Windows NT 4.0 source code leak
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#ifndef __glvertex_h_
#define __glvertex_h_
/*
** Copyright 1991, Silicon Graphics, Inc.
** All Rights Reserved.
**
** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;
** the contents of this file may not be disclosed to third parties, copied or
** duplicated in any form, in whole or in part, without the prior written
** permission of Silicon Graphics, Inc.
**
** RESTRICTED RIGHTS LEGEND:
** Use, duplication or disclosure by the Government is subject to restrictions
** as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data
** and Computer Software clause at DFARS 252.227-7013, and/or in similar or
** successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished -
** rights reserved under the Copyright Laws of the United States.
**
** $Revision: 1.16 $
** $Date: 1993/12/08 06:29:30 $
*/
#include "types.h"
#include "parray.h"
/*
** Vertex structure. Each vertex contains enough state to properly
** render the active primitive. It is used by the front-end geometry
** and back-end rasterization pipelines.
**
** NOTE: Same as the POLYDATA structure!
**
** To minimize storage requirement, some front-end storage (e.g. obj and normal)
** is shared with back-end storage (e.g. rxVertex).
*/
struct __GLvertexRec {
/*
** Keep this data structure aligned: have all vectors start on
** 4-word boundary, and sizeof this struct should be kept at
** a multiple of 4 words. Also helps to bunch together most
** frequently used items, helps cache.
*/
/*
** Bits are set in this indicating which fields of the vertex are
** valid. This field is shared with the front-end flags field!
*/
GLuint has;
/*
** Moved up here to keep GLcoords aligned.
*/
__GLcolor *color;
/*
** Clipping code mask. One bit is set for each clipping plane that
** the vertex is out on.
*/
GLuint clipCode;
/*
** Fog value for the vertex. This is only filled when doing cheap
** fogging.
*/
__GLfloat fog;
/*
** Projected eye coodinate. This field is filled in when the users
** eye coordinate has been multiplied by the projection matrix.
*/
__GLcoord clip;
/*
** Window coordinate. This field is filled in when the eye coordinate
** is converted to a drawing surface relative "window" coordinate.
** NOTE: the window.w coordinate contains 1/clip.w.
*/
__GLcoord window;
__GLcoord texture;
__GLcoord normalNotUsed;
/*
** Colors. colors[0] is the "front" color, colors[1] is the "back" color.
** The color pointer points to which color is current for this
** vertex. Verticies can have more than one color when two sided
** lighting is enabled. (note color pointer moved up top).
*/
__GLcolor colors[2];
/*
** Eye coordinate. This field is filled in when the object coordinate
** has been multiplied by the model-view matrix. If no eye coordinate
** was needed then this field contains undefined values.
*/
__GLfloat eyeXNotUsed;
__GLfloat eyeYNotUsed;
__GLfloat eyeZ;
__GLcolor *lastColor; // eyeW is not used in rasterization
};
/* Indicies for colors[] array in vertex */
#define __GL_FRONTFACE 0
#define __GL_BACKFACE 1
/* Bits for clipCode (NOTE: MAX of 26 user clip planes) */
#define __GL_CLIP_LEFT 0x00000001
#define __GL_CLIP_RIGHT 0x00000002
#define __GL_CLIP_BOTTOM 0x00000004
#define __GL_CLIP_TOP 0x00000008
#define __GL_CLIP_NEAR 0x00000010
#define __GL_CLIP_FAR 0x00000020
#define __GL_FRUSTUM_CLIP_MASK 0x0000003f
#define __GL_CLIP_USER0 0x00000040
/* Bits for has */
#ifdef NT
// These has bits are shared with POLYDATA flags!
#define __GL_HAS_EDGEFLAG_BOUNDARY 0x00000001 // must be 1, same as
// POLYDATA_EDGEFLAG_BOUNDARY
#define __GL_HAS_FOG 0x00004000 // same as POLYDATA_FOG_VALID
#define __GL_HAS_FIXEDPT 0x00008000
#else
#define __GL_HAS_FRONT_COLOR 0x0001
#define __GL_HAS_BACK_COLOR 0x0002
/* for poly clipping */
#define __GL_HAS_BOTH (__GL_HAS_FRONT_COLOR | __GL_HAS_BACK_COLOR)
#define __GL_HAS_TEXTURE 0x0004
#define __GL_HAS_NORMAL 0x0008
#define __GL_HAS_EYE 0x0010
#define __GL_HAS_CLIP 0x0020
#define __GL_HAS_FOG 0x0040
#define __GL_HAS_LIGHTING (__GL_HAS_EYE | __GL_HAS_NORMAL)
#endif /* NT */
#ifdef NT
/*
** Poly array needs
*/
// front/back color needs for lit polygons or unlit primitives
#define PANEEDS_FRONT_COLOR 0x0001
#define PANEEDS_BACK_COLOR 0x0002
// normal need
#define PANEEDS_NORMAL 0x0004
// normal need for RasterPos
#define PANEEDS_RASTERPOS_NORMAL 0x0008
// texture coord need, set by RasterPos too!
