changed a warning string
[mesa.git] / src / mesa / main / enable.c
1 /* $Id: enable.c,v 1.10 1999/11/11 01:22:26 brianp Exp $ */
2
3 /*
4 * Mesa 3-D graphics library
5 * Version: 3.3
6 *
7 * Copyright (C) 1999 Brian Paul All Rights Reserved.
8 *
9 * Permission is hereby granted, free of charge, to any person obtaining a
10 * copy of this software and associated documentation files (the "Software"),
11 * to deal in the Software without restriction, including without limitation
12 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
13 * and/or sell copies of the Software, and to permit persons to whom the
14 * Software is furnished to do so, subject to the following conditions:
15 *
16 * The above copyright notice and this permission notice shall be included
17 * in all copies or substantial portions of the Software.
18 *
19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
22 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
23 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
24 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 */
26
27
28 #ifdef PC_HEADER
29 #include "all.h"
30 #else
31 #include "glheader.h"
32 #include "context.h"
33 #include "enable.h"
34 #include "light.h"
35 #include "macros.h"
36 #include "matrix.h"
37 #include "mmath.h"
38 #include "simple_list.h"
39 #include "types.h"
40 #include "vbfill.h"
41 #include "xform.h"
42 #include "enums.h"
43 #endif
44
45
46
47 /*
48 * Perform glEnable and glDisable calls.
49 */
50 void _mesa_set_enable( GLcontext *ctx, GLenum cap, GLboolean state )
51 {
52 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx, "gl_enable/disable" );
53
54 if (MESA_VERBOSE & VERBOSE_API)
55 fprintf(stderr, "%s %s (newstate is %x)\n",
56 state ? "glEnable" : "glDisable",
57 gl_lookup_enum_by_nr(cap),
58 ctx->NewState);
59
60 switch (cap) {
61 case GL_ALPHA_TEST:
62 if (ctx->Color.AlphaEnabled!=state) {
63 ctx->Color.AlphaEnabled = state;
64 ctx->NewState |= NEW_RASTER_OPS;
65 }
66 break;
67 case GL_AUTO_NORMAL:
68 ctx->Eval.AutoNormal = state;
69 break;
70 case GL_BLEND:
71 if (ctx->Color.BlendEnabled!=state) {
72 ctx->Color.BlendEnabled = state;
73 /* The following needed to accomodate 1.0 RGB logic op blending */
74 if (ctx->Color.BlendEquation==GL_LOGIC_OP && state) {
75 ctx->Color.ColorLogicOpEnabled = GL_TRUE;
76 }
77 else {
78 ctx->Color.ColorLogicOpEnabled = GL_FALSE;
79 }
80 ctx->NewState |= NEW_RASTER_OPS;
81 }
82 break;
83 case GL_CLIP_PLANE0:
84 case GL_CLIP_PLANE1:
85 case GL_CLIP_PLANE2:
86 case GL_CLIP_PLANE3:
87 case GL_CLIP_PLANE4:
88 case GL_CLIP_PLANE5:
89 if (cap >= GL_CLIP_PLANE0 &&
90 cap <= GL_CLIP_PLANE5 &&
91 ctx->Transform.ClipEnabled[cap-GL_CLIP_PLANE0] != state)
92 {
93 GLuint p = cap-GL_CLIP_PLANE0;
