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author | Ray Molenkamp <github@lazydodo.com> | 2018-06-27 00:17:31 +0300 |
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committer | Ray Molenkamp <github@lazydodo.com> | 2018-06-27 00:17:31 +0300 |
commit | 6f2c9ea3e13248d146816910369983c5265bc968 (patch) | |
tree | 32b779874f8116663534ab8a6602f8f139bd6360 /source/blender/gpu/intern/gpu_state.c | |
parent | a61480c27103fbf449fd14ea8061b65c29f19eae (diff) |
bf_gpu: Add GPU_state module.
This has wrappers for the most common gl* functions in the codebase, and is in preparation for D3502
Reviewers: brecht, fclem
Differential Revision: https://developer.blender.org/D3501
Diffstat (limited to 'source/blender/gpu/intern/gpu_state.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_state.c | 150 |
1 files changed, 150 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_state.c b/source/blender/gpu/intern/gpu_state.c new file mode 100644 index 00000000000..1cd531fee30 --- /dev/null +++ b/source/blender/gpu/intern/gpu_state.c @@ -0,0 +1,150 @@ +/* + * ***** 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) +{ + 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); +} |