Source code of Windows XP (NT5)
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#ifndef __glvertex_h_
#define __glvertex_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 ** ** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.; ** the contents of this file may not be disclosed to third parties, copied or ** duplicated in any form, in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 Unpublished - ** rights reserved under the Copyright Laws of the United States.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: 1.16 $ ** $Date: 1993/12/08 06:29:30 $ */ #include "types.h"
#include "parray.h"
/*
** Vertex structure. Each vertex contains enough state to properly ** render the active primitive. It is used by the front-end geometry ** and back-end rasterization pipelines. ** ** NOTE: Same as the POLYDATA structure! ** ** To minimize storage requirement, some front-end storage (e.g. obj and normal) ** is shared with back-end storage. */ struct __GLvertexRec { /*
** Keep this data structure aligned: have all vectors start on ** 4-word boundary, and sizeof this struct should be kept at ** a multiple of 4 words. Also helps to bunch together most ** frequently used items, helps cache. */
/*
** Bits are set in this indicating which fields of the vertex are ** valid. This field is shared with the front-end flags field! */ GLuint has;
/*
** Moved up here to keep GLcoords aligned. */ __GLcolor *color;
/*
** Clipping code mask. One bit is set for each clipping plane that ** the vertex is out on. */ GLuint clipCode;
/*
** Fog value for the vertex. This is only filled when doing cheap ** fogging. */ __GLfloat fog;
/*
** Projected eye coodinate. This field is filled in when the users ** eye coordinate has been multiplied by the projection matrix. */
__GLcoord clip;
/*
** Window coordinate. This field is filled in when the eye coordinate ** is converted to a drawing surface relative "window" coordinate. ** NOTE: the window.w coordinate contains 1/clip.w. */ __GLcoord window;
__GLcoord texture;
__GLcoord normal;
/*
** Colors. colors[0] is the "front" color, colors[1] is the "back" color. ** The color pointer points to which color is current for this ** vertex. Verticies can have more than one color when two sided ** lighting is enabled. (note color pointer moved up top). */ __GLcolor colors[2];
/*
** Eye coordinate. This field is filled in when the object coordinate ** has been multiplied by the model-view matrix. If no eye coordinate ** was needed then this field contains undefined values. */ __GLfloat eyeX; __GLfloat eyeY; __GLfloat eyeZ; union { __GLfloat eyeW; //Used by the phong-shader
__GLcolor *lastColor; // eyeW is not used in rasterization
};
/*
** On Win64 the POLYARRAY structure is larger than the __GLvertex ** structure since the former contains several pointers which are ** 8 bytes on the 64-bit system. Therefore, this structure must ** be padded to be the same size as the POLYARRAY structure. ** ** N.B. Since the structure must be the same size as the POLYDATA ** structure that structure must also be padded. ** */
#if defined(_WIN64)
PVOID Filler[7];
#endif
};
/* Indicies for colors[] array in vertex */ #define __GL_FRONTFACE 0
#define __GL_BACKFACE 1
/* Bits for clipCode (NOTE: MAX of 26 user clip planes) */ #define __GL_CLIP_LEFT 0x00000001
#define __GL_CLIP_RIGHT 0x00000002
#define __GL_CLIP_BOTTOM 0x00000004
#define __GL_CLIP_TOP 0x00000008
#define __GL_CLIP_NEAR 0x00000010
#define __GL_CLIP_FAR 0x00000020
#define __GL_FRUSTUM_CLIP_MASK 0x0000003f
#define __GL_CLIP_USER0 0x00000040
/* Bits for has */ #ifdef NT
// These has bits are shared with POLYDATA flags!
