mState.depthClearValue = 1.0f;\r
mState.stencilClearValue = 0;\r
\r
- mState.cullFace = false;\r
+ mState.cullFaceEnabled = false;\r
mState.cullMode = GL_BACK;\r
mState.frontFace = GL_CCW;\r
- mState.depthTest = false;\r
+ mState.depthTestEnabled = false;\r
mState.depthFunc = GL_LESS;\r
- mState.blend = false;\r
+ mState.blendEnabled = false;\r
mState.sourceBlendRGB = GL_ONE;\r
mState.sourceBlendAlpha = GL_ONE;\r
mState.destBlendRGB = GL_ZERO;\r
mState.blendColor.green = 0;\r
mState.blendColor.blue = 0;\r
mState.blendColor.alpha = 0;\r
- mState.stencilTest = false;\r
+ mState.stencilTestEnabled = false;\r
mState.stencilFunc = GL_ALWAYS;\r
mState.stencilRef = 0;\r
mState.stencilMask = -1;\r
mState.stencilBackFail = GL_KEEP;\r
mState.stencilBackPassDepthFail = GL_KEEP;\r
mState.stencilBackPassDepthPass = GL_KEEP;\r
- mState.polygonOffsetFill = false;\r
+ mState.polygonOffsetFillEnabled = false;\r
mState.polygonOffsetFactor = 0.0f;\r
mState.polygonOffsetUnits = 0.0f;\r
- mState.sampleAlphaToCoverage = false;\r
- mState.sampleCoverage = false;\r
+ mState.sampleAlphaToCoverageEnabled = false;\r
+ mState.sampleCoverageEnabled = false;\r
mState.sampleCoverageValue = 1.0f;\r
mState.sampleCoverageInvert = false;\r
- mState.scissorTest = false;\r
- mState.dither = true;\r
+ mState.scissorTestEnabled = false;\r
+ mState.ditherEnabled = true;\r
mState.generateMipmapHint = GL_DONT_CARE;\r
mState.fragmentShaderDerivativeHint = GL_DONT_CARE;\r
- mState.colorLogicOp = false;\r
+ mState.colorLogicOpEnabled = false;\r
mState.logicalOperation = GL_COPY;\r
\r
mState.lineWidth = 1.0f;\r
mState.stencilClearValue = stencil;\r
}\r
\r
-void Context::setCullFace(bool enabled)\r
+void Context::setCullFaceEnabled(bool enabled)\r
{\r
- mState.cullFace = enabled;\r
+ mState.cullFaceEnabled = enabled;\r
}\r
\r
bool Context::isCullFaceEnabled() const\r
{\r
- return mState.cullFace;\r
+ return mState.cullFaceEnabled;\r
}\r
\r
void Context::setCullMode(GLenum mode)\r
}\r
}\r
\r
-void Context::setDepthTest(bool enabled)\r
+void Context::setDepthTestEnabled(bool enabled)\r
{\r
- if(mState.depthTest != enabled)\r
+ if(mState.depthTestEnabled != enabled)\r
{\r
- mState.depthTest = enabled;\r
+ mState.depthTestEnabled = enabled;\r
mDepthStateDirty = true;\r
}\r
}\r
\r
bool Context::isDepthTestEnabled() const\r
{\r
- return mState.depthTest;\r
+ return mState.depthTestEnabled;\r
}\r
\r
void Context::setDepthFunc(GLenum depthFunc)\r
mState.zFar = zFar;\r
}\r
\r
-void Context::setBlend(bool enabled)\r
+void Context::setBlendEnabled(bool enabled)\r
{\r
- if(mState.blend != enabled)\r
+ if(mState.blendEnabled != enabled)\r
{\r
- mState.blend = enabled;\r
+ mState.blendEnabled = enabled;\r
mBlendStateDirty = true;\r
}\r
}\r
\r
bool Context::isBlendEnabled() const\r
{\r
- return mState.blend;\r
+ return mState.blendEnabled;\r
}\r
\r
void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)\r
}\r
}\r
\r
-void Context::setStencilTest(bool enabled)\r
+void Context::setStencilTestEnabled(bool enabled)\r
{\r
- if(mState.stencilTest != enabled)\r
+ if(mState.stencilTestEnabled != enabled)\r
{\r
- mState.stencilTest = enabled;\r
+ mState.stencilTestEnabled = enabled;\r
mStencilStateDirty = true;\r
}\r
}\r
\r
bool Context::isStencilTestEnabled() const\r
{\r
- return mState.stencilTest;\r
+ return mState.stencilTestEnabled;\r
}\r
\r
void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)\r
{\r
if(mState.stencilFunc != stencilFunc ||\r
- mState.stencilRef != stencilRef ||\r
- mState.stencilMask != stencilMask)\r
+ mState.stencilRef != stencilRef ||\r
+ mState.stencilMask != stencilMask)\r
{\r
mState.stencilFunc = stencilFunc;\r
mState.stencilRef = (stencilRef > 0) ? stencilRef : 0;\r
void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)\r
{\r
if(mState.stencilBackFunc != stencilBackFunc ||\r
- mState.stencilBackRef != stencilBackRef ||\r
- mState.stencilBackMask != stencilBackMask)\r
+ mState.stencilBackRef != stencilBackRef ||\r
+ mState.stencilBackMask != stencilBackMask)\r
{\r
mState.stencilBackFunc = stencilBackFunc;\r
mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;\r
void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)\r
{\r
if(mState.stencilFail != stencilFail ||\r
- mState.stencilPassDepthFail != stencilPassDepthFail ||\r
- mState.stencilPassDepthPass != stencilPassDepthPass)\r
+ mState.stencilPassDepthFail != stencilPassDepthFail ||\r
+ mState.stencilPassDepthPass != stencilPassDepthPass)\r
{\r
mState.stencilFail = stencilFail;\r
mState.stencilPassDepthFail = stencilPassDepthFail;\r
void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)\r
{\r
if(mState.stencilBackFail != stencilBackFail ||\r
- mState.stencilBackPassDepthFail != stencilBackPassDepthFail ||\r
- mState.stencilBackPassDepthPass != stencilBackPassDepthPass)\r
+ mState.stencilBackPassDepthFail != stencilBackPassDepthFail ||\r
+ mState.stencilBackPassDepthPass != stencilBackPassDepthPass)\r
{\r
mState.stencilBackFail = stencilBackFail;\r
mState.stencilBackPassDepthFail = stencilBackPassDepthFail;\r
}\r
}\r
\r
-void Context::setPolygonOffsetFill(bool enabled)\r
+void Context::setPolygonOffsetFillEnabled(bool enabled)\r
{\r
- if(mState.polygonOffsetFill != enabled)\r
+ if(mState.polygonOffsetFillEnabled != enabled)\r
{\r
- mState.polygonOffsetFill = enabled;\r
+ mState.polygonOffsetFillEnabled = enabled;\r
mPolygonOffsetStateDirty = true;\r
}\r
}\r
\r
bool Context::isPolygonOffsetFillEnabled() const\r
{\r
- return mState.polygonOffsetFill;\r
+ return mState.polygonOffsetFillEnabled;\r
}\r
\r
void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)\r
{\r
if(mState.polygonOffsetFactor != factor ||\r
- mState.polygonOffsetUnits != units)\r
+ mState.polygonOffsetUnits != units)\r
{\r
mState.polygonOffsetFactor = factor;\r
mState.polygonOffsetUnits = units;\r
}\r
}\r
\r
-void Context::setSampleAlphaToCoverage(bool enabled)\r
+void Context::setSampleAlphaToCoverageEnabled(bool enabled)\r
{\r
- if(mState.sampleAlphaToCoverage != enabled)\r
+ if(mState.sampleAlphaToCoverageEnabled != enabled)\r
{\r
- mState.sampleAlphaToCoverage = enabled;\r
+ mState.sampleAlphaToCoverageEnabled = enabled;\r
mSampleStateDirty = true;\r
}\r
}\r
\r
bool Context::isSampleAlphaToCoverageEnabled() const\r
{\r
- return mState.sampleAlphaToCoverage;\r
+ return mState.sampleAlphaToCoverageEnabled;\r
}\r
\r
-void Context::setSampleCoverage(bool enabled)\r
+void Context::setSampleCoverageEnabled(bool enabled)\r
{\r
- if(mState.sampleCoverage != enabled)\r
+ if(mState.sampleCoverageEnabled != enabled)\r
{\r
- mState.sampleCoverage = enabled;\r
+ mState.sampleCoverageEnabled = enabled;\r
mSampleStateDirty = true;\r
}\r
}\r
\r
bool Context::isSampleCoverageEnabled() const\r
{\r
- return mState.sampleCoverage;\r
+ return mState.sampleCoverageEnabled;\r
}\r
\r
void Context::setSampleCoverageParams(GLclampf value, bool invert)\r
}\r
}\r
\r
-void Context::setScissorTest(bool enabled)\r
+void Context::setScissorTestEnabled(bool enabled)\r
{\r
- mState.scissorTest = enabled;\r
+ mState.scissorTestEnabled = enabled;\r
}\r
\r
bool Context::isScissorTestEnabled() const\r
{\r
- return mState.scissorTest;\r
+ return mState.scissorTestEnabled;\r
}\r
\r
-void Context::setDither(bool enabled)\r
+void Context::setDitherEnabled(bool enabled)\r
{\r
- if(mState.dither != enabled)\r
+ if(mState.ditherEnabled != enabled)\r
{\r
- mState.dither = enabled;\r
+ mState.ditherEnabled = enabled;\r
mDitherStateDirty = true;\r
}\r
}\r
\r
bool Context::isDitherEnabled() const\r
{\r
- return mState.dither;\r
+ return mState.ditherEnabled;\r
}\r
\r
void Context::setLineWidth(GLfloat width)\r
return 0;\r
}\r
\r
-void Context::setEnableVertexAttribArray(unsigned int attribNum, bool enabled)\r
+void Context::setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled)\r
{\r
mState.vertexAttribute[attribNum].mArrayEnabled = enabled;\r
}\r
{\r
switch (pname)\r
{\r
- case GL_SHADER_COMPILER: *params = GL_TRUE; break;\r
- case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break;\r
- case GL_DEPTH_WRITEMASK: *params = mState.depthMask; break;\r
- case GL_COLOR_WRITEMASK:\r
+ case GL_SHADER_COMPILER: *params = GL_TRUE; break;\r
+ case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break;\r
+ case GL_DEPTH_WRITEMASK: *params = mState.depthMask; break;\r
+ case GL_COLOR_WRITEMASK:\r
params[0] = mState.colorMaskRed;\r
params[1] = mState.colorMaskGreen;\r
params[2] = mState.colorMaskBlue;\r
params[3] = mState.colorMaskAlpha;\r
break;\r
- case GL_CULL_FACE: *params = mState.cullFace; break;\r
- case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFill; break;\r
- case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverage; break;\r
- case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverage; break;\r
- case GL_SCISSOR_TEST: *params = mState.scissorTest; break;\r
- case GL_STENCIL_TEST: *params = mState.stencilTest; break;\r
- case GL_DEPTH_TEST: *params = mState.depthTest; break;\r
- case GL_BLEND: *params = mState.blend; break;\r
- case GL_DITHER: *params = mState.dither; break;\r
- default:\r
+ case GL_CULL_FACE: *params = mState.cullFaceEnabled; break;\r
+ case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFillEnabled; break;\r
+ case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled; break;\r
+ case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverageEnabled; break;\r
+ case GL_SCISSOR_TEST: *params = mState.scissorTestEnabled; break;\r
+ case GL_STENCIL_TEST: *params = mState.stencilTestEnabled; break;\r
+ case GL_DEPTH_TEST: *params = mState.depthTestEnabled; break;\r
