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/* $Id: types.h,v 1.36 1997/06/20 02:07:50 brianp Exp $ */ /* * Mesa 3-D graphics library * Version: 2.3 * Copyright (C) 1995-1997 Brian Paul * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Library General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Library General Public License for more details. * * You should have received a copy of the GNU Library General Public * License along with this library; if not, write to the Free * Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. */ /* * $Log: types.h,v $ * Revision 1.36 1997/06/20 02:07:50 brianp * replaced Current.IntColor with Current.ByteColor * removed ColorShift field * * Revision 1.35 1997/06/20 02:02:37 brianp * added Color4ubv API pointer * * Revision 1.34 1997/05/31 16:57:14 brianp * added MESA_NO_RASTER env var support * * Revision 1.33 1997/05/28 04:06:03 brianp * implemented projection near/far value stack for Driver.NearFar() function * * Revision 1.32 1997/05/26 21:15:13 brianp * added Red/Green/Blue/AlphaBits to GLvisual struct * * Revision 1.31 1997/05/03 00:49:31 brianp * added SampleFunc, Current, and Dirty to gl_texture_object * * Revision 1.30 1997/05/01 02:07:35 brianp * added shared state variable NextFreeTextureName * * Revision 1.29 1997/04/24 01:50:53 brianp * optimized glColor3f, glColor3fv, glColor4fv * * Revision 1.28 1997/04/21 01:20:41 brianp * added MATRIX_2D_NO_ROT * * Revision 1.27 1997/04/20 16:18:15 brianp * added glOrtho and glFrustum API pointers * * Revision 1.26 1997/04/16 23:55:33 brianp * added optimized glTexCoord2f code * * Revision 1.25 1997/04/14 22:18:23 brianp * added optimized glVertex3fv code * * Revision 1.24 1997/04/14 02:03:05 brianp * added MinMagThresh to texture object * * Revision 1.23 1997/04/12 16:54:05 brianp * new NEW_POLYGON state flag * * Revision 1.22 1997/04/12 12:26:39 brianp * added quad_func and rect_func, removed polygon_func * * Revision 1.21 1997/04/07 02:57:13 brianp * added API.Vertex[23] functions * * Revision 1.20 1997/04/01 04:19:37 brianp * added API pointer for glLoadIdentity * added matrix type constants and fields * * Revision 1.19 1997/03/13 03:05:54 brianp * changed AlphaRefInt to AlphaRefUbyte * * Revision 1.18 1997/03/04 19:17:38 brianp * added a few members to gl_texture_image struct * * Revision 1.17 1997/02/10 19:49:29 brianp * added glResizeBuffersMESA() code * * Revision 1.16 1997/02/09 19:53:43 brianp * now use TEXTURE_xD enable constants * * Revision 1.15 1997/02/09 18:42:41 brianp * added GL_EXT_texture3D support * * Revision 1.14 1997/01/28 22:14:36 brianp * now there's separate state for CI and RGBA logic op enabled * * Revision 1.13 1997/01/21 03:09:41 brianp * added definition: union node; * * Revision 1.12 1997/01/09 21:26:23 brianp * added RefCount to gl_image struct * * Revision 1.11 1996/12/18 20:01:39 brianp * added material bitmask constants and ColorMaterialBitmask * * Revision 1.10 1996/12/11 20:16:30 brianp * changed GLaccum types to signed * * Revision 1.9 1996/11/08 02:21:04 brianp * added NoRaster flag to context * * Revision 1.8 1996/11/07 04:11:34 brianp * now pass gl_image struct pointer to glTexImage[12]D() * * Revision 1.7 1996/11/06 04:21:58 brianp * added Format to struct gl_image * * Revision 1.6 1996/10/11 03:41:12 brianp * removed OffsetBias field * * Revision 1.5 1996/10/11 00:23:04 brianp * changed Polygon/Line/PointZoffset to GLfloat * * Revision 1.4 1996/09/25 03:22:53 brianp * added NO_DRAW_BIT for glDrawBuffer(GL_NONE) * * Revision 1.3 1996/09/19 03:17:56 brianp * removed Window field from struct gl_frame_buffer * * Revision 1.2 1996/09/15 14:20:54 brianp * added GLframebuffer and GLvisual datatypes * * Revision 1.1 1996/09/13 01:38:16 brianp * Initial revision * */ #ifndef TYPES_H #define TYPES_H #include <GL/gl.h> #include "config.h" /* * Accumulation buffer data type: */ #if ACCUM_BITS==8 typedef GLbyte GLaccum; #elif ACCUM_BITS==16 typedef GLshort GLaccum; #else illegal number of accumulation bits #endif /* * Stencil buffer data type: */ #if STENCIL_BITS==8 typedef GLubyte GLstencil; #else illegal number of stencil bits #endif /* * Depth buffer data type: */ #if DEPTH_BITS==16 typedef GLushort GLdepth; #elif DEPTH_BITS==32 typedef GLint GLdepth; #else illegal number of depth bits #endif #include "fixed.h" typedef struct gl_visual GLvisual; typedef struct gl_context GLcontext; typedef struct gl_frame_buffer GLframebuffer; /* * Point, line, triangle, quadrilateral and rectangle rasterizer functions: */ typedef void (*points_func)( GLcontext *ctx, GLuint first, GLuint last ); typedef void (*line_func)( GLcontext *ctx, GLuint v1, GLuint v2, GLuint pv ); typedef void (*triangle_func)( GLcontext *ctx, GLuint v1, GLuint v2, GLuint v3, GLuint pv ); typedef void (*quad_func)( GLcontext *ctx, GLuint v1, GLuint v2, GLuint v3, GLuint v4, GLuint pv ); typedef void (*rect_func)( GLcontext *ctx, GLint x, GLint y, GLint width, GLint height ); /* * For texture sampling: */ struct gl_texture_object; typedef void (*TextureSampleFunc)( const struct gl_texture_object *tObj, GLuint n, const GLfloat s[], const GLfloat t[], const GLfloat u[], const GLfloat lambda[], GLubyte r[], GLubyte g[], GLubyte b[],GLubyte a[] ); /* Generic internal image format */ struct gl_image { GLint Width; GLint Height; GLint Depth; /* for 3-D texturing */ GLint Components; /* 1, 2, 3 or 4 */ GLenum Format; /* GL_COLOR_INDEX, GL_RED, GL_RGB, etc */ GLenum Type; /* GL_UNSIGNED_BYTE or GL_FLOAT or GL_BITMAP */ GLvoid *Data; GLboolean Interleaved; /* If TRUE and Format==GL_RGB, GL_RGBA or * GL_LUMINANCE_ALPHA then each row is * stored as RRR..RGGG..GBBB.B instead of * RGBRGBRGBRGB..RGB. This is only used * for glDrawPixels. */ GLint RefCount; }; /* Texture image record */ struct gl_texture_image { GLenum Format; /* GL_ALPHA, GL_LUMINANCE, GL_LUMINANCE_ALPHA, * GL_INTENSITY, GL_RGB, or GL_RGBA */ GLuint Border; /* 0 or 1 */ GLuint Width; /* = 2^WidthLog2 + 2*Border */ GLuint Height; /* = 2^HeightLog2 + 2*Border */ GLuint Depth; /* = 2^DepthLog2 + 2*Border */ GLuint Width2; /* = Width - 2*Border */ GLuint Height2; /* = Height - 2*Border */ GLuint Depth2; /* = Depth - 2*Border */ GLuint WidthLog2; /* = log2(Width2) */ GLuint HeightLog2; /* = log2(Height2) */ GLuint DepthLog2; /* = log2(Depth2) */ GLuint MaxLog2; /* = MAX(WidthLog2, HeightLog2) */ GLubyte *Data; /* Image data as unsigned bytes */ }; /* * All gl* API functions in api.c jump through pointers in this struct. */ struct gl_api_table { void (*Accum)( GLcontext *, GLenum, GLfloat ); void (*AlphaFunc)( GLcontext *, GLenum, GLclampf ); GLboolean (*AreTexturesResident)( GLcontext *, GLsizei, const GLuint *, GLboolean * ); void (*ArrayElement)( GLcontext *, GLint ); void (*Begin)( GLcontext *, GLenum ); void (*BindTexture)( GLcontext *, GLenum, GLuint ); void (*Bitmap)( GLcontext *, GLsizei, GLsizei, GLfloat, GLfloat, GLfloat, GLfloat, const struct gl_image *bitmap ); void (*BlendColor)( GLcontext *, GLclampf, GLclampf, GLclampf, GLclampf); void (*BlendEquation)( GLcontext *, GLenum ); void (*BlendFunc)( GLcontext *, GLenum, GLenum ); void (*CallList)( GLcontext *, GLuint list ); void (*CallLists)( GLcontext *, GLsizei, GLenum, const GLvoid * ); void (*Clear)( GLcontext *, GLbitfield ); void (*ClearAccum)( GLcontext *, GLfloat, GLfloat, GLfloat, GLfloat ); void (*ClearColor)( GLcontext *, GLclampf, GLclampf, GLclampf, GLclampf ); void (*ClearDepth)( GLcontext *, GLclampd ); void (*ClearIndex)( GLcontext *, GLfloat ); void (*ClearStencil)( GLcontext *, GLint ); void (*ClipPlane)( GLcontext *, GLenum, const GLfloat * ); void (*Color3f)( GLcontext *, GLfloat, GLfloat, GLfloat ); void (*Color3fv)( GLcontext *, const GLfloat * ); void (*Color4f)( GLcontext *, GLfloat, GLfloat, GLfloat, GLfloat ); void (*Color4fv)( GLcontext *, const GLfloat * ); void (*Color4ub)( GLcontext *, GLubyte, GLubyte, GLubyte, GLubyte ); void (*Color4ubv)( GLcontext *, const GLubyte * ); void (*ColorMask)( GLcontext *, GLboolean, GLboolean, GLboolean, GLboolean ); void (*ColorMaterial)( GLcontext *, GLenum, GLenum ); void (*ColorPointer)( GLcontext *, GLint, GLenum, GLsizei, const GLvoid * ); void (*CopyPixels)( GLcontext *, GLint, GLint, GLsizei, GLsizei, GLenum ); void (*CopyTexImage1D)( GLcontext *, GLenum, GLint, GLenum, GLint, GLint, GLsizei, GLint ); void (*CopyTexImage2D)( GLcontext *, GLenum, GLint, GLenum, GLint, GLint, GLsizei, GLsizei, GLint ); void (*CopyTexSubImage1D)( GLcontext *, GLenum, GLint, GLint, GLint, GLint, GLsizei ); void (*CopyTexSubImage2D)( GLcontext *, GLenum, GLint, GLint, GLint, GLint, GLint, GLsizei, GLsizei ); void (*CopyTexSubImage3DEXT)(GLcontext *, GLenum , GLint , GLint , GLint , GLint , GLint , GLint , GLsizei , GLsizei ); void (*CullFace)( GLcontext *, GLenum ); void (*DeleteLists)( GLcontext *, GLuint, GLsizei ); void (*DeleteTextures)( GLcontext *, GLsizei, const GLuint *); void (*DepthFunc)( GLcontext *, GLenum ); void (*DepthMask)( GLcontext *, GLboolean ); void (*DepthRange)( GLcontext *, GLclampd, GLclampd ); void (*Disable)( GLcontext *, GLenum ); void (*DisableClientState)( GLcontext *, GLenum ); void (*DrawArrays)( GLcontext *, GLenum, GLint, GLsizei ); void (*DrawBuffer)( GLcontext *, GLenum ); void (*DrawElements)( GLcontext *, GLenum, GLsizei, GLenum, const GLvoid *); void (*DrawPixels)( GLcontext *, GLsizei, GLsizei, GLenum, GLenum, const GLvoid * ); void (*EdgeFlag)( GLcontext *, GLboolean ); void (*EdgeFlagPointer)( GLcontext *, GLsizei, const GLboolean * ); void (*Enable)( GLcontext *, GLenum ); void (*EnableClientState)( GLcontext *, GLenum ); void (*End)( GLcontext * ); void (*EndList)( GLcontext * ); void (*EvalCoord1f)( GLcontext *, GLfloat ); void (*EvalCoord2f)( GLcontext *, GLfloat , GLfloat ); void (*EvalMesh1)( GLcontext *, GLenum, GLint, GLint ); void (*EvalMesh2)( GLcontext *, GLenum, GLint, GLint, GLint, GLint ); void (*EvalPoint1)( GLcontext *, GLint ); void (*EvalPoint2)( GLcontext *, GLint, GLint ); void (*FeedbackBuffer)( GLcontext *, GLsizei, GLenum, GLfloat * ); void (*Finish)( GLcontext * ); void (*Flush)( GLcontext * ); void (*Fogfv)( GLcontext *, GLenum, const GLfloat * ); void (*FrontFace)( GLcontext *, GLenum ); void (*Frustum)( GLcontext *, GLdouble, GLdouble, GLdouble, GLdouble, GLdouble, GLdouble ); GLuint (*GenLists)( GLcontext *, GLsizei ); void (*GenTextures)( GLcontext *, GLsizei, GLuint * ); void (*GetBooleanv)( GLcontext *, GLenum, GLboolean * ); void (*GetClipPlane)( GLcontext *, GLenum, GLdouble * ); void (*GetDoublev)( GLcontext *, GLenum, GLdouble * ); GLenum (*GetError)( GLcontext * ); void (*GetFloatv)( GLcontext *, GLenum, GLfloat * ); void (*GetIntegerv)( GLcontext *, GLenum, GLint * ); const GLubyte* (*GetString)( GLcontext *, GLenum name ); void (*GetLightfv)( GLcontext *, GLenum light, GLenum, GLfloat * ); void (*GetLightiv)( GLcontext *, GLenum light, GLenum, GLint * ); void (*GetMapdv)( GLcontext *, GLenum, GLenum, GLdouble * ); void (*GetMapfv)( GLcontext *, GLenum, GLenum, GLfloat * ); void (*GetMapiv)( GLcontext *, GLenum, GLenum, GLint * ); void (*GetMaterialfv)( GLcontext *, GLenum, GLenum, GLfloat * ); void (*GetMaterialiv)( GLcontext *, GLenum, GLenum, GLint * ); void (*GetPixelMapfv)( GLcontext *, GLenum, GLfloat * ); void (*GetPixelMapuiv)( GLcontext *, GLenum, GLuint * ); void (*GetPixelMapusv)( GLcontext *, GLenum, GLushort * ); void (*GetPointerv)( GLcontext *, GLenum, GLvoid ** ); void (*GetPolygonStipple)( GLcontext *, GLubyte * ); void (*PrioritizeTextures)( GLcontext *, GLsizei, const GLuint *, const GLclampf * ); void (*GetTexEnvfv)( GLcontext *, GLenum, GLenum, GLfloat * ); void (*GetTexEnviv)( GLcontext *, GLenum, GLenum, GLint * ); void (*GetTexGendv)( GLcontext *, GLenum coord, GLenum, GLdouble * ); void (*GetTexGenfv)( GLcontext *, GLenum coord, GLenum, GLfloat * ); void (*GetTexGeniv)( GLcontext *, GLenum coord, GLenum, GLint * ); void (*GetTexImage)( GLcontext *, GLenum, GLint level, GLenum, GLenum, GLvoid * ); void (*GetTexLevelParameterfv)( GLcontext *, GLenum, GLint, GLenum, GLfloat * ); void (*GetTexLevelParameteriv)( GLcontext *, GLenum, GLint, GLenum, GLint * ); void (*GetTexParameterfv)( GLcontext *, GLenum, GLenum, GLfloat *); void (*GetTexParameteriv)( GLcontext *, GLenum, GLenum, GLint * ); void (*Hint)( GLcontext *, GLenum, GLenum ); void (*IndexMask)( GLcontext *, GLuint ); void (*Indexf)( GLcontext *, GLfloat c ); void (*Indexi)( GLcontext *, GLint c ); void (*IndexPointer)( GLcontext *, GLenum, GLsizei, const GLvoid * ); void (*InitNames)( GLcontext * ); void (*InterleavedArrays)( GLcontext *, GLenum, GLsizei, const GLvoid * ); GLboolean (*IsEnabled)( GLcontext *, GLenum ); GLboolean (*IsList)( GLcontext *, GLuint ); GLboolean (*IsTexture)( GLcontext *, GLuint ); void (*LightModelfv)( GLcontext *, GLenum, const GLfloat * ); void (*Lightfv)( GLcontext *, GLenum light, GLenum, const GLfloat *, GLint); void (*LineStipple)( GLcontext *, GLint factor, GLushort ); void (*LineWidth)( GLcontext *, GLfloat ); void (*ListBase)( GLcontext *, GLuint ); void (*LoadIdentity)( GLcontext * ); /* LoadMatrixd implemented with glLoadMatrixf */ void (*LoadMatrixf)( GLcontext *, const GLfloat * ); void (*LoadName)( GLcontext *, GLuint ); void (*LogicOp)( GLcontext *, GLenum ); void (*Map1f)( GLcontext *, GLenum, GLfloat, GLfloat, GLint, GLint, const GLfloat *, GLboolean ); void (*Map2f)( GLcontext *, GLenum, GLfloat, GLfloat, GLint, GLint, GLfloat, GLfloat, GLint, GLint, const GLfloat *, GLboolean ); void (*MapGrid1f)( GLcontext *, GLint, GLfloat, GLfloat ); void (*MapGrid2f)( GLcontext *, GLint, GLfloat, GLfloat, GLint, GLfloat, GLfloat ); void (*Materialfv)( GLcontext *, GLenum, GLenum, const GLfloat * ); void (*MatrixMode)( GLcontext *, GLenum ); /* MultMatrixd implemented with glMultMatrixf */ void (*MultMatrixf)( GLcontext *, const GLfloat * ); void (*NewList)( GLcontext *, GLuint list, GLenum ); void (*Normal3f)( GLcontext *, GLfloat, GLfloat, GLfloat ); void (*Normal3fv)( GLcontext *, const GLfloat * ); void (*NormalPointer)( GLcontext *, GLenum, GLsizei, const GLvoid * ); void (*Ortho)( GLcontext *, GLdouble, GLdouble, GLdouble, GLdouble, GLdouble, GLdouble ); void (*PassThrough)( GLcontext *, GLfloat ); void (*PixelMapfv)( GLcontext *, GLenum, GLint, const GLfloat * ); void (*PixelStorei)( GLcontext *, GLenum, GLint ); void (*PixelTransferf)( GLcontext *, GLenum, GLfloat ); void (*PixelZoom)( GLcontext *, GLfloat, GLfloat ); void (*PointSize)( GLcontext *, GLfloat ); void (*PolygonMode)( GLcontext *, GLenum, GLenum ); void (*PolygonOffset)( GLcontext *, GLfloat, GLfloat ); void (*PolygonStipple)( GLcontext *, const GLubyte * ); void (*PopAttrib)( GLcontext * ); void (*PopClientAttrib)( GLcontext * ); void (*PopMatrix)( GLcontext * ); void (*PopName)( GLcontext * ); void (*PushAttrib)( GLcontext *, GLbitfield ); void (*PushClientAttrib)( GLcontext *, GLbitfield ); void (*PushMatrix)( GLcontext * ); void (*PushName)( GLcontext *, GLuint ); void (*RasterPos4f)( GLcontext *, GLfloat x, GLfloat y, GLfloat z, GLfloat w ); void (*ReadBuffer)( GLcontext *, GLenum ); void (*ReadPixels)( GLcontext *, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, GLvoid * ); void (*Rectf)( GLcontext *, GLfloat, GLfloat, GLfloat, GLfloat ); GLint (*RenderMode)( GLcontext *, GLenum ); void (*Rotatef)( GLcontext *, GLfloat, GLfloat, GLfloat, GLfloat ); void (*Scalef)( GLcontext *, GLfloat, GLfloat, GLfloat ); void (*Scissor)( GLcontext *, GLint, GLint, GLsizei, GLsizei); void (*SelectBuffer)( GLcontext *, GLsizei, GLuint * ); void (*ShadeModel)( GLcontext *, GLenum ); void (*StencilFunc)( GLcontext *, GLenum, GLint, GLuint ); void (*StencilMask)( GLcontext *, GLuint ); void (*StencilOp)( GLcontext *, GLenum, GLenum, GLenum ); void (*TexCoord2f)( GLcontext *, GLfloat, GLfloat ); void (*TexCoord4f)( GLcontext *, GLfloat, GLfloat, GLfloat, GLfloat ); void (*TexCoordPointer)( GLcontext *, GLint, GLenum, GLsizei, const GLvoid *); void (*TexEnvfv)( GLcontext *, GLenum, GLenum, const GLfloat * ); void (*TexGenfv)( GLcontext *, GLenum coord, GLenum, const GLfloat * ); void (*TexImage1D)( GLcontext *, GLenum, GLint, GLint, GLsizei, GLint, GLenum, GLenum, struct gl_image * ); void (*TexImage2D)( GLcontext *, GLenum, GLint, GLint, GLsizei, GLsizei, GLint, GLenum, GLenum, struct gl_image * ); void (*TexSubImage1D)( GLcontext *, GLenum, GLint, GLint, GLsizei, GLenum, GLenum, struct gl_image * ); void (*TexSubImage2D)( GLcontext *, GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, struct gl_image * ); void (*TexImage3DEXT)(GLcontext *, GLenum , GLint , GLint , GLsizei , GLsizei , GLsizei , GLint , GLenum , GLenum , struct gl_image * ); void (*TexSubImage3DEXT)(GLcontext *, GLenum , GLint , GLint , GLint , GLint, GLsizei , GLsizei , GLsizei , GLenum , GLenum , struct gl_image * ); void (*TexParameterfv)( GLcontext *, GLenum, GLenum, const GLfloat * ); /* Translated implemented by Translatef */ void (*Translatef)( GLcontext *, GLfloat, GLfloat, GLfloat ); void (*Vertex2f)( GLcontext *, GLfloat, GLfloat ); void (*Vertex3f)( GLcontext *, GLfloat, GLfloat, GLfloat ); void (*Vertex4f)( GLcontext *, GLfloat, GLfloat, GLfloat, GLfloat ); void (*Vertex3fv)( GLcontext *, const GLfloat * ); void (*VertexPointer)( GLcontext *, GLint, GLenum, GLsizei, const GLvoid *); void (*Viewport)( GLcontext *, GLint, GLint, GLsizei, GLsizei ); /* GL_MESA_window_pos extension */ void (*WindowPos4fMESA)( GLcontext *, GLfloat, GLfloat, GLfloat, GLfloat ); /* GL_MESA_resize_buffers extension */ void (*ResizeBuffersMESA)( GLcontext * ); }; #include "dd.h" /* * Bit flags used for updating material values. */ #define FRONT_AMBIENT_BIT 0x1 #define BACK_AMBIENT_BIT 0x2 #define FRONT_DIFFUSE_BIT 0x4 #define BACK_DIFFUSE_BIT 0x8 #define FRONT_SPECULAR_BIT 0x10 #define BACK_SPECULAR_BIT 0x20 #define FRONT_EMISSION_BIT 0x40 #define BACK_EMISSION_BIT 0x80 #define FRONT_SHININESS_BIT 0x100 #define BACK_SHININESS_BIT 0x200 #define FRONT_INDEXES_BIT 0x400 #define BACK_INDEXES_BIT 0x800 #define FRONT_MATERIAL_BITS (FRONT_EMISSION_BIT | FRONT_AMBIENT_BIT | \ FRONT_DIFFUSE_BIT | FRONT_SPECULAR_BIT | \ FRONT_SHININESS_BIT | FRONT_INDEXES_BIT) #define BACK_MATERIAL_BITS (BACK_EMISSION_BIT | BACK_AMBIENT_BIT | \ BACK_DIFFUSE_BIT | BACK_SPECULAR_BIT | \ BACK_SHININESS_BIT | BACK_INDEXES_BIT) #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS) /* * Specular exponent and material shininess lookup table sizes: */ #define EXP_TABLE_SIZE 512 #define SHINE_TABLE_SIZE 200 struct gl_light { GLfloat Ambient[4]; /* ambient color */ GLfloat Diffuse[4]; /* diffuse color */ GLfloat Specular[4]; /* specular color */ GLfloat Position[4]; /* position in eye coordinates */ GLfloat Direction[4]; /* spotlight dir in eye coordinates */ GLfloat SpotExponent; GLfloat SpotCutoff; /* in degress */ GLfloat CosCutoff; /* = cos(SpotCutoff) */ GLfloat ConstantAttenuation; GLfloat LinearAttenuation; GLfloat QuadraticAttenuation; GLboolean Enabled; /* On/off flag */ struct gl_light *NextEnabled; /* Ptr to next enabled light or NULL */ /* Derived fields */ GLfloat VP_inf_norm[3]; /* Norm direction to infinite light */ GLfloat h_inf_norm[3]; /* Norm( VP_inf_norm + <0,0,1> ) */ GLfloat NormDirection[3]; /* normalized spotlight direction */ GLfloat SpotExpTable[EXP_TABLE_SIZE][2]; /* to replace a pow() call */ GLfloat MatAmbient[2][3]; /* material ambient * light ambient */ GLfloat MatDiffuse[2][3]; /* material diffuse * light diffuse */ GLfloat MatSpecular[2][3]; /* material spec * light specular */ GLfloat dli; /* CI diffuse light intensity */ GLfloat sli; /* CI specular light intensity */ }; struct gl_lightmodel { GLfloat Ambient[4]; /* ambient color */ GLboolean LocalViewer; /* Local (or infinite) view point? */ GLboolean TwoSide; /* Two (or one) sided lighting? */ }; struct gl_material { GLfloat Ambient[4]; GLfloat Diffuse[4]; GLfloat Specular[4]; GLfloat Emission[4]; GLfloat Shininess; GLfloat AmbientIndex; /* for color index lighting */ GLfloat DiffuseIndex; /* for color index lighting */ GLfloat SpecularIndex; /* for color index lighting */ GLfloat ShineTable[SHINE_TABLE_SIZE]; /* to replace a pow() call */ }; /* * Attribute structures: * We define a struct for each attribute group to make pushing and * popping attributes easy. Also it's a good organization. */ struct gl_accum_attrib { GLfloat ClearColor[4]; /* Accumulation buffer clear color */ }; struct gl_colorbuffer_attrib { GLuint ClearIndex; /* Index to use for glClear */ GLfloat ClearColor[4]; /* Color to use for glClear */ GLuint IndexMask; /* Color index write mask */ GLuint ColorMask; /* bit 3=red,2=green,1=blue,0=alpha*/ GLboolean SWmasking; /* Do color/CI masking in software? */ GLenum DrawBuffer; /* Which buffer to draw into */ /* alpha testing */ GLboolean AlphaEnabled; /* Alpha test enabled flag */ GLenum AlphaFunc; /* Alpha test function */ GLfloat AlphaRef; /* Alpha reference value */ GLubyte AlphaRefUbyte; /* AlphaRef scaled to an integer */ /* blending */ GLboolean BlendEnabled; /* Blending enabled flag */ GLenum BlendSrc; /* Blending source operator */ GLenum BlendDst; /* Blending destination operator */ GLenum BlendEquation; GLfloat BlendColor[4]; /* logic op */ GLenum LogicOp; /* Logic operator */ GLboolean IndexLogicOpEnabled; /* Color index logic op enabled flag */ GLboolean ColorLogicOpEnabled; /* RGBA logic op enabled flag */ GLboolean SWLogicOpEnabled; /* Do logic