2018-06-26 15:17:31 -06:00
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/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor(s): Ray Molenkamp
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/gpu/intern/gpu_state.c
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* \ingroup gpu
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*
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*/
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#include "GPU_glew.h"
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#include "GPU_state.h"
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static GLenum gpu_get_gl_blendfunction(GPUBlendFunction blend)
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{
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2018-06-27 22:29:59 +02:00
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switch (blend) {
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case GPU_ONE:
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return GL_ONE;
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case GPU_SRC_ALPHA:
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return GL_SRC_ALPHA;
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case GPU_ONE_MINUS_SRC_ALPHA:
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return GL_ONE_MINUS_SRC_ALPHA;
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default:
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BLI_assert(!"Unhandled blend mode");
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return GL_ZERO;
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2018-06-26 15:17:31 -06:00
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}
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}
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void GPU_blend(bool enable)
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{
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if (enable) {
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glEnable(GL_BLEND);
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}
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else {
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glDisable(GL_BLEND);
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}
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}
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void GPU_blend_set_func(GPUBlendFunction sfactor, GPUBlendFunction dfactor)
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{
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glBlendFunc(gpu_get_gl_blendfunction(sfactor), gpu_get_gl_blendfunction(dfactor));
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}
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void GPU_blend_set_func_separate(
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GPUBlendFunction src_rgb, GPUBlendFunction dst_rgb,
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GPUBlendFunction src_alpha, GPUBlendFunction dst_alpha)
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{
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glBlendFuncSeparate(gpu_get_gl_blendfunction(src_rgb),
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gpu_get_gl_blendfunction(dst_rgb),
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gpu_get_gl_blendfunction(src_alpha),
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gpu_get_gl_blendfunction(dst_alpha));
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}
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void GPU_depth_test(bool enable)
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{
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if (enable) {
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glEnable(GL_DEPTH_TEST);
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}
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else {
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glDisable(GL_DEPTH_TEST);
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}
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}
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bool GPU_depth_test_enabled()
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{
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return glIsEnabled(GL_DEPTH_TEST);
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}
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void GPU_line_smooth(bool enable)
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{
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if (enable) {
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glEnable(GL_LINE_SMOOTH);
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}
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else {
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glDisable(GL_LINE_SMOOTH);
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}
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}
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void GPU_line_stipple(bool enable)
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{
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if (enable) {
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glEnable(GL_LINE_STIPPLE);
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}
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else {
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glDisable(GL_LINE_STIPPLE);
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}
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}
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void GPU_line_width(float width)
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{
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glLineWidth(width);
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}
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void GPU_point_size(float size)
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{
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glPointSize(size);
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}
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void GPU_polygon_smooth(bool enable)
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{
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if (enable) {
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glEnable(GL_POLYGON_SMOOTH);
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}
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else {
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glDisable(GL_POLYGON_SMOOTH);
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}
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}
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void GPU_scissor(int x, int y, int width, int height)
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{
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glScissor(x, y, width, height);
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}
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void GPU_scissor_getf(float coords[4])
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{
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glGetFloatv(GL_SCISSOR_BOX, coords);
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}
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void GPU_scissor_geti(int coords[4])
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{
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glGetIntegerv(GL_SCISSOR_BOX, coords);
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}
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void GPU_viewport_size_getf(float coords[4])
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{
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glGetFloatv(GL_VIEWPORT, coords);
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}
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void GPU_viewport_size_geti(int coords[4])
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{
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glGetIntegerv(GL_VIEWPORT, coords);
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}
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