/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). Doom 3 Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 Source Code 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 General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 Source Code. If not, see . In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #include "sys/platform.h" #include "renderer/tr_local.h" void glAccum(GLenum op, GLfloat value){}; void glAlphaFunc(GLenum func, GLclampf ref){}; GLboolean glAreTexturesResident(GLsizei n, const GLuint *textures, GLboolean *residences){ return false; }; void glArrayElement(GLint i){}; void glBegin(GLenum mode){}; void glBindTexture(GLenum target, GLuint texture){}; void glBitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap){}; void glBlendFunc(GLenum sfactor, GLenum dfactor){}; void glCallList(GLuint list){}; void glCallLists(GLsizei n, GLenum type, const GLvoid *lists){}; void glClear(GLbitfield mask){}; void glClearAccum(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha){}; void glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha){}; void glClearDepth(GLclampd depth){}; void glClearIndex(GLfloat c){}; void glClearStencil(GLint s){}; void glClipPlane(GLenum plane, const GLdouble *equation){}; void glColor3b(GLbyte red, GLbyte green, GLbyte blue){}; void glColor3bv(const GLbyte *v){}; void glColor3d(GLdouble red, GLdouble green, GLdouble blue){}; void glColor3dv(const GLdouble *v){}; void glColor3f(GLfloat red, GLfloat green, GLfloat blue){}; void glColor3fv(const GLfloat *v){}; void glColor3i(GLint red, GLint green, GLint blue){}; void glColor3iv(const GLint *v){}; void glColor3s(GLshort red, GLshort green, GLshort blue){}; void glColor3sv(const GLshort *v){}; void glColor3ub(GLubyte red, GLubyte green, GLubyte blue){}; void glColor3ubv(const GLubyte *v){}; void glColor3ui(GLuint red, GLuint green, GLuint blue){}; void glColor3uiv(const GLuint *v){}; void glColor3us(GLushort red, GLushort green, GLushort blue){}; void glColor3usv(const GLushort *v){}; void glColor4b(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha){}; void glColor4bv(const GLbyte *v){}; void glColor4d(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha){}; void glColor4dv(const GLdouble *v){}; void glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha){}; void glColor4fv(const GLfloat *v){}; void glColor4i(GLint red, GLint green, GLint blue, GLint alpha){}; void glColor4iv(const GLint *v){}; void glColor4s(GLshort red, GLshort green, GLshort blue, GLshort alpha){}; void glColor4sv(const GLshort *v){}; void glColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha){}; void glColor4ubv(const GLubyte *v){}; void glColor4ui(GLuint red, GLuint green, GLuint blue, GLuint alpha){}; void glColor4uiv(const GLuint *v){}; void glColor4us(GLushort red, GLushort green, GLushort blue, GLushort alpha){}; void glColor4usv(const GLushort *v){}; void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha){}; void glColorMaterial(GLenum face, GLenum mode){}; void glColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer){}; void glCopyPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type){}; void glCopyTexImage1D(GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLint border){}; void glCopyTexImage2D(GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border){}; void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width){}; void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height){}; void glCullFace(GLenum mode){}; void glDeleteLists(GLuint list, GLsizei range){}; void glDeleteTextures(GLsizei n, const GLuint *textures){}; void