Leaked source code of windows server 2003
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/*
** Copyright 1991-1993, Silicon Graphics, Inc.
** All Rights Reserved.
**
** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;
** the contents of this file may not be disclosed to third parties, copied or
** duplicated in any form, in whole or in part, without the prior written
** permission of Silicon Graphics, Inc.
**
** RESTRICTED RIGHTS LEGEND:
** Use, duplication or disclosure by the Government is subject to restrictions
** as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data
** and Computer Software clause at DFARS 252.227-7013, and/or in similar or
** successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished -
** rights reserved under the Copyright Laws of the United States.
*/
#include "precomp.h"
#pragma hdrstop
#include <stdio.h>
#include <fixed.h>
static GLfloat DefaultAmbient[4] = { 0.2f, 0.2f, 0.2f, 1.0 };
static GLfloat DefaultDiffuse[4] = { 0.8f, 0.8f, 0.8f, 1.0 };
static GLfloat DefaultBlack[4] = { 0.0, 0.0, 0.0, 1.0 };
static GLfloat DefaultWhite[4] = { 1.0, 1.0, 1.0, 1.0 };
#ifdef NT
#define UB2F(ub) ((GLfloat) ((ub) / 255.0))
#define B2F(b) ((GLfloat) ((2 * (b) + 1) / 255.0))
GLfloat __glUByteToFloat[256] = {
UB2F( 0), UB2F( 1), UB2F( 2), UB2F( 3),
UB2F( 4), UB2F( 5), UB2F( 6), UB2F( 7),
UB2F( 8), UB2F( 9), UB2F( 10), UB2F( 11),
UB2F( 12), UB2F( 13), UB2F( 14), UB2F( 15),
UB2F( 16), UB2F( 17), UB2F( 18), UB2F( 19),
UB2F( 20), UB2F( 21), UB2F( 22), UB2F( 23),
UB2F( 24), UB2F( 25), UB2F( 26), UB2F( 27),
UB2F( 28), UB2F( 29), UB2F( 30), UB2F( 31),
UB2F( 32), UB2F( 33), UB2F( 34), UB2F( 35),
UB2F( 36), UB2F( 37), UB2F( 38), UB2F( 39),
UB2F( 40), UB2F( 41), UB2F( 42), UB2F( 43),
UB2F( 44), UB2F( 45), UB2F( 46), UB2F( 47),
UB2F( 48), UB2F( 49), UB2F( 50), UB2F( 51),
UB2F( 52), UB2F( 53), UB2F( 54), UB2F( 55),
UB2F( 56), UB2F( 57), UB2F( 58), UB2F( 59),
UB2F( 60), UB2F( 61), UB2F( 62), UB2F( 63),
UB2F( 64), UB2F( 65), UB2F( 66), UB2F( 67),
UB2F( 68), UB2F( 69), UB2F( 70), UB2F( 71),
UB2F( 72), UB2F( 73), UB2F( 74), UB2F( 75),
UB2F( 76), UB2F( 77), UB2F( 78), UB2F( 79),
UB2F( 80), UB2F( 81), UB2F( 82), UB2F( 83),
UB2F( 84), UB2F( 85), UB2F( 86), UB2F( 87),
UB2F( 88), UB2F( 89), UB2F( 90), UB2F( 91),
UB2F( 92), UB2F( 93), UB2F( 94), UB2F( 95),
UB2F( 96), UB2F( 97), UB2F( 98), UB2F( 99),
UB2F(100), UB2F(101), UB2F(102), UB2F(103),
UB2F(104), UB2F(105), UB2F(106), UB2F(107),
UB2F(108), UB2F(109), UB2F(110), UB2F(111),
UB2F(112), UB2F(113), UB2F(114), UB2F(115),
UB2F(116), UB2F(117), UB2F(118), UB2F(119),
UB2F(120), UB2F(121), UB2F(122), UB2F(123),
UB2F(124), UB2F(125), UB2F(126), UB2F(127),
UB2F(128), UB2F(129), UB2F(130), UB2F(131),
UB2F(132), UB2F(133), UB2F(134), UB2F(135),
UB2F(136), UB2F(137), UB2F(138), UB2F(139),
UB2F(140), UB2F(141), UB2F(142), UB2F(143),
UB2F(144), UB2F(145), UB2F(146), UB2F(147),
UB2F(148), UB2F(149), UB2F(150), UB2F(151),
UB2F(152), UB2F(153), UB2F(154), UB2F(155),
UB2F(156), UB2F(157), UB2F(158), UB2F(159),
UB2F(160), UB2F(161), UB2F(162), UB2F(163),
UB2F(164), UB2F(165), UB2F(166), UB2F(167),
UB2F(168), UB2F(169), UB2F(170), UB2F(171),
UB2F(172), UB2F(173), UB2F(174), UB2F(175),
UB2F(176), UB2F(177), UB2F(178), UB2F(179),
UB2F(180), UB2F(181), UB2F(182), UB2F(183),
UB2F(184), UB2F(185), UB2F(186), UB2F(187),
UB2F(188), UB2F(189), UB2F(190), UB2F(191),
UB2F(192), UB2F(193), UB2F(194), UB2F(195),
