227 lines
5.3 KiB
C
227 lines
5.3 KiB
C
/*
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* This implements immediate mode over the top of glDrawArrays
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* current problems:
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*
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* 1. Calling glNormal(); glVertex(); glVertex(); glVertex(); will break.
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* 2. Mixing with glXPointer stuff will break badly
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* 3. This is entirely untested.
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*/
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#include <string.h>
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#include <stdio.h>
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#include "private.h"
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GLboolean IMMEDIATE_MODE_ACTIVE = GL_FALSE;
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static GLenum ACTIVE_POLYGON_MODE = GL_TRIANGLES;
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static GLfloat NORMAL[3] = {0.0f, 0.0f, 1.0f};
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static GLubyte COLOR[4] = {255, 255, 255, 255}; /* ARGB order for speed */
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static GLfloat UV_COORD[2] = {0.0f, 0.0f};
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static GLfloat ST_COORD[2] = {0.0f, 0.0f};
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static AlignedVector VERTICES;
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typedef struct {
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uint32_t padding;
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GLfloat x;
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GLfloat y;
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GLfloat z;
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GLfloat u;
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GLfloat v;
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GLubyte bgra[4];
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GLubyte obgra[4];
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GLfloat nx;
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GLfloat ny;
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GLfloat nz;
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GLfloat s;
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GLfloat t;
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GLuint padding2[3];
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} IMVertex;
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void _glInitImmediateMode(GLuint initial_size) {
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aligned_vector_init(&VERTICES, sizeof(IMVertex));
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aligned_vector_reserve(&VERTICES, initial_size);
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}
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void APIENTRY glBegin(GLenum mode) {
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if(IMMEDIATE_MODE_ACTIVE) {
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_glKosThrowError(GL_INVALID_OPERATION, __func__);
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return;
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}
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IMMEDIATE_MODE_ACTIVE = GL_TRUE;
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ACTIVE_POLYGON_MODE = mode;
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}
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void APIENTRY glColor4f(GLfloat r, GLfloat g, GLfloat b, GLfloat a) {
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COLOR[A8IDX] = (GLubyte)(a * 255.0f);
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COLOR[R8IDX] = (GLubyte)(r * 255.0f);
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COLOR[G8IDX] = (GLubyte)(g * 255.0f);
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COLOR[B8IDX] = (GLubyte)(b * 255.0f);
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}
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void APIENTRY glColor4ub(GLubyte r, GLubyte g, GLubyte b, GLubyte a) {
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COLOR[A8IDX] = a;
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COLOR[R8IDX] = r;
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COLOR[G8IDX] = g;
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COLOR[B8IDX] = b;
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}
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void APIENTRY glColor4ubv(const GLubyte *v) {
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COLOR[A8IDX] = v[3];
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COLOR[R8IDX] = v[0];
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COLOR[G8IDX] = v[1];
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COLOR[B8IDX] = v[2];
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}
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void APIENTRY glColor4fv(const GLfloat* v) {
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COLOR[B8IDX] = (GLubyte)(v[2] * 255);
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COLOR[G8IDX] = (GLubyte)(v[1] * 255);
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COLOR[R8IDX] = (GLubyte)(v[0] * 255);
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COLOR[A8IDX] = (GLubyte)(v[3] * 255);
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}
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void APIENTRY glColor3f(GLfloat r, GLfloat g, GLfloat b) {
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COLOR[B8IDX] = (GLubyte)(b * 255.0f);
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COLOR[G8IDX] = (GLubyte)(g * 255.0f);
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COLOR[R8IDX] = (GLubyte)(r * 255.0f);
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COLOR[A8IDX] = 255;
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}
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void APIENTRY glColor3ub(GLubyte red, GLubyte green, GLubyte blue) {
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COLOR[A8IDX] = 255;
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COLOR[R8IDX] = red;
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COLOR[G8IDX] = green;
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COLOR[B8IDX] = blue;
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}
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void APIENTRY glColor3ubv(const GLubyte *v) {
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COLOR[A8IDX] = 255;
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COLOR[R8IDX] = v[0];
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COLOR[G8IDX] = v[1];
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COLOR[B8IDX] = v[2];
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}
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void APIENTRY glColor3fv(const GLfloat* v) {
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COLOR[A8IDX] = 255;
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COLOR[R8IDX] = (GLubyte)(v[0] * 255);
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COLOR[G8IDX] = (GLubyte)(v[1] * 255);
