ftp.nice.ch/Attic/openStep/developer/resources/Mesa3DFramework.s.tgz#/GL/Mesa.subproj/vbfill.c

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/* $Id: vbfill.c,v 1.14 1997/06/20 02:47:41 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: vbfill.c,v $
 * Revision 1.14  1997/06/20 02:47:41  brianp
 * added Color4ubv API pointer
 *
 * Revision 1.13  1997/06/20 02:46:49  brianp
 * changed color components from GLfixed to GLubyte
 *
 * Revision 1.12  1997/05/28 03:26:49  brianp
 * added precompiled header (PCH) support
 *
 * Revision 1.11  1997/05/27 03:13:41  brianp
 * removed some debugging code
 *
 * Revision 1.10  1997/04/28 02:05:44  brianp
 * renamed some vertex functions, also save color with texcoords
 *
 * Revision 1.9  1997/04/24 01:50:53  brianp
 * optimized glColor3f, glColor3fv, glColor4fv
 *
 * Revision 1.8  1997/04/24 00:30:17  brianp
 * optimized glTexCoord2() code
 *
 * Revision 1.7  1997/04/20 15:59:30  brianp
 * removed VERTEX2_BIT stuff
 *
 * Revision 1.6  1997/04/16 23:55:33  brianp
 * added optimized glTexCoord2f code
 *
 * Revision 1.5  1997/04/14 22:18:23  brianp
 * added optimized glVertex3fv code
 *
 * Revision 1.4  1997/04/12 16:21:54  brianp
 * added ctx->Exec.Vertex2f = vertex2_feedback; statement
 *
 * Revision 1.3  1997/04/12 12:23:26  brianp
 * fixed 3 bugs in gl_eval_vertex
 *
 * Revision 1.2  1997/04/07 03:01:11  brianp
 * optimized vertex[234] code
 *
 * Revision 1.1  1997/04/02 03:13:56  brianp
 * Initial revision
 *
 */


/*
 * This file implements the functions for filling the vertex buffer:
 *   glVertex, glNormal, glColor, glIndex, glEdgeFlag, glTexCoord,
 */


#ifdef PCH
#include "all.h"
#else
#include <assert.h>
#include "context.h"
#include "light.h"
#include "clip.h"
#include "dlist.h"
#include "feedback.h"
#include "macros.h"
#include "matrix.h"
#include "pb.h"
#include "types.h"
#include "vb.h"
#include "vbfill.h"
#include "vbxform.h"
#include "xform.h"
#endif



/**********************************************************************/
/******                    glNormal functions                     *****/
/**********************************************************************/

/*
 * Caller:  context->API.Normal3f pointer.
 */
void gl_Normal3f( GLcontext *ctx, GLfloat nx, GLfloat ny, GLfloat nz )
{
   ctx->Current.Normal[0] = nx;
   ctx->Current.Normal[1] = ny;
   ctx->Current.Normal[2] = nz;
   ctx->VB->MonoNormal = GL_FALSE;
}


/*
 * Caller:  context->API.Normal3fv pointer.
 */
void gl_Normal3fv( GLcontext *ctx, const GLfloat *n )
{
   ctx->Current.Normal[0] = n[0];
   ctx->Current.Normal[1] = n[1];
   ctx->Current.Normal[2] = n[2];
   ctx->VB->MonoNormal = GL_FALSE;
}



/**********************************************************************/
/******                    glIndex functions                      *****/
/**********************************************************************/

/*
 * Caller:  context->API.Indexf pointer.
 */
void gl_Indexf( GLcontext *ctx, GLfloat c )
{
   ctx->Current.Index = (GLuint) (GLint) c;
   ctx->VB->MonoColor = GL_FALSE;
}


/*
 * Caller:  context->API.Indexi pointer.
 */
void gl_Indexi( GLcontext *ctx, GLint c )
{
   ctx->Current.Index = (GLuint) c;
   ctx->VB->MonoColor = GL_FALSE;
}



/**********************************************************************/
/******                     glColor functions                     *****/
/**********************************************************************/

/*
 * Caller:  context->API.Color3f pointer.
 */
void gl_Color3f( GLcontext *ctx, GLfloat red, GLfloat green, GLfloat blue )
{
   ctx->Current.ByteColor[0] = red   * ctx->Visual->RedScale;
   ctx->Current.ByteColor[1] = green * ctx->Visual->GreenScale;
   ctx->Current.ByteColor[2] = blue  * ctx->Visual->BlueScale;
   ctx->Current.ByteColor[3] = ctx->Visual->AlphaScale;
   ASSERT( !ctx->Light.ColorMaterialEnabled );
   ctx->VB->MonoColor = GL_FALSE;
}


/*
 * Caller:  context->API.Color3fv pointer.
 */
void gl_Color3fv( GLcontext *ctx, const GLfloat *c )
{
   ctx->Current.ByteColor[0] = c[0] * ctx->Visual->RedScale;
   ctx->Current.ByteColor[1] = c[1] * ctx->Visual->GreenScale;
   ctx->Current.ByteColor[2] = c[2] * ctx->Visual->BlueScale;
   ctx->Current.ByteColor[3] = ctx->Visual->AlphaScale;

   ASSERT( !ctx->Light.ColorMaterialEnabled );
   ctx->VB->MonoColor = GL_FALSE;
}


/*
 * Caller:  context->API.Color4f pointer.
 */
void gl_Color4f( GLcontext *ctx,
                 GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha )
{
   ctx->Current.ByteColor[0] = red   * ctx->Visual->RedScale;
   ctx->Current.ByteColor[1] = green * ctx->Visual->GreenScale;
   ctx->Current.ByteColor[2] = blue  * ctx->Visual->BlueScale;
   ctx->Current.ByteColor[3] = alpha * ctx->Visual->AlphaScale;
   ASSERT( !ctx->Light.ColorMaterialEnabled );
   ctx->VB->MonoColor = GL_FALSE;
}


