Acme-MITHALDU-BleedingOpenGL
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case GL_SHORT: \
for (i=0;i<(count);i++) \
{ \
((GLshort*)(dst))[i] = (GLshort)SvIV(ST(i+(offset))); \
} \
break; \
case GL_UNSIGNED_INT: \
for (i=0;i<(count);i++) \
{ \
((GLuint*)(dst))[i] = (GLuint)SvIV(ST(i+(offset))); \
} \
break; \
case GL_INT: \
for (i=0;i<(count);i++) \
{ \
((GLint*)(dst))[i] = (GLint)SvIV(ST(i+(offset))); \
} \
break; \
case GL_FLOAT: \
for (i=0;i<(count);i++) \
{ \
((GLfloat*)(dst))[i] = (GLfloat)SvNV(ST(i+(offset))); \
} \
break; \
case GL_DOUBLE: \
for (i=0;i<(count);i++) \
{ \
((GLdouble*)(dst))[i] = (GLdouble)SvNV(ST(i+(offset))); \
} \
break; \
default: \
croak("unknown type"); \
} \
}
#ifndef GL_ADD
#define GL_ADD 0x0104
#endif
#ifndef GL_ADD_SIGNED_ARB
#define GL_ADD_SIGNED_ARB GL_ADD_SIGNED_EXT
#endif
#ifndef GL_SUBTRACT_ARB
#define GL_SUBTRACT_ARB GL_SUBTRACT_EXT
#endif
#ifndef GL_INTERPOLATE_ARB
#define GL_INTERPOLATE_ARB GL_INTERPOLATE_EXT
#endif
#ifndef GL_VERSION_1_0
#define GL_VERSION_1_0 1
#endif
#ifndef GL_TEXTURE_BINDING_3D
#define GL_TEXTURE_BINDING_3D 0x806A
#endif
/* Remap 1.1 extensions */
#ifdef GL_VERSION_1_1
#ifndef GL_VERSION_1_2
#ifndef GL_EXT_polygon_offset
#define GL_EXT_polygon_offset 1
#define GL_EXT_polygon_offset_is_faked 1
#define GL_POLYGON_OFFSET_EXT 0x8037
#define GL_POLYGON_OFFSET_FACTOR_EXT 0x8038
#define GL_POLYGON_OFFSET_BIAS_EXT 0x8039
#define glPolygonOffsetEXT(factor,units) glPolygonOffset((factor),(units)*(float)0x10000)
#endif
#ifndef GL_EXT_texture_object
#define GL_EXT_texture_object 1
#define GL_EXT_texture_object_is_faked 1
#define GL_TEXTURE_PRIORITY_EXT GL_TEXTURE_PRIORITY
#define GL_TEXTURE_RESIDENT_EXT GL_TEXTURE_RESIDENT
#define GL_TEXTURE_1D_BINDING_EXT GL_TEXTURE_BINDING_1D
#define GL_TEXTURE_2D_BINDING_EXT GL_TEXTURE_BINDING_2D
#define GL_TEXTURE_3D_BINDING_EXT GL_TEXTURE_BINDING_3D
#define glAreTexturesResidentEXT(n,textures,residences) glAreTexturesResident(n,textures,residences)
#define glBindTextureEXT(target,texture) glBindTexture((target),(texture))
#define glDeleteTexturesEXT(n,textures) glDeleteTextures((n),(textures))
#define glGenTexturesEXT(n,textures) glGenTextures((n),(textures))
#define glIsTextureEXT(list) glIsTexture(list)
#define glPrioritizeTexturesEXT(n,textures,priorities) glPrioritizeTextures((n),(textures),(priorities))
#endif
#ifndef GL_EXT_copy_texture
#define GL_EXT_copy_texture 1
#define GL_EXT_copy_texture_is_faked 1
#define glCopyTexImage1DEXT(target,level,internalFormat,x,y,width,border) \
glCopyTexImage1D((target),(level),(internalFormat),(x),(y),(width),(border))
#define glCopyTexImage2DEXT(target,level,internalFormat,x,y,width,height,border) \
glCopyTexImage2D((target),(level),(internalFormat),(x),(y),(width),(height),(border))
#define glCopyTexSubImage1DEXT(target,level,xoffset,x,y,width) \
glCopyTexSubImage1D((target),(level),(xoffset),(x),(y),(width))
#define glCopyTexSubImage2DEXT(target,level,xoffset,yoffset,x,y,width,height) \
