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Simba/Units/RUTIS/Rutis_EXT_OpenGl.pas

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2010-08-20 11:21:43 -04:00
Unit Rutis_EXT_OpenGl;
Interface
Uses
Windows, Controls, SysUtils,
Rutis_Engine, Rutis_Defs,
dglOpenGl,
TFrustumClass,
OpenGl_Texture_Manager,
OpenGl_Types,
OpenGl_Functions,
OpenGl_Speed_Lists;
Var
Rogl_Display : TWinControl;
Rogl_DC, Rogl_RC : HDC;
Rogl_CamPos,
Rogl_CamRot : TVector3f;
Rogl_NearClipping,
Rogl_FarClipping : Single;
Procedure RegisterEXTMethods(Engine : TRutisEngine);
Procedure ROgl_SetViewport(WinControl : TWinControl);
Procedure DestroyRoglContext;
Procedure ResizeRoglContext;
Implementation
Var
ROGL_Width, ROGL_Height : Integer;
//==============================================================================
//==============================================================================
Function CreateContext : Integer;
Begin
Result := 0;
If not InitOpenGl Then exit;
Result := CreateRenderingContext(Rogl_DC, [opDoubleBuffered], 32, 24, 0, 32, 0, 0);
End;
Procedure DestroyRoglContext;
Begin
SetLength(TexManager_TexturePaths, 0);
AddTexturePath('.\');
AddTexturePath(ExtractFileDir(ParamStr(0)));
FreeTextures;
DeleteSpeedLists;
Rogl_NearClipping := 1;
Rogl_FarClipping := 1000;
If Rogl_DC <> 0 Then
Begin
If Rogl_RC <> 0 Then
Begin
DeactivateRenderingContext;
DestroyRenderingContext(Rogl_RC);
Rogl_RC := 0;
End;
Try
ReleaseDC(Rogl_Display.Handle, Rogl_DC);
Except
End;
Rogl_DC := 0;
Rogl_CamPos := nullvect;
Rogl_CamRot := nullvect;
sleep(1);
End;
End;
Procedure ResizeRoglContext;
Begin
If (Rogl_DC <> 0) and (Rogl_RC <> 0) Then
Begin
glViewport(0, 0, Rogl_Display.Width, Rogl_Display.Height);
{glMatrixMode(GL_PROJECTION);
glLoadIdentity;
gluPerspective(45.0, ClientWidth/ClientHeight, NearClipping, FarClipping);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity;}
End;
End;
Procedure ROgl_SetViewport(WinControl : TWinControl);
Begin
If not (WinControl is TWinControl) Then exit;
Rogl_Display := WinControl;
DestroyRoglContext;
If not (Rogl_Display is TWinControl) Then
Rogl_Display := Rogl_Display.Parent;
Rogl_DC := GetDC(Rogl_Display.Handle);
Rogl_RC := CreateContext;
ActivateRenderingContext(Rogl_DC, Rogl_RC);
sleep(1);
glClearColor(0, 0, 0, 0);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
End;
//==============================================================================
//==============================================================================
{$REGION 'OpenGl-Extension glx'}
Procedure _glxSetViewportControl(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
ROgl_SetViewport(TWinControl(PPointer(Params^[0].Data)^));
End;
Procedure _InitOpenGL(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
If Rogl_Display = nil Then exit;
DestroyRoglContext;
Rogl_DC := GetDC(Rogl_Display.Handle);
//If not InitOpenGl then exit;
Rogl_RC := CreateContext;
ActivateRenderingContext(Rogl_DC, Rogl_RC);
sleep(1);
glClearColor(0, 0, 0, 0);
glEnable(GL_DEPTH_TEST);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_CULL_FACE);
End;
Procedure _glxNewFrame(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
If Rogl_RC = 0 Then _InitOpenGL(nil, nil);
If Rogl_RC = 0 Then exit;
SwapBuffers(Rogl_DC);
If (Rogl_Display.Width <> ROGL_Width) or (Rogl_Display.Height <> ROGL_Height) Then
Begin
ROGL_Width := Rogl_Display.Width;
ROGL_Width := Rogl_Display.Height;
glViewport(0, 0, Rogl_Display.Width, Rogl_Display.Height);
End;
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity;
gluPerspective(45.0, Rogl_Display.Width / Rogl_Display.Height, Rogl_NearClipping, Rogl_FarClipping);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity;
glRotateV(Vector(-Rogl_CamRot.X, -Rogl_CamRot.Y, -Rogl_CamRot.Z));
glTranslatef(-Rogl_CamPos.X, -Rogl_CamPos.Y, -Rogl_CamPos.Z);
End;
Procedure _glxSwapBuffers(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
SwapBuffers(Rogl_DC);
End;
Procedure _glxSetNearFarClipping(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
Rogl_NearClipping := PSingle(Params^[0].Data)^;
Rogl_FarClipping := PSingle(Params^[1].Data)^;
End;
Procedure _glxGetTexture(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
PInteger(Result^.Data)^ := ApplyTexture(PAnsiString(Params^[0].Data)^, False);
End;
Procedure _glxApplyTexture(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
ApplyTexture(PAnsiString(Params^[0].Data)^);
End;
