assaultfish/engine/src/gl.c

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C
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#include <GearSrc/GL.h>
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GSGL GSGLCreate(GSClient client) {
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GLfloat lightamb[] = {0.5, 0.5, 0.5, 1.0};
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GLfloat lightcol[] = {1.0, 1.0, 1.0, 1.0};
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GSGL gl;
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gl = malloc(sizeof(*client->gl));
gl->engine = client->engine;
glEnable(GL_DEPTH_TEST);
glEnable(GL_NORMALIZE);
glEnable(GL_BLEND);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
glEnable(GL_CULL_FACE);
glLightfv(GL_LIGHT0, GL_AMBIENT, lightamb);
glLightfv(GL_LIGHT0, GL_DIFFUSE, lightcol);
glLightfv(GL_LIGHT0, GL_SPECULAR, lightcol);
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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GSGLShadowInit(gl);
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return gl;
}
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void GSGLDestroy(GSGL gl) {
GSGLShadowDeinit(gl);
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free(gl);
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}
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void GSGLClear(GSGL gl) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
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void GSGLIgnoreDepth(GSGL gl) {
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glDisable(GL_DEPTH_TEST);
}
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void GSGLCareDepth(GSGL gl) {
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glEnable(GL_DEPTH_TEST);
}
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void GSGLSetLight(GSGL gl) {
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GLfloat f[4];
int i;
for(i = 0; i < 4; i++) f[i] = gl->engine->client->light0[i];
glLightfv(GL_LIGHT0, GL_POSITION, f);
}
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void GSGLPolygon(GSGL gl, int pairs, GSVector3* vert, GSVector2* tex, GSVector3 norm) {
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int i;
glBegin(GL_POLYGON);
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glNormal3f(norm[0], norm[1], norm[2]);
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for(i = 0; i < pairs; i++) {
if(tex != NULL) glTexCoord2f(tex[i][0], tex[i][1]);
glVertex3f(vert[i][0], vert[i][1], vert[i][2]);
}
glEnd();
}
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void GSGLPolygon2D(GSGL gl, int pairs, GSVector2* vert, GSVector2* tex) {
int i;
glBegin(GL_POLYGON);
for(i = 0; i < pairs; i++) {
if(tex != NULL) glTexCoord2f(tex[i][0], tex[i][1]);
glVertex2f(vert[i][0], vert[i][1]);
}
glEnd();
}
void GSGLBegin2D(GSGL gl) {
GSGLIgnoreDepth(gl);
GSGLShadowDisable(gl);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, gl->engine->width, gl->engine->height, 0, -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
}
void GSGLEnd2D(GSGL gl) {
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
GSGLShadowEnable(gl);
GSGLCareDepth(gl);
}