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https://github.com/scp-fs2open/fs2open.github.com.git
synced 2026-11-13 06:21:29 -10:00
This allows to use standard TrueType Fonts for text rendering in FSO. It uses the NanoVG library which provides the ability of drawing 2D shapes. This library is used for most 2D operations now and can also be used directly by using the PathRenderer class.
720 lines
14 KiB
C++
720 lines
14 KiB
C++
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#include "anim/animplay.h"
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#include "anim/packunpack.h"
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#include "bmpman/bmpman.h"
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#include "ddsutils/ddsutils.h"
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#include "globalincs/systemvars.h"
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#include "graphics/2d.h"
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#include "graphics/grinternal.h"
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#include "jpgutils/jpgutils.h"
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#include "model/model.h"
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#include "pcxutils/pcxutils.h"
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#include "pngutils/pngutils.h"
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#include "tgautils/tgautils.h"
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#define BMPMAN_INTERNAL
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#include "bmpman/bm_internal.h"
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uint gr_stub_lock()
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{
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return 1;
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}
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// NOTE: should return a failure
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int gr_stub_create_buffer()
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{
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return -1;
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}
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// NOTE: should return a failure
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bool gr_stub_pack_buffer(const int buffer_id, vertex_buffer *vb)
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{
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return false;
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}
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// NOTE: should return a failure
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bool gr_stub_config_buffer(const int buffer_id, vertex_buffer *vb, bool update_ibuffer_only)
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{
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return false;
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}
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int gr_stub_make_light(light *light, int idx, int priority)
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{
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return 0;
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}
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int gr_stub_preload(int bitmap_num, int is_aabitmap)
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{
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return 0;
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}
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int gr_stub_save_screen()
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{
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return 1;
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}
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int gr_stub_tcache_set(int bitmap_id, int bitmap_type, float *u_scale, float *v_scale, int tex_unit = 0)
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{
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return 0;
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}
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int gr_stub_zbuffer_get()
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{
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return 0;
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}
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int gr_stub_zbuffer_set(int mode)
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{
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return 0;
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}
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void gr_set_fill_mode_stub(int mode)
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{
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}
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void gr_stub_aabitmap_ex(int x,int y,int w,int h,int sx,int sy,int resize_mode,bool mirror)
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{
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}
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void gr_stub_aabitmap(int x, int y,int resize_mode, bool mirror)
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{
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}
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void gr_stub_aaline(vertex *v1, vertex *v2)
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{
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}
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void gr_stub_activate(int active)
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{
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}
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void gr_stub_bitmap_ex(int x, int y, int w, int h, int sx, int sy, int resize_mode)
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{
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}
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void gr_stub_bitmap(int x, int y)
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{
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}
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void gr_stub_center_alpha( int type)
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{
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}
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void gr_stub_set_thrust_scale(float scale)
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{
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}
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void gr_stub_circle( int xc, int yc, int d, int resize_mode )
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{
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}
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void gr_stub_unfilled_circle( int xc, int yc, int d, int resize_mode )
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{
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}
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void gr_stub_cleanup(int minimize)
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{
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}
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void gr_stub_clear()
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{
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}
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void gr_stub_cross_fade(int bmap1, int bmap2, int x1, int y1, int x2, int y2, float pct, int resize_mode)
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{
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}
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void gr_stub_curve(int xc, int yc, int r, int direction, int resize_mode)
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{
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}
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void gr_stub_destroy_buffer(int idx)
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{
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}
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void gr_stub_destroy_light(int idx)
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{
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}
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void gr_stub_end_clip_plane()
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{
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}
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void gr_stub_end_instance_matrix()
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{
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}
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void gr_stub_end_projection_matrix()
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{
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}
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void gr_stub_end_view_matrix()
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{
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}
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void gr_stub_flash_alpha(int r, int g, int b, int a)
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{
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}
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void gr_stub_flash(int r, int g, int b)
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{
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}
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void gr_stub_flip()
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{
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}
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void gr_stub_fog_set(int fog_mode, int r, int g, int b, float fog_near, float fog_far)
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{
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}
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void gr_stub_free_screen(int id)
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{
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}
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void gr_stub_get_region(int front, int w, int h, ubyte *data)