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COLOR[B8IDX] = (GLubyte)(v[2] * 255);
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}
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void APIENTRY glVertex3f(GLfloat x, GLfloat y, GLfloat z) {
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IMVertex* vert = aligned_vector_extend(&VERTICES, 1);
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vert->x = x;
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vert->y = y;
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vert->z = z;
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vert->u = UV_COORD[0];
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vert->v = UV_COORD[1];
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vert->s = ST_COORD[0];
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vert->t = ST_COORD[1];
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*((uint32_t*) vert->bgra) = *((uint32_t*) COLOR);
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vert->nx = NORMAL[0];
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vert->ny = NORMAL[1];
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vert->nz = NORMAL[2];
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}
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void APIENTRY glVertex3fv(const GLfloat* v) {
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glVertex3f(v[0], v[1], v[2]);
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}
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void APIENTRY glVertex2f(GLfloat x, GLfloat y) {
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glVertex3f(x, y, 0.0f);
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}
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void APIENTRY glVertex2fv(const GLfloat* v) {
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glVertex2f(v[0], v[1]);
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}
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void APIENTRY glVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w) {
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_GL_UNUSED(w);
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glVertex3f(x, y, z);
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}
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void APIENTRY glVertex4fv(const GLfloat* v) {
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glVertex4f(v[0], v[1], v[2], v[3]);
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}
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void APIENTRY glMultiTexCoord2fARB(GLenum target, GLfloat s, GLfloat t) {
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if(target == GL_TEXTURE0) {
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UV_COORD[0] = s;
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UV_COORD[1] = t;
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} else if(target == GL_TEXTURE1) {
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ST_COORD[0] = s;
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ST_COORD[1] = t;
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} else {
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_glKosThrowError(GL_INVALID_ENUM, __func__);
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return;
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}
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}
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void APIENTRY glTexCoord1f(GLfloat u) {
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UV_COORD[0] = u;
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UV_COORD[1] = 0.0f;
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}
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void APIENTRY glTexCoord1fv(const GLfloat* v) {
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glTexCoord1f(v[0]);
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}
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void APIENTRY glTexCoord2f(GLfloat u, GLfloat v) {
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UV_COORD[0] = u;
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UV_COORD[1] = v;
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}
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void APIENTRY glTexCoord2fv(const GLfloat* v) {
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glTexCoord2f(v[0], v[1]);
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}
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void APIENTRY glNormal3f(GLfloat x, GLfloat y, GLfloat z) {
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NORMAL[0] = x;
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NORMAL[1] = y;
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NORMAL[2] = z;
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}
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void APIENTRY glNormal3fv(const GLfloat* v) {
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glNormal3f(v[0], v[1], v[2]);
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}
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void APIENTRY glEnd() {
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IMMEDIATE_MODE_ACTIVE = GL_FALSE;
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glDrawPVRArrays64KOS(ACTIVE_POLYGON_MODE, 0, VERTICES.size, VERTICES.data);
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aligned_vector_clear(&VERTICES);
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}
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void APIENTRY glRectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2) {
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glBegin(GL_QUADS);
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glVertex2f(x1, y1);
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glVertex2f(x2, y1);
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glVertex2f(x2, y2);
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glVertex2f(x1, y2);
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glEnd();
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}
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void APIENTRY glRectfv(const GLfloat *v1, const GLfloat *v2) {
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glBegin(GL_QUADS);
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glVertex2f(v1[0], v1[1]);
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glVertex2f(v2[0], v1[1]);
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glVertex2f(v2[0], v2[1]);
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glVertex2f(v1[0], v2[1]);
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glEnd();
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}
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void APIENTRY glRecti(GLint x1, GLint y1, GLint x2, GLint y2) {
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return glRectf((GLfloat)x1, (GLfloat)y1, (GLfloat)x2, (GLfloat)y2);
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}
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void APIENTRY glRectiv(const GLint *v1, const GLint *v2) {
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return glRectfv((const GLfloat *)v1, (const GLfloat *)v2);
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}
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