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📄 mtypes.h

📁 winNT技术操作系统,国外开放的原代码和LIUX一样
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struct gl_light
{
   struct gl_light *next;	/**< double linked list with sentinel */
   struct gl_light *prev;

   GLfloat Ambient[4];		/**< ambient color */
   GLfloat Diffuse[4];		/**< diffuse color */
   GLfloat Specular[4];		/**< specular color */
   GLfloat EyePosition[4];	/**< position in eye coordinates */
   GLfloat EyeDirection[4];	/**< spotlight dir in eye coordinates */
   GLfloat SpotExponent;
   GLfloat SpotCutoff;		/**< in degrees */
   GLfloat _CosCutoff;		/**< = MAX(0, cos(SpotCutoff)) */
   GLfloat ConstantAttenuation;
   GLfloat LinearAttenuation;
   GLfloat QuadraticAttenuation;
   GLboolean Enabled;		/**< On/off flag */

   /** 
    * \name Derived fields
    */
   /*@{*/
   GLuint _Flags;		/**< State */

   GLfloat _Position[4];	/**< position in eye/obj coordinates */
   GLfloat _VP_inf_norm[3];	/**< Norm direction to infinite light */
   GLfloat _h_inf_norm[3];	/**< Norm( _VP_inf_norm + <0,0,1> ) */
   GLfloat _NormDirection[4];	/**< normalized spotlight direction */
   GLfloat _VP_inf_spot_attenuation;

   GLfloat _SpotExpTable[EXP_TABLE_SIZE][2];  /**< to replace a pow() call */
   GLfloat _MatAmbient[2][3];	/**< material ambient * light ambient */
   GLfloat _MatDiffuse[2][3];	/**< material diffuse * light diffuse */
   GLfloat _MatSpecular[2][3];	/**< material spec * light specular */
   GLfloat _dli;		/**< CI diffuse light intensity */
   GLfloat _sli;		/**< CI specular light intensity */
   /*@}*/
};


/**
 * Light model state.
 */
struct gl_lightmodel
{
   GLfloat Ambient[4];		/**< ambient color */
   GLboolean LocalViewer;	/**< Local (or infinite) view point? */
   GLboolean TwoSide;		/**< Two (or one) sided lighting? */
   GLenum ColorControl;		/**< either GL_SINGLE_COLOR
				 *    or GL_SEPARATE_SPECULAR_COLOR */
};


/**
 * Material state.
 */
struct gl_material
{
   GLfloat Attrib[MAT_ATTRIB_MAX][4];
};


/**
 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
 */
struct gl_accum_attrib
{
   GLfloat ClearColor[4];	/**< Accumulation buffer clear color */
};


/**
 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
 */
struct gl_colorbuffer_attrib
{
   GLuint ClearIndex;			/**< Index to use for glClear */
   GLclampf ClearColor[4];		/**< Color to use for glClear */

   GLuint IndexMask;			/**< Color index write mask */
   GLubyte ColorMask[4];		/**< Each flag is 0xff or 0x0 */

   GLenum DrawBuffer[MAX_DRAW_BUFFERS];	/**< Which buffer to draw into */

   /** 
    * \name alpha testing
    */
   /*@{*/
   GLboolean AlphaEnabled;		/**< Alpha test enabled flag */
   GLenum AlphaFunc;			/**< Alpha test function */
   GLclampf AlphaRef;			/**< Alpha reference value */
   /*@}*/

   /** 
    * \name Blending
    */
   /*@{*/
   GLboolean BlendEnabled;		/**< Blending enabled flag */
   GLenum BlendSrcRGB;			/**< Blending source operator */
   GLenum BlendDstRGB;			/**< Blending destination operator */
   GLenum BlendSrcA;			/**< GL_INGR_blend_func_separate */
   GLenum BlendDstA;			/**< GL_INGR_blend_func_separate */
   GLenum BlendEquationRGB;		/**< Blending equation */
   GLenum BlendEquationA;		/**< GL_EXT_blend_equation_separate */
   GLfloat BlendColor[4];		/**< Blending color */
   /*@}*/