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{
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}
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void gr_stub_gradient(int x1,int y1,int x2,int y2, int resize_mode)
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{
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}
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void gr_stub_line(int x1,int y1,int x2,int y2, int resize_mode = GR_RESIZE_NONE)
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{
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}
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void gr_stub_modify_light(light* light, int idx, int priority)
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{
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}
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void gr_stub_pixel(int x, int y, int resize_mode)
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{
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}
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void gr_stub_pop_scale_matrix()
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{
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}
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void gr_stub_pop_texture_matrix(int unit)
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{
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}
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void gr_stub_preload_init()
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{
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}
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void gr_stub_print_screen(const char *filename)
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{
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}
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void gr_stub_push_scale_matrix(const vec3d *scale_factor)
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{
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}
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void gr_stub_push_texture_matrix(int unit)
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{
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}
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void gr_stub_rect(int x, int y, int w, int h, int resize_mode)
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{
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}
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void gr_stub_render_buffer(int start, const vertex_buffer *bufferp, int texi, int flags)
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{
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}
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void gr_stub_reset_clip()
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{
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}
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void gr_stub_reset_lighting()
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{
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}
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void gr_stub_restore_screen(int id)
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{
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}
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void gr_stub_save_mouse_area(int x, int y, int w, int h)
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{
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}
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void gr_stub_scaler(vertex *va, vertex *vb, bool bw_bitmap )
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{
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}
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void gr_stub_set_additive_tex_env()
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{
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}
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void gr_stub_set_buffer(int idx)
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{
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}
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void gr_stub_update_buffer_object(int handle, uint size, void* data)
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{
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}
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void gr_stub_update_transform_buffer(void* data, uint size)
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{
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}
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void gr_stub_set_transform_buffer_offset(int offset)
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{
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}
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int gr_stub_create_stream_buffer()
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{
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return -1;
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}
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void gr_stub_render_stream_buffer(int buffer_handle, int offset, int n_verts, int flags)
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{
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}
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void gr_stub_set_clear_color(int r, int g, int b)
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{
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}
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void gr_stub_set_clip(int x, int y, int w, int h, int resize_mode)
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{
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}
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int gr_stub_set_cull(int cull)
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{
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return 0;
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}
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int gr_stub_set_color_buffer(int mode)
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{
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return 0;
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}
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void gr_stub_set_gamma(float gamma)
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{
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}
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void gr_stub_set_lighting(bool set, bool state)
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{
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}
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void gr_stub_set_light_factor(float factor)
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{
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}
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void gr_stub_set_light(light *light)
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{
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}
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void gr_stub_set_projection_matrix(float fov, float aspect, float z_near, float z_far)
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{
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}
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void gr_stub_set_tex_env_scale(float scale)
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{
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}
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void gr_stub_set_texture_addressing(int mode)
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{
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}
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void gr_stub_set_view_matrix(const vec3d *pos, const matrix* orient)
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{
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}
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void gr_stub_start_clip_plane()
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{
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}
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void gr_stub_start_instance_angles(const vec3d *pos, const angles *rotation)
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{
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}
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void gr_stub_start_instance_matrix(const vec3d *offset, const matrix *rotation)
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{
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}
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void gr_stub_string( float sx, float sy, const char *s, int resize_mode = GR_RESIZE_NONE, int length = -1)
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{
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}
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void gr_stub_stuff_fog_coord(vertex *v)
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{
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}
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void gr_stub_stuff_secondary_color(vertex *v, ubyte fr, ubyte fg, ubyte fb)
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{
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}
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void gr_stub_tmapper( int nverts, vertex **verts, uint flags )
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{
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}
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void gr_stub_render( int nverts, vertex *verts, uint flags )
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{
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}
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void gr_stub_render_effect( int nverts, vertex *verts, float *radius_list, uint flag)
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{
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}
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void gr_stub_translate_texture_matrix(int unit, const vec3d *shift)
