Leaked source code of windows server 2003
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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** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;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 Unpublished -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