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fpc-src / usr / share / fpcsrc / 3.0.0 / packages / libndsfpc / src / nds / arm9 / videoGL.inc
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{$ifndef ARM9}
  {$error 3D hardware is only available from the ARM9}
{$endif}


{$ifdef NDS_INTERFACE}
(*---------------------------------------------------------------------------------
	lut resolution for trig functions
	(must be power of two and must be the same as LUT resolution)
	in other words dont change unless you also change your LUTs
---------------------------------------------------------------------------------*)
const
  LUT_SIZE = (1 shl 15);
  LUT_MASK = ((1 shl 15) - 1);

type
  GLuint = cuint32;
  GLfloat = cfloat;

const
  MAX_TEXTURES = 2048;  //this should be enough ! but feel free to change

//////////////////////////////////////////////////////////////////////
// Fixed point / floating point / integer conversion macros
//////////////////////////////////////////////////////////////////////
type
  fixed12d3 = cuint16 ;

function intto12d3(n: cint): fixed12d3; inline;
function floatto12d3(n: cfloat): fixed12d3; inline;

const
  GL_MAX_DEPTH     = $7FFF;

type
  t16 = cshort;//cint16?       // text coordinate 12.4 fixed point (or cint?)

function f32tot16(n: cint32): t16; inline;
function inttot16(n: cint): cint32; inline;    //???
function t16toint(n: t16): cint; inline;
function floattot16(n: cfloat): t16; inline;
function TEXTURE_PACK(u, v: cint): cint; inline;
//function TEXTURE_PACK(u, v: cshort): cuint; inline;

type
  v16 = cshort;//cuint16?       // vertex 4.12 fixed format

function inttov16(n: cint): cint{v16}; inline;
function f32tov16(n: cint32): v16; inline; 
function v16toint(n: v16): cint; inline;
function floattov16(n: cfloat): v16; inline;
function VERTEX_PACK(x,y: cint): cuint32; inline;

type
  v10 = cint16;

function inttov10(n: cint): cint; inline;
function f32tov10(n: cint32): cint; inline;
function v10toint(n: v10): cint; inline;
function floattov10(n: cfloat): v10; inline;
function NORMAL_PACK(x,y,z: cint): cuint32; inline;

type
  rgb = cushort;

  m3x3 = record
    m: array [0..8] of cint32;
  end;
  pm3x3 = ^m3x3;

  m4x4 = record
    m: array [0..15] of cint32;
  end; 
  pm4x4 = ^m4x4;

  m4x3 = record
    m: array [0..11] of cint32;
  end;
  pm4x3 = ^m4x3;

  GLvector = record
    x,y,z: cint32;
  end;
  PGLvector= ^GLvector;

const
  GL_FALSE    = 0;
  GL_TRUE     = 1;

//////////////////////////////////////////////////////////////////////
// glBegin constants
//////////////////////////////////////////////////////////////////////
type
  GL_GLBEGIN_ENUM = cint32;
const
  GL_TRIANGLES      : GL_GLBEGIN_ENUM = 0;
  GL_QUADS          : GL_GLBEGIN_ENUM = 1;
  GL_TRIANGLE_STRIP : GL_GLBEGIN_ENUM = 2;
  GL_QUAD_STRIP     : GL_GLBEGIN_ENUM = 3;
  GL_TRIANGLE       : GL_GLBEGIN_ENUM = 0;
  GL_QUAD           : GL_GLBEGIN_ENUM = 1;

//////////////////////////////////////////////////////////////////////
// glMatrixMode constants
//////////////////////////////////////////////////////////////////////
type
  GL_MATRIX_MODE_ENUM = cint32;
const
  GL_PROJECTION      : GL_MATRIX_MODE_ENUM = 0;
  GL_POSITION        : GL_MATRIX_MODE_ENUM = 1;
  GL_MODELVIEW       : GL_MATRIX_MODE_ENUM = 2;
  GL_TEXTURE         : GL_MATRIX_MODE_ENUM = 3;

//////////////////////////////////////////////////////////////////////
// glMaterialf constants
//////////////////////////////////////////////////////////////////////
type
  GL_MATERIALS_ENUM = cint32;
const
  GL_AMBIENT              : GL_MATERIALS_ENUM = $01;
  GL_DIFFUSE              : GL_MATERIALS_ENUM = $02;
  GL_AMBIENT_AND_DIFFUSE  : GL_MATERIALS_ENUM = $03;
  GL_SPECULAR             : GL_MATERIALS_ENUM = $04;
  GL_SHININESS            : GL_MATERIALS_ENUM = $08;
  GL_EMISSION             : GL_MATERIALS_ENUM = $10;

////////////////////////////////////////////////////////////
// glPolyFmt constants
////////////////////////////////////////////////////////////
type
  GL_POLY_FORMAT_ENUM = cint32;
const
  POLY_FORMAT_LIGHT0   : GL_POLY_FORMAT_ENUM = (1 shl 0);
  POLY_FORMAT_LIGHT1   : GL_POLY_FORMAT_ENUM = (1 shl 1);
  POLY_FORMAT_LIGHT2   : GL_POLY_FORMAT_ENUM = (1 shl 2);
  POLY_FORMAT_LIGHT3   : GL_POLY_FORMAT_ENUM = (1 shl 3);
  POLY_MODULATION      : GL_POLY_FORMAT_ENUM = (0 shl 4);
  POLY_DECAL           : GL_POLY_FORMAT_ENUM = (1 shl 4);
  POLY_TOON_HIGHLIGHT  : GL_POLY_FORMAT_ENUM = (2 shl 4);
  POLY_SHADOW          : GL_POLY_FORMAT_ENUM = (3 shl 4);
  POLY_CULL_FRONT      : GL_POLY_FORMAT_ENUM = (1 shl 6);
  POLY_CULL_BACK       : GL_POLY_FORMAT_ENUM = (2 shl 6);
  POLY_CULL_NONE       : GL_POLY_FORMAT_ENUM = (3 shl 6);
  POLY_FOG             : GL_POLY_FORMAT_ENUM = (1 shl 15);




////////////////////////////////////////////////////////////
// glTexImage2d constants
////////////////////////////////////////////////////////////
type 
  GL_TEXTURE_SIZE_ENUM = cint32;
const
	TEXTURE_SIZE_8    : GL_TEXTURE_SIZE_ENUM = 0;
	TEXTURE_SIZE_16   : GL_TEXTURE_SIZE_ENUM = 1;
	TEXTURE_SIZE_32   : GL_TEXTURE_SIZE_ENUM = 2;
	TEXTURE_SIZE_64   : GL_TEXTURE_SIZE_ENUM = 3;
	TEXTURE_SIZE_128  : GL_TEXTURE_SIZE_ENUM = 4;
	TEXTURE_SIZE_256  : GL_TEXTURE_SIZE_ENUM = 5;
	TEXTURE_SIZE_512  : GL_TEXTURE_SIZE_ENUM = 6;
	TEXTURE_SIZE_1024 : GL_TEXTURE_SIZE_ENUM = 7;