+ case GL_BLEND: *params = mState.blendEnabled; break;\r
+ case GL_DITHER: *params = mState.ditherEnabled; break;\r
+ default:\r
return false;\r
}\r
\r
\r
device->setViewport(viewport);\r
\r
- if(mState.scissorTest)\r
+ if(mState.scissorTestEnabled)\r
{\r
sw::Rect scissor = {mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight};\r
scissor.clip(0, 0, width, height);\r
{\r
Framebuffer *framebuffer = getDrawFramebuffer();\r
\r
- if(mState.cullFace)\r
+ if(mState.cullFaceEnabled)\r
{\r
device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace));\r
}\r
\r
if(mDepthStateDirty)\r
{\r
- if(mState.depthTest)\r
+ if(mState.depthTestEnabled)\r
{\r
device->setDepthBufferEnable(true);\r
device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc));\r
\r
if(mBlendStateDirty)\r
{\r
- if(mState.blend)\r
+ if(mState.blendEnabled)\r
{\r
device->setAlphaBlendEnable(true);\r
device->setSeparateAlphaBlendEnable(true);\r
\r
if(mColorLogicOperatorDirty)\r
{\r
- if(mState.colorLogicOp)\r
+ if(mState.colorLogicOpEnabled)\r
{\r
device->setColorLogicOpEnabled(true);\r
device->setLogicalOperation(es2sw::ConvertLogicalOperation(mState.logicalOperation));\r
\r
if(mStencilStateDirty || mFrontFaceDirty)\r
{\r
- if(mState.stencilTest && framebuffer->hasStencil())\r
+ if(mState.stencilTestEnabled && framebuffer->hasStencil())\r
{\r
device->setStencilEnable(true);\r
device->setTwoSidedStencil(true);\r
\r
if(mPolygonOffsetStateDirty)\r
{\r
- if(mState.polygonOffsetFill)\r
+ if(mState.polygonOffsetFillEnabled)\r
{\r
Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();\r
if(depthbuffer)\r
\r
if(mSampleStateDirty)\r
{\r
- if(mState.sampleAlphaToCoverage)\r
+ if(mState.sampleAlphaToCoverageEnabled)\r
{\r
device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE);\r
}\r
device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE);\r
}\r
\r
- if(mState.sampleCoverage)\r
+ if(mState.sampleCoverageEnabled)\r
{\r
unsigned int mask = 0;\r
if(mState.sampleCoverageValue != 0)\r
\r
bool Context::cullSkipsDraw(GLenum drawMode)\r
{\r
- return mState.cullFace && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode);\r
+ return mState.cullFaceEnabled && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode);\r
}\r
\r
bool Context::isTriangleMode(GLenum drawMode)\r
sw::Rect sourceScissoredRect = sourceRect;\r
sw::Rect destScissoredRect = destRect;\r
\r
- if(mState.scissorTest) // Only write to parts of the destination framebuffer which pass the scissor test\r
+ if(mState.scissorTestEnabled) // Only write to parts of the destination framebuffer which pass the scissor test\r
{\r
if(destRect.x0 < mState.scissorX)\r
{\r
currentMatrixStack().ortho(left, right, bottom, top, zNear, zFar);\r
}\r
\r
-void Context::setLighting(bool enable)\r
+void Context::setLightingEnabled(bool enable)\r
{\r
if(drawing)\r
{\r
device->setLightingEnable(enable);\r
}\r
\r
-void Context::setFog(bool enable)\r
+void Context::setFogEnabled(bool enable)\r
{\r
if(drawing)\r
{\r
device->setFogEnable(enable);\r
}\r
\r
-void Context::setAlphaTest(bool enable)\r
+void Context::setAlphaTestEnabled(bool enable)\r
{\r
if(drawing)\r
{\r
device->setAlphaReference(gl::clamp01(ref));\r
}\r
\r
-void Context::setTexture2D(bool enable)\r
+void Context::setTexture2DEnabled(bool enable)\r
{\r
if(drawing)\r
{\r
}\r
}\r
\r
-void Context::setLight(int index, bool enable)\r
+void Context::setLightEnabled(int index, bool enable)\r
{\r
device->setLightEnable(index, enable);\r
}\r
\r
-void Context::setNormalizeNormals(bool enable)\r
+void Context::setNormalizeNormalsEnabled(bool enable)\r
{\r
device->setNormalizeNormals(enable);\r
}\r
if(context)\r
{\r
context->setVertexAttribState(index, context->getArrayBuffer(), size, type, (normalized == GL_TRUE), stride, ptr);\r
- context->setEnableVertexAttribArray(index, ptr != 0);\r
+ context->setVertexAttribArrayEnabled(index, ptr != 0);\r
}\r
}\r
\r
drawing = false;\r
}\r
\r
-void Context::setColorLogicOpEnable(bool colorLogicOpEnabled)\r
+void Context::setColorLogicOpEnabled(bool colorLogicOpEnabled)\r
{\r
- if(mState.colorLogicOp != colorLogicOpEnabled)\r
+ if(mState.colorLogicOpEnabled != colorLogicOpEnabled)\r
{\r
- mState.colorLogicOp = colorLogicOpEnabled;\r
+ mState.colorLogicOpEnabled = colorLogicOpEnabled;\r
mColorLogicOperatorDirty = true;\r
}\r
}\r
\r
bool Context::isColorLogicOpEnabled()\r
{\r
- return mState.colorLogicOp;\r
+ return mState.colorLogicOpEnabled;\r
}\r
\r
void Context::setLogicalOperation(GLenum logicalOperation)\r
mState.logicalOperation = logicalOperation;\r
}\r
\r
-void Context::setColorMaterial(bool enable)\r
+void Context::setColorMaterialEnabled(bool enable)\r
{\r
device->setColorVertexEnable(enable);\r
}\r
GLclampf depthClearValue;\r
int stencilClearValue;\r
\r
- bool cullFace;\r
+ bool cullFaceEnabled;\r
GLenum cullMode;\r
GLenum frontFace;\r
- bool depthTest;\r
+ bool depthTestEnabled;\r
GLenum depthFunc;\r
- bool blend;\r
+ bool blendEnabled;\r
GLenum sourceBlendRGB;\r
GLenum destBlendRGB;\r
GLenum sourceBlendAlpha;\r
GLenum blendEquationRGB;\r
GLenum blendEquationAlpha;\r
Color blendColor;\r
- bool stencilTest;\r
+ bool stencilTestEnabled;\r
GLenum stencilFunc;\r
GLint stencilRef;\r
GLuint stencilMask;\r
GLenum stencilBackPassDepthFail;\r
GLenum stencilBackPassDepthPass;\r
GLuint stencilBackWritemask;\r
- bool polygonOffsetFill;\r
+ bool polygonOffsetFillEnabled;\r
GLfloat polygonOffsetFactor;\r
GLfloat polygonOffsetUnits;\r
- bool sampleAlphaToCoverage;\r
- bool sampleCoverage;\r
+ bool sampleAlphaToCoverageEnabled;\r
+ bool sampleCoverageEnabled;\r
GLclampf sampleCoverageValue;\r
bool sampleCoverageInvert;\r
- bool scissorTest;\r
- bool dither;\r
- bool colorLogicOp;\r
+ bool scissorTestEnabled;\r
+ bool ditherEnabled;\r
+ bool colorLogicOpEnabled;\r
GLenum logicalOperation;\r
\r
GLfloat lineWidth;\r
void setClearDepth(float depth);\r
void setClearStencil(int stencil);\r
\r
- void setCullFace(bool enabled);\r
+ void setCullFaceEnabled(bool enabled);\r
bool isCullFaceEnabled() const;\r
void setCullMode(GLenum mode);\r
void setFrontFace(GLenum front);\r
\r
- void setDepthTest(bool enabled);\r
+ void setDepthTestEnabled(bool enabled);\r
bool isDepthTestEnabled() const;\r
void setDepthFunc(GLenum depthFunc);\r
void setDepthRange(float zNear, float zFar);\r
\r
- void setBlend(bool enabled);\r
+ void setBlendEnabled(bool enabled);\r
bool isBlendEnabled() const;\r
void setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha);\r
void setBlendColor(float red, float green, float blue, float alpha);\r
void setBlendEquation(GLenum rgbEquation, GLenum alphaEquation);\r
\r
- void setStencilTest(bool enabled);\r
+ void setStencilTestEnabled(bool enabled);\r
bool isStencilTestEnabled() const;\r
void setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask);\r
void setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask);\r
void setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass);\r
void setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass);\r
\r
- void setPolygonOffsetFill(bool enabled);\r
+ void setPolygonOffsetFillEnabled(bool enabled);\r
bool isPolygonOffsetFillEnabled() const;\r
void setPolygonOffsetParams(GLfloat factor, GLfloat units);\r
\r
- void setSampleAlphaToCoverage(bool enabled);\r
+ void setSampleAlphaToCoverageEnabled(bool enabled);\r
bool isSampleAlphaToCoverageEnabled() const;\r
- void setSampleCoverage(bool enabled);\r
+ void setSampleCoverageEnabled(bool enabled);\r
bool isSampleCoverageEnabled() const;\r
void setSampleCoverageParams(GLclampf value, bool invert);\r
\r
- void setDither(bool enabled);\r
+ void setDitherEnabled(bool enabled);\r
bool isDitherEnabled() const;\r
\r
void setLineWidth(GLfloat width);\r
\r
void setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height);\r
\r
- void setScissorTest(bool enabled);\r
+ void setScissorTestEnabled(bool enabled);\r
bool isScissorTestEnabled() const;\r
void setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height);\r
\r
\r
GLuint getArrayBufferName() const;\r
\r
- void setEnableVertexAttribArray(unsigned int attribNum, bool enabled);\r
+ void setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled);\r
const VertexAttribute &getVertexAttribState(unsigned int attribNum);\r
void setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type,\r
bool normalized, GLsizei stride, const void *pointer);\r
void frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar);\r
void ortho(double left, double right, double bottom, double top, double zNear, double zFar); // FIXME: GLdouble\r
\r
- void setLighting(bool enabled);\r
- void setFog(bool enabled);\r
- void setAlphaTest(bool enabled);\r
+ void setLightingEnabled(bool enabled);\r
+ void setFogEnabled(bool enabled);\r
+ void setAlphaTestEnabled(bool enabled);\r
void alphaFunc(GLenum func, GLclampf ref);\r
- void setTexture2D(bool enabled);\r
+ void setTexture2DEnabled(bool enabled);\r
void setShadeModel(GLenum mode);\r
- void setLight(int index, bool enable);\r
- void setNormalizeNormals(bool enable);\r
+ void setLightEnabled(int index, bool enable);\r
+ void setNormalizeNormalsEnabled(bool enable);\r
\r
GLuint genLists(GLsizei range);\r
void newList(GLuint list, GLenum mode);\r
void position(GLfloat x, GLfloat y, GLfloat z, GLfloat w);\r
void end();\r
\r
- void setColorMaterial(bool enable);\r
+ void setColorMaterialEnabled(bool enable);\r
void setColorMaterialMode(GLenum mode);\r
\r
- void setColorLogicOpEnable(bool colorLogicOpEnabled);\r
+ void setColorLogicOpEnabled(bool colorLogicOpEnabled);\r
bool isColorLogicOpEnabled();\r
void setLogicalOperation(GLenum logicalOperation);\r