#define PANEEDS_TEXCOORD 0x0010
// edge flag need
#define PANEEDS_EDGEFLAG 0x0020
// set in selection mode but cleared by RasterPos!
#define PANEEDS_CLIP_ONLY 0x0040
// skip lighting calculation optimiztaion
#define PANEEDS_SKIP_LIGHTING 0x0080
#endif
/*
** NOTE: may need to change the raster pos handler if more bits are added
** to the above constants
*/
/************************************************************************/
/*
** Total number of clipping planes supported by this gl. This includes
** the frustum's six clipping planes.
*/
/*#define __GL_TOTAL_CLIP_PLANES (6 + __GL_NUMBER_OF_CLIP_PLANES)*/
#ifndef NT
/*
** Number of static verticies in the context. Polygon's larger than
** this number will be decomposed.
*/
#define __GL_NVBUF 100
#endif
/*
** State for managing the vertex machinery.
*/
typedef struct __GLvertexMachineRec {
#ifdef NT
/*
** Saved vertices of a decomposed polygon.
*/
POLYDATA pdSaved[3];
/*
** The polyarray vertex buffer. The last vertex is reserved by the
** polyarray code.
** Note that pdBuf has (pdBufSize + 1) entries. Only pdBufSize
** entries are available for use. The last entry is reserved by
** polyarray code.
*/
POLYDATA *pdBuf;
GLuint pdBufSize;
GLuint pdBufSizeBytes;
#else
/*
** Vertex pointers. v0 always points to the next slot in vbuf to
** be filled in when a new vertex arrives. v1, v2 and v3 are
** used by the per-primitive vertex handlers.
*/
__GLvertex *v0;
__GLvertex *v1;
__GLvertex *v2;
__GLvertex *v3;
__GLvertex vbuf[__GL_NVBUF];
#endif
/*
** Provoking vertex. For flat shaded primitives the triangle
** renderer needs to know which vertex provoked the primitive to
** properly assign the color during scan conversion. This is kept
** around as its a big pain to remember which vertex was provoking
** during clipping (and to keep its parameters right).
*/
__GLvertex *provoking;
#ifdef NT
/*
** Poly array needs
*/
GLuint paNeeds;
#else
/*
** needs is a bit field that keeps track of what kind of information
** is needed in the verticies. See the vertex->has bits define for
** the definition of the bits used here.
**
** frontNeeds is what the front faces need, and backNeeds is what
** the back faces need.
*/
GLuint needs;
/*
** frontNeeds and backNeeds are the needs
*/
GLuint faceNeeds[2];
/*
** materialNeeds is a bit field indicating what kind of information is
** needed in the vertices if the material is going to change.
*/
GLuint materialNeeds;
#endif
} __GLvertexMachine;
/************************************************************************/
#ifdef NT_DEADCODE_POLYARRAY
GLuint FASTCALL __glClipCheckFrustum(__GLcontext *gc, __GLvertex *vx);
GLuint FASTCALL __glClipCheckAll(__GLcontext *gc, __GLvertex *vx);
GLuint FASTCALL __glClipCheck2D_2(__GLcontext *gc, __GLvertex *vx);
GLuint FASTCALL __glClipCheck2D_3(__GLcontext *gc, __GLvertex *vx);
GLuint FASTCALL __glClipCheck_Punt4(__GLcontext *gc, __GLvertex *vx);
void FASTCALL __glRasterPos2(__GLcontext *gc, const __GLfloat v[2]);
void FASTCALL __glRasterPos3(__GLcontext *gc, const __GLfloat v[3]);
void FASTCALL __glRasterPos4(__GLcontext *gc, const __GLfloat v[4]);
void FASTCALL __glEndPrim(__GLcontext *gc);
void FASTCALL __glValidateVertex2(__GLcontext *gc, __GLvertex *vx, GLuint needs);
void FASTCALL __glValidateVertex3(__GLcontext *gc, __GLvertex *vx, GLuint needs);
void FASTCALL __glValidateVertex4(__GLcontext *gc, __GLvertex *vx, GLuint needs);
void FASTCALL __glValidateVertex2Clip(__GLcontext *gc, __GLvertex *vx, GLuint needs);
void FASTCALL __glValidateVertex3Clip(__GLcontext *gc, __GLvertex *vx, GLuint needs);
void FASTCALL __glValidateVertex4Clip(__GLcontext *gc, __GLvertex *vx, GLuint needs);
#endif NT_DEADCODE_POLYARRAY
void APIPRIVATE __glim_NoXFVertex2fv(const GLfloat v[2]);
void APIPRIVATE __glim_NoXFVertex3fv(const GLfloat v[3]);
void APIPRIVATE __glim_NoXFVertex4fv(const GLfloat v[4]);
#endif /* __glvertex_h_ */