/*
 * Caller:  context->API.Color4fv pointer.
 */
void gl_Color4fv( GLcontext *ctx, const GLfloat *c )
{
   ctx->Current.ByteColor[0] = c[0] * ctx->Visual->RedScale;
   ctx->Current.ByteColor[1] = c[1] * ctx->Visual->GreenScale;
   ctx->Current.ByteColor[2] = c[2] * ctx->Visual->BlueScale;
   ctx->Current.ByteColor[3] = c[3] * ctx->Visual->AlphaScale;
   ASSERT( !ctx->Light.ColorMaterialEnabled );
   ctx->VB->MonoColor = GL_FALSE;
}


/*
 * Used when colors are not scaled to [0,255]
 * Caller:  context->API.Color4ub pointer.
 */
void gl_Color4ub( GLcontext *ctx,
                  GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha )
{
   ctx->Current.ByteColor[0] = red   * ctx->Visual->RedScale   * (1.0F/255.0F);
   ctx->Current.ByteColor[1] = green * ctx->Visual->GreenScale * (1.0F/255.0F);
   ctx->Current.ByteColor[2] = blue  * ctx->Visual->BlueScale  * (1.0F/255.0F);
   ctx->Current.ByteColor[3] = alpha * ctx->Visual->AlphaScale * (1.0F/255.0F);
   ASSERT( !ctx->Light.ColorMaterialEnabled );
   ctx->VB->MonoColor = GL_FALSE;
}


/*
 * Used when colors are scaled to [0,255].
 * Caller:  context->API.Color4ub pointer.
 */
void gl_Color4ub8bit( GLcontext *ctx,
                      GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha )
{
   ASSIGN_4V( ctx->Current.ByteColor, red, green, blue, alpha );
   ASSERT( !ctx->Light.ColorMaterialEnabled );
   ctx->VB->MonoColor = GL_FALSE;
}


/*
 * Used when colors are not scaled to [0,255]
 * Caller:  context->API.Color4ub pointer.
 */
void gl_Color4ubv( GLcontext *ctx, const GLubyte *c )
{
   ctx->Current.ByteColor[0] = c[0] * ctx->Visual->RedScale   * (1.0F/255.0F);
   ctx->Current.ByteColor[1] = c[1] * ctx->Visual->GreenScale * (1.0F/255.0F);
   ctx->Current.ByteColor[2] = c[2] * ctx->Visual->BlueScale  * (1.0F/255.0F);
   ctx->Current.ByteColor[3] = c[3] * ctx->Visual->AlphaScale * (1.0F/255.0F);
   ASSERT( !ctx->Light.ColorMaterialEnabled );
   ctx->VB->MonoColor = GL_FALSE;
}


/*
 * Used when colors are scaled to [0,255].
 * Caller:  context->API.Color4ub pointer.
 */
void gl_Color4ubv8bit( GLcontext *ctx, const GLubyte *c )
{
   COPY_4UBV( ctx->Current.ByteColor, c );
   ASSERT( !ctx->Light.ColorMaterialEnabled );
   ctx->VB->MonoColor = GL_FALSE;
}


/*
 * glColor() which modifies material(s).
 * Caller:  context->API.Color3f pointer.
 */
void gl_ColorMat3f( GLcontext *ctx, GLfloat red, GLfloat green, GLfloat blue )
{
   GLfloat color[4];
   ctx->Current.ByteColor[0] = red   * ctx->Visual->RedScale;
   ctx->Current.ByteColor[1] = green * ctx->Visual->GreenScale;
   ctx->Current.ByteColor[2] = blue  * ctx->Visual->BlueScale;
   ctx->Current.ByteColor[3] = ctx->Visual->AlphaScale;
   /* update material */
   ASSERT( ctx->Light.ColorMaterialEnabled );
   ASSIGN_4V( color, red, green, blue, 1.0F );
   gl_set_material( ctx, ctx->Light.ColorMaterialBitmask, color );
   ctx->VB->MonoColor = GL_FALSE;
}


/*
 * glColor() which modifies material(s).
 * Caller:  context->API.Color3fv pointer.
 */
void gl_ColorMat3fv( GLcontext *ctx, const GLfloat *c )
{
   GLfloat color[4];
   ctx->Current.ByteColor[0] = c[0] * ctx->Visual->RedScale;
   ctx->Current.ByteColor[1] = c[1] * ctx->Visual->GreenScale;
   ctx->Current.ByteColor[2] = c[2] * ctx->Visual->BlueScale;
   ctx->Current.ByteColor[3] = ctx->Visual->AlphaScale;
   /* update material */
   ASSERT( ctx->Light.ColorMaterialEnabled );
   ASSIGN_4V( color, c[0], c[1], c[2], 1.0F );
   gl_set_material( ctx, ctx->Light.ColorMaterialBitmask, color );
   ctx->VB->MonoColor = GL_FALSE;
}


/*
 * glColor() which modifies material(s).
 * Caller:  context->API.Color4f pointer.
 */
void gl_ColorMat4f( GLcontext *ctx,
                    GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha )
{
   GLfloat color[4];
   ctx->Current.ByteColor[0] = red   * ctx->Visual->RedScale;
   ctx->Current.ByteColor[1] = green * ctx->Visual->GreenScale;
   ctx->Current.ByteColor[2] = blue  * ctx->Visual->BlueScale;
   ctx->Current.ByteColor[3] = alpha * ctx->Visual->AlphaScale;
   /* update material */
   ASSERT( ctx->Light.ColorMaterialEnabled );
   ASSIGN_4V( color, red, green, blue, alpha );
   gl_set_material( ctx, ctx->Light.ColorMaterialBitmask, color );
   ctx->VB->MonoColor = GL_FALSE;
}