type
  GL_TEXTURE_PARAM_ENUM = cuint32;
const
	GL_TEXTURE_WRAP_S : GL_TEXTURE_PARAM_ENUM = (1 shl 16);
	GL_TEXTURE_WRAP_T : GL_TEXTURE_PARAM_ENUM = (1 shl 17);
	GL_TEXTURE_FLIP_S : GL_TEXTURE_PARAM_ENUM = (1 shl 18);
	GL_TEXTURE_FLIP_T : GL_TEXTURE_PARAM_ENUM = (1 shl 19);
	GL_TEXTURE_COLOR0_TRANSPARENT : GL_TEXTURE_PARAM_ENUM = (1 shl 29);
	GL_TEXTURE_ALPHA_MASK : GL_TEXTURE_PARAM_ENUM = (1 shl 29);
	TEXGEN_OFF      : GL_TEXTURE_PARAM_ENUM = (0 shl 30);
	TEXGEN_TEXCOORD : GL_TEXTURE_PARAM_ENUM = (1 shl 30);
	TEXGEN_NORMAL   : GL_TEXTURE_PARAM_ENUM = (2 shl 30);
	TEXGEN_POSITION : GL_TEXTURE_PARAM_ENUM = (3 shl 30);


type
  GL_TEXTURE_TYPE_ENUM = cint32;
const
  GL_NOTEXTURE  : GL_TEXTURE_TYPE_ENUM = 0; 
	GL_RGB32_A3   : GL_TEXTURE_TYPE_ENUM = 1;
	GL_RGB4       : GL_TEXTURE_TYPE_ENUM = 2;
	GL_RGB16      : GL_TEXTURE_TYPE_ENUM = 3;
	GL_RGB256     : GL_TEXTURE_TYPE_ENUM = 4;
	GL_COMPRESSED : GL_TEXTURE_TYPE_ENUM = 5;
	GL_RGB8_A5    : GL_TEXTURE_TYPE_ENUM = 6;
	GL_RGBA       : GL_TEXTURE_TYPE_ENUM = 7;
	GL_RGB        : GL_TEXTURE_TYPE_ENUM = 8;

type
  GL_TEXTURE_PALETTE_PARAM_ENUM = cint32;
const
  GL_COLOR_TABLE_FORMAT_EXT: GL_TEXTURE_PALETTE_PARAM_ENUM	= 0;
	GL_COLOR_TABLE_WIDTH_EXT : GL_TEXTURE_PALETTE_PARAM_ENUM	= 1;

type
  DISP3DCNT_ENUM = cint32;
const
	GL_TEXTURE_2D      : DISP3DCNT_ENUM = (1 shl 0);
	GL_TOON_HIGHLIGHT  : DISP3DCNT_ENUM = (1 shl 1);
	GL_ALPHA_TEST      : DISP3DCNT_ENUM = (1 shl 2);
	GL_BLEND           : DISP3DCNT_ENUM = (1 shl 3);
	GL_ANTIALIAS       : DISP3DCNT_ENUM = (1 shl 4);
	GL_OUTLINE         : DISP3DCNT_ENUM = (1 shl 5);
  GL_FOG_ONLY_ALPHA  : DISP3DCNT_ENUM = (1 shl 6);
  GL_FOG             : DISP3DCNT_ENUM = (1 shl 7);
	GL_COLOR_UNDERFLOW : DISP3DCNT_ENUM = (1 shl 12);
	GL_POLY_OVERFLOW   : DISP3DCNT_ENUM = (1 shl 13);
	GL_CLEAR_BMP       : DISP3DCNT_ENUM = (1 shl 14);

type
  GL_GET_ENUM = (
    GL_GET_VERTEX_RAM_COUNT   = 0,
    GL_GET_POLYGON_RAM_COUNT  = 1,
    GL_GET_MATRIX_VECTOR      = 2,
    GL_GET_MATRIX_POSITION    = 3,
    GL_GET_MATRIX_PROJECTION  = 4,
    GL_GET_MATRIX_CLIP        = 5,
    GL_GET_TEXTURE_WIDTH      = 6,
    GL_GET_TEXTURE_HEIGHT     = 7
  );

type
	GLFLUSH_ENUM = cint32;
const
	GL_TRANS_MANUALSORT: GLFLUSH_ENUM = (1 shl 0);
	GL_WBUFFERING      : GLFLUSH_ENUM = (1 shl 1); 


(*-----------------------------------------
Structures specific to allocating and 
deallocating video RAM in videoGL
-----------------------------------------*)


type 
  ps_SingleBlock = ^s_SingleBlock; 
  s_SingleBlock = packed record
    indexOut: cuint32;
    AddrSet: pcuint8;
    node: array [0..3] of ps_SingleBlock; // 0-1 ~ prev/next memory block, 2-3 ~ prev/next empty/alloc block
    blockSize: cuint32;
  end;

  s_vramBlock = packed record
    startAddr: pcuint8;
    endAddr: pcuint8;
    firstBlock: ps_SingleBlock;
    firstEmpty: ps_SingleBlock;
    firstAlloc: ps_SingleBlock;
    
    lastExamined: ps_SingleBlock;
    lastExaminedAddr: pcuint8;
    lastExaminedSize: cuint32;
    
    blockPtrs: DynamicArray;
    deallocBlocks: DynamicArray;
    
    blockCount: cuint32;
    deallocCount: cuint32;
  end;
  ps_vramBlock = ^s_vramBlock;
  

  gl_texture_data = packed record
    vramAddr: pointer;			// Address to the texture loaded into VRAM
    texIndex: cuint32;		// The index in the Memory Block
    texIndexExt: cuint32;		// The secondary index in the Memory block (only for GL_COMPRESSED textures)
    palIndex: cint;			// The palette index 
    texFormat: cuint32;		// Specifications of how the texture is displayed
    texSize: cuint32;			// The size (in blocks) of the texture
  end;
  pgl_texture_data = ^gl_texture_data;
  
  gl_palette_data = packed record
    vramAddr: pointer;			// Address to the palette loaded into VRAM
    palIndex: cuint32;		// The index in the Memory Block
    addr: cuint16;			// The offset address for texture palettes in VRAM
    palSize: cuint16;			// The length of the palette
    connectCount: cuint32;	// The number of textures currently using this palette
  end;
  pgl_palette_data = ^gl_palette_data;




type
  gl_hidden_globals = record
    matrixMode: GL_MATRIX_MODE_ENUM; // holds the current Matrix Mode

    vramBlocks: array [0..1] of ps_vramBlock;		// Two classe instances, one for textures, and one for palettes
    vramLock: array [0..1] of cint;				// Holds the current lock state of the VRAM banks
    
    // texture globals
    texturePtrs: DynamicArray;		// Pointers to each individual texture
    palettePtrs: DynamicArray;		// Pointers to each individual palette
    
    deallocTex: DynamicArray;		// Preserves deleted texture names for later use with glGenTextures
    deallocPal: DynamicArray;		// Preserves deleted palette names
    deallocTexSize: cuint32;			// Preserved number of deleted texture names
    deallocPalSize: cuint32;			// Preserved number of deleted palette names
    
    activeTexture: cint;				// The current active texture name
    activePalette: cint;				// The current active palette name
    texCount: cint;
    palCount: cint;

