=code;
}
void glopCullFace(GLContext *c,GLParam *p)
{
int code=p[1].i;
c->current_cull_face=code;
}
void glopFrontFace(GLContext *c,GLParam *p)
{
int code=p[1].i;
c->current_front_face=code;
}
void glopPolygonMode(GLContext *c,GLParam *p)
{
int face=p[1].i;
int mode=p[2].i;
switch(face) {
case GL_BACK:
c->polygon_mode_back=mode;
break;
case GL_FRONT:
c->polygon_mode_front=mode;
break;
case GL_FRONT_AND_BACK:
c->polygon_mode_front=mode;
c->polygon_mode_back=mode;
break;
default:
gl_assert(0);
}
}
void glopHint(GLContext *c,GLParam *p)
{
(void)c;
(void)p;
#if 0
int target=p[1].i;
int mode=p[2].i;
/* do nothing */
#endif
}
void
glopPolygonOffset(GLContext *c, GLParam *p)
{
c->offset_factor = p[1].f;
c->offset_units = p[2].f;
}