/*
 * glColor() which modifies material(s).
 * Caller:  context->API.Color4fv pointer.
 */
void gl_ColorMat4fv( GLcontext *ctx, const GLfloat *c )
{
   GLfloat color[4];
   ctx->Current.ByteColor[0] = c[0] * ctx->Visual->RedScale;
   ctx->Current.ByteColor[1] = c[1] * ctx->Visual->GreenScale;
   ctx->Current.ByteColor[2] = c[2] * ctx->Visual->BlueScale;
   ctx->Current.ByteColor[3] = c[3] * ctx->Visual->AlphaScale;
   /* update material */
   ASSERT( ctx->Light.ColorMaterialEnabled );
   ASSIGN_4V( color, c[0], c[1], c[2], c[3] );
   gl_set_material( ctx, ctx->Light.ColorMaterialBitmask, color );
   ctx->VB->MonoColor = GL_FALSE;
}


/*
 * glColor which modifies material(s).
 * Caller:  context->API.Color4ub pointer.
 */
void gl_ColorMat4ub( GLcontext *ctx,
                     GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha )
{
   GLfloat color[4];
   if (ctx->Visual->EightBitColor) {
      ASSIGN_4V( ctx->Current.ByteColor, red, green, blue, alpha );
   }
   else {
      ctx->Current.ByteColor[0] = red   * ctx->Visual->RedScale   * (1.0F/255.0F);
      ctx->Current.ByteColor[1] = green * ctx->Visual->GreenScale * (1.0F/255.0F);
      ctx->Current.ByteColor[2] = blue  * ctx->Visual->BlueScale  * (1.0F/255.0F);
      ctx->Current.ByteColor[3] = alpha * ctx->Visual->AlphaScale * (1.0F/255.0F);
   }
   /* update material */
   ASSERT( ctx->Light.ColorMaterialEnabled );
   color[0] = red   * (1.0F/255.0F);
   color[1] = green * (1.0F/255.0F);
   color[2] = blue  * (1.0F/255.0F);
   color[3] = alpha * (1.0F/255.0F);
   gl_set_material( ctx, ctx->Light.ColorMaterialBitmask, color );
   ctx->VB->MonoColor = GL_FALSE;
}


/*
 * glColor which modifies material(s).
 * Caller:  context->API.Color4ub pointer.
 */
void gl_ColorMat4ubv( GLcontext *ctx, const GLubyte *c )
{
   gl_ColorMat4ub( ctx, c[0], c[1], c[2], c[3] );
}



/**********************************************************************/
/******                  glEdgeFlag functions                     *****/
/**********************************************************************/

/*
 * Caller:  context->API.EdgeFlag pointer.
 */
void gl_EdgeFlag( GLcontext *ctx, GLboolean flag )
{
   ctx->Current.EdgeFlag = flag;
}



/**********************************************************************/
/*****                    glVertex functions                      *****/
/**********************************************************************/

/*
 * Used when in feedback mode.
 * Caller:  context->API.Vertex4f pointer.
 */
static void vertex4f_feedback( GLcontext *ctx,
                               GLfloat x, GLfloat y, GLfloat z, GLfloat w )
{
   struct vertex_buffer *VB = ctx->VB;
   GLuint count = VB->Count;

   /* vertex */
   ASSIGN_4V( VB->Obj[count], x, y, z, w );

   /* color */
   COPY_4UBV( VB->Fcolor[count], ctx->Current.ByteColor );

   /* index */
   VB->Findex[count] = ctx->Current.Index;

   /* normal */
   COPY_3V( VB->Normal[count], ctx->Current.Normal );

   /* texcoord */
   COPY_4V( VB->TexCoord[count], ctx->Current.TexCoord );

   /* edgeflag */
   VB->Edgeflag[count] = ctx->Current.EdgeFlag;

   count++;
   VB->Count = count;
   if (count==VB_MAX) {
      gl_transform_vb_part1( ctx, GL_FALSE );
   }
}


static void vertex3f_feedback( GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z )
{
   vertex4f_feedback(ctx, x, y, z, 1.0F);
}


static void vertex2f_feedback( GLcontext *ctx, GLfloat x, GLfloat y )
{
   vertex4f_feedback(ctx, x, y, 0.0F, 1.0F);
}


static void vertex3fv_feedback( GLcontext *ctx, const GLfloat v[3] )
{
   vertex4f_feedback(ctx, v[0], v[1], v[2], 1.0F);
}



/*
 * Only one glVertex4 function since it's not too popular.
 * Caller:  context->API.Vertex4f pointer.
 */
static void vertex4( GLcontext *ctx,
                     GLfloat x, GLfloat y, GLfloat z, GLfloat w )
{
   struct vertex_buffer *VB = ctx->VB;
   GLuint count = VB->Count;

   ASSIGN_4V( VB->Obj[count], x, y, z, w );
   COPY_4UBV( VB->Fcolor[count], ctx->Current.ByteColor );
   COPY_3V( VB->Normal[count], ctx->Current.Normal );
   COPY_4V( VB->TexCoord[count], ctx->Current.TexCoord );
   VB->Edgeflag[count] = ctx->Current.EdgeFlag;
   VB->VertexSizeMask = VERTEX4_BIT;

   count++;
   VB->Count = count;
   if (count==VB_MAX) {
      gl_transform_vb_part1( ctx, GL_FALSE );
   }
}



/*
 * XYZ vertex, RGB color, normal, ST texture coords.
 * Caller:  context->API.Vertex3f pointer.
 */
static void vertex3f_normal_color_tex2( GLcontext *ctx,
                                        GLfloat x, GLfloat y, GLfloat z )
{
   struct vertex_buffer *VB = ctx->VB;
   GLuint count = VB->Count;

