--- /dev/null
+#include <string.h>
+#include <GL/gl.h>
+#include "3dgfx.h"
+
+void g3d_matrix_mode(int mmode)
+{
+ switch(mmode) {
+ case G3D_MODELVIEW:
+ glMatrixMode(GL_MODELVIEW);
+ break;
+ case G3D_PROJECTION:
+ glMatrixMode(GL_PROJECTION);
+ break;
+ }
+}
+
+void g3d_push_matrix(void)
+{
+ glPushMatrix();
+}
+
+void g3d_pop_matrix(void)
+{
+ glPopMatrix();
+}
+
+void g3d_load_identity(void)
+{
+ glLoadIdentity();
+}
+
+const float *g3d_get_matrix(int which, float *mret)
+{
+ static float tmp[16];
+
+ switch(which) {
+ case G3D_MODELVIEW:
+ glGetFloatv(GL_MODELVIEW_MATRIX, tmp);
+ break;
+
+ case G3D_PROJECTION:
+ glGetFloatv(GL_PROJECTION_MATRIX, tmp);
+ break;
+ }
+
+ if(mret) {
+ memcpy(mret, tmp, sizeof tmp);
+ }
+ return tmp;
+}
+
+void g3d_translate(float x, float y, float z)
+{
+ glTranslatef(x, y, z);
+}
+
+void g3d_rotate(float angle, float x, float y, float z)
+{
+ glRotatef(angle, x, y, z);
+}
+
+void g3d_scale(float x, float y, float z)
+{
+ glScalef(x, y, z);
+}
+
+void g3d_draw(int prim, const struct g3d_vertex *varr, int varr_size)
+{
+ g3d_draw_indexed(prim, varr, varr_size, 0, 0);
+}
+
+void g3d_draw_indexed(int prim, const struct g3d_vertex *varr, int varr_size,
+ const uint16_t *iarr, int iarr_size)
+{
+ int i, j, nfaces;
+ int glprim;
+ const struct g3d_vertex *vptr = varr;
+ const uint16_t *iptr = iarr;
+
+ switch(prim) {
+ case G3D_TRIANGLES:
+ glprim = GL_TRIANGLES;
+ break;
+ case G3D_QUADS:
+ glprim = GL_QUADS;
+ break;
+ default:
+ glprim = GL_POLYGON;
+ }
+
+ nfaces = (iarr ? iarr_size : varr_size) / prim;
+ if(prim <= 4) {
+ glBegin(glprim);
+ }
+
+ for(i=0; i<nfaces; i++) {
+ if(glprim == GL_POLYGON) {
+ glBegin(GL_POLYGON);
+ }
+
+ for(j=0; j<prim; j++) {
+ if(iarr) {
+ vptr = varr + *iptr++;
+ }
+ glNormal3f(vptr->nx, vptr->ny, vptr->nz);
+ glColor4b(vptr->r, vptr->g, vptr->b, vptr->a);
+ glTexCoord2f(vptr->u, vptr->v);
+ glVertex4f(vptr->x, vptr->y, vptr->z, vptr->w);
+ ++vptr;
+ }
+
+ if(glprim == GL_POLYGON) {
+ glEnd();
+ }
+ }
+
+ if(prim <= 4) {
+ glEnd();
+ }
+}