gl binding
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2009490151
commit
618f283cb2
186
src/external/rlsw.h
vendored
186
src/external/rlsw.h
vendored
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@ -202,10 +202,73 @@
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#define GL_FLOAT 0x1406
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/* === OpenGL Binding === */
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#define glEnable(state) swEnable(state)
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#define glDisable(state) swDisable(state)
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#define glGetFloatv(pname, params) swGetFloatv(pname, params)
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#define glGetString(pname) swGetString(pname)
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#define glViewport(x, y, w, h) swViewport(x, y, w, h)
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#define glScissor(x, y, w, h) swScissor(x, y, w, h)
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#define glClearColor(r, g, b, a) swClearColor(r, g, b, a)
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#define glClear(bitmask) swClear(bitmask)
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#define glBlendFunc(sfactor, dfactor) swBlendFunc(sfactor, dfactor)
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#define glPolygonMode(mode) swPolygonMode(mode)
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#define glCullFace(face) swCullFace(face)
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#define glPointSize(size) swPointSize(size)
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#define glLineWidth(width) swLineWidth(width)
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#define glMatrixMode(mode) swMatrixMode(mode)
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#define glPushMatrix() swPushMatrix()
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#define glPopMatrix() swPopMatrix()
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#define glLoadIdentity() swLoadIdentity()
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#define glTranslatef(x, y, z) swTranslatef(x, y, z)
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#define glRotatef(a, x, y, z) swRotatef(a, x, y, z)
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#define glScalef(x, y, z) swScalef(x, y, z)
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#define glMultMatrixf(v) swMultMatrixf(v)
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#define glFrusutm(l, r, b, t, n, f) swFrustum(l, r, b, t, n, f)
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#define glOrtho(l, r, b, t, n, f) swOrtho(l, r, b, t, n, f)
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#define glBegin(mode) swBegin(mode)
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#define glEnd() swEnd()
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#define glVertex2i(x, y) swVertex2i(x, y)
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#define glVertex2f(x, y) swVertex2f(x, y)
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#define glVertex2fv(v) swVertex2fv(v)
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#define glVertex3i(x, y, z) swVertex3i(x, y, z)
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#define glVertex3f(x, y, z) swVertex3f(x, y, z)
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#define glvertex3fv(v) swVertex3fv(v)
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#define glVertex4i(x, y, z, w) swVertex4i(x, y, z, w)
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#define glVertex4f(x, y, z, w) swVertex4f(x, y, z, w)
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#define glVertex4fv(v) swVertex4fv(v)
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#define glColor3ub(r, g, b) swColor3ub(r, g, b)
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#define glColor3ubv(v) swColor3ubv(v)
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#define glColor3f(r, g, b) swColor3f(r, g, b)
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#define glColor3fv(v) swColor3fv(v)
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#define glColor4ub(r, g, b, a) swColor4ub(r, g, b, a)
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#define glColor4ubv(v) swColor4ubv(v)
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#define glColor4f(r, g, b, a) swColor4f(r, g, b, a)
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#define glColor4fv(v) swColor4fv(v)
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#define glTexCoord2f(u, v) swTexCoord2f(u, v)
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#define glTexCoord2fv(v) swTexCoord2fv(v)
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#define glNormal3f(x, y, z) swNormal3f(x, y, z)
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#define glNormal3fv(v) swNormal3fv(v)
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#define glEnableClientState(t) ((void)(t))
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#define glDisableClientState(t) swBindArray(t, 0)
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#define glVertexPointer(sz, t, s, p) swBindArray(SW_VERTEX_ARRAY, p)
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#define glTexCoordPointer(sz, t, s, p) swBindArray(SW_TEXTURE_COORD_ARRAY, p)
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#define glNormalPointer(sz, t, s, p) swBindArray(SW_NORMAL_ARRAY, p)
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#define glColorPointer(sz, t, s, p) swBindArray(SW_COLOR_ARRAY, p)
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#define glDrawArrays(m, o, c) swDrawArrays(m, o, c)
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#define glGenTextures(c, v) swGenTextures(c, v)
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#define glDeleteTextures(c, v) swDeleteTextures(c, v)
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#define glTexImage2D(tr, l, if, w, h, b, f, t, p) swTexImage2D(w, h, f, t, p)
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#define glTexParameteri(pname, param) swTexParameteri(param, value)
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#define glBindTexture(tr, id) swBindTexture(id)
