#include #include #include #include #include #include #include "types.h" #include "render.h" #include "context.h" #define PRINT(a,b) fprintf(out, "#define %-30s 0x%08x\n", a, b) #define PRINT0(a) fprintf(out, a); #define PRINT1(a,b) fprintf(out, a, b); int main(int argc, char** argv) { __GLcontext *gc = 0; __GLvertex *vx = 0; __GLtransform *tr = 0; __GLmatrix *m = 0; __GLfloat one = (__GLfloat)1; __GLcolor *color = 0; __GLlightSourceMachine *lsm = 0; __GLlightSourcePerMaterialMachine *lspmm = 0; __GLmaterialMachine *msm = 0; FILE *out; struct prda *pr = 0; #ifdef __GL_LINT argc = argc; argv = argv; #endif if (argc != 2) { fprintf(stderr, "Usage: %s file_name\n", argv[0]); exit(1); } out = fopen(argv[1], "w"); if (NULL == out) { fprintf(stderr, "Cannot open %s\n", argv[1]); exit(1); } PRINT0("/* DO NOT EDIT - THIS FILE IS AUTOMATICALLY GENERATED */\n"); PRINT1("/* Size of core context = %d bytes */\n", sizeof(*gc)); PRINT1( "/* Size of core attrib record = %d bytes */\n", sizeof(gc->state)); PRINT0("\n"); PRINT0("#include \"asm.h\"\n\n"); //PRINT0("/* Context offset */\n"); //PRINT("__GL_CONTEXT", &__gl_context); PRINT0("/* Context structure offsets */\n"); #if 0 PRINT("__GC_TRANSFORM_MODELVIEW", &gc->transform.modelView); PRINT("__GC_TRANSFORM_CLIPX0", &gc->transform.clipX0); PRINT("__GC_TRANSFORM_CLIPX1", &gc->transform.clipX1); PRINT("__GC_TRANSFORM_CLIPY0", &gc->transform.clipY0); PRINT("__GC_TRANSFORM_CLIPY1", &gc->transform.clipY1); PRINT("__GC_TRANSFORM_MINX", &gc->transform.minx); PRINT("__GC_TRANSFORM_MINY", &gc->transform.miny); PRINT("__GC_TRANSFORM_MAXX", &gc->transform.maxx); PRINT("__GC_TRANSFORM_MAXY", &gc->transform.maxy); PRINT("__GC_TRANSFORM_FMINX", &gc->transform.fminx); PRINT("__GC_TRANSFORM_FMINY", &gc->transform.fminy); PRINT("__GC_TRANSFORM_FMAXX", &gc->transform.fmaxx); PRINT("__GC_TRANSFORM_FMAXY", &gc->transform.fmaxy); PRINT("__GC_TRANSFORM_MATRIX2D", &gc->transform.matrix2D); PRINT0("\n"); PRINT("__GC_CURRENT_EDGETAG", &gc->state.current.edgeTag); #endif PRINT("__GC_CURRENT_USERCOLOR_R", &gc->state.current.userColor.r); PRINT("__GC_CURRENT_USERCOLOR_G", &gc->state.current.userColor.g); PRINT("__GC_CURRENT_USERCOLOR_B", &gc->state.current.userColor.b); PRINT("__GC_CURRENT_USERCOLOR_A", &gc->state.current.userColor.a); PRINT("__GC_CURRENT_USERCOLORINDEX", &gc->state.current.userColorIndex); #if 0 