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- /*=============================================================================
- Name : glcompat.h
- Purpose : GL compatibility layer - for fast GL frontends, DrawPixels -> texture, &c
- Created 7/14/1999 by khent
- Copyright Relic Entertainment, Inc. All rights reserved.
- =============================================================================*/
- #ifndef _GLCOMPAT_H
- #define _GLCOMPAT_H
- #include "prim2d.h"
- #include "color.h"
- extern bool glcLinear;
- bool glcStartup(void);
- bool glcShutdown(void);
- bool glcAllocateScratch(bool allocate);
- ubyte* glcGetScratch(sdword* pitch);
- ubyte* glcGetScratchMaybeAllocate(sdword* pitch);
- void glcDisplayRGBABackground(ubyte* surface);
- void glcDisplayRGBABackgroundScaled(ubyte* surface);
- void glcDisplayRGBABackgroundLinearScaled(ubyte* surface);
- void glcDisplayRGBABackgroundWithoutScaling(ubyte* surface);
- void glcMatrixSetup(bool on);
- void glcPageFlip(bool scaled);
- bool glcActive(void);
- bool glcActivate(bool active);
- bool glcFullscreen(bool full);
- bool glcIsFullscreen(void);
- void glcRectSolid2(rectangle* rect, color c);
- void glcBeveledRectSolid2(rectangle* rect, color c, sdword xb, sdword yb);
- void glcRectTranslucent2(rectangle* rect, color c);
- void glcRectShaded2(rectangle* rect, color* c);
- void glcRectOutline2(rectangle* rect, sdword thickness, color c);
- void glcRectSolidTextured2(rectangle* rect, sdword width, sdword height, ubyte* data, color* palette, bool reverse);
- void glcRectSolidTexturedScaled2(rectangle* rect, sdword width, sdword height,
- ubyte* data, color* palette, bool reverse);
- void glcPoint2(sdword x, sdword y, sdword thickness, color c);
- void glcLine2(sdword x0, sdword y0, sdword x1, sdword y1, sdword thickness, color c);
- void glcTriSolid2(triangle* tri, color c);
- void glcTriOutline2(triangle* tri, sdword thickness, color c);
- void glcMouseDraw(void);
- void glcCursorUnder(ubyte* data, sdword width, sdword height, sdword x0, sdword y0, bool store);
- void glcRenderEverything(void);
- void glcRenderEverythingALot(void);
- void glcLoadTextures(void);
- void glcFreeTextures(void);
- #endif
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