#define __GL_HAS_EDGEFLAG_BOUNDARY 0x00000001 // must be 1, same as
// POLYDATA_EDGEFLAG_BOUNDARY
#define __GL_HAS_FOG 0x00004000 // same as POLYDATA_FOG_VALID
#define __GL_HAS_FIXEDPT 0x00008000
#else
#define __GL_HAS_FRONT_COLOR 0x0001
#define __GL_HAS_BACK_COLOR 0x0002
/* for poly clipping */ #define __GL_HAS_BOTH (__GL_HAS_FRONT_COLOR | __GL_HAS_BACK_COLOR)
#define __GL_HAS_TEXTURE 0x0004
#define __GL_HAS_NORMAL 0x0008
#define __GL_HAS_EYE 0x0010
#define __GL_HAS_CLIP 0x0020
#define __GL_HAS_FOG 0x0040
#define __GL_HAS_LIGHTING (__GL_HAS_EYE | __GL_HAS_NORMAL)
#endif /* NT */
#ifdef NT
/*
** Poly array needs */ // front/back color needs for lit polygons or unlit primitives
#define PANEEDS_FRONT_COLOR 0x0001
#define PANEEDS_BACK_COLOR 0x0002
// normal need
#define PANEEDS_NORMAL 0x0004
#define PANEEDS_NORMAL_FOR_TEXTURE 0x0100
#define PANEEDS_RASTERPOS_NORMAL_FOR_TEXTURE 0x0200
// normal need for RasterPos
#define PANEEDS_RASTERPOS_NORMAL 0x0008
// texture coord need, set by RasterPos too!
#define PANEEDS_TEXCOORD 0x0010
// edge flag need
#define PANEEDS_EDGEFLAG 0x0020
// set in selection mode but cleared by RasterPos!
#define PANEEDS_CLIP_ONLY 0x0040
// skip lighting calculation optimiztaion
#define PANEEDS_SKIP_LIGHTING 0x0080
#endif
/*
** NOTE: may need to change the raster pos handler if more bits are added ** to the above constants */
/************************************************************************/
/*
** Total number of clipping planes supported by this gl. This includes ** the frustum's six clipping planes. */ /*#define __GL_TOTAL_CLIP_PLANES (6 + __GL_NUMBER_OF_CLIP_PLANES)*/
#ifndef NT
/*
** Number of static verticies in the context. Polygon's larger than ** this number will be decomposed. */ #define __GL_NVBUF 100
#endif
#define NEW_PARTIAL_PRIM // New processing of partial primitives
#ifdef NEW_PARTIAL_PRIM
// Structure to save shared vertices of partial primitives
//
typedef struct _SAVEREGION { POLYDATA pd; __GLmatChange front, back; } SAVEREGION;
#endif // NEW_PARTIAL_PRIM
/*
** State for managing the vertex machinery. */ typedef struct __GLvertexMachineRec { #ifdef NT
/*
** Saved vertices of a decomposed polygon. */ #ifdef NEW_PARTIAL_PRIM
SAVEREGION regSaved; // Saved data for partial line loop
#else
POLYDATA pdSaved[3]; #endif // NEW_PARTIAL_PRIM
/*
** The polyarray vertex buffer. The last vertex is reserved by the ** polyarray code. ** Note that pdBuf has (pdBufSize + 1) entries. Only pdBufSize ** entries are available for use. The last entry is reserved by ** polyarray code. */ POLYDATA *pdBuf; GLuint pdBufSize; GLuint pdBufSizeBytes; #else
/*
** Vertex pointers. v0 always points to the next slot in vbuf to ** be filled in when a new vertex arrives. v1, v2 and v3 are ** used by the per-primitive vertex handlers. */ __GLvertex *v0; __GLvertex *v1; __GLvertex *v2; __GLvertex *v3; __GLvertex vbuf[__GL_NVBUF]; #endif
/*
** Provoking vertex. For flat shaded primitives the triangle ** renderer needs to know which vertex provoked the primitive to ** properly assign the color during scan conversion. This is kept ** around as its a big pain to remember which vertex was provoking ** during clipping (and to keep its parameters right). */ __GLvertex *provoking;
#ifdef NT
/*
** Poly array needs */ GLuint paNeeds; #else
/*
** needs is a bit field that keeps track of what kind of information ** is needed in the verticies. See the vertex->has bits define for ** the definition of the bits used here. ** ** frontNeeds is what the front faces need, and backNeeds is what ** the back faces need. */ GLuint needs;
/*
** frontNeeds and backNeeds are the needs */ GLuint faceNeeds[2];
/*
** materialNeeds is a bit field indicating what kind of information is ** needed in the vertices if the material is going to change. */ GLuint materialNeeds; #endif
} __GLvertexMachine;
/************************************************************************/
void APIPRIVATE __glim_NoXFVertex2fv(const GLfloat v[2]); void APIPRIVATE __glim_NoXFVertex3fv(const GLfloat v[3]); void APIPRIVATE __glim_NoXFVertex4fv(const GLfloat v[4]);
#endif /* __glvertex_h_ */
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