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/* $Id: api.c,v 1.4 1996/09/27 01:23:50 brianp Exp $ */ /* * Mesa 3-D graphics library * Version: 2.0 * Copyright (C) 1995-1996 Brian Paul * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Library General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Library General Public License for more details. * * You should have received a copy of the GNU Library General Public * License along with this library; if not, write to the Free * Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. */ /* * $Log: api.c,v $ * Revision 1.4 1996/09/27 01:23:50 brianp * added extra error checking when DEBUG is defined * * Revision 1.3 1996/09/26 22:52:12 brianp * added glInterleavedArrays * * Revision 1.2 1996/09/14 06:27:22 brianp * some functions didn't return needed values * * Revision 1.1 1996/09/13 01:38:16 brianp * Initial revision * */ #include <stdio.h> #include "bitmap.h" #include "context.h" #include "eval.h" #include "image.h" #include "macros.h" #include "matrix.h" #include "teximage.h" #include "types.h" #ifdef MULTI_THREADING /* Get the context associated with the calling thread */ #define GET_CONTEXT GLcontext* ctx = gl_get_thread_context() #else #ifdef DEBUG #define GET_CONTEXT \ if (!CC) { \ fprintf(stderr,"Mesa error: no rendering context!\n"); \ abort(); \ } #else /* CC is a global pointer for all threads in the address space */ #define GET_CONTEXT #endif /*DEBUG*/ #endif /*MULTI_THREADED*/ #define SHORTCUT void glAccum( GLenum op, GLfloat value ) { GET_CONTEXT; (*CC->API.Accum)(CC, op, value); } void glAlphaFunc( GLenum func, GLclampf ref ) { GET_CONTEXT; (*CC->API.AlphaFunc)(CC, func, ref); } GLboolean glAreTexturesResident( GLsizei n, const GLuint *textures, GLboolean *residences ) { GET_CONTEXT; return (*CC->API.AreTexturesResident)(CC, n, textures, residences); } void glArrayElement( GLint i ) { GET_CONTEXT; (*CC->API.ArrayElement)(CC, i); } void glBegin( GLenum mode ) { GET_CONTEXT; (*CC->API.Begin)( CC, mode ); } void glBindTexture( GLenum target, GLuint texture ) { GET_CONTEXT; (*CC->API.BindTexture)(CC, target, texture); } void glBitmap( GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap ) { GET_CONTEXT; if (!CC->CompileFlag) { /* execute only, try optimized case where no unpacking needed */ if ( CC->Unpack.LsbFirst==GL_FALSE && CC->Unpack.Alignment==1 && CC->Unpack.RowLength==0 && CC->Unpack.SkipPixels==0 && CC->Unpack.SkipRows==0) { /* Special case: no unpacking needed */ struct gl_image image; image.Width = width; image.Height = height; image.Components = 0; image.Type = GL_BITMAP; image.Data = (GLvoid *) bitmap; (*CC->Exec.Bitmap)( CC, width, height, xorig, yorig, xmove, ymove, &image ); } else { struct gl_image *image; image = gl_unpack_bitmap( CC, width, height, bitmap ); (*CC->Exec.Bitmap)( CC, width, height, xorig, yorig, xmove, ymove, image ); gl_free_image( image ); } } else { /* compile and maybe execute */ struct gl_image *image; image = gl_unpack_bitmap( CC, width, height, bitmap ); (*CC->API.Bitmap)(CC, width, height, xorig, yorig, xmove, ymove, image ); } } void glBlendFunc( GLenum sfactor, GLenum dfactor ) { GET_CONTEXT; (*CC->API.BlendFunc)(CC, sfactor, dfactor); } void glCallList( GLuint list ) { GET_CONTEXT; (*CC->API.CallList)(CC, list); } void glCallLists( GLsizei n, GLenum type, const GLvoid *lists ) { GET_CONTEXT; (*CC->API.CallLists)(CC, n, type, lists); } void glClear( GLbitfield mask ) { GET_CONTEXT; (*CC->API.Clear)(CC, mask); } void glClearAccum( GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha ) { GET_CONTEXT; (*CC->API.ClearAccum)(CC, red, green, blue, alpha); } void glClearIndex( GLfloat c ) { GET_CONTEXT; (*CC->API.ClearIndex)(CC, c); } void glClearColor( GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha ) { GET_CONTEXT; (*CC->API.ClearColor)(CC, red, green, blue, alpha); } void glClearDepth( GLclampd depth ) { GET_CONTEXT; (*CC->API.ClearDepth)( CC, depth ); } void glClearStencil( GLint s ) { GET_CONTEXT; (*CC->API.ClearStencil)(CC, s); } void glClipPlane( GLenum plane, const GLdouble *equation ) { GLfloat eq[4]; GET_CONTEXT; eq[0] = (GLfloat) equation[0]; eq[1] = (GLfloat) equation[1]; eq[2] = (GLfloat) equation[2]; eq[3] = (GLfloat) equation[3]; (*CC->API.ClipPlane)(CC, plane, eq ); } void glColor3b( GLbyte red, GLbyte green, GLbyte blue ) { GET_CONTEXT; (*CC->API.Color4f)( CC, BYTE_TO_FLOAT(red), BYTE_TO_FLOAT(green), BYTE_TO_FLOAT(blue), 1.0F ); } void glColor3d( GLdouble red, GLdouble green, GLdouble blue ) { GET_CONTEXT; (*CC->API.Color4f)( CC, (GLfloat) red, (GLfloat) green, (GLfloat) blue, 1.0F ); } void glColor3f( GLfloat red, GLfloat green, GLfloat blue ) { GET_CONTEXT; (*CC->API.Color4f)( CC, red, green, blue, 1.0F ); } void glColor3i( GLint red, GLint green, GLint blue ) { GET_CONTEXT; (*CC->API.Color4f)( CC, INT_TO_FLOAT(red), INT_TO_FLOAT(green), INT_TO_FLOAT(blue), 1.0F ); } void glColor3s( GLshort red, GLshort green, GLshort blue ) { GET_CONTEXT; (*CC->API.Color4f)( CC, SHORT_TO_FLOAT(red), SHORT_TO_FLOAT(green), SHORT_TO_FLOAT(blue), 1.0F ); } void glColor3ub( GLubyte red, GLubyte green, GLubyte blue ) { GET_CONTEXT; (*CC->API.Color4ub)( CC, red, green, blue, 255 ); } void glColor3ui( GLuint red, GLuint green, GLuint blue ) { GET_CONTEXT; (*CC->API.Color4f)( CC, UINT_TO_FLOAT(red), UINT_TO_FLOAT(green), UINT_TO_FLOAT(blue), 1.0F ); } void glColor3us( GLushort red, GLushort green, GLushort blue ) { GET_CONTEXT; (*CC->API.Color4f)( CC, USHORT_TO_FLOAT(red), USHORT_TO_FLOAT(green), USHORT_TO_FLOAT(blue), 1.0F ); } void glColor4b( GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha ) { GET_CONTEXT; (*CC->API.Color4f)( CC, BYTE_TO_FLOAT(red), BYTE_TO_FLOAT(green), BYTE_TO_FLOAT(blue), BYTE_TO_FLOAT(alpha) ); } void glColor4d( GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha ) { GET_CONTEXT; (*CC->API.Color4f)( CC, (GLfloat) red, (GLfloat) green, (GLfloat) blue, (GLfloat) alpha ); } void glColor4f( GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha ) { GET_CONTEXT; (*CC->API.Color4f)( CC, red, green, blue, alpha ); } void glColor4i( GLint red, GLint green, GLint blue, GLint alpha ) { GET_CONTEXT; (*CC->API.Color4f)( CC, INT_TO_FLOAT(red), INT_TO_FLOAT(green), INT_TO_FLOAT(blue), INT_TO_FLOAT(alpha) ); } void glColor4s( GLshort red, GLshort green, GLshort blue, GLshort alpha ) { GET_CONTEXT; (*CC->API.Color4f)( CC, SHORT_TO_FLOAT(red), SHORT_TO_FLOAT(green), SHORT_TO_FLOAT(blue), SHORT_TO_FLOAT(alpha) ); } void glColor4ub( GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha ) { GET_CONTEXT; (*CC->API.Color4ub)( CC, red, green, blue, alpha ); } void glColor4ui( GLuint red, GLuint green, GLuint blue, GLuint alpha ) { GET_CONTEXT; (*CC->API.Color4f)( CC, UINT_TO_FLOAT(red), UINT_TO_FLOAT(green), UINT_TO_FLOAT(blue), UINT_TO_FLOAT(alpha) ); } void glColor4us( GLushort red, GLushort green, GLushort blue, GLushort alpha ) { GET_CONTEXT; (*CC->API.Color4f)( CC, USHORT_TO_FLOAT(red), USHORT_TO_FLOAT(green), USHORT_TO_FLOAT(blue), USHORT_TO_FLOAT(alpha) ); } void glColor3bv( const GLbyte *v ) { GET_CONTEXT; (*CC->API.Color4f)( CC, BYTE_TO_FLOAT(v[0]), BYTE_TO_FLOAT(v[1]), BYTE_TO_FLOAT(v[2]), 1.0F ); } void glColor3dv( const GLdouble *v ) { GET_CONTEXT; (*CC->API.Color4f)( CC, (GLdouble) v[0], (GLdouble) v[1], (GLdouble) v[2], 1.0F ); } void glColor3fv( const GLfloat *v ) { GET_CONTEXT; (*CC->API.Color4f)( CC, v[0],v [1], v[2], 1.0F ); } void glColor3iv( const GLint *v ) { GET_CONTEXT; (*CC->API.Color4f)( CC, INT_TO_FLOAT(v[0]), INT_TO_FLOAT(v[1]), INT_TO_FLOAT(v[2]), 1.0F ); } void glColor3sv( const GLshort *v ) { GET_CONTEXT; (*CC->API.Color4f)( CC, SHORT_TO_FLOAT(v[0]), SHORT_TO_FLOAT(v[1]), SHORT_TO_FLOAT(v[2]), 1.0F ); } void glColor3ubv( const GLubyte *v ) { GET_CONTEXT; (*CC->API.Color4ub)( CC, v[0], v[1], v[2], 255 ); } void glColor3uiv( const GLuint *v ) { GET_CONTEXT; (*CC->API.Color4f)( CC, UINT_TO_FLOAT(v[0]), UINT_TO_FLOAT(v[1]), UINT_TO_FLOAT(v[2]), 1.0F ); } void glColor3usv( const GLushort *v ) { GET_CONTEXT; (*CC->API.Color4f)( CC, USHORT_TO_FLOAT(v[0]), USHORT_TO_FLOAT(v[1]), USHORT_TO_FLOAT(v[2]), 1.0F ); } void glColor4bv( const GLbyte *v ) { GET_CONTEXT; (*CC->API.Color4f)( CC, BYTE_TO_FLOAT(v[0]), BYTE_TO_FLOAT(v[1]), BYTE_TO_FLOAT(v[2]), BYTE_TO_FLOAT(v[3]) ); } void glColor4dv( const GLdouble *v ) { GET_CONTEXT; (*CC->API.Color4f)( CC, (GLdouble) v[0], (GLdouble) v[1], (GLdouble) v[2], (GLdouble) v[3] ); } void glColor4fv( const GLfloat *v ) { GET_CONTEXT; (*CC->API.Color4f)( CC, v[0], v[1], v[2], v[3] ); } void glColor4iv( const GLint *v ) { GET_CONTEXT; (*CC->API.Color4f)( CC, INT_TO_FLOAT(v[0]), INT_TO_FLOAT(v[1]), INT_TO_FLOAT(v[2]), INT_TO_FLOAT(v[3]) ); } void glColor4sv( const GLshort *v ) { GET_CONTEXT; (*CC->API.Color4f)( CC, SHORT_TO_FLOAT(v[0]), SHORT_TO_FLOAT(v[1]), SHORT_TO_FLOAT(v[2]), SHORT_TO_FLOAT(v[3]) ); } void glColor4ubv( const GLubyte *v ) { GET_CONTEXT; (*CC->API.Color4ub)( CC, v[0], v[1], v[2], v[3] ); } void glColor4uiv( const GLuint *v ) { GET_CONTEXT; (*CC->API.Color4f)( CC, UINT_TO_FLOAT(v[0]), UINT_TO_FLOAT(v[1]), UINT_TO_FLOAT(v[2]), UINT_TO_FLOAT(v[3]) ); } void glColor4usv( const GLushort *v ) { GET_CONTEXT; (*CC->API.Color4f)( CC, USHORT_TO_FLOAT(v[0]), USHORT_TO_FLOAT(v[1]), USHORT_TO_FLOAT(v[2]), USHORT_TO_FLOAT(v[3]) ); } void glColorMask( GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha ) { GET_CONTEXT; (*CC->API.ColorMask)(CC, red, green, blue, alpha); } void glColorMaterial( GLenum face, GLenum mode ) { GET_CONTEXT; (*CC->API.ColorMaterial)(CC, face, mode); } void glColorPointer( GLint size, GLenum type, GLsizei stride, const GLvoid *ptr ) { GET_CONTEXT; (*CC->API.ColorPointer)(CC, size, type, stride, ptr); } void glCopyPixels( GLint x, GLint y, GLsizei width, GLsizei height, GLenum type ) { GET_CONTEXT; (*CC->API.CopyPixels)(CC, x, y, width, height, type); } void glCopyTexImage1D( GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border ) { GET_CONTEXT; (*CC->API.CopyTexImage1D)( CC, target, level, internalformat, x, y, width, border ); } void glCopyTexImage2D( GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border ) { GET_CONTEXT; (*CC->API.CopyTexImage2D)( CC, target, level, internalformat, x, y, width, height, border ); } void glCopyTexSubImage1D( GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width ) { GET_CONTEXT; (*CC->API.CopyTexSubImage1D)( CC, target, level, xoffset, x, y, width ); } void glCopyTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height ) { GET_CONTEXT; (*CC->API.CopyTexSubImage2D)( CC, target, level, xoffset, yoffset, x, y, width, height ); } void glCullFace( GLenum mode ) { GET_CONTEXT; (*CC->API.CullFace)(CC, mode); } void glDepthFunc( GLenum func ) { GET_CONTEXT; (*CC->API.DepthFunc)( CC, func ); } void glDepthMask( GLboolean flag ) { GET_CONTEXT; (*CC->API.DepthMask)( CC, flag ); } void glDepthRange( GLclampd near_val, GLclampd far_val ) { GET_CONTEXT; (*CC->API.DepthRange)( CC, near_val, far_val ); } void glDeleteLists( GLuint list, GLsizei range ) { GET_CONTEXT; (*CC->API.DeleteLists)(CC, list, range); } void glDeleteTextures( GLsizei n, const GLuint *textures) { GET_CONTEXT; (*CC->API.DeleteTextures)(CC, n, textures); } void glDisable( GLenum cap ) { GET_CONTEXT; (*CC->API.Disable)( CC, cap ); } void glDisableClientState( GLenum cap ) { GET_CONTEXT; (*CC->API.DisableClientState)( CC, cap ); } void glDrawArrays( GLenum mode, GLint first, GLsizei count ) { GET_CONTEXT; (*CC->API.DrawArrays)(CC, mode, first, count); } void glDrawBuffer( GLenum mode ) { GET_CONTEXT; (*CC->API.DrawBuffer)(CC, mode); } void glDrawElements( GLenum mode, GLsizei count, GLenum type, const GLvoid *indices ) { GET_CONTEXT; (*CC->API.DrawElements)( CC, mode, count, type, indices ); } void glDrawPixels( GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels ) { GET_CONTEXT; (*CC->API.DrawPixels)( CC, width, height, format, type, pixels ); } void glEnable( GLenum cap ) { GET_CONTEXT; (*CC->API.Enable)( CC, cap ); } void glEnableClientState( GLenum cap ) { GET_CONTEXT; (*CC->API.EnableClientState)( CC, cap ); } void glEnd( void ) { GET_CONTEXT; (*CC->API.End)( CC ); } void glEndList( void ) { GET_CONTEXT; (*CC->API.EndList)(CC); } void glEvalCoord1d( GLdouble u ) { GET_CONTEXT; (*CC->API.EvalCoord1f)( CC, (GLfloat) u ); } void glEvalCoord1f( GLfloat u ) { GET_CONTEXT; (*CC->API.EvalCoord1f)( CC, u ); } void glEvalCoord1dv( const GLdouble *u ) { GET_CONTEXT; (*CC->API.EvalCoord1f)( CC, (GLfloat) *u ); } void glEvalCoord1fv( const GLfloat *u ) { GET_CONTEXT; (*CC->API.EvalCoord1f)( CC, (GLfloat) *u ); } void glEvalCoord2d( GLdouble u, GLdouble v ) { GET_CONTEXT; (*CC->API.EvalCoord2f)( CC, (GLfloat) u, (GLfloat) v ); } void glEvalCoord2f( GLfloat u, GLfloat v ) { GET_CONTEXT; (*CC->API.EvalCoord2f)( CC, u, v ); } void glEvalCoord2dv( const GLdouble *u ) { GET_CONTEXT; (*CC->API.EvalCoord2f)( CC, (GLfloat) u[0], (GLfloat) u[1] ); } void glEvalCoord2fv( const GLfloat *u ) { GET_CONTEXT; (*CC->API.EvalCoord2f)( CC, u[0], u[1] ); } void glEvalPoint1( GLint i ) { GET_CONTEXT; (*CC->API.EvalPoint1)( CC, i ); } void glEvalPoint2( GLint i, GLint j ) { GET_CONTEXT; (*CC->API.EvalPoint2)( CC, i, j ); } void glEvalMesh1( GLenum mode, GLint i1, GLint i2 ) { GET_CONTEXT; (*CC->API.EvalMesh1)( CC, mode, i1, i2 ); } void glEdgeFlag( GLboolean flag ) { GET_CONTEXT; (*CC->API.EdgeFlag)(CC, flag); } void glEdgeFlagv( const GLboolean *flag ) { GET_CONTEXT; (*CC->API.EdgeFlag)(CC, *flag); } void glEdgeFlagPointer( GLsizei stride, const GLboolean *ptr ) { GET_CONTEXT; (*CC->API.EdgeFlagPointer)(CC, stride, ptr); } void glEvalMesh2( GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2 ) { GET_CONTEXT; (*CC->API.EvalMesh2)( CC, mode, i1, i2, j1, j2 ); } void glFeedbackBuffer( GLsizei size, GLenum type, GLfloat *buffer ) { GET_CONTEXT; (*CC->API.FeedbackBuffer)(CC, size, type, buffer); } void glFinish( void ) { GET_CONTEXT; (*CC->API.Finish)(CC); } void glFlush( void ) { GET_CONTEXT; (*CC->API.Flush)(CC); } void glFogf( GLenum pname, GLfloat param ) { GET_CONTEXT; (*CC->API.Fogfv)(CC, pname, ¶m); } void glFogi( GLenum pname, GLint param ) { GLfloat fparam = (GLfloat) param; GET_CONTEXT; (*CC->API.Fogfv)(CC, pname, &fparam); } void