static void WINE_GLAPI wine_glMultiTexCoord1fvARB(GLenum target, const GLfloat *v) { if(target != GL_TEXTURE0) { ERR("Texture unit > 0 used, but GL_ARB_multitexture is not supported\n"); return; } glTexCoord1fv(v); }
void GeomRenderer::sendTexCoord(GLuint texCoordIndex) { assert(texCoordData.size >= 1 && texCoordData.size <= 4); switch(texCoordData.type) { case GL_SHORT: if (texCoordData.size == 1) glTexCoord1sv((const GLshort*)((const char*)texCoordData.pointer + texCoordIndex*texCoordData.stride)); if (texCoordData.size == 2) glTexCoord2sv((const GLshort*)((const char*)texCoordData.pointer + texCoordIndex*texCoordData.stride)); if (texCoordData.size == 3) glTexCoord3sv((const GLshort*)((const char*)texCoordData.pointer + texCoordIndex*texCoordData.stride)); if (texCoordData.size == 4) glTexCoord4sv((const GLshort*)((const char*)texCoordData.pointer + texCoordIndex*texCoordData.stride)); break; case GL_INT: if (texCoordData.size == 1) glTexCoord1iv((const GLint*)((const char*)texCoordData.pointer + texCoordIndex*texCoordData.stride)); if (texCoordData.size == 2) glTexCoord2iv((const GLint*)((const char*)texCoordData.pointer + texCoordIndex*texCoordData.stride)); if (texCoordData.size == 3) glTexCoord3iv((const GLint*)((const char*)texCoordData.pointer + texCoordIndex*texCoordData.stride)); if (texCoordData.size == 4) glTexCoord4iv((const GLint*)((const char*)texCoordData.pointer + texCoordIndex*texCoordData.stride)); break; case GL_FLOAT: if (texCoordData.size == 1) glTexCoord1fv((const GLfloat*)((const char*)texCoordData.pointer + texCoordIndex*texCoordData.stride)); if (texCoordData.size == 2) glTexCoord2fv((const GLfloat*)((const char*)texCoordData.pointer + texCoordIndex*texCoordData.stride)); if (texCoordData.size == 3) glTexCoord3fv((const GLfloat*)((const char*)texCoordData.pointer + texCoordIndex*texCoordData.stride)); if (texCoordData.size == 4) glTexCoord4fv((const GLfloat*)((const char*)texCoordData.pointer + texCoordIndex*texCoordData.stride)); break; case GL_DOUBLE: if (texCoordData.size == 1) glTexCoord1dv((const GLdouble*)((const char*)texCoordData.pointer + texCoordIndex*texCoordData.stride)); if (texCoordData.size == 2) glTexCoord2dv((const GLdouble*)((const char*)texCoordData.pointer + texCoordIndex*texCoordData.stride)); if (texCoordData.size == 3) glTexCoord3dv((const GLdouble*)((const char*)texCoordData.pointer + texCoordIndex*texCoordData.stride)); if (texCoordData.size == 4) glTexCoord4dv((const GLdouble*)((const char*)texCoordData.pointer + texCoordIndex*texCoordData.stride)); break; } }
///////////////////////////////////////////////////////// // Render // void GEMglTexCoord1fv :: render(GemState *state) { glTexCoord1fv (v); }