   /** 
    * \name Logic op
    */
   /*@{*/
   GLenum LogicOp;			/**< Logic operator */
   GLboolean IndexLogicOpEnabled;	/**< Color index logic op enabled flag */
   GLboolean ColorLogicOpEnabled;	/**< RGBA logic op enabled flag */
   GLboolean _LogicOpEnabled;		/**< RGBA logic op + EXT_blend_logic_op enabled flag */
   /*@}*/

   GLboolean DitherFlag;		/**< Dither enable flag */
};


/**
 * Current attribute group (GL_CURRENT_BIT).
 */
struct gl_current_attrib
{
   /**
    * \name Values valid only when FLUSH_VERTICES has been called.
    */
   /*@{*/
   GLfloat Attrib[VERT_ATTRIB_MAX][4];		/**< Current vertex attributes
						  *  indexed by VERT_ATTRIB_* */
   GLfloat Index;				/**< Current color index */
   GLboolean EdgeFlag;				/**< Current edge flag */
   /*@}*/

   /**
    * \name Values are always valid.  
    * 
    * \note BTW, note how similar this set of attributes is to the SWvertex
    * data type in the software rasterizer...
    */
   /*@{*/
   GLfloat RasterPos[4];			/**< Current raster position */
   GLfloat RasterDistance;			/**< Current raster distance */
   GLfloat RasterColor[4];			/**< Current raster color */
   GLfloat RasterSecondaryColor[4];             /**< Current raster secondary color */
   GLfloat RasterIndex;				/**< Current raster index */
   GLfloat RasterTexCoords[MAX_TEXTURE_UNITS][4];/**< Current raster texcoords */
   GLboolean RasterPosValid;			/**< Raster pos valid flag */
   /*@}*/
};


/**
 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
 */
struct gl_depthbuffer_attrib
{
   GLenum Func;			/**< Function for depth buffer compare */
   GLclampd Clear;		/**< Value to clear depth buffer to */
   GLboolean Test;		/**< Depth buffering enabled flag */
   GLboolean Mask;		/**< Depth buffer writable? */
   GLboolean OcclusionTest;	/**< GL_HP_occlusion_test */
   GLboolean BoundsTest;        /**< GL_EXT_depth_bounds_test */
   GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
};


