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/*
* Copyright 2003 Tungsten Graphics, inc.
* 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
* on the rights to use, copy, modify, merge, publish, distribute, sub
* license, 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 (including the next
* paragraph) 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 NON-INFRINGEMENT. IN NO EVENT SHALL
* TUNGSTEN GRAPHICS AND/OR THEIR SUPPLIERS 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@tungstengraphics.com>
*/
#ifndef _TNL_VERTEX_H
#define _TNL_VERTEX_H
#include "mtypes.h"
/* New mechanism to specify hardware vertices so that tnl can build
* and manipulate them directly.
*/
/* It will probably be necessary to allow drivers to specify new
* emit-styles to cover all the wierd and wacky things out there.
*/
enum tnl_attr_format {
EMIT_1F,
EMIT_2F,
EMIT_3F,
EMIT_4F,
EMIT_2F_VIEWPORT, /* do viewport transform and emit */
EMIT_3F_VIEWPORT, /* do viewport transform and emit */
EMIT_4F_VIEWPORT, /* do viewport transform and emit */
EMIT_3F_XYW, /* for projective texture */
EMIT_1UB_1F, /* for fog coordinate */
EMIT_3UB_3F_RGB, /* for specular color */
EMIT_3UB_3F_BGR, /* for specular color */
EMIT_4UB_4F_RGBA, /* for color */
EMIT_4UB_4F_BGRA, /* for color */
EMIT_4CHAN_4F_RGBA, /* for swrast color */
EMIT_PAD, /* leave a hole of 'offset' bytes */
EMIT_MAX
};
struct tnl_attr_map {
GLuint attrib; /* _TNL_ATTRIB_ enum */
enum tnl_attr_format format;
GLuint offset;
};
/* Interpolate between two vertices to produce a third:
*/
extern void _tnl_interp( GLcontext *ctx,
GLfloat t,
GLuint edst, GLuint eout, GLuint ein,
GLboolean force_boundary );
/* Copy colors from one vertex to another:
*/
extern void _tnl_copy_pv( GLcontext *ctx, GLuint edst, GLuint esrc );
/* Extract a named attribute from a hardware vertex. Will have to
* reverse any viewport transformation, swizzling or other conversions
* which may have been applied:
*/
extern void _tnl_get_attr( GLcontext *ctx, const void *vertex, GLenum attrib,
GLfloat *dest );
/* Complementary to the above.
*/
extern void _tnl_set_attr( GLcontext *ctx, void *vout, GLenum attrib,
const GLfloat *src );
extern void *_tnl_get_vertex( GLcontext *ctx, GLuint nr );
/*
*/
extern GLuint _tnl_install_attrs( GLcontext *ctx,
const struct tnl_attr_map *map,
GLuint nr, const GLfloat *vp,
GLuint unpacked_size );
extern void _tnl_free_vertices( GLcontext *ctx );
extern void _tnl_init_vertices( GLcontext *ctx,
GLuint vb_size,
GLuint max_vertex_size );
extern void *_tnl_emit_vertices_to_buffer( GLcontext *ctx,
GLuint start,
GLuint end,
void *dest );
extern void _tnl_build_vertices( GLcontext *ctx,
GLuint start,
GLuint end,
GLuint newinputs );
extern void _tnl_invalidate_vertices( GLcontext *ctx, GLuint newinputs );
extern void _tnl_invalidate_vertex_state( GLcontext *ctx, GLuint new_state );
#endif
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