ref: db1a3654355d1922ee927e270c9e29424ee828d5
dir: /src/zgl.h/
#ifndef _tgl_zgl_h_
#define _tgl_zgl_h_
#include "../include/GL/gl.h"
#include "../include/zfeatures.h"
#include "../include/zbuffer.h"
#include "zmath.h"
#include <assert.h>
#include <math.h>
#include <stdlib.h>
//Needed for memcpy
#include <string.h>
#ifndef M_PI
#define M_PI 3.14159265358979323
#endif
//#define DEBUG
#ifndef NDEBUG
#define NDEBUG
#endif
enum {
#define ADD_OP(a, b, c) OP_##a,
#include "opinfo.h"
};
/* initially # of allocated GLVertexes (will grow when necessary) */
/* Just large enough to hold a quad... because most users will never render anything larger. */
#define POLYGON_MAX_VERTEX 4
/* Max # of specular light pow buffers */
#define MAX_SPECULAR_BUFFERS 32
//#define MAX_SPECULAR_BUFFERS 16
/* # of entries in specular buffer */
#define SPECULAR_BUFFER_SIZE 512
/* specular buffer granularity */
//#define SPECULAR_BUFFER_RESOLUTION 1024
#define MAX_MODELVIEW_STACK_DEPTH 32
#define MAX_PROJECTION_STACK_DEPTH 8
#define MAX_TEXTURE_STACK_DEPTH 8
#define MAX_NAME_STACK_DEPTH 64
#define MAX_TEXTURE_LEVELS 1
#define MAX_LIGHTS 16
#define VERTEX_ARRAY 0x0001
#define COLOR_ARRAY 0x0002
#define NORMAL_ARRAY 0x0004
#define TEXCOORD_ARRAY 0x0008
//#define VERTEX_HASH_SIZE 1031
#define MAX_DISPLAY_LISTS 1024
#define OP_BUFFER_MAX_SIZE 4096
#define TGL_OFFSET_FILL 0x1
#define TGL_OFFSET_LINE 0x2
#define TGL_OFFSET_POINT 0x4
typedef struct GLSpecBuf {
GLint shininess_i;
GLint last_used;
GLfloat buf[SPECULAR_BUFFER_SIZE + 1];
struct GLSpecBuf* next;
} GLSpecBuf;
typedef struct GLLight {
V4 ambient;
V4 diffuse;
V4 specular;
V4 position;
V3 spot_direction;
GLfloat spot_exponent;
GLfloat spot_cutoff;
GLfloat attenuation[3];
/* precomputed values */
GLfloat cos_spot_cutoff;
V3 norm_spot_direction;
V3 norm_position;
/* we use a linked list to know which are the enabled lights */
GLint enabled;
struct GLLight *next, *prev;
} GLLight;
typedef struct GLMaterial {
V4 emission;
V4 ambient;
V4 diffuse;
V4 specular;
GLfloat shininess;
/* computed values */
GLint shininess_i;
GLint do_specular;
} GLMaterial;
typedef struct GLViewport {
GLint xmin, ymin, xsize, ysize;
V3 scale;
V3 trans;
GLint updated;
} GLViewport;
typedef union {
GLint op;
GLfloat f;
GLint i;
GLuint ui;
void* p;
} GLParam;
typedef struct GLParamBuffer {
GLParam ops[OP_BUFFER_MAX_SIZE];
struct GLParamBuffer* next;
} GLParamBuffer;
typedef struct GLList {
GLParamBuffer* first_op_buffer;
/* TODO: extensions for an hash table or a better allocating scheme */
} GLList;
typedef struct GLVertex {
GLint edge_flag;
V3 normal;
V4 coord;
V4 tex_coord;
V4 color;
/* computed values */
V4 ec; /* eye coordinates */
V4 pc; /* coordinates in the normalized volume */
GLint clip_code; /* clip code */
ZBufferPoint zp; /* GLinteger coordinates for the rasterization */
} GLVertex;
typedef struct GLImage {
void* pixmap;
GLint xsize, ysize;
} GLImage;
/* textures */
#define TEXTURE_HASH_TABLE_SIZE 256
typedef struct GLTexture {
