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559 lines
16 KiB
559 lines
16 KiB
#ifndef __glattrib_h_
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#define __glattrib_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** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;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 Unpublished -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: 1.14 $
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** $Date: 1993/10/07 18:34:31 $
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*/
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#include "lighting.h"
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#include "pixel.h"
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#include "texture.h"
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#include "eval.h"
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#include "vertex.h"
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#include "glarray.h"
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typedef struct __GLcurrentStateRec {
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__GLvertex rasterPos;
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/*
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** Raster pos valid bit.
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*/
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GLboolean validRasterPos;
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/*
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** Edge tag state.
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*/
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GLboolean edgeTag;
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/*
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** Current color and colorIndex. These variables are also used for
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** the current rasterPos color and colorIndex as set by the user.
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*/
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__GLcolor userColor;
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__GLfloat userColorIndex;
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__GLcoord normal;
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__GLcoord texture;
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} __GLcurrentState;
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/************************************************************************/
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typedef struct __GLpointStateRec {
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__GLfloat requestedSize;
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__GLfloat smoothSize;
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GLint aliasedSize;
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} __GLpointState;
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/************************************************************************/
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/*
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** Line state. Contains all the client controllable line state.
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*/
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typedef struct {
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__GLfloat requestedWidth;
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__GLfloat smoothWidth;
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GLint aliasedWidth;
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GLushort stipple;
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GLshort stippleRepeat;
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} __GLlineState;
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/************************************************************************/
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/*
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** Polygon state. Contains all the user controllable polygon state
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** except for the stipple state.
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*/
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typedef struct __GLpolygonStateRec {
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GLenum frontMode;
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GLenum backMode;
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/*
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** Culling state. Culling can be enabled/disabled and set to cull
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** front or back faces. The FrontFace call determines whether clockwise
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** or counter-clockwise oriented vertices are front facing.
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*/
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GLenum cull;
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GLenum frontFaceDirection;
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/*
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** Polygon offset state
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*/
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__GLfloat factor;
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__GLfloat units;
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} __GLpolygonState;
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/************************************************************************/
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/*
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** Polygon stipple state.
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*/
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typedef struct __GLpolygonStippleStateRec {
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GLubyte stipple[4*32];
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} __GLpolygonStippleState;
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/************************************************************************/
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typedef struct __GLfogStateRec {
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GLenum mode;
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#ifdef NT
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GLuint flags;
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#endif
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__GLcolor color;
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#ifdef NT
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__GLfloat density2neg;
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#endif
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__GLfloat density, start, end;
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__GLfloat oneOverEMinusS;
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__GLfloat index;
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} __GLfogState;
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// fog flags
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// __GL_FOG_GRAY_RGB is set when the clamped and scaled fog color contains
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// identical R, G, and B values
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#define __GL_FOG_GRAY_RGB 0x0001
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/************************************************************************/
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/*
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** Depth state. Contains all the user settable depth state.
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*/
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typedef struct __GLdepthStateRec __GLdepthState;
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struct __GLdepthStateRec {
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/*
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** Depth buffer test function. The z value is compared using zFunction
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** against the current value in the zbuffer. If the comparison
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** succeeds the new z value is written into the z buffer masked
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** by the z write mask.
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*/
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GLenum testFunc;
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/*
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** Writemask enable. When GL_TRUE writing to the depth buffer is
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** allowed.
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*/
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GLboolean writeEnable;
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/*
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** Value used to clear the z buffer when glClear is called.
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*/
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GLdouble clear;
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};
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/************************************************************************/
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typedef struct __GLaccumStateRec {
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__GLcolor clear;
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} __GLaccumState;
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/************************************************************************/
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/*
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** Stencil state. Contains all the user settable stencil state.
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*/
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typedef struct __GLstencilStateRec {
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/*
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** Stencil test function. When the stencil is enabled this
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** function is applied to the reference value and the stored stencil
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** value as follows:
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** result = ref comparision (mask & stencilBuffer[x][y])
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** If the test fails then the fail op is applied and rendering of
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** the pixel stops.
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*/
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GLenum testFunc;
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/*
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** Stencil clear value. Used by glClear.
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*/
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GLshort clear;
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/*
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** Reference stencil value.
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*/
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GLshort reference;
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/*
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** Stencil mask. This is anded against the contents of the stencil
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** buffer during comparisons.
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*/
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GLshort mask;
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/*
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** Stencil write mask
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*/
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GLshort writeMask;
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/*
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** When the stencil comparison fails this operation is applied to
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** the stencil buffer.
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*/
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GLenum fail;
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/*
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** When the stencil comparison passes and the depth test
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** fails this operation is applied to the stencil buffer.
