diff options
author | reimar <reimar@b3059339-0415-0410-9bf9-f77b7e298cf2> | 2010-04-03 07:08:07 +0000 |
---|---|---|
committer | reimar <reimar@b3059339-0415-0410-9bf9-f77b7e298cf2> | 2010-04-03 07:08:07 +0000 |
commit | 2cebf8eeb75d5e7b1c430147228995ad1e89fefe (patch) | |
tree | 09f83142a2fc53cfec367e8dd74a46e9498001cc /libvo/matrixview.c | |
parent | 0a49e5e96c87375322be56417109ff12632a0323 (diff) | |
download | mpv-2cebf8eeb75d5e7b1c430147228995ad1e89fefe.tar.bz2 mpv-2cebf8eeb75d5e7b1c430147228995ad1e89fefe.tar.xz |
Add mpgl prefix to all OpenGL-related function pointers.
This is necessary because at least the GetString symbol
causes clashes on PPC OSX 10.4, causing -vo gl to always
crash.
git-svn-id: svn://svn.mplayerhq.hu/mplayer/trunk@30987 b3059339-0415-0410-9bf9-f77b7e298cf2
Diffstat (limited to 'libvo/matrixview.c')
-rw-r--r-- | libvo/matrixview.c | 156 |
1 files changed, 78 insertions, 78 deletions
diff --git a/libvo/matrixview.c b/libvo/matrixview.c index f2dff111a3..0aa43e5303 100644 --- a/libvo/matrixview.c +++ b/libvo/matrixview.c @@ -76,17 +76,17 @@ static void draw_char(int num, float light, float x, float y, float z) num3 = num - (num2 * 10); ty = (float)num2 / 7; tx = (float)num3 / 10; - Normal3f(0.0f, 0.0f, 1.0f); // Needed for lighting - Color4f(0.0, 1.0, 0.0, light); // Basic polygon color - - TexCoord2f(tx, ty); - Vertex3f(x, y, z); - TexCoord2f(tx + 0.1, ty); - Vertex3f(x + 1, y, z); - TexCoord2f(tx + 0.1, ty + 0.166); - Vertex3f(x + 1, y - 1, z); - TexCoord2f(tx, ty + 0.166); - Vertex3f(x, y - 1, z); + mpglNormal3f(0.0f, 0.0f, 1.0f); // Needed for lighting + mpglColor4f(0.0, 1.0, 0.0, light); // Basic polygon color + + mpglTexCoord2f(tx, ty); + mpglVertex3f(x, y, z); + mpglTexCoord2f(tx + 0.1, ty); + mpglVertex3f(x + 1, y, z); + mpglTexCoord2f(tx + 0.1, ty + 0.166); + mpglVertex3f(x + 1, y - 1, z); + mpglTexCoord2f(tx, ty + 0.166); + mpglVertex3f(x, y - 1, z); } static void draw_illuminatedchar(int num, float x, float y, float z) @@ -98,32 +98,32 @@ static void draw_illuminatedchar(int num, float x, float y, float z) num3 = num - (num2 * 10); ty = (float)num2 / 7; tx = (float)num3 / 10; - Normal3f(0.0f, 0.0f, 1.0f); // Needed for lighting - Color4f(1.0, 1.0, 1.0, .5); // Basic polygon color - - TexCoord2f(tx, ty); - Vertex3f(x, y, z); - TexCoord2f(tx + 0.1, ty); - Vertex3f(x + 1, y, z); - TexCoord2f(tx + 0.1, ty + 0.166); - Vertex3f(x + 1, y - 1, z); - TexCoord2f(tx, ty + 0.166); - Vertex3f(x, y - 1, z); + mpglNormal3f(0.0f, 0.0f, 1.0f); // Needed for lighting + mpglColor4f(1.0, 1.0, 1.0, .5); // Basic polygon color + + mpglTexCoord2f(tx, ty); + mpglVertex3f(x, y, z); + mpglTexCoord2f(tx + 0.1, ty); + mpglVertex3f(x + 1, y, z); + mpglTexCoord2f(tx + 0.1, ty + 0.166); + mpglVertex3f(x + 1, y - 1, z); + mpglTexCoord2f(tx, ty + 0.166); + mpglVertex3f(x, y - 1, z); } static void draw_flare(float x, float y, float z) //flare { - Normal3f(0.0f, 0.0f, 1.0f); // Needed for lighting - Color4f(1.0, 1.0, 1.0, .8); // Basic polygon color - - TexCoord2f(0, 0); - Vertex3f(x - 1, y + 1, z); - TexCoord2f(0.75, 0); - Vertex3f(x + 2, y + 1, z); - TexCoord2f(0.75, 0.75); - Vertex3f(x + 2, y - 2, z); - TexCoord2f(0, 0.75); - Vertex3f(x - 1, y - 2, z); + mpglNormal3f(0.0f, 0.0f, 1.0f); // Needed for lighting + mpglColor4f(1.0, 1.0, 1.0, .8); // Basic polygon color + + mpglTexCoord2f(0, 0); + mpglVertex3f(x - 1, y + 1, z); + mpglTexCoord2f(0.75, 0); + mpglVertex3f(x + 2, y + 1, z); + mpglTexCoord2f(0.75, 0.75); + mpglVertex3f(x + 2, y - 2, z); + mpglTexCoord2f(0, 0.75); + mpglVertex3f(x - 1, y - 2, z); } static void draw_text(uint8_t *pic) @@ -251,21 +251,21 @@ static void make_text(void) static void ourBuildTextures(void) { - TexImage2D(GL_TEXTURE_2D, 0, 1, 128, 64, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, - font_texture); - TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + mpglTexImage2D(GL_TEXTURE_2D, 0, 1, 128, 64, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, + font_texture); + mpglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + mpglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - BindTexture(GL_TEXTURE_2D, 1); - TexImage2D(GL_TEXTURE_2D, 0, 1, 4, 4, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, - flare); - TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + mpglBindTexture(GL_TEXTURE_2D, 1); + mpglTexImage2D(GL_TEXTURE_2D, 0, 1, 4, 4, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, + flare); + mpglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + mpglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Some pretty standard settings for wrapping and filtering. - TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); - TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); - BindTexture(GL_TEXTURE_2D, 0); + mpglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + mpglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + mpglBindTexture(GL_TEXTURE_2D, 0); } void matrixview_init(int w, int h) @@ -275,27 +275,27 @@ void matrixview_init(int w, int h) ourBuildTextures(); // Color to clear color buffer to. - ClearColor(0.0f, 0.0f, 0.0f, 0.0f); + mpglClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Depth to clear depth buffer to; type of test. - ClearDepth(1.0); - DepthFunc(GL_LESS); + mpglClearDepth(1.0); + mpglDepthFunc(GL_LESS); // Enables Smooth Color Shading; try GL_FLAT for (lack of) fun. - ShadeModel(GL_SMOOTH); + mpglShadeModel(GL_SMOOTH); // Set up a light, turn it on. - Lightfv(GL_LIGHT1, GL_POSITION, Light_Position); - Lightfv(GL_LIGHT1, GL_AMBIENT, Light_Ambient); - Lightfv(GL_LIGHT1, GL_DIFFUSE, Light_Diffuse); - Enable(GL_LIGHT1); + mpglLightfv(GL_LIGHT1, GL_POSITION, Light_Position); + mpglLightfv(GL_LIGHT1, GL_AMBIENT, Light_Ambient); + mpglLightfv(GL_LIGHT1, GL_DIFFUSE, Light_Diffuse); + mpglEnable(GL_LIGHT1); // A handy trick -- have surface material mirror the color. - ColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE); - Enable(GL_COLOR_MATERIAL); + mpglColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE); + mpglEnable(GL_COLOR_MATERIAL); // Allow adjusting of texture color via glColor - TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + mpglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); matrixview_reshape(w, h); } @@ -303,48 +303,48 @@ void matrixview_init(int w, int h) void matrixview_reshape(int w, int h) { - Viewport(0, 0, w, h); + mpglViewport(0, 0, w, h); - MatrixMode(GL_PROJECTION); - LoadIdentity(); - Frustum(-_text_x, _text_x, -_text_y, _text_y, -Z_Off - Z_Depth, -Z_Off); + mpglMatrixMode(GL_PROJECTION); + mpglLoadIdentity(); + mpglFrustum(-_text_x, _text_x, -_text_y, _text_y, -Z_Off - Z_Depth, -Z_Off); - MatrixMode(GL_MODELVIEW); + mpglMatrixMode(GL_MODELVIEW); } void matrixview_draw(int w, int h, double currentTime, float frameTime, uint8_t *data) { - Enable(GL_BLEND); - Enable(GL_TEXTURE_2D); + mpglEnable(GL_BLEND); + mpglEnable(GL_TEXTURE_2D); - Disable(GL_LIGHTING); - BlendFunc(GL_SRC_ALPHA, GL_ONE); - Disable(GL_DEPTH_TEST); + mpglDisable(GL_LIGHTING); + mpglBlendFunc(GL_SRC_ALPHA, GL_ONE); + mpglDisable(GL_DEPTH_TEST); - MatrixMode(GL_MODELVIEW); - LoadIdentity(); - Translated(0.0f, 0.0f, Z_Off); + mpglMatrixMode(GL_MODELVIEW); + mpglLoadIdentity(); + mpglTranslated(0.0f, 0.0f, Z_Off); // Clear the color and depth buffers. - Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + mpglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // OK, let's start drawing our planer quads. - Begin(GL_QUADS); + mpglBegin(GL_QUADS); draw_text(data); - End(); + mpglEnd(); - BindTexture(GL_TEXTURE_2D, 1); - Begin(GL_QUADS); + mpglBindTexture(GL_TEXTURE_2D, 1); + mpglBegin(GL_QUADS); draw_flares(); - End(); - BindTexture(GL_TEXTURE_2D, 0); + mpglEnd(); + mpglBindTexture(GL_TEXTURE_2D, 0); make_change(currentTime); - LoadIdentity(); - MatrixMode(GL_PROJECTION); + mpglLoadIdentity(); + mpglMatrixMode(GL_PROJECTION); } void matrixview_contrast_set(float contrast) |