GLImage images[MAX_TEXTURE_LEVELS];
GLint handle;
struct GLTexture *next, *prev;
} GLTexture;
/* buffers */
#define MAX_BUFFERS 2048
typedef struct GLBuffer{
void* data;
GLuint size;
} GLBuffer;
/* shared state */
typedef struct GLSharedState {
GLList** lists;
GLTexture** texture_hash_table;
GLBuffer** buffers;
} GLSharedState;
struct GLContext;
typedef void (*gl_draw_triangle_func)(struct GLContext* c, GLVertex* p0, GLVertex* p1, GLVertex* p2);
/* display context */
typedef struct GLContext {
/* Z buffer */
ZBuffer* zb;
#if TGL_FEATURE_ERROR_CHECK == 1
GLenum error_flag;
#endif
/* lights */
GLLight lights[MAX_LIGHTS];
GLLight* first_light;
V4 ambient_light_model;
GLint local_light_model;
GLint lighting_enabled;
GLint light_model_two_side;
/* materials */
GLMaterial materials[2];
GLint color_material_enabled;
GLint current_color_material_mode;
GLint current_color_material_type;
/* textures */
GLTexture* current_texture;
GLint texture_2d_enabled;
/* shared state */
GLSharedState shared_state;
/* current list */
GLParamBuffer* current_op_buffer;
GLint current_op_buffer_index;
GLint exec_flag, compile_flag, print_flag;
GLuint listbase;
/* matrix */
GLint matrix_mode;
M4* matrix_stack[3];
M4* matrix_stack_ptr[3];
GLint matrix_stack_depth_max[3];
M4 matrix_model_view_inv;
M4 matrix_model_projection;
GLint matrix_model_projection_updated;
GLint matrix_model_projection_no_w_transform;
GLint apply_texture_matrix;
/* viewport */
GLViewport viewport;
/* current state */
GLint polygon_mode_back;
GLint polygon_mode_front;
GLint current_front_face;
GLint current_shade_model;
GLint current_cull_face;
GLint cull_face_enabled;
GLint normalize_enabled;
gl_draw_triangle_func draw_triangle_front, draw_triangle_back;
/* selection */
GLint render_mode;
GLuint* select_buffer;
GLint select_size;
GLuint *select_ptr, *select_hit;
GLint select_overflow;
GLint select_hits;
/* glDrawBuffer, glRenderBuffer */
GLenum drawbuffer;
GLenum readbuffer;
/* feedback */
//render_mode as seen above
GLfloat* feedback_buffer;
GLfloat* feedback_ptr;
GLuint feedback_size;
GLint feedback_hits;
GLubyte feedback_overflow;
GLenum feedback_type;
/* names */
GLuint name_stack[MAX_NAME_STACK_DEPTH];
GLint name_stack_size;
/* clear */
GLfloat clear_depth;
V4 clear_color;
/* current vertex state */
V4 current_color;
V4 current_normal;
V4 current_tex_coord;
GLint current_edge_flag;
/* glBegin / glEnd */
GLint in_begin;
GLint begin_type;
GLint vertex_n, vertex_cnt;
GLint vertex_max;
GLVertex* vertex;
/* opengl 1.1 arrays */
GLfloat* vertex_array;
GLint vertex_array_size;
GLint vertex_array_stride;
GLfloat* normal_array;
GLint normal_array_stride;
GLfloat* color_array;
GLint color_array_size;
GLint color_array_stride;
GLfloat* texcoord_array;
GLint texcoord_array_size;
GLint texcoord_array_stride;
GLint client_states;
/* opengl 1.1 polygon offset */
GLfloat offset_factor;
GLfloat offset_units;
GLint offset_states;
/* opengl blending */
// All the settings are in the Zbuffer!