94
95 ctx->Transform.ClipEnabled[p] = state;
96 ctx->NewState |= NEW_USER_CLIP;
97
98 if (state) {
99 ctx->Enabled |= ENABLE_USERCLIP;
100 ctx->Transform.AnyClip++;
101
102 if (ctx->ProjectionMatrix.flags & MAT_DIRTY_ALL_OVER) {
103 gl_matrix_analyze( &ctx->ProjectionMatrix );
104 }
105
106 gl_transform_vector( ctx->Transform.ClipUserPlane[p],
107 ctx->Transform.EyeUserPlane[p],
108 ctx->ProjectionMatrix.inv );
109 } else {
110 if (--ctx->Transform.AnyClip == 0)
111 ctx->Enabled &= ~ENABLE_USERCLIP;
112 }
113 }
114 break;
115 case GL_COLOR_MATERIAL:
116 if (ctx->Light.ColorMaterialEnabled!=state) {
117 ctx->Light.ColorMaterialEnabled = state;
118 ctx->NewState |= NEW_LIGHTING;
119 if (state)
120 gl_update_color_material( ctx, ctx->Current.ByteColor );
121 }
122 break;
123 case GL_CULL_FACE:
124 if (ctx->Polygon.CullFlag!=state) {
125 ctx->Polygon.CullFlag = state;
126 ctx->TriangleCaps ^= DD_TRI_CULL;
127 ctx->NewState |= NEW_POLYGON;
128 }
129 break;
130 case GL_DEPTH_TEST:
131 if (state && ctx->Visual->DepthBits==0) {
132 gl_warning(ctx,"glEnable(GL_DEPTH_TEST) but no depth buffer");
133 return;
134 }
135 if (ctx->Depth.Test!=state) {
136 ctx->Depth.Test = state;
137 ctx->NewState |= NEW_RASTER_OPS;
138 }
139 break;
140 case GL_DITHER:
141 if (ctx->NoDither) {
142 /* MESA_NO_DITHER env var */
143 state = GL_FALSE;
144 }
145 if (ctx->Color.DitherFlag!=state) {
146 ctx->Color.DitherFlag = state;
147 ctx->NewState |= NEW_RASTER_OPS;
148 }
149 break;
150 case GL_FOG:
151 if (ctx->Fog.Enabled!=state) {
152 ctx->Fog.Enabled = state;
153 ctx->Enabled ^= ENABLE_FOG;
154 ctx->NewState |= NEW_FOG|NEW_RASTER_OPS;
155 }
156 break;
157 case GL_LIGHT0:
158 case GL_LIGHT1:
159 case GL_LIGHT2:
160 case GL_LIGHT3:
161 case GL_LIGHT4:
162 case GL_LIGHT5:
163 case GL_LIGHT6:
164 case GL_LIGHT7:
165 if (ctx->Light.Light[cap-GL_LIGHT0].Enabled != state)
166 {
167 ctx->Light.Light[cap-GL_LIGHT0].Enabled = state;
168
169 if (state) {
170 insert_at_tail(&ctx->Light.EnabledList,
171 &ctx->Light.Light[cap-GL_LIGHT0]);
172 if (ctx->Light.Enabled)
173 ctx->Enabled |= ENABLE_LIGHT;
174 } else {
175 remove_from_list(&ctx->Light.Light[cap-GL_LIGHT0]);
176 if (is_empty_list(&ctx->Light.EnabledList))
177 ctx->Enabled &= ~ENABLE_LIGHT;
178 }
179
180 ctx->NewState |= NEW_LIGHTING;
181 }
182 break;
183 case GL_LIGHTING:
184 if (ctx->Light.Enabled!=state) {
185 ctx->Light.Enabled = state;
186 ctx->Enabled &= ~ENABLE_LIGHT;
187 if (state)
188 ctx->Enabled |= ENABLE_LIGHT;
189 ctx->NewState |= NEW_LIGHTING;
190 }
191 break;
192 case GL_LINE_SMOOTH:
193 if (ctx->Line.SmoothFlag!=state) {
194 ctx->Line.SmoothFlag = state;
195 ctx->NewState |= NEW_RASTER_OPS;
196 }
197 break;
198 case GL_LINE_STIPPLE:
199 if (ctx->Line.StippleFlag!=state) {
200 ctx->Line.StippleFlag = state;
201 ctx->TriangleCaps ^= DD_LINE_STIPPLE;
202 ctx->NewState |= NEW_RASTER_OPS;
203 }
204 break;
205 case GL_INDEX_LOGIC_OP:
206 if (ctx->Color.IndexLogicOpEnabled!=state) {
207 ctx->Color.IndexLogicOpEnabled = state;
208 ctx->NewState |= NEW_RASTER_OPS;
209 }
210 break;
211 case GL_COLOR_LOGIC_OP:
212 if (ctx->Color.ColorLogicOpEnabled!=state) {
213 ctx->Color.ColorLogicOpEnabled = state;
214 ctx->NewState |= NEW_RASTER_OPS;
215 }
216 break;
217 case GL_MAP1_COLOR_4:
218 ctx->Eval.Map1Color4 = state;
219 break;
220 case GL_MAP1_INDEX:
221 ctx->Eval.Map1Index = state;
222 break;
223 case GL_MAP1_NORMAL:
224 ctx->Eval.Map1Normal = state;
225 break;
226 case GL_MAP1_TEXTURE_COORD_1:
227 ctx->Eval.Map1TextureCoord1 = state;
228 break;
229 case GL_MAP1_TEXTURE_COORD_2:
230 ctx->Eval.Map1TextureCoord2 = state;
231 break;
232 case GL_MAP1_TEXTURE_COORD_3:
233 ctx->Eval.Map1TextureCoord3 = state;
234 break;
235 case GL_MAP1_TEXTURE_COORD_4:
236 ctx->Eval.Map1TextureCoord4 = state;
237 break;
238 case GL_MAP1_VERTEX_3:
239 ctx->Eval.Map1Vertex3 = state;
240 break;
241 case GL_MAP1_VERTEX_4:
242 ctx->Eval.Map1Vertex4 = state;
243 break;
244 case GL_MAP2_COLOR_4:
245 ctx->Eval.Map2Color4 = state;
246 break;
247 case GL_MAP2_INDEX:
248 ctx->Eval.Map2Index = state;
249 break;
250 case GL_MAP2_NORMAL:
251 ctx->Eval.Map2Normal = state;
252 break;
253 case GL_MAP2_TEXTURE_COORD_1:
254 ctx->Eval.Map2TextureCoord1 = state;
255 break;
256 case GL_MAP2_TEXTURE_COORD_2:
257 ctx->Eval.Map2TextureCoord2 = state;
258 break;
259 case GL_MAP2_TEXTURE_COORD_3:
260 ctx->Eval.Map2TextureCoord3 = state;
261 break;
262 case GL_MAP2_TEXTURE_COORD_4:
263 ctx->Eval.Map2TextureCoord4 = state;
264 break;
265 case GL_MAP2_VERTEX_3:
266 ctx->Eval.Map2Vertex3 = state;
267 break;
268 case GL_MAP2_VERTEX_4:
269 ctx->Eval.Map2Vertex4 = state;
270 break;
271 case GL_NORMALIZE:
272 if (ctx->Transform.Normalize != state) {
273 ctx->Transform.Normalize = state;
274 ctx->NewState |= NEW_NORMAL_TRANSFORM|NEW_LIGHTING;
275 ctx->Enabled ^= ENABLE_NORMALIZE;
276 }
277 break;
278 case GL_POINT_SMOOTH:
279 if (ctx->Point.SmoothFlag!=state) {
280 ctx->Point.SmoothFlag = state;
281 ctx->NewState |= NEW_RASTER_OPS;
282 }
283 break;
284 case GL_POLYGON_SMOOTH:
285 if (ctx->Polygon.SmoothFlag!=state) {
286 ctx->Polygon.SmoothFlag = state;
287 ctx->NewState |= NEW_RASTER_OPS;
288 }
289 break;
290 case GL_POLYGON_STIPPLE:
291 if (ctx->Polygon.StippleFlag!=state) {
292 ctx->Polygon.StippleFlag = state;
293 ctx->TriangleCaps ^= DD_TRI_STIPPLE;
294 ctx->NewState |= NEW_RASTER_OPS;
295 }
296 break;
297 case GL_POLYGON_OFFSET_POINT:
298 if (ctx->Polygon.OffsetPoint!=state) {