    // holds the current state of the clear color register
    clearColor: cuint32; // state of clear color register
    isActive: cuint8;		// Has this been called before?
  end;
  TGLHiddenGlobals = gl_hidden_globals;
  PGLHiddenGlobals = ^gl_hidden_globals;

var
  glGlobalData: gl_hidden_globals; cvar; external;
  // Pointer to global data for videoGL
  glGlob: PGLHiddenGlobals = @glGlobalData;

type 
  TArr4ofInt = array [0..3] of cint32;

function FIFO_COMMAND_PACK(c1,c2,c3,c4: cint): cint; inline;
function REG2ID(r: pcuint32): cuint8; inline;
function FIFO_NOP(): cuint8; inline;
function FIFO_STATUS(): cuint8; inline;
function FIFO_COLOR(): cuint8; inline;
function FIFO_VERTEX16(): cuint8; inline;
function FIFO_VERTEX10(): cuint8; inline;
function FIFO_VERTEX_XY(): cuint8; inline;
function FIFO_VERTEX_XZ(): cuint8; inline;
function FIFO_VERTEX_YZ(): cuint8; inline;
function FIFO_TEX_COORD(): cuint8; inline;
function FIFO_TEX_FORMAT(): cuint8; inline;
function FIFO_PAL_FORMAT(): cuint8; inline;
function FIFO_CLEAR_COLOR(): cuint8; inline;
function FIFO_CLEAR_DEPTH(): cuint8; inline;
function FIFO_LIGHT_VECTOR(): cuint8; inline;
function FIFO_LIGHT_COLOR(): cuint8; inline;
function FIFO_NORMAL(): cuint8; inline;
function FIFO_DIFFUSE_AMBIENT(): cuint8; inline;
function FIFO_SPECULAR_EMISSION(): cuint8; inline;
function FIFO_SHININESS(): cuint8; inline;
function FIFO_POLY_FORMAT(): cuint8; inline;
function FIFO_BEGIN(): cuint8; inline;
function FIFO_END(): cuint8; inline;
function FIFO_FLUSH(): cuint8; inline;
function FIFO_VIEWPORT(): cuint8; inline;

procedure glRotatef32i(angle: cint; x, y, z: cint32); cdecl; external;
function glTexImage2D(target, empty1: cint; _type: GL_TEXTURE_TYPE_ENUM; sizeX, sizeY, empty2, param: cint; texture: pointer): cint; cdecl; external;

procedure glColorTableEXT(target, empty1: cint; width: cuint16; empty2, empty3: cint; const table: pcuint16); cdecl; external;
procedure glColorSubTableEXT(target, start, count, empty1, empty2: cint; const data: pcuint16); cdecl; external;
procedure glAssignColorTable(target, name: cint); cdecl; external;

//procedure glTexLoadPal(const pal: pcuint16; count: cuint16; addr: cuint32); cdecl; external;
//function gluTexLoadPal(const pal: pcuint16; count: cuint16; format: cuint8): cint; cdecl; external;

procedure glTexParameter(target, param: cint); cdecl; external;
function glGetTexParameter(): cuint32; cdecl; external;
procedure glGetColorTableParameterEXT(target, pname: cint; params: pcint); cdecl; external;
function glGetTexturePointer(name: cint): pointer; cdecl; external;
procedure glBindTexture(target, name: cint); cdecl; external;
//procedure glColorTable(format: cuint8; addr: cuint32); cdecl; external;
function glGenTextures(n: cint; names: pcint): cint; cdecl; external;
function glDeleteTextures(n: cint; names: pcint): cint; cdecl; external;
procedure glResetTextures(); cdecl; external;

function glLockVRAMBank(addr: pcuint16): cint; cdecl; external;
function glUnlockVRAMBank(addr: pcuint16): cint; cdecl; external;

procedure glTexCoord2f32(u, v: cint32); cdecl; external;
procedure glMaterialf(mode: GL_MATERIALS_ENUM; color: rgb); cdecl; external;
procedure glInit_C(); cdecl; external;
function glGetGlobals(): PGLHiddenGlobals; cdecl; external;

function POLY_ALPHA(n: cuint32): cuint32; inline;
function POLY_ID(n: cuint32): cuint32; inline;	
procedure glBegin(mode: GL_GLBEGIN_ENUM); inline;
procedure glEnd(); inline;
procedure glClearDepth(depth: fixed12d3); inline;
procedure glColor3b(red, green, blue: cuint8); inline;
procedure glColor(color: rgb); inline;
procedure glVertex3v16(x, y, z: v16); inline;
procedure glTexCoord2t16(u, v: t16); inline;
procedure glPushMatrix(); inline;
procedure glPopMatrix(num: cint32); inline;
procedure glRestoreMatrix(index: cint32); inline;
procedure glStoreMatrix(index: cint32); inline;
procedure glScalev(const v: PGLvector); inline;
procedure glTranslatev(const v: PGLvector) ; inline;
procedure glTranslate3f32(x, y, z: cint32); inline;
procedure glTranslatef32(x, y, z: cint32); inline;
procedure glScalef32(x, y, z: cint32); inline;
procedure glLight(id: cint; color: rgb; x, y, z: v10); inline;
procedure glNormal(normal: cuint32); inline;
procedure glLoadIdentity(); inline;
procedure glMatrixMode(mode: GL_MATRIX_MODE_ENUM); inline;
procedure glViewport(x1, y1, x2, y2: cuint8); inline;
procedure glFlush(mode: cuint32); inline;
procedure glMaterialShinyness(); inline;
procedure glCallList(list: pcuint32); inline;
procedure glPolyFmt(params: cuint32); inline;
procedure glEnable(bits: cint); inline;
procedure glDisable(bits: cint); inline;
procedure glFogShift(shift: cint); inline;
procedure glFogOffset(offset: cint); inline; 
procedure glFogColor(red, green, blue, alpha: cuint8); inline;
procedure glFogDensity(index, density: cint); inline;
procedure glLoadMatrix4x4(const m: pm4x4); inline;
procedure glLoadMatrix4x3(const m: pm4x3); inline;
procedure glMultMatrix4x4(const m: pm4x4); inline;
procedure glMultMatrix4x3(const m: pm4x3); inline;
procedure glMultMatrix3x3(const m: pm3x3); inline;
procedure glRotateXi(angle: cint); inline;
procedure glRotateYi(angle: cint); inline;
procedure glRotateZi(angle: cint); inline;
procedure glOrthof32(left, right, bottom, top, zNear, zFar: cint32); inline;
procedure gluLookAtf32(eyex, eyey, eyez, lookAtx, lookAty, lookAtz, upx, upy, upz: cint32); inline;
procedure glFrustumf32(left, right, bottom, top, zNear, zFar: cint32); inline;
procedure gluPerspectivef32(fovy: cint; aspect, zNear, zFar: cint32); inline;
procedure gluPickMatrix(x, y, width, height: cint32; const viewport: TArr4ofInt); inline;
procedure glResetMatrixStack(); inline;
procedure glSetOutlineColor(id: cint; color: rgb); inline;
procedure glSetToonTable(const table: pcuint16); inline;
procedure glSetToonTableRange(_start, _end: cint; color: rgb); inline;
procedure glGetFixed(const param: GL_GET_ENUM; f: pcint32); inline;
procedure glAlphaFunc(alphaThreshold: cint); inline;
procedure glCutoffDepth(wVal: fixed12d3); inline;
procedure glInit(); inline;
procedure glClearColor(red, green, blue, alpha: cuint8); inline;
procedure glClearPolyID(ID: cuint8); inline;
procedure glGetInt(param: GL_GET_ENUM; var i: cint); inline;
procedure glVertex3f(x, y, z: cfloat); inline;
procedure glRotatef32(angle: cfloat; x, y, z: cint32); inline;
procedure glRotatef(angle, x, y, z: cfloat); inline;
procedure glColor3f(r, g, b: cfloat); inline;
procedure glScalef(x, y, z: cfloat); inline;
procedure glTranslatef(x, y, z: cfloat); inline;
procedure glNormal3f(x, y, z: cfloat); inline;
procedure glRotateX(angle: cfloat); inline;
procedure glRotateY(angle: cfloat); inline;
procedure glRotateZ(angle: cfloat); inline;
procedure glOrtho(left, right, bottom, top, zNear, zFar: cfloat); inline;
procedure gluLookAt(eyex, eyey, eyez, lookAtx, lookAty, lookAtz, upx, upy, upz: cfloat); inline;
procedure glFrustum(left, right, bottom, top, znear, zfar: cfloat); inline;
procedure gluPerspective(fovy, aspect, zNear, zFar: cfloat); inline;
procedure glTexCoord2f(s, t: cfloat); inline;
{$endif NDS_INTERFACE}



