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raw | patch | inline | side by side (parent: ff57058)
author | mittorn <mittorn@sibmail.com> | |
Thu, 17 Aug 2017 20:15:12 +0000 (20:15 +0000) | ||
committer | mittorn <mittorn@sibmail.com> | |
Thu, 17 Aug 2017 20:15:12 +0000 (20:15 +0000) |
GL/gl.h | patch | blob | history | |
nanoWrap.cpp | patch | blob | history |
index 833e96627db715bfe71e281c3a6611bed833c38e..e1dc878f5b33fe66bdca6bcb87351daa71bd87f0 100644 (file)
--- a/GL/gl.h
+++ b/GL/gl.h
typedef float GLfloat;
typedef double GLdouble;
typedef float GLclampf;
-typedef float GLclampd;
+typedef double GLclampd;
typedef void GLvoid;
typedef int GLfixed;
typedef int GLclampx;
#define glVertex2i( x, y ) glVertex3f( x, y, 0.0 )
#define glTexCoord2d glTexCoord2f
#define glVertex3d glVertex3f
-//#define glColor4ub(x,y,z,p) glColor4f(x,y,z,p) //nicknekit: wtf???
-#define glFogi glFogf
-#define glActiveTextureARB glActiveTexture
-#define glClientActiveTextureARB glClientActiveTexture
//
void glBegin( GLenum mode );
void glViewport( GLint x, GLint y, GLsizei width, GLsizei height );
void glLoadIdentity( void );
void glColor4f( GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha );
-void glOrtho( GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar );
+void glOrtho( GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar );
void glMatrixMode( GLenum mode );
void glTexParameterf( GLenum target, GLenum pname, GLfloat param );
void glTexImage2D( GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels );
void glTranslatef( GLfloat x, GLfloat y, GLfloat z );
void glRotatef( GLfloat angle, GLfloat x, GLfloat y, GLfloat z );
void glScalef( GLfloat x, GLfloat y, GLfloat z );
-void glDepthRange( GLclampf zNear, GLclampf zFar );
+void glDepthRange(GLclampd zNear, GLclampd zFar );
void glDepthFunc( GLenum func );
void glFinish( void );
void glGetFloatv( GLenum pname, GLfloat *params );
void glGetIntegerv( GLenum pname, GLint *params );
void glCullFace( GLenum mode );
-void glFrustum( GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar );
+void glFrustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar );
void glClear( GLbitfield mask );
void glVertex3f( GLfloat x, GLfloat y, GLfloat z );
void glColor4fv( const GLfloat *v );
@@ -624,6 +620,8 @@ void glClearColor( GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha )
GLenum glGetError( void );
void glActiveTexture( GLenum texture );
void glClientActiveTexture( GLenum texture );
+void glActiveTextureARB( GLenum texture );
+void glClientActiveTextureARB( GLenum texture );
void glColor3ubv( const GLubyte *v );
void glPolygonMode( GLenum face, GLenum mode );
void glDrawArrays( GLenum mode, int first, int count );
void glMultMatrixf( const GLfloat *m );
void glPixelStorei( GLenum pname, GLint param );
+void glFogi( GLenum pname, GLint param );
void glFogf( GLenum pname, GLfloat param );
void glFogfv( GLenum pname, const GLfloat *params );
void glGetTexParameteriv( GLenum target, GLenum pname, GLint *params );
diff --git a/nanoWrap.cpp b/nanoWrap.cpp
index 8749bfbf3a98a7e00858124d1cb075625638e46f..5c5eec805314a6a8deb061897e67b88e7b0e7d54 100644 (file)
--- a/nanoWrap.cpp
+++ b/nanoWrap.cpp
GLboolean scissor_test;
GLboolean stencil_test;
GLboolean depthmask;
- GLclampf depth_range_near;
- GLclampf depth_range_far;
+ GLclampd depth_range_near;
+ GLclampd depth_range_far;
GLenum depth_func;
GLenum cullface;
GLenum shademodel;
currentVertexAttrib.alpha = (unsigned char)ClampTo255( alpha * 255.0f );
}
-void glOrtho( GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar )
+void glOrtho( GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar )
{
FlushOnStateChange( );
#ifdef USE_CORE_PROFILE
glEsImpl->glScalef( x, y, z );
}
-void glDepthRange( GLclampf zNear, GLclampf zFar )
+void glDepthRange( GLclampd zNear, GLclampd zFar )
{
if ( ( nanoglState.depth_range_near == zNear ) && ( nanoglState.depth_range_far == zFar ) )
{
glEsImpl->glCullFace( mode );
}
-void glFrustum( GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar )
+void glFrustum( GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar )
{
FlushOnStateChange( );
glEsImpl->glFrustumf( left, right, bottom, top, zNear, zFar );
activetmu = texture;
}
+void glActiveTextureARB( GLenum texture )
+{
+ if( skipnanogl )
+ {
+ glEsImpl->glActiveTexture( texture );
+ return;
+ }
+ if ( activetmu == texture )
+ {
+ return;
+ }
+ if ( delayedttmuchange )
+ {
+ delayedttmuchange = GL_FALSE;
+ }
+ else
+ {
+ delayedttmuchange = GL_TRUE;
+ delayedtmutarget = texture;
+ }
+ if ( texture == GL_TEXTURE0 )
+ {
+ activetmuState = &tmuState0;
+ }
+ else
+ {
+ activetmuState = &tmuState1;
+ }
+ activetmu = texture;
+}
+
void glClientActiveTexture( GLenum texture )
{
if( skipnanogl )
}
clientactivetmu = texture;
}
+void glClientActiveTextureARB( GLenum texture )
+{
+ if( skipnanogl )
+ {
+ glEsImpl->glClientActiveTexture( texture );
+ return;
+ }
+ clientactivetmu = texture;
+}
+
void glPolygonMode( GLenum face, GLenum mode )
{
glEsImpl->glDeleteTextures( n, textures );
}
-void glClearDepth( GLclampf depth )
+void glClearDepth( GLclampd depth )
{
FlushOnStateChange( );
glEsImpl->glClearDepthf( depth );
glEsImpl->glPixelStorei( pname, param );
}
+void glFogi( GLenum pname, GLint param )
+{
+ FlushOnStateChange( );
+ glEsImpl->glFogf( pname, param );
+}
+
void glFogf( GLenum pname, GLfloat param )
{
FlushOnStateChange( );