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1901 serge 1
/*
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 * Mesa 3-D graphics library
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 * Version:  7.1
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 *
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 * Copyright (C) 1999-2007  Brian Paul   All Rights Reserved.
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining a
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 * copy of this software and associated documentation files (the "Software"),
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 * to deal in the Software without restriction, including without limitation
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 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
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 * and/or sell copies of the Software, and to permit persons to whom the
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 * Software is furnished to do so, subject to the following conditions:
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 *
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 * The above copyright notice and this permission notice shall be included
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 * in all copies or substantial portions of the Software.
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 *
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 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
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 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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 */
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#include "glheader.h"
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#include "imports.h"
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#include "context.h"
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#include "depth.h"
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#include "enums.h"
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#include "macros.h"
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#include "mtypes.h"
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/**********************************************************************/
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/*****                          API Functions                     *****/
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/**********************************************************************/
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void GLAPIENTRY
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_mesa_ClearDepth( GLclampd depth )
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{
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   GET_CURRENT_CONTEXT(ctx);
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   ASSERT_OUTSIDE_BEGIN_END(ctx);
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   depth = CLAMP( depth, 0.0, 1.0 );
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   if (ctx->Depth.Clear == depth)
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      return;
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   FLUSH_VERTICES(ctx, _NEW_DEPTH);
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   ctx->Depth.Clear = depth;
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   if (ctx->Driver.ClearDepth)
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      (*ctx->Driver.ClearDepth)( ctx, ctx->Depth.Clear );
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}
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void GLAPIENTRY
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_mesa_ClearDepthf( GLclampf depth )
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{
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   _mesa_ClearDepth(depth);
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}
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void GLAPIENTRY
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_mesa_DepthFunc( GLenum func )
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{
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   GET_CURRENT_CONTEXT(ctx);
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   ASSERT_OUTSIDE_BEGIN_END(ctx);
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   if (MESA_VERBOSE & VERBOSE_API)
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      _mesa_debug(ctx, "glDepthFunc %s\n", _mesa_lookup_enum_by_nr(func));
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   switch (func) {
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   case GL_LESS:    /* (default) pass if incoming z < stored z */
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   case GL_GEQUAL:
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   case GL_LEQUAL:
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   case GL_GREATER:
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   case GL_NOTEQUAL:
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   case GL_EQUAL:
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   case GL_ALWAYS:
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   case GL_NEVER:
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      break;
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   default:
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      _mesa_error( ctx, GL_INVALID_ENUM, "glDepth.Func" );
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      return;
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   }
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   if (ctx->Depth.Func == func)
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      return;
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   FLUSH_VERTICES(ctx, _NEW_DEPTH);
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   ctx->Depth.Func = func;
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   if (ctx->Driver.DepthFunc)
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      ctx->Driver.DepthFunc( ctx, func );
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}
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void GLAPIENTRY
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_mesa_DepthMask( GLboolean flag )
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{
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   GET_CURRENT_CONTEXT(ctx);
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   ASSERT_OUTSIDE_BEGIN_END(ctx);
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   if (MESA_VERBOSE & VERBOSE_API)
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      _mesa_debug(ctx, "glDepthMask %d\n", flag);
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   /*
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    * GL_TRUE indicates depth buffer writing is enabled (default)
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    * GL_FALSE indicates depth buffer writing is disabled
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    */
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   if (ctx->Depth.Mask == flag)
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      return;
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   FLUSH_VERTICES(ctx, _NEW_DEPTH);
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   ctx->Depth.Mask = flag;
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   if (ctx->Driver.DepthMask)
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      ctx->Driver.DepthMask( ctx, flag );
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}
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/**
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 * Specified by the GL_EXT_depth_bounds_test extension.
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 */
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void GLAPIENTRY
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_mesa_DepthBoundsEXT( GLclampd zmin, GLclampd zmax )
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{
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   GET_CURRENT_CONTEXT(ctx);
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   ASSERT_OUTSIDE_BEGIN_END(ctx);
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   if (zmin > zmax) {
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      _mesa_error(ctx, GL_INVALID_VALUE, "glDepthBoundsEXT(zmin > zmax)");
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      return;
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   }
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   zmin = CLAMP(zmin, 0.0, 1.0);
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   zmax = CLAMP(zmax, 0.0, 1.0);
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   if (ctx->Depth.BoundsMin == zmin && ctx->Depth.BoundsMax == zmax)
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      return;
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   FLUSH_VERTICES(ctx, _NEW_DEPTH);
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   ctx->Depth.BoundsMin = (GLfloat) zmin;
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   ctx->Depth.BoundsMax = (GLfloat) zmax;
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}
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/**********************************************************************/
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/*****                      Initialization                        *****/
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/**********************************************************************/
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/**
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 * Initialize the depth buffer attribute group in the given context.
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 */
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void
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_mesa_init_depth(struct gl_context *ctx)
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{
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   ctx->Depth.Test = GL_FALSE;
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   ctx->Depth.Clear = 1.0;
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   ctx->Depth.Func = GL_LESS;
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   ctx->Depth.Mask = GL_TRUE;
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}