1 | /* Copyright (c) 2001, Stanford University
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2 | * All rights reserved
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3 | *
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4 | * See the file LICENSE.txt for information on redistributing this software.
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5 | */
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6 |
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7 | #include "cr_spu.h"
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8 | #include "chromium.h"
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9 | #include "cr_mem.h"
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10 | #include "cr_net.h"
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11 | #include "server_dispatch.h"
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12 | #include "server.h"
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13 |
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14 |
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15 | void SERVER_DISPATCH_APIENTRY crServerDispatchClear( GLenum mask )
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16 | {
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17 | CRMuralInfo *mural = cr_server.curClient->currentMural;
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18 | const RunQueue *q = cr_server.run_queue;
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19 |
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20 | if (cr_server.only_swap_once)
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21 | {
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22 | /* NOTE: we only do the clear for the _last_ client in the list.
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23 | * This is because in multi-threaded apps the zeroeth client may
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24 | * be idle and never call glClear at all. See threadtest.c
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25 | * It's pretty likely that the last client will be active.
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26 | */
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27 | if ((mask & GL_COLOR_BUFFER_BIT) &&
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28 | (cr_server.curClient != cr_server.clients[cr_server.numClients - 1]))
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29 | return;
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30 | }
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31 |
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32 | cr_server.head_spu->dispatch_table.Clear( mask );
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33 | }
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34 |
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35 | static void __draw_poly(CRPoly *p)
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36 | {
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37 | int b;
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38 |
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39 | cr_server.head_spu->dispatch_table.Begin(GL_POLYGON);
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40 | for (b=0; b<p->npoints; b++)
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41 | cr_server.head_spu->dispatch_table.Vertex2dv(p->points+2*b);
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42 | cr_server.head_spu->dispatch_table.End();
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43 | }
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44 |
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45 |
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46 | void SERVER_DISPATCH_APIENTRY
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47 | crServerDispatchSwapBuffers( GLint window, GLint flags )
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48 | {
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49 | CRMuralInfo *mural;
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50 |
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51 | mural = (CRMuralInfo *) crHashtableSearch(cr_server.muralTable, window);
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52 | if (!mural) {
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53 | return;
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54 | }
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55 |
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56 |
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57 | if (cr_server.only_swap_once)
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58 | {
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59 | /* NOTE: we only do the clear for the _last_ client in the list.
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60 | * This is because in multi-threaded apps the zeroeth client may
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61 | * be idle and never call glClear at all. See threadtest.c
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62 | * It's pretty likely that the last client will be active.
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63 | */
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64 | if (cr_server.curClient != cr_server.clients[cr_server.numClients - 1])
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65 | {
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66 | return;
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67 | }
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68 | }
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69 |
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70 | #if 0
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71 | if (cr_server.overlapBlending)
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72 | {
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73 | int a;
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74 | CRPoly *p;
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75 | GLboolean lighting, fog, blend, cull, tex[3];
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76 | GLenum mm, blendSrc, blendDst;
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77 | GLcolorf col;
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78 | CRContext *ctx = crStateGetCurrent();
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79 | const CRmatrix *baseProj;
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80 |
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81 | /*
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82 | * I've probably missed some state here, or it
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83 | * might be easier just to push/pop it....
