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/* Id: dlist.h,v 1.2 1999/02/26 08:52:32 martin Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.1
*
* Copyright (C) 1999 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
/*
* Log: dlist.h,v $
* Revision 1.2 1999/02/26 08:52:32 martin
* Updated Mesa to the official version checked into the Mesa cvs archive
* Cleaned up the XMesa interface
* Fixed support for standalone Mesa
* Removed several unused files in the lib/GL/mesa/src subdirectory
* Moved glcore.h back to include/GL/internal/glcore.h
*
* Revision 3.8 1999/02/14 03:46:34 brianp
* new copyright
*
* Revision 3.7 1998/11/03 01:40:37 brianp
* implemented GL_ARB_multitexture
*
* Revision 3.6 1998/10/20 02:27:56 brianp
* removed GL_EXT_multitexture extension
*
* Revision 3.5 1998/10/05 00:40:15 brianp
* added GL_INGR_blend_func_separate extension
*
* Revision 3.4 1998/08/21 02:42:21 brianp
* changed gl_save_PolygonStipple() param type to GLuint *
*
* Revision 3.3 1998/06/07 22:18:52 brianp
* implemented GL_EXT_multitexture extension
*
* Revision 3.2 1998/02/20 04:50:09 brianp
* implemented GL_SGIS_multitexture
*
* Revision 3.1 1998/02/08 20:23:09 brianp
* removed const from gl_save_Bitmap()'s bitmap parameter
*
* Revision 3.0 1998/01/31 20:50:39 brianp
* initial rev
*
*/
#ifndef DLIST_H
#define DLIST_H
#include "types.h"
extern void gl_init_lists( void );
extern void gl_destroy_list( GLcontext *ctx, GLuint list );
extern void gl_CallList( GLcontext *ctx, GLuint list );
extern void gl_CallLists( GLcontext *ctx,
GLsizei n, GLenum type, const GLvoid *lists );
extern void gl_DeleteLists( GLcontext *ctx, GLuint list, GLsizei range );
extern void gl_EndList( GLcontext *ctx );
extern GLuint gl_GenLists( GLcontext *ctx, GLsizei range );
extern GLboolean gl_IsList( GLcontext *ctx, GLuint list );
extern void gl_ListBase( GLcontext *ctx, GLuint base );
extern void gl_NewList( GLcontext *ctx, GLuint list, GLenum mode );
extern void gl_save_Accum( GLcontext *ctx, GLenum op, GLfloat value );
extern void gl_save_AlphaFunc( GLcontext *ctx, GLenum func, GLclampf ref );
extern void gl_save_BlendColor( GLcontext *ctx, GLfloat red, GLfloat green,
GLfloat blue, GLfloat alpha );
extern void gl_save_BlendEquation( GLcontext *ctx, GLenum mode );
extern void gl_save_BlendFunc( GLcontext *ctx,
GLenum sfactor, GLenum dfactor );
extern void gl_save_BlendFuncSeparate( GLcontext *ctx,
GLenum sfactorRGB, GLenum dfactorRGB,
GLenum sfactorA, GLenum dfactorA);
extern void gl_save_Begin( GLcontext *ctx, GLenum mode );
extern void gl_save_BindTexture( GLcontext *ctx,
GLenum target, GLuint texture );
extern void gl_save_Bitmap( GLcontext *ctx, GLsizei width, GLsizei height,
GLfloat xorig, GLfloat yorig,
GLfloat xmove, GLfloat ymove,
struct gl_image *bitmap );
extern void gl_save_CallList( GLcontext *ctx, GLuint list );
extern void gl_save_CallLists( GLcontext *ctx,
GLsizei n, GLenum type, const GLvoid *lists );
extern void gl_save_Clear( GLcontext *ctx, GLbitfield mask );
extern void gl_save_ClearAccum( GLcontext *ctx, GLfloat red, GLfloat green,
GLfloat blue, GLfloat alpha );
extern void gl_save_ClearColor( GLcontext *ctx, GLclampf red, GLclampf green,
GLclampf blue, GLclampf alpha );
extern void gl_save_ClearDepth( GLcontext *ctx, GLclampd depth );
extern void gl_save_ClearIndex( GLcontext *ctx, GLfloat c );
extern void gl_save_ClearStencil( GLcontext *ctx, GLint s );
