Initial commit

This commit is contained in:
Eagle517
2025-02-17 23:17:30 -06:00
commit 7cad314c94
4726 changed files with 1145203 additions and 0 deletions

350
lib/opengl2d3d/gllist.h Executable file
View File

@ -0,0 +1,350 @@
//-----------------------------------------------------------------------------
// Torque Game Engine
// Quake GL DirectX wrapper
//-----------------------------------------------------------------------------
#ifndef _GLLIST_H_
#define _GLLIST_H_
//#define USE_IOSTREAM 1
#if defined(USE_IOSTREAM)
#include <iostream>
#endif
// forward class declarations
template<class Type> class GLListIter;
template<class Type> class GLListManip;
template<class Type> class GLLink {
// Private members
Type d_data;
GLLink<Type> *d_next_p;
// Links cannot be copied or assigned
GLLink(const GLLink<Type>&);
GLLink<Type>& operator=(const GLLink<Type>&);
// Public members
public:
// Construct & Destroy
inline GLLink(GLLink<Type> **addLinkPtr, const Type &data);
~GLLink() {}
// Modifiers
inline void setData(const Type &data);
inline void setNext(GLLink<Type> *link);
inline GLLink<Type>*& getNextRef(); // generally a bad practice
// Accessors
inline Type& getData();
inline GLLink<Type>* getNext() const;
};
template<class Type> class GLList {
// Private members
int d_length;
GLLink<Type> *d_head_p;
// Friends
friend class GLListIter<Type>;
friend class GLListManip<Type>;
// Public members
public:
// Construct & Destroy
GLList();
GLList(const GLList<Type>&);
~GLList();
// Modifiers
GLList<Type>& operator=(const GLList<Type> &list);
GLList<Type>& operator+=(const Type &i);
GLList<Type>& operator+=(const GLList<Type> &list);
GLList<Type>& prepend(const Type &i);
GLList<Type>& prepend(const GLList<Type> &list);
// Accessors
int length() const;
};
//template<class Type> ostream& operator<<(ostream& o, const GLList<Type>& list);
template<class Type> class GLListIter {
// Private Data
GLLink<Type> *d_current_p;
// Public Members
public:
// Construct and Destroy
inline GLListIter(const GLList<Type> &list);
inline GLListIter(const GLListIter<Type> &iter);
~GLListIter() {}
// Modifiers
inline GLListIter<Type>& operator=(const GLListIter<Type> &iter);
inline void operator++();
// Accessors
inline operator const void* () const;
inline Type& operator()() const;
};
template<class Type> class GLListManip {
// Private Data
GLList<Type> *d_list_p;
GLLink<Type> **d_current_p;
// Links cannot be copied or assigned
GLListManip(const GLListManip<Type> &manip);
GLListManip<Type>& operator=(const GLListManip<Type> &manip);
// Public Members
public:
// Construct and Destroy
inline GLListManip(GLList<Type> *list);
~GLListManip() {}
// Modifiers
inline void operator++();
inline void insert (const Type &data);
inline void remove ();
// Accessors
inline operator const void *() const;
inline Type& operator()() const;
};
template<class Type> GLLink<Type>::GLLink(GLLink<Type> **addLinkPtr, const Type &data) : d_next_p(*addLinkPtr), d_data(data)
{
*addLinkPtr = this;
}
template<class Type> void GLLink<Type>::setData(const Type &data)
{
d_data = data;
}
template<class Type> void GLLink<Type>::setNext(GLLink<Type> *link)
{
d_next_p = link;
}
template<class Type> GLLink<Type>*& GLLink<Type>::getNextRef()