Procedure _glxCamPos(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
Rogl_CamPos.X := PSingle(Params^[0].Data)^;
Rogl_CamPos.Y := PSingle(Params^[1].Data)^;
Rogl_CamPos.Z := PSingle(Params^[2].Data)^;
End;
Procedure _glxCamRot(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
Rogl_CamRot.X := PSingle(Params^[0].Data)^;
Rogl_CamRot.Y := PSingle(Params^[1].Data)^;
Rogl_CamRot.Z := PSingle(Params^[2].Data)^;
End;
Procedure _glxCalculateFrustum(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
Frustum.Calculate;
End;
Procedure _glxIsPointInFrustum(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
PBoolean(Result^.Data)^ := Frustum.IsPointWithin(
PSingle(Params^[0].Data)^,
PSingle(Params^[1].Data)^,
PSingle(Params^[2].Data)^);
End;
Procedure _glxIsSphereInFrustum(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
PBoolean(Result^.Data)^ := Frustum.IsSphereWithin(
PSingle(Params^[0].Data)^,
PSingle(Params^[1].Data)^,
PSingle(Params^[2].Data)^,
PSingle(Params^[3].Data)^);
End;
Procedure _glxIsBoxInFrustum(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
PBoolean(Result^.Data)^ := Frustum.IsBoxWithin(
PSingle(Params^[0].Data)^,
PSingle(Params^[1].Data)^,
PSingle(Params^[2].Data)^,
PSingle(Params^[3].Data)^,
PSingle(Params^[4].Data)^,
PSingle(Params^[5].Data)^);
End;
Procedure _glxIsPointInFrustumV(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
PBoolean(Result^.Data)^ := Frustum.IsPointWithin(
PVector3f(Params^[0].Data)^.x,
PVector3f(Params^[0].Data)^.y,
PVector3f(Params^[0].Data)^.z);
End;
Procedure _glxIsSphereInFrustumV(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
PBoolean(Result^.Data)^ := Frustum.IsSphereWithin(
PPVector3f(Params^[0].Data)^^.x,
PPVector3f(Params^[0].Data)^^.y,
PPVector3f(Params^[0].Data)^^.z,
PSingle(Params^[1].Data)^);
End;
Procedure _glxIsBoxInFrustumV(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
PBoolean(Result^.Data)^ := Frustum.IsBoxWithin(
PVector3f(Params^[0].Data)^.x,
PVector3f(Params^[0].Data)^.y,
PVector3f(Params^[0].Data)^.z,
PVector3f(Params^[1].Data)^.x,
PVector3f(Params^[1].Data)^.y,
PVector3f(Params^[1].Data)^.z);
End;
Procedure _glSphere(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
slSphere(PInteger(Params^[0].Data)^{,Params^[1]});
End;
Procedure _glCube(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
slCube(1, 1, 1, PInteger(Params^[0].Data)^);
End;
{$ENDREGION}
//==============================================================================
//====================== OPENGL native functions ===============================
//==============================================================================
{$REGION 'Other OpenGl Functions'}
Procedure _glBegin(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glBegin(PCardinal(Params^[0].Data)^);
End;
Procedure _glEnd(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glEnd;
End;
Procedure _glClear(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glClear(PCardinal(Params^[0].Data)^);
End;
Procedure _glFlush(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glFlush;
End;
{$ENDREGION}
//==============================================================================
{$REGION 'OpenGl-States'}
Procedure _glEnable(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glEnable(PInteger(Params^[0].Data)^);
End;
Procedure _glDisable(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glDisable(PInteger(Params^[0].Data)^);
End;
Procedure _glPushAttrib(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glPushAttrib(PInteger(Params^[0].Data)^);
End;
Procedure _glPopAttrib(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glPopAttrib;
End;
//==============================================================================
Procedure _glCullFace(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glCullFace(PCardinal(Params^[0].Data)^);
End;
Procedure _glViewport(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glViewport(PInteger(Params^[0].Data)^, PInteger(Params^[1].Data)^, PInteger(Params^[2].Data)^, PInteger(Params^[3].Data)^);
End;
Procedure _glLineWidth(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glLineWidth(PSingle(Params^[0].Data)^);
End;
Procedure _glBlendFunc(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glBlendFunc(PInteger(Params^[0].Data)^, PInteger(Params^[1].Data)^);
End;
Procedure _glClearColor(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glClearColor(PSingle(Params^[0].Data)^,