\r
\r
switch(cap)\r
{\r
- case GL_CULL_FACE: context->setCullFace(false); break;\r
- case GL_POLYGON_OFFSET_FILL: context->setPolygonOffsetFill(false); break;\r
- case GL_SAMPLE_ALPHA_TO_COVERAGE: context->setSampleAlphaToCoverage(false); break;\r
- case GL_SAMPLE_COVERAGE: context->setSampleCoverage(false); break;\r
- case GL_SCISSOR_TEST: context->setScissorTest(false); break;\r
- case GL_STENCIL_TEST: context->setStencilTest(false); break;\r
- case GL_DEPTH_TEST: context->setDepthTest(false); break;\r
- case GL_BLEND: context->setBlend(false); break;\r
- case GL_DITHER: context->setDither(false); break;\r
- case GL_LIGHTING: context->setLighting(false); break;\r
- case GL_FOG: context->setFog(false); break;\r
- case GL_ALPHA_TEST: context->setAlphaTest(false); break;\r
- case GL_TEXTURE_2D: context->setTexture2D(false); break;\r
- case GL_LIGHT0: context->setLight(0, false); break;\r
- case GL_LIGHT1: context->setLight(1, false); break;\r
- case GL_LIGHT2: context->setLight(2, false); break;\r
- case GL_LIGHT3: context->setLight(3, false); break;\r
- case GL_LIGHT4: context->setLight(4, false); break;\r
- case GL_LIGHT5: context->setLight(5, false); break;\r
- case GL_LIGHT6: context->setLight(6, false); break;\r
- case GL_LIGHT7: context->setLight(7, false); break;\r
- case GL_COLOR_MATERIAL: context->setColorMaterial(false); break;\r
- case GL_RESCALE_NORMAL: context->setNormalizeNormals(false); break;\r
- case GL_COLOR_LOGIC_OP: context->setColorLogicOpEnable(false); break;\r
+ case GL_CULL_FACE: context->setCullFaceEnabled(false); break;\r
+ case GL_POLYGON_OFFSET_FILL: context->setPolygonOffsetFillEnabled(false); break;\r
+ case GL_SAMPLE_ALPHA_TO_COVERAGE: context->setSampleAlphaToCoverageEnabled(false); break;\r
+ case GL_SAMPLE_COVERAGE: context->setSampleCoverageEnabled(false); break;\r
+ case GL_SCISSOR_TEST: context->setScissorTestEnabled(false); break;\r
+ case GL_STENCIL_TEST: context->setStencilTestEnabled(false); break;\r
+ case GL_DEPTH_TEST: context->setDepthTestEnabled(false); break;\r
+ case GL_BLEND: context->setBlendEnabled(false); break;\r
+ case GL_DITHER: context->setDitherEnabled(false); break;\r
+ case GL_LIGHTING: context->setLightingEnabled(false); break;\r
+ case GL_FOG: context->setFogEnabled(false); break;\r
+ case GL_ALPHA_TEST: context->setAlphaTestEnabled(false); break;\r
+ case GL_TEXTURE_2D: context->setTexture2DEnabled(false); break;\r
+ case GL_LIGHT0: context->setLightEnabled(0, false); break;\r
+ case GL_LIGHT1: context->setLightEnabled(1, false); break;\r
+ case GL_LIGHT2: context->setLightEnabled(2, false); break;\r
+ case GL_LIGHT3: context->setLightEnabled(3, false); break;\r
+ case GL_LIGHT4: context->setLightEnabled(4, false); break;\r
+ case GL_LIGHT5: context->setLightEnabled(5, false); break;\r
+ case GL_LIGHT6: context->setLightEnabled(6, false); break;\r
+ case GL_LIGHT7: context->setLightEnabled(7, false); break;\r
+ case GL_COLOR_MATERIAL: context->setColorMaterialEnabled(false); break;\r
+ case GL_RESCALE_NORMAL: context->setNormalizeNormalsEnabled(false); break;\r
+ case GL_COLOR_LOGIC_OP: context->setColorLogicOpEnabled(false); break;\r
case GL_INDEX_LOGIC_OP: UNIMPLEMENTED();\r
default:\r
return error(GL_INVALID_ENUM);\r
\r
if(context)\r
{\r
- context->setEnableVertexAttribArray(index, false);\r
+ context->setVertexAttribArrayEnabled(index, false);\r
}\r
}\r
\r
\r
switch(cap)\r
{\r
- case GL_CULL_FACE: context->setCullFace(true); break;\r
- case GL_POLYGON_OFFSET_FILL: context->setPolygonOffsetFill(true); break;\r
- case GL_SAMPLE_ALPHA_TO_COVERAGE: context->setSampleAlphaToCoverage(true); break;\r
- case GL_SAMPLE_COVERAGE: context->setSampleCoverage(true); break;\r
- case GL_SCISSOR_TEST: context->setScissorTest(true); break;\r
- case GL_STENCIL_TEST: context->setStencilTest(true); break;\r
- case GL_DEPTH_TEST: context->setDepthTest(true); break;\r
- case GL_BLEND: context->setBlend(true); break;\r
- case GL_DITHER: context->setDither(true); break;\r
- case GL_TEXTURE_2D: context->setTexture2D(true); break;\r
- case GL_ALPHA_TEST: context->setAlphaTest(true); break;\r
- case GL_COLOR_MATERIAL: context->setColorMaterial(true); break;\r
- case GL_FOG: context->setFog(true); break;\r
- case GL_LIGHTING: context->setLighting(true); break;\r
- case GL_LIGHT0: context->setLight(0, true); break;\r
- case GL_LIGHT1: context->setLight(1, true); break;\r
- case GL_LIGHT2: context->setLight(2, true); break;\r
- case GL_LIGHT3: context->setLight(3, true); break;\r
- case GL_LIGHT4: context->setLight(4, true); break;\r
- case GL_LIGHT5: context->setLight(5, true); break;\r
- case GL_LIGHT6: context->setLight(6, true); break;\r
- case GL_LIGHT7: context->setLight(7, true); break;\r
- case GL_RESCALE_NORMAL: context->setNormalizeNormals(true); break;\r
- case GL_COLOR_LOGIC_OP: context->setColorLogicOpEnable(true); break;\r
+ case GL_CULL_FACE: context->setCullFaceEnabled(true); break;\r
+ case GL_POLYGON_OFFSET_FILL: context->setPolygonOffsetFillEnabled(true); break;\r
+ case GL_SAMPLE_ALPHA_TO_COVERAGE: context->setSampleAlphaToCoverageEnabled(true); break;\r
+ case GL_SAMPLE_COVERAGE: context->setSampleCoverageEnabled(true); break;\r
+ case GL_SCISSOR_TEST: context->setScissorTestEnabled(true); break;\r
+ case GL_STENCIL_TEST: context->setStencilTestEnabled(true); break;\r
+ case GL_DEPTH_TEST: context->setDepthTestEnabled(true); break;\r
+ case GL_BLEND: context->setBlendEnabled(true); break;\r
+ case GL_DITHER: context->setDitherEnabled(true); break;\r
+ case GL_TEXTURE_2D: context->setTexture2DEnabled(true); break;\r
+ case GL_ALPHA_TEST: context->setAlphaTestEnabled(true); break;\r
+ case GL_COLOR_MATERIAL: context->setColorMaterialEnabled(true); break;\r
+ case GL_FOG: context->setFogEnabled(true); break;\r
+ case GL_LIGHTING: context->setLightingEnabled(true); break;\r
+ case GL_LIGHT0: context->setLightEnabled(0, true); break;\r
+ case GL_LIGHT1: context->setLightEnabled(1, true); break;\r
+ case GL_LIGHT2: context->setLightEnabled(2, true); break;\r
+ case GL_LIGHT3: context->setLightEnabled(3, true); break;\r
+ case GL_LIGHT4: context->setLightEnabled(4, true); break;\r
+ case GL_LIGHT5: context->setLightEnabled(5, true); break;\r
+ case GL_LIGHT6: context->setLightEnabled(6, true); break;\r
+ case GL_LIGHT7: context->setLightEnabled(7, true); break;\r
+ case GL_RESCALE_NORMAL: context->setNormalizeNormalsEnabled(true); break;\r
+ case GL_COLOR_LOGIC_OP: context->setColorLogicOpEnabled(true); break;\r
case GL_INDEX_LOGIC_OP: UNIMPLEMENTED();\r
default:\r
return error(GL_INVALID_ENUM);\r
\r
if(context)\r
{\r
- context->setEnableVertexAttribArray(index, true);\r
+ context->setVertexAttribArrayEnabled(index, true);\r
}\r
}\r
\r
\r
switch(array)\r
{\r
- case GL_VERTEX_ARRAY: context->setEnableVertexAttribArray(sw::Position, false); break;\r
- case GL_COLOR_ARRAY: context->setEnableVertexAttribArray(sw::Color0, false); break;\r
- case GL_TEXTURE_COORD_ARRAY: context->setEnableVertexAttribArray(sw::TexCoord0 + (texture - GL_TEXTURE0), false); break;\r
- case GL_NORMAL_ARRAY: context->setEnableVertexAttribArray(sw::Normal, false); break;\r
+ case GL_VERTEX_ARRAY: context->setVertexAttribArrayEnabled(sw::Position, false); break;\r
+ case GL_COLOR_ARRAY: context->setVertexAttribArrayEnabled(sw::Color0, false); break;\r
+ case GL_TEXTURE_COORD_ARRAY: context->setVertexAttribArrayEnabled(sw::TexCoord0 + (texture - GL_TEXTURE0), false); break;\r
+ case GL_NORMAL_ARRAY: context->setVertexAttribArrayEnabled(sw::Normal, false); break;\r
default: UNIMPLEMENTED();\r
}\r
}\r
\r
switch(array)\r
{\r
- case GL_VERTEX_ARRAY: context->setEnableVertexAttribArray(sw::Position, true); break;\r
- case GL_COLOR_ARRAY: context->setEnableVertexAttribArray(sw::Color0, true); break;\r
- case GL_TEXTURE_COORD_ARRAY: context->setEnableVertexAttribArray(sw::TexCoord0 + (texture - GL_TEXTURE0), true); break;\r
- case GL_NORMAL_ARRAY: context->setEnableVertexAttribArray(sw::Normal, true); break;\r
+ case GL_VERTEX_ARRAY: context->setVertexAttribArrayEnabled(sw::Position, true); break;\r
+ case GL_COLOR_ARRAY: context->setVertexAttribArrayEnabled(sw::Color0, true); break;\r
+ case GL_TEXTURE_COORD_ARRAY: context->setVertexAttribArrayEnabled(sw::TexCoord0 + (texture - GL_TEXTURE0), true); break;\r
+ case GL_NORMAL_ARRAY: context->setVertexAttribArrayEnabled(sw::Normal, true); break;\r
default: UNIMPLEMENTED();\r
}\r
}\r
mState.depthClearValue = 1.0f;\r
mState.stencilClearValue = 0;\r
\r
- mState.cullFace = false;\r
+ mState.cullFaceEnabled = false;\r
mState.cullMode = GL_BACK;\r
mState.frontFace = GL_CCW;\r
- mState.depthTest = false;\r
+ mState.depthTestEnabled = false;\r
mState.depthFunc = GL_LESS;\r
- mState.blend = false;\r
+ mState.blendEnabled = false;\r
mState.sourceBlendRGB = GL_ONE;\r
mState.sourceBlendAlpha = GL_ONE;\r
mState.destBlendRGB = GL_ZERO;\r
mState.destBlendAlpha = GL_ZERO;\r
mState.blendEquationRGB = GL_FUNC_ADD_OES;\r
mState.blendEquationAlpha = GL_FUNC_ADD_OES;\r
- mState.stencilTest = false;\r
+ mState.stencilTestEnabled = false;\r
mState.stencilFunc = GL_ALWAYS;\r
mState.stencilRef = 0;\r
mState.stencilMask = -1;\r
mState.stencilFail = GL_KEEP;\r
mState.stencilPassDepthFail = GL_KEEP;\r
mState.stencilPassDepthPass = GL_KEEP;\r
- mState.polygonOffsetFill = false;\r
+ mState.polygonOffsetFillEnabled = false;\r
mState.polygonOffsetFactor = 0.0f;\r
mState.polygonOffsetUnits = 0.0f;\r
- mState.sampleAlphaToCoverage = false;\r
- mState.sampleCoverage = false;\r
+ mState.sampleAlphaToCoverageEnabled = false;\r