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*/
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GLenum depthFail;
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/*
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** When both the stencil comparison passes and the depth test
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** passes this operation is applied to the stencil buffer.
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*/
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GLenum depthPass;
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} __GLstencilState;
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/************************************************************************/
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typedef struct __GLviewportRec {
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/*
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** Viewport parameters from user, as integers.
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*/
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GLint x, y;
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GLsizei width, height;
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/*
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** Depthrange parameters from user.
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*/
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GLdouble zNear, zFar;
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/*XXX move me */
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/*
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** Internal form of viewport and depth range used to compute
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** window coordinates from clip coordinates.
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*/
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__GLfloat xScale, xCenter;
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__GLfloat yScale, yCenter;
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__GLfloat zScale, zCenter;
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} __GLviewport;
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/************************************************************************/
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typedef struct __GLtransformStateRec {
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/*
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** Current mode of the matrix stack. This determines what effect
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** the various matrix operations (load, mult, scale) apply to.
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*/
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GLenum matrixMode;
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/*
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** User clipping planes in eye space. These are the user clip planes
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** projected into eye space.
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*/
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/* XXX BUG! stacking of eyeClipPlanes is busted! */
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__GLcoord *eyeClipPlanes;
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__GLcoord *eyeClipPlanesSet;
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} __GLtransformState;
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/************************************************************************/
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/*
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** Enable structures. Anything that can be glEnable'd or glDisable'd is
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** contained in this structure. The enables are kept as single bits
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** in a couple of bitfields.
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*/
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/* Bits in "general" enable word */
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#define __GL_ALPHA_TEST_ENABLE (1 << 0)
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#define __GL_BLEND_ENABLE (1 << 1)
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#define __GL_INDEX_LOGIC_OP_ENABLE (1 << 2)
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#define __GL_DITHER_ENABLE (1 << 3)
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#define __GL_DEPTH_TEST_ENABLE (1 << 4)
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#define __GL_FOG_ENABLE (1 << 5)
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#define __GL_LIGHTING_ENABLE (1 << 6)
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#define __GL_COLOR_MATERIAL_ENABLE (1 << 7)
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#define __GL_LINE_STIPPLE_ENABLE (1 << 8)
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#define __GL_LINE_SMOOTH_ENABLE (1 << 9)
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#define __GL_POINT_SMOOTH_ENABLE (1 << 10)
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#define __GL_POLYGON_SMOOTH_ENABLE (1 << 11)
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#define __GL_CULL_FACE_ENABLE (1 << 12)
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#define __GL_POLYGON_STIPPLE_ENABLE (1 << 13)
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#define __GL_SCISSOR_TEST_ENABLE (1 << 14)
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#define __GL_STENCIL_TEST_ENABLE (1 << 15)
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#define __GL_TEXTURE_1D_ENABLE (1 << 16)
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#define __GL_TEXTURE_2D_ENABLE (1 << 17)
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#define __GL_TEXTURE_GEN_S_ENABLE (1 << 18)
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#define __GL_TEXTURE_GEN_T_ENABLE (1 << 19)
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#define __GL_TEXTURE_GEN_R_ENABLE (1 << 20)
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#define __GL_TEXTURE_GEN_Q_ENABLE (1 << 21)
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#define __GL_NORMALIZE_ENABLE (1 << 22)
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#define __GL_AUTO_NORMAL_ENABLE (1 << 23)
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#define __GL_POLYGON_OFFSET_POINT_ENABLE (1 << 24)
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#define __GL_POLYGON_OFFSET_LINE_ENABLE (1 << 25)
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#define __GL_POLYGON_OFFSET_FILL_ENABLE (1 << 26)
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#define __GL_COLOR_LOGIC_OP_ENABLE (1 << 27)
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#ifdef GL_EXT_flat_paletted_lighting
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// NOTE: Not currently enabled, can be reused if necessary
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#define __GL_PALETTED_LIGHTING_ENABLE (1 << 28)
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#endif // GL_EXT_flat_paletted_lighting