PSingle(Params^[1].Data)^,
PSingle(Params^[2].Data)^,
PSingle(Params^[3].Data)^);
End;
Procedure _glAccum(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glAccum(PCardinal(Params^[0].Data)^, PSingle(Params^[1].Data)^);
End;
Procedure _glReadBuffer(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glReadBuffer(PCardinal(Params^[0].Data)^);
End;
Procedure _glPolygonMode(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glPolygonMode(PCardinal(Params^[0].Data)^, PCardinal(Params^[1].Data)^);
End;
Procedure _glPolygonOffset(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glPolygonOffset(PSingle(Params^[0].Data)^, PSingle(Params^[1].Data)^);
End;
{$ENDREGION}
//==============================================================================
{$REGION 'Matrix'}
Procedure _glMatrixMode(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glMatrixMode(PCardinal(Params^[0].Data)^);
End;
Procedure _glPushMatrix(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glPushMatrix;
End;
Procedure _glPopMatrix(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glPopMatrix;
End;
Procedure _glLoadIdentity(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glLoadIdentity;
End;
Procedure _glOrtho(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glOrtho(PSingle(Params^[0].Data)^, PSingle(Params^[1].Data)^,
PSingle(Params^[2].Data)^, PSingle(Params^[3].Data)^,
PSingle(Params^[4].Data)^, PSingle(Params^[5].Data)^);
End;
Procedure _gluOrtho2D(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
gluOrtho2D(PSingle(Params^[0].Data)^, PSingle(Params^[1].Data)^,
PSingle(Params^[2].Data)^, PSingle(Params^[3].Data)^);
End;
Procedure _gluPerspective(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
gluPerspective(PSingle(Params^[0].Data)^, PSingle(Params^[1].Data)^,
PSingle(Params^[2].Data)^, PSingle(Params^[3].Data)^);
End;
//==============================================================================
Procedure _glTranslatef(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glTranslatef(PSingle(Params^[0].Data)^,
PSingle(Params^[1].Data)^,
PSingle(Params^[2].Data)^);
End;
Procedure _glTranslatefv(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glTranslatef(PPVector3f(Params^[0].Data)^^.X,
PPVector3f(Params^[0].Data)^^.Y,
PPVector3f(Params^[0].Data)^^.Z);
End;
//==============================================================================
Procedure _glRotatef(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glRotatef(PSingle(Params^[0].Data)^, PSingle(Params^[1].Data)^, PSingle(Params^[2].Data)^, PSingle(Params^[3].Data)^);
End;
Procedure _glRotate3f(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glRotatef(PSingle(Params^[0].Data)^, 1, 0, 0);
glRotatef(PSingle(Params^[1].Data)^, 0, 1, 0);
glRotatef(PSingle(Params^[2].Data)^, 0, 0, 1);
End;
Procedure _glRotate3fvect(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glRotatef(PVector3f(Params^[0].Data)^.X, 1, 0, 0);
glRotatef(PVector3f(Params^[0].Data)^.Y, 0, 1, 0);
glRotatef(PVector3f(Params^[0].Data)^.Z, 0, 0, 1);
End;
Procedure _glRotate3fv(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glRotatef(PPVector3f(Params^[0].Data)^^.X, 1, 0, 0);
glRotatef(PPVector3f(Params^[0].Data)^^.Y, 0, 1, 0);
glRotatef(PPVector3f(Params^[0].Data)^^.Z, 0, 0, 1);
End;
//==============================================================================
Procedure _glScalef(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glScalef(PSingle(Params^[0].Data)^,
PSingle(Params^[1].Data)^,
PSingle(Params^[2].Data)^);
End;
Procedure _glScalefv(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glScalef(PPVector3f(Params^[0].Data)^^.X,
PPVector3f(Params^[0].Data)^^.Y,
PPVector3f(Params^[0].Data)^^.Z);
End;
{$ENDREGION}
//==============================================================================
{$REGION 'Textures'}
Procedure _glGenTexture(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glGenTextures(1, PGLUInt(Result^.Data));
End;
Procedure _glGenTextures(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glGenTextures(PInteger(Params^[0].Data)^, PGLUInt(PPointer(Params^[1].Data)^));
End;
Procedure _glBindTexture(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glBindTexture(PCardinal(Params^[0].Data)^, PCardinal(Params^[1].Data)^);
End;
Procedure _glTexImage2D(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glTexImage2D(PCardinal(Params^[0].Data)^, PInteger(Params^[1].Data)^, PInteger(Params^[2].Data)^,