glCopyTexSubImage2D((target),(level),(xoffset),(yoffset),(x),(y),(width),(height))
#if defined(HAVE_VER) || defined(_WIN32)
#define glCopyTexSubImage3DEXT(target,level,xoffset,yoffset,zoffset,x,y,width,height) \
glCopyTexSubImage3D((target),(level),(xoffset),(yoffset),(zoffset),(x),(y),(width),(height))
#else
#define glCopyTexSubImage3DEXT(target,level,xoffset,yoffset,zoffset,x,y,width,height)
#endif
#endif
#ifndef GL_EXT_vertex_array
#define GL_EXT_vertex_array 1
#define GL_EXT_vertex_array_is_faked 1
#define GL_VERTEX_ARRAY_COUNT_EXT 0x807D
#define GL_NORMAL_ARRAY_COUNT_EXT 0x8080
#define GL_COLOR_ARRAY_COUNT_EXT 0x8084
#define GL_INDEX_ARRAY_COUNT_EXT 0x8087
#define GL_TEXTURE_COORD_ARRAY_COUNT_EXT 0x808B
#define GL_EDGE_FLAG_ARRAY_COUNT_EXT 0x808D
#define GL_VERTEX_ARRAY_EXT GL_VERTEX_ARRAY
#define GL_NORMAL_ARRAY_EXT GL_NORMAL_ARRAY
#define GL_COLOR_ARRAY_EXT GL_COLOR_ARRAY
#define GL_INDEX_ARRAY_EXT GL_INDEX_ARRAY
#define GL_TEXCOORD_ARRAY_EXT GL_TEXCOORD_ARRAY
#define GL_EDGEFLAG_ARRAY_EXT GL_EDGEFLAG_ARRAY
#define GL_TEXTURE_COORD_ARRAY_EXT GL_TEXTURE_COORD_ARRAY
#define GL_EDGE_FLAG_ARRAY_EXT GL_EDGE_FLAG_ARRAY
#define GL_VERTEX_ARRAY_SIZE_EXT GL_VERTEX_ARRAY_SIZE
#define GL_VERTEX_ARRAY_TYPE_EXT GL_VERTEX_ARRAY_TYPE
#define GL_VERTEX_ARRAY_STRIDE_EXT GL_VERTEX_ARRAY_STRIDE
#define GL_NORMAL_ARRAY_TYPE_EXT GL_NORMAL_ARRAY_TYPE
#define GL_NORMAL_ARRAY_STRIDE_EXT GL_NORMAL_ARRAY_STRIDE
#define GL_COLOR_ARRAY_SIZE_EXT GL_COLOR_ARRAY_SIZE
#define GL_COLOR_ARRAY_TYPE_EXT GL_COLOR_ARRAY_TYPE
#define GL_COLOR_ARRAY_STRIDE_EXT GL_COLOR_ARRAY_STRIDE
#define GL_INDEX_ARRAY_TYPE_EXT GL_INDEX_ARRAY_TYPE
#define GL_INDEX_ARRAY_STRIDE_EXT GL_INDEX_ARRAY_STRIDE
#define GL_TEXTURE_COORD_ARRAY_SIZE_EXT GL_TEXTURE_COORD_ARRAY_SIZE
#define GL_TEXTURE_COORD_ARRAY_TYPE_EXT GL_TEXTURE_COORD_ARRAY_TYPE
#define GL_TEXTURE_COORD_ARRAY_STRIDE_EXT GL_TEXTURE_COORD_ARRAY_STRIDE
#define GL_EDGE_FLAG_ARRAY_STRIDE_EXT GL_EDGE_FLAG_ARRAY_STRIDE
#define GL_VERTEX_ARRAY_POINTER_EXT GL_VERTEX_ARRAY_POINTER
#define GL_NORMAL_ARRAY_POINTER_EXT GL_NORMAL_ARRAY_POINTER
#define GL_COLOR_ARRAY_POINTER_EXT GL_COLOR_ARRAY_POINTER
#define GL_INDEX_ARRAY_POINTER_EXT GL_INDEX_ARRAY_POINTER
#define GL_TEXTURE_COORD_ARRAY_POINTER_EXT GL_TEXTURE_COORD_ARRAY_POINTER
#define GL_EDGE_FLAG_ARRAY_POINTER_EXT GL_EDGE_FLAG_ARRAY_POINTER
#define glArrayElementEXT(i) glArrayElement(i)
#define glDrawArraysEXT(mode,first,count) glDrawArrays((mode),(first),(count))
#define glVertexPointerEXT(size,type,stride,count,pointer) \
glVertexPointer((size),(type),(stride),(pointer))
#define glNormalPointerEXT(type,stride,count,pointer) \
glNormalPointer((type),(stride),(pointer))
#define glColorPointerEXT(size,type,stride,count,pointer) \
glColorPointer((size),(type),(stride),(pointer))
#define glIndexPointerEXT(type,stride,count,pointer) \
glIndexPointer((type),(stride),(pointer))
#define glTexCoordPointerEXT(size,type,stride,count,pointer) \
glTexCoordPointer((size),(type),(stride),(pointer))
