155 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			155 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
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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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	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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		case GPU_DST_COLOR:
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			return GL_DST_COLOR;
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		case GPU_ZERO:
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			return GL_ZERO;
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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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	}
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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(
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	        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_get_f(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_get_i(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_get_f(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_get_i(int coords[4])
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{
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	glGetIntegerv(GL_VIEWPORT, coords);
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}
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