ops in software? */ GLboolean DitherFlag; /* Dither enable flag */ }; struct gl_current_attrib { GLubyte ByteColor[4]; /* Current RGBA color */ GLuint Index; /* Current color index */ GLfloat Normal[3]; /* Current normal vector */ GLfloat TexCoord[4]; /* Current texture coordinate */ GLfloat RasterPos[4]; /* Current raster position */ GLfloat RasterDistance; /* Current raster distance */ GLfloat RasterColor[4]; /* Current raster color */ GLuint RasterIndex; /* Current raster index */ GLfloat RasterTexCoord[4]; /* Current raster texture coord */ GLboolean RasterPosValid; /* Raster position valid flag */ GLboolean EdgeFlag; /* Current edge flag */ }; struct gl_depthbuffer_attrib { GLenum Func; /* Function for depth buffer compare */ GLfloat Clear; /* Value to clear depth buffer to */ GLboolean Test; /* Depth buffering enabled flag */ GLboolean Mask; /* Depth buffer writable? */ }; struct gl_enable_attrib { GLboolean AlphaTest; GLboolean AutoNormal; GLboolean Blend; GLboolean ClipPlane[MAX_CLIP_PLANES]; GLboolean ColorMaterial; GLboolean CullFace; GLboolean DepthTest; GLboolean Dither; GLboolean Fog; GLboolean Light[MAX_LIGHTS]; GLboolean Lighting; GLboolean LineSmooth; GLboolean LineStipple; GLboolean IndexLogicOp; GLboolean ColorLogicOp; GLboolean Map1Color4; GLboolean Map1Index; GLboolean Map1Normal; GLboolean Map1TextureCoord1; GLboolean Map1TextureCoord2; GLboolean Map1TextureCoord3; GLboolean Map1TextureCoord4; GLboolean Map1Vertex3; GLboolean Map1Vertex4; GLboolean Map2Color4; GLboolean Map2Index; GLboolean Map2Normal; GLboolean Map2TextureCoord1; GLboolean Map2TextureCoord2; GLboolean Map2TextureCoord3; GLboolean Map2TextureCoord4; GLboolean Map2Vertex3; GLboolean Map2Vertex4; GLboolean Normalize; GLboolean PointSmooth; GLboolean PolygonOffsetPoint; GLboolean PolygonOffsetLine; GLboolean PolygonOffsetFill; GLboolean PolygonSmooth; GLboolean PolygonStipple; GLboolean Scissor; GLboolean Stencil; GLuint Texture; GLuint TexGen; }; struct gl_eval_attrib { /* Enable bits */ GLboolean Map1Color4; GLboolean Map1Index; GLboolean Map1Normal; GLboolean Map1TextureCoord1; GLboolean Map1TextureCoord2; GLboolean Map1TextureCoord3; GLboolean Map1TextureCoord4; GLboolean Map1Vertex3; GLboolean Map1Vertex4; GLboolean Map2Color4; GLboolean Map2Index; GLboolean Map2Normal; GLboolean Map2TextureCoord1; GLboolean Map2TextureCoord2; GLboolean Map2TextureCoord3; GLboolean Map2TextureCoord4; GLboolean Map2Vertex3; GLboolean Map2Vertex4; GLboolean AutoNormal; /* Map Grid endpoints and divisions */ GLuint MapGrid1un; GLfloat MapGrid1u1, MapGrid1u2; GLuint MapGrid2un, MapGrid2vn; GLfloat MapGrid2u1, MapGrid2u2; GLfloat MapGrid2v1, MapGrid2v2; }; struct gl_fog_attrib { GLboolean Enabled; /* Fog enabled flag */ GLfloat Color[4]; /* Fog color */ GLfloat Density; /* Density >= 0.0 */ GLfloat Start; /* Start distance in eye coords */ GLfloat End; /* End distance in eye coords */ GLfloat Index; /* Fog index */ GLenum Mode; /* Fog mode */ }; struct gl_hint_attrib { /* always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE */ GLenum PerspectiveCorrection; GLenum PointSmooth; GLenum LineSmooth; GLenum PolygonSmooth; GLenum Fog; }; struct gl_light_attrib { struct gl_light Light[MAX_LIGHTS]; /* Array of lights */ struct gl_lightmodel Model; /* Lighting model */ struct gl_material Material[2]; /* Material 0=front, 1=back */ GLboolean Enabled; /* Lighting enabled flag */ GLenum ShadeModel; /* GL_FLAT or GL_SMOOTH */ GLenum ColorMaterialFace; /* GL_FRONT, BACK or FRONT_AND_BACK */ GLenum ColorMaterialMode; /* GL_AMBIENT, GL_DIFFUSE, etc */ GLuint ColorMaterialBitmask; /* bitmask formed from Face and Mode */ GLboolean ColorMaterialEnabled; /* Derived for optimizations: */ struct gl_light *FirstEnabled; /* Ptr to 1st enabled light */ GLboolean Fast; /* Use fast shader? */ GLfloat BaseColor[2][4]; }; struct gl_line_attrib { GLboolean SmoothFlag; /* GL_LINE_SMOOTH enabled? */ GLboolean StippleFlag; /* GL_LINE_STIPPLE enabled? */ GLushort StipplePattern; /* Stipple pattern */ GLint StippleFactor; /* Stipple repeat factor */ GLfloat Width; /* Line width */ }; struct gl_list_attrib { GLuint ListBase; }; struct gl_pixel_attrib { GLenum ReadBuffer; GLfloat RedBias, RedScale; /* Pixel xfer bias & scale values */ GLfloat GreenBias, GreenScale; GLfloat BlueBias, BlueScale; GLfloat AlphaBias, AlphaScale; GLfloat DepthBias, DepthScale; GLint IndexShift; GLint IndexOffset; GLboolean MapColorFlag; GLboolean MapStencilFlag; GLfloat ZoomX; /* Pixel zoom X factor */ GLfloat ZoomY; /* Pixel zoom Y factor */ /* TODO: Do the following belong here??? */ GLint MapStoSsize; /* Size of each pixel map */ GLint MapItoIsize; GLint MapItoRsize; GLint MapItoGsize; GLint MapItoBsize; GLint MapItoAsize; GLint MapRtoRsize; GLint MapGtoGsize; GLint MapBtoBsize; GLint MapAtoAsize; GLint MapStoS[MAX_PIXEL_MAP_TABLE]; /* Pixel map tables */ GLint MapItoI[MAX_PIXEL_MAP_TABLE]; GLfloat MapItoR[MAX_PIXEL_MAP_TABLE]; GLfloat MapItoG[MAX_PIXEL_MAP_TABLE]; GLfloat MapItoB[MAX_PIXEL_MAP_TABLE]; GLfloat MapItoA[MAX_PIXEL_MAP_TABLE]; GLfloat MapRtoR[MAX_PIXEL_MAP_TABLE]; GLfloat MapGtoG[MAX_PIXEL_MAP_TABLE]; GLfloat MapBtoB[MAX_PIXEL_MAP_TABLE]; GLfloat MapAtoA[MAX_PIXEL_MAP_TABLE]; }; struct gl_point_attrib { GLboolean SmoothFlag; /* True if GL_POINT_SMOOTH is enabled */ GLfloat Size; /* Point size */ }; struct gl_polygon_attrib { GLenum FrontFace; /* Either GL_CW or GL_CCW */ GLenum FrontMode; /* Either GL_POINT, GL_LINE or GL_FILL */ GLenum BackMode; /* Either GL_POINT, GL_LINE or GL_FILL */ GLboolean Unfilled; /* True if back or front mode is not GL_FILL */ GLboolean CullFlag; /* Culling on/off flag */ GLenum CullFaceMode; /* Culling mode GL_FRONT or GL_BACK */ GLuint CullBits; /* Used for cull testing */ GLboolean SmoothFlag; /* True if GL_POLYGON_SMOOTH is enabled */ GLboolean StippleFlag; /* True if GL_POLYGON_STIPPLE is enabled */ GLfloat OffsetFactor; /* Polygon offset factor */ GLfloat OffsetUnits; /* Polygon offset units */ GLboolean OffsetPoint; /* Offset in GL_POINT mode? */ GLboolean OffsetLine; /* Offset in GL_LINE mode? */ GLboolean OffsetFill; /* Offset in GL_FILL mode? */ GLboolean OffsetAny; /* OR of OffsetPoint, OffsetLine, OffsetFill */ }; struct gl_scissor_attrib { GLboolean Enabled; /* Scissor test enabled? */ GLint X, Y; /* Lower left corner of box */ GLsizei Width, Height; /* Size of box */ }; struct gl_stencil_attrib { GLboolean Enabled; /* Enabled flag */ GLenum Function; /* Stencil function */ GLenum FailFunc; /* Fail function */ GLenum ZPassFunc; /* Depth buffer pass function */ GLenum ZFailFunc; /* Depth buffer fail function */ GLstencil Ref; /* Reference value */ GLstencil ValueMask; /* Value mask */ GLstencil Clear; /* Clear value */ GLstencil WriteMask; /* Write mask */ }; #define Q_BIT 1 #define R_BIT 2 #define S_BIT 4 #define T_BIT 8 #define TEXTURE_1D 1 #define TEXTURE_2D 2 #define TEXTURE_3D 4 struct gl_texture_attrib { GLuint Enabled; /* Bitwise-OR of TEXTURE_XD values */ GLenum EnvMode; /* GL_MODULATE, GL_DECAL, GL_BLEND */ GLfloat EnvColor[4]; GLuint TexGenEnabled; /* Bitwise-OR of [QRST]_BIT values */ GLenum GenModeS; /* Tex coord generation mode, either */ GLenum GenModeT; /* GL_OBJECT_LINEAR, or */ GLenum GenModeR; /* GL_EYE_LINEAR, or */ GLenum GenModeQ; /* GL_SPHERE_MAP */ GLfloat ObjectPlaneS[4]; GLfloat ObjectPlaneT[4]; GLfloat ObjectPlaneR[4]; GLfloat ObjectPlaneQ[4]; GLfloat EyePlaneS[4]; GLfloat EyePlaneT[4]; GLfloat EyePlaneR[4]; GLfloat EyePlaneQ[4]; struct gl_texture_object *Current1D; struct gl_texture_object *Current2D; struct gl_texture_object *Current3D; struct gl_texture_object *Current; /* = Current1D, 2D, 3D or NULL */ #ifdef GL_VERSION_1_1 struct gl_texture_object *Proxy1D; struct gl_texture_object *Proxy2D; struct gl_texture_object *Proxy3D; #endif }; struct gl_transform_attrib { GLenum MatrixMode; /* Matrix mode */ GLfloat ClipEquation[MAX_CLIP_PLANES][4]; GLboolean ClipEnabled[MAX_CLIP_PLANES]; GLboolean AnyClip; /* Any ClipEnabled[] true? */ GLboolean Normalize; /* Normalize all normals? */ }; struct gl_viewport_attrib { GLint X, Y; /* position */ GLsizei Width, Height; /* size */ GLfloat Near, Far; /* Depth buffer range */ GLfloat Sx, Sy, Sz; /* NDC to WinCoord scaling */ GLfloat Tx, Ty, Tz; /* NDC to WinCoord translation */ }; /* For the attribute stack: */ struct gl_attrib_node { GLbitfield kind; void *data; struct gl_attrib_node *next; }; /* * Client pixel packing/unpacking attributes */ struct gl_pixelstore_attrib { GLint Alignment; GLint RowLength; GLint SkipPixels; GLint SkipRows; GLint ImageHeight; /* for GL_EXT_texture3D */ GLint SkipImages; /* for GL_EXT_texture3D */ GLboolean SwapBytes; GLboolean LsbFirst; }; /* * Client vertex array attributes */ struct gl_array_attrib { GLint VertexSize; GLenum VertexType; GLsizei VertexStride; /* user-specified stride */ GLsizei VertexStrideB; /* actual stride in bytes */ void *VertexPtr; GLboolean VertexEnabled; GLenum NormalType; GLsizei NormalStride; /* user-specified stride */ GLsizei NormalStrideB; /* actual stride in bytes */ void *NormalPtr; GLboolean NormalEnabled; GLint ColorSize; GLenum ColorType; GLsizei ColorStride; /* user-specified stride */ GLsizei ColorStrideB; /* actual stride in bytes */ void *ColorPtr; GLboolean ColorEnabled; GLenum IndexType; GLsizei IndexStride; /* user-specified stride */ GLsizei IndexStrideB; /* actual stride in bytes */ void *IndexPtr; GLboolean IndexEnabled; GLint TexCoordSize; GLenum TexCoordType; GLsizei TexCoordStride; /* user-specified stride */ GLsizei TexCoordStrideB; /* actual stride in bytes */ void *TexCoordPtr; GLboolean TexCoordEnabled; GLsizei EdgeFlagStride; /* user-specified stride */ GLsizei EdgeFlagStrideB; /* actual stride in bytes */ GLboolean *EdgeFlagPtr; GLboolean EdgeFlagEnabled; }; struct gl_feedback { GLenum Type; GLuint Mask; GLfloat *Buffer; GLuint BufferSize; GLuint Count; }; struct gl_selection { GLuint *Buffer; GLuint BufferSize; /* size of SelectBuffer */ GLuint BufferCount; /* number of values in SelectBuffer */ GLuint Hits; /* number of records in SelectBuffer */ GLuint NameStackDepth; GLuint NameStack[MAX_NAME_STACK_DEPTH]; GLboolean HitFlag; GLfloat HitMinZ, HitMaxZ; }; /* * 1-D Evaluator control points */ struct gl_1d_map { GLuint Order; /* Number of control points */ GLfloat u1, u2; GLfloat *Points; /* Points to contiguous control points */ GLboolean Retain; /* Reference counter */ }; /* * 2-D Evaluator control points */ struct gl_2d_map { GLuint Uorder; /* Number of control points in U dimension */ GLuint Vorder; /* Number of control points in V dimension */ GLfloat u1, u2; GLfloat v1, v2; GLfloat *Points; /* Points to contiguous control points */ GLboolean Retain; /* Reference counter */ }; /* * All evalutator control points */ struct gl_evaluators { /* 1-D maps */ struct gl_1d_map Map1Vertex3; struct gl_1d_map Map1Vertex4; struct gl_1d_map Map1Index; struct gl_1d_map Map1Color4; struct gl_1d_map Map1Normal; struct gl_1d_map Map1Texture1; struct gl_1d_map Map1Texture2; struct gl_1d_map Map1Texture3; struct gl_1d_map Map1Texture4; /* 2-D maps */ struct gl_2d_map Map2Vertex3; struct gl_2d_map Map2Vertex4; struct gl_2d_map Map2Index; struct gl_2d_map Map2Color4; struct gl_2d_map Map2Normal; struct gl_2d_map Map2Texture1; struct gl_2d_map Map2Texture2; struct gl_2d_map Map2Texture3; struct gl_2d_map Map2Texture4; }; /* Texture object record */ struct gl_texture_object { GLint RefCount; /* reference count */ GLuint Name; /* an unsigned integer */ GLuint Dimensions; /* 1 or 2 or 3 */ GLfloat Priority; /* in [0,1] */ GLint BorderColor[4]; /* as integers in [0,255] */ GLenum WrapS; /* GL_CLAMP or GL_REPEAT */ GLenum WrapT; /* GL_CLAMP or GL_REPEAT */ GLenum WrapR; /* GL_CLAMP or GL_REPEAT */ GLenum MinFilter; /* minification filter */ GLenum MagFilter; /* magnification filter */ GLfloat MinMagThresh; /* min/mag threshold */ struct gl_texture_image *Image[MAX_TEXTURE_LEVELS]; GLboolean Dirty; /* New values? */ GLboolean Complete; /* Complete set of images? */ TextureSampleFunc SampleFunc; struct gl_texture_object *Next; /* Next in linked list */ }; /* * Display list building block: */ union node; /* * State possibly shared by multiple contexts: */ struct gl_shared_state { GLint RefCount; /* Reference count */ union node *List[MAX_DISPLAYLISTS]; /* Display lists */ struct gl_texture_object *TexObjectList;/* Texture objects */ GLuint NextFreeTextureName; /* Used by glGenTextures */ }; /* Display list info shared by multiple contexts: */ struct gl_list_group { union node *List[MAX_DISPLAYLISTS]; /* The display lists */ GLint RefCount; /* Reference count */ }; /* * Describes the color, depth, stencil and accum buffer parameters. */ struct gl_visual { GLboolean RGBAflag; /* Is frame buffer in RGBA mode, not CI? */ GLboolean DBflag; /* Is color buffer double buffered? */ GLfloat RedScale; /* These values are used to scale color */ GLfloat GreenScale; /* components from the range [0,1] to */ GLfloat BlueScale; /* integer values. It should be the case */ GLfloat AlphaScale; /* that scale = 2^bits - 1 where bits is */ /* the number of bits for the component */ /* in the frame buffer. */ GLboolean EightBitColor;/* TRUE if all the above scales are 255.0 */ GLfloat InvRedScale; /* = 1 / RedScale */ GLfloat InvGreenScale; /* = 1 / GreenScale */ GLfloat InvBlueScale; /* = 1 / BlueScale */ GLfloat InvAlphaScale; /* = 1 / AlphaScale */ GLint RedBits; /* Bits per color component */ GLint GreenBits; GLint BlueBits; GLint AlphaBits; GLint IndexBits; /* Bits/pixel if in color index mode */ GLint AccumBits; /* Number of bits per color channel, or 0 */ GLint DepthBits; /* Number of bits in depth buffer, or 0 */ GLint StencilBits; /* Number of bits in stencil buffer, or 0 */ /* Software alpha planes: */ GLboolean FrontAlphaEnabled; GLboolean BackAlphaEnabled; }; /* * A "frame buffer" is a color buffer and its optional ancillary buffers: * depth, accum, stencil, and software-simulated alpha buffers. */ struct gl_frame_buffer { GLvisual *Visual; /* The corresponding visual */ GLint Width; /* Width of frame buffer in pixels */ GLint Height; /* Height of frame buffer in pixels */ GLdepth *Depth; /* array [Width*Height] of GLdepth values */ /* Stencil buffer */ GLstencil *Stencil; /* array [Width*Height] of GLstencil values */ /* Accumulation buffer */ GLaccum *Accum; /* array [4*Width*Height] of GLaccum values */ /* Software alpha planes: */ GLubyte *FrontAlpha; /* array [Width*Height] of GLubyte */ GLubyte *BackAlpha; /* array [Width*Height] of GLubyte */ GLubyte *Alpha; /* Points to front or back alpha buffer */ /* Drawing bounds: intersection of window size and scissor box */ GLint Xmin, Xmax, Ymin, Ymax; #if 0 /* For linked list: */ struct gl_frame_buffer *Next; #endif }; /* * Bitmasks to indicate what auxillary information must be interpolated * when clipping (CC.ClipMask). */ #define CLIP_FCOLOR_BIT 0x01 #define CLIP_BCOLOR_BIT 0x02 #define CLIP_FINDEX_BIT 0x04 #define CLIP_BINDEX_BIT 0x08 #define CLIP_TEXTURE_BIT 0x10 /* * Bitmasks to indicate which rasterization options are enabled (CC.RasterMask) */ #define ALPHATEST_BIT 0x001 /* Alpha-test pixels */ #define BLEND_BIT 0x002 /* Blend pixels */ #define DEPTH_BIT 0x004 /* Depth-test pixels */ #define FOG_BIT 0x008 /* Per-pixel fog */ #define LOGIC_OP_BIT 0x010 /* Apply logic op in software */ #define SCISSOR_BIT 0x020 /* Scissor pixels */ #define STENCIL_BIT 0x040 /* Stencil pixels */ #define MASKING_BIT 0x080 /* Do glColorMask() or glIndexMask() */ #define ALPHABUF_BIT 0x100 /* Using software alpha buffer */ #define WINCLIP_BIT 0x200 /* Clip pixels/primitives to window */ #define FRONT_AND_BACK_BIT 0x400 /* Write to front and back buffers */ #define NO_DRAW_BIT 0x800 /* Don't write any pixels */ /* * Bits to indicate what state has to be updated (CC.NewState) */ #define NEW_LIGHTING 0x1 #define NEW_RASTER_OPS 0x2 #define NEW_TEXTURING 0x4 #define NEW_POLYGON 0x8 #define NEW_ALL 0xf /* * Different kinds of 4x4 transformation matrices: */ #define MATRIX_GENERAL 0 /* general 4x4 matrix */ #define MATRIX_IDENTITY 