UB2F(196), UB2F(197), UB2F(198), UB2F(199),
UB2F(200), UB2F(201), UB2F(202), UB2F(203),
UB2F(204), UB2F(205), UB2F(206), UB2F(207),
UB2F(208), UB2F(209), UB2F(210), UB2F(211),
UB2F(212), UB2F(213), UB2F(214), UB2F(215),
UB2F(216), UB2F(217), UB2F(218), UB2F(219),
UB2F(220), UB2F(221), UB2F(222), UB2F(223),
UB2F(224), UB2F(225), UB2F(226), UB2F(227),
UB2F(228), UB2F(229), UB2F(230), UB2F(231),
UB2F(232), UB2F(233), UB2F(234), UB2F(235),
UB2F(236), UB2F(237), UB2F(238), UB2F(239),
UB2F(240), UB2F(241), UB2F(242), UB2F(243),
UB2F(244), UB2F(245), UB2F(246), UB2F(247),
UB2F(248), UB2F(249), UB2F(250), UB2F(251),
UB2F(252), UB2F(253), UB2F(254), UB2F(255),
};
GLfloat __glByteToFloat[256] = {
B2F( 0), B2F( 1), B2F( 2), B2F( 3),
B2F( 4), B2F( 5), B2F( 6), B2F( 7),
B2F( 8), B2F( 9), B2F( 10), B2F( 11),
B2F( 12), B2F( 13), B2F( 14), B2F( 15),
B2F( 16), B2F( 17), B2F( 18), B2F( 19),
B2F( 20), B2F( 21), B2F( 22), B2F( 23),
B2F( 24), B2F( 25), B2F( 26), B2F( 27),
B2F( 28), B2F( 29), B2F( 30), B2F( 31),
B2F( 32), B2F( 33), B2F( 34), B2F( 35),
B2F( 36), B2F( 37), B2F( 38), B2F( 39),
B2F( 40), B2F( 41), B2F( 42), B2F( 43),
B2F( 44), B2F( 45), B2F( 46), B2F( 47),
B2F( 48), B2F( 49), B2F( 50), B2F( 51),
B2F( 52), B2F( 53), B2F( 54), B2F( 55),
B2F( 56), B2F( 57), B2F( 58), B2F( 59),
B2F( 60), B2F( 61), B2F( 62), B2F( 63),
B2F( 64), B2F( 65), B2F( 66), B2F( 67),
B2F( 68), B2F( 69), B2F( 70), B2F( 71),
B2F( 72), B2F( 73), B2F( 74), B2F( 75),
B2F( 76), B2F( 77), B2F( 78), B2F( 79),
B2F( 80), B2F( 81), B2F( 82), B2F( 83),
B2F( 84), B2F( 85), B2F( 86), B2F( 87),
B2F( 88), B2F( 89), B2F( 90), B2F( 91),
B2F( 92), B2F( 93), B2F( 94), B2F( 95),
B2F( 96), B2F( 97), B2F( 98), B2F( 99),
B2F( 100), B2F( 101), B2F( 102), B2F( 103),
B2F( 104), B2F( 105), B2F( 106), B2F( 107),
B2F( 108), B2F( 109), B2F( 110), B2F( 111),
B2F( 112), B2F( 113), B2F( 114), B2F( 115),
B2F( 116), B2F( 117), B2F( 118), B2F( 119),
B2F( 120), B2F( 121), B2F( 122), B2F( 123),
B2F( 124), B2F( 125), B2F( 126), B2F( 127),
B2F(-128), B2F(-127), B2F(-126), B2F(-125),
B2F(-124), B2F(-123), B2F(-122), B2F(-121),
B2F(-120), B2F(-119), B2F(-118), B2F(-117),
B2F(-116), B2F(-115), B2F(-114), B2F(-113),
B2F(-112), B2F(-111), B2F(-110), B2F(-109),
B2F(-108), B2F(-107), B2F(-106), B2F(-105),
B2F(-104), B2F(-103), B2F(-102), B2F(-101),
B2F(-100), B2F( -99), B2F( -98), B2F( -97),
B2F( -96), B2F( -95), B2F( -94), B2F( -93),
B2F( -92), B2F( -91), B2F( -90), B2F( -89),
B2F( -88), B2F( -87), B2F( -86), B2F( -85),
B2F( -84), B2F( -83), B2F( -82), B2F( -81),
B2F( -80), B2F( -79), B2F( -78), B2F( -77),
B2F( -76), B2F( -75), B2F( -74), B2F( -73),
B2F( -72), B2F( -71), B2F( -70), B2F( -69),
B2F( -68), B2F( -67), B2F( -66), B2F( -65),
B2F( -64), B2F( -63), B2F( -62), B2F( -61),
B2F( -60), B2F( -59), B2F( -58), B2F( -57),
B2F( -56), B2F( -55), B2F( -54), B2F( -53),
B2F( -52), B2F( -51), B2F( -50), B2F( -49),
B2F( -48), B2F( -47), B2F( -46), B2F( -45),
B2F( -44), B2F( -43), B2F( -42), B2F( -41),
B2F( -40), B2F( -39), B2F( -38), B2F( -37),
B2F( -36), B2F( -35), B2F( -34), B2F( -33),
B2F( -32), B2F( -31), B2F( -30), B2F( -29),
B2F( -28), B2F( -27), B2F( -26), B2F( -25),
B2F( -24), B2F( -23), B2F( -22), B2F( -21),
B2F( -20), B2F( -19), B2F( -18), B2F( -17),
B2F( -16), B2F( -15), B2F( -14), B2F( -13),
B2F( -12), B2F( -11), B2F( -10), B2F( -9),
B2F( -8), B2F( -7), B2F( -6), B2F( -5),
B2F( -4), B2F( -3), B2F( -2), B2F( -1),
};