{
return d_next_p;
}
template<class Type> Type& GLLink<Type>::getData()
{
return d_data;
}
template<class Type> GLLink<Type>* GLLink<Type>::getNext() const
{
return d_next_p;
}
template<class Type> GLList<Type>::GLList() : d_head_p(0), d_length(0)
{
}
template<class Type> GLList<Type>::GLList(const GLList<Type>& list) : d_head_p(0)
{
GLListManip<Type> m(this);
GLListIter<Type> l(list);
while(l) {
m.insert(l());
++l;
++m;
}
}
template<class Type> GLList<Type>::~GLList()
{
GLListManip<Type> m(this);
while(m != 0)
m.remove();
}
template<class Type> GLList<Type>& GLList<Type>::operator=(const GLList<Type>& list)
{
GLListManip<Type> m(this);
GLListIter<Type> l(list);
if(this != &list) {
while(m)
m.remove();
while(l) {
m.insert(l());
++l;
++m;
}
}
return *this;
}
template<class Type> GLList<Type>& GLList<Type>::operator+=(const Type &i)
{
GLListManip<Type> m(this);
while(m)
++m;
m.insert(i);
return *this;
}
template<class Type> GLList<Type>& GLList<Type>::operator+=(const GLList<Type>& list)
{
unsigned i, s;
GLListIter<Type> l(list);
GLListManip<Type> m(this);
while(m)
++m;
s = list.d_length;
for(i = 0; i < s; ++i) {
m.insert(l());
++m;
++l;
}
return *this;
}
template<class Type> GLList<Type>& GLList<Type>::prepend(const Type &i)
{
GLListManip<Type> m(this);
m.insert(i);
return *this;
}
template<class Type> GLList<Type>& GLList<Type>::prepend(const GLList<Type> &list)
{
GLListIter<Type> l(list);
GLListManip<Type> m(this);
while(l) {
m.insert(l());
++m;
++l;
}
return *this;
}
template<class Type> int GLList<Type>::length() const
{
return d_length;
}
#if defined(USE_IOSTREAM)
template<class Type> ostream& operator<<(ostream &o, const GLList<Type>& list)
{
GLListIter<Type> l(list);
o << "[ ";
while(l != 0) {
o << l();
o << " ";
++l;
}
return o << "]";
}
#endif
template<class Type> GLListIter<Type>::GLListIter(const GLList<Type> &list) : d_current_p(list.d_head_p)
{
}
template<class Type> GLListIter<Type>::GLListIter(const GLListIter<Type> &iter) : d_current_p(iter.d_current_p)
{
}
template<class Type> GLListIter<Type>& GLListIter<Type>::operator=(const GLListIter<Type> &iter)
{
d_current_p = iter.d_current_p;
return *this;
}
template<class Type> void GLListIter<Type>::operator++()
{
d_current_p = d_current_p -> getNext();
}
template<class Type> Type& GLListIter<Type>::operator()() const
{
return d_current_p -> getData();
}
template<class Type> GLListIter<Type>::operator const void* () const
{
return d_current_p;
}
template<class Type> GLListManip<Type>::GLListManip(GLList<Type> *list) : d_current_p(&(list -> d_head_p)), d_list_p(list)
{
}
template<class Type> void GLListManip<Type>::operator++()
{
d_current_p = &((*d_current_p) -> getNextRef());
}
template<class Type> void GLListManip<Type>::insert(const Type &data)
{
new GLLink<Type>(d_current_p, data);
++(d_list_p -> d_length);
}
template<class Type> void GLListManip<Type>::remove()
{
GLLink<Type> *t = *d_current_p;
*d_current_p = (*d_current_p) -> getNext();
delete t;
--(d_list_p -> d_length);
}
template<class Type> GLListManip<Type>::operator const void* () const
{
return *d_current_p;
}
template<class Type> Type& GLListManip<Type>::operator()() const
{
return (*d_current_p) -> getData();
}
#endif