#define glEdgeFlagPointerEXT(stride,count,pointer) \
glEdgeFlagPointer((stride),(pointer))
#endif
#endif
#endif /* Remap 1.1 extensions */
#ifndef GL_EXT_Cg_shader
#define GL_EXT_Cg_shader 1
#define GL_CG_VERTEX_SHADER_EXT 0x890E
#define GL_CG_FRAGMENT_SHADER_EXT 0x890F
#endif
/* missing defs */
#ifndef GL_CMYK
#define GL_CMYK GL_CMYK_EXT
#endif
#ifndef GL_CMYKA
#define GL_CMYKA GL_CMYKA_EXT
#endif
#ifndef GL_PACK_CMYK_HINT
#define GL_PACK_CMYK_HINT GL_PACK_CMYK_HINT_EXT
#endif
#ifndef GL_UNPACK_CMYK_HINT
#define GL_UNPACK_CMYK_HINT GL_UNPACK_CMYK_HINT_EXT
#endif
#ifndef GL_BLEND_EQUATION_EXT
#define GL_BLEND_EQUATION_EXT 0x8009
#endif
#ifndef GL_BLEND_COLOR_EXT
#define GL_BLEND_COLOR_EXT 0x8005
#endif
// fake bgr constants so OpenGL::Image::Targa will work on GL1.1
#if !defined(GL_VERSION_1_2) && defined(GL_EXT_bgra)
#define GL_BGR GL_BGR_EXT
#define GL_BGRA GL_BGRA_EXT
#endif
#define MAX_GL_TEXPARAMETER_COUNT 4
extern int gl_texparameter_count(GLenum pname);
#define MAX_GL_TEXENV_COUNT 4
extern int gl_texenv_count(GLenum pname);
#define MAX_GL_TEXGEN_COUNT 4
extern int gl_texgen_count(GLenum pname);
#define MAX_GL_MATERIAL_COUNT 4
extern int gl_material_count(GLenum pname);
#define MAX_GL_MAP_COUNT 4
extern int gl_map_count(GLenum target, GLenum query);
#define MAX_GL_LIGHT_COUNT 4
extern int gl_light_count(GLenum pname);
#define MAX_GL_LIGHTMODEL_COUNT 4
extern int gl_lightmodel_count(GLenum pname);
#define MAX_GL_FOG_COUNT 4
extern int gl_fog_count(GLenum pname);
#define MAX_GL_GET_COUNT 16
extern int gl_get_count(GLenum param);
extern int gl_pixelmap_size(GLenum map);
extern int gl_state_count(GLenum state);
enum {
gl_pixelbuffer_pack = 1,
gl_pixelbuffer_unpack = 2,
};
extern unsigned long gl_pixelbuffer_size(
GLenum format,
GLsizei width,
GLsizei height,
GLenum type,
int mode);
extern GLvoid * pack_image_ST(SV ** stack, int count, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, int mode);
extern GLvoid * allocate_image_ST(GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, int mode);
extern SV ** unpack_image_ST(SV ** SP, void * data,
GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, int mode);
extern GLvoid * ELI(SV * sv, GLsizei width, GLsizei height, GLenum format, GLenum type, int mode);
extern GLvoid * EL(SV * sv, int needlen);
extern int gl_type_size(GLenum type);
extern int gl_component_count(GLenum format, GLenum type);
// Only support 2 for now
#define MAX_ARRAY_DIMENSIONS 2
struct oga_struct {
int type_count, item_count;
GLint bind;
GLenum * types;
GLint * type_offset;
int total_types_width;
void * data;
int data_length;
int dimension_count;
int dimensions[MAX_ARRAY_DIMENSIONS];
GLuint target, pixel_type, pixel_format, element_size;
GLuint affine_handle;
GLuint tex_handle[2];
GLuint fbo_handle;
int fbo_w, fbo_h;
int free_data;
};
typedef struct oga_struct oga_struct;
typedef oga_struct * OpenGL__Array;
typedef oga_struct * OpenGL__Matrix;
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