#endif // NT
/*
** Early initialization of context. Very little is done here, just enough
** to make a context viable.
*/
void FASTCALL __glEarlyInitContext(__GLcontext *gc)
{
GLint numLights, attribDepth;
GLint i;
ASSERTOPENGL(__GL_MAX_MAX_VIEWPORT == __GL_MAX_WINDOW_WIDTH &&
__GL_MAX_MAX_VIEWPORT == __GL_MAX_WINDOW_HEIGHT,
"__GL_MAX_MAX_VIEWPORT mismatch\n");
gc->constants.fviewportXAdjust = (__GLfloat) gc->constants.viewportXAdjust;
gc->constants.fviewportYAdjust = (__GLfloat) gc->constants.viewportYAdjust;
gc->procs.pickColorMaterialProcs = __glNopGC;
gc->procs.applyColor = __glNopGC;
/* Allocate memory to hold variable sized things */
numLights = gc->constants.numberOfLights;
gc->state.light.source = (__GLlightSourceState*)
GCALLOCZ(gc, numLights*sizeof(__GLlightSourceState));
gc->light.lutCache = NULL;
gc->light.source = (__GLlightSourceMachine*)
GCALLOCZ(gc, numLights*sizeof(__GLlightSourceMachine));
attribDepth = gc->constants.maxAttribStackDepth;
gc->attributes.stack = (__GLattribute**)
GCALLOCZ(gc, attribDepth*sizeof(__GLattribute*));
attribDepth = gc->constants.maxClientAttribStackDepth;
gc->clientAttributes.stack = (__GLclientAttribute**)
GCALLOCZ(gc, attribDepth*sizeof(__GLclientAttribute*));
// now lazy allocate in RenderMode
gc->select.stack = (GLuint*) NULL;
#ifdef NT
// Allocate (n-1) vertices. The last one is reserved by polyarray code.
(void) PolyArrayAllocBuffer(gc, POLYDATA_BUFFER_SIZE + 1);
#ifndef NEW_PARTIAL_PRIM
for (i = 0; i < sizeof(gc->vertex.pdSaved)/sizeof(gc->vertex.pdSaved[0]); i++)
gc->vertex.pdSaved[i].color = &gc->vertex.pdSaved[i].colors[__GL_FRONTFACE];
#endif // NEW_PARTIAL_PRIM
#endif
#ifdef _X86_
initClipCodesTable();
initInvSqrtTable();
#endif // _X86_
__glEarlyInitTextureState(gc);
#if __GL_NUMBER_OF_AUX_BUFFERS > 0
/*
** Allocate any aux color buffer records
** Note: Does not allocate the actual buffer memory, this is done elsewhere.
*/
if (gc->modes.maxAuxBuffers > 0) {
gc->auxBuffer = (__GLcolorBuffer *)
GCALLOCZ(gc, gc->modes.maxAuxBuffers*sizeof(__GLcolorBuffer));
}
#endif
__glInitDlistState(gc);
}
void FASTCALL __glContextSetColorScales(__GLcontext *gc)
{
__GLfloat one = __glOne;
__GLattribute **spp;
__GLattribute *sp;
GLuint mask;
GLint i;
gc->frontBuffer.oneOverRedScale = one / gc->frontBuffer.redScale;
gc->frontBuffer.oneOverGreenScale = one / gc->frontBuffer.greenScale;
gc->frontBuffer.oneOverBlueScale = one / gc->frontBuffer.blueScale;
gc->frontBuffer.oneOverAlphaScale = one / gc->frontBuffer.alphaScale;
gc->vertexToBufferIdentity = GL_TRUE;
if (__GL_FLOAT_NEZ(gc->redVertexScale))
{
gc->oneOverRedVertexScale = one / gc->redVertexScale;
}
else
{
gc->oneOverRedVertexScale = __glZero;
}
if (__GL_FLOAT_NE(gc->redVertexScale, gc->frontBuffer.redScale))
{
gc->redVertexToBufferScale =
gc->frontBuffer.redScale * gc->oneOverRedVertexScale;
gc->vertexToBufferIdentity = GL_FALSE;
}
else
{
gc->redVertexToBufferScale = __glOne;
}
if (__GL_FLOAT_NEZ(gc->greenVertexScale))
{
gc->oneOverGreenVertexScale = one / gc->greenVertexScale;
}
else
{
gc->oneOverGreenVertexScale = __glZero;
}
if (__GL_FLOAT_NE(gc->greenVertexScale, gc->frontBuffer.greenScale))
{
gc->greenVertexToBufferScale =
gc->frontBuffer.greenScale * gc->oneOverGreenVertexScale;
gc->vertexToBufferIdentity = GL_FALSE;
}
else
{
gc->greenVertexToBufferScale = __glOne;
}
if (__GL_FLOAT_NEZ(gc->blueVertexScale))
{
gc->oneOverBlueVertexScale = one / gc->blueVertexScale;
