Leaked source code of windows server 2003
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#ifndef __glevaluator_h_
#define __glevaluator_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** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;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 Unpublished -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: 1.5 $
** $Date: 1993/11/23 21:33:10 $
*/
#include "types.h"
/* XXX Can this be changed? */
#define __GL_MAX_ORDER 40
/* Number of maps */
#define __GL_MAP_RANGE_COUNT 9
#define __GL_EVAL1D_INDEX(old) ((old) - GL_MAP1_COLOR_4)
#define __GL_EVAL2D_INDEX(old) ((old) - GL_MAP2_COLOR_4)
/* Evaluator Flag Macros */
#define GET_EVALSTATE(gc) \
((gc)->eval.evalStateFlags)
#define GET_EVALSTATE_PTR(gc) \
(&((gc)->eval.evalStateFlags))
#define SET_EVALSTATE(gc,Flag) \
((gc)->eval.evalStateFlags = (DWORD)(Flag))
/* Evaluator Stack State Macros */
#define GET_EVALSTACKSTATE(gc) \
((gc)->eval.evalStackState)
#define GET_EVALSTACKSTATE_PTR(gc) \
(&((gc)->eval.evalStackState))
#define SET_EVALSTACKSTATE(gc,Flag) \
((gc)->eval.evalStackState= (DWORD)(Flag))
// Flags set by various API for indicating the Evaluator State.
#define __EVALS_AFFECTS_1D_EVAL 0x00000001
#define __EVALS_AFFECTS_2D_EVAL 0x00000002
#define __EVALS_AFFECTS_ALL_EVAL 0x00000004
#define __EVALS_PUSH_EVAL_ATTRIB 0x00000008
#define __EVALS_POP_EVAL_ATTRIB 0x00000010
/* Largest Grid Size */
#define __GL_MAX_EVAL_WIDTH 1024
/* internal form of map range indexes */
#define __GL_C4 __GL_EVAL1D_INDEX(GL_MAP1_COLOR_4)
#define __GL_I __GL_EVAL1D_INDEX(GL_MAP1_INDEX)
#define __GL_N3 __GL_EVAL1D_INDEX(GL_MAP1_NORMAL)
#define __GL_T1 __GL_EVAL1D_INDEX(GL_MAP1_TEXTURE_COORD_1)
#define __GL_T2 __GL_EVAL1D_INDEX(GL_MAP1_TEXTURE_COORD_2)
#define __GL_T3 __GL_EVAL1D_INDEX(GL_MAP1_TEXTURE_COORD_3)
#define __GL_T4 __GL_EVAL1D_INDEX(GL_MAP1_TEXTURE_COORD_4)
#define __GL_V3 __GL_EVAL1D_INDEX(GL_MAP1_VERTEX_3)
#define __GL_V4 __GL_EVAL1D_INDEX(GL_MAP1_VERTEX_4)
#define EVAL_COLOR_VALID 0x00000001
#define EVAL_NORMAL_VALID 0x00000002
#define EVAL_TEXTURE_VALID 0x00000004
typedef struct {
/*
** not strictly necessary since it can be inferred from the index,
** but it makes the code simpler.
*/
GLint k;
/*
** Order of the polynomial + 1
*/
GLint order;
__GLfloat u1, u2;
} __GLevaluator1;
typedef struct {
GLint k;
GLint majorOrder, minorOrder;
__GLfloat u1, u2;
__GLfloat v1, v2;
} __GLevaluator2;
typedef struct {
__GLfloat start;
__GLfloat finish;
__GLfloat step;
GLint n;
} __GLevaluatorGrid;
typedef struct {
__GLevaluatorGrid u1, u2, v2;
} __GLevaluatorState;
typedef struct {
__GLevaluator1 eval1[__GL_MAP_RANGE_COUNT];
__GLevaluator2 eval2[__GL_MAP_RANGE_COUNT];
__GLfloat *eval1Data[__GL_MAP_RANGE_COUNT];
__GLfloat *eval2Data[__GL_MAP_RANGE_COUNT];
__GLfloat uvalue;
__GLfloat vvalue;
__GLfloat ucoeff[__GL_MAX_ORDER];
__GLfloat vcoeff[__GL_MAX_ORDER];
__GLfloat ucoeffDeriv[__GL_MAX_ORDER];
__GLfloat vcoeffDeriv[__GL_MAX_ORDER];
GLint uorder;
GLint vorder;
GLint utype;
GLint vtype;
// Currently 16 bits long because that is the
// maximum attribute stack depth.
// The right-end is the stack-top
// This field is used to keep track of PushAttrib/PopAttrib calls
// that affect the Evaluator state.
DWORD evalStackState;
// This field is used to keep track of calls that can potentially
// that affect the Evaluator state. If any of the flags are set,
// a glsbAttention() call is made in the affected Evaluator client
// side functions.
DWORD evalStateFlags;
// These are used to store the respective state values in POLYDATA
// if they have been set by a not evaluator call (glcltColor,
// glcltNormal etc.)
DWORD accFlags;
__GLcolor color;
__GLcoord normal;
__GLcoord texture;
} __GLevaluatorMachine;
extern void __glCopyEvaluatorState(__GLcontext *gc, __GLattribute *dst,
const __GLattribute *src);
extern GLint FASTCALL __glEvalComputeK(GLenum target);
extern void APIPRIVATE __glFillMap1f(GLint k, GLint order, GLint stride,
const GLfloat *points, __GLfloat *data);
extern void APIPRIVATE __glFillMap1d(GLint k, GLint order, GLint stride,
const GLdouble *points, __GLfloat *data);
extern void APIPRIVATE __glFillMap2f(GLint k, GLint majorOrder, GLint minorOrder,
GLint majorStride, GLint minorStride,
const GLfloat *points, __GLfloat *data);
extern void APIPRIVATE __glFillMap2d(GLint k, GLint majorOrder, GLint minorOrder,
GLint majorStride, GLint minorStride,
const GLdouble *points, __GLfloat *data);
#ifdef NT
#define __glMap1_size(k,order) ((k)*(order))
#define __glMap2_size(k,majorOrder,minorOrder) ((k)*(majorOrder)*(minorOrder))
#else
extern GLint FASTCALL __glMap1_size(GLint k, GLint order);
extern GLint FASTCALL __glMap2_size(GLint k, GLint majorOrder, GLint minorOrder);
#endif
extern __GLevaluator1 *__glSetUpMap1(__GLcontext *gc, GLenum type,
GLint order, __GLfloat u1, __GLfloat u2);
extern __GLevaluator2 *__glSetUpMap2(__GLcontext *gc, GLenum type,
GLint majorOrder, GLint minorOrder,
__GLfloat u1, __GLfloat u2,
__GLfloat v1, __GLfloat v2);
extern void __glDoEvalCoord1(__GLcontext *gc, __GLfloat u);
extern void __glDoEvalCoord2(__GLcontext *gc, __GLfloat u, __GLfloat v);
extern void FASTCALL __glEvalMesh1Line(__GLcontext *gc, GLint low, GLint high);
extern void FASTCALL __glEvalMesh1Point(__GLcontext *gc, GLint low, GLint high);
extern void __glEvalMesh2Fill(__GLcontext *gc, GLint lowU, GLint lowV,
GLint highU, GLint highV);
extern void __glEvalMesh2Line(__GLcontext *gc, GLint lowU, GLint lowV,
GLint highU, GLint highV);
extern void __glEvalMesh2Point(__GLcontext *gc, GLint lowU, GLint lowV,
GLint highU, GLint highV);
#endif /* __glevaluator_h_ */