2026-01-10 19:51:48 +09:00
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#include <GearBox/GL.h>
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GBGL GBGLCreate(GBClient client) {
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2026-01-11 01:36:32 +09:00
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GLfloat lightamb[] = {0.5, 0.5, 0.5, 1.0};
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2026-01-10 19:51:48 +09:00
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GLfloat lightcol[] = {1.0, 1.0, 1.0, 1.0};
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GBGL gl;
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gl = malloc(sizeof(*client->gl));
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gl->engine = client->engine;
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_NORMALIZE);
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glEnable(GL_BLEND);
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glEnable(GL_COLOR_MATERIAL);
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glEnable(GL_LIGHT0);
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glEnable(GL_LIGHTING);
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glEnable(GL_CULL_FACE);
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glLightfv(GL_LIGHT0, GL_AMBIENT, lightamb);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, lightcol);
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glLightfv(GL_LIGHT0, GL_SPECULAR, lightcol);
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glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
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glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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GBGLShadowInit(gl);
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return gl;
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}
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void GBGLDestroy(GBGL gl) {
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2026-01-11 18:27:41 +09:00
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GBGLShadowDeinit(gl);
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2026-01-11 01:36:32 +09:00
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free(gl);
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2026-01-10 19:51:48 +09:00
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}
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2026-01-11 23:10:13 +09:00
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void GBGLClear(GBGL gl) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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void GBGLIgnoreDepth(GBGL gl) {
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glDisable(GL_DEPTH_TEST);
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}
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void GBGLCareDepth(GBGL gl) {
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glEnable(GL_DEPTH_TEST);
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}
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void GBGLSetLight(GBGL gl) {
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GLfloat f[4];
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int i;
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for(i = 0; i < 4; i++) f[i] = gl->engine->client->light0[i];
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glLightfv(GL_LIGHT0, GL_POSITION, f);
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}
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2026-01-12 01:03:18 +09:00
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void GBGLPolygon(GBGL gl, int pairs, GBVector3* vert, GBVector2* tex) {
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int i;
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glBegin(GL_POLYGON);
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for(i = 0; i < pairs; i++) {
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if(tex != NULL) glTexCoord2f(tex[i][0], tex[i][1]);
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glVertex3f(vert[i][0], vert[i][1], vert[i][2]);
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}
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glEnd();
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}
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