{$ifdef NDS_IMPLEMENTATION}
function intto12d3(n: cint): fixed12d3; inline;
begin
  intto12d3 := fixed12d3(n shl 3);
end;

function floatto12d3(n: cfloat): fixed12d3; inline;
begin
  floatto12d3 := fixed12d3(trunc( n  * (1 shl 3)));
end;

function f32tot16(n: cint32): t16; inline;
begin
  f32tot16 := t16(n shr 8);
end;

function inttot16(n: cint): cint32; inline;    //???
begin
  inttot16 := (n shl 4);
end;

function t16toint(n: t16): cint; inline;
begin
  t16toint := cint((n) shr 4);
end;

function floattot16(n: cfloat): t16; inline;
begin
  floattot16 := t16(trunc(n * (1 shl 4)));
end;

function TEXTURE_PACK(u, v: cint): cint; inline;
//function TEXTURE_PACK(u, v: cshort): cuint; inline;
begin
  TEXTURE_PACK := (u and $FFFF) or (v shl 16);
end;

function inttov16(n: cint): cint{v16}; inline;
begin
  inttov16 := (n shl 12);
end;

function f32tov16(n: cint32): v16; inline;
begin
  f32tov16 := v16(n);
end;

function v16toint(n: v16): cint; inline;
begin
  v16toint := cint((n) shr 12);
end;

function floattov16(n: cfloat): v16; inline;
begin
  floattov16 := v16(trunc(n * (1 shl 12)));
end;

function VERTEX_PACK(x,y: cint): cuint32; inline;
begin
  VERTEX_PACK := cuint32((x and $FFFF) or (y shl 16));
end;

function inttov10(n: cint): cint; inline;
begin
  inttov10 := ((n) shl 9);
end;

function f32tov10(n: cint32): cint; inline;
begin
  f32tov10 := (n shr 3);
end;

function v10toint(n: v10): cint; inline;
begin
  v10toint := cint((n) shr 9);
end;

function floattov10(n: cfloat): v10; inline;
begin
  if n > 0.998 then 
	  floattov10 := v10($1FF)
	else
	  floattov10 := trunc(n * (1 shl 9));
end;

function NORMAL_PACK(x,y,z: cint): cuint32; inline;
begin
  NORMAL_PACK := cuint32((x and $3FF) or ((y and $3FF) shl 10) or (z shl 20));
end;

//---------------------------------------------------------------------------------
//Fifo commands
//---------------------------------------------------------------------------------
function FIFO_COMMAND_PACK(c1,c2,c3,c4: cint): cint; inline;
begin
  FIFO_COMMAND_PACK := (((c4) shl 24) or ((c3) shl 16) or ((c2) shl 8) or (c1));
end;

function REG2ID(r: pcuint32): cuint8; inline;
begin
  REG2ID := cuint8((cuint32(r) - $04000400) shr 2);
end;

function FIFO_NOP(): cuint8; inline;
begin
  FIFO_NOP := REG2ID(GFX_FIFO);
end;

function FIFO_STATUS(): cuint8; inline;
begin
  FIFO_STATUS := REG2ID(GFX_STATUS);
end;

function FIFO_COLOR(): cuint8; inline;
begin
  FIFO_COLOR := REG2ID(GFX_COLOR);
end;

function FIFO_VERTEX16(): cuint8; inline;
begin
  FIFO_VERTEX16 := REG2ID(GFX_VERTEX16);
end;

function FIFO_VERTEX10(): cuint8; inline;
begin
  FIFO_VERTEX10 := REG2ID(GFX_VERTEX10);
end;

function FIFO_VERTEX_XY(): cuint8; inline;
begin
  FIFO_VERTEX_XY := REG2ID(GFX_VERTEX_XY); 
end;

function FIFO_VERTEX_XZ(): cuint8; inline;
begin
  FIFO_VERTEX_XZ := REG2ID(GFX_VERTEX_XZ); 
end;

function FIFO_VERTEX_YZ(): cuint8; inline;
begin
  FIFO_VERTEX_YZ := REG2ID(GFX_VERTEX_YZ); 
end;

function FIFO_TEX_COORD(): cuint8; inline;
begin
  FIFO_TEX_COORD := REG2ID(GFX_TEX_COORD);
end;

function FIFO_TEX_FORMAT(): cuint8; inline;
begin
  FIFO_TEX_FORMAT := REG2ID(GFX_TEX_FORMAT);
end;

function FIFO_PAL_FORMAT(): cuint8; inline;
begin
  FIFO_PAL_FORMAT := REG2ID(GFX_PAL_FORMAT);
end;

function FIFO_CLEAR_COLOR(): cuint8; inline;
begin
  FIFO_CLEAR_COLOR := REG2ID(GFX_CLEAR_COLOR);
end;

function FIFO_CLEAR_DEPTH(): cuint8; inline;
begin
  FIFO_CLEAR_DEPTH := REG2ID(pcuint32(GFX_CLEAR_DEPTH));
end;

function FIFO_LIGHT_VECTOR(): cuint8; inline;
begin
  FIFO_LIGHT_VECTOR := REG2ID(GFX_LIGHT_VECTOR);
end;

function FIFO_LIGHT_COLOR(): cuint8; inline;
begin
  FIFO_LIGHT_COLOR := REG2ID(GFX_LIGHT_COLOR);
end;

function FIFO_NORMAL(): cuint8; inline;
begin
  FIFO_NORMAL := REG2ID(GFX_NORMAL);
end;

function FIFO_DIFFUSE_AMBIENT(): cuint8; inline;
begin
  FIFO_DIFFUSE_AMBIENT := REG2ID(GFX_DIFFUSE_AMBIENT);
end;

function FIFO_SPECULAR_EMISSION(): cuint8; inline;
begin
  FIFO_SPECULAR_EMISSION := REG2ID(GFX_SPECULAR_EMISSION);
end;

function FIFO_SHININESS(): cuint8; inline;
begin
  FIFO_SHININESS := REG2ID(GFX_SHININESS);
end;

function FIFO_POLY_FORMAT(): cuint8; inline;
begin
  FIFO_POLY_FORMAT := REG2ID(GFX_POLY_FORMAT);
end;

function FIFO_BEGIN(): cuint8; inline;
begin
  FIFO_BEGIN := REG2ID(GFX_BEGIN);
end;

function FIFO_END(): cuint8; inline;
begin
  FIFO_END := REG2ID(GFX_END);
end;

function FIFO_FLUSH(): cuint8; inline;
begin
  FIFO_FLUSH := REG2ID(GFX_FLUSH);
end;

function FIFO_VIEWPORT(): cuint8; inline;
begin
  FIFO_VIEWPORT := REG2ID(GFX_VIEWPORT);
end;

