scummvm/engine/tinygl/api.cpp

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#include "tinygl/zgl.h"
#include <stdio.h>
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// glVertex
void tglVertex4f(float x, float y, float z, float w) {
TGLParam p[5];
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p[0].op = OP_Vertex;
p[1].f = x;
p[2].f = y;
p[3].f = z;
p[4].f = w;
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gl_add_op(p);
}
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void tglVertex2f(float x, float y) {
tglVertex4f(x, y, 0, 1);
}
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void tglVertex3f(float x, float y, float z) {
tglVertex4f(x, y, z, 1);
}
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void tglVertex3fv(float *v) {
tglVertex4f(v[0], v[1], v[2], 1);
}
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// glNormal
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void tglNormal3f(float x, float y, float z) {
TGLParam p[4];
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p[0].op = OP_Normal;
p[1].f = x;
p[2].f = y;
p[3].f = z;
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gl_add_op(p);
}
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void tglNormal3fv(float *v) {
tglNormal3f(v[0], v[1], v[2]);
}
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// glColor
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void tglColor4f(float r, float g, float b, float a) {
TGLParam p[8];
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p[0].op = OP_Color;
p[1].f = r;
p[2].f = g;
p[3].f = b;
p[4].f = a;
// direct convertion to integer to go faster if no shading
p[5].ui = (unsigned int)(r * (ZB_POINT_RED_MAX - ZB_POINT_RED_MIN) + ZB_POINT_RED_MIN);
p[6].ui = (unsigned int)(g * (ZB_POINT_GREEN_MAX - ZB_POINT_GREEN_MIN) + ZB_POINT_GREEN_MIN);
p[7].ui = (unsigned int)(b * (ZB_POINT_BLUE_MAX - ZB_POINT_BLUE_MIN) + ZB_POINT_BLUE_MIN);
gl_add_op(p);
}
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void tglColor4fv(float *v) {
TGLParam p[8];
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p[0].op = OP_Color;
p[1].f=v[0];
p[2].f=v[1];
p[3].f=v[2];
p[4].f=v[3];
// direct convertion to integer to go faster if no shading
p[5].ui = (unsigned int)(v[0] * (ZB_POINT_RED_MAX - ZB_POINT_RED_MIN) + ZB_POINT_RED_MIN);
p[6].ui = (unsigned int)(v[1] * (ZB_POINT_GREEN_MAX - ZB_POINT_GREEN_MIN) + ZB_POINT_GREEN_MIN);
p[7].ui = (unsigned int)(v[2] * (ZB_POINT_BLUE_MAX - ZB_POINT_BLUE_MIN) + ZB_POINT_BLUE_MIN);
gl_add_op(p);
}
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void tglColor3f(float x, float y, float z) {
tglColor4f(x, y, z, 1);
}
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void glColor3fv(float *v) {
tglColor4f(v[0], v[1], v[2], 1);
}
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// TexCoord
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void tglTexCoord4f(float s, float t, float r, float q) {
TGLParam p[5];
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p[0].op = OP_TexCoord;
p[1].f = s;
p[2].f = t;
p[3].f = r;
p[4].f = q;
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gl_add_op(p);
}
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void tglTexCoord2f(float s, float t) {
tglTexCoord4f(s, t, 0, 1);
}
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void tglTexCoord2fv(float *v) {
tglTexCoord4f(v[0], v[1], 0, 1);
}
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void tglEdgeFlag(int flag) {
TGLParam p[2];
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p[0].op = OP_EdgeFlag;
p[1].i = flag;
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gl_add_op(p);
}
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// misc
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void tglShadeModel(int mode) {
TGLParam p[2];
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assert(mode == TGL_FLAT || mode == TGL_SMOOTH);
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p[0].op = OP_ShadeModel;
p[1].i = mode;
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gl_add_op(p);
}
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void tglCullFace(int mode) {
TGLParam p[2];
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assert(mode == TGL_BACK || mode == TGL_FRONT || mode == TGL_FRONT_AND_BACK);
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p[0].op = OP_CullFace;
p[1].i = mode;
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gl_add_op(p);
}
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void tglFrontFace(int mode) {
TGLParam p[2];
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assert(mode == TGL_CCW || mode == TGL_CW);
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mode = (mode != TGL_CCW);
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p[0].op = OP_FrontFace;
p[1].i = mode;
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gl_add_op(p);
}
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void tglPolygonMode(int face, int mode) {
TGLParam p[3];
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assert(face == TGL_BACK || face == TGL_FRONT || face == TGL_FRONT_AND_BACK);
assert(mode == TGL_POINT || mode == TGL_LINE || mode == TGL_FILL);
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p[0].op = OP_PolygonMode;
p[1].i = face;
p[2].i = mode;
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gl_add_op(p);
}
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// glEnable, glDisable
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void tglEnable(int cap) {
TGLParam p[3];
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p[0].op = OP_EnableDisable;
p[1].i = cap;
p[2].i = 1;
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gl_add_op(p);
}
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void tglDisable(int cap) {
TGLParam p[3];