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#ifdef GL_WIN_specular_fog
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#define __GL_FOG_SPEC_TEX_ENABLE (1 << 29)
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#endif //GL_WIN_specular_fog
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#ifdef GL_WIN_multiple_textures
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#define __GL_TEXCOMBINE_CLAMP_ENABLE (1 << 30)
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#endif // GL_WIN_multiple_textures
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/*
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** Composities of the above bits for each glPushAttrib group that has
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** multiple enables, except for those defined below
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*/
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#define __GL_COLOR_BUFFER_ENABLES \
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(__GL_ALPHA_TEST_ENABLE | __GL_BLEND_ENABLE | __GL_INDEX_LOGIC_OP_ENABLE \
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| __GL_DITHER_ENABLE | __GL_COLOR_LOGIC_OP_ENABLE)
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#define __GL_LIGHTING_ENABLES \
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(__GL_LIGHTING_ENABLE | __GL_COLOR_MATERIAL_ENABLE)
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#define __GL_LINE_ENABLES \
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(__GL_LINE_STIPPLE_ENABLE | __GL_LINE_SMOOTH_ENABLE)
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#define __GL_POLYGON_ENABLES \
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(__GL_POLYGON_SMOOTH_ENABLE | __GL_CULL_FACE_ENABLE \
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| __GL_POLYGON_STIPPLE_ENABLE | __GL_POLYGON_OFFSET_POINT_ENABLE \
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| __GL_POLYGON_OFFSET_LINE_ENABLE | __GL_POLYGON_OFFSET_FILL_ENABLE)
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#define __GL_TEXTURE_ENABLES \
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(__GL_TEXTURE_1D_ENABLE | __GL_TEXTURE_2D_ENABLE \
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| __GL_TEXTURE_GEN_S_ENABLE | __GL_TEXTURE_GEN_T_ENABLE \
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| __GL_TEXTURE_GEN_R_ENABLE | __GL_TEXTURE_GEN_Q_ENABLE)
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/* Bits in "eval1" enable word */
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#define __GL_MAP1_VERTEX_3_ENABLE (1 << __GL_V3)
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#define __GL_MAP1_VERTEX_4_ENABLE (1 << __GL_V4)
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#define __GL_MAP1_COLOR_4_ENABLE (1 << __GL_C4)
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#define __GL_MAP1_INDEX_ENABLE (1 << __GL_I)
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#define __GL_MAP1_NORMAL_ENABLE (1 << __GL_N3)
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#define __GL_MAP1_TEXTURE_COORD_1_ENABLE (1 << __GL_T1)
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#define __GL_MAP1_TEXTURE_COORD_2_ENABLE (1 << __GL_T2)
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#define __GL_MAP1_TEXTURE_COORD_3_ENABLE (1 << __GL_T3)
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#define __GL_MAP1_TEXTURE_COORD_4_ENABLE (1 << __GL_T4)
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/* Bits in "eval2" enable word */
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#define __GL_MAP2_VERTEX_3_ENABLE (1 << __GL_V3)
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#define __GL_MAP2_VERTEX_4_ENABLE (1 << __GL_V4)
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#define __GL_MAP2_COLOR_4_ENABLE (1 << __GL_C4)
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#define __GL_MAP2_INDEX_ENABLE (1 << __GL_I)
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#define __GL_MAP2_NORMAL_ENABLE (1 << __GL_N3)
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#define __GL_MAP2_TEXTURE_COORD_1_ENABLE (1 << __GL_T1)
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#define __GL_MAP2_TEXTURE_COORD_2_ENABLE (1 << __GL_T2)
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#define __GL_MAP2_TEXTURE_COORD_3_ENABLE (1 << __GL_T3)
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#define __GL_MAP2_TEXTURE_COORD_4_ENABLE (1 << __GL_T4)
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/* Bits in "clipPlanes" enable word */
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#define __GL_CLIP_PLANE0_ENABLE (1 << 0)
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#define __GL_CLIP_PLANE1_ENABLE (1 << 1)
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#define __GL_CLIP_PLANE2_ENABLE (1 << 2)
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#define __GL_CLIP_PLANE3_ENABLE (1 << 3)
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#define __GL_CLIP_PLANE4_ENABLE (1 << 4)
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#define __GL_CLIP_PLANE5_ENABLE (1 << 5)
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/* Bits in "lights" enable word */
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#define __GL_LIGHT0_ENABLE (1 << 0)
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#define __GL_LIGHT1_ENABLE (1 << 1)
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#define __GL_LIGHT2_ENABLE (1 << 2)
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#define __GL_LIGHT3_ENABLE (1 << 3)
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#define __GL_LIGHT4_ENABLE (1 << 4)
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#define __GL_LIGHT5_ENABLE (1 << 5)
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#define __GL_LIGHT6_ENABLE (1 << 6)
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#define __GL_LIGHT7_ENABLE (1 << 7)
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typedef struct __GLenableStateRec __GLenableState;
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struct __GLenableStateRec {
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GLuint general;
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GLuint lights;
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GLuint clipPlanes;
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GLushort eval1, eval2;
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};
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/************************************************************************/
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typedef struct __GLrasterStateRec __GLrasterState;
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struct __GLrasterStateRec {
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/*
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** Alpha function. The alpha function is applied to the alpha color
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** value and the reference value. If it fails then the pixel is
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** not rendered.