glFogfv( GLenum pname, const GLfloat *params ) { GET_CONTEXT; (*CC->API.Fogfv)(CC, pname, params); } void glFogiv( GLenum pname, const GLint *params ) { GLfloat p[4]; GET_CONTEXT; switch (pname) { case GL_FOG_MODE: case GL_FOG_DENSITY: case GL_FOG_START: case GL_FOG_END: case GL_FOG_INDEX: p[0] = (GLfloat) *params; break; case GL_FOG_COLOR: p[0] = INT_TO_FLOAT( params[0] ); p[1] = INT_TO_FLOAT( params[1] ); p[2] = INT_TO_FLOAT( params[2] ); p[3] = INT_TO_FLOAT( params[3] ); break; default: /* Error will be caught later in gl_Fogfv */ ; } (*CC->API.Fogfv)( CC, pname, p ); } void glFrontFace( GLenum mode ) { GET_CONTEXT; (*CC->API.FrontFace)(CC, mode); } void glFrustum( GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble nearval, GLdouble farval ) { GLfloat x, y, a, b, c, d; GLfloat m[16]; GET_CONTEXT; if (nearval<=0.0 || farval<=0.0) { gl_error( CC, GL_INVALID_VALUE, "glFrustum(near or far)" ); } x = (2.0*nearval) / (right-left); y = (2.0*nearval) / (top-bottom); a = (right+left) / (right-left); b = (top+bottom) / (top-bottom); c = -(farval+nearval) / ( farval-nearval); d = -(2.0*farval*nearval) / (farval-nearval); /* error? */ #define M(row,col) m[col*4+row] M(0,0) = x; M(0,1) = 0.0F; M(0,2) = a; M(0,3) = 0.0F; M(1,0) = 0.0F; M(1,1) = y; M(1,2) = b; M(1,3) = 0.0F; M(2,0) = 0.0F; M(2,1) = 0.0F; M(2,2) = c; M(2,3) = d; M(3,0) = 0.0F; M(3,1) = 0.0F; M(3,2) = -1.0F; M(3,3) = 0.0F; #undef M (*CC->API.MultMatrixf)( CC, m ); } GLuint glGenLists( GLsizei range ) { GET_CONTEXT; return (*CC->API.GenLists)(CC, range); } void glGenTextures( GLsizei n, GLuint *textures ) { GET_CONTEXT; (*CC->API.GenTextures)(CC, n, textures); } void glGetBooleanv( GLenum pname, GLboolean *params ) { GET_CONTEXT; (*CC->API.GetBooleanv)(CC, pname, params); } void glGetClipPlane( GLenum plane, GLdouble *equation ) { GET_CONTEXT; (*CC->API.GetClipPlane)(CC, plane, equation); } void glGetDoublev( GLenum pname, GLdouble *params ) { GET_CONTEXT; (*CC->API.GetDoublev)(CC, pname, params); } GLenum glGetError( void ) { GET_CONTEXT; if (!CC) { /* No current context */ return GL_NO_ERROR; } return (*CC->API.GetError)(CC); } void glGetFloatv( GLenum pname, GLfloat *params ) { GET_CONTEXT; (*CC->API.GetFloatv)(CC, pname, params); } void glGetIntegerv( GLenum pname, GLint *params ) { GET_CONTEXT; (*CC->API.GetIntegerv)(CC, pname, params); } void glGetLightfv( GLenum light, GLenum pname, GLfloat *params ) { GET_CONTEXT; (*CC->API.GetLightfv)(CC, light, pname, params); } void glGetLightiv( GLenum light, GLenum pname, GLint *params ) { GET_CONTEXT; (*CC->API.GetLightiv)(CC, light, pname, params); } void glGetMapdv( GLenum target, GLenum query, GLdouble *v ) { GET_CONTEXT; (*CC->API.GetMapdv)( CC, target, query, v ); } void glGetMapfv( GLenum target, GLenum query, GLfloat *v ) { GET_CONTEXT; (*CC->API.GetMapfv)( CC, target, query, v ); } void glGetMapiv( GLenum target, GLenum query, GLint *v ) { GET_CONTEXT; (*CC->API.GetMapiv)( CC, target, query, v ); } void glGetMaterialfv( GLenum face, GLenum pname, GLfloat *params ) { GET_CONTEXT; (*CC->API.GetMaterialfv)(CC, face, pname, params); } void glGetMaterialiv( GLenum face, GLenum pname, GLint *params ) { GET_CONTEXT; (*CC->API.GetMaterialiv)(CC, face, pname, params); } void glGetPixelMapfv( GLenum map, GLfloat *values ) { GET_CONTEXT; (*CC->API.GetPixelMapfv)(CC, map, values); } void glGetPixelMapuiv( GLenum map, GLuint *values ) { GET_CONTEXT; (*CC->API.GetPixelMapuiv)(CC, map, values); } void glGetPixelMapusv( GLenum map, GLushort *values ) { GET_CONTEXT; (*CC->API.GetPixelMapusv)(CC, map, values); } void glGetPointerv( GLenum pname, GLvoid **params ) { GET_CONTEXT; (*CC->API.GetPointerv)(CC, pname, params); } void glGetPolygonStipple( GLubyte *mask ) { GET_CONTEXT; (*CC->API.GetPolygonStipple)(CC, mask); } const GLubyte *glGetString( GLenum name ) { GET_CONTEXT; return (*CC->API.GetString)(CC, name); } void glGetTexEnvfv( GLenum target, GLenum pname, GLfloat *params ) { GET_CONTEXT; (*CC->API.GetTexEnvfv)(CC, target, pname, params); } void glGetTexEnviv( GLenum target, GLenum pname, GLint *params ) { GET_CONTEXT; (*CC->API.GetTexEnviv)(CC, target, pname, params); } void glGetTexGeniv( GLenum coord, GLenum pname, GLint *params ) { GET_CONTEXT; (*CC->API.GetTexGeniv)(CC, coord, pname, params); } void glGetTexGendv( GLenum coord, GLenum pname, GLdouble *params ) { GET_CONTEXT; (*CC->API.GetTexGendv)(CC, coord, pname, params); } void glGetTexGenfv( GLenum coord, GLenum pname, GLfloat *params ) { GET_CONTEXT; (*CC->API.GetTexGenfv)(CC, coord, pname, params); } void glGetTexImage( GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels ) { GET_CONTEXT; (*CC->API.GetTexImage)(CC, target, level, format, type, pixels); } void glGetTexLevelParameterfv( GLenum target, GLint level, GLenum pname, GLfloat *params ) { GET_CONTEXT; (*CC->API.GetTexLevelParameterfv)(CC, target, level, pname, params); } void glGetTexLevelParameteriv( GLenum target, GLint level, GLenum pname, GLint *params ) { GET_CONTEXT; (*CC->API.GetTexLevelParameteriv)(CC, target, level, pname, params); } void glGetTexParameterfv( GLenum target, GLenum pname, GLfloat *params) { GET_CONTEXT; (*CC->API.GetTexParameterfv)(CC, target, pname, params); } void glGetTexParameteriv( GLenum target, GLenum pname, GLint *params ) { GET_CONTEXT; (*CC->API.GetTexParameteriv)(CC, target, pname, params); } void glHint( GLenum target, GLenum mode ) { GET_CONTEXT; (*CC->API.Hint)(CC, target, mode); } void glIndexd( GLdouble c ) { GET_CONTEXT; (*CC->API.Indexf)( CC, (GLfloat) c ); } void glIndexf( GLfloat c ) { GET_CONTEXT; (*CC->API.Indexf)( CC, c ); } void glIndexi( GLint c ) { GET_CONTEXT; (*CC->API.Indexi)( CC, c ); } void glIndexs( GLshort c ) { GET_CONTEXT; (*CC->API.Indexi)( CC, (GLint) c ); } #ifdef GL_VERSION_1_1 void glIndexub( GLubyte c ) { GET_CONTEXT; (*CC->API.Indexi)( CC, (GLint) c ); } #endif void glIndexdv( const GLdouble *c ) { GET_CONTEXT; (*CC->API.Indexf)( CC, (GLfloat) *c ); } void glIndexfv( const GLfloat *c ) { GET_CONTEXT; (*CC->API.Indexf)( CC, *c ); } void glIndexiv( const GLint *c ) { GET_CONTEXT; (*CC->API.Indexi)( CC, *c ); } void glIndexsv( const GLshort *c ) { GET_CONTEXT; (*CC->API.Indexi)( CC, (GLint) *c ); } #ifdef GL_VERSION_1_1 void glIndexubv( const GLubyte *c ) { GET_CONTEXT; (*CC->API.Indexi)( CC, (GLint) *c ); } #endif void glIndexMask( GLuint mask ) { GET_CONTEXT; (*CC->API.IndexMask)(CC, mask); } void glIndexPointer( GLenum type, GLsizei stride, const GLvoid *ptr ) { GET_CONTEXT; (*CC->API.IndexPointer)(CC, type, stride, ptr); } void glInterleavedArrays( GLenum format, GLsizei stride, const GLvoid *pointer ) { GET_CONTEXT; (*CC->API.InterleavedArrays)( CC, format, stride, pointer ); } void glInitNames( void ) { GET_CONTEXT; (*CC->API.InitNames)(CC); } GLboolean glIsList( GLuint list ) { GET_CONTEXT; return (*CC->API.IsList)(CC, list); } GLboolean glIsTexture( GLuint texture ) { GET_CONTEXT; return (*CC->API.IsTexture)(CC, texture); } void glLightf( GLenum light, GLenum pname, GLfloat param ) { GET_CONTEXT; (*CC->API.Lightfv)( CC, light, pname, ¶m, 1 ); } void