1250
lib/opengl2d3d/glu2d3d.cc Executable file

File diff suppressed because it is too large Load Diff

12
lib/opengl2d3d/glu2d3d.def Executable file
View File

@ -0,0 +1,12 @@
EXPORTS
gluBuild1DMipmaps=_gluBuild1DMipmaps@24
gluBuild2DMipmaps=_gluBuild2DMipmaps@28
gluErrorString=_gluErrorString@4
gluGetString=_gluGetString@4
gluLookAt=_gluLookAt@72
gluOrtho2D=_gluOrtho2D@32
gluPerspective=_gluPerspective@32
gluPickMatrix=_gluPickMatrix@36
gluProject=_gluProject@48
gluScaleImage=_gluScaleImage@36
gluUnProject=_gluUnProject@48

36
lib/opengl2d3d/glu2d3d.h Executable file
View File

@ -0,0 +1,36 @@
//-----------------------------------------------------------------------------
// Torque Game Engine
// Quake GL DirectX wrapper
//-----------------------------------------------------------------------------
#ifndef _OPENGL2D3D_H_
#include "opengl2d3d/opengl2d3d.h"
#endif
#define CEILING( A, B ) ( (A) % (B) == 0 ? (A)/(B) : (A)/(B)+1 )
/* To work around optimizer bug in MSVC4.1 */
#if defined(__WIN32__) && !defined(OPENSTEP)
void
dummy(GLuint j, GLuint k)
{
}
#else
#define dummy(J, K)
#endif
/* EXT_bgra */
#define GL_BGR 0x80E0
#define GL_BGRA 0x80E1
/* Errors */
#define GLU_NO_ERROR 0
#define GLU_ERROR 100103
#define GLU_INVALID_ENUM 100900
#define GLU_INVALID_VALUE 100901
#define GLU_OUT_OF_MEMORY 100902
/* GLU 1.1 and later */
#define GLU_VERSION 100800
#define GLU_EXTENSIONS 100801

