1 /* 2 Copyright (C) 1996-1997 Id Software, Inc. 3 4 This program is free software; you can redistribute it and/or 5 modify it under the terms of the GNU General Public License 6 as published by the Free Software Foundation; either version 2 7 of the License, or (at your option) any later version. 8 9 This program is distributed in the hope that it will be useful, 10 but WITHOUT ANY WARRANTY; without even the implied warranty of 11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. 12 13 See the GNU General Public License for more details. 14 15 You should have received a copy of the GNU General Public License 16 along with this program; if not, write to the Free Software 17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. 18 19 */ 20 // disable data conversion warnings 21 22 #ifdef _WIN32 23 #pragma warning(disable : 4244) // MIPS 24 #pragma warning(disable : 4136) // X86 25 #pragma warning(disable : 4051) // ALPHA 26 #endif 27 28 #ifdef _WIN32 29 #include <windows.h> 30 #endif 31 32 #ifdef USE_OPENGLES 33 34 #include <GLES/gl.h> 35 36 #else 37 38 #include <GL/gl.h> 39 #include <GL/glu.h> 40 41 #endif 42 43 void GL_BeginRendering (int *x, int *y, int *width, int *height); 44 void GL_EndRendering (void); 45 46 #ifdef USE_OPENGLES 47 48 #else // full OpenGL 49 50 // Function prototypes for the Texture Object Extension routines 51 typedef GLboolean (APIENTRY *ARETEXRESFUNCPTR)(GLsizei, const GLuint *, 52 const GLboolean *); 53 typedef void (APIENTRY *BINDTEXFUNCPTR)(GLenum, GLuint); 54 typedef void (APIENTRY *DELTEXFUNCPTR)(GLsizei, const GLuint *); 55 typedef void (APIENTRY *GENTEXFUNCPTR)(GLsizei, GLuint *); 56 typedef GLboolean (APIENTRY *ISTEXFUNCPTR)(GLuint); 57 typedef void (APIENTRY *PRIORTEXFUNCPTR)(GLsizei, const GLuint *, 58 const GLclampf *); 59 typedef void (APIENTRY *TEXSUBIMAGEPTR)(int, int, int, int, int, int, int, int, void *); 60 61 extern BINDTEXFUNCPTR bindTexFunc; 62 extern DELTEXFUNCPTR delTexFunc; 63 extern TEXSUBIMAGEPTR TexSubImage2DFunc; 64 65 #endif // USE_OPENGLES 66 67 extern int texture_extension_number; 68 extern int texture_mode; 69 70 extern float gldepthmin, gldepthmax; 71 72 void GL_Upload32 (unsigned *data, int width, int height, qboolean mipmap, qboolean alpha); 73 void GL_Upload8 (byte *data, int width, int height, qboolean mipmap, qboolean alpha); 74 int GL_LoadTexture (const char *identifier, int width, int height, byte *data, qboolean mipmap, qboolean alpha); 75 int GL_FindTexture (const char *identifier); 76 77 typedef struct 78 { 79 float x, y, z; 80 float s, t; 81 float r, g, b; 82 } glvert_t; 83 84 extern glvert_t glv; 85 86 extern int glx, gly, glwidth, glheight; 87 88 #ifdef _WIN32 89 extern PROC glArrayElementEXT; 90 extern PROC glColorPointerEXT; 91 extern PROC glTexturePointerEXT; 92 extern PROC glVertexPointerEXT; 93 #endif 94 95 // r_local.h -- private refresh defs 96 97 #define ALIAS_BASE_SIZE_RATIO (1.0 / 11.0) 98 // normalizing factor so player model works out to about 99 // 1 pixel per triangle 100 #define MAX_LBM_HEIGHT 480 101 102 #define TILE_SIZE 128 // size of textures generated by R_GenTiledSurf 103 104 #define SKYSHIFT 7 105 #define SKYSIZE (1 << SKYSHIFT) 106 #define SKYMASK (SKYSIZE - 1) 107 108 #define BACKFACE_EPSILON 0.01 109 110 111 void R_TimeRefresh_f (void); 112 void R_ReadPointFile_f (void); 113 texture_t *R_TextureAnimation (texture_t *base); 114 115 typedef struct surfcache_s 116 { 117 struct surfcache_s *next; 118 struct surfcache_s **owner; // NULL is an empty chunk of memory 119 int lightadj[MAXLIGHTMAPS]; // checked for strobe flush 120 int dlight; 121 int size; // including header 122 unsigned width; 123 unsigned height; // DEBUG only needed for debug 124 float mipscale; 125 struct texture_s *texture; // checked for animating textures 126 byte data[4]; // width*height elements 127 } surfcache_t; 128 129 130 typedef struct 131 { 132 pixel_t *surfdat; // destination for generated surface 133 int rowbytes; // destination logical width in bytes 134 msurface_t *surf; // description for surface to generate 135 fixed8_t lightadj[MAXLIGHTMAPS]; 136 // adjust for lightmap levels for dynamic lighting 137 texture_t *texture; // corrected for animating textures 138 int surfmip; // mipmapped ratio of surface texels / world pixels 139 int surfwidth; // in mipmapped texels 140 int surfheight; // in mipmapped texels 141 } drawsurf_t; 142 143 144 typedef enum { 145 pt_static, pt_grav, pt_slowgrav, pt_fire, pt_explode, pt_explode2, pt_blob, pt_blob2, 146 ptype_t_max = 1 << 30 147 } ptype_t; 148 149 // !!! if this is changed, it must be changed in d_ifacea.h too !!! 150 typedef struct particle_s 151 { 152 // driver-usable fields 153 vec3_t org; 154 float color; 155 // drivers never touch the following fields 156 struct particle_s *next; 157 vec3_t vel; 158 float ramp; 159 float die; 160 ptype_t type; 161 } particle_t; 162 163 164 //==================================================== 165 166 167 extern entity_t r_worldentity; 168 extern qboolean r_cache_thrash; // compatability 169 extern vec3_t modelorg, r_entorigin; 170 extern entity_t *currententity; 171 extern int r_visframecount; // ??? what difs? 172 extern int r_framecount; 173 extern mplane_t frustum[4]; 174 extern int c_brush_polys, c_alias_polys; 175 176 177 // 178 // view origin 179 // 180 extern vec3_t vup; 181 extern vec3_t vpn; 182 extern vec3_t vright; 183 extern vec3_t r_origin; 184 185 // 186 // screen size info 187 // 188 extern refdef_t r_refdef; 189 extern mleaf_t *r_viewleaf, *r_oldviewleaf; 190 extern texture_t *r_notexture_mip; 191 extern int d_lightstylevalue[256]; // 8.8 fraction of base light value 192 193 extern qboolean envmap; 194 extern int currenttexture; 195 extern int cnttextures[2]; 196 extern int particletexture; 197 extern int playertextures; 198 199 extern int skytexturenum; // index in cl.loadmodel, not gl texture object 200 201 extern cvar_t r_norefresh; 202 extern cvar_t r_drawentities; 203 extern cvar_t r_drawworld; 204 extern cvar_t r_drawviewmodel; 205 extern cvar_t r_speeds; 206 extern cvar_t r_waterwarp; 207 extern cvar_t r_fullbright; 208 extern cvar_t r_lightmap; 209 extern cvar_t r_shadows; 210 extern cvar_t r_mirroralpha; 211 extern cvar_t r_wateralpha; 212 extern cvar_t r_dynamic; 213 extern cvar_t r_novis; 214 215 extern cvar_t gl_clear; 216 extern cvar_t gl_cull; 217 extern cvar_t gl_poly; 218 extern cvar_t gl_texsort; 219 