/* Copyright (c) 2001, Stanford University * All rights reserved * * See the file LICENSE.txt for information on redistributing this software. */ #include "cr_spu.h" #include "chromium.h" #include "cr_mem.h" #include "cr_net.h" #include "server_dispatch.h" #include "server.h" void SERVER_DISPATCH_APIENTRY crServerDispatchClear( GLenum mask ) { CRMuralInfo *mural = cr_server.curClient->currentMural; const RunQueue *q = cr_server.run_queue; if (cr_server.only_swap_once) { /* NOTE: we only do the clear for the _last_ client in the list. * This is because in multi-threaded apps the zeroeth client may * be idle and never call glClear at all. See threadtest.c * It's pretty likely that the last client will be active. */ if ((mask & GL_COLOR_BUFFER_BIT) && (cr_server.curClient != cr_server.clients[cr_server.numClients - 1])) return; } if (mural->numExtents == 0) { cr_server.head_spu->dispatch_table.Clear( mask ); } else { int scissor_on, i; if (!mural->viewportValidated) { crServerComputeViewportBounds(&(cr_server.curClient->currentCtx->viewport), mural); } scissor_on = q->client->currentCtx->viewport.scissorTest; if (!scissor_on) { cr_server.head_spu->dispatch_table.Enable( GL_SCISSOR_TEST ); } for ( i = 0; i < mural->numExtents; i++ ) { crServerSetOutputBounds( mural, i ); cr_server.head_spu->dispatch_table.Clear( mask ); } if (!scissor_on) { cr_server.head_spu->dispatch_table.Disable( GL_SCISSOR_TEST ); } } } static void __draw_poly(CRPoly *p) { int b; cr_server.head_spu->dispatch_table.Begin(GL_POLYGON); for (b=0; bnpoints; b++) cr_server.head_spu->dispatch_table.Vertex2dv(p->points+2*b); cr_server.head_spu->dispatch_table.End(); } void SERVER_DISPATCH_APIENTRY crServerDispatchSwapBuffers( GLint window, GLint flags ) { CRMuralInfo *mural; mural = (CRMuralInfo *) crHashtableSearch(cr_server.muralTable, window); if (!mural) { return; } if (cr_server.only_swap_once) { /* NOTE: we only do the clear for the _last_ client in the list. * This is because in multi-threaded apps the zeroeth client may * be idle and never call glClear at all. See threadtest.c * It's pretty likely that the last client will be active. */ if (cr_server.curClient != cr_server.clients[cr_server.numClients - 1]) { return; } } if (cr_server.overlapBlending) { int a; CRPoly *p; GLboolean lighting, fog, blend, cull, tex[3]; GLenum mm, blendSrc, blendDst; GLcolorf col; CRContext *ctx = crStateGetCurrent(); const CRmatrix *baseProj; /* * I've probably missed some state here, or it * might be easier just to push/pop it.... */ lighting = ctx->lighting.lighting; fog = ctx->fog.enable; tex[0] = 0; for (a=0; atexture.unit[a].enabled1D) continue; tex[0] = 1; break; } tex[1] = 0; for (a=0; atexture.unit[a].enabled2D) continue; tex[1] = 1; break; } tex[2] = 0; for (a=0; atexture.unit[a].enabled3D) continue; tex[2] = 1; break; } cull = ctx->polygon.cullFace; blend = ctx->buffer.blend; blendSrc = ctx->buffer.blendSrcRGB; blendDst = ctx->buffer.blendDstRGB; mm = ctx->transform.matrixMode; col.r = ctx->current.vertexAttrib[VERT_ATTRIB_COLOR0][0]; col.g = ctx->current.vertexAttrib[VERT_ATTRIB_COLOR0][1]; col.b = ctx->current.vertexAttrib[VERT_ATTRIB_COLOR0][2]; col.a = ctx->current.vertexAttrib[VERT_ATTRIB_COLOR0][3]; baseProj = &(cr_server.curClient->currentMural->extents[0].baseProjection); switch(mm) { case GL_PROJECTION: cr_server.head_spu->dispatch_table.PushMatrix(); cr_server.head_spu->dispatch_table.LoadMatrixf((GLfloat *) baseProj); cr_server.head_spu->dispatch_table.MultMatrixf(cr_server.unnormalized_alignment_matrix); cr_server.head_spu->dispatch_table.MatrixMode(GL_MODELVIEW); cr_server.head_spu->dispatch_table.PushMatrix(); cr_server.head_spu->dispatch_table.LoadIdentity(); break; default: cr_server.head_spu->dispatch_table.MatrixMode(GL_MODELVIEW); /* fall through */ case GL_MODELVIEW: cr_server.head_spu->dispatch_table.PushMatrix(); cr_server.head_spu->dispatch_table.LoadIdentity(); cr_server.head_spu->dispatch_table.MatrixMode(GL_PROJECTION); cr_server.head_spu->dispatch_table.PushMatrix(); cr_server.head_spu->dispatch_table.LoadMatrixf((GLfloat *) baseProj); cr_server.head_spu->dispatch_table.MultMatrixf(cr_server.unnormalized_alignment_matrix); break; } /* fix state */ if (lighting) cr_server.head_spu->dispatch_table.Disable(GL_LIGHTING); if (fog) cr_server.head_spu->dispatch_table.Disable(GL_FOG); if (tex[0]) cr_server.head_spu->dispatch_table.Disable(GL_TEXTURE_1D); if (tex[1]) cr_server.head_spu->dispatch_table.Disable(GL_TEXTURE_2D); if (tex[2]) cr_server.head_spu->dispatch_table.Disable(GL_TEXTURE_3D); if (cull) cr_server.head_spu->dispatch_table.Disable(GL_CULL_FACE); /* Regular Blending */ if (cr_server.overlapBlending == 1) { if (!blend) cr_server.head_spu->dispatch_table.Enable(GL_BLEND); if ((blendSrc != GL_ZERO) && (blendDst != GL_SRC_ALPHA)) cr_server.head_spu->dispatch_table.BlendFunc(GL_ZERO, GL_SRC_ALPHA); /* draw the blends */ for (a=1; adispatch_table.Color4f(0, 0, 0, cr_server.overlap_intens[a-1]); } else { cr_server.head_spu->dispatch_table.Color4f(0, 0, 0, 1); } p = cr_server.overlap_geom[a]; while (p) { /* hopefully this isnt concave... */ __draw_poly(p); p = p->next; } } if (!blend) cr_server.head_spu->dispatch_table.Disable(GL_BLEND); if ((blendSrc != GL_ZERO) && (blendDst != GL_SRC_ALPHA)) cr_server.head_spu->dispatch_table.BlendFunc(blendSrc, blendDst); } else /* Knockout Blending */ { cr_server.head_spu->dispatch_table.Color4f(0, 0, 0, 1); if (blend) cr_server.head_spu->dispatch_table.Disable(GL_BLEND); p = cr_server.overlap_knockout; while (p) { __draw_poly(p); p = p->next; } if (blend) cr_server.head_spu->dispatch_table.Enable(GL_BLEND); } /* return things to normal */ switch (mm) { case GL_PROJECTION: cr_server.head_spu->dispatch_table.PopMatrix(); cr_server.head_spu->dispatch_table.MatrixMode(GL_PROJECTION); cr_server.head_spu->dispatch_table.PopMatrix(); break; case GL_MODELVIEW: cr_server.head_spu->dispatch_table.PopMatrix(); cr_server.head_spu->dispatch_table.MatrixMode(GL_MODELVIEW); cr_server.head_spu->dispatch_table.PopMatrix(); break; default: cr_server.head_spu->dispatch_table.PopMatrix(); cr_server.head_spu->dispatch_table.MatrixMode(GL_MODELVIEW); cr_server.head_spu->dispatch_table.PopMatrix(); cr_server.head_spu->dispatch_table.MatrixMode(mm); break; } if (lighting) cr_server.head_spu->dispatch_table.Enable(GL_LIGHTING); if (fog) cr_server.head_spu->dispatch_table.Enable(GL_FOG); if (tex[0]) cr_server.head_spu->dispatch_table.Enable(GL_TEXTURE_1D); if (tex[1]) cr_server.head_spu->dispatch_table.Enable(GL_TEXTURE_2D); if (tex[2]) cr_server.head_spu->dispatch_table.Enable(GL_TEXTURE_3D); if (cull) cr_server.head_spu->dispatch_table.Enable(GL_CULL_FACE); cr_server.head_spu->dispatch_table.Color4f(col.r, col.g, col.b, col.a); } /* Check if using a file network */ if (!cr_server.clients[0]->conn->actual_network && window == MAGIC_OFFSET) window = 0; cr_server.head_spu->dispatch_table.SwapBuffers( mural->spuWindow, flags ); }