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{
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}
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void gr_stub_zbias_stub(int bias)
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{
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}
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void gr_stub_zbuffer_clear(int mode)
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{
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}
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int gr_stub_stencil_set(int mode)
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{
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return 0;
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}
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void gr_stub_stencil_clear()
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{
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}
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int gr_stub_alpha_mask_set(int mode, float alpha)
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{
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return 0;
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}
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/*void gr_stub_shade(int x,int y,int w,int h)
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{
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}*/
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void gr_stub_post_process_set_effect(const char *name, int x)
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{
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}
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void gr_stub_post_process_set_defaults()
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{
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}
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void gr_stub_post_process_save_zbuffer()
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{
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}
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void gr_stub_post_process_blur_shadow_map()
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{
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}
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void gr_stub_post_process_begin()
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{
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}
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void gr_stub_post_process_end()
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{
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}
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void gr_stub_scene_texture_begin()
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{
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}
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void gr_stub_scene_texture_end()
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{
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}
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void gr_stub_copy_effect_texture()
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{
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}
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void gr_stub_deferred_lighting_begin()
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{
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}
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void gr_stub_deferred_lighting_end()
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{
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}
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void gr_stub_deferred_lighting_finish()
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{
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}
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void gr_stub_set_ambient_light(int red, int green, int blue)
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{
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}
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void gr_stub_set_texture_panning(float u, float v, bool enable)
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{
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}
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void gr_stub_set_line_width(float width)
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{
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}
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void gr_stub_draw_htl_line(const vec3d *start, const vec3d *end)
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{
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}
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void gr_stub_draw_htl_sphere(float rad)
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{
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}
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void gr_stub_draw_line_list(const colored_vector *lines, int num)
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{
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}
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void gr_stub_clear_states()
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{
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}
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void gr_stub_update_texture(int bitmap_handle, int bpp, const ubyte *data, int width, int height)
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{
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}
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void gr_stub_get_bitmap_from_texture(void* data_out, int bitmap_num)
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{
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}
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int gr_stub_bm_make_render_target(int n, int *width, int *height, int *bpp, int *mm_lvl, int flags)
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{
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return 0;
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}
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int gr_stub_bm_set_render_target(int n, int face)
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{
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return 0;
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}
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void gr_stub_bm_create(int n)
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{
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}
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void gr_stub_bm_free_data(int n, bool release)
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{
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}
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void gr_stub_bm_init(int n)
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{
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}
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void gr_stub_bm_page_in_start()
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{
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}
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bool gr_stub_bm_data(int n, bitmap* bm)
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{
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return true;
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}
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int gr_stub_maybe_create_shader(shader_type shader_t, unsigned int flags) {
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return -1;
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}
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void gr_stub_set_animated_effect(int effect, float timer)
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{
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}
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void gr_stub_set_team_color(const team_color *colors) {
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}
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void gr_stub_shadow_map_start(const matrix4 *shadow_view_matrix, const matrix* light_matrix)
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{
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}
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void gr_stub_shadow_map_end()
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{
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}
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bool gr_stub_init()
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{
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if (gr_screen.res != GR_640) {
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gr_screen.res = GR_640;
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gr_screen.max_w = 640;
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gr_screen.max_h = 480;
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}
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Gr_red.bits = 8;
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Gr_red.shift = 16;
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Gr_red.scale = 1;
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Gr_red.mask = 0xff0000;
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Gr_t_red = Gr_red;
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Gr_green.bits = 8;
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Gr_green.shift = 8;
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Gr_green.scale = 1;
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Gr_green.mask = 0xff00;
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Gr_t_green = Gr_green;
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Gr_blue.bits = 8;
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Gr_blue.shift = 0;
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Gr_blue.scale = 1;
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Gr_blue.mask = 0xff;
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Gr_t_blue = Gr_blue;
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// function pointers...
