-/* $Id: stencil.c,v 1.24 2000/12/26 05:09:29 keithw Exp $ */
+/**
+ * \file stencil.c
+ * Stencil operations.
+ */
/*
* Mesa 3-D graphics library
- * Version: 3.5
+ * Version: 4.1
*
- * Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2002 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"),
*/
-#ifdef PC_HEADER
-#include "all.h"
-#else
#include "glheader.h"
+#include "imports.h"
#include "context.h"
#include "depth.h"
#include "macros.h"
-#include "mem.h"
#include "stencil.h"
#include "mtypes.h"
#include "enable.h"
-#endif
-
-
-void
+/**
+ * Set the clear value for the stencil buffer.
+ *
+ * \param s clear value.
+ *
+ * \sa glClearStencil().
+ *
+ * Updates gl_stencil_attrib::Clear. On change
+ * flushes the vertices and notifies the driver via
+ * the dd_function_table::ClearStencil callback.
+ */
+void GLAPIENTRY
_mesa_ClearStencil( GLint s )
{
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END(ctx);
-
+
if (ctx->Stencil.Clear == (GLstencil) s)
return;
}
-
-void
+/**
+ * Set the function and reference value for stencil testing.
+ *
+ * \param func test function.
+ * \param ref reference value.
+ * \param mask bitmask.
+ *
+ * \sa glStencilFunc().
+ *
+ * Verifies the parameters and updates the respective values in
+ * __GLcontextRec::Stencil. On change flushes the vertices and notifies the
+ * driver via the dd_function_table::StencilFunc callback.
+ */
+void GLAPIENTRY
_mesa_StencilFunc( GLenum func, GLint ref, GLuint mask )
{
GET_CURRENT_CONTEXT(ctx);
+ const GLint face = ctx->Stencil.ActiveFace;
GLint maxref;
ASSERT_OUTSIDE_BEGIN_END(ctx);
case GL_ALWAYS:
break;
default:
- gl_error( ctx, GL_INVALID_ENUM, "glStencilFunc" );
+ _mesa_error( ctx, GL_INVALID_ENUM, "glStencilFunc" );
return;
}
maxref = (1 << STENCIL_BITS) - 1;
ref = (GLstencil) CLAMP( ref, 0, maxref );
- if (ctx->Stencil.Function == func &&
- ctx->Stencil.ValueMask == (GLstencil) mask &&
- ctx->Stencil.Ref == ref)
+ if (ctx->Stencil.Function[face] == func &&
+ ctx->Stencil.ValueMask[face] == (GLstencil) mask &&
+ ctx->Stencil.Ref[face] == ref)
return;
FLUSH_VERTICES(ctx, _NEW_STENCIL);
- ctx->Stencil.Function = func;
- ctx->Stencil.Ref = ref;
- ctx->Stencil.ValueMask = (GLstencil) mask;
+ ctx->Stencil.Function[face] = func;
+ ctx->Stencil.Ref[face] = ref;
+ ctx->Stencil.ValueMask[face] = (GLstencil) mask;
if (ctx->Driver.StencilFunc) {
- (*ctx->Driver.StencilFunc)( ctx, func, ctx->Stencil.Ref, mask );
+ (*ctx->Driver.StencilFunc)( ctx, func, ref, mask );
}
}
-
-void
+/**
+ * Set the stencil writing mask.
+ *
+ * \param mask bit-mask to enable/disable writing of individual bits in the
+ * stencil planes.
+ *
+ * \sa glStencilMask().
+ *
+ * Updates gl_stencil_attrib::WriteMask. On change flushes the vertices and
+ * notifies the driver via the dd_function_table::StencilMask callback.
+ */
+void GLAPIENTRY
_mesa_StencilMask( GLuint mask )
{
GET_CURRENT_CONTEXT(ctx);
+ const GLint face = ctx->Stencil.ActiveFace;
ASSERT_OUTSIDE_BEGIN_END(ctx);
- if (ctx->Stencil.WriteMask == (GLstencil) mask)
- return;
+ if (ctx->Stencil.WriteMask[face] == (GLstencil) mask)
+ return;
FLUSH_VERTICES(ctx, _NEW_STENCIL);
- ctx->Stencil.WriteMask = (GLstencil) mask;
+ ctx->Stencil.WriteMask[face] = (GLstencil) mask;
if (ctx->Driver.StencilMask) {
(*ctx->Driver.StencilMask)( ctx, mask );
}
-
-void
+/**
+ * Set the stencil test actions.
+ *
+ * \param fail action to take when stencil test fails.
+ * \param zfail action to take when stencil test passes, but the depth test fails.
+ * \param zpass action to take when stencil test passes and the depth test
+ * passes (or depth testing is not enabled).
+ *
+ * \sa glStencilOp().
