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303 lines
8.9 KiB
303 lines
8.9 KiB
#ifndef __glvertex_h_
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#define __glvertex_h_
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/*
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** Copyright 1991, Silicon Graphics, Inc.
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** All Rights Reserved.
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**
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** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;
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** the contents of this file may not be disclosed to third parties, copied or
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** duplicated in any form, in whole or in part, without the prior written
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** permission of Silicon Graphics, Inc.
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**
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** RESTRICTED RIGHTS LEGEND:
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** Use, duplication or disclosure by the Government is subject to restrictions
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** as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data
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** and Computer Software clause at DFARS 252.227-7013, and/or in similar or
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** successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished -
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** rights reserved under the Copyright Laws of the United States.
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**
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** $Revision: 1.16 $
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** $Date: 1993/12/08 06:29:30 $
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*/
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#include "types.h"
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#include "parray.h"
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/*
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** Vertex structure. Each vertex contains enough state to properly
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** render the active primitive. It is used by the front-end geometry
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** and back-end rasterization pipelines.
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**
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** NOTE: Same as the POLYDATA structure!
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**
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** To minimize storage requirement, some front-end storage (e.g. obj and normal)
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** is shared with back-end storage.
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*/
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struct __GLvertexRec {
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/*
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** Keep this data structure aligned: have all vectors start on
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** 4-word boundary, and sizeof this struct should be kept at
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** a multiple of 4 words. Also helps to bunch together most
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** frequently used items, helps cache.
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*/
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/*
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** Bits are set in this indicating which fields of the vertex are
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** valid. This field is shared with the front-end flags field!
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*/
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GLuint has;
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/*
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** Moved up here to keep GLcoords aligned.
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*/
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__GLcolor *color;
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/*
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** Clipping code mask. One bit is set for each clipping plane that
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** the vertex is out on.
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*/
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GLuint clipCode;
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/*
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** Fog value for the vertex. This is only filled when doing cheap
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** fogging.
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*/
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__GLfloat fog;
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/*
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** Projected eye coodinate. This field is filled in when the users
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** eye coordinate has been multiplied by the projection matrix.
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*/
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__GLcoord clip;
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/*
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** Window coordinate. This field is filled in when the eye coordinate
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** is converted to a drawing surface relative "window" coordinate.
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** NOTE: the window.w coordinate contains 1/clip.w.
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*/
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__GLcoord window;
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__GLcoord texture;
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__GLcoord normal;
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/*
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** Colors. colors[0] is the "front" color, colors[1] is the "back" color.
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** The color pointer points to which color is current for this
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** vertex. Verticies can have more than one color when two sided
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** lighting is enabled. (note color pointer moved up top).
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*/
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__GLcolor colors[2];
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/*
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** Eye coordinate. This field is filled in when the object coordinate
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** has been multiplied by the model-view matrix. If no eye coordinate
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** was needed then this field contains undefined values.
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*/
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__GLfloat eyeX;
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__GLfloat eyeY;
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__GLfloat eyeZ;
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union
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{
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__GLfloat eyeW; //Used by the phong-shader
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__GLcolor *lastColor; // eyeW is not used in rasterization
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};
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/*
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** On Win64 the POLYARRAY structure is larger than the __GLvertex
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** structure since the former contains several pointers which are
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** 8 bytes on the 64-bit system. Therefore, this structure must
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** be padded to be the same size as the POLYARRAY structure.
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**
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** N.B. Since the structure must be the same size as the POLYDATA
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** structure that structure must also be padded.
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**
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*/
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#if defined(_WIN64)
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PVOID Filler[7];
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#endif
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};
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/* Indicies for colors[] array in vertex */
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#define __GL_FRONTFACE 0
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#define __GL_BACKFACE 1
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/* Bits for clipCode (NOTE: MAX of 26 user clip planes) */
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#define __GL_CLIP_LEFT 0x00000001
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#define __GL_CLIP_RIGHT 0x00000002
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#define __GL_CLIP_BOTTOM 0x00000004
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#define __GL_CLIP_TOP 0x00000008
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#define __GL_CLIP_NEAR 0x00000010
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#define __GL_CLIP_FAR 0x00000020
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#define __GL_FRUSTUM_CLIP_MASK 0x0000003f
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#define __GL_CLIP_USER0 0x00000040
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/* Bits for has */
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#ifdef NT
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// These has bits are shared with POLYDATA flags!