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84 | */
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85 | lighting = ctx->lighting.lighting;
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86 | fog = ctx->fog.enable;
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87 | tex[0] = 0;
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88 | for (a=0; a<CR_MAX_TEXTURE_UNITS; a++)
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89 | {
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90 | if (!ctx->texture.unit[a].enabled1D) continue;
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91 |
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92 | tex[0] = 1;
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93 | break;
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94 | }
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95 | tex[1] = 0;
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96 | for (a=0; a<CR_MAX_TEXTURE_UNITS; a++)
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97 | {
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98 | if (!ctx->texture.unit[a].enabled2D) continue;
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99 |
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100 | tex[1] = 1;
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101 | break;
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102 | }
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103 | tex[2] = 0;
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104 | for (a=0; a<CR_MAX_TEXTURE_UNITS; a++)
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105 | {
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106 | if (!ctx->texture.unit[a].enabled3D) continue;
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107 |
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108 | tex[2] = 1;
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109 | break;
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110 | }
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111 |
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112 | cull = ctx->polygon.cullFace;
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113 | blend = ctx->buffer.blend;
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114 | blendSrc = ctx->buffer.blendSrcRGB;
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115 | blendDst = ctx->buffer.blendDstRGB;
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116 | mm = ctx->transform.matrixMode;
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117 | col.r = ctx->current.vertexAttrib[VERT_ATTRIB_COLOR0][0];
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118 | col.g = ctx->current.vertexAttrib[VERT_ATTRIB_COLOR0][1];
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119 | col.b = ctx->current.vertexAttrib[VERT_ATTRIB_COLOR0][2];
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120 | col.a = ctx->current.vertexAttrib[VERT_ATTRIB_COLOR0][3];
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121 |
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122 | baseProj = &(cr_server.curClient->currentMural->extents[0].baseProjection);
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123 |
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124 | switch(mm)
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125 | {
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126 | case GL_PROJECTION:
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127 | cr_server.head_spu->dispatch_table.PushMatrix();
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128 | cr_server.head_spu->dispatch_table.LoadMatrixf((GLfloat *) baseProj);
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129 | cr_server.head_spu->dispatch_table.MultMatrixf(cr_server.unnormalized_alignment_matrix);
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130 | cr_server.head_spu->dispatch_table.MatrixMode(GL_MODELVIEW);
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131 | cr_server.head_spu->dispatch_table.PushMatrix();
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132 | cr_server.head_spu->dispatch_table.LoadIdentity();
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133 | break;
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134 |
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135 | default:
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136 | cr_server.head_spu->dispatch_table.MatrixMode(GL_MODELVIEW);
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137 | /* fall through */
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138 |
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139 | case GL_MODELVIEW:
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140 | cr_server.head_spu->dispatch_table.PushMatrix();
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141 | cr_server.head_spu->dispatch_table.LoadIdentity();
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142 | cr_server.head_spu->dispatch_table.MatrixMode(GL_PROJECTION);
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143 | cr_server.head_spu->dispatch_table.PushMatrix();
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144 | cr_server.head_spu->dispatch_table.LoadMatrixf((GLfloat *) baseProj);
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145 | cr_server.head_spu->dispatch_table.MultMatrixf(cr_server.unnormalized_alignment_matrix);
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146 | break;
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147 | }
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148 |
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149 | /* fix state */
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150 | if (lighting)
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151 | cr_server.head_spu->dispatch_table.Disable(GL_LIGHTING);
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152 | if (fog)
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153 | cr_server.head_spu->dispatch_table.Disable(GL_FOG);
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154 | if (tex[0])
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155 | cr_server.head_spu->dispatch_table.Disable(GL_TEXTURE_1D);
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156 | if (tex[1])
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157 | cr_server.head_spu->dispatch_table.Disable(GL_TEXTURE_2D);
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158 | if (tex[2])
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159 | cr_server.head_spu->dispatch_table.Disable(GL_TEXTURE_3D);
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160 | if (cull)
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161 | cr_server.head_spu->dispatch_table.Disable(GL_CULL_FACE);
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162 |
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163 | /* Regular Blending */
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164 | if (cr_server.overlapBlending == 1)
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165 | {
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166 | if (!blend)
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167 | cr_server.head_spu->dispatch_table.Enable(GL_BLEND);
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168 | if ((blendSrc != GL_ZERO) && (blendDst != GL_SRC_ALPHA))
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169 | cr_server.head_spu->dispatch_table.BlendFunc(GL_ZERO, GL_SRC_ALPHA);
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170 |
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171 | /* draw the blends */
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172 | for (a=1; a<cr_server.num_overlap_levels; a++)
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173 | {
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174 | if (a-1 < cr_server.num_overlap_intens)
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175 | {
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176 | cr_server.head_spu->dispatch_table.Color4f(0, 0, 0,
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177 | cr_server.overlap_intens[a-1]);
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178 | }
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179 | else
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180 | {
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181 | cr_server.head_spu->dispatch_table.Color4f(0, 0, 0, 1);
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182 | }
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183 |
