#include "engine/tinygl/zgl.h" #include "engine/tinygl/msghandling.h" 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 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, 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; default: if (code>=TGL_LIGHT0 && codecurrent_shade_model = code; } void glopCullFace(GLContext *c, TGLParam *p) { int code = p[1].i; c->current_cull_face = code; } void glopFrontFace(GLContext *c, TGLParam *p) { int code = p[1].i; c->current_front_face = code; } void glopPolygonMode(GLContext *c, TGLParam *p) { int face = p[1].i; int mode = p[2].i; 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); } } void glopHint(GLContext *, TGLParam *) { // do nothing } void glopPolygonOffset(GLContext *c, TGLParam *p) { c->offset_factor = p[1].f; c->offset_units = p[2].f; }