- removed gl interface function pointers for all OpenGL32.dll entry points.

This commit is contained in:
Christoph Oelckers 2013-09-03 14:05:41 +02:00
commit 26943fe3fd
27 changed files with 732 additions and 882 deletions

View file

@ -267,33 +267,33 @@ void FGLRenderer::ClearBorders()
int borderHeight = (trueHeight - height) / 2;
gl.Viewport(0, 0, width, trueHeight);
gl.MatrixMode(GL_PROJECTION);
gl.LoadIdentity();
gl.Ortho(0.0, width * 1.0, 0.0, trueHeight, -1.0, 1.0);
gl.MatrixMode(GL_MODELVIEW);
gl.Color3f(0.f, 0.f, 0.f);
glViewport(0, 0, width, trueHeight);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, width * 1.0, 0.0, trueHeight, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glColor3f(0.f, 0.f, 0.f);
gl_RenderState.Set2DMode(true);
gl_RenderState.EnableTexture(false);
gl_RenderState.Apply(true);
gl.Begin(GL_QUADS);
glBegin(GL_QUADS);
// upper quad
gl.Vertex2i(0, borderHeight);
gl.Vertex2i(0, 0);
gl.Vertex2i(width, 0);
gl.Vertex2i(width, borderHeight);
glVertex2i(0, borderHeight);
glVertex2i(0, 0);
glVertex2i(width, 0);
glVertex2i(width, borderHeight);
// lower quad
gl.Vertex2i(0, trueHeight);
gl.Vertex2i(0, trueHeight - borderHeight);
gl.Vertex2i(width, trueHeight - borderHeight);
gl.Vertex2i(width, trueHeight);
gl.End();
glVertex2i(0, trueHeight);
glVertex2i(0, trueHeight - borderHeight);
glVertex2i(width, trueHeight - borderHeight);
glVertex2i(width, trueHeight);
glEnd();
gl_RenderState.EnableTexture(true);
gl.Viewport(0, (trueHeight - height) / 2, width, height);
glViewport(0, (trueHeight - height) / 2, width, height);
}
//==========================================================================
@ -386,9 +386,9 @@ void FGLRenderer::DrawTexture(FTexture *img, DCanvas::DrawParms &parms)
int btm = (SCREENHEIGHT - screen->GetHeight()) / 2;
btm = SCREENHEIGHT - btm;
gl.Enable(GL_SCISSOR_TEST);
glEnable(GL_SCISSOR_TEST);
int space = (static_cast<OpenGLFrameBuffer*>(screen)->GetTrueHeight()-screen->GetHeight())/2;
gl.Scissor(parms.lclip, btm - parms.dclip + space, parms.rclip - parms.lclip, parms.dclip - parms.uclip);
glScissor(parms.lclip, btm - parms.dclip + space, parms.rclip - parms.lclip, parms.dclip - parms.uclip);
gl_SetRenderStyle(parms.style, !parms.masked, false);
if (img->bHasCanvas)
@ -396,20 +396,20 @@ void FGLRenderer::DrawTexture(FTexture *img, DCanvas::DrawParms &parms)
gl_RenderState.SetTextureMode(TM_OPAQUE);
}
gl.Color4f(r, g, b, FIXED2FLOAT(parms.alpha));
glColor4f(r, g, b, FIXED2FLOAT(parms.alpha));
gl_RenderState.EnableAlphaTest(false);
gl_RenderState.Apply();
gl.Begin(GL_TRIANGLE_STRIP);
gl.TexCoord2f(u1, v1);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(u1, v1);
glVertex2d(x, y);
gl.TexCoord2f(u1, v2);
glTexCoord2f(u1, v2);
glVertex2d(x, y + h);
gl.TexCoord2f(u2, v1);
glTexCoord2f(u2, v1);
glVertex2d(x + w, y);
gl.TexCoord2f(u2, v2);
glTexCoord2f(u2, v2);
glVertex2d(x + w, y + h);
gl.End();
glEnd();
if (parms.colorOverlay)
{
@ -417,23 +417,23 @@ void FGLRenderer::DrawTexture(FTexture *img, DCanvas::DrawParms &parms)
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gl_RenderState.BlendEquation(GL_FUNC_ADD);
gl_RenderState.Apply();
gl.Color4ub(RPART(parms.colorOverlay),GPART(parms.colorOverlay),BPART(parms.colorOverlay),APART(parms.colorOverlay));
gl.Begin(GL_TRIANGLE_STRIP);
gl.TexCoord2f(u1, v1);
glColor4ub(RPART(parms.colorOverlay),GPART(parms.colorOverlay),BPART(parms.colorOverlay),APART(parms.colorOverlay));
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(u1, v1);
glVertex2d(x, y);
gl.TexCoord2f(u1, v2);
glTexCoord2f(u1, v2);
glVertex2d(x, y + h);
gl.TexCoord2f(u2, v1);
glTexCoord2f(u2, v1);
glVertex2d(x + w, y);
gl.TexCoord2f(u2, v2);
glTexCoord2f(u2, v2);
glVertex2d(x + w, y + h);
gl.End();
glEnd();
}
gl_RenderState.EnableAlphaTest(true);
gl.Scissor(0, 0, screen->GetWidth(), screen->GetHeight());
gl.Disable(GL_SCISSOR_TEST);
glScissor(0, 0, screen->GetWidth(), screen->GetHeight());