1 /* identity matrix */ #define MATRIX_ORTHO 2 /* orthographic projection matrix */ #define MATRIX_PERSPECTIVE 3 /* perspective projection matrix */ #define MATRIX_2D 4 /* 2-D transformation */ #define MATRIX_2D_NO_ROT 5 /* 2-D scale & translate only */ #define MATRIX_3D 6 /* 3-D transformation */ /* * The library context: */ struct gl_context { /* State possibly shared with other contexts in the address space */ struct gl_shared_state *Shared; /* API function pointer tables */ struct gl_api_table API; /* For api.c */ struct gl_api_table Save; /* Display list save funcs */ struct gl_api_table Exec; /* Execute funcs */ GLvisual *Visual; GLframebuffer *Buffer; /* Driver function pointer table */ struct dd_function_table Driver; /* Opaque handle for the device driver context */ void *DriverCtx; /* Modelview matrix and stack */ GLboolean NewModelViewMatrix; GLuint ModelViewMatrixType; /* = one of MATRIX_* values */ GLfloat ModelViewMatrix[16]; GLfloat ModelViewInv[16]; /* Inverse of ModelViewMatrix */ GLuint ModelViewStackDepth; GLfloat ModelViewStack[MAX_MODELVIEW_STACK_DEPTH][16]; /* Projection matrix and stack */ GLboolean NewProjectionMatrix; GLuint ProjectionMatrixType; /* = one of MATRIX_* values */ GLfloat ProjectionMatrix[16]; GLuint ProjectionStackDepth; GLfloat ProjectionStack[MAX_PROJECTION_STACK_DEPTH][16]; GLfloat NearFarStack[MAX_PROJECTION_STACK_DEPTH][2]; /* Texture matrix and stack */ GLboolean NewTextureMatrix; GLuint TextureMatrixType; /* = one of MATRIX_* values */ GLfloat TextureMatrix[16]; GLuint TextureStackDepth; GLfloat TextureStack[MAX_TEXTURE_STACK_DEPTH][16]; /* Display lists */ GLuint CallDepth; /* Current recursion calling depth */ GLboolean ExecuteFlag; /* Execute GL commands? */ GLboolean CompileFlag; /* Compile GL commands into display list? */ /* Renderer attribute stack */ GLuint AttribStackDepth; struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH]; /* Renderer attribute groups */ struct gl_accum_attrib Accum; struct gl_colorbuffer_attrib Color; struct gl_current_attrib Current; struct gl_depthbuffer_attrib Depth; struct gl_eval_attrib Eval; struct gl_fog_attrib Fog; struct gl_hint_attrib Hint; struct gl_light_attrib Light; struct gl_line_attrib Line; struct gl_list_attrib List; struct gl_pixel_attrib Pixel; struct gl_point_attrib Point; struct gl_polygon_attrib Polygon; GLuint PolygonStipple[32]; struct gl_scissor_attrib Scissor; struct gl_stencil_attrib Stencil; struct gl_texture_attrib Texture; struct gl_transform_attrib Transform; struct gl_viewport_attrib Viewport; /* Client attribute stack */ GLuint ClientAttribStackDepth; struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH]; /* Client attribute groups */ struct gl_array_attrib Array; /* Vertex arrays */ struct gl_pixelstore_attrib Pack; /* Pixel packing */ struct gl_pixelstore_attrib Unpack; /* Pixel unpacking */ struct gl_evaluators EvalMap; /* All evaluators */ struct gl_feedback Feedback; /* Feedback */ struct gl_selection Select; /* Selection */ GLenum ErrorValue; /* Last error code */ /* Miscellaneous */ GLuint NewState; /* bitwise OR of NEW_* flags */ GLenum RenderMode; /* either GL_RENDER, GL_SELECT, GL_FEEDBACK */ GLenum Primitive; /* glBegin primitive or GL_BITMAP */ GLuint StippleCounter; /* Line stipple counter */ GLuint ClipMask; /* OR of CLIP_* values from above */ GLuint RasterMask; /* OR of rasterization flags */ GLuint LightTwoSide; /* Compute two-sided lighting? */ GLboolean DirectTriangles;/* Directly call (*ctx->TriangleFunc) ? */ GLfloat PolygonZoffset; /* Z offset for GL_FILL polygons */ GLfloat LineZoffset; /* Z offset for GL_LINE polygons */ GLfloat PointZoffset; /* Z offset for GL_POINT polygons */ GLboolean NeedNormals; /* Are vertex normal vectors needed? */ GLboolean FastDrawPixels;/* Use optimized glDrawPixels? */ GLboolean MutablePixels; /* Can rasterization change pixel's color? */ GLboolean MonoPixels; /* Are all pixels likely to be same color? */ /* Current Primitive functions */ points_func PointsFunc; line_func LineFunc; #ifdef MONDELLO line_func LineFunc2; #endif triangle_func TriangleFunc; quad_func QuadFunc; rect_func RectFunc; /* The vertex buffer being used by this context */ struct vertex_buffer* VB; /* The pixel buffer being used by this context */ struct pixel_buffer* PB; #ifdef PROFILE /* Performance measurements */ GLuint BeginEndCount; /* number of glBegin/glEnd pairs */ GLdouble BeginEndTime; /* seconds spent between glBegin/glEnd */ GLuint VertexCount; /* number of vertices processed */ GLdouble VertexTime; /* total time in seconds */ GLuint PointCount; /* number of points rendered */ GLdouble PointTime; /* total time in seconds */ GLuint LineCount; /* number of lines rendered */ GLdouble LineTime; /* total time in seconds */ GLuint PolygonCount; /* number of polygons rendered */ GLdouble PolygonTime; /* total time in seconds */ GLuint ClearCount; /* number of glClear calls */ GLdouble ClearTime; /* seconds spent in glClear */ GLuint SwapCount; /* number of swap-buffer calls */ GLdouble SwapTime; /* seconds spent in swap-buffers */ #endif /* For debugging/development only */ GLboolean NoRaster; /* Dither disable via MESA_NO_DITHER env var */ GLboolean NoDither; }; #endif
These are the contents of the former NiCE NeXT User Group NeXTSTEP/OpenStep software archive, currently hosted by Netfuture.ch.