📄 enable.c
字号:
return (ctx->Transform.ClipPlanesEnabled >> (cap - GL_CLIP_PLANE0)) & 1;
case GL_COLOR_MATERIAL:
return ctx->Light.ColorMaterialEnabled;
case GL_CULL_FACE:
return ctx->Polygon.CullFlag;
case GL_DEPTH_TEST:
return ctx->Depth.Test;
case GL_DITHER:
return ctx->Color.DitherFlag;
case GL_FOG:
return ctx->Fog.Enabled;
case GL_LIGHTING:
return ctx->Light.Enabled;
case GL_LIGHT0:
case GL_LIGHT1:
case GL_LIGHT2:
case GL_LIGHT3:
case GL_LIGHT4:
case GL_LIGHT5:
case GL_LIGHT6:
case GL_LIGHT7:
return ctx->Light.Light[cap-GL_LIGHT0].Enabled;
case GL_LINE_SMOOTH:
return ctx->Line.SmoothFlag;
case GL_LINE_STIPPLE:
return ctx->Line.StippleFlag;
case GL_INDEX_LOGIC_OP:
return ctx->Color.IndexLogicOpEnabled;
case GL_COLOR_LOGIC_OP:
return ctx->Color.ColorLogicOpEnabled;
case GL_MAP1_COLOR_4:
return ctx->Eval.Map1Color4;
case GL_MAP1_INDEX:
return ctx->Eval.Map1Index;
case GL_MAP1_NORMAL:
return ctx->Eval.Map1Normal;
case GL_MAP1_TEXTURE_COORD_1:
return ctx->Eval.Map1TextureCoord1;
case GL_MAP1_TEXTURE_COORD_2:
return ctx->Eval.Map1TextureCoord2;
case GL_MAP1_TEXTURE_COORD_3:
return ctx->Eval.Map1TextureCoord3;
case GL_MAP1_TEXTURE_COORD_4:
return ctx->Eval.Map1TextureCoord4;
case GL_MAP1_VERTEX_3:
return ctx->Eval.Map1Vertex3;
case GL_MAP1_VERTEX_4:
return ctx->Eval.Map1Vertex4;
case GL_MAP2_COLOR_4:
return ctx->Eval.Map2Color4;
case GL_MAP2_INDEX:
return ctx->Eval.Map2Index;
case GL_MAP2_NORMAL:
return ctx->Eval.Map2Normal;
case GL_MAP2_TEXTURE_COORD_1:
return ctx->Eval.Map2TextureCoord1;
case GL_MAP2_TEXTURE_COORD_2:
return ctx->Eval.Map2TextureCoord2;
case GL_MAP2_TEXTURE_COORD_3:
return ctx->Eval.Map2TextureCoord3;
case GL_MAP2_TEXTURE_COORD_4:
return ctx->Eval.Map2TextureCoord4;
case GL_MAP2_VERTEX_3:
return ctx->Eval.Map2Vertex3;
case GL_MAP2_VERTEX_4:
return ctx->Eval.Map2Vertex4;
case GL_NORMALIZE:
return ctx->Transform.Normalize;
case GL_POINT_SMOOTH:
return ctx->Point.SmoothFlag;
case GL_POLYGON_SMOOTH:
return ctx->Polygon.SmoothFlag;
case GL_POLYGON_STIPPLE:
return ctx->Polygon.StippleFlag;
case GL_POLYGON_OFFSET_POINT:
return ctx->Polygon.OffsetPoint;
case GL_POLYGON_OFFSET_LINE:
return ctx->Polygon.OffsetLine;
case GL_POLYGON_OFFSET_FILL:
/*case GL_POLYGON_OFFSET_EXT:*/
return ctx->Polygon.OffsetFill;
case GL_RESCALE_NORMAL_EXT:
return ctx->Transform.RescaleNormals;
case GL_SCISSOR_TEST:
return ctx->Scissor.Enabled;
case GL_SHARED_TEXTURE_PALETTE_EXT:
return ctx->Texture.SharedPalette;
case GL_STENCIL_TEST:
return ctx->Stencil.Enabled;
case GL_TEXTURE_1D:
{
const struct gl_texture_unit *texUnit;
texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
return (texUnit->Enabled & TEXTURE_1D_BIT) ? GL_TRUE : GL_FALSE;
}
case GL_TEXTURE_2D:
{
const struct gl_texture_unit *texUnit;
texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
return (texUnit->Enabled & TEXTURE_2D_BIT) ? GL_TRUE : GL_FALSE;
}
case GL_TEXTURE_3D:
{
const struct gl_texture_unit *texUnit;
texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
return (texUnit->Enabled & TEXTURE_3D_BIT) ? GL_TRUE : GL_FALSE;
}
case GL_TEXTURE_GEN_Q:
{
const struct gl_texture_unit *texUnit;
texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
return (texUnit->TexGenEnabled & Q_BIT) ? GL_TRUE : GL_FALSE;
}
case GL_TEXTURE_GEN_R:
{
const struct gl_texture_unit *texUnit;
texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
return (texUnit->TexGenEnabled & R_BIT) ? GL_TRUE : GL_FALSE;
}
case GL_TEXTURE_GEN_S:
{
const struct gl_texture_unit *texUnit;
texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
return (texUnit->TexGenEnabled & S_BIT) ? GL_TRUE : GL_FALSE;
}
case GL_TEXTURE_GEN_T:
{
const struct gl_texture_unit *texUnit;
texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
return (texUnit->TexGenEnabled & T_BIT) ? GL_TRUE : GL_FALSE;
}
/*
* CLIENT STATE!!!