+ *
+ * Verifies the parameters and updates the respective fields in
+ * __GLcontextRec::Stencil. On change flushes the vertices and notifies the
+ * driver via the dd_function_table::StencilOp callback.
+ */
+void GLAPIENTRY
_mesa_StencilOp(GLenum fail, GLenum zfail, GLenum zpass)
{
GET_CURRENT_CONTEXT(ctx);
+ const GLint face = ctx->Stencil.ActiveFace;
ASSERT_OUTSIDE_BEGIN_END(ctx);
switch (fail) {
case GL_INCR:
case GL_DECR:
case GL_INVERT:
- ctx->Stencil.FailFunc = fail;
break;
case GL_INCR_WRAP_EXT:
case GL_DECR_WRAP_EXT:
- if (!ctx->Extensions.EXT_stencil_wrap) {
+ if (ctx->Extensions.EXT_stencil_wrap) {
break;
}
/* FALL-THROUGH */
default:
- gl_error(ctx, GL_INVALID_ENUM, "glStencilOp");
+ _mesa_error(ctx, GL_INVALID_ENUM, "glStencilOp");
return;
}
switch (zfail) {
}
/* FALL-THROUGH */
default:
- gl_error(ctx, GL_INVALID_ENUM, "glStencilOp");
+ _mesa_error(ctx, GL_INVALID_ENUM, "glStencilOp");
return;
}
switch (zpass) {
}
/* FALL-THROUGH */
default:
- gl_error(ctx, GL_INVALID_ENUM, "glStencilOp");
+ _mesa_error(ctx, GL_INVALID_ENUM, "glStencilOp");
return;
}
- if (ctx->Stencil.ZFailFunc == zfail &&
- ctx->Stencil.ZPassFunc == zpass &&
- ctx->Stencil.FailFunc == fail)
+ if (ctx->Stencil.ZFailFunc[face] == zfail &&
+ ctx->Stencil.ZPassFunc[face] == zpass &&
+ ctx->Stencil.FailFunc[face] == fail)
return;
FLUSH_VERTICES(ctx, _NEW_STENCIL);
- ctx->Stencil.ZFailFunc = zfail;
- ctx->Stencil.ZPassFunc = zpass;
- ctx->Stencil.FailFunc = fail;
+ ctx->Stencil.ZFailFunc[face] = zfail;
+ ctx->Stencil.ZPassFunc[face] = zpass;
+ ctx->Stencil.FailFunc[face] = fail;
if (ctx->Driver.StencilOp) {
(*ctx->Driver.StencilOp)(ctx, fail, zfail, zpass);
}
}
+
+#if _HAVE_FULL_GL
+/* GL_EXT_stencil_two_side */
+void GLAPIENTRY
+_mesa_ActiveStencilFaceEXT(GLenum face)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
+
+ if (face == GL_FRONT || face == GL_BACK) {
+ FLUSH_VERTICES(ctx, _NEW_STENCIL);
+ ctx->Stencil.ActiveFace = (face == GL_FRONT) ? 0 : 1;
+ }
+
+ if (ctx->Driver.ActiveStencilFace) {
+ (*ctx->Driver.ActiveStencilFace)( ctx, (GLuint) ctx->Stencil.ActiveFace );
+ }
+}
+#endif
+
+
+/**
+ * Initialize the context stipple state.
+ *
+ * \param ctx GL context.
+ *
+ * Initializes __GLcontextRec::Stencil attribute group.
+ */
+void _mesa_init_stencil( GLcontext * ctx )
+{
+
+ /* Stencil group */
+ ctx->Stencil.Enabled = GL_FALSE;
+ ctx->Stencil.TestTwoSide = GL_FALSE;
+ ctx->Stencil.ActiveFace = 0; /* 0 = GL_FRONT, 1 = GL_BACK */
+ ctx->Stencil.Function[0] = GL_ALWAYS;
+ ctx->Stencil.Function[1] = GL_ALWAYS;
+ ctx->Stencil.FailFunc[0] = GL_KEEP;
+ ctx->Stencil.FailFunc[1] = GL_KEEP;
+ ctx->Stencil.ZPassFunc[0] = GL_KEEP;
+ ctx->Stencil.ZPassFunc[1] = GL_KEEP;
+ ctx->Stencil.ZFailFunc[0] = GL_KEEP;
+ ctx->Stencil.ZFailFunc[1] = GL_KEEP;
+ ctx->Stencil.Ref[0] = 0;
+ ctx->Stencil.Ref[1] = 0;
+ ctx->Stencil.ValueMask[0] = STENCIL_MAX;
+ ctx->Stencil.ValueMask[1] = STENCIL_MAX;
+ ctx->Stencil.WriteMask[0] = STENCIL_MAX;
+ ctx->Stencil.WriteMask[1] = STENCIL_MAX;
+ ctx->Stencil.Clear = 0;
+}