   ASSIGN_3V( VB->Obj[count], x, y, z );
   COPY_4UBV( VB->Fcolor[count], ctx->Current.ByteColor );
   COPY_3V( VB->Normal[count], ctx->Current.Normal );
   COPY_2V( VB->TexCoord[count], ctx->Current.TexCoord );
   VB->Edgeflag[count] = ctx->Current.EdgeFlag;

   count++;
   VB->Count = count;
   if (count==VB_MAX) {
      gl_transform_vb_part1( ctx, GL_FALSE );
   }
}


/*
 * XYZ vertex, RGB color, normal, STRQ texture coords.
 * Caller:  context->API.Vertex3f pointer.
 */
static void vertex3f_normal_color_tex4( GLcontext *ctx,
                                        GLfloat x, GLfloat y, GLfloat z )
{
   struct vertex_buffer *VB = ctx->VB;
   GLuint count = VB->Count;

   ASSIGN_3V( VB->Obj[count], x, y, z );
   COPY_4UBV( VB->Fcolor[count], ctx->Current.ByteColor );
   COPY_3V( VB->Normal[count], ctx->Current.Normal );
   COPY_4V( VB->TexCoord[count], ctx->Current.TexCoord );
   VB->Edgeflag[count] = ctx->Current.EdgeFlag;

   count++;
   VB->Count = count;
   if (count==VB_MAX) {
      gl_transform_vb_part1( ctx, GL_FALSE );
   }
}


/*
 * XYZ vertex, normal.
 * Caller:  context->API.Vertex3f pointer.
 */
static void vertex3f_normal( GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z )
{
   struct vertex_buffer *VB = ctx->VB;
   GLuint count = VB->Count;

   ASSIGN_3V( VB->Obj[count], x, y, z );
   COPY_3V( VB->Normal[count], ctx->Current.Normal );
   VB->Edgeflag[count] = ctx->Current.EdgeFlag;

   count++;
   VB->Count = count;
   if (count==VB_MAX) {
      gl_transform_vb_part1( ctx, GL_FALSE );
   }
}


/*
 * XYZ vertex, ST texture coords.
 * Caller:  context->API.Vertex3f pointer.
 */
static void vertex3f_color_tex2( GLcontext *ctx,
                                 GLfloat x, GLfloat y, GLfloat z )
{
   struct vertex_buffer *VB = ctx->VB;
   GLuint count = VB->Count;

   ASSIGN_3V( VB->Obj[count], x, y, z );
   COPY_4UBV( VB->Fcolor[count], ctx->Current.ByteColor );
   COPY_2V( VB->TexCoord[count], ctx->Current.TexCoord );
   VB->Edgeflag[count] = ctx->Current.EdgeFlag;

   count++;
   VB->Count = count;
   if (count==VB_MAX) {
      gl_transform_vb_part1( ctx, GL_FALSE );
   }
}


/*
 * XYZ vertex, STRQ texture coords.
 * Caller:  context->API.Vertex3f pointer.
 */
static void vertex3f_color_tex4( GLcontext *ctx,
                                 GLfloat x, GLfloat y, GLfloat z )
{
   struct vertex_buffer *VB = ctx->VB;
   GLuint count = VB->Count;

   ASSIGN_3V( VB->Obj[count], x, y, z );
   COPY_4UBV( VB->Fcolor[count], ctx->Current.ByteColor );
   COPY_4V( VB->TexCoord[count], ctx->Current.TexCoord );
   VB->Edgeflag[count] = ctx->Current.EdgeFlag;

   count++;
   VB->Count = count;
   if (count==VB_MAX) {
      gl_transform_vb_part1( ctx, GL_FALSE );
   }
}


/*
 * XYZ vertex, RGB color.
 * Caller:  context->API.Vertex3f pointer.
 */
static void vertex3f_color( GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z )
{
   struct vertex_buffer *VB = ctx->VB;
   GLuint count = VB->Count;

   ASSIGN_3V( VB->Obj[count], x, y, z );
   COPY_4UBV( VB->Fcolor[count], ctx->Current.ByteColor );
   VB->Edgeflag[count] = ctx->Current.EdgeFlag;

   count++;
   VB->Count = count;
   if (count==VB_MAX) {
      gl_transform_vb_part1( ctx, GL_FALSE );
   }
}


/*
 * XYZ vertex, color index.
 * Caller:  context->API.Vertex3f pointer.
 */
static void vertex3f_index( GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z )
{
   struct vertex_buffer *VB = ctx->VB;
   GLuint count = VB->Count;

   ASSIGN_3V( VB->Obj[count], x, y, z );
   VB->Findex[count] = ctx->Current.Index;
   VB->Edgeflag[count] = ctx->Current.EdgeFlag;

   count++;
   VB->Count = count;
   if (count==VB_MAX) {
      gl_transform_vb_part1( ctx, GL_FALSE );
   }
}



/*
 * XY vertex, RGB color, normal, ST texture coords.
 * Caller:  context->API.Vertex2f pointer.
 */
static void vertex2f_normal_color_tex2( GLcontext *ctx, GLfloat x, GLfloat y )
{
   struct vertex_buffer *VB = ctx->VB;
   GLuint count = VB->Count;

   ASSIGN_3V( VB->Obj[count], x, y, 0.0F );
   COPY_4UBV( VB->Fcolor[count], ctx->Current.ByteColor );
   COPY_3V( VB->Normal[count], ctx->Current.Normal );
   COPY_2V( VB->TexCoord[count], ctx->Current.TexCoord );
   VB->Edgeflag[count] = ctx->Current.EdgeFlag;

   count++;
   VB->Count = count;
   if (count==VB_MAX) {
      gl_transform_vb_part1( ctx, GL_FALSE );
   }
}


