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/*
** Copyright 1991, 1992, 1993, 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 ** ** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.; ** the contents of this file may not be disclosed to third parties, copied or ** duplicated in any form, in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 Unpublished - ** rights reserved under the Copyright Laws of the United States. */ #include "precomp.h"
#pragma hdrstop
#ifdef NT
// Disable long to float conversion warning.
#pragma warning (disable:4244)
#endif // NT
__GLcoord __gl_frustumClipPlanes[6] = { { 1.0, 0.0, 0.0, 1.0 }, /* left */ { -1.0, 0.0, 0.0, 1.0 }, /* right */ { 0.0, 1.0, 0.0, 1.0 }, /* bottom */ { 0.0, -1.0, 0.0, 1.0 }, /* top */ { 0.0, 0.0, 1.0, 1.0 }, /* zNear */ { 0.0, 0.0, -1.0, 1.0 }, /* zFar */ };
GLbyte __glDitherTable[16] = { 0, 8, 2, 10, 12, 4, 14, 6, 3, 11, 1, 9, 15, 7, 13, 5, };
// Clip coordinate offsets for frustum clipping
GLuint __glFrustumOffsets[6] = { FIELD_OFFSET(__GLvertex, clip.x), FIELD_OFFSET(__GLvertex, clip.x), FIELD_OFFSET(__GLvertex, clip.y), FIELD_OFFSET(__GLvertex, clip.y), FIELD_OFFSET(__GLvertex, clip.z), FIELD_OFFSET(__GLvertex, clip.z) };
#ifdef NT
#if defined(_X86_) || defined(_ALPHA_) || defined(_MIPS_) || defined(_PPC_)
const double __glDoubleTwo = ((double) 2.0); const double __glDoubleMinusTwo = ((double) -2.0);
// On Alpha, register f31 is always read as zero.
#ifndef _ALPHA_
const __GLfloat __glZero = ((__GLfloat) 0.0); #endif
const __GLfloat __glOne = ((__GLfloat) 1.0); const __GLfloat __glMinusOne = ((__GLfloat) -1.0); const __GLfloat __glHalf = ((__GLfloat) 0.5); const __GLfloat __glDegreesToRadians = ((__GLfloat) 3.14159265358979323846 / (__GLfloat) 180.0); const __GLfloat __glPi = ((__GLfloat) 3.14159265358979323846); const __GLfloat __glSqrt2 = ((__GLfloat) 1.41421356237309504880); const __GLfloat __glE = ((__GLfloat) 2.7182818284590452354); const __GLfloat __glVal128 = ((__GLfloat) 128.0); const __GLfloat __glVal255 = ((__GLfloat) 255.0); const __GLfloat __glOneOver255 = ((__GLfloat) (1.0 / 255.0)); const __GLfloat __glVal256 = ((__GLfloat) 256.0); const __GLfloat __glOneOver512 = ((__GLfloat) (1.0 / 512.0)); const __GLfloat __glVal768 = ((__GLfloat) 768.0); const __GLfloat __glVal65535 = ((__GLfloat) 65535.0); const __GLfloat __glVal65536 = ((__GLfloat) 65536.0); const __GLfloat __glTexSubDiv = ((__GLfloat) TEX_SUBDIV); const __GLfloat __glOneOver65535 = ((__GLfloat) (1.0 / 65535.0)); const __GLfloat __glVal2147483648 = ((__GLfloat) 2147483648.0); /*
** Not quite 2^31-1 because of possible floating point errors. 4294965000 ** is a much safer number to use. */ const __GLfloat __glVal4294965000 = ((__GLfloat) (4294965000.0)); const __GLfloat __glOneOver4294965000 = ((__GLfloat) (1.0 / 4294965000.0));
#endif // Real values
#endif // NT
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