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451 lines
16 KiB
451 lines
16 KiB
#ifndef __PARRAY_H__
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#define __PARRAY_H__
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#include "phong.h"
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// Number of polydata entries in the context. Must be at least 32.
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// It includes room for the polyarray entry and others.
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// It's currently based on POLYDATA_BUFFER_SIZE+1 vertices of size 128
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// fitting in 64K, which yields 511
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#define POLYDATA_BUFFER_SIZE 511
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// DrawElements expects at least this many vertices in the vertex buffer.
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// It is the sum of the following (currently sum is 278):
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// Number of vertex entries in a batch
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// Number of entries used for index map
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// An extra vertex entry to prevent calling PolyArrayFlushPartialPrimitive
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// in the Vertex routines.
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// An entry for POLYARRAY
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// 4 spare entries to be safe
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// It is given by
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// VA_DRAWELEM_MAP_SIZE +
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// (VA_DRAWELEM_INDEX_SIZE + sizeof(POLYDATA) - 1) / sizeof(POLYDATA) +
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// 1 + 1 + 4
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#define MINIMUM_POLYDATA_BUFFER_SIZE 300
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// Minimun number of polydata entries required before processing a primitive.
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// Must be at least 16.
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#define MIN_POLYDATA_BATCH_SIZE 68
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#if !((MIN_POLYDATA_BATCH_SIZE <= MINIMUM_POLYDATA_BUFFER_SIZE) && \
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(MINIMUM_POLYDATA_BUFFER_SIZE <= POLYDATA_BUFFER_SIZE) \
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)
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#error "bad sizes\n"
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#endif
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// Maximun number of vertices handled by the polygon decomposer.
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// It allocates stack space based on this constant. It must be at least 6.
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#define __GL_MAX_POLYGON_CLIP_SIZE 256
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// The POLYMATERIAL structure contains an index to the next available
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// __GLmatChange structure, an array of pointers to __GLmatChange arrays,
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// and a pointer to an array of PDMATERIAL structures each containing
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// pointers to the front and back material changes for each POLYDATA
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// elements in vertex buffer.
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//
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// The __GLmatChange structures are used to record material changes to
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// vertices in the vertex buffer. Since there can be up to two material
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// changes per vertex, we need up to (POLYDATA_BUFFER_SIZE * 2) material
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// changes per rendering thread.
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//
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// The PDMATERIAL array is part of the POLYMATERIAL structure and follows
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// the aMat field immediately. Its elements correspond to the POLYDATA
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// elements in the vertex buffer.
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//
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// To reduce memory requirement, the POLYMATERIAL structure keeps an array
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// of pointers to __GLmatChange arrays. Each __GLmatChange array of up to
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// 4K size is allocated as needed.
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//
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// An iMat index is used to keep track of the next free __GLmatChange
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// entry. When the poly array buffer is flushed in glsbAttention, iMat
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// is reset to 0.
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//
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// The POLYMATERIAL structure and its __GLmatChange arrays are part of
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// a thread local storage and are freed when the thread exits.
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#define POLYMATERIAL_ARRAY_SIZE (4096 / sizeof(__GLmatChange))
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// This structure is shared with MCD as MCDMATERIALCHANGE.
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typedef struct __GLmatChangeRec {
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GLuint dirtyBits;
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__GLcolor ambient;
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__GLcolor diffuse;
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__GLcolor specular;
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__GLcolor emissive;
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__GLfloat shininess;
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__GLfloat cmapa, cmapd, cmaps;
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} __GLmatChange;
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// Pointers to front and back material change structures. They are
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// valid only when the POLYDATA_MATERIAL_FRONT or POLYDATA_MATERIAL_BACK
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// flag of the corresponding POLYDATA in the vertex buffer is set.
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//
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// This structure is shared with MCD as MCDMATERIALCHANGES.