{ $define FIFO_NOP               := REG2ID(GFX_FIFO)}
{ $define FIFO_STATUS            := REG2ID(GFX_STATUS)}
{ $define FIFO_COLOR             := REG2ID(GFX_COLOR)}

{ $define FIFO_VERTEX16          := REG2ID(GFX_VERTEX16)}
{ $define FIFO_TEX_COORD         := REG2ID(GFX_TEX_COORD)}
{ $define FIFO_TEX_FORMAT        := REG2ID(GFX_TEX_FORMAT)}
{ $define FIFO_PAL_FORMAT        := REG2ID(GFX_PAL_FORMAT)}

{ $define FIFO_CLEAR_COLOR       := REG2ID(GFX_CLEAR_COLOR)}
{ $define FIFO_CLEAR_DEPTH       := REG2ID(GFX_CLEAR_DEPTH)}

{ $define FIFO_LIGHT_VECTOR      := REG2ID(GFX_LIGHT_VECTOR)}
{ $define FIFO_LIGHT_COLOR       := REG2ID(GFX_LIGHT_COLOR)}
{ $define FIFO_NORMAL            := REG2ID(GFX_NORMAL)}

{ $define FIFO_DIFFUSE_AMBIENT   := REG2ID(GFX_DIFFUSE_AMBIENT)}
{ $define FIFO_SPECULAR_EMISSION := REG2ID(GFX_SPECULAR_EMISSION)}
{ $define FIFO_SHININESS         := REG2ID(GFX_SHININESS)}

{ $define FIFO_POLY_FORMAT       := REG2ID(GFX_POLY_FORMAT)}

{ $define FIFO_BEGIN             := REG2ID(GFX_BEGIN)}
{ $define FIFO_END               := REG2ID(GFX_END)}
{ $define FIFO_FLUSH             := REG2ID(GFX_FLUSH)} 
{ $define FIFO_VIEWPORT          := REG2ID(GFX_VIEWPORT)}




//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
////////////                                                                  ////////////
////////////                                                                  ////////////
////////////                                                                  ////////////
////////////                       INLINED FUNCTIONS                          ////////////
////////////                                                                  ////////////
////////////                                                                  ////////////
////////////                                                                  ////////////
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////


function POLY_ALPHA(n: cuint32): cuint32; inline;
begin
  POLY_ALPHA := cuint32((n) shl 16);
end;

function POLY_ID(n: cuint32): cuint32; inline;	
begin
  POLY_ID := cuint32((n) shl 24);
end;

procedure glBegin(mode: GL_GLBEGIN_ENUM); inline;
begin
  GFX_BEGIN^ := mode;
end;

procedure glEnd(); inline;
begin 
  GFX_END^ := 0;
end;

procedure glClearDepth(depth: fixed12d3); inline;
begin
  GFX_CLEAR_DEPTH^ := depth;
end;

procedure glColor3b(red, green, blue: cuint8); inline;
begin
  GFX_COLOR^ := cuint32(RGB15(red shr 3, green shr 3, blue shr 3));
end;

procedure glColor(color: rgb); inline;
begin
  GFX_COLOR^ := cuint32(color);
end;

procedure glVertex3v16(x, y, z: v16); inline;
begin
	GFX_VERTEX16^ := cuint32((y shl 16) or (x and $FFFF));
	GFX_VERTEX16^ := z;
end;

procedure glTexCoord2t16(u, v: t16); inline; 
begin
  GFX_TEX_COORD^ := TEXTURE_PACK(u, v);
end;

procedure glPushMatrix(); inline; 
begin
  MATRIX_PUSH^ := 0;
end;

procedure glPopMatrix(num: cint32); inline;
begin
  MATRIX_POP^ := num;
end;

procedure glRestoreMatrix(index: cint32); inline;
begin
  MATRIX_RESTORE^ := index;
end;

procedure glStoreMatrix(index: cint32); inline;
begin
  MATRIX_STORE^ := index;
end;

procedure glScalev(const v: PGLvector); inline;
begin
	MATRIX_SCALE^ := v^.x;
	MATRIX_SCALE^ := v^.y;
	MATRIX_SCALE^ := v^.z;
end;


procedure glTranslatev(const v: PGLvector) ; inline;
begin
	MATRIX_TRANSLATE^ := v^.x;
	MATRIX_TRANSLATE^ := v^.y;
	MATRIX_TRANSLATE^ := v^.z;
end;

procedure glTranslate3f32(x, y, z: cint32); inline;
begin
  glTranslatef32(x, y, z);
end;

procedure glTranslatef32(x, y, z: cint32); inline;
begin
	MATRIX_TRANSLATE^ := x;
	MATRIX_TRANSLATE^ := y;
	MATRIX_TRANSLATE^ := z;
end;

procedure glScalef32(x, y, z: cint); inline;
begin
	MATRIX_SCALE^ := x;
	MATRIX_SCALE^ := y;
	MATRIX_SCALE^ := z;
end;

procedure glLight(id: cint; color: rgb; x, y, z: v10); inline;
begin
  id := (id and 3) shl 30;
	GFX_LIGHT_VECTOR^ := id or ((z and $3FF) shl 20) or ((y and $3FF) shl 10) or (x and $3FF);
	GFX_LIGHT_COLOR^ := id or color;
end;

procedure glNormal(normal: cuint32); inline;
begin
  GFX_NORMAL^ := normal;
end;

procedure glLoadIdentity(); inline;
begin
  MATRIX_IDENTITY^ := 0;
end;

procedure glMatrixMode(mode: GL_MATRIX_MODE_ENUM); inline;
begin
  MATRIX_CONTROL^ := mode;
end;

procedure glViewport(x1, y1, x2, y2: cuint8); inline;
begin
  GFX_VIEWPORT^ := (x1) + (y1 shl 8) + (x2 shl 16) + (y2 shl 24);
end;

procedure glFlush(mode: cuint32); inline;
begin
  GFX_FLUSH^ := mode;
end;

procedure glMaterialShinyness(); inline;
var
  shiny32: array [0..31] of cuint32;
  shiny8: pcuint8;
  i: integer;
begin
  shiny8 := pcuint8(@shiny32);

  i := 0;
  while i < (128 * 2) do
  begin
    shiny8[i shr 1] := i;
    inc(i, 2);
  end;

  for i := 0 to 31 do
    GFX_SHININESS^ := shiny32[i];
end;

procedure glCallList(list: pcuint32); inline;
var
  count: cuint32;
begin
	sassert(list <> nil, 'glCallList received a null display list pointer');
  count := list^;
	sassert(count <> 0, 'glCallList received a display list of size 0');
  inc(list);
  DC_FlushRange(list, count*4);
  while ( ((DMA_CR(0)^ and DMA_BUSY) <> 0) or 
          ((DMA_CR(1)^ and DMA_BUSY) <> 0) or 
          ((DMA_CR(2)^ and DMA_BUSY) <> 0) or 
          ((DMA_CR(3)^ and DMA_BUSY) <> 0)) do;