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/* === Not Implemented === */
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#define glDepthMask(x) ((void)(x))
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#define glColorMask(x) ((void)(x))
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#define glDepthMask(X) ((void)(X))
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#define glColorMask(X) ((void)(X))
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#define glPixelStorei(X, Y) ((void)(X);(void)(Y))
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/* === RLSW Enums === */
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@ -382,26 +445,17 @@ void swVertex4i(int x, int y, int z, int w);
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void swVertex4f(float x, float y, float z, float w);
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void swVertex4fv(const float* v);
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void swColor1ui(uint32_t color);
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void swColor3ub(uint8_t r, uint8_t g, uint8_t b);
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void swColor3ubv(const uint8_t* v);
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void swColor3us(uint16_t r, uint16_t g, uint16_t b);
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void swColor3usv(const uint16_t* v);
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void swColor3ui(uint32_t r, uint32_t g, uint32_t b);
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void swColor3uiv(const uint32_t* v);
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void swColor3f(float r, float g, float b);
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void swColor3fv(const float* v);
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void swColor4ub(uint8_t r, uint8_t g, uint8_t b, uint8_t a);
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void swColor4ubv(const uint8_t* v);
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void swColor4us(uint16_t r, uint16_t g, uint16_t b, uint16_t a);
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void swColor4usv(const uint16_t* v);
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void swColor4ui(uint32_t r, uint32_t g, uint32_t b, uint32_t a);
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void swColor4uiv(const uint32_t* v);
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void swColor4f(float r, float g, float b, float a);
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void swColor4fv(const float* v);
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void swTexCoord2f(float u, float v);
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void swTexCoordfv(const float* v);
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void swTexCoord2fv(const float* v);
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void swNormal3f(float x, float y, float z);
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void swNormal3fv(const float* v);
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@ -3466,22 +3520,6 @@ void swVertex4fv(const float* v)
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}
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}
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void swColor1ui(uint32_t color)
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{
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union {
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uint32_t v;
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uint8_t a[4];
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} c = { .v = color };
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float cv[4];
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cv[0] = (float)c.a[0] / 255;
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cv[1] = (float)c.a[1] / 255;
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cv[2] = (float)c.a[2] / 255;
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cv[3] = (float)c.a[3] / 255;
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swColor4fv(cv);
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}
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void swColor3ub(uint8_t r, uint8_t g, uint8_t b)
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{
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float cv[4];
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@ -3504,50 +3542,6 @@ void swColor3ubv(const uint8_t* v)
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swColor4fv(cv);
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}
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void swColor3us(uint16_t r, uint16_t g, uint16_t b)
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{
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float cv[4];
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cv[0] = (float)((uint8_t)(r >> 8)) / 255;
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cv[1] = (float)((uint8_t)(g >> 8)) / 255;
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cv[2] = (float)((uint8_t)(b >> 8)) / 255;
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cv[3] = 1.0f;
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swColor4fv(cv);
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}
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void swColor3usv(const uint16_t* v)
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{
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float cv[4];
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cv[0] = (float)((uint8_t)(v[0] >> 8)) / 255;
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cv[1] = (float)((uint8_t)(v[1] >> 8)) / 255;
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cv[2] = (float)((uint8_t)(v[2] >> 8)) / 255;
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cv[3] = 1.0f;
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swColor4fv(cv);
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}
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void swColor3ui(uint32_t r, uint32_t g, uint32_t b)
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{
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float cv[4];
