Leaked source code of windows server 2003
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388 lines
19 KiB

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