glDepthFunc(GLenum func){}; void glDepthMask(GLboolean flag){}; void glDepthRange(GLclampd zNear, GLclampd zFar){}; void glDisable(GLenum cap){}; void glDisableClientState(GLenum array){}; void glDrawArrays(GLenum mode, GLint first, GLsizei count){}; void glDrawBuffer(GLenum mode){}; void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices){}; void glDrawPixels(GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels){}; void glEdgeFlag(GLboolean flag){}; void glEdgeFlagPointer(GLsizei stride, const GLvoid *pointer){}; void glEdgeFlagv(const GLboolean *flag){}; void glEnable(GLenum cap){}; void glEnableClientState(GLenum array){}; void glEnd(void){}; void glEndList(void){}; void glEvalCoord1d(GLdouble u){}; void glEvalCoord1dv(const GLdouble *u){}; void glEvalCoord1f(GLfloat u){}; void glEvalCoord1fv(const GLfloat *u){}; void glEvalCoord2d(GLdouble u, GLdouble v){}; void glEvalCoord2dv(const GLdouble *u){}; void glEvalCoord2f(GLfloat u, GLfloat v){}; void glEvalCoord2fv(const GLfloat *u){}; void glEvalMesh1(GLenum mode, GLint i1, GLint i2){}; void glEvalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2){}; void glEvalPoint1(GLint i){}; void glEvalPoint2(GLint i, GLint j){}; void glFeedbackBuffer(GLsizei size, GLenum type, GLfloat *buffer){}; void glFinish(void){}; void glFlush(void){}; void glFogf(GLenum pname, GLfloat param){}; void glFogfv(GLenum pname, const GLfloat *params){}; void glFogi(GLenum pname, GLint param){}; void glFogiv(GLenum pname, const GLint *params){}; void glFrontFace(GLenum mode){}; void glFrustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar){}; GLuint glGenLists(GLsizei range){return 0;}; void glGenTextures(GLsizei n, GLuint *textures){}; void glGetBooleanv(GLenum pname, GLboolean *params){}; void glGetClipPlane(GLenum plane, GLdouble *equation){}; void glGetDoublev(GLenum pname, GLdouble *params){}; GLenum glGetError(void){return 0;}; void glGetFloatv(GLenum pname, GLfloat *params){}; void glGetIntegerv(GLenum pname, GLint *params){ switch( pname ) { case GL_MAX_TEXTURE_SIZE: *params = 1024; break; case GL_MAX_TEXTURE_UNITS_ARB: *params = 2; break; default: *params = 0; break; } }; void glGetLightfv(GLenum light, GLenum pname, GLfloat *params){}; void glGetLightiv(GLenum light, GLenum pname, GLint *params){}; void glGetMapdv(GLenum target, GLenum query, GLdouble *v){}; void glGetMapfv(GLenum target, GLenum query, GLfloat *v){}; void glGetMapiv(GLenum target, GLenum query, GLint *v){}; void glGetMaterialfv(GLenum face, GLenum pname, GLfloat *params){}; void glGetMaterialiv(GLenum face, GLenum pname, GLint *params){}; void glGetPixelMapfv(GLenum map, GLfloat *values){}; void glGetPixelMapuiv(GLenum map, GLuint *values){}; void glGetPixelMapusv(GLenum map, GLushort *values){}; void glGetPointerv(GLenum pname, GLvoid* *params){}; void glGetPolygonStipple(GLubyte *mask){}; const GLubyte * glGetString(GLenum name){ switch( name ) { case GL_EXTENSIONS: return (GLubyte *)"GL_ARB_multitexture GL_ARB_texture_env_combine GL_ARB_texture_cube_map GL_ARB_texture_env_dot3"; } return (const GLubyte *)""; }; void glGetTexEnvfv(GLenum target, GLenum pname, GLfloat *params){}; void glGetTexEnviv(GLenum target, GLenum pname, GLint *params){}; void glGetTexGendv(GLenum coord, GLenum pname, GLdouble *params){}; void glGetTexGenfv(GLenum coord, GLenum pname, GLfloat *params){}; void glGetTexGeniv(GLenum coord, GLenum pname, GLint *params){}; void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels){}; void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params){}; void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params){}; void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params){}; void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params){}; void