extern cvar_t gl_smoothmodels; 220 extern cvar_t gl_affinemodels; 221 extern cvar_t gl_polyblend; 222 extern cvar_t gl_keeptjunctions; 223 extern cvar_t gl_reporttjunctions; 224 extern cvar_t gl_flashblend; 225 extern cvar_t gl_nocolors; 226 extern cvar_t gl_doubleeyes; 227 228 extern int gl_lightmap_format; 229 extern int gl_solid_format; 230 extern int gl_alpha_format; 231 232 extern cvar_t gl_max_size; 233 extern cvar_t gl_playermip; 234 235 extern int mirrortexturenum; // quake texturenum, not gltexturenum 236 extern qboolean mirror; 237 extern mplane_t *mirror_plane; 238 239 extern float r_world_matrix[16]; 240 241 extern const char *gl_vendor; 242 extern const char *gl_renderer; 243 extern const char *gl_version; 244 extern const char *gl_extensions; 245 246 void R_TranslatePlayerSkin (int playernum); 247 void GL_Bind (int texnum); 248 249 // Multitexture 250 #ifdef USE_OPENGLES 251 252 #define TEXTURE0_SGIS GL_TEXTURE0 253 #define TEXTURE1_SGIS GL_TEXTURE1 254 255 #else 256 #define TEXTURE0_SGIS 0x835E 257 #define TEXTURE1_SGIS 0x835F 258 #endif 259 260 #ifndef _WIN32 261 #define APIENTRY /* */ 262 263 typedef void (APIENTRY *lpMTexFUNC) (GLenum, GLfloat, GLfloat); 264 typedef void (APIENTRY *lpSelTexFUNC) (GLenum); 265 extern lpMTexFUNC qglMTexCoord2fSGIS; 266 extern lpSelTexFUNC qglSelectTextureSGIS; 267 268 #endif 269 270 extern qboolean gl_mtexable; 271 272 void GL_DisableMultitexture(void); 273 void GL_EnableMultitexture(void); 274 275 // Debugging 276 277 #define DEBUG_OPENGL_CALLS 278 #ifdef DEBUG_OPENGL_CALLS 279 void checkGLImp(const char* state, const char* file, int line); 280 281 #define GLCHECK(PROMPT) checkGLImp(PROMPT, __FILE__, __LINE__) 282 283 284 #define glAlphaFunc(...) do { glAlphaFunc(__VA_ARGS__); GLCHECK("glAlphaFunc");} while(0) 285 #define glClearColor(...) do { glClearColor(__VA_ARGS__); GLCHECK("glClearColor");} while(0) 286 #define glClearDepthf(...) do { glClearDepthf(__VA_ARGS__); GLCHECK("glClearDepthf");} while(0) 287 #define glClipPlanef(...) do { glClipPlanef(__VA_ARGS__); GLCHECK("glClipPlanef");} while(0) 288 #define glColor4f(...) do { glColor4f(__VA_ARGS__); GLCHECK("glColor4f");} while(0) 289 #define glDepthRangef(...) do { glDepthRangef(__VA_ARGS__); GLCHECK("glDepthRangef");} while(0) 290 #define glFogf(...) do { glFogf(__VA_ARGS__); GLCHECK("glFogf");} while(0) 291 #define glFogfv(...) do { glFogfv(__VA_ARGS__); GLCHECK("glFogfv");} while(0) 292 #define glFrustumf(...) do { glFrustumf(__VA_ARGS__); GLCHECK("glFrustumf");} while(0) 293 #define glGetClipPlanef(...) do { glGetClipPlanef(__VA_ARGS__); GLCHECK("glGetClipPlanef");} while(0) 294 #define glGetFloatv(...) do { glGetFloatv(__VA_ARGS__); GLCHECK("glGetFloatv");} while(0) 295 #define glGetLightfv(...) do { glGetLightfv(__VA_ARGS__); GLCHECK("glGetLightfv");} while(0) 296 #define glGetMaterialfv(...) do { glGetMaterialfv(__VA_ARGS__); GLCHECK("glGetMaterialfv");} while(0) 297 #define glGetTexEnvfv(...) do { glGetTexEnvfv(__VA_ARGS__); GLCHECK("glGetTexEnvfv");} while(0) 298 #define glGetTexParameterfv(...) do { glGetTexParameterfv(__VA_ARGS__); GLCHECK("glGetTexParameterfv");} while(0) 299 #define glLightModelf(...) do { glLightModelf(__VA_ARGS__); GLCHECK("glLightModelf");} while(0) 300 #define glLightModelfv(...) do { glLightModelfv(__VA_ARGS__); GLCHECK("glLightModelfv");} while(0) 301 #define glLightf(...) do { glLightf(__VA_ARGS__); GLCHECK("glLightf");} while(0) 302 #define glLightfv(...) do { glLightfv(__VA_ARGS__); GLCHECK("glLightfv");} while(0) 303 #define glLineWidth(...) do { glLineWidth(__VA_ARGS__); GLCHECK("glLineWidth");} while(0) 304 #define glLoadMatrixf(...) do { glLoadMatrixf(__VA_ARGS__); GLCHECK("glLoadMatrixf");} while(0) 305 #define glMaterialf(...) do { glMaterialf(__VA_ARGS__); GLCHECK("glMaterialf");} while(0) 306 #define glMaterialfv(...) do { glMaterialfv(__VA_ARGS__); GLCHECK("glMaterialfv");} while(0) 307 #define glMultMatrixf(...) do { glMultMatrixf(__VA_ARGS__); GLCHECK("glMultMatrixf");} while(0) 308 #define glMultiTexCoord4f(...) do { glMultiTexCoord4f(__VA_ARGS__); GLCHECK("glMultiTexCoord4f");} while(0) 309 #define glNormal3f(...) do { glNormal3f(__VA_ARGS__); GLCHECK("glNormal3f");} while(0) 310 #define glOrthof(...) do { glOrthof(__VA_ARGS__); GLCHECK("glOrthof");} while(0) 311 #define glPointParameterf(...) do { glPointParameterf(__VA_ARGS__); GLCHECK("glPointParameterf");} while(0) 312 #define glPointParameterfv(...) do { glPointParameterfv(__VA_ARGS__); GLCHECK("glPointParameterfv");} while(0) 313 #define glPointSize(...) do { glPointSize(__VA_ARGS__); GLCHECK("glPointSize");} while(0) 314 #define glPolygonOffset(...) do { glPolygonOffset(__VA_ARGS__); GLCHECK("glPolygonOffset");} while(0) 315 #define glRotatef(...) do { glRotatef(__VA_ARGS__); GLCHECK("glRotatef");} while(0) 316 #define glScalef(...) do { glScalef(__VA_ARGS__); GLCHECK("glScalef");} while(0) 317 #define glTexEnvf(...) do { glTexEnvf(__VA_ARGS__); GLCHECK("glTexEnvf");} while(0) 318 #define glTexEnvfv(...) do { glTexEnvfv(__VA_ARGS__); GLCHECK("glTexEnvfv");} while(0) 319 #define glTexParameterf(...) do { glTexParameterf(__VA_ARGS__); GLCHECK("glTexParameterf");} while(0) 320 #define glTexParameterfv(...) do { glTexParameterfv(__VA_ARGS__); GLCHECK("glTexParameterfv");} while(0) 321 #define glTranslatef(...) do { glTranslatef(__VA_ARGS__); GLCHECK("glTranslatef");} while(0) 322 #define glActiveTexture(...) do { glActiveTexture(__VA_ARGS__); GLCHECK("glActiveTexture");} while(0) 323 #define glAlphaFuncx(...) do { glAlphaFuncx(__VA_ARGS__); GLCHECK("glAlphaFuncx");} while(0) 324 #define glBindBuffer(...) do { glBindBuffer(__VA_ARGS__); GLCHECK("glBindBuffer");} while(0) 325 #define glBindTexture(...) do { glBindTexture(__VA_ARGS__); GLCHECK("glBindTexture");} while(0) 326 #define glBlendFunc(...) do { glBlendFunc(__VA_ARGS__); GLCHECK("glBlendFunc");} while(0) 327 #define glBufferData(...) do { glBufferData(__VA_ARGS__); GLCHECK("glBufferData");} while(0) 328 #define glBufferSubData(...) do { glBufferSubData(__VA_ARGS__); GLCHECK("glBufferSubData");} while(0) 329 #define glClear(...) do { glClear(__VA_ARGS__); GLCHECK("glClear");} while(0) 330 #define glClearColorx(...) do { glClearColorx(__VA_ARGS__); GLCHECK("glClearColorx");} while(0) 331 #define glClearDepthx(...) do { glClearDepthx(__VA_ARGS__); GLCHECK("glClearDepthx");} while(0) 332 #define glClearStencil(...) do { glClearStencil(__VA_ARGS__); GLCHECK("glClearStencil");} while(0) 333 #define glClientActiveTexture(...) do { glClientActiveTexture(__VA_ARGS__); GLCHECK("glClientActiveTexture");} while(0) 334 #define glClipPlanex(...) do { glClipPlanex(__VA_ARGS__); GLCHECK("glClipPlanex");} while(0) 335 #define glColor4ub(...) do { glColor4ub(__VA_ARGS__); GLCHECK("glColor4ub");} while(0) 336 #define glColor4x(...) do { glColor4x(__VA_ARGS__); GLCHECK("glColor4x");} while(0) 337 #define glColorMask(...) do { glColorMask(__VA_ARGS__); GLCHECK("glColorMask");} while(0) 338 #define glColorPointer(...) do { glColorPointer(__VA_ARGS__); GLCHECK("glColorPointer");} while(0) 339 #define glCompressedTexImage2D(...) do { glCompressedTexImage2D(__VA_ARGS__); GLCHECK("glCompressedTexImage2D");} while(0) 340 #define glCompressedTexSubImage2D(...) do { glCompressedTexSubImage2D(__VA_ARGS__); GLCHECK("glCompressedTexSubImage2D");} while(0) 341 #define glCopyTexImage2D(...) do { glCopyTexImage2D(__VA_ARGS__); GLCHECK("glCopyTexImage2D");} while(0) 342 #define glCopyTexSubImage2D(...) do { glCopyTexSubImage2D(__VA_ARGS__); GLCHECK("glCopyTexSubImage2D");} while(0) 343 #define glCullFace(...) do { glCullFace(__VA_ARGS__); GLCHECK("glCullFace");} while(0) 344 #define glDeleteBuffers(...) do { glDeleteBuffers(__VA_ARGS__); GLCHECK("glDeleteBuffers");} while(0) 345 #define glDeleteTextures(...) do { glDeleteTextures(__VA_ARGS__); GLCHECK("glDeleteTextures");} while(0) 346 #define glDepthFunc(...) do { glDepthFunc(__VA_ARGS__); GLCHECK("glDepthFunc");} while(0) 347 #define glDepthMask(...) do { glDepthMask(__VA_ARGS__); GLCHECK("glDepthMask");} while(0) 348 #define glDepthRangex(...) do { glDepthRangex(__VA_ARGS__); GLCHECK("glDepthRangex");} while(0) 349 #define glDisable(...) do { glDisable(__VA_ARGS__); GLCHECK("glDisable");} while(0) 350 #define glDisableClientState(...) do { glDisableClientState(__VA_ARGS__); GLCHECK("glDisableClientState");} while(0) 351 #define glDrawArrays(...) do { glDrawArrays(__VA_ARGS__); GLCHECK("glDrawArrays");} while(0) 352 #define glDrawElements(...) do { glDrawElements(__VA_ARGS__); GLCHECK("glDrawElements");} while(0) 353 #define glEnable(...) do { glEnable(__VA_ARGS__); GLCHECK("glEnable");} while(0) 354 #define glEnableClientState(...) do { glEnableClientState(__VA_ARGS__); GLCHECK("glEnableClientState");} while(0) 355 #define glFinish(...) do { glFinish(__VA_ARGS__); GLCHECK("glFinish");} while(0) 356 #define glFlush(...) do { glFlush(__VA_ARGS__); GLCHECK("glFlush");} while(0) 357 #define glFogx(...) do { glFogx(__VA_ARGS__); GLCHECK("glFogx");} while(0) 358 #define glFogxv(...) do { glFogxv(__VA_ARGS__); GLCHECK("glFogxv");} while(0) 359 #define glFrontFace(...) do { glFrontFace(__VA_ARGS__); GLCHECK("glFrontFace");} while(0) 360 #define glFrustumx(...) do { glFrustumx(__VA_ARGS__); GLCHECK("glFrustumx");} while(0) 361 #define glGetBooleanv(...) do { glGetBooleanv(__VA_ARGS__); GLCHECK("glGetBooleanv");} while(0) 362 #define glGetBufferParameteriv(...) do { glGetBufferParameteriv(__VA_ARGS__); GLCHECK("glGetBufferParameteriv");} while(0) 363 #define glGetClipPlanex(...) do { glGetClipPlanex(__VA_ARGS__); GLCHECK("glGetClipPlanex");} while(0) 364 #define