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-rw-r--r--libvo/matrixview.c156
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)