  DMA_SRC(0)^ := cuint32(list);
  DMA_DEST(0)^ := $4000400;
  DMA_CR(0)^ := DMA_FIFO or count;
  while (DMA_CR(0)^ and DMA_BUSY) <> 0 do;
end;

procedure glPolyFmt(params: cuint32); inline;
begin
  GFX_POLY_FORMAT^ := params;
end;
////////////////////////////////////////////////////////////////

procedure glEnable(bits: cint); inline;
begin
  GFX_CONTROL^ := GFX_CONTROL^ or bits;
end;

procedure glDisable(bits: cint); inline;
begin
  GFX_CONTROL^ := GFX_CONTROL^ and not bits;
end;


procedure glFogShift(shift: cint); inline;
begin
  sassert((shift >= 0) and (shift < 16), 'glFogShift is out of range');
  GFX_CONTROL^ := (GFX_CONTROL^ and $F0FF) or (shift shl 8);
end;

procedure glFogOffset(offset: cint); inline; 
begin
  sassert((offset >= 0) and (offset < $8000), 'glFogOffset is out of range');
  GFX_FOG_OFFSET^ := offset;
end;

procedure glFogColor(red, green, blue, alpha: cuint8); inline;
begin
  sassert(red < 32, 'glFogColor red is out of range');
  sassert(green < 32, 'glFogColor green is out of range');
  sassert(blue < 32, 'glFogColor blue is out of range');
  sassert(alpha < 32, 'glFogColor alpha is out of range');
  GFX_FOG_COLOR^ := RGB15(red, green, blue) or (alpha shl 16);  
end;

procedure glFogDensity(index, density: cint); inline;
begin
  sassert((index >= 0) and (index < 32), 'glFogDensity index is out of range');
  sassert((index >= 0) and (density < 128), 'glFogDensity density is out of range');
  GFX_FOG_TABLE[index] := density;  
end;

procedure glLoadMatrix4x4(const m: pm4x4); inline;
begin
  MATRIX_LOAD4x4^ := m^.m[0];
  MATRIX_LOAD4x4^ := m^.m[1];
  MATRIX_LOAD4x4^ := m^.m[2];
  MATRIX_LOAD4x4^ := m^.m[3];

  MATRIX_LOAD4x4^ := m^.m[4];
  MATRIX_LOAD4x4^ := m^.m[5];
  MATRIX_LOAD4x4^ := m^.m[6];
  MATRIX_LOAD4x4^ := m^.m[7];

  MATRIX_LOAD4x4^ := m^.m[8];
  MATRIX_LOAD4x4^ := m^.m[9];
  MATRIX_LOAD4x4^ := m^.m[10];
  MATRIX_LOAD4x4^ := m^.m[11];

  MATRIX_LOAD4x4^ := m^.m[12];
  MATRIX_LOAD4x4^ := m^.m[13];
  MATRIX_LOAD4x4^ := m^.m[14];
  MATRIX_LOAD4x4^ := m^.m[15];
end;

procedure glLoadMatrix4x3(const m: pm4x3); inline;
begin
  MATRIX_LOAD4x3^ := m^.m[0];
  MATRIX_LOAD4x3^ := m^.m[1];
  MATRIX_LOAD4x3^ := m^.m[2];
  MATRIX_LOAD4x3^ := m^.m[3];

  MATRIX_LOAD4x3^ := m^.m[4];
  MATRIX_LOAD4x3^ := m^.m[5];
  MATRIX_LOAD4x3^ := m^.m[6];
  MATRIX_LOAD4x3^ := m^.m[7];

  MATRIX_LOAD4x3^ := m^.m[8];
  MATRIX_LOAD4x3^ := m^.m[9];
  MATRIX_LOAD4x3^ := m^.m[10];
  MATRIX_LOAD4x3^ := m^.m[11];
end;

procedure glMultMatrix4x4(const m: pm4x4); inline;
begin
  MATRIX_MULT4x4^ := m^.m[0];
  MATRIX_MULT4x4^ := m^.m[1];
  MATRIX_MULT4x4^ := m^.m[2];
  MATRIX_MULT4x4^ := m^.m[3];

  MATRIX_MULT4x4^ := m^.m[4];
  MATRIX_MULT4x4^ := m^.m[5];
  MATRIX_MULT4x4^ := m^.m[6];
  MATRIX_MULT4x4^ := m^.m[7];

  MATRIX_MULT4x4^ := m^.m[8];
  MATRIX_MULT4x4^ := m^.m[9];
  MATRIX_MULT4x4^ := m^.m[10];
  MATRIX_MULT4x4^ := m^.m[11];

  MATRIX_MULT4x4^ := m^.m[12];
  MATRIX_MULT4x4^ := m^.m[13];
  MATRIX_MULT4x4^ := m^.m[14];
  MATRIX_MULT4x4^ := m^.m[15];
end;

procedure glMultMatrix4x3(const m: pm4x3); inline;
begin
  MATRIX_MULT4x3^ := m^.m[0];
  MATRIX_MULT4x3^ := m^.m[1];
  MATRIX_MULT4x3^ := m^.m[2];
  MATRIX_MULT4x3^ := m^.m[3];

  MATRIX_MULT4x3^ := m^.m[4];
  MATRIX_MULT4x3^ := m^.m[5];
  MATRIX_MULT4x3^ := m^.m[6];
  MATRIX_MULT4x3^ := m^.m[7];

  MATRIX_MULT4x3^ := m^.m[8];
  MATRIX_MULT4x3^ := m^.m[9];
  MATRIX_MULT4x3^ := m^.m[10];
  MATRIX_MULT4x3^ := m^.m[11];
end;

procedure glMultMatrix3x3(const m: pm3x3); inline;
begin
  MATRIX_MULT3x3^ := m^.m[0];
  MATRIX_MULT3x3^ := m^.m[1];
  MATRIX_MULT3x3^ := m^.m[2];

  MATRIX_MULT3x3^ := m^.m[3];
  MATRIX_MULT3x3^ := m^.m[4];
  MATRIX_MULT3x3^ := m^.m[5];

  MATRIX_MULT3x3^ := m^.m[6];
  MATRIX_MULT3x3^ := m^.m[7];
  MATRIX_MULT3x3^ := m^.m[8];
end;

procedure glRotateXi(angle: cint); inline;
var
  sine, cosine: cint32;
begin
  sine := sinLerp(angle);
  cosine := cosLerp(angle);

  MATRIX_MULT3x3^ := inttof32(1);
  MATRIX_MULT3x3^ := 0;
  MATRIX_MULT3x3^ := 0;

  MATRIX_MULT3x3^ := 0;
  MATRIX_MULT3x3^ := cosine;
  MATRIX_MULT3x3^ := sine;

  MATRIX_MULT3x3^ := 0;
  MATRIX_MULT3x3^ := -sine;
  MATRIX_MULT3x3^ := cosine;
end;

procedure glRotateYi(angle: cint); inline;
var
  sine, cosine: cint32;
begin
  sine := sinLerp(angle);
  cosine := cosLerp(angle);

  MATRIX_MULT3x3^ := cosine;
  MATRIX_MULT3x3^ := 0;
  MATRIX_MULT3x3^ := -sine;

  MATRIX_MULT3x3^ := 0;
  MATRIX_MULT3x3^ := inttof32(1);
  MATRIX_MULT3x3^ := 0;

  MATRIX_MULT3x3^ := sine;
  MATRIX_MULT3x3^ := 0;
  MATRIX_MULT3x3^ := cosine;
end;

procedure glRotateZi(angle: cint); inline;
var
  sine, cosine: cint32;
begin
  sine := sinLerp(angle);
  cosine := cosLerp(angle);