PInteger(Params^[3].Data)^, PInteger(Params^[4].Data)^, PInteger(Params^[5].Data)^,
PCardinal(Params^[6].Data)^, PCardinal(Params^[7].Data)^, PPointer(Params^[8].Data)^);
End;
Procedure _glCopyTexImage2d(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glCopyTexImage2d(PCardinal(Params^[0].Data)^, PInteger(Params^[1].Data)^, PCardinal(Params^[2].Data)^,
PInteger(Params^[3].Data)^, PInteger(Params^[4].Data)^, PInteger(Params^[5].Data)^, PInteger(Params^[6].Data)^,
PInteger(Params^[7].Data)^);
End;
Procedure _glTexParameteri(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glTexParameteri(PCardinal(Params^[0].Data)^, PCardinal(Params^[1].Data)^, PInteger(Params^[2].Data)^);
End;
{$ENDREGION}
//==============================================================================
{$REGION 'Colors'}
Procedure _glColor3f(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glColor3f(PSingle(Params^[0].Data)^,
PSingle(Params^[1].Data)^,
PSingle(Params^[2].Data)^);
End;
Procedure _glColor3fv(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glColor3fv(PGLFloat(PPointer(Params^[0].Data)^));
End;
Procedure _glColor4f(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glColor4f(PSingle(Params^[0].Data)^,
PSingle(Params^[1].Data)^,
PSingle(Params^[2].Data)^,
PSingle(Params^[3].Data)^);
End;
Procedure _glColor4fv(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glColor4fv(PGLFloat(PPointer(Params^[0].Data)^));
End;
{$ENDREGION}
//==============================================================================
{$REGION 'Light'}
Procedure _glLighti(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glLighti({GL_LIGHT0 + }PInteger(Params^[0].Data)^, PInteger(Params^[1].Data)^, PInteger(Params^[2].Data)^);
End;
Procedure _glLightf(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glLightf({GL_LIGHT0 + }PInteger(Params^[0].Data)^, PInteger(Params^[1].Data)^, PSingle(Params^[2].Data)^);
End;
Procedure _glLight3f(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Var vec4f : TVector4f;
Begin
vec4f := Vector(PSingle(Params^[2].Data)^,
PSingle(Params^[3].Data)^,
PSingle(Params^[4].Data)^,
1);
glLightfv({GL_LIGHT0 + }PInteger(Params^[0].Data)^, PInteger(Params^[1].Data)^, @vec4f);
End;
Procedure _glLight4f(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Var
vec4f : TVector4f;
Begin
vec4f := Vector(PSingle(Params^[2].Data)^,
PSingle(Params^[3].Data)^,
PSingle(Params^[4].Data)^,
PSingle(Params^[5].Data)^);
glLightfv({GL_LIGHT0 + }PInteger(Params^[0].Data)^, PInteger(Params^[1].Data)^, @vec4f);
End;
{$ENDREGION}
//==============================================================================
{$REGION 'Fog'}
Procedure _glFogi(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glFogi(PInteger(Params^[0].Data)^, PInteger(Params^[1].Data)^);
End;
Procedure _glFogf(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glFogf(PInteger(Params^[0].Data)^, PSingle(Params^[1].Data)^);
End;
Procedure _glFog3f(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Var vec4f : TVector4f;
Begin
vec4f := Vector(PSingle(Params^[1].Data)^,
PSingle(Params^[2].Data)^,
PSingle(Params^[3].Data)^,
1);
glFogfv(PInteger(Params^[0].Data)^, @vec4f);
End;
Procedure _glFog4f(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Var
vec4f : TVector4f;
Begin
vec4f := Vector(PSingle(Params^[1].Data)^,
PSingle(Params^[2].Data)^,
PSingle(Params^[3].Data)^,
PSingle(Params^[4].Data)^);
glFogfv(PInteger(Params^[0].Data)^, @vec4f);
End;
{$ENDREGION}
//==============================================================================
{$REGION 'DisplayLists'}
Procedure _glGenLists(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
PCardinal(Result^.Data)^ := glGenLists(PCardinal(Params^[0].Data)^);
End;
Procedure _glNewList(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glNewList(PCardinal(Params^[0].Data)^, PCardinal(Params^[1].Data)^);
End;
Procedure _glEndList(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glEndList;
End;
Procedure _glCallList(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glCallList(PCardinal(Params^[0].Data)^);
End;
Procedure _glListBase(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glListBase(PCardinal(Params^[0].Data)^);
End;
{$ENDREGION}
//==============================================================================
{$REGION 'Vectors'}
Procedure _glVertex2f(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glVertex2f(PSingle(Params^[0].Data)^,
PSingle(Params^[1].Data)^);
End;
Procedure _glVertex3f(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glVertex3f(PSingle(Params^[0].Data)^,
PSingle(Params^[1].Data)^,
PSingle(Params^[2].Data)^);
End;
Procedure _glVertex4f(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glVertex4f(PSingle(Params^[0].Data)^,
PSingle(Params^[1].Data)^,
PSingle(Params^[2].Data)^,
PSingle(Params^[3].Data)^);
End;
Procedure _glNormal3f(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glNormal3f(PSingle(Params^[0].Data)^,
PSingle(Params^[1].Data)^,
PSingle(Params^[2].Data)^);
End;
//==============================================================================
Procedure _glVertex2fv(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glVertex2fv(PGLFloat(PPointer(Params^[0].Data)^));
End;
Procedure _glVertex3fv(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glVertex3fv(PGLFloat(PPointer(Params^[0].Data)^));
End;
Procedure _glVertex4fv(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glVertex4fv(PGLFloat(PPointer(Params^[0].Data)^));
End;
Procedure _glNormal3fv(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glNormal3fv(PGLFloat(PPointer(Params^[0].Data)^));
End;
//==============================================================================
Procedure _glTexCoord2f(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glTexCoord2f(PSingle(Params^[0].Data)^,
PSingle(Params^[1].Data)^);
End;
Procedure _glTexCoord2fv(Params : PRutisParamInfoArray; Result : PRutisParamInfo);
Begin
glTexCoord2fv(PGLFloat(PCardinal(Params^[0].Data)^));
End;
{$ENDREGION}
//==============================================================================
//==============================================================================
//==============================================================================
Procedure RegisterEXTMethods(Engine : TRutisEngine);
Begin
//==============================================================================
//====================== OPENGL ================================================
//==============================================================================
{$REGION 'gl-Extension glx'}
Engine.RegExtMethod('glxInitOpenGL',{$IfDef FPC}@{$EndIf}_InitOpenGL, [], '');
Engine.RegExtMethod('glxSetViewportControl',{$IfDef FPC}@{$EndIf}_glxSetViewportControl, ['Pointer'], '');
Engine.RegExtMethod('glxNewFrame',{$IfDef FPC}@{$EndIf}_glxNewFrame, [], '');
Engine.RegExtMethod('glxSwapBuffers',{$IfDef FPC}@{$EndIf}_glxSwapBuffers, [], '');
Engine.RegExtMethod('glxSetNearFarClipping',{$IfDef FPC}@{$EndIf}_glxSetNearFarClipping, ['Single', 'Single'], '');
Engine.RegExtMethod('glxApplyTexture',{$IfDef FPC}@{$EndIf}_glxApplyTexture, ['String'], '');
Engine.RegExtMethod('glxGetTexture',{$IfDef FPC}@{$EndIf}_glxGetTexture, ['String'], 'Integer');
Engine.RegExtMethod('glxCamPos',{$IfDef FPC}@{$EndIf}_glxCamPos, ['Single', 'Single', 'Single'], '');
Engine.RegExtMethod('glxCamRot',{$IfDef FPC}@{$EndIf}_glxCamRot, ['Single', 'Single', 'Single'], '');
Engine.RegExtMethod('glxCalculateFrustum',{$IfDef FPC}@{$EndIf}_glxCalculateFrustum, [], '');
Engine.RegExtMethod('glxIsPointInFrustum',{$IfDef FPC}@{$EndIf}_glxIsPointInFrustum, ['Single', 'Single', 'Single'], 'Boolean',
'#1: X' + sLineBreak +
'#2: Y' + sLineBreak +
'#3: Z' + sLineBreak);
Engine.RegExtMethod('glxIsSphereInFrustum',{$IfDef FPC}@{$EndIf}_glxIsSphereInFrustum, ['Single', 'Single', 'Single', 'Single'], 'Boolean',
'#1: X' + sLineBreak +
'#2: Y' + sLineBreak +
'#3: Z' + sLineBreak +
'#4: Radius' + sLineBreak);
Engine.RegExtMethod('glxIsBoxInFrustum',{$IfDef FPC}@{$EndIf}_glxIsBoxInFrustum, ['Single', 'Single', 'Single', 'Single', 'Single', 'Single'], 'Boolean',
'#1: X' + sLineBreak +
'#2: Y' + sLineBreak +
'#3: Z' + sLineBreak +
'#4: X' + sLineBreak +
'#5: Size-Y' + sLineBreak +
'#6: Size-Z' + sLineBreak);
Engine.RegExtMethod('glxIsPointInFrustumV',{$IfDef FPC}@{$EndIf}_glxIsPointInFrustumV, ['PVector3f'], 'Boolean',
'#1: XYZ' + sLineBreak);
Engine.RegExtMethod('glxIsSphereInFrustumV',{$IfDef FPC}@{$EndIf}_glxIsSphereInFrustumV, ['PVector3f', 'Single'], 'Boolean',
'#1: XYZ' + sLineBreak +
'#2: Radius' + sLineBreak);
Engine.RegExtMethod('glxIsBoxInFrustumV',{$IfDef FPC}@{$EndIf}_glxIsBoxInFrustumV, ['PVector3f', 'PVector3f'], 'Boolean',
'#1: XYZ' + sLineBreak +
'#2: Size-XYZ');
{$ENDREGION}
{$REGION 'OpenGl not-native functions'}
Engine.RegExtMethod('glxSwapBuffers',{$IfDef FPC}@{$EndIf}_glxSwapBuffers, [], '');
Engine.RegExtMethod('glxApplyTexture',{$IfDef FPC}@{$EndIf}_glxApplyTexture, ['String'], '');
Engine.RegExtMethod('glxGetTexture',{$IfDef FPC}@{$EndIf}_glxGetTexture, ['String'], 'Integer');
Engine.RegExtMethod('glxCamPos',{$IfDef FPC}@{$EndIf}_glxCamPos, ['Single', 'Single', 'Single'], '');
Engine.RegExtMethod('glxCamRot',{$IfDef FPC}@{$EndIf}_glxCamRot, ['Single', 'Single', 'Single'], '');
Engine.RegExtMethod('glSphere',{$IfDef FPC}@{$EndIf}_glSphere, ['Integer'], '');
Engine.RegExtMethod('glCube',{$IfDef FPC}@{$EndIf}_glCube, ['Integer'], '');
{$ENDREGION}
//==============================================================================
//====================== OPENGL native functions ===============================
//==============================================================================
{$REGION 'Other OpenGl Functions'}
Engine.RegExtMethod('glBegin',{$IfDef FPC}@{$EndIf}_glBegin, ['Cardinal'], '');
Engine.RegExtMethod('glEnd',{$IfDef FPC}@{$EndIf}_glEnd, [], '');
Engine.RegExtMethod('glClear',{$IfDef FPC}@{$EndIf}_glClear, ['Cardinal'], '');
Engine.RegExtMethod('glFlush',{$IfDef FPC}@{$EndIf}_glFlush, [], '');
{$ENDREGION}
{$REGION 'OpenGl-States'}
Engine.RegExtMethod('glEnable',{$IfDef FPC}@{$EndIf}_glEnable, ['Integer'], '');
Engine.RegExtMethod('glDisable',{$IfDef FPC}@{$EndIf}_glDisable, ['Integer'], '');
Engine.RegExtMethod('glPushAttrib',{$IfDef FPC}@{$EndIf}_glPushAttrib, ['Integer'], '');
Engine.RegExtMethod('glPopAttrib',{$IfDef FPC}@{$EndIf}_glPopAttrib, [], '');
Engine.RegExtMethod('glCullFace',{$IfDef FPC}@{$EndIf}_glCullFace, ['Cardinal'], '');
Engine.RegExtMethod('glViewport',{$IfDef FPC}@{$EndIf}_glViewport, ['Integer', 'Integer', 'Integer', 'Integer'], '',
'procedure(x, y, width, height: Integer)');
Engine.RegExtMethod('glLineWidth',{$IfDef FPC}@{$EndIf}_glLineWidth, ['Single'], '');
Engine.RegExtMethod('glBlendFunc',{$IfDef FPC}@{$EndIf}_glBlendFunc, ['Cardinal', 'Cardinal'], '',
'procedure(sfactor, dfactor: Cardinal)');
Engine.RegExtMethod('glClearColor',{$IfDef FPC}@{$EndIf}_glClearColor, ['Single', 'Single', 'Single', 'Single'], '');
Engine.RegExtMethod('glAccum',{$IfDef FPC}@{$EndIf}_glAccum, ['Cardinal', 'Single'], '',
'procedure(op: Cardinal; value: Single)');
Engine.RegExtMethod('glReadBuffer',{$IfDef FPC}@{$EndIf}_glReadBuffer, ['Cardinal'], '');
Engine.RegExtMethod('glPolygonMode',{$IfDef FPC}@{$EndIf}_glPolygonMode, ['Cardinal','Cardinal'], '',
'procedure(face: Cardinal; mode: Cardinal)');
Engine.RegExtMethod('glPolygonOffset',{$IfDef FPC}@{$EndIf}_glPolygonOffset, ['Single','Single'], '',
'procedure(factor, units: Single)');
{$ENDREGION}
{$REGION 'Matrix'}
Engine.RegExtMethod('glMatrixMode',{$IfDef FPC}@{$EndIf}_glMatrixMode, ['Cardinal'], '');
Engine.RegExtMethod('glPushMatrix',{$IfDef FPC}@{$EndIf}_glPushMatrix, [], '');
Engine.RegExtMethod('glPopMatrix',{$IfDef FPC}@{$EndIf}_glPopMatrix, [], '');
Engine.RegExtMethod('glLoadIdentity',{$IfDef FPC}@{$EndIf}_glLoadIdentity, [], '');
//Engine.RegExtMethod('glMultMatrixf',{$IfDef FPC}@{$EndIf}_glMultMatrixf, ['TMatrix4f'], '');
Engine.RegExtMethod('glOrtho',{$IfDef FPC}@{$EndIf}_glOrtho, ['Single', 'Single', 'Single', 'Single', 'Single', 'Single'], '',
'procedure glOrtho(left, right, bottom, top, zNear, zFar: Single);');
Engine.RegExtMethod('gluOrtho2D',{$IfDef FPC}@{$EndIf}_gluOrtho2D, ['Single', 'Single', 'Single', 'Single'], '',
'procedure gluOrtho2D(left, right, bottom, top: Single);');
Engine.RegExtMethod('gluPerspective',{$IfDef FPC}@{$EndIf}_gluPerspective, ['Single', 'Single', 'Single', 'Single'], '',
'procedure gluPerspective(fovy, aspect, zNear, zFar: Single);');
Engine.RegExtMethod('glTranslatef',{$IfDef FPC}@{$EndIf}_glTranslatef, ['Single', 'Single', 'Single'], '');
Engine.RegExtMethod('glTranslatefv',{$IfDef FPC}@{$EndIf}_glTranslatefv, ['PVector3f'], '');
Engine.RegExtMethod('glRotatef',{$IfDef FPC}@{$EndIf}_glRotatef, ['Single', 'Single', 'Single', 'Single'], '',
'procedure glRotatef(angle, x, y, z: Single);');
Engine.RegExtMethod('glRotate3f',{$IfDef FPC}@{$EndIf}_glRotate3f, ['Single', 'Single', 'Single'], '',
'procedure glRotate3f(x,y,z: Single);');
Engine.RegExtMethod('glRotate3fv',{$IfDef FPC}@{$EndIf}_glRotate3fv, ['PVector3f'], '');
Engine.RegExtMethod('glRotate3fvect',{$IfDef FPC}@{$EndIf}_glRotate3fvect, ['TVector3f'], '');
Engine.RegExtMethod('glScalef',{$IfDef FPC}@{$EndIf}_glScalef, ['Single', 'Single', 'Single'], '');
Engine.RegExtMethod('glScalefv',{$IfDef FPC}@{$EndIf}_glScalefv, ['PVector3f'], '');
{$ENDREGION}
{$REGION 'Textures'}
Engine.RegExtMethod('glGenTexture',{$IfDef FPC}@{$EndIf}_glGenTexture, [], 'Cardinal');
Engine.RegExtMethod('glGenTextures',{$IfDef FPC}@{$EndIf}_glGenTextures, ['Integer', 'PCardinal'], '');
Engine.RegExtMethod('glBindTexture',{$IfDef FPC}@{$EndIf}_glBindTexture, ['Cardinal', 'Cardinal'], '');
Engine.RegExtMethod('glTexImage2D',{$IfDef FPC}@{$EndIf}_glTexImage2D, ['Cardinal', 'Integer',
'Integer', 'Integer', 'Integer', 'Integer', 'Cardinal', 'Cardinal', 'Pointer'], '',
'procedure(target: Cardinal; level, internalformat, width, height, border: Integer; format, _type: Cardinal; pixels: Pointer)');
Engine.RegExtMethod('glCopyTexImage2d',{$IfDef FPC}@{$EndIf}_glCopyTexImage2d, ['Cardinal', 'Integer',
'Cardinal', 'Integer', 'Integer', 'Integer', 'Integer', 'Integer'], '',
'procedure(target: Cardinal; level: Integer; internalformat: Cardinal; x, y, width, height, border: Integer)');
Engine.RegExtMethod('glTexParameteri',{$IfDef FPC}@{$EndIf}_glTexParameteri, ['Cardinal', 'Cardinal', 'Integer'], '',
'procedure(target, pname: Cardinal; param: Integer)');
//Engine.RegExtMethod('glMaterialf',{$IfDef FPC}@{$EndIf}_glMaterialf, ['Single'], '');
//Engine.RegExtMethod('glMaterial4f',{$IfDef FPC}@{$EndIf}_glMaterial4f, ['Single','Single','Single','Single'], '');
{$ENDREGION}
{$REGION 'Colors'}
Engine.RegExtMethod('glColor3f',{$IfDef FPC}@{$EndIf}_glColor3f, ['Single', 'Single', 'Single'], '');
Engine.RegExtMethod('glColor4f',{$IfDef FPC}@{$EndIf}_glColor4f, ['Single', 'Single', 'Single', 'Single'], '');
Engine.RegExtMethod('glColor3fv',{$IfDef FPC}@{$EndIf}_glColor3fv, ['PVector3f'], '');
Engine.RegExtMethod('glColor4fv',{$IfDef FPC}@{$EndIf}_glColor3fv, ['PVector4f'], '');
{$ENDREGION}
{$REGION 'Light'}
Engine.RegExtMethod('glLighti',{$IfDef FPC}@{$EndIf}_glLighti, ['Integer', 'Integer', 'Integer'], '');
Engine.RegExtMethod('glLightf',{$IfDef FPC}@{$EndIf}_glLightf, ['Integer', 'Integer', 'Single'], '');
Engine.RegExtMethod('glLight3f',{$IfDef FPC}@{$EndIf}_glLight3f, ['Integer', 'Integer', 'Single', 'Single', 'Single'], '');
Engine.RegExtMethod('glLight4f',{$IfDef FPC}@{$EndIf}_glLight4f, ['Integer', 'Integer', 'Single', 'Single', 'Single', 'Single'], '');
{$ENDREGION}
{$REGION 'Fog'}
Engine.RegExtMethod('glFogi',{$IfDef FPC}@{$EndIf}_glFogi, ['Integer', 'Integer'], '');
Engine.RegExtMethod('glFogf',{$IfDef FPC}@{$EndIf}_glFogf, ['Integer', 'Single'], '');
Engine.RegExtMethod('glFog3f',{$IfDef FPC}@{$EndIf}_glFog3f, ['Integer', 'Single', 'Single', 'Single'], '');
Engine.RegExtMethod('glFog4f',{$IfDef FPC}@{$EndIf}_glFog4f, ['Integer', 'Single', 'Single', 'Single', 'Single'], '');
{$ENDREGION}
{$REGION 'DisplayLists'}
Engine.RegExtMethod('glGenLists',{$IfDef FPC}@{$EndIf}_glGenLists, ['Cardinal'], 'Cardinal');
Engine.RegExtMethod('glNewList',{$IfDef FPC}@{$EndIf}_glNewList, ['Cardinal', 'Cardinal'], '');
Engine.RegExtMethod('glEndList',{$IfDef FPC}@{$EndIf}_glEndList, [], '');
Engine.RegExtMethod('glCallList',{$IfDef FPC}@{$EndIf}_glCallList, ['Cardinal'], '');
Engine.RegExtMethod('glListBase',{$IfDef FPC}@{$EndIf}_glListBase, ['Cardinal'], '');
{$ENDREGION}
{$REGION 'Vectors'}
Engine.RegExtMethod('glVertex2f',{$IfDef FPC}@{$EndIf}_glVertex2f, ['Single', 'Single'], '');
Engine.RegExtMethod('glVertex3f',{$IfDef FPC}@{$EndIf}_glVertex3f, ['Single', 'Single', 'Single'], '');
Engine.RegExtMethod('glVertex4f',{$IfDef FPC}@{$EndIf}_glVertex4f, ['Single', 'Single', 'Single', 'Single'], '');
Engine.RegExtMethod('glNormal3f',{$IfDef FPC}@{$EndIf}_glNormal3f, ['Single', 'Single', 'Single'], '');
Engine.RegExtMethod('glVertex2fv',{$IfDef FPC}@{$EndIf}_glVertex2fv, ['PVector2f'], '');
Engine.RegExtMethod('glVertex3fv',{$IfDef FPC}@{$EndIf}_glVertex3fv, ['PVector3f'], '');
Engine.RegExtMethod('glVertex4fv',{$IfDef FPC}@{$EndIf}_glVertex4fv, ['PVector4f'], '');
Engine.RegExtMethod('glNormal3fv',{$IfDef FPC}@{$EndIf}_glNormal3fv, ['PVector3f'], '');
Engine.RegExtMethod('glTexCoord2f',{$IfDef FPC}@{$EndIf}_glTexCoord2f, ['Single', 'Single'], '');
Engine.RegExtMethod('glTexCoord2fv',{$IfDef FPC}@{$EndIf}_glTexCoord2fv, ['PVector2f'], '');
{$ENDREGION}
End;
End.