*/
case GL_VERTEX_ARRAY:
return (ctx->Array.Vertex.Enabled != 0);
case GL_NORMAL_ARRAY:
return (ctx->Array.Normal.Enabled != 0);
case GL_COLOR_ARRAY:
return (ctx->Array.Color.Enabled != 0);
case GL_INDEX_ARRAY:
return (ctx->Array.Index.Enabled != 0);
case GL_TEXTURE_COORD_ARRAY:
return (ctx->Array.TexCoord[ctx->Array.ActiveTexture].Enabled != 0);
case GL_EDGE_FLAG_ARRAY:
return (ctx->Array.EdgeFlag.Enabled != 0);
case GL_FOG_COORDINATE_ARRAY_EXT:
CHECK_EXTENSION(EXT_fog_coord);
return (ctx->Array.FogCoord.Enabled != 0);
case GL_SECONDARY_COLOR_ARRAY_EXT:
CHECK_EXTENSION(EXT_secondary_color);
return (ctx->Array.SecondaryColor.Enabled != 0);
/* GL_EXT_histogram */
case GL_HISTOGRAM:
CHECK_EXTENSION(EXT_histogram);
return ctx->Pixel.HistogramEnabled;
case GL_MINMAX:
CHECK_EXTENSION(EXT_histogram);
return ctx->Pixel.MinMaxEnabled;
/* GL_HP_occlusion_test */
case GL_OCCLUSION_TEST_HP:
CHECK_EXTENSION(HP_occlusion_test);
return ctx->Depth.OcclusionTest;
/* GL_SGIS_pixel_texture */
case GL_PIXEL_TEXTURE_SGIS:
CHECK_EXTENSION(SGIS_pixel_texture);
return ctx->Pixel.PixelTextureEnabled;
/* GL_SGIX_pixel_texture */
case GL_PIXEL_TEX_GEN_SGIX:
CHECK_EXTENSION(SGIX_pixel_texture);
return ctx->Pixel.PixelTextureEnabled;
/* GL_SGI_color_table */
case GL_COLOR_TABLE_SGI:
CHECK_EXTENSION(SGI_color_table);
return ctx->Pixel.ColorTableEnabled;
case GL_POST_CONVOLUTION_COLOR_TABLE_SGI:
CHECK_EXTENSION(SGI_color_table);
return ctx->Pixel.PostConvolutionColorTableEnabled;
case GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI:
CHECK_EXTENSION(SGI_color_table);
return ctx->Pixel.PostColorMatrixColorTableEnabled;
/* GL_SGI_texture_color_table */
case GL_TEXTURE_COLOR_TABLE_SGI:
CHECK_EXTENSION(SGI_texture_color_table);
return ctx->Texture.Unit[ctx->Texture.CurrentUnit].ColorTableEnabled;
/* GL_EXT_convolution */
case GL_CONVOLUTION_1D:
CHECK_EXTENSION(EXT_convolution);
return ctx->Pixel.Convolution1DEnabled;
case GL_CONVOLUTION_2D:
CHECK_EXTENSION(EXT_convolution);
return ctx->Pixel.Convolution2DEnabled;
case GL_SEPARABLE_2D:
CHECK_EXTENSION(EXT_convolution);
return ctx->Pixel.Separable2DEnabled;
/* GL_ARB_texture_cube_map */
case GL_TEXTURE_CUBE_MAP_ARB:
CHECK_EXTENSION(ARB_texture_cube_map);
{
const struct gl_texture_unit *texUnit;
texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
return (texUnit->Enabled & TEXTURE_CUBE_BIT) ? GL_TRUE : GL_FALSE;