9667
lib/opengl2d3d/opengl2d3d.cc Executable file

File diff suppressed because it is too large Load Diff

378
lib/opengl2d3d/opengl2d3d.def Executable file
View File

@ -0,0 +1,378 @@
EXPORTS
glAccum=_glAccum@8
glActiveTextureARB=_glActiveTextureARB@4
glAllocateVertexBufferEXT=_glAllocateVertexBufferEXT@12
glAlphaFunc=_glAlphaFunc@8
glAreTexturesResident=_glAreTexturesResident@12
glArrayElement=_glArrayElement@4
glAvailableVertexBufferEXT=_glAvailableVertexBufferEXT@0
glBegin=_glBegin@4
glBindTexture=_glBindTexture@8
glBitmap=_glBitmap@28
glBlendFunc=_glBlendFunc@8
glCallList=_glCallList@4
glCallLists=_glCallLists@12
glClear=_glClear@4
glClearAccum=_glClearAccum@16
glClearColor=_glClearColor@16
glClearDepth=_glClearDepth@8
glClearIndex=_glClearIndex@4
glClearStencil=_glClearStencil@4
glClientActiveTextureARB=_glClientActiveTextureARB@4
glClipPlane=_glClipPlane@8
glColor3b=_glColor3b@12
glColor3bv=_glColor3bv@4
glColor3d=_glColor3d@24
glColor3dv=_glColor3dv@4
glColor3f=_glColor3f@12
glColor3fv=_glColor3fv@4
glColor3i=_glColor3i@12
glColor3iv=_glColor3iv@4
glColor3s=_glColor3s@12
glColor3sv=_glColor3sv@4
glColor3ub=_glColor3ub@12
glColor3ubv=_glColor3ubv@4
glColor3ui=_glColor3ui@12
glColor3uiv=_glColor3uiv@4
glColor3us=_glColor3us@12
glColor3usv=_glColor3usv@4
glColor4b=_glColor4b@16
glColor4bv=_glColor4bv@4
glColor4d=_glColor4d@32
glColor4dv=_glColor4dv@4
glColor4f=_glColor4f@16
glColor4fv=_glColor4fv@4
glColor4i=_glColor4i@16
glColor4iv=_glColor4iv@4
glColor4s=_glColor4s@16
glColor4sv=_glColor4sv@4
glColor4ub=_glColor4ub@16
glColor4ubv=_glColor4ubv@4
glColor4ui=_glColor4ui@16
glColor4uiv=_glColor4uiv@4
glColor4us=_glColor4us@16
glColor4usv=_glColor4usv@4
glColorMask=_glColorMask@16
glColorMaterial=_glColorMaterial@8
glColorPointer=_glColorPointer@16
glColorTableEXT=_glColorTableEXT@24
glCopyPixels=_glCopyPixels@20
glCopyTexImage1D=_glCopyTexImage1D@28
glCopyTexImage2D=_glCopyTexImage2D@32
glCopyTexSubImage1D=_glCopyTexSubImage1D@24
glCopyTexSubImage2D=_glCopyTexSubImage2D@32
glCullFace=_glCullFace@4
glDeleteLists=_glDeleteLists@8
glDeleteTextures=_glDeleteTextures@8
glDepthFunc=_glDepthFunc@4
glDepthMask=_glDepthMask@4
glDepthRange=_glDepthRange@16
glDisable=_glDisable@4
glDisableClientState=_glDisableClientState@4
glDrawArrays=_glDrawArrays@12
glDrawBuffer=_glDrawBuffer@4
glDrawElements=_glDrawElements@16
glDrawPixels=_glDrawPixels@20
glEdgeFlag=_glEdgeFlag@4
glEdgeFlagPointer=_glEdgeFlagPointer@8
glEdgeFlagv=_glEdgeFlagv@4
glEnable=_glEnable@4
glEnableClientState=_glEnableClientState@4
glEnd=_glEnd@0
glEndList=_glEndList@0
glEvalCoord1d=_glEvalCoord1d@8
glEvalCoord1dv=_glEvalCoord1dv@4
glEvalCoord1f=_glEvalCoord1f@4
glEvalCoord1fv=_glEvalCoord1fv@4
glEvalCoord2d=_glEvalCoord2d@16
glEvalCoord2dv=_glEvalCoord2dv@4
glEvalCoord2f=_glEvalCoord2f@8
glEvalCoord2fv=_glEvalCoord2fv@4
glEvalMesh1=_glEvalMesh1@12
glEvalMesh2=_glEvalMesh2@20
glEvalPoint1=_glEvalPoint1@4
glEvalPoint2=_glEvalPoint2@8
