void glTexGenfv( GLenum coord, GLenum pname, const GLfloat *params );
void glColor4ub( GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha);
+// for XashXT
+
+void glCopyTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
+
+void glTexEnvi(GLenum target, GLenum pname, GLint param);
+
+void glBindFramebuffer(GLenum target, GLuint framebuffer);
+void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers);
+void glGenFramebuffers (GLsizei n, GLuint *framebuffers);
+GLenum glCheckFramebufferStatus(GLenum target);
+
+//GLboolean glIsRenderbuffer (GLuint renderbuffer);
+void glBindRenderbuffer (GLenum target, GLuint renderbuffer);
+void glDeleteRenderbuffers (GLsizei n, const GLuint *renderbuffers);
+void glGenRenderbuffers (GLsizei n, GLuint *renderbuffers);
+
+
+void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
+
+
+void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
+
+void glFramebufferRenderbuffer (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
+
+
+void glNormalPointer(GLenum type, GLsizei stride, const void *ptr);
+
+void pglMultiTexCoord3f(GLenum, GLfloat, GLfloat, GLfloat);
+
+void pglMultiTexCoord2f(GLenum, GLfloat, GLfloat);
+
#ifdef __cplusplus
}
GL_ENTRY(void,glClearColor,float red, float green, float blue, float alpha)
GL_ENTRY(void,glClearColorx,int red, int green, int blue, int alpha)
GL_ENTRY(void,glClearDepthf,float depth)
- GL_ENTRY(void,glClearDepthx,int depth)
+ GL_ENTRY(void,glClearDepthx,int depth)
GL_ENTRY(void,glClearStencil,int s)
GL_ENTRY(void,glClientActiveTexture,unsigned int texture)
GL_ENTRY(void,glColor4f,float red, float green, float blue, float alpha)
GL_ENTRY(void,glOrtho,double left, double right, double bottom, double top, double zNear, double zFar)
GL_ENTRY(void,glDepthRange,double zNear, double zFar)
#endif
+
+// fbo
+GL_ENTRY(void, glGenFramebuffers, GLsizei n, GLuint* framebuffers)
+GL_ENTRY(void, glGenRenderbuffers, GLsizei n, GLuint* renderbuffers)
+GL_ENTRY(void, glRenderbufferStorage, GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
+GL_ENTRY(void, glBindFramebuffer, GLenum target, GLuint framebuffer)
+GL_ENTRY(void, glBindRenderbuffer, GLenum target, GLuint renderbuffer)
+GL_ENTRY(void, glFramebufferTexture2D, GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
+GL_ENTRY(void, glDeleteRenderbuffers, GLsizei n, const GLuint* renderbuffers)
+GL_ENTRY(void, glDeleteFramebuffers, GLsizei n, const GLuint* framebuffers)
+GL_ENTRY(void, glFramebufferRenderbuffer, GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
struct ptrstate vertex_array;
struct ptrstate color_array;
struct ptrstate texture_coord_array;
+ struct ptrstate normal_array;
+
};
static struct nanotmuState tmuState0;
{4,GL_FLOAT,0, NULL, GL_FALSE, GL_FALSE},
{4,GL_FLOAT,0, NULL, GL_FALSE, GL_FALSE},
{4,GL_FLOAT,0, NULL, GL_FALSE, GL_FALSE},
+ {0,GL_FLOAT,0, NULL, GL_FALSE, GL_FALSE},
};
static struct nanotmuState* activetmuState = &tmuState0;
{
glEsImpl->glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
+
+ if (tmuState0.normal_array.enabled)
+ {
+ glEsImpl->glEnableClientState(GL_NORMAL_ARRAY);
+ }
+ else
+ {
+ glEsImpl->glDisableClientState(GL_NORMAL_ARRAY);
+ }
glEsImpl->glVertexPointer(tmuState0.vertex_array.size,
tmuState0.vertex_array.type,
tmuState0.vertex_array.stride,
tmuState0.color_array.stride,
tmuState0.color_array.ptr);
+ glEsImpl->glNormalPointer(
+ tmuState0.normal_array.type,
+ tmuState0.normal_array.stride,
+ tmuState0.normal_array.ptr);
+
glEsImpl->glMatrixMode(nanoglState.matrixmode);
if (arraysValid ||
tmuState0.vertex_array.changed ||
tmuState0.color_array.changed ||
- tmuState0.texture_coord_array.changed)
+ tmuState0.texture_coord_array.changed || tmuState0.normal_array.changed)
{
glEsImpl->glClientActiveTexture(GL_TEXTURE0);
}
tmuState0.color_array.ptr);
tmuState0.color_array.changed = GL_FALSE;
}
+ if (arraysValid || tmuState0.normal_array.changed)
+ {
+ if (tmuState0.normal_array.enabled)
+ {
+ glEsImpl->glEnableClientState(GL_NORMAL_ARRAY);
+ }
+ else
+ {
+ glEsImpl->glDisableClientState(GL_NORMAL_ARRAY);
+ }