extern void gl_save_ClipPlane( GLcontext *ctx,
GLenum plane, const GLfloat *equ );
extern void gl_save_Color3f( GLcontext *ctx, GLfloat r, GLfloat g, GLfloat b );
extern void gl_save_Color3fv( GLcontext *ctx, const GLfloat *c );
extern void gl_save_Color4f( GLcontext *ctx, GLfloat r, GLfloat g,
GLfloat b, GLfloat a );
extern void gl_save_Color4fv( GLcontext *ctx, const GLfloat *c );
extern void gl_save_Color4ub( GLcontext *ctx, GLubyte r, GLubyte g,
GLubyte b, GLubyte a );
extern void gl_save_Color4ubv( GLcontext *ctx, const GLubyte *c );
extern void gl_save_ColorMask( GLcontext *ctx, GLboolean red, GLboolean green,
GLboolean blue, GLboolean alpha );
extern void gl_save_ColorMaterial( GLcontext *ctx, GLenum face, GLenum mode );
extern void gl_save_ColorTable( GLcontext *ctx, GLenum target,
GLenum internalFormat,
struct gl_image *table );
extern void gl_save_ColorSubTable( GLcontext *ctx, GLenum target,
GLsizei start, struct gl_image *data );
extern void gl_save_CopyPixels( GLcontext *ctx, GLint x, GLint y,
GLsizei width, GLsizei height, GLenum type );
extern void gl_save_CopyTexImage1D( GLcontext *ctx,
GLenum target, GLint level,
GLenum internalformat,
GLint x, GLint y, GLsizei width,
GLint border );
extern void gl_save_CopyTexImage2D( GLcontext *ctx,
GLenum target, GLint level,
GLenum internalformat,
GLint x, GLint y, GLsizei width,
GLsizei height, GLint border );
extern void gl_save_CopyTexSubImage1D( GLcontext *ctx,
GLenum target, GLint level,
GLint xoffset, GLint x, GLint y,
GLsizei width );
extern void gl_save_CopyTexSubImage2D( GLcontext *ctx,
GLenum target, GLint level,
GLint xoffset, GLint yoffset,
GLint x, GLint y,
GLsizei width, GLint height );
extern void gl_save_CopyTexSubImage3DEXT( GLcontext *ctx,
GLenum target, GLint level,
GLint xoffset, GLint yoffset, GLint zoffset,
GLint x, GLint y,
GLsizei width, GLint height );
extern void gl_save_CullFace( GLcontext *ctx, GLenum mode );
extern void gl_save_DepthFunc( GLcontext *ctx, GLenum func );
extern void gl_save_DepthMask( GLcontext *ctx, GLboolean mask );
extern void gl_save_DepthRange( GLcontext *ctx,
GLclampd nearval, GLclampd farval );
extern void gl_save_Disable( GLcontext *ctx, GLenum cap );
extern void gl_save_DrawBuffer( GLcontext *ctx, GLenum mode );
extern void gl_save_DrawPixels( GLcontext *ctx, struct gl_image *image );
extern void gl_save_EdgeFlag( GLcontext *ctx, GLboolean flag );
extern void gl_save_Enable( GLcontext *ctx, GLenum cap );
extern void gl_save_End( GLcontext *ctx );
extern void gl_save_EvalCoord1f( GLcontext *ctx, GLfloat u );
extern void gl_save_EvalCoord2f( GLcontext *ctx, GLfloat u, GLfloat v );
extern void gl_save_EvalMesh1( GLcontext *ctx,
GLenum mode, GLint i1, GLint i2 );
extern void gl_save_EvalMesh2( GLcontext *ctx, GLenum mode, GLint i1, GLint i2,
GLint j1, GLint j2 );
extern void gl_save_EvalPoint1( GLcontext *ctx, GLint i );
extern void gl_save_EvalPoint2( GLcontext *ctx, GLint i, GLint j );
extern void gl_save_Fogfv( GLcontext *ctx,
GLenum pname, const GLfloat *params );
extern void gl_save_FrontFace( GLcontext *ctx, GLenum mode );
extern void gl_save_Frustum( GLcontext *ctx, GLdouble left, GLdouble right,
GLdouble bottom, GLdouble top,
GLdouble nearval, GLdouble farval );
extern void gl_save_Hint( GLcontext *ctx, GLenum target, GLenum mode );
extern void gl_save_Indexf( GLcontext *ctx, GLfloat index );