glFeedbackBuffer=_glFeedbackBuffer@12
glFillVertexBufferEXT=_glFillVertexBufferEXT@12
glFinish=_glFinish@0
glFlush=_glFlush@0
glFogCoordPointerEXT=_glFogCoordPointerEXT@12
glFogCoordfEXT=_glFogCoordfEXT@4
glFogf=_glFogf@8
glFogfv=_glFogfv@8
glFogi=_glFogi@8
glFogiv=_glFogiv@8
glFreeVertexBufferEXT=_glFreeVertexBufferEXT@4
glFrontFace=_glFrontFace@4
glFrustum=_glFrustum@48
glGenLists=_glGenLists@4
glGenTextures=_glGenTextures@8
glGetBooleanv=_glGetBooleanv@8
glGetClipPlane=_glGetClipPlane@8
glGetDoublev=_glGetDoublev@8
glGetError=_glGetError@0
glGetFloatv=_glGetFloatv@8
glGetIntegerv=_glGetIntegerv@8
glGetLightfv=_glGetLightfv@12
glGetLightiv=_glGetLightiv@12
glGetMapdv=_glGetMapdv@12
glGetMapfv=_glGetMapfv@12
glGetMapiv=_glGetMapiv@12
glGetMaterialfv=_glGetMaterialfv@12
glGetMaterialiv=_glGetMaterialiv@12
glGetPixelMapfv=_glGetPixelMapfv@8
glGetPixelMapuiv=_glGetPixelMapuiv@8
glGetPixelMapusv=_glGetPixelMapusv@8
glGetPointerv=_glGetPointerv@8
glGetPolygonStipple=_glGetPolygonStipple@4
glGetString=_glGetString@4
glGetTexEnvfv=_glGetTexEnvfv@12
glGetTexEnviv=_glGetTexEnviv@12
glGetTexGendv=_glGetTexGendv@12
glGetTexGenfv=_glGetTexGenfv@12
glGetTexGeniv=_glGetTexGeniv@12
glGetTexImage=_glGetTexImage@20
glGetTexLevelParameterfv=_glGetTexLevelParameterfv@16
glGetTexLevelParameteriv=_glGetTexLevelParameteriv@16
glGetTexParameterfv=_glGetTexParameterfv@12
glGetTexParameteriv=_glGetTexParameteriv@12
glHint=_glHint@8
glIndexMask=_glIndexMask@4
glIndexPointer=_glIndexPointer@12
glIndexd=_glIndexd@8
glIndexdv=_glIndexdv@4
glIndexf=_glIndexf@4
glIndexfv=_glIndexfv@4
glIndexi=_glIndexi@4
glIndexiv=_glIndexiv@4
glIndexs=_glIndexs@4
glIndexsv=_glIndexsv@4
glIndexub=_glIndexub@4
glIndexubv=_glIndexubv@4
glInitNames=_glInitNames@0
glInterleavedArrays=_glInterleavedArrays@12
glIsEnabled=_glIsEnabled@4
glIsList=_glIsList@4
glIsTexture=_glIsTexture@4
glLightModelf=_glLightModelf@8
glLightModelfv=_glLightModelfv@8
glLightModeli=_glLightModeli@8
glLightModeliv=_glLightModeliv@8
glLightf=_glLightf@12
glLightfv=_glLightfv@12
glLighti=_glLighti@12
glLightiv=_glLightiv@12
glLineStipple=_glLineStipple@8
glLineWidth=_glLineWidth@4
glListBase=_glListBase@4
glLoadIdentity=_glLoadIdentity@0
glLoadMatrixd=_glLoadMatrixd@4
glLoadMatrixf=_glLoadMatrixf@4
glLoadName=_glLoadName@4
glLockArraysEXT=_glLockArraysEXT@8
glLockVertexBufferEXT=_glLockVertexBufferEXT@8
glLogicOp=_glLogicOp@4
glMap1d=_glMap1d@32
glMap1f=_glMap1f@24
glMap2d=_glMap2d@56
glMap2f=_glMap2f@40
glMapGrid1d=_glMapGrid1d@20
glMapGrid1f=_glMapGrid1f@12
glMapGrid2d=_glMapGrid2d@40
glMapGrid2f=_glMapGrid2f@24
glMaterialf=_glMaterialf@12
glMaterialfv=_glMaterialfv@12
glMateriali=_glMateriali@12
glMaterialiv=_glMaterialiv@12
glMatrixMode=_glMatrixMode@4
glMultMatrixd=_glMultMatrixd@4
glMultMatrixf=_glMultMatrixf@4
glMultiTexCoord2fARB=_glMultiTexCoord2fARB@12
glMultiTexCoord2fvARB=_glMultiTexCoord2fvARB@8
glNewList=_glNewList@8
glNormal3b=_glNormal3b@12
glNormal3bv=_glNormal3bv@4