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typedef struct {
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__GLmatChange *front; // pointer to the front material changes
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__GLmatChange *back; // pointer to the back material changes
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} PDMATERIAL;
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typedef struct _POLYMATERIAL {
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GLuint iMat; // next available material structure for this command batch
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PDMATERIAL *pdMaterial0; // pointer to the PDMATERIAL array
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GLuint aMatSize; // number of aMat entries
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__GLmatChange *aMat[1]; // array of array of __GLmatChange structures
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} POLYMATERIAL;
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#ifdef GL_WIN_phong_shading
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#define __GL_PHONG_FRONT_FIRST_VALID 0x00000001
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#define __GL_PHONG_BACK_FIRST_VALID 0x00000002
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#define __GL_PHONG_FRONT_TRAIL_VALID 0x00000004
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#define __GL_PHONG_BACK_TRAIL_VALID 0x00000008
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#define __GL_PHONG_FRONT_FIRST 0
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#define __GL_PHONG_BACK_FIRST 1
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#define __GL_PHONG_FRONT_TRAIL 2
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#define __GL_PHONG_BACK_TRAIL 3
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typedef struct __GLphongMaterialDataRec
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{
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GLuint flags;
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__GLmatChange matChange[4];
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} __GLphongMaterialData;
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#endif //GL_WIN_phong_shading
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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 __GLvertex structure!
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** NOTE: This structure is used by RasterPos and evaluator too!
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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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typedef struct _POLYDATA {
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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 back-end has field!
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*/
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GLuint flags;
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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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** Coordinates straight from client. These fields may not be
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** set depending on the active modes. The normal and texture
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** coordinate are used by lighting and texturing. These cells
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** may be overwritten by the eyeNormal and the generated texture
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** coordinate, depending on the active modes.
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*/
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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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union
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{
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__GLcoord obj;
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__GLcoord clip;
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};
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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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union {
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__GLcoord eye;
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struct {
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__GLfloat eyeX;
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__GLfloat eyeZ;
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__GLfloat eyeY;
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union {
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__GLfloat eyeW;
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__GLcolor *lastColor;
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};
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};
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};
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/*
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** On Win64 the POLYARRAY structure is larger than the POLYDATA
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** structure since the later 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 __GLvertex
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** structure, then 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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} POLYDATA;
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// This structure is used by RasterPos and evaluator too!
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// This structure is also in the TEB!
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typedef struct _POLYARRAY {
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// Flags for this batch. Keep it first!
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GLuint flags;
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// Pointer to the next vertex in this batch.
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POLYDATA *pdNextVertex;
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// Pointer to the last vertex modifying the current color, RGBA or CI
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// depending on color mode, in this batch.
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POLYDATA *pdCurColor;
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// Pointer to the last vertex modifying normal coordinates in this batch.
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POLYDATA *pdCurNormal;
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// Pointer to the last vertex modifying texture coordinates in this batch.
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POLYDATA *pdCurTexture;
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// Pointer to the last vertex modifying edge flag in this batch.
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POLYDATA *pdCurEdgeFlag;
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// Pointer to the first vertex of this batch.
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// (pd0-1) points to this batch's POLYARRAY structure.
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POLYDATA *pd0;
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// Pointer to the flush vertex of this batch.
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POLYDATA *pdFlush;
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// Pointer to the vertex buffer entry in the gc for the next batch.
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POLYDATA *pdBufferNext;
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// Pointer to the first vertex buffer entry in the gc.
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POLYDATA *pdBuffer0;
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// Pointer to the last vertex buffer entry in the gc.
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POLYDATA *pdBufferMax;
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// In RGBA mode, otherColor.r is the last modified color index value in
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// this batch. In CI mode, otherColor is the last modified RGBA color in
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// this batch. Keep this field aligned!
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__GLcolor otherColor;
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// Primitive type.
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GLenum primType;
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// Or result of all vertex clipCode's in this batch.
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GLuint orClipCodes;
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// Pointer to the next message offset in the batching command buffer.
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// We use this offset to determine if 2 POLYARRAY's can be linked in
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// a DrawPolyArray command.
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ULONG nextMsgOffset;
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// Linear pointer to this thread's TEB POLYARRAY, kept here
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// so the current POLYARRAY pointer can be retrieved from the
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// TEB with a single instruction
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struct _POLYARRAY *paTeb;
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// This is used to form a linked list of POLYARRAY data to be
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// processed in the DrawPolyArray command.
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struct _POLYARRAY *paNext;
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// Number of vertices in this primitive.
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GLint nIndices;
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// Index map array defining vertex drawing order. If NULL, the
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// vertex order starts from pd0 through (pdNextVertex-1).
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GLubyte *aIndices;
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// Fast pointer access to the shared command message buffer.
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PVOID pMsgBatchInfo;
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// MCD Driver-private texture handle, or key
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DWORD textureKey;
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// And result of all vertex clipCode's in this batch.
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GLuint andClipCodes;
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// Currently unused but space is reserved in the TEB for it
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#ifdef GL_WIN_phong_shading
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// anankan: Using it to store a ptr to the Phong data store.