extern void gl_save_Indexi( GLcontext *ctx, GLint index );
extern void gl_save_IndexMask( GLcontext *ctx, GLuint mask );
extern void gl_save_InitNames( GLcontext *ctx );
extern void gl_save_Lightfv( GLcontext *ctx, GLenum light, GLenum pname,
const GLfloat *params, GLint numparams );
extern void gl_save_LightModelfv( GLcontext *ctx, GLenum pname,
const GLfloat *params );
extern void gl_save_LineWidth( GLcontext *ctx, GLfloat width );
extern void gl_save_LineStipple( GLcontext *ctx, GLint factor,
GLushort pattern );
extern void gl_save_ListBase( GLcontext *ctx, GLuint base );
extern void gl_save_LoadIdentity( GLcontext *ctx );
extern void gl_save_LoadMatrixf( GLcontext *ctx, const GLfloat *m );
extern void gl_save_LoadName( GLcontext *ctx, GLuint name );
extern void gl_save_LogicOp( GLcontext *ctx, GLenum opcode );
extern void gl_save_Map1f( GLcontext *ctx, GLenum target,
GLfloat u1, GLfloat u2, GLint stride,
GLint order, const GLfloat *points,
GLboolean retain );
extern void gl_save_Map2f( GLcontext *ctx, GLenum target,
GLfloat u1, GLfloat u2, GLint ustride, GLint uorder,
GLfloat v1, GLfloat v2, GLint vstride, GLint vorder,
const GLfloat *points,
GLboolean retain );
extern void gl_save_MapGrid1f( GLcontext *ctx, GLint un,
GLfloat u1, GLfloat u2 );
extern void gl_save_MapGrid2f( GLcontext *ctx,
GLint un, GLfloat u1, GLfloat u2,
GLint vn, GLfloat v1, GLfloat v2 );
extern void gl_save_Materialfv( GLcontext *ctx, GLenum face, GLenum pname,
const GLfloat *params );
extern void gl_save_MatrixMode( GLcontext *ctx, GLenum mode );
extern void gl_save_MultMatrixf( GLcontext *ctx, const GLfloat *m );
extern void gl_save_NewList( GLcontext *ctx, GLuint list, GLenum mode );
extern void gl_save_Normal3fv( GLcontext *ctx, const GLfloat n[3] );
extern void gl_save_Normal3f( GLcontext *ctx,
GLfloat nx, GLfloat ny, GLfloat nz );
extern void gl_save_Ortho( GLcontext *ctx, GLdouble left, GLdouble right,
GLdouble bottom, GLdouble top,
GLdouble nearval, GLdouble farval );
extern void gl_save_PassThrough( GLcontext *ctx, GLfloat token );
extern void gl_save_PixelMapfv( GLcontext *ctx, GLenum map, GLint mapsize,
const GLfloat *values );
extern void gl_save_PixelTransferf( GLcontext *ctx,
GLenum pname, GLfloat param );
extern void gl_save_PixelZoom( GLcontext *ctx,
GLfloat xfactor, GLfloat yfactor );
extern void gl_save_PointParameterfvEXT( GLcontext *ctx, GLenum pname,
const GLfloat *params );
extern void gl_save_PointSize( GLcontext *ctx, GLfloat size );
extern void gl_save_PolygonMode( GLcontext *ctx, GLenum face, GLenum mode );
extern void gl_save_PolygonStipple( GLcontext *ctx, const GLuint *pattern );
extern void gl_save_PolygonOffset( GLcontext *ctx,
GLfloat factor, GLfloat units );
extern void gl_save_PopAttrib( GLcontext *ctx );
extern void gl_save_PopMatrix( GLcontext *ctx );
extern void gl_save_PopName( GLcontext *ctx );
extern void gl_save_PrioritizeTextures( GLcontext *ctx,
GLsizei n, const GLuint *textures,
const GLclampf *priorities );
extern void gl_save_PushAttrib( GLcontext *ctx, GLbitfield mask );
extern void gl_save_PushMatrix( GLcontext *ctx );
extern void gl_save_PushName( GLcontext *ctx, GLuint name );
extern void gl_save_RasterPos4f( GLcontext *ctx,
GLfloat x, GLfloat y, GLfloat z, GLfloat w );
extern void gl_save_ReadBuffer( GLcontext *ctx, GLenum mode );
extern void gl_save_Rectf( GLcontext *ctx,
GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2 );
extern void gl_save_Rotatef( GLcontext *ctx, GLfloat angle,
GLfloat x, GLfloat y, GLfloat z );
extern void gl_save_Scalef( GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z );
extern void gl_save_Scissor( GLcontext *ctx,
GLint x, GLint y, GLsizei width, GLsizei height );
extern void gl_save_ShadeModel( GLcontext *ctx, GLenum mode );
extern void gl_save_StencilFunc( GLcontext *ctx,
GLenum func, GLint ref, GLuint mask );
extern void gl_save_StencilMask( GLcontext *ctx, GLuint mask );
extern void gl_save_StencilOp( GLcontext *ctx,
GLenum fail, GLenum zfail, GLenum zpass );
extern void gl_save_TexCoord2f( GLcontext *ctx, GLfloat s, GLfloat t );
extern void gl_save_TexCoord4f( GLcontext *ctx, GLfloat s, GLfloat t,
GLfloat r, GLfloat q );
extern void gl_save_TexEnvfv( GLcontext *ctx, GLenum target, GLenum pname,
const GLfloat *params );
extern void gl_save_TexParameterfv( GLcontext *ctx, GLenum target,
GLenum pname, const GLfloat *params );
extern void gl_save_TexGenfv( GLcontext *ctx, GLenum coord, GLenum pname,
const GLfloat *params );
extern void gl_save_TexImage1D( GLcontext *ctx, GLenum target,
GLint level, GLint components,
GLsizei width, GLint border,
GLenum format, GLenum type,
struct gl_image *teximage );
extern void gl_save_TexImage2D( GLcontext *ctx, GLenum target,
GLint level, GLint components,
GLsizei width, GLsizei height, GLint border,
GLenum format, GLenum type,
struct gl_image *teximage );
extern void gl_save_TexImage3DEXT( GLcontext *ctx, GLenum target,
GLint level, GLint components,
GLsizei width, GLsizei height, GLsizei depth,
GLint border,
GLenum format, GLenum type,
struct gl_image *teximage );
extern void gl_save_TexSubImage1D( GLcontext *ctx,
GLenum target, GLint level,
GLint xoffset, GLsizei width,
GLenum format, GLenum type,
struct gl_image *image );
extern void gl_save_TexSubImage2D( GLcontext *ctx,
GLenum target, GLint level,
GLint xoffset, GLint yoffset,
GLsizei width, GLsizei height,
GLenum format, GLenum type,
struct gl_image *image );
extern void gl_save_TexSubImage3DEXT( GLcontext *ctx,
GLenum target, GLint level,
GLint xoffset, GLint yoffset, GLint zoffset,
GLsizei width, GLsizei height, GLsizei depth,
GLenum format, GLenum type,
struct gl_image *image );
extern void gl_save_Translatef( GLcontext *ctx,
GLfloat x, GLfloat y, GLfloat z );
extern void gl_save_Vertex2f( GLcontext *ctx,
GLfloat x, GLfloat y );
extern void gl_save_Vertex3f( GLcontext *ctx,
GLfloat x, GLfloat y, GLfloat z );
extern void gl_save_Vertex4f( GLcontext *ctx,
GLfloat x, GLfloat y, GLfloat z, GLfloat w );
extern void gl_save_Vertex3fv( GLcontext *ctx, const GLfloat *v );
extern void gl_save_Viewport( GLcontext *ctx, GLint x, GLint y,
GLsizei width, GLsizei height );
extern void gl_save_WindowPos4fMESA( GLcontext *ctx,
GLfloat x, GLfloat y,
GLfloat z, GLfloat w );
/* GL_SGIS_multitexture */
extern void gl_save_MultiTexCoord4f( GLcontext *ctx, GLenum target,
GLfloat s, GLfloat t,
GLfloat r, GLfloat q );
extern void gl_save_SelectTextureSGIS( GLcontext *ctx, GLenum target );
extern void gl_save_SelectTextureCoordSet( GLcontext *ctx, GLenum target );
/* GL_ARB_multitexture */
extern void gl_save_ActiveTexture( GLcontext *ctx, GLenum target );
extern void gl_save_ClientActiveTexture( GLcontext *ctx, GLenum target );
#endif
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