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source: vbox/trunk/src/VBox/HostServices/SharedOpenGL/crserverlib/server_clear.c@ 18255

Last change on this file since 18255 was 15532, checked in by vboxsync, 16 years ago

crOpenGL: export to OSE

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  • Property svn:keywords set to Id
File size: 7.7 KB
Line 
1/* Copyright (c) 2001, Stanford University
2 * All rights reserved
3 *
4 * See the file LICENSE.txt for information on redistributing this software.
5 */
6
7#include "cr_spu.h"
8#include "chromium.h"
9#include "cr_mem.h"
10#include "cr_net.h"
11#include "server_dispatch.h"
12#include "server.h"
13
14
15void SERVER_DISPATCH_APIENTRY crServerDispatchClear( GLenum mask )
16{
17 CRMuralInfo *mural = cr_server.curClient->currentMural;
18 const RunQueue *q = cr_server.run_queue;
19
20 if (cr_server.only_swap_once)
21 {
22 /* NOTE: we only do the clear for the _last_ client in the list.
23 * This is because in multi-threaded apps the zeroeth client may
24 * be idle and never call glClear at all. See threadtest.c
25 * It's pretty likely that the last client will be active.
26 */
27 if ((mask & GL_COLOR_BUFFER_BIT) &&
28 (cr_server.curClient != cr_server.clients[cr_server.numClients - 1]))
29 return;
30 }
31
32 if (mural->numExtents == 0)
33 {
34 cr_server.head_spu->dispatch_table.Clear( mask );
35 }
36 else
37 {
38 int scissor_on, i;
39
40 if (!mural->viewportValidated) {
41 crServerComputeViewportBounds(&(cr_server.curClient->currentCtx->viewport), mural);
42 }
43
44
45 scissor_on = q->client->currentCtx->viewport.scissorTest;
46
47 if (!scissor_on)
48 {
49 cr_server.head_spu->dispatch_table.Enable( GL_SCISSOR_TEST );
50 }
51
52 for ( i = 0; i < mural->numExtents; i++ )
53 {
54 crServerSetOutputBounds( mural, i );
55 cr_server.head_spu->dispatch_table.Clear( mask );
56 }
57 if (!scissor_on)
58 {
59 cr_server.head_spu->dispatch_table.Disable( GL_SCISSOR_TEST );
60 }
61 }
62}
63
64static void __draw_poly(CRPoly *p)
65{
66 int b;
67
68 cr_server.head_spu->dispatch_table.Begin(GL_POLYGON);
69 for (b=0; b<p->npoints; b++)
70 cr_server.head_spu->dispatch_table.Vertex2dv(p->points+2*b);
71 cr_server.head_spu->dispatch_table.End();
72}
73
74
75void SERVER_DISPATCH_APIENTRY
76crServerDispatchSwapBuffers( GLint window, GLint flags )
77{
78 CRMuralInfo *mural;
79
80 mural = (CRMuralInfo *) crHashtableSearch(cr_server.muralTable, window);
81 if (!mural) {
82 return;
83 }
84
85
86 if (cr_server.only_swap_once)
87 {
88 /* NOTE: we only do the clear for the _last_ client in the list.
89 * This is because in multi-threaded apps the zeroeth client may
90 * be idle and never call glClear at all. See threadtest.c
91 * It's pretty likely that the last client will be active.
92 */
93 if (cr_server.curClient != cr_server.clients[cr_server.numClients - 1])
94 {
95 return;
96 }
97 }
98
99 if (cr_server.overlapBlending)
100 {
101 int a;
102 CRPoly *p;
103 GLboolean lighting, fog, blend, cull, tex[3];
104 GLenum mm, blendSrc, blendDst;
105 GLcolorf col;
106 CRContext *ctx = crStateGetCurrent();
107 const CRmatrix *baseProj;
108
109 /*
110 * I've probably missed some state here, or it
111 * might be easier just to push/pop it....
112 */
113 lighting = ctx->lighting.lighting;
114 fog = ctx->fog.enable;
115 tex[0] = 0;
116 for (a=0; a<CR_MAX_TEXTURE_UNITS; a++)
117 {
118 if (!ctx->texture.unit[a].enabled1D) continue;
119
120 tex[0] = 1;
121 break;
122 }
123 tex[1] = 0;
124 for (a=0; a<CR_MAX_TEXTURE_UNITS; a++)
125 {
126 if (!ctx->texture.unit[a].enabled2D) continue;
127
128 tex[1] = 1;
129 break;
130 }
131 tex[2] = 0;
132 for (a=0; a<CR_MAX_TEXTURE_UNITS; a++)
133 {
134 if (!ctx->texture.unit[a].enabled3D) continue;
135
136 tex[2] = 1;
137 break;
138 }
139
140 cull = ctx->polygon.cullFace;
141 blend = ctx->buffer.blend;
142 blendSrc = ctx->buffer.blendSrcRGB;
143 blendDst = ctx->buffer.blendDstRGB;
144 mm = ctx->transform.matrixMode;
145 col.r = ctx->current.vertexAttrib[VERT_ATTRIB_COLOR0][0];
146 col.g = ctx->current.vertexAttrib[VERT_ATTRIB_COLOR0][1];
147 col.b = ctx->current.vertexAttrib[VERT_ATTRIB_COLOR0][2];
148 col.a = ctx->current.vertexAttrib[VERT_ATTRIB_COLOR0][3];
149
150 baseProj = &(cr_server.curClient->currentMural->extents[0].baseProjection);
151
152 switch(mm)
153 {
154 case GL_PROJECTION:
155 cr_server.head_spu->dispatch_table.PushMatrix();
156 cr_server.head_spu->dispatch_table.LoadMatrixf((GLfloat *) baseProj);
157 cr_server.head_spu->dispatch_table.MultMatrixf(cr_server.unnormalized_alignment_matrix);
158 cr_server.head_spu->dispatch_table.MatrixMode(GL_MODELVIEW);
159 cr_server.head_spu->dispatch_table.PushMatrix();
160 cr_server.head_spu->dispatch_table.LoadIdentity();
161 break;
162
163 default:
164 cr_server.head_spu->dispatch_table.MatrixMode(GL_MODELVIEW);
165 /* fall through */
166
167 case GL_MODELVIEW:
168 cr_server.head_spu->dispatch_table.PushMatrix();
169 cr_server.head_spu->dispatch_table.LoadIdentity();
170 cr_server.head_spu->dispatch_table.MatrixMode(GL_PROJECTION);
171 cr_server.head_spu->dispatch_table.PushMatrix();
172 cr_server.head_spu->dispatch_table.LoadMatrixf((GLfloat *) baseProj);
173 cr_server.head_spu->dispatch_table.MultMatrixf(cr_server.unnormalized_alignment_matrix);
174 break;
175 }
176
177 /* fix state */
178 if (lighting)
179 cr_server.head_spu->dispatch_table.Disable(GL_LIGHTING);
180 if (fog)
181 cr_server.head_spu->dispatch_table.Disable(GL_FOG);
182 if (tex[0])
183 cr_server.head_spu->dispatch_table.Disable(GL_TEXTURE_1D);
184 if (tex[1])
185 cr_server.head_spu->dispatch_table.Disable(GL_TEXTURE_2D);
186 if (tex[2])
187 cr_server.head_spu->dispatch_table.Disable(GL_TEXTURE_3D);
188 if (cull)
189 cr_server.head_spu->dispatch_table.Disable(GL_CULL_FACE);
190
191 /* Regular Blending */
192 if (cr_server.overlapBlending == 1)
193 {
194 if (!blend)
195 cr_server.head_spu->dispatch_table.Enable(GL_BLEND);
196 if ((blendSrc != GL_ZERO) && (blendDst != GL_SRC_ALPHA))
197 cr_server.head_spu->dispatch_table.BlendFunc(GL_ZERO, GL_SRC_ALPHA);
198
199 /* draw the blends */
200 for (a=1; a<cr_server.num_overlap_levels; a++)
201 {
202 if (a-1 < cr_server.num_overlap_intens)
203 {
204 cr_server.head_spu->dispatch_table.Color4f(0, 0, 0,
205 cr_server.overlap_intens[a-1]);
206 }
207 else
208 {
209 cr_server.head_spu->dispatch_table.Color4f(0, 0, 0, 1);
210 }
211
212 p = cr_server.overlap_geom[a];
213 while (p)
214 {
215 /* hopefully this isnt concave... */
216 __draw_poly(p);
217 p = p->next;
218 }
219 }
220
221 if (!blend)
222 cr_server.head_spu->dispatch_table.Disable(GL_BLEND);
223 if ((blendSrc != GL_ZERO) && (blendDst != GL_SRC_ALPHA))
224 cr_server.head_spu->dispatch_table.BlendFunc(blendSrc, blendDst);
225 }
226 else
227 /* Knockout Blending */
228 {
229 cr_server.head_spu->dispatch_table.Color4f(0, 0, 0, 1);
230
231 if (blend)
232 cr_server.head_spu->dispatch_table.Disable(GL_BLEND);
233 p = cr_server.overlap_knockout;
234 while (p)
235 {
236 __draw_poly(p);
237 p = p->next;
238 }
239 if (blend)
240 cr_server.head_spu->dispatch_table.Enable(GL_BLEND);
241 }
242
243
244 /* return things to normal */
245 switch (mm)
246 {
247 case GL_PROJECTION:
248 cr_server.head_spu->dispatch_table.PopMatrix();
249 cr_server.head_spu->dispatch_table.MatrixMode(GL_PROJECTION);
250 cr_server.head_spu->dispatch_table.PopMatrix();
251 break;
252 case GL_MODELVIEW:
253 cr_server.head_spu->dispatch_table.PopMatrix();
254 cr_server.head_spu->dispatch_table.MatrixMode(GL_MODELVIEW);
255 cr_server.head_spu->dispatch_table.PopMatrix();
256 break;
257 default:
258 cr_server.head_spu->dispatch_table.PopMatrix();
259 cr_server.head_spu->dispatch_table.MatrixMode(GL_MODELVIEW);
260 cr_server.head_spu->dispatch_table.PopMatrix();
261 cr_server.head_spu->dispatch_table.MatrixMode(mm);
262 break;
263 }
264
265 if (lighting)
266 cr_server.head_spu->dispatch_table.Enable(GL_LIGHTING);
267 if (fog)
268 cr_server.head_spu->dispatch_table.Enable(GL_FOG);
269 if (tex[0])
270 cr_server.head_spu->dispatch_table.Enable(GL_TEXTURE_1D);
271 if (tex[1])
272 cr_server.head_spu->dispatch_table.Enable(GL_TEXTURE_2D);
273 if (tex[2])
274 cr_server.head_spu->dispatch_table.Enable(GL_TEXTURE_3D);
275 if (cull)
276 cr_server.head_spu->dispatch_table.Enable(GL_CULL_FACE);
277
278 cr_server.head_spu->dispatch_table.Color4f(col.r, col.g, col.b, col.a);
279 }
280
281 /* Check if using a file network */
282 if (!cr_server.clients[0]->conn->actual_network && window == MAGIC_OFFSET)
283 window = 0;
284
285 cr_server.head_spu->dispatch_table.SwapBuffers( mural->spuWindow, flags );
286}
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