glGenBuffers(...) do { glGenBuffers(__VA_ARGS__); GLCHECK("glGenBuffers");} while(0) 365 #define glGenTextures(...) do { glGenTextures(__VA_ARGS__); GLCHECK("glGenTextures");} while(0) 366 // #define glGetError(...) do { glGetError(__VA_ARGS__); GLCHECK("glGetError");} while(0) 367 // #define glGetFixedv(...) do { glGetFixedv(__VA_ARGS__); GLCHECK("glGetFixedv");} while(0) 368 // #define glGetIntegerv(...) do { glGetIntegerv(__VA_ARGS__); GLCHECK("glGetIntegerv");} while(0) 369 // #define glGetLightxv(...) do { glGetLightxv(__VA_ARGS__); GLCHECK("glGetLightxv");} while(0) 370 // #define glGetMaterialxv(...) do { glGetMaterialxv(__VA_ARGS__); GLCHECK("glGetMaterialxv");} while(0) 371 // #define glGetPointerv(...) do { glGetPointerv(__VA_ARGS__); GLCHECK("glGetPointerv");} while(0) 372 // #define glGetString(...) do { glGetString(__VA_ARGS__); GLCHECK("glGetString");} while(0) 373 // #define glGetTexEnviv(...) do { glGetTexEnviv(__VA_ARGS__); GLCHECK("glGetTexEnviv");} while(0) 374 // #define glGetTexEnvxv(...) do { glGetTexEnvxv(__VA_ARGS__); GLCHECK("glGetTexEnvxv");} while(0) 375 // #define glGetTexParameteriv(...) do { glGetTexParameteriv(__VA_ARGS__); GLCHECK("glGetTexParameteriv");} while(0) 376 // #define glGetTexParameterxv(...) do { glGetTexParameterxv(__VA_ARGS__); GLCHECK("glGetTexParameterxv");} while(0) 377 #define glHint(...) do { glHint(__VA_ARGS__); GLCHECK("glHint");} while(0) 378 #define glIsBuffer(...) do { glIsBuffer(__VA_ARGS__); GLCHECK("glIsBuffer");} while(0) 379 #define glIsEnabled(...) do { glIsEnabled(__VA_ARGS__); GLCHECK("glIsEnabled");} while(0) 380 #define glIsTexture(...) do { glIsTexture(__VA_ARGS__); GLCHECK("glIsTexture");} while(0) 381 #define glLightModelx(...) do { glLightModelx(__VA_ARGS__); GLCHECK("glLightModelx");} while(0) 382 #define glLightModelxv(...) do { glLightModelxv(__VA_ARGS__); GLCHECK("glLightModelxv");} while(0) 383 #define glLightx(...) do { glLightx(__VA_ARGS__); GLCHECK("glLightx");} while(0) 384 #define glLightxv(...) do { glLightxv(__VA_ARGS__); GLCHECK("glLightxv");} while(0) 385 #define glLineWidthx(...) do { glLineWidthx(__VA_ARGS__); GLCHECK("glLineWidthx");} while(0) 386 #define glLoadIdentity(...) do { glLoadIdentity(__VA_ARGS__); GLCHECK("glLoadIdentity");} while(0) 387 #define glLoadMatrixx(...) do { glLoadMatrixx(__VA_ARGS__); GLCHECK("glLoadMatrixx");} while(0) 388 #define glLogicOp(...) do { glLogicOp(__VA_ARGS__); GLCHECK("glLogicOp");} while(0) 389 #define glMaterialx(...) do { glMaterialx(__VA_ARGS__); GLCHECK("glMaterialx");} while(0) 390 #define glMaterialxv(...) do { glMaterialxv(__VA_ARGS__); GLCHECK("glMaterialxv");} while(0) 391 #define glMatrixMode(...) do { glMatrixMode(__VA_ARGS__); GLCHECK("glMatrixMode");} while(0) 392 #define glMultMatrixx(...) do { glMultMatrixx(__VA_ARGS__); GLCHECK("glMultMatrixx");} while(0) 393 #define glMultiTexCoord4x(...) do { glMultiTexCoord4x(__VA_ARGS__); GLCHECK("glMultiTexCoord4x");} while(0) 394 #define glNormal3x(...) do { glNormal3x(__VA_ARGS__); GLCHECK("glNormal3x");} while(0) 395 #define glNormalPointer(...) do { glNormalPointer(__VA_ARGS__); GLCHECK("glNormalPointer");} while(0) 396 #define glOrthox(...) do { glOrthox(__VA_ARGS__); GLCHECK("glOrthox");} while(0) 397 #define glPixelStorei(...) do { glPixelStorei(__VA_ARGS__); GLCHECK("glPixelStorei");} while(0) 398 #define glPointParameterx(...) do { glPointParameterx(__VA_ARGS__); GLCHECK("glPointParameterx");} while(0) 399 #define glPointParameterxv(...) do { glPointParameterxv(__VA_ARGS__); GLCHECK("glPointParameterxv");} while(0) 400 #define glPointSizex(...) do { glPointSizex(__VA_ARGS__); GLCHECK("glPointSizex");} while(0) 401 #define glPolygonOffsetx(...) do { glPolygonOffsetx(__VA_ARGS__); GLCHECK("glPolygonOffsetx");} while(0) 402 #define glPopMatrix(...) do { glPopMatrix(__VA_ARGS__); GLCHECK("glPopMatrix");} while(0) 403 #define glPushMatrix(...) do { glPushMatrix(__VA_ARGS__); GLCHECK("glPushMatrix");} while(0) 404 #define glReadPixels(...) do { glReadPixels(__VA_ARGS__); GLCHECK("glReadPixels");} while(0) 405 #define glRotatex(...) do { glRotatex(__VA_ARGS__); GLCHECK("glRotatex");} while(0) 406 #define glSampleCoverage(...) do { glSampleCoverage(__VA_ARGS__); GLCHECK("glSampleCoverage");} while(0) 407 #define glSampleCoveragex(...) do { glSampleCoveragex(__VA_ARGS__); GLCHECK("glSampleCoveragex");} while(0) 408 #define glScalex(...) do { glScalex(__VA_ARGS__); GLCHECK("glScalex");} while(0) 409 #define glScissor(...) do { glScissor(__VA_ARGS__); GLCHECK("glScissor");} while(0) 410 #define glShadeModel(...) do { glShadeModel(__VA_ARGS__); GLCHECK("glShadeModel");} while(0) 411 #define glStencilFunc(...) do { glStencilFunc(__VA_ARGS__); GLCHECK("glStencilFunc");} while(0) 412 #define glStencilMask(...) do { glStencilMask(__VA_ARGS__); GLCHECK("glStencilMask");} while(0) 413 #define glStencilOp(...) do { glStencilOp(__VA_ARGS__); GLCHECK("glStencilOp");} while(0) 414 #define glTexCoordPointer(...) do { glTexCoordPointer(__VA_ARGS__); GLCHECK("glTexCoordPointer");} while(0) 415 #define glTexEnvi(...) do { glTexEnvi(__VA_ARGS__); GLCHECK("glTexEnvi");} while(0) 416 #define glTexEnvx(...) do { glTexEnvx(__VA_ARGS__); GLCHECK("glTexEnvx");} while(0) 417 #define glTexEnviv(...) do { glTexEnviv(__VA_ARGS__); GLCHECK("glTexEnviv");} while(0) 418 #define glTexEnvxv(...) do { glTexEnvxv(__VA_ARGS__); GLCHECK("glTexEnvxv");} while(0) 419 #define glTexImage2D(...) do { glTexImage2D(__VA_ARGS__); GLCHECK("glTexImage2D");} while(0) 420 #define glTexParameteri(...) do { glTexParameteri(__VA_ARGS__); GLCHECK("glTexParameteri");} while(0) 421 #define glTexParameterx(...) do { glTexParameterx(__VA_ARGS__); GLCHECK("glTexParameterx");} while(0) 422 #define glTexParameteriv(...) do { glTexParameteriv(__VA_ARGS__); GLCHECK("glTexParameteriv");} while(0) 423 #define glTexParameterxv(...) do { glTexParameterxv(__VA_ARGS__); GLCHECK("glTexParameterxv");} while(0) 424 #define glTexSubImage2D(...) do { glTexSubImage2D(__VA_ARGS__); GLCHECK("glTexSubImage2D");} while(0) 425 #define glTranslatex(...) do { glTranslatex(__VA_ARGS__); GLCHECK("glTranslatex");} while(0) 426 #define glVertexPointer(...) do { glVertexPointer(__VA_ARGS__); GLCHECK("glVertexPointer");} while(0) 427 #define glViewport(...) do { glViewport(__VA_ARGS__); GLCHECK("glViewport");} while(0) 428 429 430 431 #else 432 #define GLCHECK(PROMPT) do {} while(0) 433 #endif 434