/*
 * XY vertex, RGB color, normal, STRQ texture coords.
 * Caller:  context->API.Vertex2f pointer.
 */
static void vertex2f_normal_color_tex4( GLcontext *ctx, GLfloat x, GLfloat y )
{
   struct vertex_buffer *VB = ctx->VB;
   GLuint count = VB->Count;

   ASSIGN_3V( VB->Obj[count], x, y, 0.0F );
   COPY_4UBV( VB->Fcolor[count], ctx->Current.ByteColor );
   COPY_3V( VB->Normal[count], ctx->Current.Normal );
   COPY_4V( VB->TexCoord[count], ctx->Current.TexCoord );
   VB->Edgeflag[count] = ctx->Current.EdgeFlag;

   count++;
   VB->Count = count;
   if (count==VB_MAX) {
      gl_transform_vb_part1( ctx, GL_FALSE );
   }
}


/*
 * XY vertex, normal.
 * Caller:  context->API.Vertex2f pointer.
 */
static void vertex2f_normal( GLcontext *ctx, GLfloat x, GLfloat y )
{
   struct vertex_buffer *VB = ctx->VB;
   GLuint count = VB->Count;

   ASSIGN_3V( VB->Obj[count], x, y, 0.0F );
   COPY_3V( VB->Normal[count], ctx->Current.Normal );
   VB->Edgeflag[count] = ctx->Current.EdgeFlag;

   count++;
   VB->Count = count;
   if (count==VB_MAX) {
      gl_transform_vb_part1( ctx, GL_FALSE );
   }
}


/*
 * XY vertex, ST texture coords.
 * Caller:  context->API.Vertex2f pointer.
 */
static void vertex2f_color_tex2( GLcontext *ctx, GLfloat x, GLfloat y )
{
   struct vertex_buffer *VB = ctx->VB;
   GLuint count = VB->Count;

   ASSIGN_3V( VB->Obj[count], x, y, 0.0F );
   COPY_4UBV( VB->Fcolor[count], ctx->Current.ByteColor );
   COPY_2V( VB->TexCoord[count], ctx->Current.TexCoord );
   VB->Edgeflag[count] = ctx->Current.EdgeFlag;

   count++;
   VB->Count = count;
   if (count==VB_MAX) {
      gl_transform_vb_part1( ctx, GL_FALSE );
   }
}


/*
 * XY vertex, STRQ texture coords.
 * Caller:  context->API.Vertex2f pointer.
 */
static void vertex2f_color_tex4( GLcontext *ctx, GLfloat x, GLfloat y )
{
   struct vertex_buffer *VB = ctx->VB;
   GLuint count = VB->Count;

   ASSIGN_3V( VB->Obj[count], x, y, 0.0F );
   COPY_4UBV( VB->Fcolor[count], ctx->Current.ByteColor );
   COPY_4V( VB->TexCoord[count], ctx->Current.TexCoord );
   VB->Edgeflag[count] = ctx->Current.EdgeFlag;

   count++;
   VB->Count = count;
   if (count==VB_MAX) {
      gl_transform_vb_part1( ctx, GL_FALSE );
   }
}


/*
 * XY vertex, RGB color.
 * Caller:  context->API.Vertex2f pointer.
 */
static void vertex2f_color( GLcontext *ctx, GLfloat x, GLfloat y )
{
   struct vertex_buffer *VB = ctx->VB;
   GLuint count = VB->Count;

   ASSIGN_3V( VB->Obj[count], x, y, 0.0F );
   COPY_4UBV( VB->Fcolor[count], ctx->Current.ByteColor );
   VB->Edgeflag[count] = ctx->Current.EdgeFlag;

   count++;
   VB->Count = count;
   if (count==VB_MAX) {
      gl_transform_vb_part1( ctx, GL_FALSE );
   }
}


/*
 * XY vertex, color index.
 * Caller:  context->API.Vertex3f pointer.
 */
static void vertex2f_index( GLcontext *ctx, GLfloat x, GLfloat y )
{
   struct vertex_buffer *VB = ctx->VB;
   GLuint count = VB->Count;

   ASSIGN_3V( VB->Obj[count], x, y, 0.0F );
   VB->Findex[count] = ctx->Current.Index;
   VB->Edgeflag[count] = ctx->Current.EdgeFlag;

   count++;
   VB->Count = count;
   if (count==VB_MAX) {
      gl_transform_vb_part1( ctx, GL_FALSE );
   }
}




/*
 * XYZ vertex, RGB color, normal, ST texture coords.
 * Caller:  context->API.Vertex3f pointer.
 */
static void vertex3fv_normal_color_tex2( GLcontext *ctx, const GLfloat v[3] )
{
   struct vertex_buffer *VB = ctx->VB;
   GLuint count = VB->Count;

   COPY_3V( VB->Obj[count], v );
   COPY_4UBV( VB->Fcolor[count], ctx->Current.ByteColor );
   COPY_3V( VB->Normal[count], ctx->Current.Normal );
   COPY_2V( VB->TexCoord[count], ctx->Current.TexCoord );
   VB->Edgeflag[count] = ctx->Current.EdgeFlag;

   count++;
   VB->Count = count;
   if (count==VB_MAX) {
      gl_transform_vb_part1( ctx, GL_FALSE );
   }
}


/*
 * XYZ vertex, RGB color, normal, STRQ texture coords.
 * Caller:  context->API.Vertex3f pointer.
 */
static void vertex3fv_normal_color_tex4( GLcontext *ctx, const GLfloat v[3] )
{
   struct vertex_buffer *VB = ctx->VB;
   GLuint count = VB->Count;