+ mState.sampleCoverageEnabled = false;\r
mState.sampleCoverageValue = 1.0f;\r
mState.sampleCoverageInvert = false;\r
- mState.scissorTest = false;\r
- mState.dither = true;\r
+ mState.scissorTestEnabled = false;\r
+ mState.ditherEnabled = true;\r
mState.shadeModel = GL_SMOOTH;\r
mState.generateMipmapHint = GL_DONT_CARE;\r
mState.perspectiveCorrectionHint = GL_DONT_CARE;\r
- mState.colorLogicOp = false;\r
+ mState.colorLogicOpEnabled = false;\r
mState.logicalOperation = GL_COPY;\r
\r
mState.lineWidth = 1.0f;\r
mMatrixStackOverflow = false;\r
mMatrixStackUnderflow = false;\r
\r
- lighting = false;\r
+ lightingEnabled = false;\r
\r
for(int i = 0; i < MAX_LIGHTS; i++)\r
{\r
- light[i].enable = false;\r
+ light[i].enabled = false;\r
light[i].ambient = {0.0f, 0.0f, 0.0f, 1.0f};\r
light[i].diffuse = {0.0f, 0.0f, 0.0f, 1.0f};\r
light[i].specular = {0.0f, 0.0f, 0.0f, 1.0f};\r
\r
clipFlags = 0;\r
\r
- alphaTest = false;\r
+ alphaTestEnabled = false;\r
alphaTestFunc = GL_ALWAYS;\r
alphaTestRef = 0;\r
\r
mState.stencilClearValue = stencil;\r
}\r
\r
-void Context::setCullFace(bool enabled)\r
+void Context::setCullFaceEnabled(bool enabled)\r
{\r
- mState.cullFace = enabled;\r
+ mState.cullFaceEnabled = enabled;\r
}\r
\r
bool Context::isCullFaceEnabled() const\r
{\r
- return mState.cullFace;\r
+ return mState.cullFaceEnabled;\r
}\r
\r
void Context::setCullMode(GLenum mode)\r
}\r
}\r
\r
-void Context::setDepthTest(bool enabled)\r
+void Context::setDepthTestEnabled(bool enabled)\r
{\r
- if(mState.depthTest != enabled)\r
+ if(mState.depthTestEnabled != enabled)\r
{\r
- mState.depthTest = enabled;\r
+ mState.depthTestEnabled = enabled;\r
mDepthStateDirty = true;\r
}\r
}\r
\r
bool Context::isDepthTestEnabled() const\r
{\r
- return mState.depthTest;\r
+ return mState.depthTestEnabled;\r
}\r
\r
void Context::setDepthFunc(GLenum depthFunc)\r
mState.zFar = zFar;\r
}\r
\r
-void Context::setAlphaTest(bool enabled)\r
+void Context::setAlphaTestEnabled(bool enabled)\r
{\r
- alphaTest = enabled;\r
+ alphaTestEnabled = enabled;\r
}\r
\r
bool Context::isAlphaTestEnabled() const\r
{\r
- return alphaTest;\r
+ return alphaTestEnabled;\r
}\r
\r
void Context::setAlphaFunc(GLenum alphaFunc, GLclampf reference)\r
alphaTestRef = reference;\r
}\r
\r
-void Context::setBlend(bool enabled)\r
+void Context::setBlendEnabled(bool enabled)\r
{\r
- if(mState.blend != enabled)\r
+ if(mState.blendEnabled != enabled)\r
{\r
- mState.blend = enabled;\r
+ mState.blendEnabled = enabled;\r
mBlendStateDirty = true;\r
}\r
}\r
\r
bool Context::isBlendEnabled() const\r
{\r
- return mState.blend;\r
+ return mState.blendEnabled;\r
}\r
\r
void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)\r
}\r
}\r
\r
-void Context::setStencilTest(bool enabled)\r
+void Context::setStencilTestEnabled(bool enabled)\r
{\r
- if(mState.stencilTest != enabled)\r
+ if(mState.stencilTestEnabled != enabled)\r
{\r
- mState.stencilTest = enabled;\r
+ mState.stencilTestEnabled = enabled;\r
mStencilStateDirty = true;\r
}\r
}\r
\r
bool Context::isStencilTestEnabled() const\r
{\r
- return mState.stencilTest;\r
+ return mState.stencilTestEnabled;\r
}\r
\r
void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)\r
}\r
}\r
\r
-void Context::setPolygonOffsetFill(bool enabled)\r
+void Context::setPolygonOffsetFillEnabled(bool enabled)\r
{\r
- if(mState.polygonOffsetFill != enabled)\r
+ if(mState.polygonOffsetFillEnabled != enabled)\r
{\r
- mState.polygonOffsetFill = enabled;\r
+ mState.polygonOffsetFillEnabled = enabled;\r
mPolygonOffsetStateDirty = true;\r
}\r
}\r
\r
bool Context::isPolygonOffsetFillEnabled() const\r
{\r
- return mState.polygonOffsetFill;\r
+ return mState.polygonOffsetFillEnabled;\r
}\r
\r
void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)\r
}\r
}\r
\r
-void Context::setSampleAlphaToCoverage(bool enabled)\r
+void Context::setSampleAlphaToCoverageEnabled(bool enabled)\r
{\r
- if(mState.sampleAlphaToCoverage != enabled)\r
+ if(mState.sampleAlphaToCoverageEnabled != enabled)\r
{\r
- mState.sampleAlphaToCoverage = enabled;\r
+ mState.sampleAlphaToCoverageEnabled = enabled;\r
mSampleStateDirty = true;\r
}\r
}\r
\r
bool Context::isSampleAlphaToCoverageEnabled() const\r
{\r
- return mState.sampleAlphaToCoverage;\r
+ return mState.sampleAlphaToCoverageEnabled;\r
}\r
\r
-void Context::setSampleCoverage(bool enabled)\r
+void Context::setSampleCoverageEnabled(bool enabled)\r
{\r
- if(mState.sampleCoverage != enabled)\r
+ if(mState.sampleCoverageEnabled != enabled)\r
{\r
- mState.sampleCoverage = enabled;\r
+ mState.sampleCoverageEnabled = enabled;\r
mSampleStateDirty = true;\r
}\r
}\r
\r
bool Context::isSampleCoverageEnabled() const\r
{\r
- return mState.sampleCoverage;\r
+ return mState.sampleCoverageEnabled;\r
}\r
\r
void Context::setSampleCoverageParams(GLclampf value, bool invert)\r
}\r
}\r
\r
-void Context::setScissorTest(bool enabled)\r
+void Context::setScissorTestEnabled(bool enabled)\r
{\r
- mState.scissorTest = enabled;\r
+ mState.scissorTestEnabled = enabled;\r
}\r
\r
bool Context::isScissorTestEnabled() const\r
{\r
- return mState.scissorTest;\r
+ return mState.scissorTestEnabled;\r
}\r
\r
void Context::setShadeModel(GLenum mode)\r
mState.shadeModel = mode;\r
}\r
\r
-void Context::setDither(bool enabled)\r
+void Context::setDitherEnabled(bool enabled)\r
{\r
- if(mState.dither != enabled)\r
+ if(mState.ditherEnabled != enabled)\r
{\r
- mState.dither = enabled;\r
+ mState.ditherEnabled = enabled;\r
mDitherStateDirty = true;\r
}\r
}\r
\r
bool Context::isDitherEnabled() const\r
{\r
- return mState.dither;\r
+ return mState.ditherEnabled;\r
}\r
\r
-void Context::setLighting(bool enable)\r
+void Context::setLightingEnabled(bool enable)\r
{\r
- lighting = enable;\r
+ lightingEnabled = enable;\r
}\r
\r
-void Context::setLight(int index, bool enable)\r
+void Context::setLightEnabled(int index, bool enable)\r
{\r
- light[index].enable = enable;\r
+ light[index].enabled = enable;\r
}\r
\r
void Context::setLightAmbient(int index, float r, float g, float b, float a)\r
materialShininess = shininess;\r
}\r
\r
-void Context::setFog(bool enable)\r
+void Context::setFogEnabled(bool enable)\r
{\r
device->setFogEnable(enable);\r
}\r
return mState.arrayBuffer.name();\r
}\r
\r
-void Context::setEnableVertexAttribArray(unsigned int attribNum, bool enabled)\r
+void Context::setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled)\r
{\r
mState.vertexAttribute[attribNum].mArrayEnabled = enabled;\r
}\r
\r
bool Context::getBooleanv(GLenum pname, GLboolean *params)\r
{\r
- switch (pname)\r
+ switch(pname)\r
{\r
- case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break;\r
- case GL_DEPTH_WRITEMASK: *params = mState.depthMask; break;\r
- case GL_COLOR_WRITEMASK:\r
+ case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break;\r
+ case GL_DEPTH_WRITEMASK: *params = mState.depthMask; break;\r
+ case GL_COLOR_WRITEMASK:\r
params[0] = mState.colorMaskRed;\r
params[1] = mState.colorMaskGreen;\r
params[2] = mState.colorMaskBlue;\r
params[3] = mState.colorMaskAlpha;\r
break;\r
- case GL_CULL_FACE: *params = mState.cullFace; break;\r
- case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFill; break;\r
- case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverage; break;\r
- case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverage; break;\r
- case GL_SCISSOR_TEST: *params = mState.scissorTest; break;\r
- case GL_STENCIL_TEST: *params = mState.stencilTest; break;\r
- case GL_DEPTH_TEST: *params = mState.depthTest; break;\r
- case GL_BLEND: *params = mState.blend; break;\r
- case GL_DITHER: *params = mState.dither; break;\r
- default:\r
+ case GL_CULL_FACE: *params = mState.cullFaceEnabled; break;\r
+ case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFillEnabled; break;\r
+ case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled; break;\r
+ case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverageEnabled; break;\r
+ case GL_SCISSOR_TEST: *params = mState.scissorTestEnabled; break;\r
+ case GL_STENCIL_TEST: *params = mState.stencilTestEnabled; break;\r
+ case GL_DEPTH_TEST: *params = mState.depthTestEnabled; break;\r
+ case GL_BLEND: *params = mState.blendEnabled; break;\r
+ case GL_DITHER: *params = mState.ditherEnabled; break;\r
+ default:\r
return false;\r
}\r
\r
\r
device->setViewport(viewport);\r
\r
- if(mState.scissorTest)\r
+ if(mState.scissorTestEnabled)\r
{\r
sw::Rect scissor = {mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight};\r
scissor.clip(0, 0, width, height);\r
{\r
Framebuffer *framebuffer = getFramebuffer();\r
\r
- if(mState.cullFace)\r
+ if(mState.cullFaceEnabled)\r
{\r
device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace));\r
}\r
\r
if(mDepthStateDirty)\r
{\r
- if(mState.depthTest)\r
+ if(mState.depthTestEnabled)\r
{\r
device->setDepthBufferEnable(true);\r
device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc));\r
\r
if(mBlendStateDirty)\r
{\r
- if(mState.blend)\r
+ if(mState.blendEnabled)\r
{\r
device->setAlphaBlendEnable(true);\r
device->setSeparateAlphaBlendEnable(true);\r
\r
if(mStencilStateDirty || mFrontFaceDirty)\r
{\r
- if(mState.stencilTest && framebuffer->hasStencil())\r
+ if(mState.stencilTestEnabled && framebuffer->hasStencil())\r
{\r
device->setStencilEnable(true);\r
device->setTwoSidedStencil(true);\r
\r
if(mPolygonOffsetStateDirty)\r
{\r
- if(mState.polygonOffsetFill)\r
+ if(mState.polygonOffsetFillEnabled)\r
{\r
Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();\r
if(depthbuffer)\r
\r
if(mSampleStateDirty)\r
{\r
- if(mState.sampleAlphaToCoverage)\r
+ if(mState.sampleAlphaToCoverageEnabled)\r