glNormal3d=_glNormal3d@24
glNormal3dv=_glNormal3dv@4
glNormal3f=_glNormal3f@12
glNormal3fv=_glNormal3fv@4
glNormal3i=_glNormal3i@12
glNormal3iv=_glNormal3iv@4
glNormal3s=_glNormal3s@12
glNormal3sv=_glNormal3sv@4
glNormalPointer=_glNormalPointer@12
glOffsetVertexBufferEXT=_glOffsetVertexBufferEXT@8
glOrtho=_glOrtho@48
glPassThrough=_glPassThrough@4
glPixelMapfv=_glPixelMapfv@12
glPixelMapuiv=_glPixelMapuiv@12
glPixelMapusv=_glPixelMapusv@12
glPixelStoref=_glPixelStoref@8
glPixelStorei=_glPixelStorei@8
glPixelTransferf=_glPixelTransferf@8
glPixelTransferi=_glPixelTransferi@8
glPixelZoom=_glPixelZoom@8
glPointSize=_glPointSize@4
glPolygonMode=_glPolygonMode@8
glPolygonOffset=_glPolygonOffset@8
glPolygonStipple=_glPolygonStipple@4
glPopAttrib=_glPopAttrib@0
glPopClientAttrib=_glPopClientAttrib@0
glPopMatrix=_glPopMatrix@0
glPopName=_glPopName@0
glPrioritizeTextures=_glPrioritizeTextures@12
glPushAttrib=_glPushAttrib@4
glPushClientAttrib=_glPushClientAttrib@4
glPushMatrix=_glPushMatrix@0
glPushName=_glPushName@4
glRasterPos2d=_glRasterPos2d@16
glRasterPos2dv=_glRasterPos2dv@4
glRasterPos2f=_glRasterPos2f@8
glRasterPos2fv=_glRasterPos2fv@4
glRasterPos2i=_glRasterPos2i@8
glRasterPos2iv=_glRasterPos2iv@4
glRasterPos2s=_glRasterPos2s@8
glRasterPos2sv=_glRasterPos2sv@4
glRasterPos3d=_glRasterPos3d@24
glRasterPos3dv=_glRasterPos3dv@4
glRasterPos3f=_glRasterPos3f@12
glRasterPos3fv=_glRasterPos3fv@4
glRasterPos3i=_glRasterPos3i@12
glRasterPos3iv=_glRasterPos3iv@4
glRasterPos3s=_glRasterPos3s@12
glRasterPos3sv=_glRasterPos3sv@4
glRasterPos4d=_glRasterPos4d@32
glRasterPos4dv=_glRasterPos4dv@4
glRasterPos4f=_glRasterPos4f@16
glRasterPos4fv=_glRasterPos4fv@4
glRasterPos4i=_glRasterPos4i@16
glRasterPos4iv=_glRasterPos4iv@4
glRasterPos4s=_glRasterPos4s@16
glRasterPos4sv=_glRasterPos4sv@4
glReadBuffer=_glReadBuffer@4
glReadPixels=_glReadPixels@28
glRectd=_glRectd@32
glRectdv=_glRectdv@8
glRectf=_glRectf@16
glRectfv=_glRectfv@8
glRecti=_glRecti@16
glRectiv=_glRectiv@8
glRects=_glRects@16
glRectsv=_glRectsv@8
glRenderMode=_glRenderMode@4
glRotated=_glRotated@32
glRotatef=_glRotatef@16
glScaled=_glScaled@24
glScalef=_glScalef@12
glScissor=_glScissor@16
glSelectBuffer=_glSelectBuffer@8
glSetVertexBufferEXT=_glSetVertexBufferEXT@4
glShadeModel=_glShadeModel@4
glStencilFunc=_glStencilFunc@12
glStencilMask=_glStencilMask@4
glStencilOp=_glStencilOp@12
glTexCoord1d=_glTexCoord1d@8
glTexCoord1dv=_glTexCoord1dv@4
glTexCoord1f=_glTexCoord1f@4
glTexCoord1fv=_glTexCoord1fv@4
glTexCoord1i=_glTexCoord1i@4
glTexCoord1iv=_glTexCoord1iv@4
glTexCoord1s=_glTexCoord1s@4
glTexCoord1sv=_glTexCoord1sv@4
glTexCoord2d=_glTexCoord2d@16
glTexCoord2dv=_glTexCoord2dv@4
glTexCoord2f=_glTexCoord2f@8
glTexCoord2fv=_glTexCoord2fv@4
glTexCoord2i=_glTexCoord2i@8
glTexCoord2iv=_glTexCoord2iv@4
glTexCoord2s=_glTexCoord2s@8
glTexCoord2sv=_glTexCoord2sv@4
glTexCoord3d=_glTexCoord3d@24
glTexCoord3dv=_glTexCoord3dv@4
glTexCoord3f=_glTexCoord3f@12
glTexCoord3fv=_glTexCoord3fv@4