/* specular buffer. could probably be shared between contexts,
but that wouldn't be 100% thread safe */
#if TGL_FEATURE_SPECULAR_BUFFERS == 1
GLSpecBuf* specbuf_first;
GLint specbuf_used_counter;
GLint specbuf_num_buffers;
#endif
GLint zEnableSpecular; // Enable specular lighting
/* opaque structure for user's use */
void* opaque;
/* resize viewport function */
GLint (*gl_resize_viewport)(struct GLContext* c, GLint* xsize, GLint* ysize);
/* depth test */
//Moved to Zbuffer.
/* raster position */
V4 rasterpos;
GLint rasterpos_zz;
GLubyte rasterposvalid;
GLfloat pzoomx, pzoomy;
GLVertex rastervertex;
/* text */
GLTEXTSIZE textsize;
/* buffers */
GLint boundarraybuffer; //0 if no buffer is bound.
GLint boundvertexbuffer;
GLint boundnormalbuffer;
GLint boundcolorbuffer;
GLint boundtexcoordbuffer;
} GLContext;
extern GLContext* gl_ctx;
//void gl_add_op(GLParam* p);
extern void (*op_table_func[])(GLContext*, GLParam*);
extern GLint op_table_size[];
extern void gl_compile_op(GLContext* c, GLParam* p);
inline void gl_add_op(GLParam* p) {
GLContext* c = gl_ctx;
#include "error_check.h"
GLint op;
op = p[0].op;
if (c->exec_flag) {
op_table_func[op](c, p);
#include "error_check.h"
}
if (c->compile_flag) {
gl_compile_op(c, p);
#include "error_check.h"
}
if (c->print_flag) {
// gl_print_op(stderr, p);
}
}
/* select.c */
void gl_add_select(GLContext* c, GLuint zmin, GLuint zmax);
void gl_add_feedback(GLContext* c, GLfloat token,
GLVertex* v1,
GLVertex* v2,
GLVertex* v3,
GLfloat passthrough_token_value
);
/* clip.c */
#define CLIP_EPSILON (1E-5)
//Many of Clip.c's functions are inlined.
static inline GLint gl_clipcode(GLfloat x, GLfloat y, GLfloat z, GLfloat w1) {
GLfloat w;
w = w1 * (1.0 + CLIP_EPSILON);
return (x < -w) | ((x > w) << 1) | ((y < -w) << 2) | ((y > w) << 3) | ((z < -w) << 4) | ((z > w) << 5);
}
#define CLIP_XMIN (1 << 0)
#define CLIP_XMAX (1 << 1)
#define CLIP_YMIN (1 << 2)
#define CLIP_YMAX (1 << 3)
#define CLIP_ZMIN (1 << 4)
#define CLIP_ZMAX (1 << 5)
static inline GLfloat clampf(GLfloat a, GLfloat min, GLfloat max) {
if (a < min)
return min;
else if (a > max)
return max;
else
return a;
}
static inline void gl_transform_to_viewport_clip_c(GLContext* c, GLVertex* v) {
/* coordinates */
{
GLfloat winv = 1.0 / v->pc.W;
v->zp.x = (GLint)(v->pc.X * winv * c->viewport.scale.X + c->viewport.trans.X);
v->zp.y = (GLint)(v->pc.Y * winv * c->viewport.scale.Y + c->viewport.trans.Y);
v->zp.z = (GLint)(v->pc.Z * winv * c->viewport.scale.Z + c->viewport.trans.Z);
}
/* color */
v->zp.r = (GLuint)(v->color.v[0] * COLOR_CORRECTED_MULT_MASK + COLOR_MIN_MULT) & COLOR_MASK;
v->zp.g = (GLuint)(v->color.v[1] * COLOR_CORRECTED_MULT_MASK + COLOR_MIN_MULT) & COLOR_MASK;
v->zp.b = (GLuint)(v->color.v[2] * COLOR_CORRECTED_MULT_MASK + COLOR_MIN_MULT) & COLOR_MASK;
/* texture */
if (c->texture_2d_enabled) {
v->zp.s = (GLint)(v->tex_coord.X * (ZB_POINT_S_MAX - ZB_POINT_S_MIN) + ZB_POINT_S_MIN); //MARKED
v->zp.t = (GLint)(v->tex_coord.Y * (ZB_POINT_T_MAX - ZB_POINT_T_MIN) + ZB_POINT_T_MIN); //MARKED
}
}
//void gl_transform_to_viewport(GLContext* c, GLVertex* v);
//inline void gl_draw_triangle(GLContext* c, GLVertex* p0, GLVertex* p1, GLVertex* p2);
/* triangle */
/*
* Clipping
*/
/* We clip the segment [a,b] against the 6 planes of the normal volume.
