/* * ***** 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; case GPU_DST_COLOR: return GL_DST_COLOR; case GPU_ZERO: return GL_ZERO; 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_get_f(float coords[4]) { glGetFloatv(GL_SCISSOR_BOX, coords); } void GPU_scissor_get_i(int coords[4]) { glGetIntegerv(GL_SCISSOR_BOX, coords); } void GPU_viewport_size_get_f(float coords[4]) { glGetFloatv(GL_VIEWPORT, coords); } void GPU_viewport_size_get_i(int coords[4]) { glGetIntegerv(GL_VIEWPORT, coords); }