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184 | p = cr_server.overlap_geom[a];
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185 | while (p)
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186 | {
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187 | /* hopefully this isnt concave... */
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188 | __draw_poly(p);
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189 | p = p->next;
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190 | }
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191 | }
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192 |
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193 | if (!blend)
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194 | cr_server.head_spu->dispatch_table.Disable(GL_BLEND);
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195 | if ((blendSrc != GL_ZERO) && (blendDst != GL_SRC_ALPHA))
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196 | cr_server.head_spu->dispatch_table.BlendFunc(blendSrc, blendDst);
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197 | }
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198 | else
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199 | /* Knockout Blending */
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200 | {
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201 | cr_server.head_spu->dispatch_table.Color4f(0, 0, 0, 1);
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202 |
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203 | if (blend)
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204 | cr_server.head_spu->dispatch_table.Disable(GL_BLEND);
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205 | p = cr_server.overlap_knockout;
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206 | while (p)
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207 | {
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208 | __draw_poly(p);
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209 | p = p->next;
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210 | }
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211 | if (blend)
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212 | cr_server.head_spu->dispatch_table.Enable(GL_BLEND);
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213 | }
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214 |
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215 |
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216 | /* return things to normal */
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217 | switch (mm)
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218 | {
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219 | case GL_PROJECTION:
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220 | cr_server.head_spu->dispatch_table.PopMatrix();
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221 | cr_server.head_spu->dispatch_table.MatrixMode(GL_PROJECTION);
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222 | cr_server.head_spu->dispatch_table.PopMatrix();
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223 | break;
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224 | case GL_MODELVIEW:
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225 | cr_server.head_spu->dispatch_table.PopMatrix();
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226 | cr_server.head_spu->dispatch_table.MatrixMode(GL_MODELVIEW);
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227 | cr_server.head_spu->dispatch_table.PopMatrix();
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228 | break;
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229 | default:
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230 | cr_server.head_spu->dispatch_table.PopMatrix();
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231 | cr_server.head_spu->dispatch_table.MatrixMode(GL_MODELVIEW);
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232 | cr_server.head_spu->dispatch_table.PopMatrix();
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233 | cr_server.head_spu->dispatch_table.MatrixMode(mm);
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234 | break;
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235 | }
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236 |
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237 | if (lighting)
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238 | cr_server.head_spu->dispatch_table.Enable(GL_LIGHTING);
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239 | if (fog)
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240 | cr_server.head_spu->dispatch_table.Enable(GL_FOG);
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241 | if (tex[0])
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242 | cr_server.head_spu->dispatch_table.Enable(GL_TEXTURE_1D);
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243 | if (tex[1])
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244 | cr_server.head_spu->dispatch_table.Enable(GL_TEXTURE_2D);
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245 | if (tex[2])
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246 | cr_server.head_spu->dispatch_table.Enable(GL_TEXTURE_3D);
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247 | if (cull)
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248 | cr_server.head_spu->dispatch_table.Enable(GL_CULL_FACE);
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249 |
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250 | cr_server.head_spu->dispatch_table.Color4f(col.r, col.g, col.b, col.a);
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251 | }
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252 | #endif
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253 |
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254 | /* Check if using a file network */
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255 | if (!cr_server.clients[0]->conn->actual_network && window == MAGIC_OFFSET)
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256 | window = 0;
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257 |
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258 | if (crServerIsRedirectedToFBO())
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259 | {
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260 | crServerPresentFBO(mural);
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261 | }
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262 | else
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263 | {
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264 | cr_server.head_spu->dispatch_table.SwapBuffers( mural->spuWindow, flags );
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265 | }
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266 | }
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267 |
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268 | void SERVER_DISPATCH_APIENTRY
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269 | crServerDispatchFlush(void)
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270 | {
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271 | cr_server.head_spu->dispatch_table.Flush();
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272 |
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273 | if (crServerIsRedirectedToFBO())
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274 | {
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275 | crServerPresentFBO(cr_server.curClient->currentMural);
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276 | }
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277 | }
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278 |
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279 | void SERVER_DISPATCH_APIENTRY
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280 | crServerDispatchFinish(void)
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281 | {
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282 | cr_server.head_spu->dispatch_table.Finish();
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283 |
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284 | if (crServerIsRedirectedToFBO())
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285 | {
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286 | crServerPresentFBO(cr_server.curClient->currentMural);
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287 | }
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288 | }
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