glLighti( GLenum light, GLenum pname, GLint param ) { GLfloat fparam = (GLfloat) param; GET_CONTEXT; (*CC->API.Lightfv)( CC, light, pname, &fparam, 1 ); } void glLightfv( GLenum light, GLenum pname, const GLfloat *params ) { GET_CONTEXT; (*CC->API.Lightfv)( CC, light, pname, params, 4 ); } void glLightiv( GLenum light, GLenum pname, const GLint *params ) { GLfloat fparam[4]; GET_CONTEXT; switch (pname) { case GL_AMBIENT: case GL_DIFFUSE: case GL_SPECULAR: fparam[0] = INT_TO_FLOAT( params[0] ); fparam[1] = INT_TO_FLOAT( params[1] ); fparam[2] = INT_TO_FLOAT( params[2] ); fparam[3] = INT_TO_FLOAT( params[3] ); break; case GL_POSITION: fparam[0] = (GLfloat) params[0]; fparam[1] = (GLfloat) params[1]; fparam[2] = (GLfloat) params[2]; fparam[3] = (GLfloat) params[3]; break; case GL_SPOT_DIRECTION: fparam[0] = (GLfloat) params[0]; fparam[1] = (GLfloat) params[1]; fparam[2] = (GLfloat) params[2]; break; case GL_SPOT_EXPONENT: case GL_SPOT_CUTOFF: case GL_CONSTANT_ATTENUATION: case GL_LINEAR_ATTENUATION: case GL_QUADRATIC_ATTENUATION: fparam[0] = (GLfloat) params[0]; break; default: /* error will be caught later in gl_Lightfv */ ; } (*CC->API.Lightfv)( CC, light, pname, fparam, 4 ); } void glLightModelf( GLenum pname, GLfloat param ) { GET_CONTEXT; (*CC->API.LightModelfv)( CC, pname, ¶m ); } void glLightModeli( GLenum pname, GLint param ) { GLfloat fparam[4]; GET_CONTEXT; fparam[0] = (GLfloat) param; (*CC->API.LightModelfv)( CC, pname, fparam ); } void glLightModelfv( GLenum pname, const GLfloat *params ) { GET_CONTEXT; (*CC->API.LightModelfv)( CC, pname, params ); } void glLightModeliv( GLenum pname, const GLint *params ) { GLfloat fparam[4]; GET_CONTEXT; switch (pname) { case GL_LIGHT_MODEL_AMBIENT: fparam[0] = INT_TO_FLOAT( params[0] ); fparam[1] = INT_TO_FLOAT( params[1] ); fparam[2] = INT_TO_FLOAT( params[2] ); fparam[3] = INT_TO_FLOAT( params[3] ); break; case GL_LIGHT_MODEL_LOCAL_VIEWER: case GL_LIGHT_MODEL_TWO_SIDE: fparam[0] = (GLfloat) params[0]; break; default: /* Error will be caught later in gl_LightModelfv */ ; } (*CC->API.LightModelfv)( CC, pname, fparam ); } void glLineWidth( GLfloat width ) { GET_CONTEXT; (*CC->API.LineWidth)(CC, width); } void glLineStipple( GLint factor, GLushort pattern ) { GET_CONTEXT; (*CC->API.LineStipple)(CC, factor, pattern); } void glListBase( GLuint base ) { GET_CONTEXT; (*CC->API.ListBase)(CC, base); } void glLoadIdentity( void ) { static GLfloat identity[16] = { 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 }; GET_CONTEXT; (*CC->API.LoadMatrixf)( CC, identity ); } void glLoadMatrixd( const GLdouble *m ) { GLfloat fm[16]; GLuint i; GET_CONTEXT; for (i=0;i<16;i++) { fm[i] = (GLfloat) m[i]; } (*CC->API.LoadMatrixf)( CC, fm ); } void glLoadMatrixf( const GLfloat *m ) { GET_CONTEXT; (*CC->API.LoadMatrixf)( CC, m ); } void glLoadName( GLuint name ) { GET_CONTEXT; (*CC->API.LoadName)(CC, name); } void glLogicOp( GLenum opcode ) { GET_CONTEXT; (*CC->API.LogicOp)(CC, opcode); } void glMap1d( GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points ) { GLfloat *pnts; GLboolean retain; GET_CONTEXT; pnts = gl_copy_map_points1d( target, stride, order, points ); retain = CC->CompileFlag; (*CC->API.Map1f)( CC, target, u1, u2, stride, order, pnts, retain ); } void glMap1f( GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points ) { GLfloat *pnts; GLboolean retain; GET_CONTEXT; pnts = gl_copy_map_points1f( target, stride, order, points ); retain = CC->CompileFlag; (*CC->API.Map1f)( CC, target, u1, u2, stride, order, pnts, retain ); } void glMap2d( GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points ) { GLfloat *pnts; GLboolean retain; GET_CONTEXT; pnts = gl_copy_map_points2d( target, ustride, uorder, vstride, vorder, points ); retain = CC->CompileFlag; (*CC->API.Map2f)( CC, target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, pnts, retain ); } void glMap2f( GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points ) { GLfloat *pnts; GLboolean retain; GET_CONTEXT; pnts = gl_copy_map_points2f( target, ustride, uorder, vstride, vorder, points ); retain = CC->CompileFlag; (*CC->API.Map2f)( CC, target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, pnts, retain ); } void glMapGrid1d( GLint un, GLdouble u1, GLdouble u2 ) { GET_CONTEXT; (*CC->API.MapGrid1f)( CC, un, (GLfloat) u1, (GLfloat) u2 ); } void glMapGrid1f( GLint un, GLfloat u1, GLfloat u2 ) { GET_CONTEXT; (*CC->API.MapGrid1f)( CC, un, u1, u2 ); } void glMapGrid2d( GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2 ) { GET_CONTEXT; (*CC->API.MapGrid2f)( CC, un, (GLfloat) u1, (GLfloat) u2, vn, (GLfloat) v1, (GLfloat) v2 ); } void glMapGrid2f( GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2 ) { GET_CONTEXT; (*CC->API.MapGrid2f)( CC, un, u1, u2, vn, v1, v2 ); } void glMaterialf( GLenum face, GLenum pname, GLfloat param ) { GET_CONTEXT; (*CC->API.Materialfv)( CC, face, pname, ¶m ); } void glMateriali( GLenum face, GLenum pname, GLint param ) { GLfloat fparam[4]; GET_CONTEXT; fparam[0] = (GLfloat) param; (*CC->API.Materialfv)( CC, face, pname, fparam ); } void glMaterialfv( GLenum face, GLenum pname, const GLfloat *params ) { GET_CONTEXT; (*CC->API.Materialfv)( CC, face, pname, params ); } void glMaterialiv( GLenum face, GLenum pname, const GLint *params ) { GLfloat fparam[4]; GET_CONTEXT; switch (pname) { case GL_AMBIENT: case GL_DIFFUSE: case GL_SPECULAR: case GL_EMISSION: case GL_AMBIENT_AND_DIFFUSE: fparam[0] = INT_TO_FLOAT( params[0] ); fparam[1] = INT_TO_FLOAT( params[1] ); fparam[2] = INT_TO_FLOAT( params[2] ); fparam[3] = INT_TO_FLOAT( params[3] ); break; case GL_SHININESS: fparam[0] = (GLfloat) params[0]; break; case GL_COLOR_INDEXES: fparam[0] = (GLfloat) params[0]; fparam[1] = (GLfloat) params[1]; fparam[2] = (GLfloat) params[2]; break; default: /* Error will be caught later in gl_Materialfv */ ; } (*CC->API.Materialfv)( CC, face, pname, fparam ); } void glMatrixMode( GLenum mode ) { GET_CONTEXT; (*CC->API.MatrixMode)( CC, mode ); } void glMultMatrixd( const GLdouble *m ) { GLfloat fm[16]; GLuint i; GET_CONTEXT; for (i=0;i<16;i++) { fm[i] = (GLfloat) m[i]; } (*CC->API.MultMatrixf)( CC, fm ); } void glMultMatrixf( const GLfloat *m ) { GET_CONTEXT; (*CC->API.MultMatrixf)( CC, m ); } void glNewList( GLuint list, GLenum mode ) { GET_CONTEXT; (*CC->API.NewList)(CC, list, mode); } void glNormal3b( GLbyte nx, GLbyte ny, GLbyte nz ) { GET_CONTEXT; (*CC->API.Normal3f)( CC, BYTE_TO_FLOAT(nx), BYTE_TO_FLOAT(ny), BYTE_TO_FLOAT(nz) ); } void glNormal3d( GLdouble nx, GLdouble ny, GLdouble nz ) { GLfloat fx, fy, fz; GET_CONTEXT; if (ABSD(nx)<0.00001) fx = 0.0F; else fx = nx; if (ABSD(ny)<0.00001) fy = 0.0F; else fy = ny; if (ABSD(nz)<0.00001) fz = 0.0F; else fz = nz; (*CC->API.Normal3f)( CC, fx, fy, fz ); } void glNormal3f( GLfloat nx, GLfloat ny, GLfloat nz ) { GET_CONTEXT; #ifdef SHORTCUT if (CC->CompileFlag) { (*CC->Save.Normal3f)( CC, nx, ny, nz ); if (CC->ExecuteFlag) { CC->Current.Normal[0] = nx; CC->Current.Normal[1] = ny; CC->Current.Normal[2] = nz; } } else { /* Execute */ CC->Current.Normal[0] = nx; CC->Current.Normal[1] = ny; CC->Current.Normal[2] = nz; } #else (*CC->API.Normal3f)( CC, nx, ny, nz ); #endif } void glNormal3i( GLint nx, GLint ny, GLint nz ) { GET_CONTEXT; (*CC->API.Normal3f)( CC, INT_TO_FLOAT(nx), INT_TO_FLOAT(ny), INT_TO_FLOAT(nz) ); } void glNormal3s( GLshort nx, GLshort ny, GLshort nz ) { GET_CONTEXT; (*CC->API.Normal3f)( CC, SHORT_TO_FLOAT(nx), SHORT_TO_FLOAT(ny), SHORT_TO_FLOAT(nz) ); } void glNormal3bv( const GLbyte *v ) { GET_CONTEXT; (*CC->API.Normal3f)( CC, BYTE_TO_FLOAT(v[0]), BYTE_TO_FLOAT(v[1]), BYTE_TO_FLOAT(v[2]) ); } void glNormal3dv( const GLdouble *v ) { GLfloat fx, fy, fz; GET_CONTEXT; if (ABSD(v[0])<0.00001) fx = 0.0F; else fx = v[0]; if (ABSD(v[1])<0.00001) fy = 0.0F; else fy = v[1]; if (ABSD(v[2])<0.00001) fz = 0.0F; else fz = v[2]; (*CC->API.Normal3f)( CC, fx, fy, fz ); } void glNormal3fv( const GLfloat *v ) { GET_CONTEXT; #ifdef SHORTCUT if (CC->CompileFlag) { (*CC->Save.Normal3fv)( CC, v ); if (CC->ExecuteFlag) { CC->Current.Normal[0] = v[0]; CC->Current.Normal[1] = v[1]; CC->Current.Normal[2] = v[2]; } } else { /* Execute */ GLfloat *n = CC->Current.Normal; n[0] = v[0]; n[1] = v[1]; n[2] = v[2]; } #else (*CC->API.Normal3fv)( CC, v ); #endif } void glNormal3iv( const GLint *v ) { GET_CONTEXT; (*CC->API.Normal3f)( CC, INT_TO_FLOAT(v[0]), INT_TO_FLOAT(v[1]), INT_TO_FLOAT(v[2]) ); } void glNormal3sv( const GLshort *v ) { GET_CONTEXT; (*CC->API.Normal3f)( CC, SHORT_TO_FLOAT(v[0]), SHORT_TO_FLOAT(v[1]), SHORT_TO_FLOAT(v[2]) ); } void glNormalPointer( GLenum type, GLsizei stride, const GLvoid *ptr ) { GET_CONTEXT; (*CC->API.NormalPointer)(CC, type, stride, ptr); } void glOrtho( GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble nearval, GLdouble farval ) { GLfloat x, y, z; GLfloat tx, ty, tz; GLfloat m[16]; GET_CONTEXT; x = 2.0 / (right-left); y = 2.0 / (top-bottom); z = -2.0 / (farval-nearval); tx = -(right+left) / (right-left); ty = -(top+bottom) / (top-bottom); tz = -(farval+nearval) / (farval-nearval); #define M(row,col) m[col*4+row] M(0,0) = x; M(0,1) = 0.0F; M(0,2) = 0.0F; M(0,3) = tx; M(1,0) = 0.0F; M(1,1) = y; M(1,2) = 0.0F; M(1,3) = ty; M(2,0) = 0.0F; M(2,1) = 0.0F; M(2,2) = z; M(2,3) = tz; M(3,0) = 0.0F; M(3,1) = 0.0F; M(3,2) = 0.0F; M(3,3) = 1.0F; #undef M (*CC->API.MultMatrixf)( CC, m ); } void glPassThrough( GLfloat token ) { GET_CONTEXT; (*CC->API.PassThrough)(CC, token); } void glPixelMapfv( GLenum map, GLint mapsize, const GLfloat *values ) { GET_CONTEXT; (*CC->API.PixelMapfv)( CC, map, mapsize, values ); } void glPixelMapuiv( GLenum map, GLint mapsize, const GLuint *values ) { GLfloat fvalues[MAX_PIXEL_MAP_TABLE]; GLuint i; GET_CONTEXT; if (map==GL_PIXEL_MAP_I_TO_I || map==GL_PIXEL_MAP_S_TO_S) { for (i=0;i<mapsize;i++) { fvalues[i] = (GLfloat) values[i]; } } else { for (i=0;i<mapsize;i++) { fvalues[i] = UINT_TO_FLOAT( values[i] ); } } (*CC->API.PixelMapfv)( CC, map, mapsize, fvalues ); } void glPixelMapusv( GLenum map, GLint mapsize, const GLushort *values ) { GLfloat fvalues[MAX_PIXEL_MAP_TABLE]; GLuint i; GET_CONTEXT; if (map==GL_PIXEL_MAP_I_TO_I || map==GL_PIXEL_MAP_S_TO_S) { for (i=0;i<mapsize;i++) { fvalues[i] = (GLfloat) values[i]; } } else { for (i=0;i<mapsize;i++) { fvalues[i] = USHORT_TO_FLOAT( values[i] ); } } (*CC->API.PixelMapfv)( CC, map, mapsize, fvalues ); } void glPixelStoref( GLenum pname, GLfloat param ) { GET_CONTEXT; (*CC->API.PixelStorei)( CC, pname, (GLint) param ); } void glPixelStorei( GLenum pname, GLint param ) { GET_CONTEXT; (*CC->API.PixelStorei)( CC, pname, param ); } void glPixelTransferf( GLenum pname, GLfloat param ) { GET_CONTEXT; (*CC->API.PixelTransferf)(CC, pname, param); } void glPixelTransferi( GLenum pname, GLint param ) { GET_CONTEXT; (*CC->API.PixelTransferf)(CC, pname, (GLfloat) param); } void glPixelZoom( GLfloat xfactor, GLfloat yfactor ) { GET_CONTEXT; (*CC->API.PixelZoom)(CC, xfactor, yfactor); } void glPointSize( GLfloat size ) { GET_CONTEXT; (*CC->API.PointSize)(CC, size); } void glPolygonMode( GLenum face, GLenum mode ) { GET_CONTEXT; (*CC->API.PolygonMode)(CC, face, mode); } void glPolygonOffset( GLfloat factor, GLfloat units ) { GET_CONTEXT; (*CC->API.PolygonOffset)( CC, factor, units ); } void glPolygonStipple( const GLubyte *mask ) { GET_CONTEXT; (*CC->API.PolygonStipple)(CC, mask); } void glPopAttrib( void ) { GET_CONTEXT; (*CC->API.PopAttrib)(CC); } void glPopClientAttrib( void ) { GET_CONTEXT; (*CC->API.PopClientAttrib)(CC); } void glPopMatrix( void ) { GET_CONTEXT; (*CC->API.PopMatrix)( CC ); } void glPopName( void ) { GET_CONTEXT; (*CC->API.PopName)(CC); } void glPrioritizeTextures( GLsizei n, const GLuint *textures, const GLclampf *priorities ) { GET_CONTEXT; (*CC->API.PrioritizeTextures)(CC, n, textures, priorities); } void glPushMatrix( void ) { GET_CONTEXT; (*CC->API.PushMatrix)( CC ); } void glRasterPos2d( GLdouble x, GLdouble y ) { GET_CONTEXT; (*CC->API.RasterPos4f)( CC, (GLfloat) x, (GLfloat) y, 0.0F, 1.0F ); } void glRasterPos2f( GLfloat x, GLfloat y ) { GET_CONTEXT; (*CC->API.RasterPos4f)( CC, (GLfloat) x, (GLfloat) y, 0.0F, 1.0F ); } void glRasterPos2i( GLint x, GLint y ) { GET_CONTEXT; (*CC->API.RasterPos4f)( CC, (GLfloat) x, (GLfloat) y, 0.0F, 1.0F ); } void glRasterPos2s( GLshort x, GLshort y ) { GET_CONTEXT; (*CC->API.RasterPos4f)( CC, (GLfloat) x, (GLfloat) y, 0.0F, 1.0F ); } void glRasterPos3d( GLdouble x, GLdouble y, GLdouble z ) { GET_CONTEXT; (*CC->API.RasterPos4f)( CC, (GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F ); } void glRasterPos3f( GLfloat x, GLfloat y, GLfloat z ) { GET_CONTEXT; (*CC->API.RasterPos4f)( CC, (GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F ); } void glRasterPos3i( GLint x, GLint y, GLint z ) { GET_CONTEXT; (*CC->API.RasterPos4f)( CC, (GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F ); } void glRasterPos3s( GLshort x, GLshort y, GLshort z ) { GET_CONTEXT; (*CC->API.RasterPos4f)( CC, (GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F ); } void glRasterPos4d( GLdouble x, GLdouble y, GLdouble z, GLdouble w ) { GET_CONTEXT; (*CC->API.RasterPos4f)( CC, (GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w ); } void glRasterPos4f( GLfloat x, GLfloat y, GLfloat z, GLfloat w ) { GET_CONTEXT; (*CC->API.RasterPos4f)( CC, x, y, z, w ); } void glRasterPos4i( GLint x, GLint y, GLint z, GLint w ) { GET_CONTEXT; (*CC->API.RasterPos4f)( CC, (GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w ); } void glRasterPos4s( GLshort x, GLshort y, GLshort z, GLshort w ) { GET_CONTEXT; (*CC->API.RasterPos4f)( CC, (GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w ); } void glRasterPos2dv( const GLdouble *v ) { GET_CONTEXT; (*CC->API.RasterPos4f)( CC, (GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F ); } void glRasterPos2fv( const GLfloat *v ) { GET_CONTEXT; (*CC->API.RasterPos4f)( CC, (GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F ); } void glRasterPos2iv( const GLint *v ) { GET_CONTEXT; (*CC->API.RasterPos4f)( CC, (GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F ); } void glRasterPos2sv( const GLshort *v ) { GET_CONTEXT; (*CC->API.RasterPos4f)( CC, (GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F ); } /*** 3 element vector ***/ void glRasterPos3dv( const GLdouble *v ) { GET_CONTEXT; (*CC->API.RasterPos4f)( CC, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F ); } void glRasterPos3fv( const GLfloat *v ) { GET_CONTEXT; (*CC->API.RasterPos4f)( CC, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F ); } void glRasterPos3iv( const GLint *v ) { GET_CONTEXT; (*CC->API.RasterPos4f)( CC, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F ); } void glRasterPos3sv( const GLshort *v ) { GET_CONTEXT; (*CC->API.RasterPos4f)( CC, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F ); } void glRasterPos4dv( const GLdouble *v ) { GET_CONTEXT; (*CC->API.RasterPos4f)( CC, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3] ); } void glRasterPos4fv( const GLfloat *v ) { GET_CONTEXT; (*CC->API.RasterPos4f)( CC, v[0], v[1], v[2], v[3] ); } void glRasterPos4iv( const GLint *v ) { GET_CONTEXT; (*CC->API.RasterPos4f)( CC, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3] ); } void glRasterPos4sv( const GLshort *v ) { GET_CONTEXT; (*CC->API.RasterPos4f)( CC, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3] ); } void glReadBuffer( GLenum mode ) { GET_CONTEXT; (*CC->API.ReadBuffer)( CC, mode ); } void glReadPixels( GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels ) { GET_CONTEXT; (*CC->API.ReadPixels)( CC, x, y, width, height, format, type, pixels ); } void glRectd( GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2 ) { GET_CONTEXT; (*CC->API.Rectf)( CC, (GLfloat) x1, (GLfloat) y1, (GLfloat) x2, (GLfloat) y2 ); } void glRectf( GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2 ) { GET_CONTEXT; (*CC->API.Rectf)( CC, x1, y1, x2, y2 ); } void glRecti( GLint x1, GLint y1, GLint x2, GLint y2 ) { GET_CONTEXT; (*CC->API.Rectf)( CC, (GLfloat) x1, (GLfloat) y1, (GLfloat) x2, (GLfloat) y2 ); } void glRects( GLshort x1, GLshort y1, GLshort x2, GLshort y2 ) { GET_CONTEXT; (*CC->API.Rectf)( CC, (GLfloat) x1, (GLfloat) y1, (GLfloat) x2, (GLfloat) y2 ); } void glRectdv( const GLdouble *v1, const GLdouble *v2 ) { GET_CONTEXT; (*CC->API.Rectf)(CC, (GLfloat) v1[0], (GLfloat) v1[1], (GLfloat) v2[0], (GLfloat) v2[1]); } void glRectfv( const GLfloat *v1, const GLfloat *v2 ) { GET_CONTEXT; (*CC->API.Rectf)(CC, v1[0], v1[1], v2[0], v2[1]); } void glRectiv( const GLint *v1, const GLint *v2 ) { GET_CONTEXT; (*CC->API.Rectf)( CC, (GLfloat) v1[0], (GLfloat) v1[1], (GLfloat) v2[0], (GLfloat) v2[1] ); } void glRectsv( const GLshort *v1, const GLshort *v2 ) { GET_CONTEXT; (*CC->API.Rectf)(CC, (GLfloat) v1[0], (GLfloat) v1[1], (GLfloat) v2[0], (GLfloat) v2[1]); } void glScissor( GLint x, GLint y, GLsizei width, GLsizei height) { GET_CONTEXT; (*CC->API.Scissor)(CC, x, y, width, height); } GLboolean glIsEnabled( GLenum cap ) { GET_CONTEXT; return (*CC->API.IsEnabled)( CC, cap ); } void glPushAttrib( GLbitfield mask ) { GET_CONTEXT; (*CC->API.PushAttrib)(CC, mask); } void glPushClientAttrib( GLbitfield mask ) { GET_CONTEXT; (*CC->API.PushClientAttrib)(CC, mask); } void glPushName( GLuint name ) { GET_CONTEXT; (*CC->API.PushName)(CC, name); } GLint glRenderMode( GLenum mode ) { GET_CONTEXT; return (*CC->API.RenderMode)(CC, mode); } void glRotated( GLdouble angle, GLdouble x, GLdouble y, GLdouble z ) { GET_CONTEXT; (*CC->API.Rotatef)( CC, (GLfloat) angle, (GLfloat) x, (GLfloat) y, (GLfloat) z ); } void glRotatef( GLfloat angle, GLfloat x, GLfloat y, GLfloat z ) { GET_CONTEXT; (*CC->API.Rotatef)( CC, angle, x, y, z ); } void glSelectBuffer( GLsizei size, GLuint *buffer ) { GET_CONTEXT; (*CC->API.SelectBuffer)(CC, size, buffer); } void glScaled( GLdouble x, GLdouble y, GLdouble z ) { GET_CONTEXT; (*CC->API.Scalef)( CC, (GLfloat) x, (GLfloat) y, (GLfloat) z ); } void glScalef( GLfloat x, GLfloat y, GLfloat z ) { GET_CONTEXT; (*CC->API.Scalef)( CC, x, y, z ); } void glShadeModel( GLenum mode ) { GET_CONTEXT; (*CC->API.ShadeModel)(CC, mode); } void glStencilFunc( GLenum func, GLint ref, GLuint mask ) { GET_CONTEXT; (*CC->API.StencilFunc)(CC, func, ref, mask); } void glStencilMask( GLuint mask ) { GET_CONTEXT; (*CC->API.StencilMask)(CC, mask); } void glStencilOp( GLenum fail, GLenum zfail, GLenum zpass ) { GET_CONTEXT; (*CC->API.StencilOp)(CC, fail, zfail, zpass); } void glTexCoord1d( GLdouble s ) { GET_CONTEXT; (*CC->API.TexCoord4f)( CC, (GLfloat) s, 0.0, 0.0, 1.0 ); } void glTexCoord1f( GLfloat s ) { GET_CONTEXT; (*CC->API.TexCoord4f)( CC, s, 0.0, 0.0, 1.0 ); } void glTexCoord1i( GLint s ) { GET_CONTEXT; (*CC->API.TexCoord4f)( CC, (GLfloat) s, 0.0, 0.0, 1.0 ); } void glTexCoord1s( GLshort s ) { GET_CONTEXT; (*CC->API.TexCoord4f)( CC, (GLfloat) s, 0.0, 0.0, 1.0 ); } void glTexCoord2d( GLdouble s, GLdouble t ) { GET_CONTEXT; (*CC->API.TexCoord4f)( CC, (GLfloat) s, (GLfloat) t, 0.0, 1.0 ); } void glTexCoord2f( GLfloat s, GLfloat t ) { GET_CONTEXT; #ifdef SHORTCUT if (CC->CompileFlag) { (*CC->Save.TexCoord4f)( CC, s, t, 0.0F, 1.0F ); if (CC->ExecuteFlag) { CC->Current.TexCoord[0] = s; CC->Current.TexCoord[1] = t; CC->Current.TexCoord[2] = 0.0F; CC->Current.TexCoord[3] = 1.0F; } } else { /* Execute */ GLfloat *tex = CC->Current.TexCoord; tex[0] = s; tex[1] = t; tex[2] = 0.0F; tex[3] = 1.0F; } #else (*CC->API.TexCoord4f)( CC, s, tex, 0.0, 1.0 ); #endif } void glTexCoord2i( GLint s, GLint t ) { GET_CONTEXT; (*CC->API.TexCoord4f)( CC, (GLfloat) s, (GLfloat) t, 0.0, 1.0 ); } void glTexCoord2s( GLshort s, GLshort t ) { GET_CONTEXT; (*CC->API.TexCoord4f)( CC, (GLfloat) s, (GLfloat) t, 0.0, 1.0 ); } void glTexCoord3d( GLdouble s, GLdouble t, GLdouble r ) { GET_CONTEXT; (*CC->API.TexCoord4f)( CC, (GLfloat) s, (GLfloat) t, (GLfloat) r, 1.0 ); } void glTexCoord3f( GLfloat s, GLfloat t, GLfloat r ) { GET_CONTEXT; (*CC->API.TexCoord4f)( CC, s, t, r, 1.0 ); } void glTexCoord3i( GLint s, GLint t, GLint r ) { GET_CONTEXT; (*CC->API.TexCoord4f)( CC, (GLfloat) s, (GLfloat) t, (GLfloat) r, 1.0 ); } void glTexCoord3s( GLshort s, GLshort t, GLshort r ) { GET_CONTEXT; (*CC->API.TexCoord4f)( CC, (GLfloat) s, (GLfloat) t, (GLfloat) r, 1.0 ); } void glTexCoord4d( GLdouble s, GLdouble t, GLdouble r, GLdouble q ) { GET_CONTEXT; (*CC->API.TexCoord4f)( CC, (GLfloat) s, (GLfloat) t, (GLfloat) r, (GLfloat) q ); } void glTexCoord4f( GLfloat s, GLfloat t, GLfloat r, GLfloat q ) { GET_CONTEXT; (*CC->API.TexCoord4f)( CC, s, t, r, q ); } void glTexCoord4i( GLint s, GLint t, GLint r, GLint q ) { GET_CONTEXT; (*CC->API.TexCoord4f)( CC, (GLfloat) s, (GLfloat) t, (GLfloat) r, (GLfloat) q ); } void glTexCoord4s( GLshort s, GLshort t, GLshort r, GLshort q ) { GET_CONTEXT; (*CC->API.TexCoord4f)( CC, (GLfloat) s, (GLfloat) t, (GLfloat) r, (GLfloat) q ); } void glTexCoord1dv( const GLdouble *v ) { GET_CONTEXT; (*CC->API.TexCoord4f)( CC, (GLfloat) *v, 0.0, 0.0, 1.0 ); } void glTexCoord1fv( const GLfloat *v ) { GET_CONTEXT; (*CC->API.TexCoord4f)( CC, *v, 0.0, 0.0, 1.0 ); } void glTexCoord1iv( const GLint *v ) { GET_CONTEXT; (*CC->API.TexCoord4f)( CC, *v, 0.0, 0.0, 1.0 ); } void glTexCoord1sv( const GLshort *v ) { GET_CONTEXT; (*CC->API.TexCoord4f)( CC, (GLfloat) *v, 0.0, 0.0, 1.0 ); } void glTexCoord2dv( const GLdouble *v ) { GET_CONTEXT; (*CC->API.TexCoord4f)( CC, (GLfloat) v[0], (GLfloat) v[1], 0.0, 1.0 ); } void glTexCoord2fv( const GLfloat *v ) { GET_CONTEXT; (*CC->API.TexCoord4f)( CC, v[0], v[1], 0.0, 1.0 ); } void glTexCoord2iv( const GLint *v ) { GET_CONTEXT; (*CC->API.TexCoord4f)( CC, (GLfloat) v[0], (GLfloat) v[1], 0.0, 1.0 ); } void glTexCoord2sv( const GLshort *v ) { GET_CONTEXT; (*CC->API.TexCoord4f)( CC, (GLfloat) v[0], (GLfloat) v[1], 0.0, 1.0 ); } void glTexCoord3dv( const GLdouble *v ) { GET_CONTEXT; (*CC->API.TexCoord4f)( CC, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0 ); } void glTexCoord3fv( const GLfloat *v ) { GET_CONTEXT; (*CC->API.TexCoord4f)( CC, v[0], v[1], v[2], 1.0 ); } void glTexCoord3iv( const GLint *v ) { GET_CONTEXT; (*CC->API.TexCoord4f)( CC, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0 ); } void glTexCoord3sv( const GLshort *v ) { GET_CONTEXT; (*CC->API.TexCoord4f)( CC, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0 ); } void glTexCoord4dv( const GLdouble *v ) { GET_CONTEXT; (*CC->API.TexCoord4f)( CC, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3] ); } void glTexCoord4fv( const GLfloat *v ) { GET_CONTEXT; (*CC->API.TexCoord4f)( CC, v[0], v[1], v[2], v[3] ); } void glTexCoord4iv( const GLint *v ) { GET_CONTEXT; (*CC->API.TexCoord4f)( CC, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3] ); } void glTexCoord4sv( const GLshort *v ) { GET_CONTEXT; (*CC->API.TexCoord4f)( CC, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3] ); } void glTexCoordPointer( GLint size, GLenum type, GLsizei stride, const GLvoid *ptr ) { GET_CONTEXT; (*CC->API.TexCoordPointer)(CC, size, type, stride, ptr); } void glTexGend( GLenum coord, GLenum pname, GLdouble param ) { GLfloat p = (GLfloat) param; GET_CONTEXT; (*CC->API.TexGenfv)( CC, coord, pname, &p ); } void glTexGenf( GLenum coord, GLenum pname, GLfloat param ) { GET_CONTEXT; (*CC->API.TexGenfv)( CC, coord, pname, ¶m ); } void glTexGeni( GLenum coord, GLenum pname, GLint param ) { GLfloat p = (GLfloat) param; GET_CONTEXT; (*CC->API.TexGenfv)( CC, coord, pname, &p ); } void glTexGendv( GLenum coord, GLenum pname, const GLdouble *params ) { GLfloat p[4]; GET_CONTEXT; p[0] = params[0]; p[1] = params[1]; p[2] = params[2]; p[3] = params[3]; (*CC->API.TexGenfv)( CC, coord, pname, p ); } void glTexGeniv( GLenum coord, GLenum pname, const GLint *params ) { GLfloat p[4]; GET_CONTEXT; p[0] = params[0]; p[1] = params[1]; p[2] = params[2]; p[3] = params[3]; (*CC->API.TexGenfv)( CC, coord, pname, p ); } void glTexGenfv( GLenum coord, GLenum pname, const GLfloat *params ) { GET_CONTEXT; (*CC->API.TexGenfv)( CC, coord, pname, params ); } void glTexEnvf( GLenum target, GLenum pname, GLfloat param ) { GET_CONTEXT; (*CC->API.TexEnvfv)( CC, target, pname, ¶m ); } void glTexEnvi( GLenum target, GLenum pname, GLint param ) { GLfloat p = (GLfloat) param; GET_CONTEXT; (*CC->API.TexEnvfv)( CC, target, pname, &p ); } void glTexEnvfv( GLenum target, GLenum pname, const GLfloat *param ) { GET_CONTEXT; (*CC->API.TexEnvfv)( CC, target, pname, param ); } void glTexEnviv( GLenum target, GLenum pname, const GLint *param ) { GLfloat p[4]; p[0] = INT_TO_FLOAT( param[0] ); p[1] = INT_TO_FLOAT( param[1] ); p[2] = INT_TO_FLOAT( param[2] ); p[3] = INT_TO_FLOAT( param[3] ); GET_CONTEXT; (*CC->API.TexEnvfv)( CC, target, pname, p ); } void glTexImage1D( GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels ) { struct gl_texture_image *teximage; GET_CONTEXT; teximage = gl_unpack_texture( CC, 1, target, level, internalformat, width, 1, border, format, type, pixels ); (*CC->API.TexImage1D)( CC, target, level, internalformat, width, border, format, type, teximage ); } void glTexImage2D( GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels ) { struct gl_texture_image *teximage; GET_CONTEXT; teximage = gl_unpack_texture( CC, 2, target, level, internalformat, width, height, border, format, type, pixels ); (*CC->API.TexImage2D)( CC, target, level, internalformat, width, height, border, format, type, teximage ); } void glTexParameterf( GLenum target, GLenum pname, GLfloat param ) { GET_CONTEXT; (*CC->API.TexParameterfv)( CC, target, pname, ¶m ); } void glTexParameteri( GLenum target, GLenum pname, GLint param ) { GLfloat fparam = param; GET_CONTEXT; (*CC->API.TexParameterfv)( CC, target, pname, &fparam ); } void glTexParameterfv( GLenum target, GLenum pname, const GLfloat *params ) { GET_CONTEXT; (*CC->API.TexParameterfv)( CC, target, pname, params ); } void glTexParameteriv( GLenum target, GLenum pname, const GLint *params ) { GLfloat p[4]; GET_CONTEXT; if (pname==GL_TEXTURE_BORDER_COLOR) { p[0] = INT_TO_FLOAT( params[0] ); p[1] = INT_TO_FLOAT( params[1] ); p[2] = INT_TO_FLOAT( params[2] ); p[3] = INT_TO_FLOAT( params[3] ); } else { p[0] = (GLfloat) params[0]; p[1] = (GLfloat) params[1]; p[2] = (GLfloat) params[2]; p[3] = (GLfloat) params[3]; } (*CC->API.TexParameterfv)( CC, target, pname, p ); } void glTexSubImage1D( GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels ) { struct gl_image *image; GET_CONTEXT; image = gl_unpack_texsubimage( CC, width, 1, format, type, pixels ); (*CC->API.TexSubImage1D)( CC, target, level, xoffset, width, format, type, image ); } void glTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels ) { struct gl_image *image; GET_CONTEXT; image = gl_unpack_texsubimage( CC, width, height, format, type, pixels ); (*CC->API.TexSubImage2D)( CC, target, level, xoffset, yoffset, width, height, format, type, image ); } void glTranslated( GLdouble x, GLdouble y, GLdouble z ) { GET_CONTEXT; (*CC->API.Translatef)( CC, (GLfloat) x, (GLfloat) y, (GLfloat) z ); } void glTranslatef( GLfloat x, GLfloat y, GLfloat z ) { GET_CONTEXT; (*CC->API.Translatef)( CC, x, y, z ); } void glVertex2d( GLdouble x, GLdouble y ) { GET_CONTEXT; (*CC->API.Vertex4f)( CC, (GLfloat) x, (GLfloat) y, 0.0F, 1.0F ); } void glVertex2f( GLfloat x, GLfloat y ) { GET_CONTEXT; (*CC->API.Vertex4f)( CC, x, y, 0.0F, 1.0F ); } void glVertex2i( GLint x, GLint y ) { GET_CONTEXT; (*CC->API.Vertex4f)( CC, (GLfloat) x, (GLfloat) y, 0.0F, 1.0F ); } void glVertex2s( GLshort x, GLshort y ) { GET_CONTEXT; (*CC->API.Vertex4f)( CC, (GLfloat) x, (GLfloat) y, 0.0F, 1.0F ); } void glVertex3d( GLdouble x, GLdouble y, GLdouble z ) { GET_CONTEXT; (*CC->API.Vertex4f)( CC, (GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F ); } void glVertex3f( GLfloat x, GLfloat y, GLfloat z ) { GET_CONTEXT; (*CC->API.Vertex4f)( CC, x, y, z, 1.0F ); } void glVertex3i( GLint x, GLint y, GLint z ) { GET_CONTEXT; (*CC->API.Vertex4f)( CC, (GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F ); } void glVertex3s( GLshort x, GLshort y, GLshort z ) { GET_CONTEXT; (*CC->API.Vertex4f)( CC, (GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F ); } void glVertex4d( GLdouble x, GLdouble y, GLdouble z, GLdouble w ) { GET_CONTEXT; (*CC->API.Vertex4f)( CC, (GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w ); } void glVertex4f( GLfloat x, GLfloat y, GLfloat z, GLfloat w ) { GET_CONTEXT; (*CC->API.Vertex4f)( CC, x, y, z, w ); } void glVertex4i( GLint x, GLint