{\r
device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE);\r
}\r
device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE);\r
}\r
\r
- if(mState.sampleCoverage)\r
+ if(mState.sampleCoverageEnabled)\r
{\r
unsigned int mask = 0;\r
if(mState.sampleCoverageValue != 0)\r
case GL_FLAT: device->setShadingMode(sw::SHADING_FLAT); break;\r
}\r
\r
- device->setLightingEnable(lighting);\r
+ device->setLightingEnable(lightingEnabled);\r
device->setGlobalAmbient(sw::Color<float>(globalAmbient.red, globalAmbient.green, globalAmbient.blue, globalAmbient.alpha));\r
\r
for(int i = 0; i < MAX_LIGHTS; i++)\r
{\r
- device->setLightEnable(i, light[i].enable);\r
+ device->setLightEnable(i, light[i].enabled);\r
device->setLightAmbient(i, sw::Color<float>(light[i].ambient.red, light[i].ambient.green, light[i].ambient.blue, light[i].ambient.alpha));\r
device->setLightDiffuse(i, sw::Color<float>(light[i].diffuse.red, light[i].diffuse.green, light[i].diffuse.blue, light[i].diffuse.alpha));\r
device->setLightSpecular(i, sw::Color<float>(light[i].specular.red, light[i].specular.green, light[i].specular.blue, light[i].specular.alpha));\r
device->setTexGen(0, sw::TEXGEN_NONE);\r
device->setTexGen(1, sw::TEXGEN_NONE);\r
\r
- device->setAlphaTestEnable(alphaTest);\r
+ device->setAlphaTestEnable(alphaTestEnabled);\r
device->setAlphaCompare(es2sw::ConvertAlphaComparison(alphaTestFunc));\r
device->setAlphaReference(alphaTestRef * 0xFF);\r
}\r
\r
bool Context::cullSkipsDraw(GLenum drawMode)\r
{\r
- return mState.cullFace && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode);\r
+ return mState.cullFaceEnabled && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode);\r
}\r
\r
bool Context::isTriangleMode(GLenum drawMode)\r
device->setClipPlane(index, &clipPlane.A);\r
}\r
\r
-void Context::setClipPlaneEnable(int index, bool enable)\r
+void Context::setClipPlaneEnabled(int index, bool enable)\r
{\r
clipFlags = clipFlags & ~((int)!enable << index) | ((int)enable << index);\r
device->setClipFlags(clipFlags);\r
\r
struct Light\r
{\r
- bool enable;\r
+ bool enabled;\r
Color ambient;\r
Color diffuse;\r
Color specular;\r
GLclampf depthClearValue;\r
int stencilClearValue;\r
\r
- bool cullFace;\r
+ bool cullFaceEnabled;\r
GLenum cullMode;\r
GLenum frontFace;\r
- bool depthTest;\r
+ bool depthTestEnabled;\r
GLenum depthFunc;\r
- bool blend;\r
+ bool blendEnabled;\r
GLenum sourceBlendRGB;\r
GLenum destBlendRGB;\r
GLenum sourceBlendAlpha;\r
GLenum destBlendAlpha;\r
GLenum blendEquationRGB;\r
GLenum blendEquationAlpha;\r
- bool stencilTest;\r
+ bool stencilTestEnabled;\r
GLenum stencilFunc;\r
GLint stencilRef;\r
GLuint stencilMask;\r
GLenum stencilPassDepthFail;\r
GLenum stencilPassDepthPass;\r
GLuint stencilWritemask;\r
- bool polygonOffsetFill;\r
+ bool polygonOffsetFillEnabled;\r
GLfloat polygonOffsetFactor;\r
GLfloat polygonOffsetUnits;\r
- bool sampleAlphaToCoverage;\r
- bool sampleCoverage;\r
+ bool sampleAlphaToCoverageEnabled;\r
+ bool sampleCoverageEnabled;\r
GLclampf sampleCoverageValue;\r
bool sampleCoverageInvert;\r
- bool scissorTest;\r
- bool dither;\r
+ bool scissorTestEnabled;\r
+ bool ditherEnabled;\r
GLenum shadeModel;\r
- bool colorLogicOp;\r
+ bool colorLogicOpEnabled;\r
GLenum logicalOperation;\r
\r
GLfloat lineWidth;\r
void setClearDepth(float depth);\r
void setClearStencil(int stencil);\r
\r
- void setCullFace(bool enabled);\r
+ void setCullFaceEnabled(bool enabled);\r
bool isCullFaceEnabled() const;\r
void setCullMode(GLenum mode);\r
void setFrontFace(GLenum front);\r
\r
- void setDepthTest(bool enabled);\r
+ void setDepthTestEnabled(bool enabled);\r
bool isDepthTestEnabled() const;\r
void setDepthFunc(GLenum depthFunc);\r
void setDepthRange(float zNear, float zFar);\r
\r
- void setAlphaTest(bool enabled);\r
+ void setAlphaTestEnabled(bool enabled);\r
bool isAlphaTestEnabled() const;\r
void setAlphaFunc(GLenum alphaFunc, GLclampf reference);\r
\r
- void setBlend(bool enabled);\r
+ void setBlendEnabled(bool enabled);\r
bool isBlendEnabled() const;\r
void setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha);\r
void setBlendEquation(GLenum rgbEquation, GLenum alphaEquation);\r
\r
- void setStencilTest(bool enabled);\r
+ void setStencilTestEnabled(bool enabled);\r
bool isStencilTestEnabled() const;\r
void setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask);\r
void setStencilWritemask(GLuint stencilWritemask);\r
void setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass);\r
\r
- void setPolygonOffsetFill(bool enabled);\r
+ void setPolygonOffsetFillEnabled(bool enabled);\r
bool isPolygonOffsetFillEnabled() const;\r
void setPolygonOffsetParams(GLfloat factor, GLfloat units);\r
\r
- void setSampleAlphaToCoverage(bool enabled);\r
+ void setSampleAlphaToCoverageEnabled(bool enabled);\r
bool isSampleAlphaToCoverageEnabled() const;\r
- void setSampleCoverage(bool enabled);\r
+ void setSampleCoverageEnabled(bool enabled);\r
bool isSampleCoverageEnabled() const;\r
void setSampleCoverageParams(GLclampf value, bool invert);\r
\r
void setShadeModel(GLenum mode);\r
- void setDither(bool enabled);\r
+ void setDitherEnabled(bool enabled);\r
bool isDitherEnabled() const;\r
- void setLighting(bool enabled);\r
- void setLight(int index, bool enable);\r
+ void setLightingEnabled(bool enabled);\r
+ void setLightEnabled(int index, bool enable);\r
void setLightAmbient(int index, float r, float g, float b, float a);\r
void setLightDiffuse(int index, float r, float g, float b, float a);\r
void setLightSpecular(int index, float r, float g, float b, float a);\r
void setMaterialEmission(float red, float green, float blue, float alpha);\r
void setMaterialShininess(float shininess);\r
\r
- void setFog(bool enabled);\r
+ void setFogEnabled(bool enabled);\r
void setFogMode(GLenum mode);\r
void setFogDensity(float fogDensity);\r
void setFogStart(float fogStart);\r
\r
void setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height);\r
\r
- void setScissorTest(bool enabled);\r
+ void setScissorTestEnabled(bool enabled);\r
bool isScissorTestEnabled() const;\r
void setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height);\r
\r
\r
GLuint getArrayBufferName() const;\r
\r
- void setEnableVertexAttribArray(unsigned int attribNum, bool enabled);\r
+ void setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled);\r
const VertexAttribute &getVertexAttribState(unsigned int attribNum);\r
void setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type,\r
bool normalized, GLsizei stride, const void *pointer);\r
void ortho(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar);\r
\r
void setClipPlane(int index, const float plane[4]);\r
- void setClipPlaneEnable(int index, bool enable);\r
+ void setClipPlaneEnabled(int index, bool enable);\r
bool isClipPlaneEnabled(int index) const;\r
\r
private:\r
VertexDataManager *mVertexDataManager;\r
IndexDataManager *mIndexDataManager;\r
\r
- bool lighting;\r
+ bool lightingEnabled;\r
Light light[MAX_LIGHTS];\r
Color globalAmbient;\r
Color materialAmbient;\r
\r
int clipFlags;\r
\r
- bool alphaTest;\r
+ bool alphaTestEnabled;\r
GLenum alphaTestFunc;\r
float alphaTestRef;\r
\r
{\r
switch(cap)\r
{\r
- case GL_CULL_FACE: context->setCullFace(false); break;\r
- case GL_POLYGON_OFFSET_FILL: context->setPolygonOffsetFill(false); break;\r
- case GL_SAMPLE_ALPHA_TO_COVERAGE: context->setSampleAlphaToCoverage(false); break;\r
- case GL_SAMPLE_COVERAGE: context->setSampleCoverage(false); break;\r
- case GL_SCISSOR_TEST: context->setScissorTest(false); break;\r
- case GL_STENCIL_TEST: context->setStencilTest(false); break;\r
- case GL_DEPTH_TEST: context->setDepthTest(false); break;\r
- case GL_BLEND: context->setBlend(false); break;\r
- case GL_DITHER: context->setDither(false); break;\r
- case GL_LIGHTING: context->setLighting(false); break;\r
- case GL_LIGHT0: context->setLight(0, false); break;\r
- case GL_LIGHT1: context->setLight(1, false); break;\r
- case GL_LIGHT2: context->setLight(2, false); break;\r
- case GL_LIGHT3: context->setLight(3, false); break;\r
- case GL_LIGHT4: context->setLight(4, false); break;\r
- case GL_LIGHT5: context->setLight(5, false); break;\r
- case GL_LIGHT6: context->setLight(6, false); break;\r
- case GL_LIGHT7: context->setLight(7, false); break;\r
- case GL_FOG: context->setFog(false); break;\r
- case GL_TEXTURE_2D: context->setTexture2Denabled(false); break;\r
- case GL_TEXTURE_EXTERNAL_OES: context->setTextureExternalEnabled(false); break;\r
- case GL_ALPHA_TEST: context->setAlphaTest(false); break;\r
+ case GL_CULL_FACE: context->setCullFaceEnabled(false); break;\r
+ case GL_POLYGON_OFFSET_FILL: context->setPolygonOffsetFillEnabled(false); break;\r
+ case GL_SAMPLE_ALPHA_TO_COVERAGE: context->setSampleAlphaToCoverageEnabled(false); break;\r
+ case GL_SAMPLE_COVERAGE: context->setSampleCoverageEnabled(false); break;\r
+ case GL_SCISSOR_TEST: context->setScissorTestEnabled(false); break;\r
+ case GL_STENCIL_TEST: context->setStencilTestEnabled(false); break;\r
+ case GL_DEPTH_TEST: context->setDepthTestEnabled(false); break;\r
+ case GL_BLEND: context->setBlendEnabled(false); break;\r
+ case GL_DITHER: context->setDitherEnabled(false); break;\r
+ case GL_LIGHTING: context->setLightingEnabled(false); break;\r
+ case GL_LIGHT0: context->setLightEnabled(0, false); break;\r
+ case GL_LIGHT1: context->setLightEnabled(1, false); break;\r
+ case GL_LIGHT2: context->setLightEnabled(2, false); break;\r
+ case GL_LIGHT3: context->setLightEnabled(3, false); break;\r
+ case GL_LIGHT4: context->setLightEnabled(4, false); break;\r