   COPY_3V( VB->Obj[count], v );
   COPY_4UBV( VB->Fcolor[count], ctx->Current.ByteColor );
   COPY_3V( VB->Normal[count], ctx->Current.Normal );
   COPY_4V( VB->TexCoord[count], ctx->Current.TexCoord );
   VB->Edgeflag[count] = ctx->Current.EdgeFlag;

   count++;
   VB->Count = count;
   if (count==VB_MAX) {
      gl_transform_vb_part1( ctx, GL_FALSE );
   }
}


/*
 * XYZ vertex, normal.
 * Caller:  context->API.Vertex3f pointer.
 */
static void vertex3fv_normal( GLcontext *ctx, const GLfloat v[3] )
{
   struct vertex_buffer *VB = ctx->VB;
   GLuint count = VB->Count;

   COPY_3V( VB->Obj[count], v );
   COPY_3V( VB->Normal[count], ctx->Current.Normal );
   VB->Edgeflag[count] = ctx->Current.EdgeFlag;

   count++;
   VB->Count = count;
   if (count==VB_MAX) {
      gl_transform_vb_part1( ctx, GL_FALSE );
   }
}


/*
 * XYZ vertex, ST texture coords.
 * Caller:  context->API.Vertex3f pointer.
 */
static void vertex3fv_color_tex2( GLcontext *ctx, const GLfloat v[3] )
{
   struct vertex_buffer *VB = ctx->VB;
   GLuint count = VB->Count;

   COPY_3V( VB->Obj[count], v );
   COPY_4UBV( VB->Fcolor[count], ctx->Current.ByteColor );
   COPY_2V( VB->TexCoord[count], ctx->Current.TexCoord );
   VB->Edgeflag[count] = ctx->Current.EdgeFlag;

   count++;
   VB->Count = count;
   if (count==VB_MAX) {
      gl_transform_vb_part1( ctx, GL_FALSE );
   }
}


/*
 * XYZ vertex, STRQ texture coords.
 * Caller:  context->API.Vertex3f pointer.
 */
static void vertex3fv_color_tex4( GLcontext *ctx, const GLfloat v[3] )
{
   struct vertex_buffer *VB = ctx->VB;
   GLuint count = VB->Count;

   COPY_3V( VB->Obj[count], v );
   COPY_4UBV( VB->Fcolor[count], ctx->Current.ByteColor );
   COPY_4V( VB->TexCoord[count], ctx->Current.TexCoord );
   VB->Edgeflag[count] = ctx->Current.EdgeFlag;

   count++;
   VB->Count = count;
   if (count==VB_MAX) {
      gl_transform_vb_part1( ctx, GL_FALSE );
   }
}


/*
 * XYZ vertex, RGB color.
 * Caller:  context->API.Vertex3f pointer.
 */
static void vertex3fv_color( GLcontext *ctx, const GLfloat v[3] )
{
   struct vertex_buffer *VB = ctx->VB;
   GLuint count = VB->Count;

   COPY_3V( VB->Obj[count], v );
   COPY_4UBV( VB->Fcolor[count], ctx->Current.ByteColor );
   VB->Edgeflag[count] = ctx->Current.EdgeFlag;

   count++;
   VB->Count = count;
   if (count==VB_MAX) {
      gl_transform_vb_part1( ctx, GL_FALSE );
   }
}


/*
 * XYZ vertex, Color index
 * Caller:  context->API.Vertex3f pointer.
 */
static void vertex3fv_index( GLcontext *ctx, const GLfloat v[3] )
{
   struct vertex_buffer *VB = ctx->VB;
   GLuint count = VB->Count;

   COPY_3V( VB->Obj[count], v );
   VB->Findex[count] = ctx->Current.Index;
   VB->Edgeflag[count] = ctx->Current.EdgeFlag;

   count++;
   VB->Count = count;
   if (count==VB_MAX) {
      gl_transform_vb_part1( ctx, GL_FALSE );
   }
}



/*
 * Called when outside glBegin/glEnd, raises an error.
 * Caller:  context->API.Vertex4f pointer.
 */
void gl_vertex4f_nop( GLcontext *ctx,
                      GLfloat x, GLfloat y, GLfloat z, GLfloat w )
{
   gl_error( ctx, GL_INVALID_OPERATION, "glVertex4" );
}

void gl_vertex3f_nop( GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z )
{
   gl_error( ctx, GL_INVALID_OPERATION, "glVertex3" );
}

void gl_vertex2f_nop( GLcontext *ctx, GLfloat x, GLfloat y )
{
   gl_error( ctx, GL_INVALID_OPERATION, "glVertex2" );
}

void gl_vertex3fv_nop( GLcontext *ctx, const GLfloat v[3] )
{
   gl_error( ctx, GL_INVALID_OPERATION, "glVertex3v" );
}




/**********************************************************************/
/******                   glTexCoord functions                    *****/
/**********************************************************************/

/*
 * Caller:  context->API.TexCoord2f pointer.
 */
void gl_TexCoord2f( GLcontext *ctx, GLfloat s, GLfloat t )
{
   ctx->Current.TexCoord[0] = s;
   ctx->Current.TexCoord[1] = t;
}


/*
 * Caller:  context->API.TexCoord2f pointer.
 * This version of glTexCoord2 is called if glTexCoord[34] was a predecessor.
 */
void gl_TexCoord2f4( GLcontext *ctx, GLfloat s, GLfloat t )
{
   ctx->Current.TexCoord[0] = s;
   ctx->Current.TexCoord[1] = t;
   ctx->Current.TexCoord[2] = 0.0F;
   ctx->Current.TexCoord[3] = 1.0F;
}