}
else
{
gc->oneOverBlueVertexScale = __glZero;
}
if (__GL_FLOAT_NE(gc->blueVertexScale, gc->frontBuffer.blueScale))
{
gc->blueVertexToBufferScale =
gc->frontBuffer.blueScale * gc->oneOverBlueVertexScale;
gc->vertexToBufferIdentity = GL_FALSE;
}
else
{
gc->blueVertexToBufferScale = __glOne;
}
if (__GL_FLOAT_NEZ(gc->alphaVertexScale))
{
gc->oneOverAlphaVertexScale = one / gc->alphaVertexScale;
}
else
{
gc->oneOverAlphaVertexScale = __glZero;
}
if (__GL_FLOAT_NE(gc->alphaVertexScale, gc->frontBuffer.alphaScale))
{
gc->alphaVertexToBufferScale =
gc->frontBuffer.alphaScale * gc->oneOverAlphaVertexScale;
gc->vertexToBufferIdentity = GL_FALSE;
}
else
{
gc->alphaVertexToBufferScale = __glOne;
}
for (spp = &gc->attributes.stack[0]; spp < gc->attributes.stackPointer;
spp++) {
sp = *spp;
mask = sp->mask;
if (mask & GL_CURRENT_BIT) {
if (gc->modes.rgbMode) {
__glScaleColorf(gc,
&sp->current.rasterPos.colors[__GL_FRONTFACE],
&sp->current.rasterPos.colors[__GL_FRONTFACE].r);
}
}
if (mask & GL_LIGHTING_BIT) {
__glScaleColorf(gc,
&sp->light.model.ambient,
&sp->light.model.ambient.r);
for (i=0; i<gc->constants.numberOfLights; i++) {
__glScaleColorf(gc,
&sp->light.source[i].ambient,
&sp->light.source[i].ambient.r);
__glScaleColorf(gc,
&sp->light.source[i].diffuse,
&sp->light.source[i].diffuse.r);
__glScaleColorf(gc,
&sp->light.source[i].specular,
&sp->light.source[i].specular.r);
}
__glScaleColorf(gc,
&sp->light.front.emissive,
&sp->light.front.emissive.r);
__glScaleColorf(gc,
&sp->light.back.emissive,
&sp->light.back.emissive.r);
}
#ifdef NT
if (mask & GL_FOG_BIT)
{
__glScaleColorf(gc, &sp->fog.color, &sp->fog.color.r);
if (sp->fog.color.r == sp->fog.color.g
&& sp->fog.color.r == sp->fog.color.b)
sp->fog.flags |= __GL_FOG_GRAY_RGB;
else
sp->fog.flags &= ~__GL_FOG_GRAY_RGB;
}
#ifdef _MCD_
MCD_STATE_DIRTY(gc, FOG);
#endif
#endif
}
if (gc->modes.rgbMode) {
__glScaleColorf(gc,
&gc->state.current.rasterPos.colors[__GL_FRONTFACE],
&gc->state.current.rasterPos.colors[__GL_FRONTFACE].r);
}
__glScaleColorf(gc,
&gc->state.light.model.ambient,
&gc->state.light.model.ambient.r);
for (i=0; i<gc->constants.numberOfLights; i++) {
__glScaleColorf(gc,
&gc->state.light.source[i].ambient,
&gc->state.light.source[i].ambient.r);
__glScaleColorf(gc,
&gc->state.light.source[i].diffuse,
&gc->state.light.source[i].diffuse.r);
__glScaleColorf(gc,
&gc->state.light.source[i].specular,
&gc->state.light.source[i].specular.r);
}
__glScaleColorf(gc,
&gc->state.light.front.emissive,
&gc->state.light.front.emissive.r);
__glScaleColorf(gc,
&gc->state.light.back.emissive,
&gc->state.light.back.emissive.r);
#ifdef NT
__glScaleColorf(gc, &gc->state.fog.color, &gc->state.fog.color.r);
if (gc->state.fog.color.r == gc->state.fog.color.g
&& gc->state.fog.color.r == gc->state.fog.color.b)
gc->state.fog.flags |= __GL_FOG_GRAY_RGB;
else
gc->state.fog.flags &= ~__GL_FOG_GRAY_RGB;
#ifdef _MCD_
MCD_STATE_DIRTY(gc, FOG);
#endif
#endif
__glPixelSetColorScales(gc);
}
void FASTCALL __glContextUnsetColorScales(__GLcontext *gc)
{
GLint i;
__GLattribute **spp;
__GLattribute *sp;
GLuint mask;
for (spp = &gc->attributes.stack[0]; spp < gc->attributes.stackPointer;
spp++) {
sp = *spp;
mask = sp->mask;
if (mask & GL_CURRENT_BIT) {
if (gc->modes.rgbMode) {
__glUnScaleColorf(gc,
&sp->current.rasterPos.colors[__GL_FRONTFACE].r,
&sp->current.rasterPos.colors[__GL_FRONTFACE]);
}
}
if (mask & GL_LIGHTING_BIT) {