+ case GL_LIGHT5: context->setLightEnabled(5, false); break;\r
+ case GL_LIGHT6: context->setLightEnabled(6, false); break;\r
+ case GL_LIGHT7: context->setLightEnabled(7, false); break;\r
+ case GL_FOG: context->setFogEnabled(false); break;\r
+ case GL_TEXTURE_2D: context->setTexture2Denabled(false); break;\r
+ case GL_TEXTURE_EXTERNAL_OES: context->setTextureExternalEnabled(false); break;\r
+ case GL_ALPHA_TEST: context->setAlphaTestEnabled(false); break;\r
case GL_COLOR_LOGIC_OP: UNIMPLEMENTED(); break;\r
case GL_POINT_SMOOTH: UNIMPLEMENTED(); break;\r
case GL_LINE_SMOOTH: UNIMPLEMENTED(); break;\r
case GL_TEXTURE_COORD_ARRAY: UNIMPLEMENTED(); break;\r
case GL_MULTISAMPLE: UNIMPLEMENTED(); break;\r
case GL_SAMPLE_ALPHA_TO_ONE: UNIMPLEMENTED(); break;\r
- case GL_CLIP_PLANE0: context->setClipPlaneEnable(0, false); break;\r
- case GL_CLIP_PLANE1: context->setClipPlaneEnable(1, false); break;\r
- case GL_CLIP_PLANE2: context->setClipPlaneEnable(2, false); break;\r
- case GL_CLIP_PLANE3: context->setClipPlaneEnable(3, false); break;\r
- case GL_CLIP_PLANE4: context->setClipPlaneEnable(4, false); break;\r
- case GL_CLIP_PLANE5: context->setClipPlaneEnable(5, false); break;\r
+ case GL_CLIP_PLANE0: context->setClipPlaneEnabled(0, false); break;\r
+ case GL_CLIP_PLANE1: context->setClipPlaneEnabled(1, false); break;\r
+ case GL_CLIP_PLANE2: context->setClipPlaneEnabled(2, false); break;\r
+ case GL_CLIP_PLANE3: context->setClipPlaneEnabled(3, false); break;\r
+ case GL_CLIP_PLANE4: context->setClipPlaneEnabled(4, false); break;\r
+ case GL_CLIP_PLANE5: context->setClipPlaneEnabled(5, false); break;\r
default:\r
return error(GL_INVALID_ENUM);\r
}\r
\r
switch (array)\r
{\r
- case GL_VERTEX_ARRAY: context->setEnableVertexAttribArray(sw::Position, false); break;\r
- case GL_COLOR_ARRAY: context->setEnableVertexAttribArray(sw::Color0, false); break;\r
- case GL_TEXTURE_COORD_ARRAY: context->setEnableVertexAttribArray(sw::TexCoord0 + (texture - GL_TEXTURE0), false); break;\r
- case GL_NORMAL_ARRAY: context->setEnableVertexAttribArray(sw::Normal, false); break;\r
+ case GL_VERTEX_ARRAY: context->setVertexAttribArrayEnabled(sw::Position, false); break;\r
+ case GL_COLOR_ARRAY: context->setVertexAttribArrayEnabled(sw::Color0, false); break;\r
+ case GL_TEXTURE_COORD_ARRAY: context->setVertexAttribArrayEnabled(sw::TexCoord0 + (texture - GL_TEXTURE0), false); break;\r
+ case GL_NORMAL_ARRAY: context->setVertexAttribArrayEnabled(sw::Normal, false); break;\r
default: UNIMPLEMENTED();\r
}\r
}\r
{\r
switch(cap)\r
{\r
- case GL_CULL_FACE: context->setCullFace(true); break;\r
- case GL_POLYGON_OFFSET_FILL: context->setPolygonOffsetFill(true); break;\r
- case GL_SAMPLE_ALPHA_TO_COVERAGE: context->setSampleAlphaToCoverage(true); break;\r
- case GL_SAMPLE_COVERAGE: context->setSampleCoverage(true); break;\r
- case GL_SCISSOR_TEST: context->setScissorTest(true); break;\r
- case GL_STENCIL_TEST: context->setStencilTest(true); break;\r
- case GL_DEPTH_TEST: context->setDepthTest(true); break;\r
- case GL_BLEND: context->setBlend(true); break;\r
- case GL_DITHER: context->setDither(true); break;\r
- case GL_LIGHTING: context->setLighting(true); break;\r
- case GL_LIGHT0: context->setLight(0, true); break;\r
- case GL_LIGHT1: context->setLight(1, true); break;\r
- case GL_LIGHT2: context->setLight(2, true); break;\r
- case GL_LIGHT3: context->setLight(3, true); break;\r
- case GL_LIGHT4: context->setLight(4, true); break;\r
- case GL_LIGHT5: context->setLight(5, true); break;\r
- case GL_LIGHT6: context->setLight(6, true); break;\r
- case GL_LIGHT7: context->setLight(7, true); break;\r
- case GL_FOG: context->setFog(true); break;\r
- case GL_TEXTURE_2D: context->setTexture2Denabled(true); break;\r
- case GL_TEXTURE_EXTERNAL_OES: context->setTextureExternalEnabled(true); break;\r
- case GL_ALPHA_TEST: context->setAlphaTest(true); break;\r
+ case GL_CULL_FACE: context->setCullFaceEnabled(true); break;\r
+ case GL_POLYGON_OFFSET_FILL: context->setPolygonOffsetFillEnabled(true); break;\r
+ case GL_SAMPLE_ALPHA_TO_COVERAGE: context->setSampleAlphaToCoverageEnabled(true); break;\r
+ case GL_SAMPLE_COVERAGE: context->setSampleCoverageEnabled(true); break;\r
+ case GL_SCISSOR_TEST: context->setScissorTestEnabled(true); break;\r
+ case GL_STENCIL_TEST: context->setStencilTestEnabled(true); break;\r
+ case GL_DEPTH_TEST: context->setDepthTestEnabled(true); break;\r
+ case GL_BLEND: context->setBlendEnabled(true); break;\r
+ case GL_DITHER: context->setDitherEnabled(true); break;\r
+ case GL_LIGHTING: context->setLightingEnabled(true); break;\r
+ case GL_LIGHT0: context->setLightEnabled(0, true); break;\r
+ case GL_LIGHT1: context->setLightEnabled(1, true); break;\r
+ case GL_LIGHT2: context->setLightEnabled(2, true); break;\r
+ case GL_LIGHT3: context->setLightEnabled(3, true); break;\r
+ case GL_LIGHT4: context->setLightEnabled(4, true); break;\r
+ case GL_LIGHT5: context->setLightEnabled(5, true); break;\r
+ case GL_LIGHT6: context->setLightEnabled(6, true); break;\r
+ case GL_LIGHT7: context->setLightEnabled(7, true); break;\r
+ case GL_FOG: context->setFogEnabled(true); break;\r
+ case GL_TEXTURE_2D: context->setTexture2Denabled(true); break;\r
+ case GL_TEXTURE_EXTERNAL_OES: context->setTextureExternalEnabled(true); break;\r
+ case GL_ALPHA_TEST: context->setAlphaTestEnabled(true); break;\r
case GL_COLOR_LOGIC_OP: UNIMPLEMENTED(); break;\r
case GL_POINT_SMOOTH: UNIMPLEMENTED(); break;\r
case GL_LINE_SMOOTH: UNIMPLEMENTED(); break;\r
case GL_TEXTURE_COORD_ARRAY: UNIMPLEMENTED(); break;\r
case GL_MULTISAMPLE: UNIMPLEMENTED(); break;\r
case GL_SAMPLE_ALPHA_TO_ONE: UNIMPLEMENTED(); break;\r
- case GL_CLIP_PLANE0: context->setClipPlaneEnable(0, true); break;\r
- case GL_CLIP_PLANE1: context->setClipPlaneEnable(1, true); break;\r
- case GL_CLIP_PLANE2: context->setClipPlaneEnable(2, true); break;\r
- case GL_CLIP_PLANE3: context->setClipPlaneEnable(3, true); break;\r
- case GL_CLIP_PLANE4: context->setClipPlaneEnable(4, true); break;\r
- case GL_CLIP_PLANE5: context->setClipPlaneEnable(5, true); break;\r
+ case GL_CLIP_PLANE0: context->setClipPlaneEnabled(0, true); break;\r
+ case GL_CLIP_PLANE1: context->setClipPlaneEnabled(1, true); break;\r
+ case GL_CLIP_PLANE2: context->setClipPlaneEnabled(2, true); break;\r
+ case GL_CLIP_PLANE3: context->setClipPlaneEnabled(3, true); break;\r
+ case GL_CLIP_PLANE4: context->setClipPlaneEnabled(4, true); break;\r
+ case GL_CLIP_PLANE5: context->setClipPlaneEnabled(5, true); break;\r
default:\r
return error(GL_INVALID_ENUM);\r
}\r
\r
switch(array)\r
{\r
- case GL_VERTEX_ARRAY: context->setEnableVertexAttribArray(sw::Position, true); break;\r
- case GL_COLOR_ARRAY: context->setEnableVertexAttribArray(sw::Color0, true); break;\r
- case GL_TEXTURE_COORD_ARRAY: context->setEnableVertexAttribArray(sw::TexCoord0 + (texture - GL_TEXTURE0), true); break;\r
- case GL_NORMAL_ARRAY: context->setEnableVertexAttribArray(sw::Normal, true); break;\r
+ case GL_VERTEX_ARRAY: context->setVertexAttribArrayEnabled(sw::Position, true); break;\r
+ case GL_COLOR_ARRAY: context->setVertexAttribArrayEnabled(sw::Color0, true); break;\r
+ case GL_TEXTURE_COORD_ARRAY: context->setVertexAttribArrayEnabled(sw::TexCoord0 + (texture - GL_TEXTURE0), true); break;\r
+ case GL_NORMAL_ARRAY: context->setVertexAttribArrayEnabled(sw::Normal, true); break;\r
default: UNIMPLEMENTED();\r
}\r
}\r
mState.depthClearValue = 1.0f;\r
mState.stencilClearValue = 0;\r
\r
- mState.cullFace = false;\r
+ mState.cullFaceEnabled = false;\r
mState.cullMode = GL_BACK;\r
mState.frontFace = GL_CCW;\r
- mState.depthTest = false;\r
+ mState.depthTestEnabled = false;\r
mState.depthFunc = GL_LESS;\r
- mState.blend = false;\r
+ mState.blendEnabled = false;\r
mState.sourceBlendRGB = GL_ONE;\r
mState.sourceBlendAlpha = GL_ONE;\r
mState.destBlendRGB = GL_ZERO;\r
mState.blendColor.green = 0;\r
mState.blendColor.blue = 0;\r
mState.blendColor.alpha = 0;\r
- mState.stencilTest = false;\r
+ mState.stencilTestEnabled = false;\r
mState.stencilFunc = GL_ALWAYS;\r
mState.stencilRef = 0;\r
mState.stencilMask = -1;\r
mState.stencilBackFail = GL_KEEP;\r
mState.stencilBackPassDepthFail = GL_KEEP;\r
mState.stencilBackPassDepthPass = GL_KEEP;\r
- mState.polygonOffsetFill = false;\r
+ mState.polygonOffsetFillEnabled = false;\r
mState.polygonOffsetFactor = 0.0f;\r
mState.polygonOffsetUnits = 0.0f;\r
- mState.sampleAlphaToCoverage = false;\r
- mState.sampleCoverage = false;\r
+ mState.sampleAlphaToCoverageEnabled = false;\r
+ mState.sampleCoverageEnabled = false;\r
mState.sampleCoverageValue = 1.0f;\r
mState.sampleCoverageInvert = false;\r
- mState.scissorTest = false;\r
- mState.dither = true;\r
- mState.primitiveRestartFixedIndex = false;\r
- mState.rasterizerDiscard = false;\r
+ mState.scissorTestEnabled = false;\r
+ mState.ditherEnabled = true;\r
+ mState.primitiveRestartFixedIndexEnabled = false;\r
+ mState.rasterizerDiscardEnabled = false;\r
mState.generateMipmapHint = GL_DONT_CARE;\r
mState.fragmentShaderDerivativeHint = GL_DONT_CARE;\r
\r
mState.stencilClearValue = stencil;\r
}\r
\r
-void Context::setCullFace(bool enabled)\r
+void Context::setCullFaceEnabled(bool enabled)\r
{\r
- mState.cullFace = enabled;\r
+ mState.cullFaceEnabled = enabled;\r
}\r
\r
bool Context::isCullFaceEnabled() const\r
{\r
- return mState.cullFace;\r
+ return mState.cullFaceEnabled;\r
}\r
\r
void Context::setCullMode(GLenum mode)\r
}\r
}\r
\r
-void Context::setDepthTest(bool enabled)\r
+void Context::setDepthTestEnabled(bool enabled)\r
{\r
- if(mState.depthTest != enabled)\r
+ if(mState.depthTestEnabled != enabled)\r
