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250 lines
9.2 KiB
250 lines
9.2 KiB
#include "precomp.h"
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#pragma hdrstop
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void APIPRIVATE __glim_Enable(GLenum cap)
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{
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__GL_SETUP_NOT_IN_BEGIN();
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switch (cap) {
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case GL_ALPHA_TEST:
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if (gc->state.enables.general & __GL_ALPHA_TEST_ENABLE) return;
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gc->state.enables.general |= __GL_ALPHA_TEST_ENABLE;
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break;
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case GL_BLEND:
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if (gc->state.enables.general & __GL_BLEND_ENABLE) return;
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gc->state.enables.general |= __GL_BLEND_ENABLE;
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break;
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case GL_COLOR_MATERIAL:
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if (gc->state.enables.general & __GL_COLOR_MATERIAL_ENABLE) return;
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gc->state.enables.general |= __GL_COLOR_MATERIAL_ENABLE;
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ComputeColorMaterialChange(gc);
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(*gc->procs.pickColorMaterialProcs)(gc);
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(*gc->procs.applyColor)(gc);
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break;
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case GL_CULL_FACE:
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if (gc->state.enables.general & __GL_CULL_FACE_ENABLE) return;
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gc->state.enables.general |= __GL_CULL_FACE_ENABLE;
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__GL_DELAY_VALIDATE_MASK(gc, __GL_DIRTY_POLYGON);
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#ifdef _MCD_
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MCD_STATE_DIRTY(gc, ENABLES);
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#endif
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return;
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case GL_DEPTH_TEST:
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if (gc->state.enables.general & __GL_DEPTH_TEST_ENABLE) return;
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gc->state.enables.general |= __GL_DEPTH_TEST_ENABLE;
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if (gc->modes.depthBits) {
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if (!gc->modes.haveDepthBuffer)
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LazyAllocateDepth(gc);
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// XXX if this fails should we be setting the enable bit?
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} else {
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gc->state.depth.testFunc = GL_ALWAYS;
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#ifdef _MCD_
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MCD_STATE_DIRTY(gc, DEPTHTEST);
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#endif
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}
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__GL_DELAY_VALIDATE_MASK(gc, __GL_DIRTY_DEPTH);
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break;
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case GL_POLYGON_OFFSET_POINT:
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if (gc->state.enables.general & __GL_POLYGON_OFFSET_POINT_ENABLE)
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return;
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gc->state.enables.general |= __GL_POLYGON_OFFSET_POINT_ENABLE;
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__GL_DELAY_VALIDATE_MASK(gc, __GL_DIRTY_POINT);
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break;
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case GL_POLYGON_OFFSET_LINE:
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if (gc->state.enables.general & __GL_POLYGON_OFFSET_LINE_ENABLE)
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return;
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gc->state.enables.general |= __GL_POLYGON_OFFSET_LINE_ENABLE;
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__GL_DELAY_VALIDATE_MASK(gc, __GL_DIRTY_LINE);
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break;
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case GL_POLYGON_OFFSET_FILL:
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if (gc->state.enables.general & __GL_POLYGON_OFFSET_FILL_ENABLE)
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return;
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gc->state.enables.general |= __GL_POLYGON_OFFSET_FILL_ENABLE;
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__GL_DELAY_VALIDATE_MASK(gc, __GL_DIRTY_POLYGON);
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break;
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case GL_DITHER:
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if (gc->state.enables.general & __GL_DITHER_ENABLE) return;
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gc->state.enables.general |= __GL_DITHER_ENABLE;
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break;
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#ifdef GL_WIN_specular_fog
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case GL_FOG_SPECULAR_TEXTURE_WIN:
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if (gc->state.enables.general & __GL_FOG_SPEC_TEX_ENABLE) return;
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gc->state.enables.general |= __GL_FOG_SPEC_TEX_ENABLE;
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break;
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#endif //GL_WIN_specular_fog
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case GL_FOG:
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if (gc->state.enables.general & __GL_FOG_ENABLE) return;