__glUnScaleColorf(gc,
&sp->light.model.ambient.r,
&sp->light.model.ambient);
for (i=0; i<gc->constants.numberOfLights; i++) {
__glUnScaleColorf(gc,
&sp->light.source[i].ambient.r,
&sp->light.source[i].ambient);
__glUnScaleColorf(gc,
&sp->light.source[i].diffuse.r,
&sp->light.source[i].diffuse);
__glUnScaleColorf(gc,
&sp->light.source[i].specular.r,
&sp->light.source[i].specular);
}
__glUnScaleColorf(gc,
&sp->light.front.emissive.r,
&sp->light.front.emissive);
__glUnScaleColorf(gc,
&sp->light.back.emissive.r,
&sp->light.back.emissive);
}
#ifdef NT
if (mask & GL_FOG_BIT)
{
__glUnScaleColorf(gc, &sp->fog.color.r, &sp->fog.color);
#ifdef _MCD_
MCD_STATE_DIRTY(gc, FOG);
#endif
}
#endif
}
if (gc->modes.rgbMode) {
__glUnScaleColorf(gc,
&gc->state.current.rasterPos.colors[__GL_FRONTFACE].r,
&gc->state.current.rasterPos.colors[__GL_FRONTFACE]);
}
__glUnScaleColorf(gc,
&gc->state.light.model.ambient.r,
&gc->state.light.model.ambient);
for (i=0; i<gc->constants.numberOfLights; i++) {
__glUnScaleColorf(gc,
&gc->state.light.source[i].ambient.r,
&gc->state.light.source[i].ambient);
__glUnScaleColorf(gc,
&gc->state.light.source[i].diffuse.r,
&gc->state.light.source[i].diffuse);
__glUnScaleColorf(gc,
&gc->state.light.source[i].specular.r,
&gc->state.light.source[i].specular);
}
__glUnScaleColorf(gc,
&gc->state.light.front.emissive.r,
&gc->state.light.front.emissive);
__glUnScaleColorf(gc,
&gc->state.light.back.emissive.r,
&gc->state.light.back.emissive);
#ifdef NT
__glUnScaleColorf(gc, &gc->state.fog.color.r, &gc->state.fog.color);
#ifdef _MCD_
MCD_STATE_DIRTY(gc, FOG);
#endif
#endif
}
/*
** Initialize all user controllable state, plus any computed state that
** is only set by user commands. For example, light source position
** is converted immediately into eye coordinates.
**
** Any state that would be initialized to zero is not done here because
** the memory assigned to the context has already been block zeroed.
**
** NOTE: Since this function may need memory allocation, caller must
** check that gengc->errorcode is not set indicating memory allocation
** error. If error is set, context is in an unknown state and data
** structure integrity is not guaranteed.
*/
void FASTCALL __glSoftResetContext(__GLcontext *gc)
{
__GLlightSourceState *lss;
__GLlightSourceMachine *lsm;
__GLvertex *vx;
GLint i, numLights;
__GLfloat one = __glOne;
/*
** Initialize constant values first so that they will
** be valid if needed by subsequent initialization steps.
*/
if (gc->constants.alphaTestSize == 0) {
gc->constants.alphaTestSize = 256; /* A default */
}
gc->constants.alphaTableConv = (gc->constants.alphaTestSize - 1) /
gc->frontBuffer.alphaScale;
// viewportEpsilon is the smallest representable value in window
// coordinates. The number of fractional bits in a window
// coordinate is known and fixed, so compute epsilon directly
gc->constants.viewportEpsilon = 1.0f/(1 << __GL_VERTEX_FRAC_BITS);
gc->constants.viewportAlmostHalf =
__glHalf - gc->constants.viewportEpsilon;
/* Allocate memory to hold variable sized things */
numLights = gc->constants.numberOfLights;
/* Misc machine state */
gc->beginMode = __GL_NEED_VALIDATE;
gc->dirtyMask = __GL_DIRTY_ALL;
gc->validateMask = (GLuint) ~0;
gc->attributes.stackPointer = &gc->attributes.stack[0];
gc->clientAttributes.stackPointer = &gc->clientAttributes.stack[0];
#ifndef NT
// NT vertex allocation is done in __glEarlyInitContext.
