reactos/dll/opengl/mesa/rect.c
Jérôme Gardou 5f2bebf7a5 [OPENGL32][MESA] Downgrade Mesa library to version 2.6
With this commit, we now use a forked version of MESA which only supports OpenGL 1.1, like the windows implementation does.
It exposes :
  - The same pixel formats
  - The same set of extensions
  - Nothing more
All of this without taking 10% of your build time.
If you need a more modern option, look at the MESA package from Rapps, which is (and must be) maintained outside of this code tree.
CORE-7499
2019-01-19 14:23:54 +01:00

77 lines
2 KiB
C

/* $Id: rect.c,v 1.5 1997/07/24 01:25:18 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 2.4
* Copyright (C) 1995-1997 Brian Paul
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the Free
* Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
/*
* $Log: rect.c,v $
* Revision 1.5 1997/07/24 01:25:18 brianp
* changed precompiled header symbol from PCH to PC_HEADER
*
* Revision 1.4 1997/05/28 03:26:18 brianp
* added precompiled header (PCH) support
*
* Revision 1.3 1997/04/29 01:27:13 brianp
* added #include "vbfill.h"
*
* Revision 1.2 1997/04/21 01:22:08 brianp
* added a comment
*
* Revision 1.1 1997/04/12 16:00:35 brianp
* Initial revision
*
*/
#ifdef PC_HEADER
#include "all.h"
#else
#include "context.h"
#include "macros.h"
#include "rect.h"
#include "vbfill.h"
#endif
/*
* Execute a glRect*() function.
*/
void gl_Rectf( GLcontext *ctx, GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2 )
{
/*
* TODO: we could examine a bunch of state variables and ultimately
* call the Driver->RectFunc() function to draw a screen-aligned
* filled rectangle. Someday...
*/
if (INSIDE_BEGIN_END(ctx)) {
gl_error( ctx, GL_INVALID_OPERATION, "glRect" );
return;
}
gl_Begin( ctx, GL_QUADS );
(*ctx->Exec.Vertex2f)( ctx, x1, y1 );
(*ctx->Exec.Vertex2f)( ctx, x2, y1 );
(*ctx->Exec.Vertex2f)( ctx, x2, y2 );
(*ctx->Exec.Vertex2f)( ctx, x1, y2 );
gl_End( ctx );
}