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#define __GL_HAS_EDGEFLAG_BOUNDARY 0x00000001 // must be 1, same as
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// POLYDATA_EDGEFLAG_BOUNDARY
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#define __GL_HAS_FOG 0x00004000 // same as POLYDATA_FOG_VALID
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#define __GL_HAS_FIXEDPT 0x00008000
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#else
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#define __GL_HAS_FRONT_COLOR 0x0001
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#define __GL_HAS_BACK_COLOR 0x0002
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/* for poly clipping */
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#define __GL_HAS_BOTH (__GL_HAS_FRONT_COLOR | __GL_HAS_BACK_COLOR)
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#define __GL_HAS_TEXTURE 0x0004
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#define __GL_HAS_NORMAL 0x0008
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#define __GL_HAS_EYE 0x0010
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#define __GL_HAS_CLIP 0x0020
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#define __GL_HAS_FOG 0x0040
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#define __GL_HAS_LIGHTING (__GL_HAS_EYE | __GL_HAS_NORMAL)
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#endif /* NT */
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#ifdef NT
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/*
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** Poly array needs
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*/
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// front/back color needs for lit polygons or unlit primitives
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#define PANEEDS_FRONT_COLOR 0x0001
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#define PANEEDS_BACK_COLOR 0x0002
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// normal need
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#define PANEEDS_NORMAL 0x0004
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#define PANEEDS_NORMAL_FOR_TEXTURE 0x0100
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#define PANEEDS_RASTERPOS_NORMAL_FOR_TEXTURE 0x0200
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// normal need for RasterPos
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#define PANEEDS_RASTERPOS_NORMAL 0x0008
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// texture coord need, set by RasterPos too!
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#define PANEEDS_TEXCOORD 0x0010
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// edge flag need
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#define PANEEDS_EDGEFLAG 0x0020
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// set in selection mode but cleared by RasterPos!
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#define PANEEDS_CLIP_ONLY 0x0040
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// skip lighting calculation optimiztaion
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#define PANEEDS_SKIP_LIGHTING 0x0080
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#endif
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/*
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** NOTE: may need to change the raster pos handler if more bits are added
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** to the above constants
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*/
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/************************************************************************/
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/*
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** Total number of clipping planes supported by this gl. This includes
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** the frustum's six clipping planes.
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*/
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/*#define __GL_TOTAL_CLIP_PLANES (6 + __GL_NUMBER_OF_CLIP_PLANES)*/
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#ifndef NT
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/*
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** Number of static verticies in the context. Polygon's larger than
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** this number will be decomposed.
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*/
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#define __GL_NVBUF 100
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#endif
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#define NEW_PARTIAL_PRIM // New processing of partial primitives
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#ifdef NEW_PARTIAL_PRIM
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// Structure to save shared vertices of partial primitives
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//
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typedef struct _SAVEREGION
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{
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POLYDATA pd;
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__GLmatChange front, back;
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} SAVEREGION;
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#endif // NEW_PARTIAL_PRIM
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/*
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** State for managing the vertex machinery.
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*/
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typedef struct __GLvertexMachineRec {
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#ifdef NT
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/*
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** Saved vertices of a decomposed polygon.
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*/
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#ifdef NEW_PARTIAL_PRIM
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SAVEREGION regSaved; // Saved data for partial line loop
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#else
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POLYDATA pdSaved[3];
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#endif // NEW_PARTIAL_PRIM
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/*
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** The polyarray vertex buffer. The last vertex is reserved by the
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** polyarray code.
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** Note that pdBuf has (pdBufSize + 1) entries. Only pdBufSize
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** entries are available for use. The last entry is reserved by
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** polyarray code.
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*/
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POLYDATA *pdBuf;
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GLuint pdBufSize;
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GLuint pdBufSizeBytes;
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#else
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/*
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** Vertex pointers. v0 always points to the next slot in vbuf to
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** be filled in when a new vertex arrives. v1, v2 and v3 are
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** used by the per-primitive vertex handlers.
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*/
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__GLvertex *v0;
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__GLvertex *v1;
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__GLvertex *v2;
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__GLvertex *v3;
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__GLvertex vbuf[__GL_NVBUF];
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#endif
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/*
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** Provoking vertex. For flat shaded primitives the triangle
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** renderer needs to know which vertex provoked the primitive to
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** properly assign the color during scan conversion. This is kept
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** around as its a big pain to remember which vertex was provoking
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** during clipping (and to keep its parameters right).
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*/
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__GLvertex *provoking;
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#ifdef NT
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/*
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** Poly array needs
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*/
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GLuint paNeeds;
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#else
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/*
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** needs is a bit field that keeps track of what kind of information
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** is needed in the verticies. See the vertex->has bits define for
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** the definition of the bits used here.
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**
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** frontNeeds is what the front faces need, and backNeeds is what
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** the back faces need.
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*/
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GLuint needs;
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/*
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** frontNeeds and backNeeds are the needs
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*/
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GLuint faceNeeds[2];
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/*
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** materialNeeds is a bit field indicating what kind of information is
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** needed in the vertices if the material is going to change.
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*/
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GLuint materialNeeds;
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#endif
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} __GLvertexMachine;
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/************************************************************************/
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void APIPRIVATE __glim_NoXFVertex2fv(const GLfloat v[2]);
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void APIPRIVATE __glim_NoXFVertex3fv(const GLfloat v[3]);
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void APIPRIVATE __glim_NoXFVertex4fv(const GLfloat v[4]);
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#endif /* __glvertex_h_ */
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