glHint(GLenum target, GLenum mode){}; void glIndexMask(GLuint mask){}; void glIndexPointer(GLenum type, GLsizei stride, const GLvoid *pointer){}; void glIndexd(GLdouble c){}; void glIndexdv(const GLdouble *c){}; void glIndexf(GLfloat c){}; void glIndexfv(const GLfloat *c){}; void glIndexi(GLint c){}; void glIndexiv(const GLint *c){}; void glIndexs(GLshort c){}; void glIndexsv(const GLshort *c){}; void glIndexub(GLubyte c){}; void glIndexubv(const GLubyte *c){}; void glInitNames(void){}; void glInterleavedArrays(GLenum format, GLsizei stride, const GLvoid *pointer){}; GLboolean glIsEnabled(GLenum cap){ return false; }; GLboolean glIsList(GLuint list){ return false; }; GLboolean glIsTexture(GLuint texture){ return false; }; void glLightModelf(GLenum pname, GLfloat param){}; void glLightModelfv(GLenum pname, const GLfloat *params){}; void glLightModeli(GLenum pname, GLint param){}; void glLightModeliv(GLenum pname, const GLint *params){}; void glLightf(GLenum light, GLenum pname, GLfloat param){}; void glLightfv(GLenum light, GLenum pname, const GLfloat *params){}; void glLighti(GLenum light, GLenum pname, GLint param){}; void glLightiv(GLenum light, GLenum pname, const GLint *params){}; void glLineStipple(GLint factor, GLushort pattern){}; void glLineWidth(GLfloat width){}; void glListBase(GLuint base){}; void glLoadIdentity(void){}; void glLoadMatrixd(const GLdouble *m){}; void glLoadMatrixf(const GLfloat *m){}; void glLoadName(GLuint name){}; void glLogicOp(GLenum opcode){}; void glMap1d(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points){}; void glMap1f(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points){}; void glMap2d(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points){}; void glMap2f(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points){}; void glMapGrid1d(GLint un, GLdouble u1, GLdouble u2){}; void glMapGrid1f(GLint un, GLfloat u1, GLfloat u2){}; void glMapGrid2d(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2){}; void glMapGrid2f(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2){}; void glMaterialf(GLenum face, GLenum pname, GLfloat param){}; void glMaterialfv(GLenum face, GLenum pname, const GLfloat *params){}; void glMateriali(GLenum face, GLenum pname, GLint param){}; void glMaterialiv(GLenum face, GLenum pname, const GLint *params){}; void glMatrixMode(GLenum mode){}; void glMultMatrixd(const GLdouble *m){}; void glMultMatrixf(const GLfloat *m){}; void glNewList(GLuint list, GLenum mode){}; void glNormal3b(GLbyte nx, GLbyte ny, GLbyte nz){}; void glNormal3bv(const GLbyte *v){}; void glNormal3d(GLdouble nx, GLdouble ny, GLdouble nz){}; void glNormal3dv(const GLdouble *v){}; void glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz){}; void glNormal3fv(const GLfloat *v){}; void glNormal3i(GLint nx, GLint ny, GLint nz){}; void glNormal3iv(const GLint *v){}; void glNormal3s(GLshort nx, GLshort ny, GLshort nz){}; void glNormal3sv(const GLshort *v){}; void glNormalPointer(GLenum type, GLsizei stride, const GLvoid *pointer){}; void glOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar){}; void glPassThrough(GLfloat token){}; void glPixelMapfv(GLenum map, GLsizei mapsize, const GLfloat *values){}; void glPixelMapuiv(GLenum map, GLsizei mapsize, const GLuint *values){}; void glPixelMapusv(GLenum map, GLsizei mapsize, const GLushort *values){}; void glPixelStoref(GLenum pname, GLfloat param){}; void glPixelStorei(GLenum pname, GLint param){}; void glPixelTransferf(GLenum