}
/* GL_ARB_multisample */
case GL_MULTISAMPLE_ARB:
CHECK_EXTENSION(ARB_multisample);
return ctx->Multisample.Enabled;
case GL_SAMPLE_ALPHA_TO_COVERAGE_ARB:
CHECK_EXTENSION(ARB_multisample);
return ctx->Multisample.SampleAlphaToCoverage;
case GL_SAMPLE_ALPHA_TO_ONE_ARB:
CHECK_EXTENSION(ARB_multisample);
return ctx->Multisample.SampleAlphaToOne;
case GL_SAMPLE_COVERAGE_ARB:
CHECK_EXTENSION(ARB_multisample);
return ctx->Multisample.SampleCoverage;
case GL_SAMPLE_COVERAGE_INVERT_ARB:
CHECK_EXTENSION(ARB_multisample);
return ctx->Multisample.SampleCoverageInvert;
/* GL_IBM_rasterpos_clip */
case GL_RASTER_POSITION_UNCLIPPED_IBM:
CHECK_EXTENSION(IBM_rasterpos_clip);
return ctx->Transform.RasterPositionUnclipped;
/* GL_NV_point_sprite */
case GL_POINT_SPRITE_NV:
return ctx->Point.PointSprite;
#if FEATURE_NV_vertex_program
case GL_VERTEX_PROGRAM_NV:
CHECK_EXTENSION(NV_vertex_program);
return ctx->VertexProgram.Enabled;
case GL_VERTEX_PROGRAM_POINT_SIZE_NV:
CHECK_EXTENSION(NV_vertex_program);
return ctx->VertexProgram.PointSizeEnabled;
case GL_VERTEX_PROGRAM_TWO_SIDE_NV:
CHECK_EXTENSION(NV_vertex_program);
return ctx->VertexProgram.TwoSideEnabled;
case GL_VERTEX_ATTRIB_ARRAY0_NV:
case GL_VERTEX_ATTRIB_ARRAY1_NV:
case GL_VERTEX_ATTRIB_ARRAY2_NV:
case GL_VERTEX_ATTRIB_ARRAY3_NV:
case GL_VERTEX_ATTRIB_ARRAY4_NV:
case GL_VERTEX_ATTRIB_ARRAY5_NV:
case GL_VERTEX_ATTRIB_ARRAY6_NV:
case GL_VERTEX_ATTRIB_ARRAY7_NV:
case GL_VERTEX_ATTRIB_ARRAY8_NV:
case GL_VERTEX_ATTRIB_ARRAY9_NV:
case GL_VERTEX_ATTRIB_ARRAY10_NV:
case GL_VERTEX_ATTRIB_ARRAY11_NV:
case GL_VERTEX_ATTRIB_ARRAY12_NV:
case GL_VERTEX_ATTRIB_ARRAY13_NV:
case GL_VERTEX_ATTRIB_ARRAY14_NV:
case GL_VERTEX_ATTRIB_ARRAY15_NV:
CHECK_EXTENSION(NV_vertex_program);
{
GLint n = (GLint) cap - GL_VERTEX_ATTRIB_ARRAY0_NV;
return (ctx->Array.VertexAttrib[n].Enabled != 0);
}
case GL_MAP1_VERTEX_ATTRIB0_4_NV:
case GL_MAP1_VERTEX_ATTRIB1_4_NV:
case GL_MAP1_VERTEX_ATTRIB2_4_NV:
case GL_MAP1_VERTEX_ATTRIB3_4_NV:
case GL_MAP1_VERTEX_ATTRIB4_4_NV:
case GL_MAP1_VERTEX_ATTRIB5_4_NV:
case GL_MAP1_VERTEX_ATTRIB6_4_NV:
case GL_MAP1_VERTEX_ATTRIB7_4_NV:
case GL_MAP1_VERTEX_ATTRIB8_4_NV:
case GL_MAP1_VERTEX_ATTRIB9_4_NV:
case GL_MAP1_VERTEX_ATTRIB10_4_NV:
case GL_MAP1_VERTEX_ATTRIB11_4_NV:
case GL_MAP1_VERTEX_ATTRIB12_4_NV:
case GL_MAP1_VERTEX_ATTRIB13_4_NV:
case GL_MAP1_VERTEX_ATTRIB14_4_NV:
case GL_MAP1_VERTEX_ATTRIB15_4_NV:
CHECK_EXTENSION(NV_vertex_program);
{
const GLuint map = (GLuint) (cap - GL_MAP1_VERTEX_ATTRIB0_4_NV);
return ctx->Eval.Map1Attrib[map];
}
case GL_MAP2_VERTEX_ATTRIB0_4_NV:
case GL_MAP2_VERTEX_ATTRIB1_4_NV:
case GL_MAP2_VERTEX_ATTRIB2_4_NV:
case GL_MAP2_VERTEX_ATTRIB3_4_NV:
case GL_MAP2_VERTEX_ATTRIB4_4_NV:
case GL_MAP2_VERTEX_ATTRIB5_4_NV:
case GL_MAP2_VERTEX_ATTRIB6_4_NV:
case GL_MAP2_VERTEX_ATTRIB7_4_NV:
case GL_MAP2_VERTEX_ATTRIB8_4_NV:
case GL_MAP2_VERTEX_ATTRIB9_4_NV:
case GL_MAP2_VERTEX_ATTRIB10_4_NV:
case GL_MAP2_VERTEX_ATTRIB11_4_NV:
case GL_MAP2_VERTEX_ATTRIB12_4_NV:
case GL_MAP2_VERTEX_ATTRIB13_4_NV:
case GL_MAP2_VERTEX_ATTRIB14_4_NV:
case GL_MAP2_VERTEX_ATTRIB15_4_NV:
CHECK_EXTENSION(NV_vertex_program);
{
const GLuint map = (GLuint) (cap - GL_MAP2_VERTEX_ATTRIB0_4_NV);
return ctx->Eval.Map2Attrib[map];
}
#endif /* FEATURE_NV_vertex_program */
#if FEATURE_NV_fragment_program
case GL_FRAGMENT_PROGRAM_NV:
CHECK_EXTENSION(NV_fragment_program);
return ctx->FragmentProgram.Enabled;
#endif /* FEATURE_NV_fragment_program */
/* GL_NV_texture_rectangle */
case GL_TEXTURE_RECTANGLE_NV:
CHECK_EXTENSION(NV_texture_rectangle);
{
const struct gl_texture_unit *texUnit;
texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
return (texUnit->Enabled & TEXTURE_RECT_BIT) ? GL_TRUE : GL_FALSE;
}
/* GL_EXT_stencil_two_side */
case GL_STENCIL_TEST_TWO_SIDE_EXT:
CHECK_EXTENSION(EXT_stencil_two_side);
return ctx->Stencil.TestTwoSide;
#if FEATURE_ARB_fragment_program
case GL_FRAGMENT_PROGRAM_ARB:
return ctx->FragmentProgram.Enabled;
#endif /* FEATURE_ARB_fragment_program */
/* GL_EXT_depth_bounds_test */
case GL_DEPTH_BOUNDS_TEST_EXT:
CHECK_EXTENSION(EXT_depth_bounds_test);
return ctx->Depth.BoundsTest;
/* GL_MESA_program_debug */
case GL_FRAGMENT_PROGRAM_CALLBACK_MESA:
CHECK_EXTENSION(MESA_program_debug);
return ctx->FragmentProgram.CallbackEnabled;
case GL_VERTEX_PROGRAM_CALLBACK_MESA:
CHECK_EXTENSION(MESA_program_debug);
return ctx->VertexProgram.CallbackEnabled;
#if FEATURE_ATI_fragment_shader
case GL_FRAGMENT_SHADER_ATI:
CHECK_EXTENSION(ATI_fragment_shader);
return ctx->ATIFragmentShader.Enabled;
#endif /* FEATURE_ATI_fragment_shader */
default:
_mesa_error(ctx, GL_INVALID_ENUM, "glIsEnabled(0x%x)", (int) cap);
return GL_FALSE;
}
}
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -