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#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 };
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