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📄 blend.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
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      return;   }   if ( ! _mesa_validate_blend_equation( ctx, modeA, GL_TRUE ) ) {      _mesa_error(ctx, GL_INVALID_ENUM, "glBlendEquationSeparateEXT(modeA)");      return;   }   if ( (ctx->Color.BlendEquationRGB == modeRGB) &&	(ctx->Color.BlendEquationA == modeA) )      return;   FLUSH_VERTICES(ctx, _NEW_COLOR);   ctx->Color.BlendEquationRGB = modeRGB;   ctx->Color.BlendEquationA = modeA;   if (ctx->Driver.BlendEquationSeparate)      (*ctx->Driver.BlendEquationSeparate)( ctx, modeRGB, modeA );}#endif/** * Set the blending color. * * \param red red color component. * \param green green color component. * \param blue blue color component. * \param alpha alpha color component. * * \sa glBlendColor(). * * Clamps the parameters and updates gl_colorbuffer_attrib::BlendColor.  On a * change, flushes the vertices and notifies the driver via * dd_function_table::BlendColor callback. */void GLAPIENTRY_mesa_BlendColor( GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha ){   GLfloat tmp[4];   GET_CURRENT_CONTEXT(ctx);   ASSERT_OUTSIDE_BEGIN_END(ctx);   tmp[0] = CLAMP( red,   0.0F, 1.0F );   tmp[1] = CLAMP( green, 0.0F, 1.0F );   tmp[2] = CLAMP( blue,  0.0F, 1.0F );   tmp[3] = CLAMP( alpha, 0.0F, 1.0F );   if (TEST_EQ_4V(tmp, ctx->Color.BlendColor))      return;   FLUSH_VERTICES(ctx, _NEW_COLOR);   COPY_4FV( ctx->Color.BlendColor, tmp );   if (ctx->Driver.BlendColor)      (*ctx->Driver.BlendColor)(ctx, tmp);}/** * Specify the alpha test function. * * \param func alpha comparison function. * \param ref reference value. * * Verifies the parameters and updates gl_colorbuffer_attrib.  * On a change, flushes the vertices and notifies the driver via * dd_function_table::AlphaFunc callback. */void GLAPIENTRY_mesa_AlphaFunc( GLenum func, GLclampf ref ){   GET_CURRENT_CONTEXT(ctx);   ASSERT_OUTSIDE_BEGIN_END(ctx);   switch (func) {   case GL_NEVER:   case GL_LESS:   case GL_EQUAL:   case GL_LEQUAL:   case GL_GREATER:   case GL_NOTEQUAL:   case GL_GEQUAL:   case GL_ALWAYS:      ref = CLAMP(ref, 0.0F, 1.0F);      if (ctx->Color.AlphaFunc == func && ctx->Color.AlphaRef == ref)         return; /* no change */      FLUSH_VERTICES(ctx, _NEW_COLOR);      ctx->Color.AlphaFunc = func;      ctx->Color.AlphaRef = ref;      if (ctx->Driver.AlphaFunc)         ctx->Driver.AlphaFunc(ctx, func, ref);      return;   default:      _mesa_error( ctx, GL_INVALID_ENUM, "glAlphaFunc(func)" );      return;   }}/** * Specify a logic pixel operation for color index rendering. * * \param opcode operation. * * Verifies that \p opcode is a valid enum and updatesgl_colorbuffer_attrib::LogicOp. * On a change, flushes the vertices and notifies the driver via the * dd_function_table::LogicOpcode callback. */void GLAPIENTRY_mesa_LogicOp( GLenum opcode ){   GET_CURRENT_CONTEXT(ctx);   ASSERT_OUTSIDE_BEGIN_END(ctx);   switch (opcode) {      case GL_CLEAR:      case GL_SET:      case GL_COPY:      case GL_COPY_INVERTED:      case GL_NOOP:      case GL_INVERT:      case GL_AND:      case GL_NAND:      case GL_OR:      case GL_NOR:      case GL_XOR:      case GL_EQUIV:      case GL_AND_REVERSE:      case GL_AND_INVERTED:      case GL_OR_REVERSE:      case GL_OR_INVERTED:	 break;      default:         _mesa_error( ctx, GL_INVALID_ENUM, "glLogicOp" );	 return;   }   if (ctx->Color.LogicOp == opcode)      return;   FLUSH_VERTICES(ctx, _NEW_COLOR);   ctx->Color.LogicOp = opcode;   if (ctx->Driver.LogicOpcode)      ctx->Driver.LogicOpcode( ctx, opcode );}#if _HAVE_FULL_GLvoid GLAPIENTRY_mesa_IndexMask( GLuint mask ){   GET_CURRENT_CONTEXT(ctx);   ASSERT_OUTSIDE_BEGIN_END(ctx);   