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cv[0] = (float)((uint8_t)(r >> 24)) / 255;
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cv[1] = (float)((uint8_t)(g >> 24)) / 255;
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cv[2] = (float)((uint8_t)(b >> 24)) / 255;
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cv[3] = 1.0f;
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swColor4fv(cv);
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}
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void swColor3uiv(const uint32_t* v)
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{
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float cv[4];
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cv[0] = (float)((uint8_t)(v[0] >> 24)) / 255;
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cv[1] = (float)((uint8_t)(v[1] >> 24)) / 255;
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cv[2] = (float)((uint8_t)(v[2] >> 24)) / 255;
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cv[3] = 1.0f;
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swColor4fv(cv);
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}
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void swColor3f(float r, float g, float b)
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{
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float cv[4];
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@ -3592,50 +3586,6 @@ void swColor4ubv(const uint8_t* v)
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swColor4fv(cv);
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}
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void swColor4us(uint16_t r, uint16_t g, uint16_t b, uint16_t a)
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{
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float cv[4];
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cv[0] = (float)((uint8_t)(r >> 8)) / 255;
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cv[1] = (float)((uint8_t)(g >> 8)) / 255;
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cv[2] = (float)((uint8_t)(b >> 8)) / 255;
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cv[3] = (float)((uint8_t)(a >> 8)) / 255;
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swColor4fv(cv);
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}
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void swColor4usv(const uint16_t* v)
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{
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float cv[4];
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cv[0] = (float)((uint8_t)(v[0] >> 8)) / 255;
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cv[1] = (float)((uint8_t)(v[1] >> 8)) / 255;
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cv[2] = (float)((uint8_t)(v[2] >> 8)) / 255;
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cv[3] = (float)((uint8_t)(v[3] >> 8)) / 255;
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swColor4fv(cv);
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}
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void swColor4ui(uint32_t r, uint32_t g, uint32_t b, uint32_t a)
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{
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float cv[4];
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cv[0] = (float)((uint8_t)(r >> 24)) / 255;
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cv[1] = (float)((uint8_t)(g >> 24)) / 255;
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cv[2] = (float)((uint8_t)(b >> 24)) / 255;
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cv[3] = (float)((uint8_t)(a >> 24)) / 255;
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swColor4fv(cv);
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}
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void swColor4uiv(const uint32_t* v)
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{
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float cv[4];
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cv[0] = (float)((uint8_t)(v[0] >> 24)) / 255;
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cv[1] = (float)((uint8_t)(v[1] >> 24)) / 255;
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cv[2] = (float)((uint8_t)(v[2] >> 24)) / 255;
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cv[3] = (float)((uint8_t)(v[3] >> 24)) / 255;
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swColor4fv(cv);
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}
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void swColor4f(float r, float g, float b, float a)
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{
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float cv[4];
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@ -3663,7 +3613,7 @@ void swTexCoord2f(float u, float v)
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RLSW.vertexBuffer[RLSW.vertexCounter].texcoord[1] = t;
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}
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void swTexCoordfv(const float* v)
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void swTexCoord2fv(const float* v)
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{
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float s = RLSW.matTexture[0]*v[0] + RLSW.matTexture[4]*v[1] + RLSW.matTexture[12];
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float t = RLSW.matTexture[1]*v[0] + RLSW.matTexture[5]*v[1] + RLSW.matTexture[13];
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@ -3717,7 +3667,7 @@ void swDrawArrays(SWdraw mode, int offset, int count)
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for (int i = offset; i < count; i++) {
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if (RLSW.array.texcoords) {
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swTexCoordfv(RLSW.array.texcoords + 2 * i);
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swTexCoord2fv(RLSW.array.texcoords + 2 * i);
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}
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if (RLSW.array.normals) {
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swNormal3fv(RLSW.array.normals + 3 * i);
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