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gr_screen.gf_flip = gr_stub_flip;
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gr_screen.gf_set_clip = gr_stub_set_clip;
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gr_screen.gf_reset_clip = gr_stub_reset_clip;
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gr_screen.gf_clear = gr_stub_clear;
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// gr_screen.gf_bitmap = gr_stub_bitmap;
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gr_screen.gf_bitmap_ex = gr_stub_bitmap_ex;
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gr_screen.gf_aabitmap = gr_stub_aabitmap;
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gr_screen.gf_aabitmap_ex = gr_stub_aabitmap_ex;
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// gr_screen.gf_rect = gr_stub_rect;
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// gr_screen.gf_shade = gr_stub_shade;
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gr_screen.gf_string = gr_stub_string;
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gr_screen.gf_circle = gr_stub_circle;
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gr_screen.gf_unfilled_circle = gr_stub_unfilled_circle;
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gr_screen.gf_curve = gr_stub_curve;
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gr_screen.gf_line = gr_stub_line;
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gr_screen.gf_aaline = gr_stub_aaline;
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gr_screen.gf_pixel = gr_stub_pixel;
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gr_screen.gf_scaler = gr_stub_scaler;
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gr_screen.gf_tmapper = gr_stub_tmapper;
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gr_screen.gf_render = gr_stub_render;
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gr_screen.gf_render_effect = gr_stub_render_effect;
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gr_screen.gf_gradient = gr_stub_gradient;
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gr_screen.gf_print_screen = gr_stub_print_screen;
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gr_screen.gf_flash = gr_stub_flash;
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gr_screen.gf_flash_alpha = gr_stub_flash_alpha;
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gr_screen.gf_zbuffer_get = gr_stub_zbuffer_get;
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gr_screen.gf_zbuffer_set = gr_stub_zbuffer_set;
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gr_screen.gf_zbuffer_clear = gr_stub_zbuffer_clear;
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gr_screen.gf_stencil_set = gr_stub_stencil_set;
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gr_screen.gf_stencil_clear = gr_stub_stencil_clear;
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gr_screen.gf_alpha_mask_set = gr_stub_alpha_mask_set;
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gr_screen.gf_save_screen = gr_stub_save_screen;
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gr_screen.gf_restore_screen = gr_stub_restore_screen;
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gr_screen.gf_free_screen = gr_stub_free_screen;
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gr_screen.gf_set_gamma = gr_stub_set_gamma;
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gr_screen.gf_fog_set = gr_stub_fog_set;
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// UnknownPlayer : Don't recognize this - MAY NEED DEBUGGING
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gr_screen.gf_get_region = gr_stub_get_region;
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// now for the bitmap functions
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gr_screen.gf_bm_free_data = gr_stub_bm_free_data;
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gr_screen.gf_bm_create = gr_stub_bm_create;
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gr_screen.gf_bm_init = gr_stub_bm_init;
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gr_screen.gf_bm_page_in_start = gr_stub_bm_page_in_start;
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gr_screen.gf_bm_data = gr_stub_bm_data;
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gr_screen.gf_bm_make_render_target = gr_stub_bm_make_render_target;
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gr_screen.gf_bm_set_render_target = gr_stub_bm_set_render_target;
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gr_screen.gf_set_cull = gr_stub_set_cull;
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gr_screen.gf_set_color_buffer = gr_stub_set_color_buffer;
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gr_screen.gf_cross_fade = gr_stub_cross_fade;
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gr_screen.gf_tcache_set = gr_stub_tcache_set;
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gr_screen.gf_set_clear_color = gr_stub_set_clear_color;
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gr_screen.gf_preload = gr_stub_preload;