* We compute the point 'c' of GLintersection and the value of the parameter 't'
* of the GLintersection if x=a+t(b-a).
*/
//MARK <POSSIBLE_PERF_BONUS>
#define clip_func(name, sign, dir, dir1, dir2) GLfloat name(V4* c, V4* a, V4* b);
//MARK <POSSIBLE_PERF_BONUS>
clip_func(clip_xmin, -, X, Y, Z)
clip_func(clip_xmax, +, X, Y, Z)
clip_func(clip_ymin, -, Y, X, Z)
clip_func(clip_ymax, +, Y, X, Z)
//MARK <POSSIBLE_PERF_BONUS>
clip_func(clip_zmin, -, Z, X, Y)
clip_func(clip_zmax, +, Z, X, Y)
extern GLfloat (*clip_proc[6])(V4*, V4*, V4*);// = {clip_xmin, clip_xmax, clip_ymin, clip_ymax, clip_zmin, clip_zmax};
static inline void updateTmp(GLContext* c, GLVertex* q, GLVertex* p0, GLVertex* p1, GLfloat t) {
{
q->color.v[0] = p0->color.v[0] + (p1->color.v[0] - p0->color.v[0]) * t;
q->color.v[1] = p0->color.v[1] + (p1->color.v[1] - p0->color.v[1]) * t;
q->color.v[2] = p0->color.v[2] + (p1->color.v[2] - p0->color.v[2]) * t;
}
// */
if (c->texture_2d_enabled) {
q->tex_coord.X = p0->tex_coord.X + (p1->tex_coord.X - p0->tex_coord.X) * t;
q->tex_coord.Y = p0->tex_coord.Y + (p1->tex_coord.Y - p0->tex_coord.Y) * t;
}
q->clip_code = gl_clipcode(q->pc.X, q->pc.Y, q->pc.Z, q->pc.W);
if (q->clip_code == 0)
gl_transform_to_viewport_clip_c(c, q);
}
//inline void gl_draw_triangle_clip(GLContext* c, GLVertex* p0, GLVertex* p1, GLVertex* p2, GLint clip_bit);
static inline void gl_draw_triangle_clip(GLContext* c, GLVertex* p0, GLVertex* p1, GLVertex* p2, GLint clip_bit);
static inline void gl_draw_triangle(GLContext* c, GLVertex* p0, GLVertex* p1, GLVertex* p2) {
GLint co, cc[3], front;
cc[0] = p0->clip_code;
cc[1] = p1->clip_code;
cc[2] = p2->clip_code;
co = cc[0] | cc[1] | cc[2];
/* we handle the non clipped case here to go faster */
if (co == 0) {
GLfloat norm;
norm = (GLfloat)(p1->zp.x - p0->zp.x) * (GLfloat)(p2->zp.y - p0->zp.y) - (GLfloat)(p2->zp.x - p0->zp.x) * (GLfloat)(p1->zp.y - p0->zp.y);
if (norm == 0) //MARK <POSSIBLE_PERF_BONUS>
return;
front = norm < 0.0;
front = front ^ c->current_front_face; //I don't know how this works, but it does, GL_CCW is 0x901 and CW is 900.