  MATRIX_MULT3x3^ := cosine;
  MATRIX_MULT3x3^ := sine;
  MATRIX_MULT3x3^ := 0;

  MATRIX_MULT3x3^ := -sine;
  MATRIX_MULT3x3^ := cosine;
  MATRIX_MULT3x3^ := 0;

  MATRIX_MULT3x3^ := 0;
  MATRIX_MULT3x3^ := 0;
  MATRIX_MULT3x3^ := inttof32(1);
end;

procedure glOrthof32(left, right, bottom, top, zNear, zFar: cint32); inline;
begin
  MATRIX_MULT4x4^ := divf32(inttof32(2), right - left);
  MATRIX_MULT4x4^ := 0;
  MATRIX_MULT4x4^ := 0;
  MATRIX_MULT4x4^ := 0;

  MATRIX_MULT4x4^ := 0;
  MATRIX_MULT4x4^ := divf32(inttof32(2), top - bottom);
  MATRIX_MULT4x4^ := 0;
  MATRIX_MULT4x4^ := 0;

  MATRIX_MULT4x4^ := 0;
  MATRIX_MULT4x4^ := 0;
  MATRIX_MULT4x4^ := divf32(inttof32(-2), zFar - zNear);
  MATRIX_MULT4x4^ := 0;

  MATRIX_MULT4x4^ := -divf32(right + left, right - left);
  MATRIX_MULT4x4^ := -divf32(top + bottom, top - bottom);
  MATRIX_MULT4x4^ := -divf32(zFar + zNear, zFar - zNear);
  MATRIX_MULT4x4^ := floattof32(1.0);
end;

procedure gluLookAtf32(eyex, eyey, eyez, lookAtx, lookAty, lookAtz, upx, upy, upz: cint32); inline;
var
  side, forwrd, up, eye: array [0..2] of cint32;
begin

  forwrd[0] := eyex - lookAtx;
  forwrd[1] := eyey - lookAty;
  forwrd[2] := eyez - lookAtz;

  normalizef32(@forwrd);

  up[0] := upx;
  up[1] := upy;
  up[2] := upz;
  eye[0] := eyex;
  eye[1] := eyey;
  eye[2] := eyez;

  crossf32(@up, @forwrd, @side);

  normalizef32(@side);

  // Recompute local up
  crossf32(@forwrd, @side, @up);

  glMatrixMode(GL_MODELVIEW);


  // should we use MATRIX_MULT4x3?
  MATRIX_MULT4x3^ := side[0];
  MATRIX_MULT4x3^ := up[0];
  MATRIX_MULT4x3^ := forwrd[0];

  MATRIX_MULT4x3^ := side[1];
  MATRIX_MULT4x3^ := up[1];
  MATRIX_MULT4x3^ := forwrd[1];

  MATRIX_MULT4x3^ := side[2];
  MATRIX_MULT4x3^ := up[2];
  MATRIX_MULT4x3^ := forwrd[2];

  MATRIX_MULT4x3^ := -dotf32(@eye,@side);
  MATRIX_MULT4x3^ := -dotf32(@eye,@up);
  MATRIX_MULT4x3^ := -dotf32(@eye,@forwrd);
end;

procedure glFrustumf32(left, right, bottom, top, zNear, zFar: cint32); inline;
begin
  MATRIX_MULT4x4^ := divf32(2*znear, right - left);
  MATRIX_MULT4x4^ := 0;
  MATRIX_MULT4x4^ := 0;
  MATRIX_MULT4x4^ := 0;

  MATRIX_MULT4x4^ := 0;
  MATRIX_MULT4x4^ := divf32(2*znear, top - bottom);
  MATRIX_MULT4x4^ := 0;
  MATRIX_MULT4x4^ := 0;

  MATRIX_MULT4x4^ := divf32(right + left, right - left);
  MATRIX_MULT4x4^ := divf32(top + bottom, top - bottom);
  MATRIX_MULT4x4^ := -divf32(zfar + znear, zfar - znear);
  MATRIX_MULT4x4^ := floattof32(-1.0);

  MATRIX_MULT4x4^ := 0;
  MATRIX_MULT4x4^ := 0;
  MATRIX_MULT4x4^ := -divf32(2 * mulf32(zfar, znear), zfar - znear);
  MATRIX_MULT4x4^ := 0;
end;

procedure gluPerspectivef32(fovy: cint; aspect, zNear, zFar: cint32); inline;
var
  xmin, xmax, ymin, ymax: cint32;
begin
  ymax := mulf32(zNear, tanLerp(fovy shr 1));
  ymin := -ymax;
  xmin := mulf32(ymin, aspect);
  xmax := mulf32(ymax, aspect);

  glFrustumf32(xmin, xmax, ymin, ymax, zNear, zFar);
end;

procedure glTexCoord2f(s, t: cfloat); inline;
var
  x, y: cint;
  tex: pgl_texture_data;
begin
  tex := pgl_texture_data(DynamicArrayGet(@(glGlob^.texturePtrs), glGlob^.activeTexture));
  if tex <> nil then
  begin
    x := (tex^.texFormat shr 20) and 7;
    y := (tex^.texFormat shr 23) and 7;
    glTexCoord2t16(floattot16(s*(8 shl x)), floattot16(t*(8 shl y)));
  end;
end;

procedure gluPickMatrix(x, y, width, height: cint32; const viewport: TArr4ofInt); inline;
begin
  MATRIX_MULT4x4^ := inttof32(viewport[2]) div width;
  MATRIX_MULT4x4^ := 0;
  MATRIX_MULT4x4^ := 0;
  MATRIX_MULT4x4^ := 0;

  MATRIX_MULT4x4^ := 0;
  MATRIX_MULT4x4^ := inttof32(viewport[3]) div height;
  MATRIX_MULT4x4^ := 0;
  MATRIX_MULT4x4^ := 0;

  MATRIX_MULT4x4^ := 0;
  MATRIX_MULT4x4^ := 0;
  MATRIX_MULT4x4^ := inttof32(1);
  MATRIX_MULT4x4^ := 0;

  MATRIX_MULT4x4^ := inttof32(viewport[2] + ((viewport[0] - x) shl 1)) div width;
  MATRIX_MULT4x4^ := inttof32(viewport[3] + ((viewport[1] - y) shl 1)) div height;
  MATRIX_MULT4x4^ := 0;
  MATRIX_MULT4x4^ := inttof32(1);
end;

procedure glResetMatrixStack(); inline;
begin
  // make sure there are no push/pops that haven't executed yet
  while (GFX_STATUS^ and (1 shl 14)) <> 0 do
  begin
    GFX_STATUS^ := GFX_STATUS^ or (1 shl 15); // clear push/pop errors or push/pop busy bit never clears
  end;

  // pop the projection stack to the top; poping 0 off an empty stack causes an error... weird?
  if  (GFX_STATUS^ and (1 shl 13)) <> 0 then
  begin
    glMatrixMode(GL_PROJECTION);
    glPopMatrix(1);
  end;

  // 31 deep modelview matrix; 32nd entry works but sets error flag
  glMatrixMode(GL_MODELVIEW);
  glPopMatrix((GFX_STATUS^ shr 8) and $1F);