glTexCoord3i=_glTexCoord3i@12
glTexCoord3iv=_glTexCoord3iv@4
glTexCoord3s=_glTexCoord3s@12
glTexCoord3sv=_glTexCoord3sv@4
glTexCoord4d=_glTexCoord4d@32
glTexCoord4dv=_glTexCoord4dv@4
glTexCoord4f=_glTexCoord4f@16
glTexCoord4fv=_glTexCoord4fv@4
glTexCoord4i=_glTexCoord4i@16
glTexCoord4iv=_glTexCoord4iv@4
glTexCoord4s=_glTexCoord4s@16
glTexCoord4sv=_glTexCoord4sv@4
glTexCoordPointer=_glTexCoordPointer@16
glTexEnvf=_glTexEnvf@12
glTexEnvfv=_glTexEnvfv@12
glTexEnvi=_glTexEnvi@12
glTexEnviv=_glTexEnviv@12
glTexGend=_glTexGend@16
glTexGendv=_glTexGendv@12
glTexGenf=_glTexGenf@12
glTexGenfv=_glTexGenfv@12
glTexGeni=_glTexGeni@12
glTexGeniv=_glTexGeniv@12
glTexImage1D=_glTexImage1D@32
glTexImage2D=_glTexImage2D@36
glTexParameterf=_glTexParameterf@12
glTexParameterfv=_glTexParameterfv@12
glTexParameteri=_glTexParameteri@12
glTexParameteriv=_glTexParameteriv@12
glTexSubImage1D=_glTexSubImage1D@28
glTexSubImage2D=_glTexSubImage2D@36
glTranslated=_glTranslated@24
glTranslatef=_glTranslatef@12
glUnlockArraysEXT=_glUnlockArraysEXT@0
glUnlockVertexBufferEXT=_glUnlockVertexBufferEXT@4
glVertex2d=_glVertex2d@16
glVertex2dv=_glVertex2dv@4
glVertex2f=_glVertex2f@8
glVertex2fv=_glVertex2fv@4
glVertex2i=_glVertex2i@8
glVertex2iv=_glVertex2iv@4
glVertex2s=_glVertex2s@8
glVertex2sv=_glVertex2sv@4
glVertex3d=_glVertex3d@24
glVertex3dv=_glVertex3dv@4
glVertex3f=_glVertex3f@12
glVertex3fv=_glVertex3fv@4
glVertex3i=_glVertex3i@12
glVertex3iv=_glVertex3iv@4
glVertex3s=_glVertex3s@12
glVertex3sv=_glVertex3sv@4
glVertex4d=_glVertex4d@32
glVertex4dv=_glVertex4dv@4
glVertex4f=_glVertex4f@16
glVertex4fv=_glVertex4fv@4
glVertex4i=_glVertex4i@16
glVertex4iv=_glVertex4iv@4
glVertex4s=_glVertex4s@16
glVertex4sv=_glVertex4sv@4
glVertexPointer=_glVertexPointer@16
glViewport=_glViewport@16
wd3dCopyContext=_wd3dCopyContext@12
wd3dCreateContext=_wd3dCreateContext@4
wd3dCreateLayerContext=_wd3dCreateLayerContext@8
wd3dDeleteContext=_wd3dDeleteContext@4
wd3dDescribeLayerPlane=_wd3dDescribeLayerPlane@20
wd3dGetCurrentContext=_wd3dGetCurrentContext@0
wd3dGetCurrentDC=_wd3dGetCurrentDC@0
wd3dGetLayerPaletteEntries=_wd3dGetLayerPaletteEntries@20
wd3dGetProcAddress=_wd3dGetProcAddress@4
wd3dMakeCurrent=_wd3dMakeCurrent@8
wd3dRealizeLayerPalette=_wd3dRealizeLayerPalette@12
wd3dSetLayerPaletteEntries=_wd3dSetLayerPaletteEntries@20
wd3dShareLists=_wd3dShareLists@8
wd3dSwapLayerBuffers=_wd3dSwapLayerBuffers@8
wd3dUseFontBitmapsA=_wd3dUseFontBitmapsA@16
wd3dUseFontBitmapsW=_wd3dUseFontBitmapsW@0
wd3dUseFontOutlinesA=_wd3dUseFontOutlinesA@32
wd3dUseFontOutlinesW=_wd3dUseFontOutlinesW@0
wglChoosePixelFormat=_wglChoosePixelFormat@8
wglDescribePixelFormat=_wglDescribePixelFormat@16
wglGetDefaultProcAddress=_wglGetDefaultProcAddress@0
wglGetPixelFormat=_wglGetPixelFormat@4
wglSetPixelFormat=_wglSetPixelFormat@12
wglSwapBuffers=_wglSwapBuffers@4

1796
lib/opengl2d3d/opengl2d3d.h Executable file

File diff suppressed because it is too large Load Diff