/* back face culling */
if (c->cull_face_enabled) {
/* most used case first */
if (c->current_cull_face == GL_BACK) {
if (front == 0)
return;
c->draw_triangle_front(c, p0, p1, p2);
} else if (c->current_cull_face == GL_FRONT) {
if (front != 0)
return;
c->draw_triangle_back(c, p0, p1, p2);
} else {
return;
}
} else {
/* no culling */
if (front) {
c->draw_triangle_front(c, p0, p1, p2);
} else {
c->draw_triangle_back(c, p0, p1, p2);
}
}
} else {
//GLint c_and = cc[0] & cc[1] & cc[2];
if ((cc[0] & cc[1] & cc[2]) == 0) { // Don't draw a triangle with no points
gl_draw_triangle_clip(c, p0, p1, p2, 0);
}
}
}
static inline void gl_draw_triangle_clip(GLContext* c, GLVertex* p0, GLVertex* p1, GLVertex* p2, GLint clip_bit) {
GLint co, c_and, co1, cc[3], edge_flag_tmp, clip_mask;
//GLVertex tmp1, tmp2, *q[3];
GLVertex *q[3];
cc[0] = p0->clip_code;
cc[1] = p1->clip_code;
cc[2] = p2->clip_code;
co = cc[0] | cc[1] | cc[2];
if (co == 0) {
gl_draw_triangle(c, p0, p1, p2);
} else {
c_and = cc[0] & cc[1] & cc[2];
/* the triangle is completely outside */
if (c_and != 0)
return;
/* find the next direction to clip */
while (clip_bit < 6 && (co & (1 << clip_bit)) == 0) {
clip_bit++;
}
/* this test can be true only in case of rounding errors */
if (clip_bit == 6) { //The 2 bit and the 4 bit.
#if 0
tgl_warning("Error:\n");tgl_warning("%f %f %f %f\n",p0->pc.X,p0->pc.Y,p0->pc.Z,p0->pc.W);tgl_warning("%f %f %f %f\n",p1->pc.X,p1->pc.Y,p1->pc.Z,p1->pc.W);tgl_warning("%f %f %f %f\n",p2->pc.X,p2->pc.Y,p2->pc.Z,p2->pc.W);
#endif
return;
}
clip_mask = 1 << clip_bit;
co1 = (cc[0] ^ cc[1] ^ cc[2]) & clip_mask;
if (co1) {
/* one point outside */
if (cc[0] & clip_mask) {
q[0] = p0;
q[1] = p1;
q[2] = p2;
} else if (cc[1] & clip_mask) {
q[0] = p1;
q[1] = p2;
q[2] = p0;
} else {
q[0] = p2;
q[1] = p0;
q[2] = p1;
}
{GLVertex tmp1, tmp2;GLfloat tt;
tt = clip_proc[clip_bit](&tmp1.pc, &q[0]->pc, &q[1]->pc);
updateTmp(c, &tmp1, q[0], q[1], tt);
tt = clip_proc[clip_bit](&tmp2.pc, &q[0]->pc, &q[2]->pc);
updateTmp(c, &tmp2, q[0], q[2], tt);
tmp1.edge_flag = q[0]->edge_flag;
edge_flag_tmp = q[2]->edge_flag;
q[2]->edge_flag = 0;
gl_draw_triangle_clip(c, &tmp1, q[1], q[2], clip_bit + 1);
tmp2.edge_flag = 1;
tmp1.edge_flag = 0;
q[2]->edge_flag = edge_flag_tmp;
gl_draw_triangle_clip(c, &tmp2, &tmp1, q[2], clip_bit + 1);
}
} else {
/* two points outside */
if ((cc[0] & clip_mask) == 0) {
q[0] = p0;
q[1] = p1;
q[2] = p2;
} else if ((cc[1] & clip_mask) == 0) {
q[0] = p1;
q[1] = p2;
q[2] = p0;
} else {
q[0] = p2;
q[1] = p0;
q[2] = p1;
}