  // load identity to all the matrices
  glMatrixMode(GL_MODELVIEW);
  glLoadIdentity();
  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  glMatrixMode(GL_TEXTURE);
  glLoadIdentity();	
end;

procedure glSetOutlineColor(id: cint; color: rgb); inline;
begin
  GFX_EDGE_TABLE[id] := cuint16(color);
end;

procedure glSetToonTable(const table: pcuint16); inline;
var
  i: integer;
begin
  for i := 0 to 31 do
    GFX_TOON_TABLE[i] := table[i];
end;

procedure glSetToonTableRange(_start, _end: cint; color: rgb); inline;
var
  i: integer;
begin
  for i := _start to _end do
    GFX_TOON_TABLE[i] := cuint16(color);
end;

procedure glGetFixed(const param: GL_GET_ENUM; f: pcint32); inline;
var
  i: integer;
begin
  case param of 
    GL_GET_MATRIX_VECTOR:
      begin
        while (GFX_BUSY) do; // wait until the graphics engine has stopped to read matrixes
        for i := 0 to 8 do 
          f[i] := MATRIX_READ_VECTOR[i];
      end;
    GL_GET_MATRIX_CLIP:
      begin
        while (GFX_BUSY) do; // wait until the graphics engine has stopped to read matrixes
        for i := 0 to 15 do 
          f[i] := MATRIX_READ_CLIP[i];
      end;
    GL_GET_MATRIX_PROJECTION:
      begin
        glMatrixMode(GL_POSITION);
        glPushMatrix(); // save the current state of the position matrix
        glLoadIdentity(); // load an identity matrix into the position matrix so that the modelview matrix = projection matrix
        while (GFX_BUSY) do; // wait until the graphics engine has stopped to read matrixes
        for i := 0 to 15 do
          f[i] := MATRIX_READ_CLIP[i]; // read out the projection matrix
        glPopMatrix(1); // restore the position matrix
      end;
    GL_GET_MATRIX_POSITION:
      begin
        glMatrixMode(GL_PROJECTION);
        glPushMatrix(); // save the current state of the projection matrix
        glLoadIdentity(); // load a identity matrix into the projection matrix so that the modelview matrix = position matrix
        while (GFX_BUSY) do; // wait until the graphics engine has stopped to read matrixes
        for i := 0 to 15 do
          f[i] := MATRIX_READ_CLIP[i]; // read out the position matrix
        glPopMatrix(1); // restore the projection matrix
      end;
  end;
end;

procedure glAlphaFunc(alphaThreshold: cint); inline;
begin
  GFX_ALPHA_TEST^ := alphaThreshold;
end;

procedure glCutoffDepth(wVal: fixed12d3); inline;
begin
  GFX_CUTOFF_DEPTH^ := wVal;
end;

procedure glInit(); inline;
begin
  glInit_C(); // actually does the initialization
end;

procedure glClearColor(red, green, blue, alpha: cuint8); inline;
begin
  glGlob^.clearColor := (glGlob^.clearColor and $FFE08000) or ($7FFF and RGB15(red, green, blue)) or ((alpha and $1F) shl 16);
  GFX_CLEAR_COLOR^ := glGlob^.clearColor;
end;

procedure glClearPolyID(ID: cuint8); inline;
begin
  glGlob^.clearColor  := ( glGlob^.clearColor and $C0FFFFFF) or (( ID and $3F ) shl 24 );
  GFX_CLEAR_COLOR^ := glGlob^.clearColor; 
end;

procedure glGetInt(param: GL_GET_ENUM; var i: cint); inline;
var
  tex: pgl_texture_data; 
begin
  case param of
    GL_GET_POLYGON_RAM_COUNT:
      i := GFX_POLYGON_RAM_USAGE^;
    GL_GET_VERTEX_RAM_COUNT:
      i := GFX_VERTEX_RAM_USAGE^;
    GL_GET_TEXTURE_WIDTH:
      begin 
        tex := pgl_texture_data(DynamicArrayGet(@(glGlob^.texturePtrs), glGlob^.activeTexture));
        if tex <> nil then
          i := 8 shl ((tex^.texFormat shr 20) and 7);			
      end;
    GL_GET_TEXTURE_HEIGHT:
      begin
        tex := pgl_texture_data(DynamicArrayGet(@(glGlob^.texturePtrs), glGlob^.activeTexture));
        if tex <> nil then
          i := 8 shl ((tex^.texFormat shr 23 ) and 7);
      end;      
  end;
end;

//---------------------------------------------------------------------------------
//                    INLINED FlOAT WRAPPERS

procedure glVertex3f(x, y, z: cfloat); inline;
begin
  glVertex3v16(floattov16(x), floattov16(y), floattov16(z));
end;

procedure glRotatef32(angle: cfloat; x, y, z: cint32); inline;
begin
  glRotatef32i(trunc(angle * DEGREES_IN_CIRCLE / 360.0), x, y, z);
end;

procedure glRotatef(angle, x, y, z: cfloat); inline;
begin
  glRotatef32(angle, floattof32(x), floattof32(y), floattof32(z));
end;

procedure glColor3f(r, g, b: cfloat); inline;
begin
  glColor3b(trunc(r*255), trunc(g*255), trunc(b*255));
end;

procedure glScalef(x, y, z: cfloat); inline;
begin
  MATRIX_SCALE^ := floattof32(x);
  MATRIX_SCALE^ := floattof32(y);
  MATRIX_SCALE^ := floattof32(z);
end;

procedure glTranslatef(x, y, z: cfloat); inline;
begin
  MATRIX_TRANSLATE^ := floattof32(x);
  MATRIX_TRANSLATE^ := floattof32(y);
  MATRIX_TRANSLATE^ := floattof32(z);
end;

procedure glNormal3f(x, y, z: cfloat); inline;
begin
  glNormal(NORMAL_PACK(floattov10(x), floattov10(y), floattov10(z)));
end;

procedure glRotateX(angle: cfloat); inline;
begin
  glRotateXi(trunc(angle * DEGREES_IN_CIRCLE / 360.0));
end;

procedure glRotateY(angle: cfloat); inline;
begin
  glRotateYi(trunc(angle * DEGREES_IN_CIRCLE / 360.0));
end;

procedure glRotateZ(angle: cfloat); inline;
begin
  glRotateZi(trunc(angle * DEGREES_IN_CIRCLE / 360.0));
end;

procedure glOrtho(left, right, bottom, top, zNear, zFar: cfloat); inline;
begin
  glOrthof32(floattof32(left), floattof32(right), floattof32(bottom), floattof32(top), floattof32(zNear), floattof32(zFar));
end;

procedure gluLookAt(eyex, eyey, eyez, lookAtx, lookAty, lookAtz, upx, upy, upz: cfloat); inline;
begin
  gluLookAtf32(floattof32(eyex), floattof32(eyey), floattof32(eyez),
         floattof32(lookAtx), floattof32(lookAty), floattof32(lookAtz),
         floattof32(upx), floattof32(upy), floattof32(upz));
end;

procedure glFrustum(left, right, bottom, top, znear, zfar: cfloat); inline;
begin
  glFrustumf32(floattof32(left), floattof32(right), floattof32(bottom), floattof32(top), floattof32(znear), floattof32(zfar));
end;

procedure gluPerspective(fovy, aspect, zNear, zFar: cfloat); inline;
begin
  gluPerspectivef32(trunc(fovy * DEGREES_IN_CIRCLE / 360.0), floattof32(aspect), floattof32(zNear), floattof32(zFar));
end;
{$endif NDS_IMPLEMENTATION}