299 ctx->Polygon.OffsetPoint = state;
300 ctx->NewState |= NEW_POLYGON;
301 }
302 break;
303 case GL_POLYGON_OFFSET_LINE:
304 if (ctx->Polygon.OffsetLine!=state) {
305 ctx->Polygon.OffsetLine = state;
306 ctx->NewState |= NEW_POLYGON;
307 }
308 break;
309 case GL_POLYGON_OFFSET_FILL:
310 /*case GL_POLYGON_OFFSET_EXT:*/
311 if (ctx->Polygon.OffsetFill!=state) {
312 ctx->Polygon.OffsetFill = state;
313 ctx->NewState |= NEW_POLYGON;
314 }
315 break;
316 case GL_RESCALE_NORMAL_EXT:
317 if (ctx->Transform.RescaleNormals != state) {
318 ctx->Transform.RescaleNormals = state;
319 ctx->NewState |= NEW_NORMAL_TRANSFORM|NEW_LIGHTING;
320 ctx->Enabled ^= ENABLE_RESCALE;
321 }
322 break;
323 case GL_SCISSOR_TEST:
324 if (ctx->Scissor.Enabled!=state) {
325 ctx->Scissor.Enabled = state;
326 ctx->NewState |= NEW_RASTER_OPS;
327 }
328 break;
329 case GL_SHARED_TEXTURE_PALETTE_EXT:
330 ctx->Texture.SharedPalette = state;
331 if (ctx->Driver.UseGlobalTexturePalette)
332 (*ctx->Driver.UseGlobalTexturePalette)( ctx, state );
333 break;
334 case GL_STENCIL_TEST:
335 if (state && ctx->Visual->StencilBits==0) {
336 gl_warning(ctx, "glEnable(GL_STENCIL_TEST) but no stencil buffer");
337 return;
338 }
339 if (ctx->Stencil.Enabled!=state) {
340 ctx->Stencil.Enabled = state;
341 ctx->NewState |= NEW_RASTER_OPS;
342 ctx->TriangleCaps ^= DD_STENCIL;
343 }
344 break;
345 case GL_TEXTURE_1D:
346 if (ctx->Visual->RGBAflag) {
347 const GLuint curr = ctx->Texture.CurrentUnit;
348 const GLuint flag = TEXTURE0_1D << (curr * 4);
349 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[curr];
350 ctx->NewState |= NEW_TEXTURE_ENABLE;
351 if (state) {
352 texUnit->Enabled |= TEXTURE0_1D;
353 ctx->Enabled |= flag;
354 }
355 else {
356 texUnit->Enabled &= ~TEXTURE0_1D;
357 ctx->Enabled &= ~flag;
358 }
359 }
360 break;
361 case GL_TEXTURE_2D:
362 if (ctx->Visual->RGBAflag) {
363 const GLuint curr = ctx->Texture.CurrentUnit;
364 const GLuint flag = TEXTURE0_2D << (curr * 4);
365 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[curr];
366 ctx->NewState |= NEW_TEXTURE_ENABLE;
367 if (state) {
368 texUnit->Enabled |= TEXTURE0_2D;
369 ctx->Enabled |= flag;
370 }
371 else {
372 texUnit->Enabled &= ~TEXTURE0_2D;
373 ctx->Enabled &= ~flag;
374 }
375 }
376 break;
377 case GL_TEXTURE_3D:
378 if (ctx->Visual->RGBAflag) {
379 const GLuint curr = ctx->Texture.CurrentUnit;
380 const GLuint flag = TEXTURE0_3D << (curr * 4);
381 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[curr];
382 ctx->NewState |= NEW_TEXTURE_ENABLE;
383 if (state) {
384 texUnit->Enabled |= TEXTURE0_3D;
385 ctx->Enabled |= flag;
386 }
387 else {
388 texUnit->Enabled &= ~TEXTURE0_3D;
389 ctx->Enabled &= ~flag;
390 }
391 }
392 break;
393 case GL_TEXTURE_GEN_Q:
394 {
395 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
396 if (state)
397 texUnit->TexGenEnabled |= Q_BIT;
398 else
399 texUnit->TexGenEnabled &= ~Q_BIT;
400 ctx->NewState |= NEW_TEXTURING;
401 }
402 break;
403 case GL_TEXTURE_GEN_R:
404 {
405 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
406 if (state)
407 texUnit->TexGenEnabled |= R_BIT;
408 else
409 texUnit->TexGenEnabled &= ~R_BIT;
410 ctx->NewState |= NEW_TEXTURING;
411 }
412 break;
413 case GL_TEXTURE_GEN_S:
414 {
415 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
416 if (state)
417 texUnit->TexGenEnabled |= S_BIT;
418 else
419 texUnit->TexGenEnabled &= ~S_BIT;
420 ctx->NewState |= NEW_TEXTURING;
421 }
422 break;
423 case GL_TEXTURE_GEN_T:
424 {
425 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
426 if (state)
427 texUnit->TexGenEnabled |= T_BIT;
428 else
429 texUnit->TexGenEnabled &= ~T_BIT;
430 ctx->NewState |= NEW_TEXTURING;
431 }
432 break;
433
434 /*
435 * CLIENT STATE!!!
436 */
437 case GL_VERTEX_ARRAY:
438 ctx->Array.Vertex.Enabled = state;
439 break;
440 case GL_NORMAL_ARRAY:
441 ctx->Array.Normal.Enabled = state;
442 break;
443 case GL_COLOR_ARRAY:
444 ctx->Array.Color.Enabled = state;
445 break;
446 case GL_INDEX_ARRAY:
447 ctx->Array.Index.Enabled = state;
448 break;
449 case GL_TEXTURE_COORD_ARRAY:
450 ctx->Array.TexCoord[ctx->Array.ActiveTexture].Enabled = state;
451 break;
452 case GL_EDGE_FLAG_ARRAY:
453 ctx->Array.EdgeFlag.Enabled = state;
454 break;
455
456 default:
457 if (state) {
458 gl_error( ctx, GL_INVALID_ENUM, "glEnable" );
459 }
460 else {
461 gl_error( ctx, GL_INVALID_ENUM, "glDisable" );
462 }
463 return;
464 }
465
466 if (ctx->Driver.Enable) {
467 (*ctx->Driver.Enable)( ctx, cap, state );
468 }
469 }
470
471
472
473
474 void
475 _mesa_Enable( GLenum cap )
476 {
477 GET_CURRENT_CONTEXT(ctx);
478 _mesa_set_enable( ctx, cap, GL_TRUE );
479 }
480
481
482
483 void
484 _mesa_Disable( GLenum cap )
485 {
486 GET_CURRENT_CONTEXT(ctx);
487 _mesa_set_enable( ctx, cap, GL_FALSE );
488 }
489
490
491
492 GLboolean
493 _mesa_IsEnabled( GLenum cap )
494 {
495 GET_CURRENT_CONTEXT(ctx);
496 switch (cap) {
497 case GL_ALPHA_TEST:
498 return ctx->Color.AlphaEnabled;
499 case GL_AUTO_NORMAL:
500 return ctx->Eval.AutoNormal;
501 case GL_BLEND:
502 return ctx->Color.BlendEnabled;
503 case GL_CLIP_PLANE0:
504 case GL_CLIP_PLANE1:
505 case GL_CLIP_PLANE2:
506 case GL_CLIP_PLANE3:
507 case GL_CLIP_PLANE4:
508 case GL_CLIP_PLANE5:
509 return ctx->Transform.ClipEnabled[cap-GL_CLIP_PLANE0];
510 case GL_COLOR_MATERIAL:
511 return ctx->Light.ColorMaterialEnabled;
512 case GL_CULL_FACE:
513 return ctx->Polygon.CullFlag;
514 case GL_DEPTH_TEST:
515 return ctx->Depth.Test;
516 case GL_DITHER:
517 return ctx->Color.DitherFlag;
518 case GL_FOG:
519 return ctx->Fog.Enabled;
520 case GL_LIGHTING:
521 return ctx->Light.Enabled;
522 case GL_LIGHT0:
523 case GL_LIGHT1:
524 case GL_LIGHT2:
525 case GL_LIGHT3:
526 case GL_LIGHT4:
527 case GL_LIGHT5:
528 case GL_LIGHT6:
529 case GL_LIGHT7:
530 return ctx->Light.Light[cap-GL_LIGHT0].Enabled;
531 case GL_LINE_SMOOTH:
532 return ctx->Line.SmoothFlag;
533 case GL_LINE_STIPPLE:
534 return ctx->Line.StippleFlag;
535 case GL_INDEX_LOGIC_OP:
536 return ctx->Color.IndexLogicOpEnabled;
537 case GL_COLOR_LOGIC_OP:
538 return ctx->Color.ColorLogicOpEnabled;
539 case GL_MAP1_COLOR_4:
540 return ctx->Eval.Map1Color4;
541 case GL_MAP1_INDEX:
542 return ctx->Eval.Map1Index;
543 case GL_MAP1_NORMAL:
544 return ctx->Eval.Map1Normal;
545 case GL_MAP1_TEXTURE_COORD_1:
546 return ctx->Eval.Map1TextureCoord1;
547 case GL_MAP1_TEXTURE_COORD_2:
548 return ctx->Eval.Map1TextureCoord2;
549 case GL_MAP1_TEXTURE_COORD_3:
550 return ctx->Eval.Map1TextureCoord3;
551 case GL_MAP1_TEXTURE_COORD_4:
552 return ctx->Eval.Map1TextureCoord4;
553 case GL_MAP1_VERTEX_3:
554 return ctx->Eval.Map1Vertex3;
555 case GL_MAP1_VERTEX_4:
556 return ctx->Eval.Map1Vertex4;
557 case GL_MAP2_COLOR_4:
558 return ctx->Eval.Map2Color4;
559 case GL_MAP2_INDEX:
560 return ctx->Eval.Map2Index;
561 case GL_MAP2_NORMAL:
562 return ctx->Eval.Map2Normal;
563 case GL_MAP2_TEXTURE_COORD_1:
564 return ctx->Eval.Map2TextureCoord1;
565 case GL_MAP2_TEXTURE_COORD_2:
566 return ctx->Eval.Map2TextureCoord2;
567 case GL_MAP2_TEXTURE_COORD_3:
568 return ctx->Eval.Map2TextureCoord3;
569 case GL_MAP2_TEXTURE_COORD_4:
570 return ctx->Eval.Map2TextureCoord4;
571 case GL_MAP2_VERTEX_3:
572 return ctx->Eval.Map2Vertex3;
573 case GL_MAP2_VERTEX_4:
574 return ctx->Eval.Map2Vertex4;
575 case GL_NORMALIZE:
576 return ctx->Transform.Normalize;
577 case GL_POINT_SMOOTH:
578 return ctx->Point.SmoothFlag;
579 case GL_POLYGON_SMOOTH:
580 return ctx->Polygon.SmoothFlag;
581 case GL_POLYGON_STIPPLE:
582 return ctx->Polygon.StippleFlag;
583 case GL_POLYGON_OFFSET_POINT:
584 return ctx->Polygon.OffsetPoint;
585 case GL_POLYGON_OFFSET_LINE:
586 return ctx->Polygon.OffsetLine;
587 case GL_POLYGON_OFFSET_FILL:
588 /*case GL_POLYGON_OFFSET_EXT:*/
589 return ctx->Polygon.OffsetFill;
590 case GL_RESCALE_NORMAL_EXT:
591 return ctx->Transform.RescaleNormals;
592 case GL_SCISSOR_TEST:
593 return ctx->Scissor.Enabled;
594 case GL_SHARED_TEXTURE_PALETTE_EXT:
595 return ctx->Texture.SharedPalette;
596 case GL_STENCIL_TEST:
597 return ctx->Stencil.Enabled;
598 case GL_TEXTURE_1D:
599 {
600 const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
601 return (texUnit->Enabled & TEXTURE0_1D) ? GL_TRUE : GL_FALSE;
602 }
603 case GL_TEXTURE_2D:
604 {
605 const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
606 return (texUnit->Enabled & TEXTURE0_2D) ? GL_TRUE : GL_FALSE;
607 }
608 case GL_TEXTURE_3D:
609 {
610 const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
611 return (texUnit->Enabled & TEXTURE0_3D) ? GL_TRUE : GL_FALSE;
612 }
613 case GL_TEXTURE_GEN_Q:
614 {
615 const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
616 return (texUnit->TexGenEnabled & Q_BIT) ? GL_TRUE : GL_FALSE;
617 }
618 case GL_TEXTURE_GEN_R:
619 {
620 const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
621 return (texUnit->TexGenEnabled & R_BIT) ? GL_TRUE : GL_FALSE;
622 }
623 case GL_TEXTURE_GEN_S:
624 {
625 const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
626 return (texUnit->TexGenEnabled & S_BIT) ? GL_TRUE : GL_FALSE;
627 }
628 case GL_TEXTURE_GEN_T:
629 {
630 const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
631 return (texUnit->TexGenEnabled & T_BIT) ? GL_TRUE : GL_FALSE;
632 }
633
634 /*
635 * CLIENT STATE!!!
636 */
637 case GL_VERTEX_ARRAY:
638 return ctx->Array.Vertex.Enabled;
639 case GL_NORMAL_ARRAY:
640 return ctx->Array.Normal.Enabled;
641 case GL_COLOR_ARRAY:
642 return ctx->Array.Color.Enabled;
643 case GL_INDEX_ARRAY:
644 return ctx->Array.Index.Enabled;
645 case GL_TEXTURE_COORD_ARRAY:
646 return ctx->Array.TexCoord[ctx->Array.ActiveTexture].Enabled;
647 case GL_EDGE_FLAG_ARRAY:
648 return ctx->Array.EdgeFlag.Enabled;
649 default:
650 gl_error( ctx, GL_INVALID_ENUM, "glIsEnabled" );
651 return GL_FALSE;
652 }
653 }
654
655
656
657
658 static void
659 client_state( GLcontext *ctx, GLenum cap, GLboolean state )
660 {
661 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx,
662 (state
663 ? "glEnableClientState"
664 : "glDisableClientState") );
665
666 switch (cap) {
667 case GL_VERTEX_ARRAY:
668 ctx->Array.Vertex.Enabled = state;
669 break;
670 case GL_NORMAL_ARRAY:
671 ctx->Array.Normal.Enabled = state;
672 break;
673 case GL_COLOR_ARRAY:
674 ctx->Array.Color.Enabled = state;
675 break;
676 case GL_INDEX_ARRAY:
677 ctx->Array.Index.Enabled = state;
678 break;
679 case GL_TEXTURE_COORD_ARRAY:
680 ctx->Array.TexCoord[ctx->Array.ActiveTexture].Enabled = state;
681 break;
682 case GL_EDGE_FLAG_ARRAY:
683 ctx->Array.EdgeFlag.Enabled = state;
684 break;
685 default:
686 gl_error( ctx, GL_INVALID_ENUM, "glEnable/DisableClientState" );
687 }
688
689 ctx->NewState |= NEW_CLIENT_STATE;
690 }
691
692
693
694 void
695 _mesa_EnableClientState( GLenum cap )
696 {
697 GET_CURRENT_CONTEXT(ctx);
698 client_state( ctx, cap, GL_TRUE );
699 }
700
701
702
703 void
704 _mesa_DisableClientState( GLenum cap )
705 {
706 GET_CURRENT_CONTEXT(ctx);
707 client_state( ctx, cap, GL_FALSE );
708 }
709