/*
 * Caller:  context->API.TexCoord4f pointer.
 */
void gl_TexCoord4f( GLcontext *ctx, GLfloat s, GLfloat t, GLfloat r, GLfloat q)
{
   ctx->Current.TexCoord[0] = s;
   ctx->Current.TexCoord[1] = t;
   ctx->Current.TexCoord[2] = r;
   ctx->Current.TexCoord[3] = q;
   if (ctx->VB->TexCoordSize==2) {
      /* Have to switch to 4-component texture mode now */
      ctx->VB->TexCoordSize = 4;
      gl_set_vertex_function( ctx );
      ctx->Exec.TexCoord2f = ctx->API.TexCoord2f = gl_TexCoord2f4;
   }
}




/*
 * This function examines the current GL state and sets the
 * ctx->Exec.Vertex[34]f pointers to point at the appropriate vertex
 * processing functions.
 */
void gl_set_vertex_function( GLcontext *ctx )
{
   if (ctx->RenderMode==GL_FEEDBACK) {
      ctx->Exec.Vertex4f = vertex4f_feedback;
      ctx->Exec.Vertex3f = vertex3f_feedback;
      ctx->Exec.Vertex2f = vertex2f_feedback;
      ctx->Exec.Vertex3fv = vertex3fv_feedback;
   }
   else {
      ctx->Exec.Vertex4f = vertex4;
      if (ctx->Visual->RGBAflag) {
         if (ctx->NeedNormals) {
            /* lighting enabled, need normal vectors */
            if (ctx->Texture.Enabled) {
               if (ctx->VB->TexCoordSize==2) {
                  ctx->Exec.Vertex2f = vertex2f_normal_color_tex2;
                  ctx->Exec.Vertex3f = vertex3f_normal_color_tex2;
                  ctx->Exec.Vertex3fv = vertex3fv_normal_color_tex2;
               }
               else {
                  ctx->Exec.Vertex2f = vertex2f_normal_color_tex4;
                  ctx->Exec.Vertex3f = vertex3f_normal_color_tex4;
                  ctx->Exec.Vertex3fv = vertex3fv_normal_color_tex4;
               }
            }
            else {
               ctx->Exec.Vertex2f = vertex2f_normal;
               ctx->Exec.Vertex3f = vertex3f_normal;
               ctx->Exec.Vertex3fv = vertex3fv_normal;
            }
         }
         else {
            /* not lighting, need vertex color */
            if (ctx->Texture.Enabled) {
               if (ctx->VB->TexCoordSize==2) {
                  ctx->Exec.Vertex2f = vertex2f_color_tex2;
                  ctx->Exec.Vertex3f = vertex3f_color_tex2;
                  ctx->Exec.Vertex3fv = vertex3fv_color_tex2;
               }
               else {
                  ctx->Exec.Vertex2f = vertex2f_color_tex4;
                  ctx->Exec.Vertex3f = vertex3f_color_tex4;
                  ctx->Exec.Vertex3fv = vertex3fv_color_tex4;
               }
            }
            else {
               ctx->Exec.Vertex2f = vertex2f_color;
               ctx->Exec.Vertex3f = vertex3f_color;
               ctx->Exec.Vertex3fv = vertex3fv_color;
            }
         }
      }
      else {
         /* color index mode */
         if (ctx->Light.Enabled) {
            ctx->Exec.Vertex2f = vertex2f_normal;
            ctx->Exec.Vertex3f = vertex3f_normal;
            ctx->Exec.Vertex3fv = vertex3fv_normal;
         }
         else {
            ctx->Exec.Vertex2f = vertex2f_index;
            ctx->Exec.Vertex3f = vertex3f_index;
            ctx->Exec.Vertex3fv = vertex3fv_index;
         }
      }
   }

   if (!ctx->CompileFlag) {
      ctx->API.Vertex2f = ctx->Exec.Vertex2f;
      ctx->API.Vertex3f = ctx->Exec.Vertex3f;
      ctx->API.Vertex4f = ctx->Exec.Vertex4f;
      ctx->API.Vertex3fv = ctx->Exec.Vertex3fv;
   }
}



/*
 * This function examines the current GL state and sets the
 * ctx->Exec.Color[34]* pointers to point at the appropriate vertex
 * processing functions.
 */
void gl_set_color_function( GLcontext *ctx )
{
   ASSERT( !INSIDE_BEGIN_END(ctx) );

   if (ctx->Light.ColorMaterialEnabled) {
      ctx->Exec.Color3f = gl_ColorMat3f;
      ctx->Exec.Color3fv = gl_ColorMat3fv;
      ctx->Exec.Color4f = gl_ColorMat4f;
      ctx->Exec.Color4fv = gl_ColorMat4fv;
      ctx->Exec.Color4ub = gl_ColorMat4ub;
      ctx->Exec.Color4ubv = gl_ColorMat4ubv;
   }
   else {
      ctx->Exec.Color3f = gl_Color3f;
      ctx->Exec.Color3fv = gl_Color3fv;
      ctx->Exec.Color4f = gl_Color4f;
      ctx->Exec.Color4fv = gl_Color4fv;
      ctx->Exec.Color4ub
         = ctx->Visual->EightBitColor ? gl_Color4ub8bit : gl_Color4ub;
      ctx->Exec.Color4ubv
         = ctx->Visual->EightBitColor ? gl_Color4ubv8bit : gl_Color4ubv;
   }
   if (!ctx->CompileFlag) {
      ctx->API.Color3f = ctx->Exec.Color3f;
      ctx->API.Color3fv = ctx->Exec.Color3fv;
      ctx->API.Color4f = ctx->Exec.Color4f;
      ctx->API.Color4fv = ctx->Exec.Color4fv;
      ctx->API.Color4ub = ctx->Exec.Color4ub;
      ctx->API.Color4ubv = ctx->Exec.Color4ubv;
   }
}



/**********************************************************************/
/*****                    Evaluator vertices                      *****/
/**********************************************************************/