glDisable(GL_SCISSOR_TEST);
gl_RenderState.SetTextureMode(TM_MODULATE);
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gl_RenderState.BlendEquation(GL_FUNC_ADD);
@ -449,11 +449,11 @@ void FGLRenderer::DrawLine(int x1, int y1, int x2, int y2, int palcolor, uint32
PalEntry p = color? (PalEntry)color : GPalette.BaseColors[palcolor];
gl_RenderState.EnableTexture(false);
gl_RenderState.Apply(true);
gl.Color3ub(p.r, p.g, p.b);
gl.Begin(GL_LINES);
gl.Vertex2i(x1, y1);
gl.Vertex2i(x2, y2);
gl.End();
glColor3ub(p.r, p.g, p.b);
glBegin(GL_LINES);
glVertex2i(x1, y1);
glVertex2i(x2, y2);
glEnd();
gl_RenderState.EnableTexture(true);
}
@ -467,10 +467,10 @@ void FGLRenderer::DrawPixel(int x1, int y1, int palcolor, uint32 color)
PalEntry p = color? (PalEntry)color : GPalette.BaseColors[palcolor];
gl_RenderState.EnableTexture(false);
gl_RenderState.Apply(true);
gl.Color3ub(p.r, p.g, p.b);
gl.Begin(GL_POINTS);
gl.Vertex2i(x1, y1);
gl.End();
glColor3ub(p.r, p.g, p.b);
glBegin(GL_POINTS);
glVertex2i(x1, y1);
glEnd();
gl_RenderState.EnableTexture(true);
}
@ -493,13 +493,13 @@ void FGLRenderer::Dim(PalEntry color, float damount, int x1, int y1, int w, int
g = color.g/255.0f;
b = color.b/255.0f;
gl.Begin(GL_TRIANGLE_FAN);
gl.Color4f(r, g, b, damount);
gl.Vertex2i(x1, y1);
gl.Vertex2i(x1, y1 + h);
gl.Vertex2i(x1 + w, y1 + h);
gl.Vertex2i(x1 + w, y1);
gl.End();
glBegin(GL_TRIANGLE_FAN);
glColor4f(r, g, b, damount);
glVertex2i(x1, y1);
glVertex2i(x1, y1 + h);
glVertex2i(x1 + w, y1 + h);
glVertex2i(x1 + w, y1);
glEnd();
gl_RenderState.EnableTexture(true);
}
@ -535,13 +535,13 @@ void FGLRenderer::FlatFill (int left, int top, int right, int bottom, FTexture *
fV2 = float(bottom-top) / src->GetHeight();
}
gl_RenderState.Apply();
gl.Begin(GL_TRIANGLE_STRIP);
gl.Color4f(1, 1, 1, 1);
gl.TexCoord2f(fU1, fV1); gl.Vertex2f(left, top);
gl.TexCoord2f(fU1, fV2); gl.Vertex2f(left, bottom);
gl.TexCoord2f(fU2, fV1); gl.Vertex2f(right, top);
gl.TexCoord2f(fU2, fV2); gl.Vertex2f(right, bottom);
gl.End();
glBegin(GL_TRIANGLE_STRIP);
glColor4f(1, 1, 1, 1);
glTexCoord2f(fU1, fV1); glVertex2f(left, top);
glTexCoord2f(fU1, fV2); glVertex2f(left, bottom);
glTexCoord2f(fU2, fV1); glVertex2f(right, top);
glTexCoord2f(fU2, fV2); glVertex2f(right, bottom);
glEnd();
}
//==========================================================================
@ -570,14 +570,14 @@ void FGLRenderer::Clear(int left, int top, int right, int bottom, int palcolor,
}
*/
gl.Enable(GL_SCISSOR_TEST);
gl.Scissor(left, rt - height, width, height);
glEnable(GL_SCISSOR_TEST);
glScissor(left, rt - height, width, height);
gl.ClearColor(p.r/255.0f, p.g/255.0f, p.b/255.0f, 0.f);
gl.Clear(GL_COLOR_BUFFER_BIT);
gl.ClearColor(0.f, 0.f, 0.f, 0.f);
glClearColor(p.r/255.0f, p.g/255.0f, p.b/255.0f, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(0.f, 0.f, 0.f, 0.f);
gl.Disable(GL_SCISSOR_TEST);
glDisable(GL_SCISSOR_TEST);
}
//==========================================================================
@ -609,7 +609,7 @@ void FGLRenderer::FillSimplePoly(FTexture *texture, FVector2 *points, int npoint
lightlevel = gl_CalcLightLevel(lightlevel, 0, true);
PalEntry pe = gl_CalcLightColor(lightlevel, cm.LightColor, cm.blendfactor, true);
gl.Color3ub(pe.r, pe.g, pe.b);
glColor3ub(pe.r, pe.g, pe.b);
gltexture->Bind(cm.colormap);
@ -631,7 +631,7 @@ void FGLRenderer::FillSimplePoly(FTexture *texture, FVector2 *points, int npoint
float oy = float(originy);
gl_RenderState.Apply();
gl.Begin(GL_TRIANGLE_FAN);
glBegin(GL_TRIANGLE_FAN);
for (i = 0; i < npoints; ++i)
{
float u = points[i].X - 0.5f - ox;
@ -642,9 +642,9 @@ void FGLRenderer::FillSimplePoly(FTexture *texture, FVector2 *points, int npoint
u = t * cosrot - v * sinrot;
v = v * cosrot + t * sinrot;
}
gl.TexCoord2f(u * uscale, v * vscale);
gl.Vertex3f(points[i].X, points[i].Y /* + yoffs */, 0);
glTexCoord2f(u * uscale, v * vscale);
glVertex3f(points[i].X, points[i].Y /* + yoffs */, 0);
}
gl.End();
glEnd();
}