{\r
- mState.depthTest = enabled;\r
+ mState.depthTestEnabled = enabled;\r
mDepthStateDirty = true;\r
}\r
}\r
\r
bool Context::isDepthTestEnabled() const\r
{\r
- return mState.depthTest;\r
+ return mState.depthTestEnabled;\r
}\r
\r
void Context::setDepthFunc(GLenum depthFunc)\r
mState.zFar = zFar;\r
}\r
\r
-void Context::setBlend(bool enabled)\r
+void Context::setBlendEnabled(bool enabled)\r
{\r
- if(mState.blend != enabled)\r
+ if(mState.blendEnabled != enabled)\r
{\r
- mState.blend = enabled;\r
+ mState.blendEnabled = enabled;\r
mBlendStateDirty = true;\r
}\r
}\r
\r
bool Context::isBlendEnabled() const\r
{\r
- return mState.blend;\r
+ return mState.blendEnabled;\r
}\r
\r
void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)\r
}\r
}\r
\r
-void Context::setStencilTest(bool enabled)\r
+void Context::setStencilTestEnabled(bool enabled)\r
{\r
- if(mState.stencilTest != enabled)\r
+ if(mState.stencilTestEnabled != enabled)\r
{\r
- mState.stencilTest = enabled;\r
+ mState.stencilTestEnabled = enabled;\r
mStencilStateDirty = true;\r
}\r
}\r
\r
bool Context::isStencilTestEnabled() const\r
{\r
- return mState.stencilTest;\r
+ return mState.stencilTestEnabled;\r
}\r
\r
void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)\r
{\r
if(mState.stencilFunc != stencilFunc ||\r
- mState.stencilRef != stencilRef ||\r
- mState.stencilMask != stencilMask)\r
+ mState.stencilRef != stencilRef ||\r
+ mState.stencilMask != stencilMask)\r
{\r
mState.stencilFunc = stencilFunc;\r
mState.stencilRef = (stencilRef > 0) ? stencilRef : 0;\r
void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)\r
{\r
if(mState.stencilBackFunc != stencilBackFunc ||\r
- mState.stencilBackRef != stencilBackRef ||\r
- mState.stencilBackMask != stencilBackMask)\r
+ mState.stencilBackRef != stencilBackRef ||\r
+ mState.stencilBackMask != stencilBackMask)\r
{\r
mState.stencilBackFunc = stencilBackFunc;\r
mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;\r
void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)\r
{\r
if(mState.stencilFail != stencilFail ||\r
- mState.stencilPassDepthFail != stencilPassDepthFail ||\r
- mState.stencilPassDepthPass != stencilPassDepthPass)\r
+ mState.stencilPassDepthFail != stencilPassDepthFail ||\r
+ mState.stencilPassDepthPass != stencilPassDepthPass)\r
{\r
mState.stencilFail = stencilFail;\r
mState.stencilPassDepthFail = stencilPassDepthFail;\r
void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)\r
{\r
if(mState.stencilBackFail != stencilBackFail ||\r
- mState.stencilBackPassDepthFail != stencilBackPassDepthFail ||\r
- mState.stencilBackPassDepthPass != stencilBackPassDepthPass)\r
+ mState.stencilBackPassDepthFail != stencilBackPassDepthFail ||\r
+ mState.stencilBackPassDepthPass != stencilBackPassDepthPass)\r
{\r
mState.stencilBackFail = stencilBackFail;\r
mState.stencilBackPassDepthFail = stencilBackPassDepthFail;\r
}\r
}\r
\r
-void Context::setPolygonOffsetFill(bool enabled)\r
+void Context::setPolygonOffsetFillEnabled(bool enabled)\r
{\r
- if(mState.polygonOffsetFill != enabled)\r
+ if(mState.polygonOffsetFillEnabled != enabled)\r
{\r
- mState.polygonOffsetFill = enabled;\r
+ mState.polygonOffsetFillEnabled = enabled;\r
mPolygonOffsetStateDirty = true;\r
}\r
}\r
\r
bool Context::isPolygonOffsetFillEnabled() const\r
{\r
- return mState.polygonOffsetFill;\r
+ return mState.polygonOffsetFillEnabled;\r
}\r
\r
void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)\r
{\r
if(mState.polygonOffsetFactor != factor ||\r
- mState.polygonOffsetUnits != units)\r
+ mState.polygonOffsetUnits != units)\r
{\r
mState.polygonOffsetFactor = factor;\r
mState.polygonOffsetUnits = units;\r
}\r
}\r
\r
-void Context::setSampleAlphaToCoverage(bool enabled)\r
+void Context::setSampleAlphaToCoverageEnabled(bool enabled)\r
{\r
- if(mState.sampleAlphaToCoverage != enabled)\r
+ if(mState.sampleAlphaToCoverageEnabled != enabled)\r
{\r
- mState.sampleAlphaToCoverage = enabled;\r
+ mState.sampleAlphaToCoverageEnabled = enabled;\r
mSampleStateDirty = true;\r
}\r
}\r
\r
bool Context::isSampleAlphaToCoverageEnabled() const\r
{\r
- return mState.sampleAlphaToCoverage;\r
+ return mState.sampleAlphaToCoverageEnabled;\r
}\r
\r
-void Context::setSampleCoverage(bool enabled)\r
+void Context::setSampleCoverageEnabled(bool enabled)\r
{\r
- if(mState.sampleCoverage != enabled)\r
+ if(mState.sampleCoverageEnabled != enabled)\r
{\r
- mState.sampleCoverage = enabled;\r
+ mState.sampleCoverageEnabled = enabled;\r
mSampleStateDirty = true;\r
}\r
}\r
\r
bool Context::isSampleCoverageEnabled() const\r
{\r
- return mState.sampleCoverage;\r
+ return mState.sampleCoverageEnabled;\r
}\r
\r
void Context::setSampleCoverageParams(GLclampf value, bool invert)\r
{\r
if(mState.sampleCoverageValue != value ||\r
- mState.sampleCoverageInvert != invert)\r
+ mState.sampleCoverageInvert != invert)\r
{\r
mState.sampleCoverageValue = value;\r
mState.sampleCoverageInvert = invert;\r
}\r
}\r
\r
-void Context::setScissorTest(bool enabled)\r
+void Context::setScissorTestEnabled(bool enabled)\r
{\r
- mState.scissorTest = enabled;\r
+ mState.scissorTestEnabled = enabled;\r
}\r
\r
bool Context::isScissorTestEnabled() const\r
{\r
- return mState.scissorTest;\r
+ return mState.scissorTestEnabled;\r
}\r
\r
-void Context::setDither(bool enabled)\r
+void Context::setDitherEnabled(bool enabled)\r
{\r
- if(mState.dither != enabled)\r
+ if(mState.ditherEnabled != enabled)\r
{\r
- mState.dither = enabled;\r
+ mState.ditherEnabled = enabled;\r
mDitherStateDirty = true;\r
}\r
}\r
\r
bool Context::isDitherEnabled() const\r
{\r
- return mState.dither;\r
+ return mState.ditherEnabled;\r
}\r
\r
-void Context::setPrimitiveRestartFixedIndex(bool enabled)\r
+void Context::setPrimitiveRestartFixedIndexEnabled(bool enabled)\r
{\r
UNIMPLEMENTED();\r
- mState.primitiveRestartFixedIndex = enabled;\r
+ mState.primitiveRestartFixedIndexEnabled = enabled;\r
}\r
\r
bool Context::isPrimitiveRestartFixedIndexEnabled() const\r
{\r
- return mState.primitiveRestartFixedIndex;\r
+ return mState.primitiveRestartFixedIndexEnabled;\r
}\r
\r
-void Context::setRasterizerDiscard(bool enabled)\r
+void Context::setRasterizerDiscardEnabled(bool enabled)\r
{\r
UNIMPLEMENTED();\r
- mState.rasterizerDiscard = enabled;\r
+ mState.rasterizerDiscardEnabled = enabled;\r
}\r
\r
bool Context::isRasterizerDiscardEnabled() const\r
{\r
- return mState.rasterizerDiscard;\r
+ return mState.rasterizerDiscardEnabled;\r
}\r
\r
void Context::setLineWidth(GLfloat width)\r
return 0;\r
}\r
\r
-void Context::setEnableVertexAttribArray(unsigned int attribNum, bool enabled)\r
+void Context::setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled)\r
{\r
getCurrentVertexArray()->enableAttribute(attribNum, enabled);\r
}\r
params[2] = mState.colorMaskBlue;\r
params[3] = mState.colorMaskAlpha;\r
break;\r
- case GL_CULL_FACE: *params = mState.cullFace; break;\r
- case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFill; break;\r
- case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverage; break;\r
- case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverage; break;\r
- case GL_SCISSOR_TEST: *params = mState.scissorTest; break;\r
- case GL_STENCIL_TEST: *params = mState.stencilTest; break;\r
- case GL_DEPTH_TEST: *params = mState.depthTest; break;\r
- case GL_BLEND: *params = mState.blend; break;\r
- case GL_DITHER: *params = mState.dither; break;\r
- case GL_PRIMITIVE_RESTART_FIXED_INDEX: *params = mState.primitiveRestartFixedIndex; break;\r
- case GL_RASTERIZER_DISCARD: *params = mState.rasterizerDiscard; break;\r
+ case GL_CULL_FACE: *params = mState.cullFaceEnabled; break;\r
+ case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFillEnabled; break;\r
+ case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled; break;\r
+ case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverageEnabled; break;\r
+ case GL_SCISSOR_TEST: *params = mState.scissorTestEnabled; break;\r
+ case GL_STENCIL_TEST: *params = mState.stencilTestEnabled; break;\r
+ case GL_DEPTH_TEST: *params = mState.depthTestEnabled; break;\r
+ case GL_BLEND: *params = mState.blendEnabled; break;\r
+ case GL_DITHER: *params = mState.ditherEnabled; break;\r
+ case GL_PRIMITIVE_RESTART_FIXED_INDEX: *params = mState.primitiveRestartFixedIndexEnabled; break;\r
+ case GL_RASTERIZER_DISCARD: *params = mState.rasterizerDiscardEnabled; break;\r
case GL_TRANSFORM_FEEDBACK_ACTIVE:\r
{\r
TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);\r
\r
void Context::applyScissor(int width, int height)\r
{\r
- if(mState.scissorTest)\r
+ if(mState.scissorTestEnabled)\r
{\r
sw::Rect scissor = { mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight };\r
scissor.clip(0, 0, width, height);\r
{\r
Framebuffer *framebuffer = getDrawFramebuffer();\r
\r
- if(mState.cullFace)\r
+ if(mState.cullFaceEnabled)\r
{\r
device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace));\r
}\r
\r
if(mDepthStateDirty)\r
{\r
- if(mState.depthTest)\r
+ if(mState.depthTestEnabled)\r
{\r
device->setDepthBufferEnable(true);\r
device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc));\r
\r
if(mBlendStateDirty)\r
{\r
- if(mState.blend)\r
+ if(mState.blendEnabled)\r
{\r
device->setAlphaBlendEnable(true);\r
device->setSeparateAlphaBlendEnable(true);\r
\r
if(mStencilStateDirty || mFrontFaceDirty)\r
{\r
- if(mState.stencilTest && framebuffer->hasStencil())\r
+ if(mState.stencilTestEnabled && framebuffer->hasStencil())\r
{\r
device->setStencilEnable(true);\r
device->setTwoSidedStencil(true);\r
\r
if(mPolygonOffsetStateDirty)\r
{\r
- if(mState.polygonOffsetFill)\r