gc->vertex.v0 = &gc->vertex.vbuf[0];
vx = &gc->vertex.vbuf[0];
for (i = 0; i < __GL_NVBUF; i++, vx++) {
vx->color = &vx->colors[__GL_FRONTFACE];
}
#endif
/* We need to initialize the matrix stuff early (before we handle */
/* lighting) since we cache the modelview matrix with the light */
__glInitTransformState(gc);
#ifdef NT
/* __glInitTransformState does memory allocation (incl. modelView */
/* matrix which is needed later in this function. If error code */
/* is set, we must exit. */
if (((__GLGENcontext *) gc)->errorcode)
return;
#endif
/* GL_LIGHTING_BIT state */
gc->state.light.model.ambient.r = DefaultAmbient[0];
gc->state.light.model.ambient.g = DefaultAmbient[1];
gc->state.light.model.ambient.b = DefaultAmbient[2];
gc->state.light.model.ambient.a = DefaultAmbient[3];
gc->state.light.front.ambient.r = DefaultAmbient[0];
gc->state.light.front.ambient.g = DefaultAmbient[1];
gc->state.light.front.ambient.b = DefaultAmbient[2];
gc->state.light.front.ambient.a = DefaultAmbient[3];
gc->state.light.front.diffuse.r = DefaultDiffuse[0];
gc->state.light.front.diffuse.g = DefaultDiffuse[1];
gc->state.light.front.diffuse.b = DefaultDiffuse[2];
gc->state.light.front.diffuse.a = DefaultDiffuse[3];
gc->state.light.front.specular.r = DefaultBlack[0];
gc->state.light.front.specular.g = DefaultBlack[1];
gc->state.light.front.specular.b = DefaultBlack[2];
gc->state.light.front.specular.a = DefaultBlack[3];
gc->state.light.front.emissive.r = DefaultBlack[0];
gc->state.light.front.emissive.g = DefaultBlack[1];
gc->state.light.front.emissive.b = DefaultBlack[2];
gc->state.light.front.emissive.a = DefaultBlack[3];
gc->state.light.front.cmapa = 0;
gc->state.light.front.cmapd = 1;
gc->state.light.front.cmaps = 1;
gc->state.light.back = gc->state.light.front;
gc->light.front.specularExponent = -1;
gc->light.front.specTable = NULL;
gc->light.front.cache = NULL;
gc->light.back.specularExponent = -1;
gc->light.back.specTable = NULL;
gc->light.back.cache = NULL;
/* Initialize the individual lights */
gc->state.light.dirtyLights = (1 << gc->constants.numberOfLights)-1;
lss = &gc->state.light.source[0];
lsm = &gc->light.source[0];
for (i = 0; i < numLights; i++, lss++, lsm++) {
lss->ambient.r = DefaultBlack[0];
lss->ambient.g = DefaultBlack[1];
lss->ambient.b = DefaultBlack[2];
lss->ambient.a = DefaultBlack[3];
if (i == 0) {
lss->diffuse.r = DefaultWhite[0];
lss->diffuse.g = DefaultWhite[1];
lss->diffuse.b = DefaultWhite[2];
lss->diffuse.a = DefaultWhite[3];
} else {
lss->diffuse.r = DefaultBlack[0];
lss->diffuse.g = DefaultBlack[1];
lss->diffuse.b = DefaultBlack[2];
lss->diffuse.a = DefaultBlack[3];
}
lss->lightMatrix = gc->transform.modelView->matrix;
lss->specular = lss->diffuse;
lss->position.z = __glOne;
lss->positionEye.z = __glOne;
lsm->position.z = __glOne;
lss->direction.z = __glMinusOne;
lss->directionEye.z = __glMinusOne;
lss->directionEyeNorm.z = __glMinusOne;
lsm->direction.z = __glMinusOne;
lss->spotLightCutOffAngle = 180;
lss->constantAttenuation = __glOne;
lsm->spotTable = NULL;
lsm->spotLightExponent = -1;
lsm->cache = NULL;
}
gc->state.light.colorMaterialFace = GL_FRONT_AND_BACK;
gc->state.light.colorMaterialParam = GL_AMBIENT_AND_DIFFUSE;
gc->state.light.shadingModel = GL_SMOOTH;
/* GL_HINT_BIT state */
gc->state.hints.perspectiveCorrection = GL_DONT_CARE;
gc->state.hints.pointSmooth = GL_DONT_CARE;
gc->state.hints.lineSmooth = GL_DONT_CARE;
gc->state.hints.polygonSmooth = GL_DONT_CARE;
gc->state.hints.fog = GL_DONT_CARE;
#ifdef GL_WIN_phong_shading
gc->state.hints.phong = GL_DONT_CARE;
#endif //GL_WIN_phong_shading
/* GL_CURRENT_BIT state */
gc->state.current.rasterPos.window.x = gc->constants.fviewportXAdjust;
gc->state.current.rasterPos.window.y = gc->constants.fviewportYAdjust;
gc->state.current.rasterPos.clip.w = __glOne;
gc->state.current.rasterPos.texture.w = __glOne;
gc->state.current.rasterPos.color
= &gc->state.current.rasterPos.colors[__GL_FRONTFACE];
if (gc->modes.rgbMode) {
gc->state.current.rasterPos.colors[__GL_FRONTFACE].r = DefaultWhite[0];
gc->state.current.rasterPos.colors[__GL_FRONTFACE].g = DefaultWhite[1];
gc->state.current.rasterPos.colors[__GL_FRONTFACE].b = DefaultWhite[2];