static void do_EvalCoord1f(GLcontext* ctx, GLfloat u) { /** Color Index **/ if (ctx->Eval.Map1Index) { GLfloat findex; struct gl_1d_map *map = &ctx->EvalMap.Map1Index; GLfloat uu = (u - map->u1) * map->du; _math_horner_bezier_curve(map->Points, &findex, uu, 1, map->Order); glIndexi( (GLint) findex ); } /** Color **/ if (ctx->Eval.Map1Color4) { GLfloat fcolor[4]; struct gl_1d_map *map = &ctx->EvalMap.Map1Color4; GLfloat uu = (u - map->u1) * map->du; _math_horner_bezier_curve(map->Points, fcolor, uu, 4, map->Order); glColor4fv( fcolor ); } /** Normal Vector **/ if (ctx->Eval.Map1Normal) { GLfloat normal[3]; struct gl_1d_map *map = &ctx->EvalMap.Map1Normal; GLfloat uu = (u - map->u1) * map->du; _math_horner_bezier_curve(map->Points, normal, uu, 3, map->Order); glNormal3fv( normal ); } /** Texture Coordinates **/ if (ctx->Eval.Map1TextureCoord4) { GLfloat texcoord[4]; struct gl_1d_map *map = &ctx->EvalMap.Map1Texture4; GLfloat uu = (u - map->u1) * map->du; _math_horner_bezier_curve(map->Points, texcoord, uu, 4, map->Order); glTexCoord4fv( texcoord ); } else if (ctx->Eval.Map1TextureCoord3) { GLfloat texcoord[4]; struct gl_1d_map *map = &ctx->EvalMap.Map1Texture3; GLfloat uu = (u - map->u1) * map->du; _math_horner_bezier_curve(map->Points, texcoord, uu, 3, map->Order); glTexCoord3fv( texcoord ); } else if (ctx->Eval.Map1TextureCoord2) { GLfloat texcoord[4]; struct gl_1d_map *map = &ctx->EvalMap.Map1Texture2; GLfloat uu = (u - map->u1) * map->du; _math_horner_bezier_curve(map->Points, texcoord, uu, 2, map->Order); glTexCoord2fv( texcoord ); } else if (ctx->Eval.Map1TextureCoord1) { GLfloat texcoord[4]; struct gl_1d_map *map = &ctx->EvalMap.Map1Texture1; GLfloat uu = (u - map->u1) * map->du; _math_horner_bezier_curve(map->Points, texcoord, uu, 1, map->Order); glTexCoord1fv( texcoord ); } /** Vertex **/ if (ctx->Eval.Map1Vertex4) { GLfloat vertex[4]; struct gl_1d_map *map = &ctx->EvalMap.Map1Vertex4; GLfloat uu = (u - map->u1) * map->du; _math_horner_bezier_curve(map->Points, vertex, uu, 4, map->Order); glVertex4fv( vertex ); } else if (ctx->Eval.Map1Vertex3) { GLfloat vertex[4]; struct gl_1d_map *map = &ctx->EvalMap.Map1Vertex3; GLfloat uu = (u - map->u1) * map->du; _math_horner_bezier_curve(map->Points, vertex, uu, 3, map->Order); glVertex3fv( vertex ); } }
static void do_EvalCoord2f( GLcontext* ctx, GLfloat u, GLfloat v ) { /** Color Index **/ if (ctx->Eval.Map2Index) { GLfloat findex; struct gl_2d_map *map = &ctx->EvalMap.Map2Index; GLfloat uu = (u - map->u1) * map->du; GLfloat vv = (v - map->v1) * map->dv; _math_horner_bezier_surf(map->Points, &findex, uu, vv, 1, map->Uorder, map->Vorder); glIndexi( (GLuint) (GLint) findex ); } /** Color **/ if (ctx->Eval.Map2Color4) { GLfloat fcolor[4]; struct gl_2d_map *map = &ctx->EvalMap.Map2Color4; GLfloat uu = (u - map->u1) * map->du; GLfloat vv = (v - map->v1) * map->dv; _math_horner_bezier_surf(map->Points, fcolor, uu, vv, 4, map->Uorder, map->Vorder); glColor4fv( fcolor ); } /** Normal **/ if (ctx->Eval.Map2Normal && (!ctx->Eval.AutoNormal || (!ctx->Eval.Map2Vertex3 && !ctx->Eval.Map2Vertex4))) { GLfloat normal[3]; struct gl_2d_map *map = &ctx->EvalMap.Map2Normal; GLfloat uu = (u - map->u1) * map->du; GLfloat vv = (v - map->v1) * map->dv; _math_horner_bezier_surf(map->Points, normal, uu, vv, 3, map->Uorder, map->Vorder); glNormal3fv( normal ); } /** Texture Coordinates **/ if (ctx->Eval.Map2TextureCoord4) { GLfloat texcoord[4]; struct gl_2d_map *map = &ctx->EvalMap.Map2Texture4; GLfloat uu = (u - map->u1) * map->du; GLfloat vv = (v - map->v1) * map->dv; _math_horner_bezier_surf(map->Points, texcoord, uu, vv, 4, map->Uorder, map->Vorder); glTexCoord4fv( texcoord ); } else if (ctx->Eval.Map2TextureCoord3) { GLfloat texcoord[4]; struct gl_2d_map *map = &ctx->EvalMap.Map2Texture3; GLfloat uu = (u - map->u1) * map->du; GLfloat vv = (v - map->v1) * map->dv; _math_horner_bezier_surf(map->Points, texcoord, uu, vv, 3, map->Uorder, map->Vorder); glTexCoord3fv( texcoord ); } else if (ctx->Eval.Map2TextureCoord2) { GLfloat texcoord[4]; struct gl_2d_map *map = &ctx->EvalMap.Map2Texture2; GLfloat uu = (u - map->u1) * map->du; GLfloat vv = (v - map->v1) * map->dv; _math_horner_bezier_surf(map->Points, texcoord, uu, vv, 2, map->Uorder, map->Vorder); glTexCoord2fv( texcoord ); } else if (ctx->Eval.Map2TextureCoord1) { GLfloat texcoord[4]; struct gl_2d_map *map = &ctx->EvalMap.Map2Texture1; GLfloat uu = (u - map->u1) * map->du; GLfloat vv = (v - map->v1) * map->dv; _math_horner_bezier_surf(map->Points, texcoord, uu, vv, 1, map->Uorder, map->Vorder); glTexCoord1fv( texcoord ); } /** Vertex **/ if(ctx->Eval.Map2Vertex4) { GLfloat vertex[4]; GLfloat normal[3]; struct gl_2d_map *map = &ctx->EvalMap.Map2Vertex4; GLfloat uu = (u - map->u1) * map->du; GLfloat vv = (v - map->v1) * map->dv; if (ctx->Eval.AutoNormal) { GLfloat du[4], dv[4]; _math_de_casteljau_surf(map->Points, vertex, du, dv, uu, vv, 4, map->Uorder, map->Vorder); CROSS_PROD(normal, du, dv); NORMALIZE_3FV(normal); glNormal3fv( normal ); glVertex4fv( vertex ); } else { _math_horner_bezier_surf(map->Points, vertex, uu, vv, 4, map->Uorder, map->Vorder); glVertex4fv( vertex ); } } else if (ctx->Eval.Map2Vertex3) { GLfloat vertex[4]; struct gl_2d_map *map = &ctx->EvalMap.Map2Vertex3; GLfloat uu = (u - map->u1) * map->du; GLfloat vv = (v - map->v1) * map->dv; if (ctx->Eval.AutoNormal) { GLfloat du[3], dv[3]; GLfloat normal[3]; _math_de_casteljau_surf(map->Points, vertex, du, dv, uu, vv, 3, map->Uorder, map->Vorder); CROSS_PROD(normal, du, dv); NORMALIZE_3FV(normal); glNormal3fv( normal ); glVertex3fv( vertex ); } else { _math_horner_bezier_surf(map->Points, vertex, uu, vv, 3, map->Uorder, map->Vorder); glVertex3fv( vertex ); } } }
inline void glTexCoord1v( const GLfloat * v ) { glTexCoord1fv( v ); }
M(void, glTexCoord1fv, jobject v) { glTexCoord1fv(BUFF(GLfloat, v)); }
void __glXDisp_TexCoord1fv(GLbyte *pc) { glTexCoord1fv( (GLfloat *)(pc + 0) ); }