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p[0].op = OP_EnableDisable;
p[1].i = cap;
p[2].i = 0;
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gl_add_op(p);
}
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// glBegin, glEnd
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void tglBegin(int mode) {
TGLParam p[2];
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p[0].op = OP_Begin;
p[1].i = mode;
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gl_add_op(p);
}
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void tglEnd() {
TGLParam p[1];
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p[0].op = OP_End;
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gl_add_op(p);
}
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// matrix
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void tglMatrixMode(int mode) {
TGLParam p[2];
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p[0].op = OP_MatrixMode;
p[1].i = mode;
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gl_add_op(p);
}
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void tglLoadMatrixf(const float *m) {
TGLParam p[17];
int i;
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p[0].op = OP_LoadMatrix;
for (i = 0; i < 16; i++)
p[i + 1].f = m[i];
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gl_add_op(p);
}
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void tglLoadIdentity() {
TGLParam p[1];
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p[0].op = OP_LoadIdentity;
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gl_add_op(p);
}
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void tglMultMatrixf(const float *m) {
TGLParam p[17];
int i;
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p[0].op = OP_MultMatrix;
for (i = 0; i < 16; i++)
p[i + 1].f = m[i];
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gl_add_op(p);
}
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void tglPushMatrix() {
TGLParam p[1];
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p[0].op = OP_PushMatrix;
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gl_add_op(p);
}
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void tglPopMatrix() {
TGLParam p[1];
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p[0].op = OP_PopMatrix;
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gl_add_op(p);
}
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void tglRotatef(float angle, float x, float y, float z) {
TGLParam p[5];
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p[0].op = OP_Rotate;
p[1].f = angle;
p[2].f = x;
p[3].f = y;
p[4].f = z;
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gl_add_op(p);
}
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void tglTranslatef(float x, float y, float z) {
TGLParam p[4];
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p[0].op = OP_Translate;
p[1].f = x;
p[2].f = y;
p[3].f = z;
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gl_add_op(p);
}
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void tglScalef(float x, float y, float z) {
TGLParam p[4];
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p[0].op = OP_Scale;
p[1].f = x;
p[2].f = y;
p[3].f = z;
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gl_add_op(p);
}
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void tglViewport(int x, int y, int width, int height) {
TGLParam p[5];
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p[0].op = OP_Viewport;
p[1].i = x;
p[2].i = y;
p[3].i = width;
p[4].i = height;
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gl_add_op(p);
}
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void tglFrustum(double left, double right, double bottom, double top,
double nearv, double farv) {
TGLParam p[7];
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p[0].op = OP_Frustum;
p[1].f = (float)left;
p[2].f = (float)right;
p[3].f = (float)bottom;
p[4].f = (float)top;
p[5].f = (float)nearv;
p[6].f = (float)farv;
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gl_add_op(p);
}
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// lightening
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void tglMaterialfv(int mode, int type, float *v) {
TGLParam p[7];
int i, n;
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assert(mode == TGL_FRONT || mode == TGL_BACK || mode==TGL_FRONT_AND_BACK);
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p[0].op = OP_Material;
p[1].i = mode;
p[2].i = type;
n = 4;
if (type == TGL_SHININESS)
n = 1;
for (i = 0; i < 4; i++)
p[3 + i].f = v[i];
for (i = n; i < 4; i++)
p[3 + i].f = 0;
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gl_add_op(p);
}
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void tglMaterialf(int mode, int type, float v) {
TGLParam p[7];
int i;
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p[0].op = OP_Material;
p[1].i = mode;
p[2].i = type;
p[3].f = v;
for (i = 0; i < 3; i++)
p[4 + i].f = 0;
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gl_add_op(p);
}
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void tglColorMaterial(int mode, int type) {
TGLParam p[3];
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p[0].op = OP_ColorMaterial;
p[1].i = mode;
p[2].i = type;
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gl_add_op(p);
}
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void tglLightfv(int light, int type, float *v) {
TGLParam p[7];
int i;
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p[0].op=OP_Light;
p[1].i=light;
p[2].i=type;
// TODO: 3 composants
for (i = 0; i < 4; i++)
p[3 + i].f = v[i];
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gl_add_op(p);
}
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void tglLightf(int light, int type, float v) {
TGLParam p[7];
int i;
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p[0].op = OP_Light;