{
glGenLists
glDeleteLists
glCallList
glCallLists
glEndList
glListBase
glColorMaterial
glFrontFace
glPointSize
glDeleteTextures
glBindTexture
glDeleteTextures
glTexCoord2f
glTexCoord3f
glTexCoord4f
glTexGeni
glTexGenfv (4f)
glTexParameteri
glTexParameterf (4f)
glCopyTexImage2D
glCopyTexSubImage2D
glActiveTexture
glMultiTexCoord2f
glMultiTexCoord3f
glMultiTexCoord4f
glViewport
gluLookAt
glIsEnabled
glIsList
glIsTexture
glBlendFuncSeparate
glBlendColor
glBlendEquation
glBlendEquationSeparate
glClearDepth
glClearStencil
glClipPlane
glColorMask
glDepthFunc
glDepthMask
glDepthRange
glFinish
glFlush
glFrustum
glInitNames
glLoadName
glPushName
glPopName
glLightModelf (4f)
glLogicOp
glNewList
glRasterPos2f
glRasterPos3f
glWindowPos2f
glWindowPos3f
glRectf (x1,y1,x2,y2)
glRenderMode
glSelectBuffer
glShadeModel
glStencilFunc
glStencilFuncSeparate
glStencilMask
glStencilMaskSeparate
glStencilOp
glStencilOpSeparate
glTexImage2D
glTexSubImage2D
glTexImage3D
glTexSubImage3D
glFogCoordf
glGenQueries
glDeleteQueries
glIsQuery
glBeginQuery
glEndQuery
glGetQueryiv
glGetQueryObjectiv
gluPickMatrix
gluLookAt
gluProject
gluUnProject
gluScaleImage
gluBuild2DMipmaps
gluNewQuadric: TgluNewQuadric;
gluDeleteQuadric: TgluDeleteQuadric;
gluQuadricNormals: TgluQuadricNormals;
gluQuadricTexture: TgluQuadricTexture;
gluQuadricOrientation: TgluQuadricOrientation;
gluQuadricDrawStyle: TgluQuadricDrawStyle;
gluCylinder: TgluCylinder;
gluDisk: TgluDisk;
gluPartialDisk: TgluPartialDisk;
gluSphere: TgluSphere;
gluQuadricCallback: TgluQuadricCallback;
gluNewTess: TgluNewTess;
gluDeleteTess: TgluDeleteTess;
gluTessBeginPolygon: TgluTessBeginPolygon;
gluTessBeginContour: TgluTessBeginContour;
gluTessVertex: TgluTessVertex;
gluTessEndContour: TgluTessEndContour;
gluTessEndPolygon: TgluTessEndPolygon;
gluTessProperty: TgluTessProperty;
gluTessNormal: TgluTessNormal;
gluTessCallback: TgluTessCallback;
gluGetTessProperty: TgluGetTessProperty;
gluNewNurbsRenderer: TgluNewNurbsRenderer;
gluDeleteNurbsRenderer: TgluDeleteNurbsRenderer;
gluBeginSurface: TgluBeginSurface;
gluBeginCurve: TgluBeginCurve;
gluEndCurve: TgluEndCurve;
gluEndSurface: TgluEndSurface;
gluBeginTrim: TgluBeginTrim;
gluEndTrim: TgluEndTrim;
gluPwlCurve: TgluPwlCurve;
gluNurbsCurve: TgluNurbsCurve;
gluNurbsSurface: TgluNurbsSurface;
gluLoadSamplingMatrices: TgluLoadSamplingMatrices;
gluNurbsProperty: TgluNurbsProperty;
gluGetNurbsProperty: TgluGetNurbsProperty;
gluNurbsCallback: TgluNurbsCallback;
gluBeginPolygon: TgluBeginPolygon;
gluNextContour: TgluNextContour;
gluEndPolygon: TgluEndPolygon;
glGetBooleanv: TglGetBooleanv;
glGetClipPlane: TglGetClipPlane;
glGetDoublev: TglGetDoublev;
glGetError: TglGetError;
glGetFloatv: TglGetFloatv;
glGetIntegerv: TglGetIntegerv;
glGetLightfv: TglGetLightfv;
glGetLightiv: TglGetLightiv;
glGetMapdv: TglGetMapdv;
glGetMapfv: TglGetMapfv;
glGetMapiv: TglGetMapiv;
glGetMaterialfv: TglGetMaterialfv;
glGetMaterialiv: TglGetMaterialiv;
glGetPixelMapfv: TglGetPixelMapfv;
glGetPixelMapuiv: TglGetPixelMapuiv;
glGetPixelMapusv: TglGetPixelMapusv;
glGetPointerv: TglGetPointerv;
glGetPolygonStipple: TglGetPolygonStipple;
glGetTexEnvfv: TglGetTexEnvfv;
glGetTexEnviv: TglGetTexEnviv;
glGetTexGendv: TglGetTexGendv;
glGetTexGenfv: TglGetTexGenfv;
glGetTexGeniv: TglGetTexGeniv;
glGetTexImage: TglGetTexImage;
glGetTexLevelParameterfv: TglGetTexLevelParameterfv;
glGetTexLevelParameteriv: TglGetTexLevelParameteriv;
glGetTexParameterfv: TglGetTexParameterfv;
glGetTexParameteriv: TglGetTexParameteriv;
}