Make things C89 friendly
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de1fb05ac1
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18
GL/draw.c
18
GL/draw.c
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@ -90,23 +90,25 @@ static void _parseColour(uint32* out, const GLubyte* in, GLint size, GLenum type
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}
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static void _parseFloats(GLfloat* out, const GLubyte* in, GLint size, GLenum type) {
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GLubyte i = 0;
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switch(type) {
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case GL_SHORT: {
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GLshort* inp = (GLshort*) in;
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for(GLubyte i = 0; i < size; ++i) {
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for(i = 0; i < size; ++i) {
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out[i] = (GLfloat) inp[i];
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}
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} break;
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case GL_INT: {
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GLint* inp = (GLint*) in;
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for(GLubyte i = 0; i < size; ++i) {
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for(i = 0; i < size; ++i) {
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out[i] = (GLfloat) inp[i];
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}
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} break;
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case GL_FLOAT:
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case GL_DOUBLE: /* Double == Float */
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default:
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for(GLubyte i = 0; i < size; ++i) out[i] = ((GLfloat*) in)[i];
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for(i = 0; i < size; ++i) out[i] = ((GLfloat*) in)[i];
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}
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}
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@ -165,7 +167,8 @@ static void submitVertices(GLenum mode, GLsizei first, GLsizei count, GLenum typ
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GLboolean lighting_enabled = isLightingEnabled();
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for(GLuint i = first; i < count; ++i) {
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GLushort i;
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for(i = first; i < count; ++i) {
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pvr_vertex_t* vertex = (pvr_vertex_t*) dst;
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vertex->u = vertex->v = 0.0f;
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vertex->argb = 0;
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@ -202,9 +205,12 @@ static void submitVertices(GLenum mode, GLsizei first, GLsizei count, GLenum typ
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GLfloat contribution [] = {0.0f, 0.0f, 0.0f, 0.0f};
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GLfloat to_add [] = {0.0f, 0.0f, 0.0f, 0.0f};
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for(GLubyte i = 0; i < MAX_LIGHTS; ++i) {
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/* FIXME!!! Transform the position to eye space */
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GLubyte j;
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for(j = 0; j < MAX_LIGHTS; ++j) {
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if(isLightEnabled(i)) {
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calculateLightingContribution(i, &vertex->x, normal, to_add);
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calculateLightingContribution(j, &vertex->x, normal, to_add);
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contribution[0] += to_add[0];
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contribution[1] += to_add[1];
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@ -23,7 +23,8 @@ void initLights() {
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MATERIAL.diffuse_color_index = 1.0f;
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MATERIAL.specular_color_index = 1.0f;
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for(GLubyte i = 0; i < MAX_LIGHTS; ++i) {
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GLubyte i;
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for(i = 0; i < MAX_LIGHTS; ++i) {
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memcpy(LIGHTS[i].ambient, ZERO, sizeof(GLfloat) * 4);
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memcpy(LIGHTS[i].diffuse, ONE, sizeof(GLfloat) * 4);
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memcpy(LIGHTS[i].specular, ONE, sizeof(GLfloat) * 4);
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@ -189,7 +189,8 @@ void initContext() {
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_LIGHTING);
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for(GLubyte i = 0; i < MAX_LIGHTS; ++i) {
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GLubyte i;
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for(i = 0; i < MAX_LIGHTS; ++i) {
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glDisable(GL_LIGHT0 + i);
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}
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}
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@ -549,7 +549,8 @@ void APIENTRY glTexImage2D(GLenum target, GLint level, GLint internalFormat,
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}
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/* Perform the conversion */
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for(GLuint i = 0; i < bytes; i += 2) {
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GLuint i;
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for(i = 0; i < bytes; i += 2) {
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convert(source, dest);
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dest++;
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1
Makefile
1
Makefile
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@ -3,6 +3,7 @@
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# kos-ports/libgl Makefile
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# Copyright (C) 2013, 2014 Josh Pearson
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# Copyright (C) 2014 Lawrence Sebald
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# Copyright (C) 2018 Luke Benstead
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TARGET = libGL.a
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OBJS = gl-rgb.o gl-fog.o gl-sh4-light.o gl-light.o gl-clip.o gl-clip-arrays.o
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@ -43,8 +43,9 @@ inline char named_array_used(NamedArray* array, unsigned int id) {
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}
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inline void* named_array_alloc(NamedArray* array, unsigned int* new_id) {
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for(unsigned int i = 0; i < array->marker_count; ++i) {
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for(unsigned int j = 0; j < 8; ++j) {
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unsigned int i = 0, j = 0;
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for(i = 0; i < array->marker_count; ++i) {
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for(j = 0; j < 8; ++j) {
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unsigned int id = (i * 8) + j + 1;
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if(!named_array_used(array, id)) {
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array->used_markers[i] |= (unsigned char) 1 << j;
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