moved tinygl
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@ -1,144 +0,0 @@
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#include "engine/tinygl/zgl.h"
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void glopViewport(GLContext *c, TGLParam *p) {
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int xsize, ysize, xmin, ymin, xsize_req, ysize_req;
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xmin = p[1].i;
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ymin = p[2].i;
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xsize = p[3].i;
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ysize = p[4].i;
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// we may need to resize the zbuffer
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if (c->viewport.xmin != xmin || c->viewport.ymin != ymin ||
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c->viewport.xsize != xsize || c->viewport.ysize != ysize) {
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xsize_req = xmin + xsize;
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ysize_req = ymin + ysize;
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if (c->gl_resize_viewport && c->gl_resize_viewport(c, &xsize_req, &ysize_req) != 0) {
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error("glViewport: error while resizing display");
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}
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xsize = xsize_req - xmin;
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ysize = ysize_req - ymin;
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if (xsize <= 0 || ysize <= 0) {
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error("glViewport: size too small");
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}
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c->viewport.xmin = xmin;
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c->viewport.ymin = ymin;
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c->viewport.xsize = xsize;
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c->viewport.ysize = ysize;
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c->viewport.updated = 1;
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}
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}
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void glopEnableDisable(GLContext *c, TGLParam *p) {
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int code = p[1].i;
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int v = p[2].i;
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switch (code) {
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case TGL_CULL_FACE:
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c->cull_face_enabled = v;
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break;
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case TGL_LIGHTING:
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c->lighting_enabled = v;
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break;
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case TGL_COLOR_MATERIAL:
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c->color_material_enabled = v;
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break;
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case TGL_TEXTURE_2D:
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c->texture_2d_enabled=v;
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break;
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case TGL_NORMALIZE:
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c->normalize_enabled=v;
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break;
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case TGL_DEPTH_TEST:
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c->depth_test = v;
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break;
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case TGL_POLYGON_OFFSET_FILL:
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if (v)
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c->offset_states |= TGL_OFFSET_FILL;
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else
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c->offset_states &= ~TGL_OFFSET_FILL;
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break;
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case TGL_POLYGON_OFFSET_POINT:
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if (v)
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c->offset_states |= TGL_OFFSET_POINT;
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else
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c->offset_states &= ~TGL_OFFSET_POINT;
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break;
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case TGL_POLYGON_OFFSET_LINE:
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if (v)
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c->offset_states |= TGL_OFFSET_LINE;
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else
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c->offset_states &= ~TGL_OFFSET_LINE;
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break;
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case TGL_SHADOW_MASK_MODE:
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if (v)
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c->shadow_mode |= 1;
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else
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c->shadow_mode &= ~1;
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break;
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case TGL_SHADOW_MODE:
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if (v)
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c->shadow_mode |= 2;
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else
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c->shadow_mode &= ~2;
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break;
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default:
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if (code >= TGL_LIGHT0 && code < TGL_LIGHT0 + T_MAX_LIGHTS) {
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gl_enable_disable_light(c, code - TGL_LIGHT0, v);
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} else {
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//warning("glEnableDisable: 0x%X not supported.", code);
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}
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break;
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}
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}
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void glopShadeModel(GLContext *c, TGLParam *p) {
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int code = p[1].i;
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c->current_shade_model = code;
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}
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void glopCullFace(GLContext *c, TGLParam *p) {
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int code = p[1].i;
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c->current_cull_face = code;
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}
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void glopFrontFace(GLContext *c, TGLParam *p) {
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int code = p[1].i;
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c->current_front_face = code;
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}
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void glopPolygonMode(GLContext *c, TGLParam *p) {
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int face = p[1].i;
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int mode = p[2].i;
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switch(face) {
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case TGL_BACK:
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c->polygon_mode_back = mode;
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break;
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case TGL_FRONT:
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c->polygon_mode_front = mode;
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break;
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case TGL_FRONT_AND_BACK:
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c->polygon_mode_front = mode;
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c->polygon_mode_back = mode;
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break;
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default:
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assert(0);
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}
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}
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void glopHint(GLContext *, TGLParam *) {
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// do nothing
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}
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void glopPolygonOffset(GLContext *c, TGLParam *p) {
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c->offset_factor = p[1].f;
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c->offset_units = p[2].f;
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}
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