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/* $Id: t_dd_vertex.h,v 1.6 2001/03/13 17:39:56 gareth Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.5
*
* Copyright (C) 1999-2001 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.
*
* Authors:
* Keith Whitwell <keithw@valinux.com>
*/
typedef struct {
GLfloat x, y, z, w;
} TAG(_coord);
#ifdef COLOR_IS_RGBA
typedef struct {
GLubyte red;
GLubyte green;
GLubyte blue;
GLubyte alpha;
} TAG(_color_t);
#else
typedef struct {
GLubyte blue;
GLubyte green;
GLubyte red;
GLubyte alpha;
} TAG(_color_t);
#endif
typedef union {
struct {
GLfloat x, y, z, w;
TAG(_color_t) color;
TAG(_color_t) specular;
GLfloat u0, v0;
GLfloat u1, v1;
GLfloat u2, v2;
GLfloat u3, v3;
} v;
struct {
GLfloat x, y, z, w;
TAG(_color_t) color;
TAG(_color_t) specular;
GLfloat u0, v0, q0;
GLfloat u1, v1, q1;
GLfloat u2, v2, q2;
GLfloat u3, v3, q3;
} pv;
struct {
GLfloat x, y, z;
TAG(_color_t) color;
} tv;
GLfloat f[24];
GLuint ui[24];
GLubyte ub4[24][4];
} TAG(Vertex), *TAG(VertexPtr);
typedef struct {
TAG(_coord_t) obj;
TAG(_coord_t) normal;
TAG(_coord_t) clip;
GLuint mask;
TAG(_color_t) color;
TAG(_color_t) specular;
GLuint __padding0;
TAG(_coord_t) win;
TAG(_coord_t) eye;
TAG(_coord_t) texture[MAX_TEXTURE_UNITS];
GLuint __padding1[8]; /* FIXME: This is kinda evil... */
} TAG(TnlVertex), *TAG(TnlVertexPtr);
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