p[1].i = light;
p[2].i = type;
p[3].f = v;
for (i = 0; i < 3; i++)
p[4 + i].f = 0;
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gl_add_op(p);
}
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void tglLightModeli(int pname, int param) {
TGLParam p[6];
int i;
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p[0].op = OP_LightModel;
p[1].i = pname;
p[2].f = (float)param;
for (i = 0; i < 4; i++)
p[3 + i].f = 0;
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gl_add_op(p);
}
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void tglLightModelfv(int pname, float *param) {
TGLParam p[6];
int i;
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p[0].op = OP_LightModel;
p[1].i = pname;
for (i = 0; i < 4; i++)
p[2 + i].f = param[i];
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gl_add_op(p);
}
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// clear
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void tglClear(int mask) {
TGLParam p[2];
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p[0].op = OP_Clear;
p[1].i = mask;
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gl_add_op(p);
}
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void tglClearColor(float r, float g, float b, float a) {
TGLParam p[5];
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p[0].op = OP_ClearColor;
p[1].f = r;
p[2].f = g;
p[3].f = b;
p[4].f = a;
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gl_add_op(p);
}
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void tglClearDepth(double depth) {
TGLParam p[2];
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p[0].op = OP_ClearDepth;
p[1].f = (float)depth;
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gl_add_op(p);
}
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// textures
void tglTexImage2D( int target, int level, int components,
int width, int height, int border,
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int format, int type, void *pixels) {
TGLParam p[10];
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p[0].op = OP_TexImage2D;
p[1].i = target;
p[2].i = level;
p[3].i = components;
p[4].i = width;
p[5].i = height;
p[6].i = border;
p[7].i = format;
p[8].i = type;
p[9].p = pixels;
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gl_add_op(p);
}
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void tglBindTexture(int target, int texture) {
TGLParam p[3];
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p[0].op = OP_BindTexture;
p[1].i = target;
p[2].i = texture;
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gl_add_op(p);
}
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void tglTexEnvi(int target, int pname, int param) {
TGLParam p[8];
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p[0].op = OP_TexEnv;
p[1].i = target;
p[2].i = pname;
p[3].i = param;
p[4].f = 0;
p[5].f = 0;
p[6].f = 0;
p[7].f = 0;
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gl_add_op(p);
}
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void tglTexParameteri(int target, int pname, int param) {
TGLParam p[8];
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p[0].op = OP_TexParameter;
p[1].i = target;
p[2].i = pname;
p[3].i = param;
p[4].f = 0;
p[5].f = 0;
p[6].f = 0;
p[7].f = 0;
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gl_add_op(p);
}
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void tglPixelStorei(int pname, int param) {
TGLParam p[3];
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p[0].op = OP_PixelStore;
p[1].i = pname;
p[2].i = param;
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gl_add_op(p);
}
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// selection
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void tglInitNames() {
TGLParam p[1];
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p[0].op = OP_InitNames;
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gl_add_op(p);
}
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void tglPushName(unsigned int name) {
TGLParam p[2];
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p[0].op = OP_PushName;
p[1].i = name;
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gl_add_op(p);
}
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void tglPopName() {
TGLParam p[1];
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p[0].op = OP_PopName;
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gl_add_op(p);
}
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void tglLoadName(unsigned int name) {
TGLParam p[2];
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p[0].op = OP_LoadName;
p[1].i = name;
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gl_add_op(p);
}
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void tglPolygonOffset(TGLfloat factor, TGLfloat units) {
TGLParam p[3];
p[0].op = OP_PolygonOffset;
p[1].f = factor;
p[2].f = units;
}
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// Special Functions
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void tglCallList(unsigned int list) {
TGLParam p[2];
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p[0].op = OP_CallList;
p[1].i = list;
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gl_add_op(p);
}
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void tglFlush() {
// nothing to do
}
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void tglHint(int target, int mode) {
TGLParam p[3];
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p[0].op = OP_Hint;
p[1].i = target;
p[2].i = mode;
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gl_add_op(p);
}
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// Non standard functions
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void tglDebug(int mode) {
GLContext *c = gl_get_context();
c->print_flag = mode;
}