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blender-archive/source/blender/gpu/intern/gpu_state.c

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