mirror of
https://github.com/RGBCube/serenity
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LibGL: Implement all of glVertex{2,3,4}{d,dv,f,fv,i,iv,s,sv}
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41e74d4d31
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2 changed files with 120 additions and 0 deletions
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@ -151,10 +151,30 @@ GLAPI void glPopMatrix();
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GLAPI void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
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GLAPI void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
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GLAPI void glScalef(GLfloat x, GLfloat y, GLfloat z);
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GLAPI void glScalef(GLfloat x, GLfloat y, GLfloat z);
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GLAPI void glTranslatef(GLfloat x, GLfloat y, GLfloat z);
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GLAPI void glTranslatef(GLfloat x, GLfloat y, GLfloat z);
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GLAPI void glVertex2d(GLdouble x, GLdouble y);
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GLAPI void glVertex2dv(const GLdouble* v);
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GLAPI void glVertex2f(GLfloat x, GLfloat y);
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GLAPI void glVertex2f(GLfloat x, GLfloat y);
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GLAPI void glVertex2fv(const GLfloat* v);
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GLAPI void glVertex2fv(const GLfloat* v);
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GLAPI void glVertex2i(GLint x, GLint y);
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GLAPI void glVertex2iv(const GLint* v);
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GLAPI void glVertex2s(GLshort x, GLshort y);
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GLAPI void glVertex2sv(const GLshort* v);
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GLAPI void glVertex3d(GLdouble x, GLdouble y, GLdouble z);
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GLAPI void glVertex3dv(const GLdouble* v);
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GLAPI void glVertex3f(GLfloat x, GLfloat y, GLfloat z);
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GLAPI void glVertex3f(GLfloat x, GLfloat y, GLfloat z);
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GLAPI void glVertex3fv(const GLfloat* v);
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GLAPI void glVertex3fv(const GLfloat* v);
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GLAPI void glVertex3i(GLint x, GLint y, GLint z);
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GLAPI void glVertex3iv(const GLint* v);
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GLAPI void glVertex3s(GLshort x, GLshort y, GLshort z);
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GLAPI void glVertex3sv(const GLshort* v);
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GLAPI void glVertex4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w);
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GLAPI void glVertex4dv(const GLdouble* v);
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GLAPI void glVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w);
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GLAPI void glVertex4fv(const GLfloat* v);
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GLAPI void glVertex4i(GLint x, GLint y, GLint z, GLint w);
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GLAPI void glVertex4iv(const GLint* v);
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GLAPI void glVertex4s(GLshort x, GLshort y, GLshort z, GLshort w);
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GLAPI void glVertex4sv(const GLshort* v);
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GLAPI void glViewport(GLint x, GLint y, GLsizei width, GLsizei height);
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GLAPI void glViewport(GLint x, GLint y, GLsizei width, GLsizei height);
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GLAPI void glEnable(GLenum cap);
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GLAPI void glEnable(GLenum cap);
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GLAPI void glDisable(GLenum cap);
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GLAPI void glDisable(GLenum cap);
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@ -20,6 +20,16 @@ void glEnd()
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g_gl_context->gl_end();
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g_gl_context->gl_end();
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}
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}
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void glVertex2d(GLdouble x, GLdouble y)
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{
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g_gl_context->gl_vertex(x, y, 0.0, 1.0);
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}
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void glVertex2dv(const GLdouble* v)
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{
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g_gl_context->gl_vertex(v[0], v[1], 0.0, 1.0);
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}
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void glVertex2f(GLfloat x, GLfloat y)
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void glVertex2f(GLfloat x, GLfloat y)
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{
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{
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g_gl_context->gl_vertex(x, y, 0.0, 1.0);
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g_gl_context->gl_vertex(x, y, 0.0, 1.0);
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@ -30,6 +40,36 @@ void glVertex2fv(const GLfloat* v)
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g_gl_context->gl_vertex(v[0], v[1], 0.0, 1.0);
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g_gl_context->gl_vertex(v[0], v[1], 0.0, 1.0);
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}
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}
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void glVertex2i(GLint x, GLint y)
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{
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g_gl_context->gl_vertex(x, y, 0.0, 1.0);
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}
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void glVertex2iv(const GLint* v)
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{
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g_gl_context->gl_vertex(v[0], v[1], 0.0, 1.0);
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}
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void glVertex2s(GLshort x, GLshort y)
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{
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g_gl_context->gl_vertex(x, y, 0.0, 1.0);
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}
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void glVertex2sv(const GLshort* v)
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{
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g_gl_context->gl_vertex(v[0], v[1], 0.0, 1.0);
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}
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void glVertex3d(GLdouble x, GLdouble y, GLdouble z)
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{
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g_gl_context->gl_vertex(x, y, z, 1.0);
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}
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void glVertex3dv(const GLdouble* v)
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{
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g_gl_context->gl_vertex(v[0], v[1], v[2], 1.0);
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}
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void glVertex3f(GLfloat x, GLfloat y, GLfloat z)
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void glVertex3f(GLfloat x, GLfloat y, GLfloat z)
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{
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{
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g_gl_context->gl_vertex(x, y, z, 1.0);
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g_gl_context->gl_vertex(x, y, z, 1.0);
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@ -40,6 +80,66 @@ void glVertex3fv(const GLfloat* v)
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g_gl_context->gl_vertex(v[0], v[1], v[2], 1.0);
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g_gl_context->gl_vertex(v[0], v[1], v[2], 1.0);
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}
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}
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void glVertex3i(GLint x, GLint y, GLint z)
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{
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g_gl_context->gl_vertex(x, y, z, 1.0);
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}
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void glVertex3iv(const GLint* v)
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{
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g_gl_context->gl_vertex(v[0], v[1], v[2], 1.0);
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}
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void glVertex3s(GLshort x, GLshort y, GLshort z)
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{
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g_gl_context->gl_vertex(x, y, z, 1.0);
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}
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void glVertex3sv(const GLshort* v)
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{
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g_gl_context->gl_vertex(v[0], v[1], v[2], 1.0);
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}
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void glVertex4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
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{
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g_gl_context->gl_vertex(x, y, z, w);
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}
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void glVertex4dv(const GLdouble* v)
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{
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g_gl_context->gl_vertex(v[0], v[1], v[2], v[3]);
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}
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void glVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
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{
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g_gl_context->gl_vertex(x, y, z, w);
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}
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void glVertex4fv(const GLfloat* v)
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{
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g_gl_context->gl_vertex(v[0], v[1], v[2], v[3]);
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}
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void glVertex4i(GLint x, GLint y, GLint z, GLint w)
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{
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g_gl_context->gl_vertex(x, y, z, w);
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}
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void glVertex4iv(const GLint* v)
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{
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g_gl_context->gl_vertex(v[0], v[1], v[2], v[3]);
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}
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void glVertex4s(GLshort x, GLshort y, GLshort z, GLshort w)
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{
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g_gl_context->gl_vertex(x, y, z, w);
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}
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void glVertex4sv(const GLshort* v)
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{
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g_gl_context->gl_vertex(v[0], v[1], v[2], v[3]);
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}
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void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
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void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
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{
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{
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g_gl_context->gl_rotate(angle, x, y, z);
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g_gl_context->gl_rotate(angle, x, y, z);
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