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gr_screen.gf_push_texture_matrix = gr_stub_push_texture_matrix;
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gr_screen.gf_pop_texture_matrix = gr_stub_pop_texture_matrix;
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gr_screen.gf_translate_texture_matrix = gr_stub_translate_texture_matrix;
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gr_screen.gf_set_texture_addressing = gr_stub_set_texture_addressing;
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gr_screen.gf_zbias = gr_stub_zbias_stub;
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gr_screen.gf_set_fill_mode = gr_set_fill_mode_stub;
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gr_screen.gf_set_texture_panning = gr_stub_set_texture_panning;
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gr_screen.gf_create_buffer = gr_stub_create_buffer;
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gr_screen.gf_config_buffer = gr_stub_config_buffer;
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gr_screen.gf_pack_buffer = gr_stub_pack_buffer;
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gr_screen.gf_destroy_buffer = gr_stub_destroy_buffer;
|
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gr_screen.gf_render_buffer = gr_stub_render_buffer;
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gr_screen.gf_set_buffer = gr_stub_set_buffer;
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|
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gr_screen.gf_update_transform_buffer = gr_stub_update_transform_buffer;
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gr_screen.gf_update_buffer_object = gr_stub_update_buffer_object;
|
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gr_screen.gf_set_transform_buffer_offset = gr_stub_set_transform_buffer_offset;
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|
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gr_screen.gf_create_stream_buffer = gr_stub_create_stream_buffer;
|
|
gr_screen.gf_render_stream_buffer = gr_stub_render_stream_buffer;
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|
|
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gr_screen.gf_start_instance_matrix = gr_stub_start_instance_matrix;
|
|
gr_screen.gf_end_instance_matrix = gr_stub_end_instance_matrix;
|
|
gr_screen.gf_start_angles_instance_matrix = gr_stub_start_instance_angles;
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|
|
|
gr_screen.gf_make_light = gr_stub_make_light;
|
|
gr_screen.gf_modify_light = gr_stub_modify_light;
|
|
gr_screen.gf_destroy_light = gr_stub_destroy_light;
|
|
gr_screen.gf_set_light = gr_stub_set_light;
|
|
gr_screen.gf_reset_lighting = gr_stub_reset_lighting;
|
|
gr_screen.gf_set_ambient_light = gr_stub_set_ambient_light;
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|
|
|
gr_screen.gf_post_process_set_effect = gr_stub_post_process_set_effect;
|
|
gr_screen.gf_post_process_set_defaults = gr_stub_post_process_set_defaults;
|
|
|
|
gr_screen.gf_post_process_begin = gr_stub_post_process_begin;
|
|
gr_screen.gf_post_process_end = gr_stub_post_process_end;
|
|
gr_screen.gf_post_process_save_zbuffer = gr_stub_post_process_save_zbuffer;
|
|
|
|
gr_screen.gf_scene_texture_begin = gr_stub_scene_texture_begin;
|
|
gr_screen.gf_scene_texture_end = gr_stub_scene_texture_end;
|
|
gr_screen.gf_copy_effect_texture = gr_stub_copy_effect_texture;
|
|
|
|
gr_screen.gf_deferred_lighting_begin = gr_stub_deferred_lighting_begin;
|
|
gr_screen.gf_deferred_lighting_end = gr_stub_deferred_lighting_end;
|
|
gr_screen.gf_deferred_lighting_finish = gr_stub_deferred_lighting_finish;
|
|
|
|
gr_screen.gf_start_clip_plane = gr_stub_start_clip_plane;
|
|
gr_screen.gf_end_clip_plane = gr_stub_end_clip_plane;
|
|
|
|
gr_screen.gf_lighting = gr_stub_set_lighting;
|
|
gr_screen.gf_set_light_factor = gr_stub_set_light_factor;
|
|
|
|
gr_screen.gf_set_proj_matrix = gr_stub_set_projection_matrix;
|
|
gr_screen.gf_end_proj_matrix = gr_stub_end_projection_matrix;
|
|
|
|
gr_screen.gf_set_view_matrix = gr_stub_set_view_matrix;
|
|
gr_screen.gf_end_view_matrix = gr_stub_end_view_matrix;
|
|
|
|
gr_screen.gf_push_scale_matrix = gr_stub_push_scale_matrix;
|
|
gr_screen.gf_pop_scale_matrix = gr_stub_pop_scale_matrix;
|
|
gr_screen.gf_center_alpha = gr_stub_center_alpha;
|
|
gr_screen.gf_set_thrust_scale = gr_stub_set_thrust_scale;
|
|
|
|
gr_screen.gf_draw_line_list = gr_stub_draw_line_list;
|
|
|
|
gr_screen.gf_set_line_width = gr_stub_set_line_width;
|
|
|
|
gr_screen.gf_line_htl = gr_stub_draw_htl_line;
|
|
gr_screen.gf_sphere_htl = gr_stub_draw_htl_sphere;
|
|
|
|
gr_screen.gf_shadow_map_start = gr_stub_shadow_map_start;
|
|
gr_screen.gf_shadow_map_end = gr_stub_shadow_map_end;
|
|
|
|
gr_screen.gf_maybe_create_shader = gr_stub_maybe_create_shader;
|
|
|
|
gr_screen.gf_set_animated_effect = gr_stub_set_animated_effect;
|
|
|
|
gr_screen.gf_clear_states = gr_stub_clear_states;
|
|
|
|
gr_screen.gf_set_team_color = gr_stub_set_team_color;
|
|
|
|
gr_screen.gf_update_texture = gr_stub_update_texture;
|
|
gr_screen.gf_get_bitmap_from_texture = gr_stub_get_bitmap_from_texture;
|
|
return true;
|
|
}
|