gc->state.current.rasterPos.colors[__GL_FRONTFACE].a = DefaultWhite[3];
} else {
gc->state.current.rasterPos.colors[__GL_FRONTFACE].r = __glOne;
}
gc->state.current.validRasterPos = GL_TRUE;
gc->state.current.edgeTag = GL_TRUE;
/* GL_FOG_BIT state */
gc->state.fog.mode = GL_EXP;
gc->state.fog.density = __glOne;
#ifdef NT
gc->state.fog.density2neg = -(__glOne);
#endif
gc->state.fog.end = (__GLfloat) 1.0;
gc->state.fog.flags = __GL_FOG_GRAY_RGB; // default fog color is 0,0,0,0
/* GL_POINT_BIT state */
gc->state.point.requestedSize = (__GLfloat) 1.0;
gc->state.point.smoothSize = (__GLfloat) 1.0;
gc->state.point.aliasedSize = 1;
/* GL_LINE_BIT state */
gc->state.line.requestedWidth = (__GLfloat) 1.0;
gc->state.line.smoothWidth = (__GLfloat) 1.0;
gc->state.line.aliasedWidth = 1;
gc->state.line.stipple = 0xFFFF;
gc->state.line.stippleRepeat = 1;
/* GL_POLYGON_BIT state */
gc->state.polygon.frontMode = GL_FILL;
gc->state.polygon.backMode = GL_FILL;
gc->state.polygon.cull = GL_BACK;
gc->state.polygon.frontFaceDirection = GL_CCW;
/* GL_POLYGON_STIPPLE_BIT state */
for (i = 0; i < 4*32; i++) {
gc->state.polygonStipple.stipple[i] = 0xFF;
}
for (i = 0; i < 32; i++) {
gc->polygon.stipple[i] = 0xFFFFFFFF;
}
/* GL_ACCUM_BUFFER_BIT state */
/* GL_STENCIL_BUFFER_BIT state */
gc->state.stencil.testFunc = GL_ALWAYS;
gc->state.stencil.mask = __GL_MAX_STENCIL_VALUE;
gc->state.stencil.fail = GL_KEEP;
gc->state.stencil.depthFail = GL_KEEP;
gc->state.stencil.depthPass = GL_KEEP;
gc->state.stencil.writeMask = __GL_MAX_STENCIL_VALUE;
/* GL_DEPTH_BUFFER_BIT state */
gc->state.depth.writeEnable = GL_TRUE;
gc->state.depth.testFunc = GL_LESS;
gc->state.depth.clear = __glOne;
/* GL_COLOR_BUFFER_BIT state */
gc->renderMode = GL_RENDER;
gc->state.raster.alphaFunction = GL_ALWAYS;
gc->state.raster.blendSrc = GL_ONE;
gc->state.raster.blendDst = GL_ZERO;
gc->state.raster.logicOp = GL_COPY;
gc->state.raster.rMask = GL_TRUE;
gc->state.raster.gMask = GL_TRUE;
gc->state.raster.bMask = GL_TRUE;
gc->state.raster.aMask = GL_TRUE;
if (gc->modes.doubleBufferMode) {
gc->state.raster.drawBuffer = GL_BACK;
} else {
gc->state.raster.drawBuffer = GL_FRONT;
}
gc->state.raster.drawBufferReturn = gc->state.raster.drawBuffer;
gc->state.current.userColor.r = (__GLfloat) 1.0;
gc->state.current.userColor.g = (__GLfloat) 1.0;
gc->state.current.userColor.b = (__GLfloat) 1.0;
gc->state.current.userColor.a = (__GLfloat) 1.0;
gc->state.current.userColorIndex = (__GLfloat) 1.0;
if (gc->modes.colorIndexMode) {
gc->state.raster.writeMask = (gc)->frontBuffer.redMax;
}
gc->state.enables.general |= __GL_DITHER_ENABLE;
gc->select.hit = GL_FALSE;
gc->select.sp = gc->select.stack;
/*
** Initialize larger subsystems by calling their init codes.
*/
__glInitEvaluatorState(gc);
__glInitTextureState(gc);
__glInitPixelState(gc);
__glInitLUTCache(gc);
#ifdef NT
__glInitVertexArray(gc);
#endif
#ifdef _MCD_
MCD_STATE_DIRTY(gc, ALL);
#endif
}
/************************************************************************/
/*
** Free any attribute state left on the stack. Stop at the first
** zero in the array.
*/
void FASTCALL __glFreeAttributeState(__GLcontext *gc)
{
__GLattribute *sp, **spp;
for (spp = &gc->attributes.stack[0];
spp < &gc->attributes.stack[gc->constants.maxAttribStackDepth];
spp++) {
if (sp = *spp) {
GCFREE(gc, sp);
} else
break;
}
GCFREE(gc, gc->attributes.stack);
}
void FASTCALL __glFreeClientAttributeState(__GLcontext *gc)
{
__GLclientAttribute *sp, **spp;
for (spp = &gc->clientAttributes.stack[0];
spp < &gc->clientAttributes.stack[gc->constants.maxClientAttribStackDepth];
spp++) {
if (sp = *spp) {
GCFREE(gc, sp);
} else
break;
}
GCFREE(gc, gc->clientAttributes.stack);
}
/*
** Destroy a context. If it's the current context then the
** current context is set to GL_NULL.
*/
void FASTCALL __glDestroyContext(__GLcontext *gc)
{
__GLcontext *oldgc;
oldgc = (__GLcontext *)GLTEB_SRVCONTEXT();
#ifndef NT
/* Set the global context to the one we are destroying. */
__gl_context = gc;
#else
// Set paTeb to NULL for now. If we ever need to reference pa in this
// function, then set it up appropriately.