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*/
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GLenum alphaFunction;
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__GLfloat alphaReference;
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/*
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** Alpha blending source and destination factors.
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*/
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GLenum blendSrc;
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GLenum blendDst;
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/*
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** Logic op. Logic op is only used during color index mode.
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*/
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GLenum logicOp;
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/*
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** Color to fill the color portion of the framebuffer when clear
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** is called.
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*/
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__GLcolor clear;
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__GLfloat clearIndex;
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/*
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** Color index write mask. The color values are masked with this
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** value when writing to the frame buffer so that only the bits set
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** in the mask are changed in the frame buffer.
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*/
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GLint writeMask;
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/*
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** RGB write masks. These booleans enable or disable writing of
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** the r, g, b, and a components.
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*/
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GLboolean rMask, gMask, bMask, aMask;
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/*
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** This state variable tracks which buffer(s) is being drawn into.
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*/
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GLenum drawBuffer;
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/*
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** Draw buffer specified by user. May be different from drawBuffer
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** above. If the user specifies GL_FRONT_LEFT, for example, then
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** drawBuffer is set to GL_FRONT, and drawBufferReturn to
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** GL_FRONT_LEFT.
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*/
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GLenum drawBufferReturn;
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};
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/************************************************************************/
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/*
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** Hint state. Contains all the user controllable hint state.
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*/
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typedef struct {
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GLenum perspectiveCorrection;
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GLenum pointSmooth;
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GLenum lineSmooth;
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GLenum polygonSmooth;
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GLenum fog;
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#ifdef GL_WIN_phong_shading
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GLenum phong;
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#endif
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} __GLhintState;
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/************************************************************************/
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/*
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** All stackable list state.
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*/
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typedef struct __GLdlistStateRec {
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GLuint listBase;
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} __GLdlistState;
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/************************************************************************/
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/*
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** Scissor state from user.
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*/
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typedef struct __GLscissorRec {
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GLint scissorX, scissorY, scissorWidth, scissorHeight;
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} __GLscissor;
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/************************************************************************/
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struct __GLattributeRec {
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/*
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** Mask of which fields in this structure are valid.
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*/
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GLuint mask;
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__GLcurrentState current;
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__GLpointState point;
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__GLlineState line;
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__GLpolygonState polygon;
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__GLpolygonStippleState polygonStipple;
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__GLpixelState pixel;
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__GLlightState light;
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__GLfogState fog;
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__GLdepthState depth;
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__GLaccumState accum;
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__GLstencilState stencil;
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__GLviewport viewport;
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__GLtransformState transform;
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__GLenableState enables;
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__GLrasterState raster;
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__GLhintState hints;
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__GLevaluatorState evaluator;
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__GLdlistState list;
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__GLtextureState texture;
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__GLscissor scissor;
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};
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/************************************************************************/
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/*
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** Attribution machine state. This manages the stack of attributes.
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*/
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typedef struct {
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/*
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** Attribute stack. The attribute stack keeps track of the
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** attributes that have been pushed.
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*/
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__GLattribute **stack;
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/*
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** Attribute stack pointer.
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*/
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__GLattribute **stackPointer;
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} __GLattributeMachine;
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extern void FASTCALL __glFreeAttributeState(__GLcontext *gc);
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extern GLboolean FASTCALL __glCopyContext(__GLcontext *dst, const __GLcontext *src,
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GLuint mask);
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extern GLenum __glErrorCheckMaterial(GLenum face, GLenum p, GLfloat pv0);
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/************************************************************************/
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// Client attribute states.
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typedef struct __GLclientAttributeRec {
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// Mask of which fields in this structure are valid.
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GLbitfield mask;
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__GLpixelPackMode pixelPackModes;
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__GLpixelUnpackMode pixelUnpackModes;
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__GLvertexArray vertexArray;
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} __GLclientAttribute;
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/*
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** Client attribution machine state. This manages the stack of client
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** attributes.
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*/
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typedef struct {
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/*
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** Client attribute stack. The client attribute stack keeps track of the
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** client attributes that have been pushed.
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*/
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__GLclientAttribute **stack;
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/*
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** Client attribute stack pointer.
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*/
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__GLclientAttribute **stackPointer;
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} __GLclientAttributeMachine;
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extern void FASTCALL __glFreeClientAttributeState(__GLcontext *gc);
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extern GLuint FASTCALL __glInternalPopAttrib(__GLcontext *, GLboolean);
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extern GLuint FASTCALL __glInternalPopClientAttrib(__GLcontext *, GLboolean,
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GLboolean);
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#endif /* __glattrib_h_ */
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