/*
 * Process a vertex produced by an evaluator.
 * Caller:  eval.c
 * Input:  vertex - the X,Y,Z,W vertex
 *         normal - normal vector
 *         color - 4 integer color components
 *         index - color index
 *         texcoord - texture coordinate
 */
void gl_eval_vertex( GLcontext *ctx,
                     const GLfloat vertex[4], const GLfloat normal[3],
		     const GLubyte color[4],
                     GLuint index,
                     const GLfloat texcoord[4] )
{
   struct vertex_buffer *VB = ctx->VB;
   GLuint count = VB->Count;  /* copy to local var to encourage optimization */

   VB->VertexSizeMask = VERTEX4_BIT;
   VB->MonoNormal = GL_FALSE;
   COPY_4V( VB->Obj[count], vertex );
   COPY_3V( VB->Normal[count], normal );
   COPY_4UBV( VB->Fcolor[count], color );
   
#ifdef GL_VERSION_1_1
   if (ctx->Light.ColorMaterialEnabled
       && (ctx->Eval.Map1Color4 || ctx->Eval.Map2Color4)) {
      GLfloat fcolor[4];
      fcolor[0] = color[0] * ctx->Visual->InvRedScale;
      fcolor[1] = color[1] * ctx->Visual->InvGreenScale;
      fcolor[2] = color[2] * ctx->Visual->InvBlueScale;
      fcolor[3] = color[3] * ctx->Visual->InvAlphaScale;
      gl_set_material( ctx, ctx->Light.ColorMaterialBitmask, fcolor );
   }
#endif
   VB->Findex[count] = index;
   COPY_4V( VB->TexCoord[count], texcoord );
   VB->Edgeflag[count] = ctx->Current.EdgeFlag;

   count++;
   VB->Count = count;
   if (count==VB_MAX) {
      gl_transform_vb_part1( ctx, GL_FALSE );
   }
}





/**********************************************************************/
/*****                    glBegin / glEnd                         *****/
/**********************************************************************/


#ifdef PROFILE
static GLdouble begin_time;
#endif


void gl_Begin( GLcontext *ctx, GLenum p )
{
   struct vertex_buffer *VB = ctx->VB;
   struct pixel_buffer *PB = ctx->PB;
#ifdef PROFILE
   begin_time = gl_time();
#endif

   if (INSIDE_BEGIN_END(ctx)) {
      gl_error( ctx, GL_INVALID_OPERATION, "glBegin" );
      return;
   }
   if (ctx->NewModelViewMatrix) {
      gl_analyze_modelview_matrix(ctx);
   }
   if (ctx->NewProjectionMatrix) {
      gl_analyze_projection_matrix(ctx);
   }
   if (ctx->NewState) {
      gl_update_state(ctx);
   }
   else if (ctx->Exec.Vertex3f==gl_vertex3f_nop) {
      gl_set_vertex_function(ctx);
   }

   if (ctx->Driver.Begin) {
      (*ctx->Driver.Begin)( ctx, p );
   }

   ctx->Primitive = p;
   VB->Start = VB->Count = 0;

   VB->MonoColor = ctx->MonoPixels;
   VB->MonoNormal = GL_TRUE;
   if (VB->MonoColor) {
      /* All pixels generated are likely to be the same color so have
       * the device driver set the "monocolor" now.
       */
      if (ctx->Visual->RGBAflag) {
         GLubyte r = ctx->Current.ByteColor[0];
         GLubyte g = ctx->Current.ByteColor[1];
         GLubyte b = ctx->Current.ByteColor[2];
         GLubyte a = ctx->Current.ByteColor[3];
         (*ctx->Driver.Color)( ctx, r, g, b, a );
      }
      else {
         (*ctx->Driver.Index)( ctx, ctx->Current.Index );
      }
   }

   /* By default use front color/index.  Two-sided lighting may override. */
   VB->Color = VB->Fcolor;
   VB->Index = VB->Findex;

   switch (ctx->Primitive) {
      case GL_POINTS:
	 ctx->LightTwoSide = 0;
	 PB_INIT( PB, GL_POINT );
	 break;
      case GL_LINES:
      case GL_LINE_STRIP:
      case GL_LINE_LOOP:
	 ctx->LightTwoSide = 0;
	 ctx->StippleCounter = 0;
	 PB_INIT( PB, GL_LINE );
         break;
      case GL_TRIANGLES:
      case GL_TRIANGLE_STRIP:
      case GL_TRIANGLE_FAN:
      case GL_QUADS:
      case GL_QUAD_STRIP:
      case GL_POLYGON:
	 ctx->LightTwoSide = (GLuint) ctx->Light.Model.TwoSide;
	 PB_INIT( PB, GL_POLYGON );
         break;
      default:
	 gl_error( ctx, GL_INVALID_ENUM, "glBegin" );
	 ctx->Primitive = GL_BITMAP;
   }
}



void gl_End( GLcontext *ctx )
{
   struct pixel_buffer *PB = ctx->PB;
   struct vertex_buffer *VB = ctx->VB;

   if (ctx->Primitive==GL_BITMAP) {
      /* glEnd without glBegin */
      gl_error( ctx, GL_INVALID_OPERATION, "glEnd" );
      return;
   }

   if (VB->Count > VB->Start) {
      gl_transform_vb_part1( ctx, GL_TRUE );
   }
   if (PB->count>0) {
      gl_flush_pb(ctx);
   }

   if (ctx->Driver.End) {
      (*ctx->Driver.End)(ctx);
   }

   PB->primitive = ctx->Primitive = GL_BITMAP;  /* Default mode */

#ifdef PROFILE
   ctx->BeginEndTime += gl_time() - begin_time;
   ctx->BeginEndCount++;
#endif
}

These are the contents of the former NiCE NeXT User Group NeXTSTEP/OpenStep software archive, currently hosted by Netfuture.ch.