{GLVertex tmp1, tmp2;GLfloat tt;
tt = clip_proc[clip_bit](&tmp1.pc, &q[0]->pc, &q[1]->pc);
updateTmp(c, &tmp1, q[0], q[1], tt);
tt = clip_proc[clip_bit](&tmp2.pc, &q[0]->pc, &q[2]->pc);
updateTmp(c, &tmp2, q[0], q[2], tt);
tmp1.edge_flag = 1;
tmp2.edge_flag = q[2]->edge_flag;
gl_draw_triangle_clip(c, q[0], &tmp1, &tmp2, clip_bit + 1);
}
}
}
}
//inline void gl_draw_line(GLContext* c, GLVertex* p0, GLVertex* p1);
static inline void gl_add_select1(GLContext* c, GLint z1, GLint z2, GLint z3) {
GLint min, max;
min = max = z1;
if (z2 < min)
min = z2;
if (z3 < min)
min = z3;
if (z2 > max)
max = z2;
if (z3 > max)
max = z3;
gl_add_select(c, 0xffffffff - min, 0xffffffff - max);
}
static inline void GLinterpolate(GLVertex* q, GLVertex* p0, GLVertex* p1, GLfloat t) {
q->pc.X = p0->pc.X + (p1->pc.X - p0->pc.X) * t;
q->pc.Y = p0->pc.Y + (p1->pc.Y - p0->pc.Y) * t;
q->pc.Z = p0->pc.Z + (p1->pc.Z - p0->pc.Z) * t;
q->pc.W = p0->pc.W + (p1->pc.W - p0->pc.W) * t;
for(int i = 0; i < 3; i++)
q->color.v[i] = p0->color.v[i] + (p1->color.v[i] - p0->color.v[i]) * t;
}
static inline GLint ClipLine1(GLfloat denom, GLfloat num, GLfloat* tmin, GLfloat* tmax) {
GLfloat t;
if (denom > 0) {
t = num / denom;
if (t > *tmax)
return 0;
if (t > *tmin)
*tmin = t;
} else if (denom < 0) {
t = num / denom;
if (t < *tmin)
return 0;
if (t < *tmax)
*tmax = t;
} else if (num > 0)
return 0;
return 1;
}
static inline void gl_draw_line(GLContext* c, GLVertex* p1, GLVertex* p2) {
GLfloat dx, dy, dz, dw, x1, y1, z1, w1;
GLVertex q1, q2;
GLint cc1, cc2;
cc1 = p1->clip_code;
cc2 = p2->clip_code;
if ((cc1 | cc2) == 0) {
if (c->render_mode == GL_SELECT) {
gl_add_select1(c, p1->zp.z, p2->zp.z, p2->zp.z);
}else if (c->render_mode == GL_FEEDBACK){
gl_add_feedback(
c, GL_LINE_TOKEN,
p1,
p2,
NULL,
0
);
} else {
if (c->zb->depth_test)
ZB_line_z(c->zb, &p1->zp, &p2->zp);
else
ZB_line(c->zb, &p1->zp, &p2->zp);
}
} else if ((cc1 & cc2) != 0) {
return;
} else {
dx = p2->pc.X - p1->pc.X;
dy = p2->pc.Y - p1->pc.Y;
dz = p2->pc.Z - p1->pc.Z;
dw = p2->pc.W - p1->pc.W;
x1 = p1->pc.X;
y1 = p1->pc.Y;
z1 = p1->pc.Z;
w1 = p1->pc.W;
GLfloat tmin = 0;
GLfloat tmax = 1;
if (ClipLine1(dx + dw, -x1 - w1, &tmin, &tmax) && ClipLine1(-dx + dw, x1 - w1, &tmin, &tmax) && ClipLine1(dy + dw, -y1 - w1, &tmin, &tmax) &&
ClipLine1(-dy + dw, y1 - w1, &tmin, &tmax) && ClipLine1(dz + dw, -z1 - w1, &tmin, &tmax) && ClipLine1(-dz + dw, z1 - w1, &tmin, &tmax)) {
GLinterpolate(&q1, p1, p2, tmin);
GLinterpolate(&q2, p1, p2, tmax);
gl_transform_to_viewport_clip_c(c, &q1);