pname, GLfloat param){}; void glPixelTransferi(GLenum pname, GLint param){}; void glPixelZoom(GLfloat xfactor, GLfloat yfactor){}; void glPointSize(GLfloat size){}; void glPolygonMode(GLenum face, GLenum mode){}; void glPolygonOffset(GLfloat factor, GLfloat units){}; void glPolygonStipple(const GLubyte *mask){}; void glPopAttrib(void){}; void glPopClientAttrib(void){}; void glPopMatrix(void){}; void glPopName(void){}; void glPrioritizeTextures(GLsizei n, const GLuint *textures, const GLclampf *priorities){}; void glPushAttrib(GLbitfield mask){}; void glPushClientAttrib(GLbitfield mask){}; void glPushMatrix(void){}; void glPushName(GLuint name){}; void glRasterPos2d(GLdouble x, GLdouble y){}; void glRasterPos2dv(const GLdouble *v){}; void glRasterPos2f(GLfloat x, GLfloat y){}; void glRasterPos2fv(const GLfloat *v){}; void glRasterPos2i(GLint x, GLint y){}; void glRasterPos2iv(const GLint *v){}; void glRasterPos2s(GLshort x, GLshort y){}; void glRasterPos2sv(const GLshort *v){}; void glRasterPos3d(GLdouble x, GLdouble y, GLdouble z){}; void glRasterPos3dv(const GLdouble *v){}; void glRasterPos3f(GLfloat x, GLfloat y, GLfloat z){}; void glRasterPos3fv(const GLfloat *v){}; void glRasterPos3i(GLint x, GLint y, GLint z){}; void glRasterPos3iv(const GLint *v){}; void glRasterPos3s(GLshort x, GLshort y, GLshort z){}; void glRasterPos3sv(const GLshort *v){}; void glRasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w){}; void glRasterPos4dv(const GLdouble *v){}; void glRasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w){}; void glRasterPos4fv(const GLfloat *v){}; void glRasterPos4i(GLint x, GLint y, GLint z, GLint w){}; void glRasterPos4iv(const GLint *v){}; void glRasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w){}; void glRasterPos4sv(const GLshort *v){}; void glReadBuffer(GLenum mode){}; void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels){}; void glRectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2){}; void glRectdv(const GLdouble *v1, const GLdouble *v2){}; void glRectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2){}; void glRectfv(const GLfloat *v1, const GLfloat *v2){}; void glRecti(GLint x1, GLint y1, GLint x2, GLint y2){}; void glRectiv(const GLint *v1, const GLint *v2){}; void glRects(GLshort x1, GLshort y1, GLshort x2, GLshort y2){}; void glRectsv(const GLshort *v1, const GLshort *v2){}; GLint glRenderMode(GLenum mode){ return 0; }; void glRotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z){}; void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z){}; void glScaled(GLdouble x, GLdouble y, GLdouble z){}; void glScalef(GLfloat x, GLfloat y, GLfloat z){}; void glScissor(GLint x, GLint y, GLsizei width, GLsizei height){}; void glSelectBuffer(GLsizei size, GLuint *buffer){}; void glShadeModel(GLenum mode){}; void glStencilFunc(GLenum func, GLint ref, GLuint mask){}; void glStencilMask(GLuint mask){}; void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass){}; void glTexCoord1d(GLdouble s){}; void glTexCoord1dv(const GLdouble *v){}; void glTexCoord1f(GLfloat s){}; void glTexCoord1fv(const GLfloat *v){}; void glTexCoord1i(GLint s){}; void glTexCoord1iv(const GLint *v){}; void glTexCoord1s(GLshort s){}; void glTexCoord1sv(const GLshort *v){}; void glTexCoord2d(GLdouble s, GLdouble t){}; void glTexCoord2dv(const GLdouble *v){}; void glTexCoord2f(GLfloat s, GLfloat t){}; void glTexCoord2fv(const GLfloat *v){}; void glTexCoord2i(GLint s, GLint t){}; void glTexCoord2iv(const GLint *v){}; void glTexCoord2s(GLshort s, GLshort t){}; void glTexCoord2sv(const GLshort *v){}; void glTexCoord3d(GLdouble s, GLdouble