+ if(state==GL_TEXTURE_1D)
+ return texunits[active_tex].binding_1d.enabled;
+ else if(state==GL_TEXTURE_2D)
+ return texunits[active_tex].binding_2d.enabled;
+ else if(state==GL_TEXTURE_3D)
+ return texunits[active_tex].binding_3d.enabled;
+ else if(state==GL_TEXTURE_CUBE_MAP)
+ return texunits[active_tex].binding_cube.enabled;
+
+ static bool dummy;
+ return dummy;
+}
+
+bool &GlState::get_boolean_client_state(GLenum state)
+{
+ if(state==GL_VERTEX_ARRAY)
+ return vertex_array.enabled;
+ else if(state==GL_NORMAL_ARRAY)
+ return normal_array.enabled;
+ else if(state==GL_COLOR_ARRAY)
+ return color_array.enabled;
+ else if(state==GL_TEXTURE_COORD_ARRAY)
+ return texcoord_arrays[client_active_tex].enabled;
+
+ static bool dummy;
+ return dummy;
+}
+
+void GlState::glEnable(void *user_data, GLenum state)
+{
+ reinterpret_cast<GlState *>(user_data)->get_boolean_state(state) = true;
+}
+
+void GlState::glDisable(void *user_data, GLenum state)
+{
+ reinterpret_cast<GlState *>(user_data)->get_boolean_state(state) = false;
+}
+
+void GlState::glEnableClientState(void *user_data, GLenum state)
+{
+ reinterpret_cast<GlState *>(user_data)->get_boolean_client_state(state) = true;
+}
+
+void GlState::glDisableClientState(void *user_data, GLenum state)
+{
+ reinterpret_cast<GlState *>(user_data)->get_boolean_client_state(state) = false;
+}
+
+// Vertex attributes
+
+void GlState::glColor3f(void *user_data, float r, float g, float b)
+{
+ glColor4f(user_data, r, g, b, 1.0f);
+}
+
+void GlState::glColor4f(void *user_data, float r, float g, float b, float a)
+{
+ Vector4 &color = reinterpret_cast<GlState *>(user_data)->color;
+ color.r = r;
+ color.g = g;
+ color.b = b;
+ color.a = a;
+}
+
+void GlState::glNormal3f(void *user_data, float x, float y, float z)
+{
+ Vector3 &normal = reinterpret_cast<GlState *>(user_data)->normal;
+ normal.x = x;
+ normal.y = y;
+ normal.z = z;
+}
+
+void GlState::glTexCoord1f(void *user_data, float s)
+{
+ glTexCoord4f(user_data, s, 0.0f, 0.0f, 1.0f);
+}
+
+void GlState::glTexCoord2f(void *user_data, float s, float t)
+{
+ glTexCoord4f(user_data, s, t, 0.0f, 1.0f);
+}
+
+void GlState::glTexCoord3f(void *user_data, float s, float t, float p)
+{
+ glTexCoord4f(user_data, s, t, p, 1.0f);
+}
+
+void GlState::glTexCoord4f(void *user_data, float s, float t, float p, float q)
+{
+ unsigned index = reinterpret_cast<GlState *>(user_data)->active_tex;
+ glMultiTexCoord4f(user_data, index, s, t, p, q);
+}
+
+void GlState::glMultiTexCoord4f(void *user_data, unsigned index, float s, float t, float p, float q)
+{
+ Vector4 &texcoord = reinterpret_cast<GlState *>(user_data)->texcoord[index];
+ texcoord.s = s;
+ texcoord.t = t;
+ texcoord.p = p;
+ texcoord.q = q;
+}
+
+// Vertex arrays
+
+void GlState::glVertexPointer(void *user_data, int size, GLenum type, int stride, const void *data)
+{
+ GlState *self = reinterpret_cast<GlState *>(user_data);
+ self->vertex_array.set(size, type, false, stride, self->array_buffer, reinterpret_cast<long>(data));
+}
+
+void GlState::glNormalPointer(void *user_data, GLenum type, int stride, const void *data)
+{
+ GlState *self = reinterpret_cast<GlState *>(user_data);
+ self->normal_array.set(3, type, true, stride, self->array_buffer, reinterpret_cast<long>(data));
+}
+
+void GlState::glColorPointer(void *user_data, int size, GLenum type, int stride, const void *data)
+{
+ GlState *self = reinterpret_cast<GlState *>(user_data);
+ self->color_array.set(size, type, true, stride, self->array_buffer, reinterpret_cast<long>(data));
+}
+
+void GlState::glClientActiveTexture(void *user_data, unsigned index)
+{
+ reinterpret_cast<GlState *>(user_data)->client_active_tex = index-GL_TEXTURE0;
+}
+
+void GlState::glTexCoordPointer(void *user_data, int size, GLenum type, int stride, const void *data)
+{
+ GlState *self = reinterpret_cast<GlState *>(user_data);
+ self->texcoord_arrays[self->client_active_tex].set(size, type, false, stride, self->array_buffer, reinterpret_cast<long>(data));
+}
+
+void GlState::glEnableVertexAttribArray(void *user_data, unsigned index)
+{
+ reinterpret_cast<GlState *>(user_data)->attrib_arrays[index].enabled = true;
+}
+
+void GlState::glDisableVertexAttribArray(void *user_data, unsigned index)
+{
+ reinterpret_cast<GlState *>(user_data)->attrib_arrays[index].enabled = false;
+}
+
+void GlState::glVertexAttribPointer(void *user_data, unsigned index, int size, GLenum type, unsigned char norm, int stride, const void *data)
+{
+ GlState *self = reinterpret_cast<GlState *>(user_data);
+ self->attrib_arrays[index].set(size, type, norm, stride, self->array_buffer, reinterpret_cast<long>(data));