+ if(mState.polygonOffsetFillEnabled)\r
{\r
Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();\r
if(depthbuffer)\r
\r
if(mSampleStateDirty)\r
{\r
- if(mState.sampleAlphaToCoverage)\r
+ if(mState.sampleAlphaToCoverageEnabled)\r
{\r
device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE);\r
}\r
device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE);\r
}\r
\r
- if(mState.sampleCoverage)\r
+ if(mState.sampleCoverageEnabled)\r
{\r
unsigned int mask = 0;\r
if(mState.sampleCoverageValue != 0)\r
\r
bool Context::cullSkipsDraw(GLenum drawMode)\r
{\r
- return mState.cullFace && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode);\r
+ return mState.cullFaceEnabled && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode);\r
}\r
\r
bool Context::isTriangleMode(GLenum drawMode)\r
sw::Rect sourceScissoredRect = sourceRect;\r
sw::Rect destScissoredRect = destRect;\r
\r
- if(mState.scissorTest) // Only write to parts of the destination framebuffer which pass the scissor test\r
+ if(mState.scissorTestEnabled) // Only write to parts of the destination framebuffer which pass the scissor test\r
{\r
if(destRect.x0 < mState.scissorX)\r
{\r
// Helper structure describing a single vertex attribute\r
class VertexAttribute\r
{\r
- public:\r
+public:\r
VertexAttribute() : mType(GL_FLOAT), mSize(0), mNormalized(false), mStride(0), mDivisor(0), mPointer(NULL), mArrayEnabled(false)\r
{\r
mCurrentValue[0].f = 0.0f;\r
gl::BindingPointer<Buffer> mBoundBuffer; // Captured when glVertexAttribPointer is called.\r
\r
bool mArrayEnabled; // From glEnable/DisableVertexAttribArray\r
+\r
private:\r
union ValueUnion\r
{\r
GLint i;\r
GLuint ui;\r
};\r
+\r
ValueUnion mCurrentValue[4]; // From glVertexAttrib\r
ValueUnion::Type mCurrentValueType;\r
};\r
GLclampf depthClearValue;\r
int stencilClearValue;\r
\r
- bool cullFace;\r
+ bool cullFaceEnabled;\r
GLenum cullMode;\r
GLenum frontFace;\r
- bool depthTest;\r
+ bool depthTestEnabled;\r
GLenum depthFunc;\r
- bool blend;\r
+ bool blendEnabled;\r
GLenum sourceBlendRGB;\r
GLenum destBlendRGB;\r
GLenum sourceBlendAlpha;\r
GLenum blendEquationRGB;\r
GLenum blendEquationAlpha;\r
Color blendColor;\r
- bool stencilTest;\r
+ bool stencilTestEnabled;\r
GLenum stencilFunc;\r
GLint stencilRef;\r
GLuint stencilMask;\r
GLenum stencilBackPassDepthFail;\r
GLenum stencilBackPassDepthPass;\r
GLuint stencilBackWritemask;\r
- bool polygonOffsetFill;\r
+ bool polygonOffsetFillEnabled;\r
GLfloat polygonOffsetFactor;\r
GLfloat polygonOffsetUnits;\r
- bool sampleAlphaToCoverage;\r
- bool sampleCoverage;\r
+ bool sampleAlphaToCoverageEnabled;\r
+ bool sampleCoverageEnabled;\r
GLclampf sampleCoverageValue;\r
bool sampleCoverageInvert;\r
- bool scissorTest;\r
- bool dither;\r
- bool primitiveRestartFixedIndex;\r
- bool rasterizerDiscard;\r
- bool colorLogicOp;\r
+ bool scissorTestEnabled;\r
+ bool ditherEnabled;\r
+ bool primitiveRestartFixedIndexEnabled;\r
+ bool rasterizerDiscardEnabled;\r
+ bool colorLogicOpEnabled;\r
GLenum logicalOperation;\r
\r
GLfloat lineWidth;\r
void setClearDepth(float depth);\r
void setClearStencil(int stencil);\r
\r
- void setCullFace(bool enabled);\r
+ void setCullFaceEnabled(bool enabled);\r
bool isCullFaceEnabled() const;\r
void setCullMode(GLenum mode);\r
void setFrontFace(GLenum front);\r
\r
- void setDepthTest(bool enabled);\r
+ void setDepthTestEnabled(bool enabled);\r
bool isDepthTestEnabled() const;\r
void setDepthFunc(GLenum depthFunc);\r
void setDepthRange(float zNear, float zFar);\r
\r
- void setBlend(bool enabled);\r
+ void setBlendEnabled(bool enabled);\r
bool isBlendEnabled() const;\r
void setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha);\r
void setBlendColor(float red, float green, float blue, float alpha);\r
void setBlendEquation(GLenum rgbEquation, GLenum alphaEquation);\r
\r
- void setStencilTest(bool enabled);\r
+ void setStencilTestEnabled(bool enabled);\r
bool isStencilTestEnabled() const;\r
void setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask);\r
void setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask);\r
void setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass);\r
void setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass);\r
\r
- void setPolygonOffsetFill(bool enabled);\r
+ void setPolygonOffsetFillEnabled(bool enabled);\r
bool isPolygonOffsetFillEnabled() const;\r
void setPolygonOffsetParams(GLfloat factor, GLfloat units);\r
\r
- void setSampleAlphaToCoverage(bool enabled);\r
+ void setSampleAlphaToCoverageEnabled(bool enabled);\r
bool isSampleAlphaToCoverageEnabled() const;\r
- void setSampleCoverage(bool enabled);\r
+ void setSampleCoverageEnabled(bool enabled);\r
bool isSampleCoverageEnabled() const;\r
void setSampleCoverageParams(GLclampf value, bool invert);\r
\r
- void setDither(bool enabled);\r
+ void setDitherEnabled(bool enabled);\r
bool isDitherEnabled() const;\r
\r
- void setPrimitiveRestartFixedIndex(bool enabled);\r
+ void setPrimitiveRestartFixedIndexEnabled(bool enabled);\r
bool isPrimitiveRestartFixedIndexEnabled() const;\r
\r
- void setRasterizerDiscard(bool enabled);\r
+ void setRasterizerDiscardEnabled(bool enabled);\r
bool isRasterizerDiscardEnabled() const;\r
\r
void setLineWidth(GLfloat width);\r
\r
void setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height);\r
\r
- void setScissorTest(bool enabled);\r
+ void setScissorTestEnabled(bool enabled);\r
bool isScissorTestEnabled() const;\r
void setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height);\r
\r
GLuint getArrayBufferName() const;\r
GLuint getElementArrayBufferName() const;\r
\r
- void setEnableVertexAttribArray(unsigned int attribNum, bool enabled);\r
+ void setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled);\r
void setVertexAttribDivisor(unsigned int attribNum, GLuint divisor);\r
const VertexAttribute &getVertexAttribState(unsigned int attribNum) const;\r
void setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type,\r
{\r
switch(cap)\r
{\r
- case GL_CULL_FACE: context->setCullFace(false); break;\r
- case GL_POLYGON_OFFSET_FILL: context->setPolygonOffsetFill(false); break;\r
- case GL_SAMPLE_ALPHA_TO_COVERAGE: context->setSampleAlphaToCoverage(false); break;\r
- case GL_SAMPLE_COVERAGE: context->setSampleCoverage(false); break;\r
- case GL_SCISSOR_TEST: context->setScissorTest(false); break;\r
- case GL_STENCIL_TEST: context->setStencilTest(false); break;\r
- case GL_DEPTH_TEST: context->setDepthTest(false); break;\r
- case GL_BLEND: context->setBlend(false); break;\r
- case GL_DITHER: context->setDither(false); break;\r
- case GL_PRIMITIVE_RESTART_FIXED_INDEX: context->setPrimitiveRestartFixedIndex(false); break;\r
- case GL_RASTERIZER_DISCARD: context->setRasterizerDiscard(false); break;\r
+ case GL_CULL_FACE: context->setCullFaceEnabled(false); break;\r
+ case GL_POLYGON_OFFSET_FILL: context->setPolygonOffsetFillEnabled(false); break;\r
+ case GL_SAMPLE_ALPHA_TO_COVERAGE: context->setSampleAlphaToCoverageEnabled(false); break;\r
+ case GL_SAMPLE_COVERAGE: context->setSampleCoverageEnabled(false); break;\r
+ case GL_SCISSOR_TEST: context->setScissorTestEnabled(false); break;\r
+ case GL_STENCIL_TEST: context->setStencilTestEnabled(false); break;\r
+ case GL_DEPTH_TEST: context->setDepthTestEnabled(false); break;\r
+ case GL_BLEND: context->setBlendEnabled(false); break;\r
+ case GL_DITHER: context->setDitherEnabled(false); break;\r
+ case GL_PRIMITIVE_RESTART_FIXED_INDEX: context->setPrimitiveRestartFixedIndexEnabled(false); break;\r
+ case GL_RASTERIZER_DISCARD: context->setRasterizerDiscardEnabled(false); break;\r
default:\r
return error(GL_INVALID_ENUM);\r
}\r
\r
if(context)\r
{\r
- context->setEnableVertexAttribArray(index, false);\r
+ context->setVertexAttribArrayEnabled(index, false);\r
}\r
}\r
\r
{\r
switch(cap)\r
{\r
- case GL_CULL_FACE: context->setCullFace(true); break;\r
- case GL_POLYGON_OFFSET_FILL: context->setPolygonOffsetFill(true); break;\r
- case GL_SAMPLE_ALPHA_TO_COVERAGE: context->setSampleAlphaToCoverage(true); break;\r
- case GL_SAMPLE_COVERAGE: context->setSampleCoverage(true); break;\r
- case GL_SCISSOR_TEST: context->setScissorTest(true); break;\r
- case GL_STENCIL_TEST: context->setStencilTest(true); break;\r
- case GL_DEPTH_TEST: context->setDepthTest(true); break;\r
- case GL_BLEND: context->setBlend(true); break;\r
- case GL_DITHER: context->setDither(true); break;\r
- case GL_PRIMITIVE_RESTART_FIXED_INDEX: context->setPrimitiveRestartFixedIndex(true); break;\r
- case GL_RASTERIZER_DISCARD: context->setRasterizerDiscard(true); break;\r
+ case GL_CULL_FACE: context->setCullFaceEnabled(true); break;\r
+ case GL_POLYGON_OFFSET_FILL: context->setPolygonOffsetFillEnabled(true); break;\r
+ case GL_SAMPLE_ALPHA_TO_COVERAGE: context->setSampleAlphaToCoverageEnabled(true); break;\r
+ case GL_SAMPLE_COVERAGE: context->setSampleCoverageEnabled(true); break;\r
+ case GL_SCISSOR_TEST: context->setScissorTestEnabled(true); break;\r
+ case GL_STENCIL_TEST: context->setStencilTestEnabled(true); break;\r
+ case GL_DEPTH_TEST: context->setDepthTestEnabled(true); break;\r
+ case GL_BLEND: context->setBlendEnabled(true); break;\r
+ case GL_DITHER: context->setDitherEnabled(true); break;\r
+ case GL_PRIMITIVE_RESTART_FIXED_INDEX: context->setPrimitiveRestartFixedIndexEnabled(true); break;\r
+ case GL_RASTERIZER_DISCARD: context->setRasterizerDiscardEnabled(true); break;\r
default:\r
return error(GL_INVALID_ENUM);\r
}\r
\r
if(context)\r
{\r
- context->setEnableVertexAttribArray(index, true);\r
+ context->setVertexAttribArrayEnabled(index, true);\r
}\r
}\r
\r