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📄 depth.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
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/* * Mesa 3-D graphics library * Version:  7.1 * * Copyright (C) 1999-2007  Brian Paul   All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */#include "glheader.h"#include "imports.h"#include "context.h"#include "depth.h"#include "enums.h"#include "macros.h"#include "mtypes.h"/**********************************************************************//*****                          API Functions                     *****//**********************************************************************/void GLAPIENTRY_mesa_ClearDepth( GLclampd depth ){   GET_CURRENT_CONTEXT(ctx);   ASSERT_OUTSIDE_BEGIN_END(ctx);   depth = CLAMP( depth, 0.0, 1.0 );   if (ctx->Depth.Clear == depth)      return;   FLUSH_VERTICES(ctx, _NEW_DEPTH);   ctx->Depth.Clear = depth;   if (ctx->Driver.ClearDepth)      (*ctx->Driver.ClearDepth)( ctx, ctx->Depth.Clear );}void GLAPIENTRY_mesa_DepthFunc( GLenum func ){   GET_CURRENT_CONTEXT(ctx);   ASSERT_OUTSIDE_BEGIN_END(ctx);   if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))      _mesa_debug(ctx, "glDepthFunc %s\n", _mesa_lookup_enum_by_nr(func));   switch (func) {   case GL_LESS:    /* (default) pass if incoming z < stored z */   case GL_GEQUAL:   case GL_LEQUAL:   case GL_GREATER:   case GL_NOTEQUAL:   case GL_EQUAL:   case GL_ALWAYS:   case GL_NEVER:      break;   default:      _mesa_error( ctx, GL_INVALID_ENUM, "glDepth.Func" );      return;   }   if (ctx->Depth.Func == func)      return;   FLUSH_VERTICES(ctx, _NEW_DEPTH);   ctx->Depth.Func = func;   if (ctx->Driver.DepthFunc)      ctx->Driver.DepthFunc( ctx, func );}void GLAPIENTRY_mesa_DepthMask( GLboolean flag ){   GET_CURRENT_CONTEXT(ctx);   ASSERT_OUTSIDE_BEGIN_END(ctx);   if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))      _mesa_debug(ctx, "glDepthMask %d\n", flag);   /*    * GL_TRUE indicates depth buffer writing is enabled (default)    * GL_FALSE indicates depth buffer writing is disabled    */   if (ctx->Depth.Mask == flag)      return;   FLUSH_VERTICES(ctx, _NEW_DEPTH);   ctx->Depth.Mask = flag;   if (ctx->Driver.DepthMask)      ctx->Driver.DepthMask( ctx, flag );}/** * Specified by the GL_EXT_depth_bounds_test extension. */void GLAPIENTRY_mesa_DepthBoundsEXT( GLclampd zmin, GLclampd zmax ){   GET_CURRENT_CONTEXT(ctx);   ASSERT_OUTSIDE_BEGIN_END(ctx);   if (zmin > zmax) {      _mesa_error(ctx, GL_INVALID_VALUE, "glDepthBoundsEXT(zmin > zmax)");      return;   }   zmin = CLAMP(zmin, 0.0, 1.0);   zmax = CLAMP(zmax, 0.0, 1.0);   if (ctx->Depth.BoundsMin == zmin && ctx->Depth.BoundsMax == zmax)      return;   FLUSH_VERTICES(ctx, _NEW_DEPTH);   ctx->Depth.BoundsMin = (GLfloat) zmin;   ctx->Depth.BoundsMax = (GLfloat) zmax;}/**********************************************************************//*****                      Initialization                        *****//**********************************************************************//** * Initialize the depth buffer attribute group in the given context. */void_mesa_init_depth(GLcontext *ctx){   ctx->Depth.Test = GL_FALSE;   ctx->Depth.Clear = 1.0;   ctx->Depth.Func = GL_LESS;   ctx->Depth.Mask = GL_TRUE;}

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