scummvm/engine/tinygl/misc.cpp

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#include "engine/tinygl/zgl.h"
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void glopViewport(GLContext *c, TGLParam *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
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if (c->viewport.xmin != xmin || c->viewport.ymin != ymin ||
c->viewport.xsize != xsize || c->viewport.ysize != ysize) {
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xsize_req = xmin + xsize;
ysize_req = ymin + ysize;
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if (c->gl_resize_viewport && c->gl_resize_viewport(c, &xsize_req, &ysize_req) != 0) {
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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");
}
c->viewport.xmin = xmin;
c->viewport.ymin = ymin;
c->viewport.xsize = xsize;
c->viewport.ysize = ysize;
c->viewport.updated = 1;
}
}
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void glopEnableDisable(GLContext *c, TGLParam *p) {
int code = p[1].i;
int v = p[2].i;
switch (code) {
case TGL_CULL_FACE:
c->cull_face_enabled = v;
break;
case TGL_LIGHTING:
c->lighting_enabled = v;
break;
case TGL_COLOR_MATERIAL:
c->color_material_enabled = v;
break;
case TGL_TEXTURE_2D:
c->texture_2d_enabled=v;
break;
case TGL_NORMALIZE:
c->normalize_enabled=v;
break;
case TGL_DEPTH_TEST:
c->depth_test = v;
break;
case TGL_POLYGON_OFFSET_FILL:
if (v)
c->offset_states |= TGL_OFFSET_FILL;
else
c->offset_states &= ~TGL_OFFSET_FILL;
break;
case TGL_POLYGON_OFFSET_POINT:
if (v)
c->offset_states |= TGL_OFFSET_POINT;
else
c->offset_states &= ~TGL_OFFSET_POINT;
break;
case TGL_POLYGON_OFFSET_LINE:
if (v)
c->offset_states |= TGL_OFFSET_LINE;
else
c->offset_states &= ~TGL_OFFSET_LINE;
break;
case TGL_SHADOW_MASK_MODE:
if (v)
c->shadow_mode |= 1;
else
c->shadow_mode &= ~1;
break;
case TGL_SHADOW_MODE:
if (v)
c->shadow_mode |= 2;
else
c->shadow_mode &= ~2;
break;
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default:
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if (code >= TGL_LIGHT0 && code < TGL_LIGHT0 + T_MAX_LIGHTS) {
gl_enable_disable_light(c, code - TGL_LIGHT0, v);
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} else {
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//warning("glEnableDisable: 0x%X not supported.", code);
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}
break;
}
}
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void glopShadeModel(GLContext *c, TGLParam *p) {
int code = p[1].i;
c->current_shade_model = code;
}
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void glopCullFace(GLContext *c, TGLParam *p) {
int code = p[1].i;
c->current_cull_face = code;
}
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void glopFrontFace(GLContext *c, TGLParam *p) {
int code = p[1].i;
c->current_front_face = code;
}
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void glopPolygonMode(GLContext *c, TGLParam *p) {
int face = p[1].i;
int mode = p[2].i;
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switch(face) {
case TGL_BACK:
c->polygon_mode_back = mode;
break;
case TGL_FRONT:
c->polygon_mode_front = mode;
break;
case TGL_FRONT_AND_BACK:
c->polygon_mode_front = mode;
c->polygon_mode_back = mode;
break;
default:
assert(0);
}
}
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void glopHint(GLContext *, TGLParam *) {
// do nothing
}
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void glopPolygonOffset(GLContext *c, TGLParam *p) {
c->offset_factor = p[1].f;
c->offset_units = p[2].f;
}