+ glEsImpl->glColorPointer(tmuState0.normal_array.size,
+ tmuState0.normal_array.type,
+ tmuState0.normal_array.stride,
+ tmuState0.normal_array.ptr);
+ tmuState0.normal_array.changed = GL_FALSE;
+ }
if (arraysValid || tmuState0.texture_coord_array.changed)
{
tmuState0.texture_coord_array.changed = GL_FALSE;
clientstate->color_array.enabled = GL_TRUE;
clientstate->color_array.changed = GL_TRUE;
+ break;
+ case GL_NORMAL_ARRAY:
+ if (clientstate->normal_array.enabled)
+ {
+ return;
+ }
+ clientstate->normal_array.enabled = GL_TRUE;
+ clientstate->normal_array.changed = GL_TRUE;
+
break;
case GL_TEXTURE_COORD_ARRAY:
if (clientstate->texture_coord_array.enabled)
clientstate->color_array.enabled = GL_FALSE;
clientstate->color_array.changed = GL_TRUE;
+ break;
+ case GL_NORMAL_ARRAY:
+ if (!clientstate->normal_array.enabled)
+ {
+ return;
+ }
+ clientstate->normal_array.enabled = GL_FALSE;
+ clientstate->normal_array.changed = GL_TRUE;
+
break;
case GL_TEXTURE_COORD_ARRAY:
if (!clientstate->texture_coord_array.enabled)
tmuState0.color_array.ptr = (GLvoid*)pointer;
tmuState0.color_array.changed = GL_TRUE;
}
+
+void glNormalPointer( GLenum type, GLsizei stride, const GLvoid *pointer )
+ {
+ int size = 0;
+ if (tmuState0.normal_array.size == size &&
+ tmuState0.normal_array.stride == stride &&
+ tmuState0.normal_array.type == type &&
+ tmuState0.normal_array.ptr == pointer)
+ {
+ return;
+ }
+ tmuState0.normal_array.size = size;
+ tmuState0.normal_array.stride = stride;
+ tmuState0.normal_array.type = type;
+ tmuState0.normal_array.ptr = (GLvoid*)pointer;
+ tmuState0.normal_array.changed = GL_TRUE;
+ }
void glPolygonOffset( GLfloat factor, GLfloat units )
{
FlushOnStateChange();
FlushOnStateChange();
glEsImpl->glFrontFace(mode);
}
+// End Vladimir
+
+void glTexEnvi (GLenum target, GLenum pname, GLint param)
+ {
+ if (target == GL_TEXTURE_ENV)
+ {
+ if (pname == GL_TEXTURE_ENV_MODE)
+ {
+ if (param == activetmuState->texture_env_mode.value)
+ {
+ return;
+ }
+ else
+ {
+ FlushOnStateChange();
+ glEsImpl->glTexEnvi(target, pname, param);
+ activetmuState->texture_env_mode.value = param;
+ return;
+ }
+ }
+ }
+ FlushOnStateChange();
+ glEsImpl->glTexEnvi(target, pname, param);
+ }
+
+void pglMultiTexCoord3f(GLenum, GLfloat, GLfloat, GLfloat)
+{
+
+}
+void pglMultiTexCoord2f(GLenum, GLfloat, GLfloat)
+{
+}
-// End Vladimir
+/*void glNormalPointer(GLenum type, GLsizei stride, const void *ptr)
+{
+ glEsImpl->glNormalPointer( type, stride, ptr );
+}*/
+
+void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
+{
+ FlushOnStateChange();
+ glEsImpl->glCopyTexSubImage2D( target, level, xoffset, yoffset, x, y, width, height );
+}
+
+void glGenFramebuffers (GLsizei n, GLuint* framebuffers)
+{
+ FlushOnStateChange();
+ glEsImpl->glGenFramebuffers( n, framebuffers );
+}
+void glGenRenderbuffers( GLsizei n, GLuint* renderbuffers )
+{
+ FlushOnStateChange();
+ glEsImpl->glGenFramebuffers( n, renderbuffers );
+}
+
+void glBindRenderbuffer(GLenum target, GLuint renderbuffer)
+{
+ FlushOnStateChange();
+ glEsImpl->glBindRenderbuffer( target, renderbuffer );
+}
+
+void glBindFramebuffer(GLenum target, GLuint framebuffer)\
+{
+ FlushOnStateChange();
+ glEsImpl->glBindFramebuffer( target, framebuffer );
+}
+
+void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
+{
+ FlushOnStateChange();
+ glEsImpl->glFramebufferRenderbuffer( target, attachment, renderbuffertarget, renderbuffer );
+}
+
+void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers)
+{
+ FlushOnStateChange();
+ glEsImpl->glDeleteFramebuffers(n, framebuffers);
+}
+
+void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers)
+{
+ FlushOnStateChange();
+ glEsImpl->glDeleteRenderbuffers( n, renderbuffers );
+}
+void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
+{
+ FlushOnStateChange();
+ glEsImpl->glFramebufferTexture2D(target, attachment,textarget,texture,level);
+}
+
+void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
+{
+ FlushOnStateChange();
+ glEsImpl->glRenderbufferStorage(target, internalformat, width, height );
+}