t, GLdouble r){}; void glTexCoord3dv(const GLdouble *v){}; void glTexCoord3f(GLfloat s, GLfloat t, GLfloat r){}; void glTexCoord3fv(const GLfloat *v){}; void glTexCoord3i(GLint s, GLint t, GLint r){}; void glTexCoord3iv(const GLint *v){}; void glTexCoord3s(GLshort s, GLshort t, GLshort r){}; void glTexCoord3sv(const GLshort *v){}; void glTexCoord4d(GLdouble s, GLdouble t, GLdouble r, GLdouble q){}; void glTexCoord4dv(const GLdouble *v){}; void glTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q){}; void glTexCoord4fv(const GLfloat *v){}; void glTexCoord4i(GLint s, GLint t, GLint r, GLint q){}; void glTexCoord4iv(const GLint *v){}; void glTexCoord4s(GLshort s, GLshort t, GLshort r, GLshort q){}; void glTexCoord4sv(const GLshort *v){}; void glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer){}; void glTexEnvf(GLenum target, GLenum pname, GLfloat param){}; void glTexEnvfv(GLenum target, GLenum pname, const GLfloat *params){}; void glTexEnvi(GLenum target, GLenum pname, GLint param){}; void glTexEnviv(GLenum target, GLenum pname, const GLint *params){}; void glTexGend(GLenum coord, GLenum pname, GLdouble param){}; void glTexGendv(GLenum coord, GLenum pname, const GLdouble *params){}; void glTexGenf(GLenum coord, GLenum pname, GLfloat param){}; void glTexGenfv(GLenum coord, GLenum pname, const GLfloat *params){}; void glTexGeni(GLenum coord, GLenum pname, GLint param){}; void glTexGeniv(GLenum coord, GLenum pname, const GLint *params){}; void glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels){}; void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels) {}; void glTexParameterf(GLenum target, GLenum pname, GLfloat param){}; void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params){}; void glTexParameteri(GLenum target, GLenum pname, GLint param){}; void glTexParameteriv(GLenum target, GLenum pname, const GLint *params){}; void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels){}; void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels){}; void glTranslated(GLdouble x, GLdouble y, GLdouble z){}; void glTranslatef(GLfloat x, GLfloat y, GLfloat z){}; void glVertex2d(GLdouble x, GLdouble y){}; void glVertex2dv(const GLdouble *v){}; void glVertex2f(GLfloat x, GLfloat y){}; void glVertex2fv(const GLfloat *v){}; void glVertex2i(GLint x, GLint y){}; void glVertex2iv(const GLint *v){}; void glVertex2s(GLshort x, GLshort y){}; void glVertex2sv(const GLshort *v){}; void glVertex3d(GLdouble x, GLdouble y, GLdouble z){}; void glVertex3dv(const GLdouble *v){}; void glVertex3f(GLfloat x, GLfloat y, GLfloat z){}; void glVertex3fv(const GLfloat *v){}; void glVertex3i(GLint x, GLint y, GLint z){}; void glVertex3iv(const GLint *v){}; void glVertex3s(GLshort x, GLshort y, GLshort z){}; void glVertex3sv(const GLshort *v){}; void glVertex4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w){}; void glVertex4dv(const GLdouble *v){}; void glVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w){}; void glVertex4fv(const GLfloat *v){}; void glVertex4i(GLint x, GLint y, GLint z, GLint w){}; void glVertex4iv(const GLint *v){}; void glVertex4s(GLshort x, GLshort y, GLshort z, GLshort w){}; void glVertex4sv(const GLshort *v){}; void glVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer){}; void glViewport(GLint x, GLint y, GLsizei width, GLsizei height){}; static void StubFunction( void ) {}; GLExtension_t GLimp_ExtensionPointer( const char *a) { return StubFunction; }; bool GLimp_Init(glimpParms_t a) {return true;}; void GLimp_SetGamma(unsigned short*a, unsigned short*b, unsigned short*c) {}; void GLimp_Shutdown() {}; void GLimp_SwapBuffers() {};