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__GLphongMaterialData *phong;
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#else
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ULONG ulUnused[1];
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#endif //GL_WIN_phong_shading
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POLYDATA *pdLastEvalColor;
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POLYDATA *pdLastEvalNormal;
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POLYDATA *pdLastEvalTexture;
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} POLYARRAY;
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// Special values for POLYARRAY members
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// Initial value for aIndices
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#define PA_aIndices_INITIAL_VALUE ((GLubyte *) -1)
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// Reset value for nextMsgOffset
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#define PA_nextMsgOffset_RESET_VALUE ((ULONG) -1)
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/*
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** Edge tag. When POLYDATA_EDGEFLAG_BOUNDARY is set, this vertex and the next
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** form a boundary edge on the primitive (polygon, tstrip, tfan, qstrip).
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*/
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#define POLYDATA_EDGEFLAG_BOUNDARY 0x00000001 // must be 1, same as
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// __GL_HAS_EDGEFLAG_BOUNDARY
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#define POLYDATA_EDGEFLAG_VALID 0x00000002
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#define POLYDATA_COLOR_VALID 0x00000004
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#define POLYDATA_NORMAL_VALID 0x00000008
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#define POLYDATA_TEXTURE_VALID 0x00000010
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#define POLYDATA_VERTEX2 0x00000020 // same as POLYARRAY_
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#define POLYDATA_VERTEX3 0x00000040 // same as POLYARRAY_
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#define POLYDATA_VERTEX4 0x00000080 // same as POLYARRAY_
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/* flags for evaluators */
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#define POLYDATA_EVALCOORD 0x00000100 // same as POLYARRAY_
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#define POLYDATA_EVAL_TEXCOORD 0x00000200 // same as POLYARRAY_
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#define POLYDATA_EVAL_NORMAL 0x00000400 // same as POLYARRAY_
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#define POLYDATA_EVAL_COLOR 0x00000800 // same as POLYARRAY_
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#define POLYDATA_DLIST_COLOR_4 0x00002000 // client side dlist flag
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#define POLYDATA_FOG_VALID 0x00004000 // same as __GL_HAS_FOG
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// 0x00008000 // reserved
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#define POLYDATA_DLIST_TEXTURE1 0x00100000 // client side dlist flag
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#define POLYDATA_DLIST_TEXTURE2 0x00200000 // client side dlist flag
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#define POLYDATA_DLIST_TEXTURE3 0x00400000 // client side dlist flag
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#define POLYDATA_DLIST_TEXTURE4 0x00800000 // client side dlist flag
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#define POLYDATA_MATERIAL_FRONT 0x10000000 // same as POLYARRAY_
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#define POLYDATA_MATERIAL_BACK 0x20000000 // same as POLYARRAY_
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//
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// This flag is valid when POLYARRAY_HAS_CULLED_VERTEX is set only.
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// We have to process vertex when this flag set
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//
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#ifdef GL_EXT_cull_vertex
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#define POLYDATA_VERTEX_USED 0x01000000
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#endif //GL_EXT_cull_vertex
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#define POLYARRAY_IN_BEGIN 0x00000001
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#define POLYARRAY_EYE_PROCESSED 0x00000002
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#define POLYARRAY_OTHER_COLOR 0x00000004
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#define POLYARRAY_PARTIAL_BEGIN 0x00000008
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#define POLYARRAY_PARTIAL_END 0x00000010
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#define POLYARRAY_VERTEX2 0x00000020 // same as POLYDATA_
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#define POLYARRAY_VERTEX3 0x00000040 // same as POLYDATA_
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#define POLYARRAY_VERTEX4 0x00000080 // same as POLYDATA_
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/* Recycling these flags for evaluators */
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#define POLYARRAY_EVALCOORD 0x00000100 // same as POLYDATA_
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#define POLYARRAY_EVAL_TEXCOORD 0x00000200 // same as POLYDATA_
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#define POLYARRAY_EVAL_NORMAL 0x00000400 // same as POLYDATA_
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#define POLYARRAY_EVAL_COLOR 0x00000800 // same as POLYDATA_
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#define POLYARRAY_REMOVE_PRIMITIVE 0x00001000
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//
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// This flag is set when one of vertices has been culled by dot product