gc->paTeb = NULL;
GLTEB_SET_SRVCONTEXT(gc);
/*
** Need to pop all pushed attributes to free storage.
** Then it will be safe to delete stack entries.
*/
if (gc->attributes.stack) {
while (gc->attributes.stackPointer > &gc->attributes.stack[0]) {
(void) __glInternalPopAttrib(gc, GL_TRUE);
}
}
if (gc->clientAttributes.stack) {
while (gc->clientAttributes.stackPointer > &gc->clientAttributes.stack[0]) {
(void) __glInternalPopClientAttrib(gc, GL_FALSE, GL_TRUE);
}
}
#endif
GCFREE(gc, gc->state.light.source);
GCFREE(gc, gc->light.source);
#ifdef NT
// now lazy allocated
if (gc->select.stack)
#endif
GCFREE(gc, gc->select.stack);
GCFREE(gc, gc->state.transform.eyeClipPlanes);
GCFREE(gc, gc->transform.modelViewStack);
GCFREE(gc, gc->transform.projectionStack);
GCFREE(gc, gc->transform.textureStack);
GCFREE(gc, gc->transform.clipTemp);
GCFREE(gc, gc->alphaTestFuncTable);
#ifdef NT
// they are one memory allocation.
GCFREE(gc, gc->stencilBuffer.testFuncTable);
#else
GCFREE(gc, gc->stencilBuffer.testFuncTable);
GCFREE(gc, gc->stencilBuffer.failOpTable);
GCFREE(gc, gc->stencilBuffer.depthFailOpTable);
GCFREE(gc, gc->stencilBuffer.depthPassOpTable);
#endif
/*
** Free other malloc'd data associated with the context
*/
__glFreeEvaluatorState(gc);
__glFreePixelState(gc);
__glFreeDlistState(gc);
if (gc->attributes.stack) __glFreeAttributeState(gc);
if (gc->clientAttributes.stack) __glFreeClientAttributeState(gc);
if (gc->texture.texture) __glFreeTextureState(gc);
if (gc->light.lutCache) __glFreeLUTCache(gc);
#ifdef NT
// Free the vertex buffer.
PolyArrayFreeBuffer(gc);
#endif
#if __GL_NUMBER_OF_AUX_BUFFERS > 0
/*
** Free any aux color buffer records
** Note: Does not free the actual buffer memory, this is done elsewhere.
*/
if (gc->auxBuffer) GCFREE(gc, gc->auxBuffer);
#endif
/*
** Note: We do not free the software buffers here. They are attached
** to the drawable, and is the glx extension's responsibility to free
** them when the drawable is destroyed.
*/
FREE(gc);
if (gc == oldgc) oldgc = NULL;
#ifndef NT
__gl_context = oldgc;
#else
GLTEB_SET_SRVCONTEXT(oldgc);
#endif
}
#ifdef NT
// See also __glSetError
void FASTCALL __glSetErrorEarly(__GLcontext *gc, GLenum code)
{
if (gc == (__GLcontext *) NULL)
return;
if (!gc->error)
gc->error = code;
ASSERTOPENGL(gc->error == 0
|| (gc->error >= GL_INVALID_ENUM && gc->error <= GL_OUT_OF_MEMORY),
"Bad error code in gc\n");
DBGLEVEL2(LEVEL_INFO, "__glSetError error: %ld (0x%lX)\n", code, code);
#if 0
try
{
DebugBreak();
}
finally
{
}
#endif
}
#endif // NT
void FASTCALL __glSetError(GLenum code)
{
__GL_SETUP();
__glSetErrorEarly(gc, code);
}
GLint APIPRIVATE __glim_RenderMode(GLenum mode)
{
GLint rv;
__GL_SETUP_NOT_IN_BEGIN2();
switch (mode) {
case GL_RENDER:
case GL_FEEDBACK:
case GL_SELECT:
break;
default:
__glSetError(GL_INVALID_ENUM);
return 0;
}
/* Switch out of old render mode. Get return value. */
switch (gc->renderMode) {
case GL_RENDER:
rv = 0;
break;
case GL_FEEDBACK:
rv = gc->feedback.overFlowed ? -1 :
(GLint)((ULONG_PTR)(gc->feedback.result - gc->feedback.resultBase));
break;
case GL_SELECT:
rv = gc->select.overFlowed ? -1 : gc->select.hits;
break;
}
switch (mode) {
case GL_FEEDBACK:
if (!gc->feedback.resultBase) {
__glSetError(GL_INVALID_OPERATION);
return rv;
}
gc->feedback.result = gc->feedback.resultBase;
gc->feedback.overFlowed = GL_FALSE;
break;
case GL_SELECT:
if (!gc->select.stack)
{
gc->select.stack = (GLuint*) GCALLOCZ
(gc, gc->constants.maxNameStackDepth*sizeof(GLuint));
if (!gc->select.stack)
{
__glSetError(GL_OUT_OF_MEMORY);
return rv;
}
}
if (!gc->select.resultBase) {
__glSetError(GL_INVALID_OPERATION);
return rv;
}
gc->select.result = gc->select.resultBase;
gc->select.overFlowed = GL_FALSE;
gc->select.sp = gc->select.stack;
gc->select.hit = GL_FALSE;
gc->select.hits = 0;
gc->select.z = 0;
break;
}
/* Switch to new render mode - do this last! */
if (gc->renderMode == mode) return rv;
gc->renderMode = mode;
__GL_DELAY_VALIDATE(gc);
return rv;
}