if (ctx->Color.IndexMask == mask)      return;   FLUSH_VERTICES(ctx, _NEW_COLOR);   ctx->Color.IndexMask = mask;   if (ctx->Driver.IndexMask)      ctx->Driver.IndexMask( ctx, mask );}#endif/** * Enable or disable writing of frame buffer color components. * * \param red whether to mask writing of the red color component. * \param green whether to mask writing of the green color component. * \param blue whether to mask writing of the blue color component. * \param alpha whether to mask writing of the alpha color component. * * \sa glColorMask(). * * Sets the appropriate value of gl_colorbuffer_attrib::ColorMask.  On a * change, flushes the vertices and notifies the driver via the * dd_function_table::ColorMask callback. */void GLAPIENTRY_mesa_ColorMask( GLboolean red, GLboolean green,                 GLboolean blue, GLboolean alpha ){   GET_CURRENT_CONTEXT(ctx);   GLubyte tmp[4];   ASSERT_OUTSIDE_BEGIN_END(ctx);   if (MESA_VERBOSE & VERBOSE_API)      _mesa_debug(ctx, "glColorMask %d %d %d %d\n", red, green, blue, alpha);   /* Shouldn't have any information about channel depth in core mesa    * -- should probably store these as the native booleans:    */   tmp[RCOMP] = red    ? 0xff : 0x0;   tmp[GCOMP] = green  ? 0xff : 0x0;   tmp[BCOMP] = blue   ? 0xff : 0x0;   tmp[ACOMP] = alpha  ? 0xff : 0x0;   if (TEST_EQ_4UBV(tmp, ctx->Color.ColorMask))      return;   FLUSH_VERTICES(ctx, _NEW_COLOR);   COPY_4UBV(ctx->Color.ColorMask, tmp);   if (ctx->Driver.ColorMask)      ctx->Driver.ColorMask( ctx, red, green, blue, alpha );}extern void GLAPIENTRY_mesa_ClampColorARB(GLenum target, GLenum clamp){   GET_CURRENT_CONTEXT(ctx);   ASSERT_OUTSIDE_BEGIN_END(ctx);   if (clamp != GL_TRUE && clamp != GL_FALSE && clamp != GL_FIXED_ONLY_ARB) {      _mesa_error(ctx, GL_INVALID_ENUM, "glClampColorARB(clamp)");      return;   }   switch (target) {   case GL_CLAMP_VERTEX_COLOR_ARB:      ctx->Light.ClampVertexColor = clamp;      break;   case GL_CLAMP_FRAGMENT_COLOR_ARB:      ctx->Color.ClampFragmentColor = clamp;      break;   case GL_CLAMP_READ_COLOR_ARB:      ctx->Color.ClampReadColor = clamp;      break;   default:      _mesa_error(ctx, GL_INVALID_ENUM, "glClampColorARB(target)");      return;   }}/**********************************************************************//** \name Initialization *//*@{*//** * Initialization of the context's Color attribute group. * * \param ctx GL context. * * Initializes the related fields in the context color attribute group, * __GLcontextRec::Color. */void _mesa_init_color( GLcontext * ctx ){   /* Color buffer group */   ctx->Color.IndexMask = ~0u;   ctx->Color.ColorMask[0] = 0xff;   ctx->Color.ColorMask[1] = 0xff;   ctx->Color.ColorMask[2] = 0xff;   ctx->Color.ColorMask[3] = 0xff;   ctx->Color.ClearIndex = 0;   ASSIGN_4V( ctx->Color.ClearColor, 0, 0, 0, 0 );   ctx->Color.AlphaEnabled = GL_FALSE;   ctx->Color.AlphaFunc = GL_ALWAYS;   ctx->Color.AlphaRef = 0;   ctx->Color.BlendEnabled = GL_FALSE;   ctx->Color.BlendSrcRGB = GL_ONE;   ctx->Color.BlendDstRGB = GL_ZERO;   ctx->Color.BlendSrcA = GL_ONE;   ctx->Color.BlendDstA = GL_ZERO;   ctx->Color.BlendEquationRGB = GL_FUNC_ADD;   ctx->Color.BlendEquationA = GL_FUNC_ADD;   ASSIGN_4V( ctx->Color.BlendColor, 0.0, 0.0, 0.0, 0.0 );   ctx->Color.IndexLogicOpEnabled = GL_FALSE;   ctx->Color.ColorLogicOpEnabled = GL_FALSE;   ctx->Color._LogicOpEnabled = GL_FALSE;   ctx->Color.LogicOp = GL_COPY;   ctx->Color.DitherFlag = GL_TRUE;   if (ctx->Visual.doubleBufferMode) {      ctx->Color.DrawBuffer[0] = GL_BACK;   }   else {      ctx->Color.DrawBuffer[0] = GL_FRONT;   }   ctx->Color.ClampFragmentColor = GL_FIXED_ONLY_ARB;   ctx->Color.ClampReadColor = GL_FIXED_ONLY_ARB;}/*@}*/

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