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gc->state.enables.general |= __GL_FOG_ENABLE;
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break;
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case GL_LIGHTING:
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if (gc->state.enables.general & __GL_LIGHTING_ENABLE) return;
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gc->state.enables.general |= __GL_LIGHTING_ENABLE;
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__GL_DELAY_VALIDATE_MASK(gc, __GL_DIRTY_LIGHTING);
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#ifdef _MCD_
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MCD_STATE_DIRTY(gc, ENABLES);
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#endif
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#ifdef NT
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ComputeColorMaterialChange(gc);
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#endif
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(*gc->procs.pickColorMaterialProcs)(gc);
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(*gc->procs.applyColor)(gc);
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return;
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case GL_LINE_SMOOTH:
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if (gc->state.enables.general & __GL_LINE_SMOOTH_ENABLE) return;
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gc->state.enables.general |= __GL_LINE_SMOOTH_ENABLE;
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break;
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case GL_LINE_STIPPLE:
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if (gc->state.enables.general & __GL_LINE_STIPPLE_ENABLE) return;
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gc->state.enables.general |= __GL_LINE_STIPPLE_ENABLE;
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__GL_DELAY_VALIDATE_MASK(gc, __GL_DIRTY_LINE);
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#ifdef _MCD_
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MCD_STATE_DIRTY(gc, ENABLES);
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#endif
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return;
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case GL_INDEX_LOGIC_OP:
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if (gc->state.enables.general & __GL_INDEX_LOGIC_OP_ENABLE) return;
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gc->state.enables.general |= __GL_INDEX_LOGIC_OP_ENABLE;
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break;
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case GL_COLOR_LOGIC_OP:
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if (gc->state.enables.general & __GL_COLOR_LOGIC_OP_ENABLE) return;
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gc->state.enables.general |= __GL_COLOR_LOGIC_OP_ENABLE;
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break;
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case GL_NORMALIZE:
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if (gc->state.enables.general & __GL_NORMALIZE_ENABLE) return;
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gc->state.enables.general |= __GL_NORMALIZE_ENABLE;
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break;
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case GL_POINT_SMOOTH:
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if (gc->state.enables.general & __GL_POINT_SMOOTH_ENABLE) return;
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gc->state.enables.general |= __GL_POINT_SMOOTH_ENABLE;
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break;
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case GL_POLYGON_SMOOTH:
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if (gc->state.enables.general & __GL_POLYGON_SMOOTH_ENABLE) return;
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gc->state.enables.general |= __GL_POLYGON_SMOOTH_ENABLE;
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break;
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case GL_POLYGON_STIPPLE:
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if (gc->state.enables.general & __GL_POLYGON_STIPPLE_ENABLE) return;
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gc->state.enables.general |= __GL_POLYGON_STIPPLE_ENABLE;
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__GL_DELAY_VALIDATE_MASK(gc, __GL_DIRTY_POLYGON);
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#ifdef _MCD_
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MCD_STATE_DIRTY(gc, ENABLES);
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#endif
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return;
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case GL_SCISSOR_TEST:
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if (gc->state.enables.general & __GL_SCISSOR_TEST_ENABLE) return;
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gc->state.enables.general |= __GL_SCISSOR_TEST_ENABLE;
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#ifdef NT
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#ifdef _MCD_
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MCD_STATE_DIRTY(gc, SCISSOR);
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#endif
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// applyViewport does both
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(*gc->procs.applyViewport)(gc);
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#else
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(*gc->procs.computeClipBox)(gc);
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(*gc->procs.applyScissor)(gc);
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#endif
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break;
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case GL_STENCIL_TEST:
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if (gc->state.enables.general & __GL_STENCIL_TEST_ENABLE) return;
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gc->state.enables.general |= __GL_STENCIL_TEST_ENABLE;
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if (!gc->modes.haveStencilBuffer && gc->modes.stencilBits) {
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LazyAllocateStencil(gc);
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// XXX if this fails should we be setting the enable bit?
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}
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break;
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case GL_TEXTURE_1D:
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if (gc->state.enables.general & __GL_TEXTURE_1D_ENABLE) return;
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gc->state.enables.general |= __GL_TEXTURE_1D_ENABLE;
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break;
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case GL_TEXTURE_2D:
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if (gc->state.enables.general & __GL_TEXTURE_2D_ENABLE) return;
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gc->state.enables.general |= __GL_TEXTURE_2D_ENABLE;
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break;
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case GL_AUTO_NORMAL:
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if (gc->state.enables.general & __GL_AUTO_NORMAL_ENABLE) return;
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gc->state.enables.general |= __GL_AUTO_NORMAL_ENABLE;
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break;
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case GL_TEXTURE_GEN_S:
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if (gc->state.enables.general & __GL_TEXTURE_GEN_S_ENABLE) return;
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gc->state.enables.general |= __GL_TEXTURE_GEN_S_ENABLE;
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break;
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case GL_TEXTURE_GEN_T:
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if (gc->state.enables.general & __GL_TEXTURE_GEN_T_ENABLE) return;
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gc->state.enables.general |= __GL_TEXTURE_GEN_T_ENABLE;
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break;
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case GL_TEXTURE_GEN_R:
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if (gc->state.enables.general & __GL_TEXTURE_GEN_R_ENABLE) return;
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gc->state.enables.general |= __GL_TEXTURE_GEN_R_ENABLE;
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break;
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case GL_TEXTURE_GEN_Q:
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if (gc->state.enables.general & __GL_TEXTURE_GEN_Q_ENABLE) return;
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gc->state.enables.general |= __GL_TEXTURE_GEN_Q_ENABLE;
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break;
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#ifdef GL_WIN_multiple_textures
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case GL_TEXCOMBINE_CLAMP_WIN:
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if (gc->state.enables.general & __GL_TEXCOMBINE_CLAMP_ENABLE)
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{
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return;
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}
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gc->state.enables.general |= __GL_TEXCOMBINE_CLAMP_ENABLE;
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break;
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#endif // GL_WIN_multiple_textures
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#ifdef GL_EXT_flat_paletted_lighting
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case GL_PALETTED_LIGHTING_EXT:
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gc->state.enables.general |= __GL_PALETTED_LIGHTING_ENABLE;
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break;
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#endif
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case GL_CLIP_PLANE0: case GL_CLIP_PLANE1:
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case GL_CLIP_PLANE2: case GL_CLIP_PLANE3:
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case GL_CLIP_PLANE4: case GL_CLIP_PLANE5:
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cap -= GL_CLIP_PLANE0;
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if (gc->state.enables.clipPlanes & (1 << cap)) return;
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gc->state.enables.clipPlanes |= (1 << cap);
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#ifdef _MCD_
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MCD_STATE_DIRTY(gc, CLIPCTRL);
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#endif
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break;
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case GL_LIGHT0: case GL_LIGHT1:
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case GL_LIGHT2: case GL_LIGHT3:
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case GL_LIGHT4: case GL_LIGHT5:
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case GL_LIGHT6: case GL_LIGHT7:
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cap -= GL_LIGHT0;
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if (gc->state.enables.lights & (1 << cap)) return;
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gc->state.enables.lights |= (1 << cap);
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__GL_DELAY_VALIDATE_MASK(gc, __GL_DIRTY_LIGHTING);
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MCD_STATE_DIRTY(gc, LIGHTS);
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return;
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case GL_MAP1_COLOR_4:
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case GL_MAP1_NORMAL:
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case GL_MAP1_INDEX:
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case GL_MAP1_TEXTURE_COORD_1: case GL_MAP1_TEXTURE_COORD_2:
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case GL_MAP1_TEXTURE_COORD_3: case GL_MAP1_TEXTURE_COORD_4:
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case GL_MAP1_VERTEX_3: case GL_MAP1_VERTEX_4:
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cap = __GL_EVAL1D_INDEX(cap);
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if (gc->state.enables.eval1 & (GLushort) (1 << cap)) return;
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gc->state.enables.eval1 |= (GLushort) (1 << cap);
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break;
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case GL_MAP2_COLOR_4:
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case GL_MAP2_NORMAL:
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case GL_MAP2_INDEX:
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case GL_MAP2_TEXTURE_COORD_1: case GL_MAP2_TEXTURE_COORD_2:
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case GL_MAP2_TEXTURE_COORD_3: case GL_MAP2_TEXTURE_COORD_4:
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case GL_MAP2_VERTEX_3: case GL_MAP2_VERTEX_4:
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cap = __GL_EVAL2D_INDEX(cap);
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if (gc->state.enables.eval2 & (GLushort) (1 << cap)) return;
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gc->state.enables.eval2 |= (GLushort) (1 << cap);
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break;
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default:
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__glSetError(GL_INVALID_ENUM);
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return;
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}
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__GL_DELAY_VALIDATE(gc);
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#ifdef _MCD_
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MCD_STATE_DIRTY(gc, ENABLES);
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#endif
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}
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