y, GLint z, GLint w ) { GET_CONTEXT; (*CC->API.Vertex4f)( CC, (GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w ); } void glVertex4s( GLshort x, GLshort y, GLshort z, GLshort w ) { GET_CONTEXT; (*CC->API.Vertex4f)( CC, (GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w ); } void glVertex2dv( const GLdouble *v ) { GET_CONTEXT; (*CC->API.Vertex4f)( CC, (GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F ); } void glVertex2fv( const GLfloat *v ) { GET_CONTEXT; (*CC->API.Vertex4f)( CC, v[0], v[1], 0.0F, 1.0F ); } void glVertex2iv( const GLint *v ) { GET_CONTEXT; (*CC->API.Vertex4f)( CC, (GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F ); } void glVertex2sv( const GLshort *v ) { GET_CONTEXT; (*CC->API.Vertex4f)( CC, (GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F ); } void glVertex3dv( const GLdouble *v ) { GET_CONTEXT; (*CC->API.Vertex4f)( CC, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F ); } void glVertex3fv( const GLfloat *v ) { GET_CONTEXT; (*CC->API.Vertex4f)( CC, v[0], v[1], v[2], 1.0F ); } void glVertex3iv( const GLint *v ) { GET_CONTEXT; (*CC->API.Vertex4f)( CC, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F ); } void glVertex3sv( const GLshort *v ) { GET_CONTEXT; (*CC->API.Vertex4f)( CC, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F ); } void glVertex4dv( const GLdouble *v ) { GET_CONTEXT; (*CC->API.Vertex4f)( CC, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3] ); } void glVertex4fv( const GLfloat *v ) { GET_CONTEXT; (*CC->API.Vertex4f)( CC, v[0], v[1], v[2], v[3] ); } void glVertex4iv( const GLint *v ) { GET_CONTEXT; (*CC->API.Vertex4f)( CC, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3] ); } void glVertex4sv( const GLshort *v ) { GET_CONTEXT; (*CC->API.Vertex4f)( CC, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3] ); } void glVertexPointer( GLint size, GLenum type, GLsizei stride, const GLvoid *ptr ) { GET_CONTEXT; (*CC->API.VertexPointer)(CC, size, type, stride, ptr); } void glViewport( GLint x, GLint y, GLsizei width, GLsizei height ) { GET_CONTEXT; (*CC->API.Viewport)( CC, x, y, width, height ); } /** ** Extensions ** ** Some of these are incorporated into the 1.1 API. They also remain as ** extensions for backward compatibility. Should be removed in the future. **/ /* GL_EXT_blend_minmax */ void glBlendEquationEXT( GLenum mode ) { GET_CONTEXT; (*CC->API.BlendEquation)(CC, mode); } /* GL_EXT_blend_color */ void glBlendColorEXT( GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha ) { GET_CONTEXT; (*CC->API.BlendColor)(CC, red, green, blue, alpha); } /* GL_EXT_vertex_array */ /* TOOD: verify these work */ void glVertexPointerEXT( GLint size, GLenum type, GLsizei stride, GLsizei count, const GLvoid *ptr ) { GET_CONTEXT; (*CC->API.VertexPointer)(CC, size, type, stride, ptr); } void glNormalPointerEXT( GLenum type, GLsizei stride, GLsizei count, const GLvoid *ptr ) { GET_CONTEXT; (*CC->API.NormalPointer)(CC, type, stride, ptr); } void glColorPointerEXT( GLint size, GLenum type, GLsizei stride, GLsizei count, const GLvoid *ptr ) { GET_CONTEXT; (*CC->API.ColorPointer)(CC, size, type, stride, ptr); } void glIndexPointerEXT( GLenum type, GLsizei stride, GLsizei count, const GLvoid *ptr ) { GET_CONTEXT; (*CC->API.IndexPointer)(CC, type, stride, ptr); } void glTexCoordPointerEXT( GLint size, GLenum type, GLsizei stride, GLsizei count, const GLvoid *ptr ) { GET_CONTEXT; (*CC->API.TexCoordPointer)(CC, size, type, stride, ptr); } void glEdgeFlagPointerEXT( GLsizei stride, GLsizei count, const GLboolean *ptr ) { GET_CONTEXT; (*CC->API.EdgeFlagPointer)(CC, stride, ptr); } void glGetPointervEXT( GLenum pname, GLvoid **params ) { GET_CONTEXT; (*CC->API.GetPointerv)(CC, pname, params); } void glArrayElementEXT( GLint i ) { GET_CONTEXT; (*CC->API.ArrayElement)(CC, i); } void glDrawArraysEXT( GLenum mode, GLint first, GLsizei count ) { GET_CONTEXT; (*CC->API.DrawArrays)(CC, mode, first, count); } #ifdef GL_MESA_window_pos /* * Mesa implementation of glWindowPos*MESA() */ void glWindowPos4fMESA( GLfloat x, GLfloat y, GLfloat z, GLfloat w ) { GET_CONTEXT; (*CC->API.WindowPos4fMESA)( CC, x, y, z, w ); } #else /* Implementation in winpos.c is used */ #endif void glWindowPos2iMESA( GLint x, GLint y ) { glWindowPos4fMESA( (GLfloat) x, (GLfloat) y, 0.0F, 1.0F ); } void glWindowPos2sMESA( GLshort x, GLshort y ) { glWindowPos4fMESA( (GLfloat) x, (GLfloat) y, 0.0F, 1.0F ); } void glWindowPos2fMESA( GLfloat x, GLfloat y ) { glWindowPos4fMESA( x, y, 0.0F, 1.0F ); } void glWindowPos2dMESA( GLdouble x, GLdouble y ) { glWindowPos4fMESA( (GLfloat) x, (GLfloat) y, 0.0F, 1.0F ); } void glWindowPos2ivMESA( const GLint *p ) { glWindowPos4fMESA( (GLfloat) p[0], (GLfloat) p[1], 0.0F, 1.0F ); } void glWindowPos2svMESA( const GLshort *p ) { glWindowPos4fMESA( (GLfloat) p[0], (GLfloat) p[1], 0.0F, 1.0F ); } void glWindowPos2fvMESA( const GLfloat *p ) { glWindowPos4fMESA( p[0], p[1], 0.0F, 1.0F ); } void glWindowPos2dvMESA( const GLdouble *p ) { glWindowPos4fMESA( (GLfloat) p[0], (GLfloat) p[1], 0.0F, 1.0F ); } void glWindowPos3iMESA( GLint x, GLint y, GLint z ) { glWindowPos4fMESA( (GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F ); } void glWindowPos3sMESA( GLshort x, GLshort y, GLshort z ) { glWindowPos4fMESA( (GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F ); } void glWindowPos3fMESA( GLfloat x, GLfloat y, GLfloat z ) { glWindowPos4fMESA( x, y, z, 1.0F ); } void glWindowPos3dMESA( GLdouble x, GLdouble y, GLdouble z ) { glWindowPos4fMESA( (GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F ); } void glWindowPos3ivMESA( const GLint *p ) { glWindowPos4fMESA( (GLfloat) p[0], (GLfloat) p[1], (GLfloat) p[2], 1.0F ); } void glWindowPos3svMESA( const GLshort *p ) { glWindowPos4fMESA( (GLfloat) p[0], (GLfloat) p[1], (GLfloat) p[2], 1.0F ); } void glWindowPos3fvMESA( const GLfloat *p ) { glWindowPos4fMESA( p[0], p[1], p[2], 1.0F ); } void glWindowPos3dvMESA( const GLdouble *p ) { glWindowPos4fMESA( (GLfloat) p[0], (GLfloat) p[1], (GLfloat) p[2], 1.0F ); } void glWindowPos4iMESA( GLint x, GLint y, GLint z, GLint w ) { glWindowPos4fMESA( (GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w ); } void glWindowPos4sMESA( GLshort x, GLshort y, GLshort z, GLshort w ) { glWindowPos4fMESA( (GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w ); } void glWindowPos4dMESA( GLdouble x, GLdouble y, GLdouble z, GLdouble w ) { glWindowPos4fMESA( (GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w ); } void glWindowPos4ivMESA( const GLint *p ) { glWindowPos4fMESA( (GLfloat) p[0], (GLfloat) p[1], (GLfloat) p[2], (GLfloat) p[3] ); } void glWindowPos4svMESA( const GLshort *p ) { glWindowPos4fMESA( (GLfloat) p[0], (GLfloat) p[1], (GLfloat) p[2], (GLfloat) p[3] ); } void glWindowPos4fvMESA( const GLfloat *p ) { glWindowPos4fMESA( p[0], p[1], p[2], p[3] ); } void glWindowPos4dvMESA( const GLdouble *p ) { glWindowPos4fMESA( (GLfloat) p[0], (GLfloat) p[1], (GLfloat) p[2], (GLfloat) p[3] ); }
These are the contents of the former NiCE NeXT User Group NeXTSTEP/OpenStep software archive, currently hosted by Netfuture.ch.