PRINT("__GC_CURRENT_COLOR_R", &gc->state.current.color.r); PRINT("__GC_CURRENT_COLOR_G", &gc->state.current.color.g); PRINT("__GC_CURRENT_COLOR_B", &gc->state.current.color.b); PRINT("__GC_CURRENT_COLOR_A", &gc->state.current.color.a); PRINT("__GC_CURRENT_NORMAL_X", &gc->state.current.normal.x); PRINT("__GC_CURRENT_NORMAL_Y", &gc->state.current.normal.y); PRINT("__GC_CURRENT_NORMAL_Z", &gc->state.current.normal.z); PRINT("__GC_CURRENT_TEXTURE_X", &gc->state.current.texture.x); PRINT("__GC_CURRENT_TEXTURE_Y", &gc->state.current.texture.y); PRINT("__GC_CURRENT_TEXTURE_Z", &gc->state.current.texture.z); PRINT("__GC_CURRENT_TEXTURE_W", &gc->state.current.texture.w); PRINT("__GC_FOG_COLOR", &gc->state.fog.color); #endif PRINT("__GC_FRONTBUFFER_REDSCALE", &gc->frontBuffer.redScale); PRINT("__GC_FRONTBUFFER_GREENSCALE", &gc->frontBuffer.greenScale); PRINT("__GC_FRONTBUFFER_BLUESCALE", &gc->frontBuffer.blueScale); PRINT("__GC_FRONTBUFFER_ALPHASCALE", &gc->frontBuffer.alphaScale); PRINT0("\n"); #if 0 PRINT("__GC_VERTEX_V0", &gc->vertex.v0); PRINT("__GC_VERTEX_V1", &gc->vertex.v1); PRINT("__GC_VERTEX_VBUF0", &gc->vertex.vbuf[0]); PRINT("__GC_VERTEX_VBUF1", &gc->vertex.vbuf[1]); PRINT("__GC_VERTEX_PROVOKING", &gc->vertex.provoking); PRINT("__GC_VERTEX_NEEDS", &gc->vertex.needs); PRINT("__GC_VERTEX_FRONTFACE_NEEDS", &gc->vertex.faceNeeds[__GL_FRONTFACE]); PRINT0("\n"); PRINT("__GC_LINE_NOTRESETSTIPPLE", &gc->line.notResetStipple); PRINT("__GC_LINE_ALIASEDWIDTH", &gc->state.line.aliasedWidth); PRINT0("\n"); PRINT("__GC_VIEWPORT_XCENTER", &gc->state.viewport.xCenter); PRINT("__GC_VIEWPORT_YCENTER", &gc->state.viewport.yCenter); PRINT("__GC_VIEWPORT_ZCENTER", &gc->state.viewport.zCenter); PRINT("__GC_VIEWPORT_XSCALE", &gc->state.viewport.xScale); PRINT("__GC_VIEWPORT_YSCALE", &gc->state.viewport.yScale); PRINT("__GC_VIEWPORT_ZSCALE", &gc->state.viewport.zScale); PRINT("__GC_VIEWPORT_HEIGHT", &gc->state.viewport.height); PRINT("__GC_VIEWPORT_WIDTH", &gc->state.viewport.width); PRINT0("\n"); PRINT("__GC_PROCS_VERTEX", &gc->procs.vertex); PRINT("__GC_PROCS_VALIDATEVERTEX2", &gc->procs.validateVertex2); PRINT("__GC_PROCS_VALIDATEVERTEX3", &gc->procs.validateVertex3); PRINT("__GC_PROCS_VALIDATEVERTEX4", &gc->procs.validateVertex4); PRINT("__GC_PROCS_V", &gc->procs.v); PRINT("__GC_PROCS_FILLTRIANGLE", &gc->procs.fillTriangle); PRINT("__GC_PROCS_RENDERTRIANGLE", &gc->procs.renderTriangle); PRINT("__GC_PROCS_MATVALIDATE", &gc->procs.matValidate); PRINT("__GC_PROCS_LINE_DEPTHTESTPIXEL", &gc->procs.line.depthTestPixel); PRINT("__GC_PROCS_LINE_DEPTHTESTSPIXEL", &gc->procs.line.depthTestSPixel); PRINT("__GC_PROCS_LINE_DEPTHTESTPIXELSF", &gc->procs.line.depthTestPixelSF); PRINT("__GC_PROCS_LINE_DEPTHTESTSPIXELSF", &gc->procs.line.depthTestSPixelSF); PRINT("__GC_PROCS_CLIPCHECK2", &gc->procs.clipCheck2); PRINT("__GC_PROCS_CLIPCHECK3", &gc->procs.clipCheck3); PRINT("__GC_PROCS_CLIPCHECK4", &gc->procs.clipCheck4); PRINT("__GC_PROCS_RENDERLINE", &gc->procs.renderLine); PRINT("__GC_PROCS_CLIPLINE", &gc->procs.clipLine); PRINT("__GC_PROCS_RENDERPOINT", &gc->procs.renderPoint); PRINT("__GC_PROCS_CALCCOLOR", &gc->procs.calcColor); PRINT("__GC_PROCS_CALCTEXTURE", &gc->procs.calcTexture); PRINT("__GC_PROCS_FOGVERTEX", &gc->procs.fogVertex); PRINT("__GC_PROCS_NORMALIZE", &gc->procs.normalize); PRINT("__GC_PROCS_COMPUTEINVERSETRANSPOSE", &gc->procs.computeInverseTranspose); PRINT0("\n"); PRINT("__GC_ENABLES_GENERAL", &gc->state.enables.general); PRINT0("\n"); PRINT("__GC_STATE_LIGHT_FRONT", &gc->state.light.front); PRINT("__GC_STATE_LIGHT_BACK", &gc->state.light.back); PRINT("__GC_LIGHT_FRONT", &gc->light.front); PRINT("__GC_LIGHT_BACK", &gc->light.back); PRINT("__GC_LIGHT_SOURCES", &gc->light.sources); PRINT0("\n"); PRINT("__GC_LINE_OPTIONS_XSTART", &gc->line.options.xStart); PRINT("__GC_LINE_OPTIONS_YSTART", &gc->line.options.yStart); PRINT("__GC_LINE_OPTIONS_XLITTLE", &gc->line.options.xLittle); PRINT("__GC_LINE_OPTIONS_YLITTLE", &gc->line.options.yLittle); PRINT("__GC_LINE_OPTIONS_XBIG", &gc->line.options.xBig); PRINT("__GC_LINE_OPTIONS_YBIG", &gc->line.options.yBig); PRINT("__GC_LINE_OPTIONS_FRACTION", &gc->line.options.fraction); PRINT("__GC_LINE_OPTIONS_DFRACTION", &gc->line.options.dfraction); PRINT("__GC_LINE_OPTIONS_AXIS", &gc->line.options.axis); PRINT("__GC_LINE_OPTIONS_VERT0", &gc->line.options.v0); PRINT("__GC_LINE_OPTIONS_VERT1", &gc->line.options.v1); PRINT("__GC_LINE_OPTIONS_WIDTH", &gc->line.options.width); PRINT("__GC_LINE_OPTIONS_LENGTH", &gc->line.options.length); PRINT("__GC_LINE_OPTIONS_NUMPIXELS", &gc->line.options.numPixels); PRINT("__GC_LINE_OPTIONS_OFFSET", &gc->line.options.offset); PRINT0("\n"); PRINT("__GC_CONSTANTS_VIEWPORTXADJUST", &gc->constants.viewportXAdjust); PRINT("__GC_CONSTANTS_VIEWPORTYADJUST", &gc->constants.viewportYAdjust); PRINT("__GC_CONSTANTS_FVIEWPORTXADJUST", &gc->constants.fviewportXAdjust); PRINT("__GC_CONSTANTS_FVIEWPORTYADJUST", &gc->constants.fviewportYAdjust); PRINT("__GC_CONSTANTS_VIEWPORTEPSILON", &gc->constants.viewportEpsilon); PRINT("__GC_CONSTANTS_YINVERTED", &gc->constants.yInverted); PRINT0("\n"); PRINT("__GC_POLYGON_CULLFACE", &gc->polygon.cullFace); PRINT("__GC_POLYGON_FACE", &gc->polygon.face[0]); PRINT("__GC_POLYGON_SHADER_AREA", &gc->polygon.shader.area); PRINT("__GC_POLYGON_SHADER_DXAC", &gc->polygon.shader.dxAC); PRINT("__GC_POLYGON_SHADER_DYAC", &gc->polygon.shader.dyAC); PRINT("__GC_POLYGON_SHADER_DXBC", &gc->polygon.shader.dxBC); PRINT("__GC_POLYGON_SHADER_DYBC", &gc->polygon.shader.dyBC); PRINT("__GC_POLYGON_SHADER_DRDX", &gc->polygon.shader.drdx); PRINT("__GC_POLYGON_SHADER_DRDY", &gc->polygon.shader.drdy); PRINT("__GC_POLYGON_SHADER_DGDX", &gc->polygon.shader.dgdx); PRINT("__GC_POLYGON_SHADER_DGDY", &gc->polygon.shader.dgdy); PRINT("__GC_POLYGON_SHADER_DBDX", &gc->polygon.shader.dbdx); PRINT("__GC_POLYGON_SHADER_DBDY", &gc->polygon.shader.dbdy); PRINT("__GC_POLYGON_SHADER_DZDX", &gc->polygon.shader.dzdx); PRINT("__GC_POLYGON_SHADER_DZDXF", &gc->polygon.shader.dzdxf); PRINT("__GC_POLYGON_SHADER_DZDYF", &gc->polygon.shader.dzdyf); PRINT("__GC_POLYGON_SHADER_FRAG_COLOR_R", &gc->polygon.shader.frag.color.r); PRINT("__GC_POLYGON_SHADER_FRAG_COLOR_G", &gc->polygon.shader.frag.color.g); PRINT("__GC_POLYGON_SHADER_FRAG_COLOR_B", &gc->polygon.shader.frag.color.b); PRINT("__GC_POLYGON_SHADER_FRAG_Z", &gc->polygon.shader.frag.z); PRINT("__GC_POLYGON_SHADER_LENGTH", &gc->polygon.shader.length); PRINT("__GC_POLYGON_SHADER_RBIG", &gc->polygon.shader.rBig); PRINT("__GC_POLYGON_SHADER_GBIG", &gc->polygon.shader.gBig); PRINT("__GC_POLYGON_SHADER_BBIG", &gc->polygon.shader.bBig); PRINT("__GC_POLYGON_SHADER_RLITTLE", &gc->polygon.shader.rLittle); PRINT("__GC_POLYGON_SHADER_GLITTLE", &gc->polygon.shader.gLittle); PRINT("__GC_POLYGON_SHADER_BLITTLE", &gc->polygon.shader.bLittle); PRINT("__GC_POLYGON_SHADER_IXLEFT", &gc->polygon.shader.ixLeft); PRINT("__GC_POLYGON_SHADER_IXLEFTFRAC", &gc->polygon.shader.ixLeftFrac); PRINT("__GC_POLYGON_SHADER_DXLEFTFRAC", &gc->polygon.shader.dxLeftFrac); PRINT("__GC_POLYGON_SHADER_IXRIGHT", &gc->polygon.shader.ixRight); PRINT("__GC_POLYGON_SHADER_IXRIGHTFRAC", &gc->polygon.shader.ixRightFrac); PRINT("__GC_POLYGON_SHADER_DXRIGHTFRAC", &gc->polygon.shader.dxRightFrac); PRINT("__GC_POLYGON_SHADER_DXRIGHTBIG", &gc->polygon.shader.dxRightBig); PRINT("__GC_POLYGON_SHADER_DXRIGHTLITTLE", &gc->polygon.shader.dxRightLittle); PRINT("__GC_POLYGON_SHADER_DXLEFTBIG", &gc->polygon.shader.dxLeftBig); PRINT("__GC_POLYGON_SHADER_DXLEFTLITTLE", &gc->polygon.shader.dxLeftLittle); PRINT("__GC_POLYGON_SHADER_DZDX", &gc->polygon.shader.dzdx); PRINT("__GC_POLYGON_SHADER_ZBUF", &gc->polygon.shader.zbuf); PRINT("__GC_POLYGON_SHADER_ZBUFBIG", &gc->polygon.shader.zbufBig); PRINT("__GC_POLYGON_SHADER_ZBUFLITTLE", &gc->polygon.shader.zbufLittle); PRINT("__GC_POLYGON_SHADER_ZBIG", &gc->polygon.shader.zBig); PRINT("__GC_POLYGON_SHADER_ZLITTLE", &gc->polygon.shader.zLittle); PRINT("__GC_POLYGON_SHADER_SBUF", &gc->polygon.shader.sbuf); PRINT("__GC_POLYGON_SHADER_MODEFLAGS", &gc->polygon.shader.modeFlags); PRINT("__GC_POLYGON_SHADER_COLORS", &gc->polygon.shader.colors); PRINT("__GC_POLYGON_SHADER_STIPPLEPAT", &gc->polygon.shader.stipplePat); PRINT("__GC_POLYGON_SHADER_DONE", &gc->polygon.shader.done); PRINT0("\n"); PRINT("__GC_DEPTHBUFFER_BUF_BASE", &gc->depthBuffer.buf.base); PRINT("__GC_DEPTHBUFFER_BUF_OUTERWIDTH", &gc->depthBuffer.buf.outerWidth); PRINT0("\n"); PRINT("__GC_STENCIL_MASK", &gc->state.stencil.mask); PRINT("__GC_STENCIL_TESTFUNCTABLE", &gc->stencilBuffer.testFuncTable); PRINT("__GC_STENCIL_FAILOPTABLE", &gc->stencilBuffer.failOpTable); PRINT0("\n"); PRINT("__GC_PROCS_SPAN_DEPTHTESTPIXEL", &gc->procs.span.depthTestPixel); PRINT0("/* Mode flags */\n"); PRINT("__GL_SHADE_DEPTH_TEST", __GL_SHADE_DEPTH_TEST); PRINT("__GL_SHADE_SMOOTH", __GL_SHADE_SMOOTH); PRINT("__GL_SHADE_RGB", __GL_SHADE_RGB); PRINT("__GL_SHADE_DITHER", __GL_SHADE_DITHER); PRINT("__GL_SHADE_BLEND", __GL_SHADE_BLEND); PRINT("__GL_SHADE_TWOSIDED", __GL_SHADE_TWOSIDED); PRINT0("/* Enables */\n"); PRINT("__GL_LINE_STIPPLE_ENABLE", __GL_LINE_STIPPLE_ENABLE); PRINT0("\n"); PRINT0("/* Transform structure offsets */\n"); PRINT("__TR_MATRIX", &tr->matrix); PRINT("__TR_MATRIX_MATRIXTYPE", &tr->matrix.matrixType); PRINT("__TR_UPDATEINVERSE", &tr->updateInverse); PRINT("__TR_MATRIX_XF2", &tr->matrix.xf2); PRINT("__TR_MATRIX_XF3", &tr->matrix.xf3); PRINT("__TR_MATRIX_XF4", &tr->matrix.xf4); PRINT("__TR_INVERSETRANSPOSE", &tr->inverseTranspose); PRINT("__TR_INVERSETRANSPOSE_XF3", &tr->inverseTranspose.xf3); PRINT("__TR_INVERSETRANSPOSE_XF4", &tr->inverseTranspose.xf4); PRINT("__TR_MVP", &tr->mvp); PRINT("__TR_MVP_MATRIX", &tr->mvp.matrix[0][0]); PRINT("__TR_MVP_XF2", &tr->mvp.xf2); PRINT("__TR_MVP_XF3", &tr->mvp.xf3); PRINT("__TR_MVP_XF4", &tr->mvp.xf4); PRINT0("\n"); #endif PRINT0("/* Matrix structure offsets */\n"); PRINT("__MATRIX_M00", &m->matrix[0][0]); PRINT("__MATRIX_M01", &m->matrix[0][1]); PRINT("__MATRIX_M02", &m->matrix[0][2]); PRINT("__MATRIX_M03", &m->matrix[0][3]); PRINT("__MATRIX_M10", &m->matrix[1][0]); PRINT("__MATRIX_M11", &m->matrix[1][1]); PRINT("__MATRIX_M12", &m->matrix[1][2]); PRINT("__MATRIX_M13", &m->matrix[1][3]); PRINT("__MATRIX_M20", &m->matrix[2][0]); PRINT("__MATRIX_M21", &m->matrix[2][1]); PRINT("__MATRIX_M22", &m->matrix[2][2]); PRINT("__MATRIX_M23", &m->matrix[2][3]); PRINT("__MATRIX_M30", &m->matrix[3][0]); PRINT("__MATRIX_M31", &m->matrix[3][1]); PRINT("__MATRIX_M32", &m->matrix[3][2]); PRINT("__MATRIX_M33", &m->matrix[3][3]); PRINT0("\n"); PRINT0("/* Consts structure offsets */\n"); #if 0 PRINT("__GC_CONSTS_ALMOSTHALF", &gc->constants.viewportAlmostHalf); #endif #ifdef NT PRINT("__GC_CONSTS_HALF", 0.5f); PRINT("__GC_CONSTS_ONE", one); #else PRINT("__GC_CONSTS_HALF", &gc->constants.half); PRINT("__GC_CONSTS_ONE", &gc->constants.one); #endif PRINT0("\n"); #if 0 PRINT0("/* Vertex structure offsets */\n"); PRINT("__VX_HAS", &vx->has); PRINT("__VX_VALIDATE", &vx->validate); PRINT("__VX_CLIPCODE", &vx->clipCode); PRINT("__VX_BOUNDARYEDGE", &vx->boundaryEdge); PRINT("__VX_OBJ_X", &vx->obj.x); PRINT("__VX_OBJ_Y", &vx->obj.y); PRINT("__VX_OBJ_Z", &vx->obj.z); PRINT("__VX_OBJ_W", &vx->obj.w); PRINT("__VX_NORMAL_X", &vx->normal.x); PRINT("__VX_NORMAL_Y", &vx->normal.y); PRINT("__VX_NORMAL_Z", &vx->normal.z); PRINT("__VX_NORMAL_W", &vx->normal.w); PRINT("__VX_CLIP_X", &vx->clip.x); PRINT("__VX_CLIP_Y", &vx->clip.y); PRINT("__VX_CLIP_Z", &vx->clip.z); PRINT("__VX_CLIP_W", &vx->clip.w); PRINT("__VX_WINDOW_X", &vx->window.x); PRINT("__VX_WINDOW_Y", &vx->window.y); PRINT("__VX_WINDOW_Z", &vx->window.z); PRINT("__VX_WINDOW_W", &vx->window.w); PRINT("__VX_EYE_X", &vx->eye.x); PRINT("__VX_EYE_Y", &vx->eye.y); PRINT("__VX_EYE_Z", &vx->eye.z); PRINT("__VX_EYE_W", &vx->eye.w); PRINT("__VX_TEXTURE_X", &vx->texture.x); PRINT("__VX_TEXTURE_Y", &vx->texture.y); PRINT("__VX_TEXTURE_Z", &vx->texture.z); PRINT("__VX_TEXTURE_W", &vx->texture.w); PRINT("__VX_FOG", &vx->fog); PRINT("__VX_COLOR", &vx->color); PRINT("__VX_COLORS", &(vx->colors[0])); PRINT0("\n"); #endif PRINT0("/* Color structure offsets */\n"); PRINT("__COLOR_R", &color->r); PRINT("__COLOR_G", &color->g); PRINT("__COLOR_B", &color->b); PRINT("__COLOR_A", &color->a); PRINT("__COLOR_SIZE", sizeof(__GLcolor)); #if 0 PRINT0("/* Light machines offsets */\n"); PRINT("__LSM_FRONT", &lsm->front); PRINT("__LSM_HHAT_X", &lsm->hHat.x); PRINT("__LSM_HHAT_Y", &lsm->hHat.y); PRINT("__LSM_HHAT_Z", &lsm->hHat.z); PRINT("__LSM_UNITVPPLI_X", &lsm->unitVPpli.x); PRINT("__LSM_UNITVPPLI_Y", &lsm->unitVPpli.y); PRINT("__LSM_UNITVPPLI_Z", &lsm->unitVPpli.z); PRINT("__LSM_NEXT", &lsm->next); PRINT("__LSPMM_AMBIENT_R", &lspmm->ambient.r); PRINT("__LSPMM_AMBIENT_G", &lspmm->ambient.g); PRINT("__LSPMM_AMBIENT_B", &lspmm->ambient.b); PRINT("__LSPMM_SPECULAR_R", &lspmm->specular.r); PRINT("__LSPMM_SPECULAR_G", &lspmm->specular.g); PRINT("__LSPMM_SPECULAR_B", &lspmm->specular.b); PRINT("__LSPMM_DIFFUSE_R", &lspmm->diffuse.r); PRINT("__LSPMM_DIFFUSE_G", &lspmm->diffuse.g); PRINT("__LSPMM_DIFFUSE_B", &lspmm->diffuse.b); PRINT("__LSPMM_SIZE", sizeof(__GLlightSourcePerMaterialMachine)); PRINT0("/* Material machine offsets */\n"); PRINT("__MSM_SCENECOLOR_R", &msm->sceneColor.r); PRINT("__MSM_SCENECOLOR_G", &msm->sceneColor.g); PRINT("__MSM_SCENECOLOR_B", &msm->sceneColor.b); PRINT("__MSM_THRESHOLD", &msm->threshold); PRINT("__MSM_SCALE", &msm->scale); PRINT("__MSM_SPECTABLE", &msm->specTable); PRINT("__MSM_ALPHA", &msm->alpha); PRINT0("/* Constants */\n"); PRINT("__GL_CLIP_LEFT", __GL_CLIP_LEFT); PRINT("__GL_CLIP_RIGHT", __GL_CLIP_RIGHT); PRINT("__GL_CLIP_BOTTOM", __GL_CLIP_BOTTOM); PRINT("__GL_CLIP_TOP", __GL_CLIP_TOP); PRINT("__GL_CLIP_NEAR", __GL_CLIP_NEAR); PRINT("__GL_CLIP_FAR", __GL_CLIP_FAR); PRINT("__GL_SIZEOF_VERTEX", sizeof(*vx)); #endif PRINT("__GL_TRUE", GL_TRUE); #if 0 PRINT("__GL_HAS_EYE", __GL_HAS_EYE); PRINT("__GL_HAS_NORMAL", __GL_HAS_NORMAL); PRINT("__GL_HAS_LIGHTING", __GL_HAS_LIGHTING); PRINT("__GL_HAS_FOG", __GL_HAS_FOG); PRINT("__GL_HAS_CLIP", __GL_HAS_CLIP); PRINT("__GL_HAS_TEXTURE", __GL_HAS_TEXTURE); PRINT("__GL_HAS_FRONT_COLOR", __GL_HAS_FRONT_COLOR); PRINT("__GL_HAS_BACK_COLOR", __GL_HAS_BACK_COLOR); PRINT("__GL_FRONTFACE", __GL_FRONTFACE); PRINT("__GL_BACKFACE", __GL_BACKFACE); PRINT("__GL_MT_GENERAL", __GL_MT_GENERAL); PRINT("__GL_NORMALIZE_ENABLE", __GL_NORMALIZE_ENABLE); PRINT("__GL_SPEC_LOOKUP_TABLE_SIZE", __GL_SPEC_LOOKUP_TABLE_SIZE); PRINT0("\n"); #endif PRINT0("/* Other constants */\n"); PRINT("__FLOAT_ONE", *(long*)&one); PRINT0("\n"); return 0; }