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// between normal at the vertex and eye direction
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//
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#ifdef GL_EXT_cull_vertex
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#define POLYARRAY_HAS_CULLED_VERTEX 0x02000000
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#endif //GL_EXT_cull_vertex
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#ifdef GL_WIN_phong_shading
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#define POLYARRAY_PHONG_DATA_VALID 0x00002000
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#endif //GL_WIN_phong_shading
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#define POLYARRAY_RESET_STIPPLE 0x00004000
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#define POLYARRAY_RENDER_PRIMITIVE 0x00008000
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#define POLYARRAY_SAME_POLYDATA_TYPE 0x00010000
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#define POLYARRAY_RASTERPOS 0x00020000
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#define POLYARRAY_SAME_COLOR_DATA 0x00040000
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#define POLYARRAY_TEXTURE1 0x00100000 // same as POLYDATA_DLIST_
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#define POLYARRAY_TEXTURE2 0x00200000 // same as POLYDATA_DLIST_
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#define POLYARRAY_TEXTURE3 0x00400000 // same as POLYDATA_DLIST_
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#define POLYARRAY_TEXTURE4 0x00800000 // same as POLYDATA_DLIST_
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#define POLYARRAY_MATERIAL_FRONT 0x10000000 // same as POLYDATA_
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#define POLYARRAY_MATERIAL_BACK 0x20000000 // same as POLYDATA_
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#define POLYARRAY_CLAMP_COLOR 0x80000000 // must be 0x80000000
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/************************************************************************/
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GLuint FASTCALL PAClipCheckFrustum(__GLcontext *gc, POLYARRAY *pa,
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POLYDATA *pdLast);
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GLuint FASTCALL PAClipCheckFrustum2D(__GLcontext *gc, POLYARRAY *pa,
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POLYDATA *pdLast);
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GLuint FASTCALL PAClipCheckAll(__GLcontext *gc, POLYARRAY *pa,
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POLYDATA *pdLast);
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typedef void (FASTCALL *PFN_POLYARRAYCALCCOLORSKIP)
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(__GLcontext *, POLYARRAY *, GLint);
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typedef void (FASTCALL *PFN_POLYARRAYCALCCOLOR)
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(__GLcontext *, GLint, POLYARRAY *, POLYDATA *, POLYDATA *);
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typedef void (FASTCALL *PFN_POLYARRAYAPPLYCHEAPFOG)
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(__GLcontext *gc, POLYARRAY *pa);
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void FASTCALL PolyArrayFillIndex0(__GLcontext *gc, POLYARRAY *pa, GLint face);
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void FASTCALL PolyArrayFillColor0(__GLcontext *gc, POLYARRAY *pa, GLint face);
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#ifdef GL_WIN_phong_shading
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void FASTCALL PolyArrayPhongPropagateColorNormal(__GLcontext *gc,
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POLYARRAY *pa);
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#endif //GL_WIN_phong_shading
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void FASTCALL PolyArrayCalcRGBColor(__GLcontext *gc, GLint face,
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POLYARRAY *pa, POLYDATA *pd1, POLYDATA *pd2);
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void FASTCALL PolyArrayFastCalcRGBColor(__GLcontext *gc, GLint face,
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POLYARRAY *pa, POLYDATA *pd1, POLYDATA *pd2);
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void FASTCALL PolyArrayZippyCalcRGBColor(__GLcontext *gc, GLint face,
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POLYARRAY *pa, POLYDATA *pd1, POLYDATA *pd2);
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void FASTCALL PolyArrayCalcCIColor(__GLcontext *gc, GLint face,
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POLYARRAY *pa, POLYDATA *pd1, POLYDATA *pd2);
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void FASTCALL PolyArrayFastCalcCIColor(__GLcontext *gc, GLint face,
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POLYARRAY *pa, POLYDATA *pd1, POLYDATA *pd2);
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void FASTCALL PolyArrayCheapFogRGBColor(__GLcontext *gc, POLYARRAY *pa);
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void FASTCALL PolyArrayCheapFogCIColor(__GLcontext *gc, POLYARRAY *pa);
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void FASTCALL PolyArrayFlushPartialPrimitive(void);
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__GLmatChange * FASTCALL PAMatAlloc(void);
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void FASTCALL FreePolyMaterial(void);
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GLboolean FASTCALL PolyArrayAllocBuffer(__GLcontext *gc, GLuint nVertices);
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GLvoid FASTCALL PolyArrayFreeBuffer(__GLcontext *gc);
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GLvoid FASTCALL PolyArrayResetBuffer(__GLcontext *gc);
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GLvoid FASTCALL PolyArrayRestoreColorPointer(POLYARRAY *pa);
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#endif /* __PARRAY_H__ */
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