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https://github.com/id-Software/Wolf3D-iOS.git
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Source release of Wolfenstein 3D Classic Platinum for iOS, 1.1
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254
wolf3d/code/env/opengl_local.h
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254
wolf3d/code/env/opengl_local.h
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/*
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#ifndef __OPENGL_LOCAL_H__
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#define __OPENGL_LOCAL_H__
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extern int glMaxTexSize; // maximum texture size
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//===================================================================
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extern void GL_SetDefaultState( void );
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extern float gldepthmin, gldepthmax;
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//====================================================
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extern int gl_filter_min, gl_filter_max;
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//
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// view origin
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//
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extern vec3_t vup;
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extern vec3_t vpn;
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extern vec3_t vright;
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extern vec3_t r_origin;
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//
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// screen size info
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//
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//extern refdef_t r_newrefdef;
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extern int r_viewcluster, r_viewcluster2, r_oldviewcluster, r_oldviewcluster2;
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extern cvar_t *r_norefresh;
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extern cvar_t *r_lefthand;
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extern cvar_t *r_speeds;
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extern cvar_t *r_novis;
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extern cvar_t *r_nocull;
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extern cvar_t *gl_vertex_arrays;
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extern cvar_t *gl_ext_swapinterval;
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extern cvar_t *gl_ext_palettedtexture;
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extern cvar_t *gl_ext_multitexture;
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extern cvar_t *gl_ext_pointparameters;
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extern cvar_t *gl_ext_compiled_vertex_array;
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extern cvar_t *gl_nosubimage;
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extern cvar_t *gl_bitdepth;
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extern cvar_t *gl_mode;
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extern cvar_t *gl_lightmap;
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extern cvar_t *gl_shadows;
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extern cvar_t *gl_dynamic;
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extern cvar_t *gl_nobind;
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extern cvar_t *gl_round_down;
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extern cvar_t *gl_picmip;
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extern cvar_t *gl_skymip;
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extern cvar_t *gl_showtris;
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extern cvar_t *gl_finish;
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extern cvar_t *gl_ztrick;
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extern cvar_t *gl_clear;
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extern cvar_t *gl_cull;
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extern cvar_t *gl_poly;
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extern cvar_t *gl_texsort;
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extern cvar_t *gl_polyblend;
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extern cvar_t *gl_flashblend;
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extern cvar_t *gl_lightmaptype;
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extern cvar_t *gl_modulate;
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extern cvar_t *gl_playermip;
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extern cvar_t *gl_drawbuffer;
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extern cvar_t *gl_driver;
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extern cvar_t *gl_swapinterval;
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extern cvar_t *gl_texturemode;
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extern cvar_t *gl_saturatelighting;
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extern cvar_t *r_fullscreen;
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extern cvar_t *vid_gamma;
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extern cvar_t *intensity;
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extern int gl_lightmap_format;
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extern int gl_solid_format;
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extern int gl_alpha_format;
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extern int gl_tex_alpha_format;
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extern void R_Bind( int texnum );
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extern void R_MBind( GLenum target, int texnum );
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extern void R_TexEnv( GLenum value );
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extern void R_EnableMultitexture( _boolean enable );
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extern void R_SelectTexture( GLenum );
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//====================================================================
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extern int registration_sequence;
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typedef struct
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{
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const char *renderer_string;
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const char *vendor_string;
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const char *version_string;
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const char *extensions_string;
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_boolean Version_1_2;
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} glconfig_t;
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typedef struct
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{
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float inverse_intensity;
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_boolean fullscreen;
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int prev_mode;
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int lightmap_textures;
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int currenttextures[2];
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int currenttmu;
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} glstate_t;
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extern glconfig_t gl_config;
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extern glstate_t gl_state;
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//////////////////////////////////////////////////////
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typedef struct
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{
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_boolean ARBMultiTexture;
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int nTextureStages; // Number of texture stages supported
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_boolean EXTTextureEnvCombine;
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_boolean EXTTextureFilterAnisotropic;
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float nMaxAnisotropy;
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// NB: Fence extension is not here, because NVVertexArrayRange is false if GL_NV_fence is not here.
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_boolean NVVertexArrayRange;
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int NVVertexArrayRangeMaxVertex;
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_boolean EXTTextureCompressionS3TC;
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_boolean EXTVertexWeighting;
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_boolean EXTSeparateSpecularColor;
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_boolean NVTextureEnvCombine4;
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_boolean ARBTextureCubeMap;
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_boolean NVVertexProgram;
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_boolean EXTVertexShader;
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_boolean NVTextureShader;
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// true if NVVertexProgram and if we know that VP is emulated
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_boolean NVVertexProgramEmulated;
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_boolean EXTSecondaryColor;
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_boolean EXTBlendColor;
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// NVVertexArrayRange2.
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_boolean NVVertexArrayRange2;
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// equal to GL_VERTEX_ARRAY_RANGE_WITHOUT_FLUSH_NV if possible, or GL_VERTEX_ARRAY_RANGE_NV
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int NVStateVARWithoutFlush;
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/* WGL ARB Extensions */
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_boolean WGLARBPBuffer;
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_boolean WGLARBPixelFormat;
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_boolean WGLEXTSwapControl;
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/* ATI Extensions */
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_boolean ATIVertexArrayObject;
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_boolean ATIMapObjectBuffer;
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_boolean ATITextureEnvCombine3;
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_boolean ATIEnvMapBumpMap;
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_boolean ATIFragmentShader;
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_boolean ATIXTextureEnvRoute;
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/* ARB Extensions */
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_boolean ARBTextureCompression;
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_boolean ARBFragmentProgram;
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_boolean ARBVertexBufferObject;
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_boolean ARBVertexProgram;
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/* Disable Hardware feature */
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_boolean DisableHardwareVertexProgram;
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_boolean DisableHardwareTextureShader;
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} GL_Extensions;
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extern GL_Extensions gl_ext;
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extern void GL_ConfigExtensions( const char *glext );
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extern void MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar );
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extern void PrintGLError( W32 err, const char *from );
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/*
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====================================================================
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IMPLEMENTATION SPECIFIC FUNCTIONS
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====================================================================
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*/
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#ifdef __cplusplus
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extern "C" {
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#endif
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void GLimp_BeginFrame();
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_boolean GLimp_Init( void *hinstance, void *hWnd );
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void GLimp_Shutdown( void );
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int GLimp_SetMode( int *pwidth, int *pheight, int mode, _boolean fullscreen );
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void GLimp_AppActivate( _boolean active );
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#ifdef __cplusplus
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}
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#endif
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#endif /* __OPENGL_LOCAL_H__ */
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