blob: aca471a06c876d965c7acaf0f5b42b53995205e6 [file] [log] [blame]
/*
* Mesa 3-D graphics library
* Version: 6.3
*
* Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#include "glheader.h"
#include "imports.h"
#include "context.h"
#include "depth.h"
#include "enums.h"
#include "hash.h"
#include "macros.h"
#include "mtypes.h"
/**********************************************************************/
/***** API Functions *****/
/**********************************************************************/
void GLAPIENTRY
_mesa_ClearDepth( GLclampd depth )
{
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END(ctx);
depth = CLAMP( depth, 0.0, 1.0 );
if (ctx->Depth.Clear == depth)
return;
FLUSH_VERTICES(ctx, _NEW_DEPTH);
ctx->Depth.Clear = depth;
if (ctx->Driver.ClearDepth)
(*ctx->Driver.ClearDepth)( ctx, ctx->Depth.Clear );
}
void GLAPIENTRY
_mesa_DepthFunc( GLenum func )
{
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END(ctx);
if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
_mesa_debug(ctx, "glDepthFunc %s\n", _mesa_lookup_enum_by_nr(func));
switch (func) {
case GL_LESS: /* (default) pass if incoming z < stored z */
case GL_GEQUAL:
case GL_LEQUAL:
case GL_GREATER:
case GL_NOTEQUAL:
case GL_EQUAL:
case GL_ALWAYS:
case GL_NEVER:
break;
default:
_mesa_error( ctx, GL_INVALID_ENUM, "glDepth.Func" );
return;
}
if (ctx->Depth.Func == func)
return;
FLUSH_VERTICES(ctx, _NEW_DEPTH);
ctx->Depth.Func = func;
if (ctx->Driver.DepthFunc)
ctx->Driver.DepthFunc( ctx, func );
}
void GLAPIENTRY
_mesa_DepthMask( GLboolean flag )
{
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END(ctx);
if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
_mesa_debug(ctx, "glDepthMask %d\n", flag);
/*
* GL_TRUE indicates depth buffer writing is enabled (default)
* GL_FALSE indicates depth buffer writing is disabled
*/
if (ctx->Depth.Mask == flag)
return;
FLUSH_VERTICES(ctx, _NEW_DEPTH);
ctx->Depth.Mask = flag;
if (ctx->Driver.DepthMask)
ctx->Driver.DepthMask( ctx, flag );
}
/**
* Specified by the GL_EXT_depth_bounds_test extension.
*/
void GLAPIENTRY
_mesa_DepthBoundsEXT( GLclampd zmin, GLclampd zmax )
{
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END(ctx);
if (zmin > zmax) {
_mesa_error(ctx, GL_INVALID_VALUE, "glDepthBoundsEXT(zmin > zmax)");
return;
}
zmin = CLAMP(zmin, 0.0, 1.0);
zmax = CLAMP(zmax, 0.0, 1.0);
if (ctx->Depth.BoundsMin == zmin && ctx->Depth.BoundsMax == zmax)
return;
FLUSH_VERTICES(ctx, _NEW_DEPTH);
ctx->Depth.BoundsMin = (GLfloat) zmin;
ctx->Depth.BoundsMax = (GLfloat) zmax;
}
/**********************************************************************/
/***** Initialization *****/
/**********************************************************************/
/**
* Initialize the depth buffer attribute group in the given context.
*/
void _mesa_init_depth( GLcontext * ctx )
{
/* Depth buffer group */
ctx->Depth.Test = GL_FALSE;
ctx->Depth.Clear = 1.0;
ctx->Depth.Func = GL_LESS;
ctx->Depth.Mask = GL_TRUE;
ctx->Depth.OcclusionTest = GL_FALSE;
/* XXX this is now per-framebuffer state */
#if 00
/* Z buffer stuff */
if (ctx->Visual.depthBits == 0) {
/* Special case. Even if we don't have a depth buffer we need
* good values for DepthMax for Z vertex transformation purposes
* and for per-fragment fog computation.
*/
ctx->DepthMax = (1 << 16) - 1;
ctx->DepthMaxF = (GLfloat) ctx->DepthMax;
}
else if (ctx->Visual.depthBits < 32) {
ctx->DepthMax = (1 << ctx->Visual.depthBits) - 1;
ctx->DepthMaxF = (GLfloat) ctx->DepthMax;
}
else {
/* Special case since shift values greater than or equal to the
* number of bits in the left hand expression's type are undefined.
*/
ctx->DepthMax = 0xffffffff;
ctx->DepthMaxF = (GLfloat) ctx->DepthMax;
}
ctx->MRD = 1.0; /* Minimum resolvable depth value, for polygon offset */
#endif
}