gl_transform_to_viewport_clip_c(c, &q2);
if (c->zb->depth_test)
ZB_line_z(c->zb, &q1.zp, &q2.zp);
else
ZB_line(c->zb, &q1.zp, &q2.zp);
}
}
}
//inline void gl_draw_point(GLContext* c, GLVertex* p0);
inline void gl_draw_point(GLContext* c, GLVertex* p0) {
if (p0->clip_code == 0) {
if (c->render_mode == GL_SELECT) {
gl_add_select(c, p0->zp.z, p0->zp.z);
}else if (c->render_mode == GL_FEEDBACK){
gl_add_feedback(c,GL_POINT_TOKEN,p0,NULL,NULL,0);
} else {
ZB_plot(c->zb, &p0->zp);
}
}
}
void gl_draw_triangle_point(GLContext* c, GLVertex* p0, GLVertex* p1, GLVertex* p2); //MUST BE FUNCTION POINTER
void gl_draw_triangle_line(GLContext* c, GLVertex* p0, GLVertex* p1, GLVertex* p2); //MUST BE FUNCTION POINTER
void gl_draw_triangle_fill(GLContext* c, GLVertex* p0, GLVertex* p1, GLVertex* p2); //MUST BE FUNCTION POINTER
void gl_draw_triangle_select(GLContext* c, GLVertex* p0, GLVertex* p1, GLVertex* p2); //MUST BE FUNCTION POINTER
void gl_draw_triangle_feedback(GLContext* c, GLVertex* p0, GLVertex* p1, GLVertex* p2); //MUST BE FUNCTION POINTER
/* matrix.c */
void gl_print_matrix(const GLfloat* m);
/*
void glopLoadIdentity(GLContext *c,GLParam *p);
void glopTranslate(GLContext *c,GLParam *p);*/
/* light.c */
void gl_enable_disable_light(GLContext* c, GLint light, GLint v);
void gl_shade_vertex(GLContext* c, GLVertex* v);
void glInitTextures(GLContext* c);
void glEndTextures(GLContext* c);
GLTexture* alloc_texture(GLContext* c, GLint h);
/* image_util.c */
void gl_convertRGB_to_5R6G5B(GLushort* pixmap, GLubyte* rgb, GLint xsize, GLint ysize);
void gl_convertRGB_to_8A8R8G8B(GLuint* pixmap, GLubyte* rgb, GLint xsize, GLint ysize);
void gl_resizeImage(GLubyte* dest, GLint xsize_dest, GLint ysize_dest, GLubyte* src, GLint xsize_src, GLint ysize_src);
void gl_resizeImageNoInterpolate(GLubyte* dest, GLint xsize_dest, GLint ysize_dest, GLubyte* src, GLint xsize_src, GLint ysize_src);
GLContext* gl_get_context(void);
void gl_fatal_error(char* format, ...);
/* specular buffer "api" */
GLSpecBuf* specbuf_get_buffer(GLContext* c, const GLint shininess_i, const GLfloat shininess);
#ifdef __BEOS__
void dprintf(const char*, ...);
#else /* !BEOS */
#ifdef DEBUG
#define dprintf(format, args...) tgl_warning("In '%s': " format "\n", __FUNCTION__, ##args);
#else
#define dprintf(format, args...)
#endif
#endif /* !BEOS */
/* glopXXX functions */
#define ADD_OP(a, b, c) void glop##a(GLContext*, GLParam*);
#include "opinfo.h"
/* this clip epsilon is needed to avoid some rounding errors after
several clipping stages */
#endif /* _tgl_zgl_h_ */