📄 attrib.c
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/* * Mesa 3-D graphics library * Version: 7.2 * * Copyright (C) 1999-2008 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 "accum.h"#include "arrayobj.h"#include "attrib.h"#include "blend.h"#include "buffers.h"#include "bufferobj.h"#include "colormac.h"#include "colortab.h"#include "context.h"#include "depth.h"#include "enable.h"#include "enums.h"#include "fog.h"#include "hint.h"#include "light.h"#include "lines.h"#include "matrix.h"#include "points.h"#include "polygon.h"#include "simple_list.h"#include "stencil.h"#include "texobj.h"#include "texstate.h"#include "varray.h"#include "mtypes.h"#include "math/m_xform.h"/** * Special struct for saving/restoring texture state (GL_TEXTURE_BIT) */struct texture_state{ struct gl_texture_attrib Texture; /**< The usual context state */ /** to save per texture object state (wrap modes, filters, etc): */ struct gl_texture_object SavedObj[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS]; /** * To save references to texture objects (so they don't get accidentally * deleted while saved in the attribute stack). */ struct gl_texture_object *SavedTexRef[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS];};/** * Allocate a new attribute state node. These nodes have a * "kind" value and a pointer to a struct of state data. */static struct gl_attrib_node *new_attrib_node( GLbitfield kind ){ struct gl_attrib_node *an = MALLOC_STRUCT(gl_attrib_node); if (an) { an->kind = kind; } return an;}void GLAPIENTRY_mesa_PushAttrib(GLbitfield mask){ struct gl_attrib_node *newnode; struct gl_attrib_node *head; GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END(ctx); if (MESA_VERBOSE & VERBOSE_API) _mesa_debug(ctx, "glPushAttrib %x\n", (int) mask); if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) { _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushAttrib" ); return; } /* Build linked list of attribute nodes which save all attribute */ /* groups specified by the mask. */ head = NULL; if (mask & GL_ACCUM_BUFFER_BIT) { struct gl_accum_attrib *attr; attr = MALLOC_STRUCT( gl_accum_attrib ); MEMCPY( attr, &ctx->Accum, sizeof(struct gl_accum_attrib) ); newnode = new_attrib_node( GL_ACCUM_BUFFER_BIT ); newnode->data = attr; newnode->next = head; head = newnode; } if (mask & GL_COLOR_BUFFER_BIT) { GLuint i; struct gl_colorbuffer_attrib *attr; attr = MALLOC_STRUCT( gl_colorbuffer_attrib ); MEMCPY( attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib) ); /* push the Draw FBO's DrawBuffer[] state, not ctx->Color.DrawBuffer[] */ for (i = 0; i < ctx->Const.MaxDrawBuffers; i ++) attr->DrawBuffer[i] = ctx->DrawBuffer->ColorDrawBuffer[i]; newnode = new_attrib_node( GL_COLOR_BUFFER_BIT ); newnode->data = attr; newnode->next = head; head = newnode; } if (mask & GL_CURRENT_BIT) { struct gl_current_attrib *attr; FLUSH_CURRENT( ctx, 0 ); attr = MALLOC_STRUCT( gl_current_attrib ); MEMCPY( attr, &ctx->Current, sizeof(struct gl_current_attrib) ); newnode = new_attrib_node( GL_CURRENT_BIT ); newnode->data = attr; newnode->next = head; head = newnode; } if (mask & GL_DEPTH_BUFFER_BIT) { struct gl_depthbuffer_attrib *attr; attr = MALLOC_STRUCT( gl_depthbuffer_attrib ); MEMCPY( attr, &ctx->Depth, sizeof(struct gl_depthbuffer_attrib) ); newnode = new_attrib_node( GL_DEPTH_BUFFER_BIT ); newnode->data = attr; newnode->next = head; head = newnode; } if (mask & GL_ENABLE_BIT) { struct gl_enable_attrib *attr; GLuint i; attr = MALLOC_STRUCT( gl_enable_attrib ); /* Copy enable flags from all other attributes into the enable struct. */ attr->AlphaTest = ctx->Color.AlphaEnabled; attr->AutoNormal = ctx->Eval.AutoNormal; attr->Blend = ctx->Color.BlendEnabled; attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled; attr->ColorMaterial = ctx->Light.ColorMaterialEnabled; for (i = 0; i < COLORTABLE_MAX; i++) { attr->ColorTable[i] = ctx->Pixel.ColorTableEnabled[i]; } attr->Convolution1D = ctx->Pixel.Convolution1DEnabled; attr->Convolution2D = ctx->Pixel.Convolution2DEnabled; attr->Separable2D = ctx->Pixel.Separable2DEnabled; attr->CullFace = ctx->Polygon.CullFlag; attr->DepthTest = ctx->Depth.Test; attr->Dither = ctx->Color.DitherFlag; attr->Fog = ctx->Fog.Enabled; for (i = 0; i < ctx->Const.MaxLights; i++) { attr->Light[i] = ctx->Light.Light[i].Enabled; } attr->Lighting = ctx->Light.Enabled; attr->LineSmooth = ctx->Line.SmoothFlag; attr->LineStipple = ctx->Line.StippleFlag; attr->Histogram = ctx->Pixel.HistogramEnabled; attr->MinMax = ctx->Pixel.MinMaxEnabled; attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled; attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled; attr->Map1Color4 = ctx->Eval.Map1Color4; attr->Map1Index = ctx->Eval.Map1Index; attr->Map1Normal = ctx->Eval.Map1Normal; attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1; attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2; attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3; attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4; attr->Map1Vertex3 = ctx->Eval.Map1Vertex3; attr->Map1Vertex4 = ctx->Eval.Map1Vertex4; MEMCPY(attr->Map1Attrib, ctx->Eval.Map1Attrib, sizeof(ctx->Eval.Map1Attrib)); attr->Map2Color4 = ctx->Eval.Map2Color4; attr->Map2Index = ctx->Eval.Map2Index; attr->Map2Normal = ctx->Eval.Map2Normal; attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1; attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2; attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3; attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4; attr->Map2Vertex3 = ctx->Eval.Map2Vertex3; attr->Map2Vertex4 = ctx->Eval.Map2Vertex4; MEMCPY(attr->Map2Attrib, ctx->Eval.Map2Attrib, sizeof(ctx->Eval.Map2Attrib)); attr->Normalize = ctx->Transform.Normalize; attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped; attr->PointSmooth = ctx->Point.SmoothFlag; attr->PointSprite = ctx->Point.PointSprite; attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint; attr->PolygonOffsetLine = ctx->Polygon.OffsetLine; attr->PolygonOffsetFill = ctx->Polygon.OffsetFill; attr->PolygonSmooth = ctx->Polygon.SmoothFlag; attr->PolygonStipple = ctx->Polygon.StippleFlag; attr->RescaleNormals = ctx->Transform.RescaleNormals; attr->Scissor = ctx->Scissor.Enabled; attr->Stencil = ctx->Stencil.Enabled; attr->StencilTwoSide = ctx->Stencil.TestTwoSide; attr->MultisampleEnabled = ctx->Multisample.Enabled; attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage; attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne; attr->SampleCoverage = ctx->Multisample.SampleCoverage; attr->SampleCoverageInvert = ctx->Multisample.SampleCoverageInvert; for (i=0; i<MAX_TEXTURE_UNITS; i++) { attr->Texture[i] = ctx->Texture.Unit[i].Enabled; attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled; attr->TextureColorTable[i] = ctx->Texture.Unit[i].ColorTableEnabled; } /* GL_NV_vertex_program */ attr->VertexProgram = ctx->VertexProgram.Enabled; attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled; attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled; newnode = new_attrib_node( GL_ENABLE_BIT ); newnode->data = attr; newnode->next = head; head = newnode; } if (mask & GL_EVAL_BIT) { struct gl_eval_attrib *attr; attr = MALLOC_STRUCT( gl_eval_attrib ); MEMCPY( attr, &ctx->Eval, sizeof(struct gl_eval_attrib) ); newnode = new_attrib_node( GL_EVAL_BIT ); newnode->data = attr; newnode->next = head; head = newnode; } if (mask & GL_FOG_BIT) { struct gl_fog_attrib *attr; attr = MALLOC_STRUCT( gl_fog_attrib ); MEMCPY( attr, &ctx->Fog, sizeof(struct gl_fog_attrib) ); newnode = new_attrib_node( GL_FOG_BIT ); newnode->data = attr; newnode->next = head; head = newnode; } if (mask & GL_HINT_BIT) { struct gl_hint_attrib *attr; attr = MALLOC_STRUCT( gl_hint_attrib ); MEMCPY( attr, &ctx->Hint, sizeof(struct gl_hint_attrib) ); newnode = new_attrib_node( GL_HINT_BIT ); newnode->data = attr; newnode->next = head; head = newnode; } if (mask & GL_LIGHTING_BIT) { struct gl_light_attrib *attr; FLUSH_CURRENT(ctx, 0); /* flush material changes */ attr = MALLOC_STRUCT( gl_light_attrib ); MEMCPY( attr, &ctx->Light, sizeof(struct gl_light_attrib) ); newnode = new_attrib_node( GL_LIGHTING_BIT ); newnode->data = attr; newnode->next = head; head = newnode; } if (mask & GL_LINE_BIT) { struct gl_line_attrib *attr; attr = MALLOC_STRUCT( gl_line_attrib ); MEMCPY( attr, &ctx->Line, sizeof(struct gl_line_attrib) ); newnode = new_attrib_node( GL_LINE_BIT ); newnode->data = attr; newnode->next = head; head = newnode; } if (mask & GL_LIST_BIT) { struct gl_list_attrib *attr; attr = MALLOC_STRUCT( gl_list_attrib ); MEMCPY( attr, &ctx->List, sizeof(struct gl_list_attrib) ); newnode = new_attrib_node( GL_LIST_BIT ); newnode->data = attr; newnode->next = head; head = newnode; } if (mask & GL_PIXEL_MODE_BIT) { struct gl_pixel_attrib *attr; attr = MALLOC_STRUCT( gl_pixel_attrib ); MEMCPY( attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib) );
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