#include "zgl.h" #include "msghandling.h" void glopViewport(GLContext *c,GLParam *p) { int xsize,ysize,xmin,ymin,xsize_req,ysize_req; xmin=p[1].i; ymin=p[2].i; xsize=p[3].i; ysize=p[4].i; /* we may need to resize the zbuffer */ if (c->viewport.xmin != xmin || c->viewport.ymin != ymin || c->viewport.xsize != xsize || c->viewport.ysize != ysize) { xsize_req=xmin+xsize; ysize_req=ymin+ysize; if (c->gl_resize_viewport && c->gl_resize_viewport(c,&xsize_req,&ysize_req) != 0) { gl_fatal_error("glViewport: error while resizing display"); } xsize=xsize_req-xmin; ysize=ysize_req-ymin; if (xsize <= 0 || ysize <= 0) { gl_fatal_error("glViewport: size too small"); } tgl_trace("glViewport: %d %d %d %d\n", xmin, ymin, xsize, ysize); c->viewport.xmin=xmin; c->viewport.ymin=ymin; c->viewport.xsize=xsize; c->viewport.ysize=ysize; c->viewport.updated=1; } } void glopEnableDisable(GLContext *c,GLParam *p) { int code=p[1].i; int v=p[2].i; switch(code) { case GL_CULL_FACE: c->cull_face_enabled=v; break; case GL_LIGHTING: c->lighting_enabled=v; break; case GL_COLOR_MATERIAL: c->color_material_enabled=v; break; case GL_TEXTURE_2D: c->texture_2d_enabled=v; break; case GL_NORMALIZE: c->normalize_enabled=v; break; case GL_DEPTH_TEST: c->depth_test = v; break; case GL_POLYGON_OFFSET_FILL: if (v) c->offset_states |= TGL_OFFSET_FILL; else c->offset_states &= ~TGL_OFFSET_FILL; break; case GL_POLYGON_OFFSET_POINT: if (v) c->offset_states |= TGL_OFFSET_POINT; else c->offset_states &= ~TGL_OFFSET_POINT; break; case GL_POLYGON_OFFSET_LINE: if (v) c->offset_states |= TGL_OFFSET_LINE; else c->offset_states &= ~TGL_OFFSET_LINE; break; default: if (code>=GL_LIGHT0 && codecurrent_shade_model=code; } void glopCullFace(GLContext *c,GLParam *p) { int code=p[1].i; c->current_cull_face=code; } void glopFrontFace(GLContext *c,GLParam *p) { int code=p[1].i; c->current_front_face=code; } void glopPolygonMode(GLContext *c,GLParam *p) { int face=p[1].i; int mode=p[2].i; switch(face) { case GL_BACK: c->polygon_mode_back=mode; break; case GL_FRONT: c->polygon_mode_front=mode; break; case GL_FRONT_AND_BACK: c->polygon_mode_front=mode; c->polygon_mode_back=mode; break; default: assert(0); } } void glopHint(GLContext *c,GLParam *p) { #if 0 int target=p[1].i; int mode=p[2].i; /* do nothing */ #endif } void glopPolygonOffset(GLContext *c, GLParam *p) { c->offset_factor = p[1].f; c->offset_units = p[2].f; }