/**
 * glEnable()/glDisable() attribute group (GL_ENABLE_BIT).
 */
struct gl_enable_attrib
{
   GLboolean AlphaTest;
   GLboolean AutoNormal;
   GLboolean Blend;
   GLuint ClipPlanes;
   GLboolean ColorMaterial;
   GLboolean ColorTable;                /* SGI_color_table */
   GLboolean PostColorMatrixColorTable; /* SGI_color_table */
   GLboolean PostConvolutionColorTable; /* SGI_color_table */
   GLboolean Convolution1D;
   GLboolean Convolution2D;
   GLboolean Separable2D;
   GLboolean CullFace;
   GLboolean DepthTest;
   GLboolean Dither;
   GLboolean Fog;
   GLboolean Histogram;
   GLboolean Light[MAX_LIGHTS];
   GLboolean Lighting;
   GLboolean LineSmooth;
   GLboolean LineStipple;
   GLboolean IndexLogicOp;
   GLboolean ColorLogicOp;
   GLboolean Map1Color4;
   GLboolean Map1Index;
   GLboolean Map1Normal;
   GLboolean Map1TextureCoord1;
   GLboolean Map1TextureCoord2;
   GLboolean Map1TextureCoord3;
   GLboolean Map1TextureCoord4;
   GLboolean Map1Vertex3;
   GLboolean Map1Vertex4;
   GLboolean Map1Attrib[16];  /* GL_NV_vertex_program */
   GLboolean Map2Color4;
   GLboolean Map2Index;
   GLboolean Map2Normal;
   GLboolean Map2TextureCoord1;
   GLboolean Map2TextureCoord2;
   GLboolean Map2TextureCoord3;
   GLboolean Map2TextureCoord4;
   GLboolean Map2Vertex3;
   GLboolean Map2Vertex4;
   GLboolean Map2Attrib[16];  /* GL_NV_vertex_program */
   GLboolean MinMax;
   GLboolean Normalize;
   GLboolean PixelTexture;
   GLboolean PointSmooth;
   GLboolean PolygonOffsetPoint;
   GLboolean PolygonOffsetLine;
   GLboolean PolygonOffsetFill;
   GLboolean PolygonSmooth;
   GLboolean PolygonStipple;
   GLboolean RescaleNormals;
   GLboolean Scissor;
   GLboolean Stencil;
   GLboolean StencilTwoSide;          /* GL_EXT_stencil_two_side */
   GLboolean MultisampleEnabled;      /* GL_ARB_multisample */
   GLboolean SampleAlphaToCoverage;   /* GL_ARB_multisample */
   GLboolean SampleAlphaToOne;        /* GL_ARB_multisample */
   GLboolean SampleCoverage;          /* GL_ARB_multisample */
   GLboolean SampleCoverageInvert;    /* GL_ARB_multisample */
   GLboolean RasterPositionUnclipped; /* GL_IBM_rasterpos_clip */
   GLuint Texture[MAX_TEXTURE_IMAGE_UNITS];
   GLuint TexGen[MAX_TEXTURE_COORD_UNITS];
   /* SGI_texture_color_table */
   GLboolean TextureColorTable[MAX_TEXTURE_IMAGE_UNITS];
   /* GL_NV_vertex_program */
   GLboolean VertexProgram;
   GLboolean VertexProgramPointSize;
   GLboolean VertexProgramTwoSide;
   /* GL_ARB_point_sprite / GL_NV_point_sprite */
   GLboolean PointSprite;
   GLboolean FragmentShaderATI;
};


/**
 * Evaluator attribute group (GL_EVAL_BIT).
 */
struct gl_eval_attrib
{
   /**
    * \name Enable bits 
    */
   /*@{*/
   GLboolean Map1Color4;
   GLboolean Map1Index;
   GLboolean Map1Normal;
   GLboolean Map1TextureCoord1;
   GLboolean Map1TextureCoord2;
   GLboolean Map1TextureCoord3;
   GLboolean Map1TextureCoord4;
   GLboolean Map1Vertex3;
   GLboolean Map1Vertex4;
   GLboolean Map1Attrib[16];  /* GL_NV_vertex_program */
   GLboolean Map2Color4;
   GLboolean Map2Index;
   GLboolean Map2Normal;
   GLboolean Map2TextureCoord1;
   GLboolean Map2TextureCoord2;
   GLboolean Map2TextureCoord3;
   GLboolean Map2TextureCoord4;
   GLboolean Map2Vertex3;
   GLboolean Map2Vertex4;
   GLboolean Map2Attrib[16];  /* GL_NV_vertex_program */
   GLboolean AutoNormal;
   /*@}*/
   
   /**
    * \name Map Grid endpoints and divisions and calculated du values
    */
   /*@{*/
   GLint MapGrid1un;
   GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
   GLint MapGrid2un, MapGrid2vn;
   GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
   GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
   /*@}*/
};


/**
 * Fog attribute group (GL_FOG_BIT).
 */
struct gl_fog_attrib
{
   GLboolean Enabled;		/**< Fog enabled flag */
   GLfloat Color[4];		/**< Fog color */
   GLfloat Density;		/**< Density >= 0.0 */
   GLfloat Start;		/**< Start distance in eye coords */
   GLfloat End;			/**< End distance in eye coords */
   GLfloat Index;		/**< Fog index */
   GLenum Mode;			/**< Fog mode */
   GLboolean ColorSumEnabled;
   GLenum FogCoordinateSource;  /**< GL_EXT_fog_coord */
};


/** 
 * Hint attribute group (GL_HINT_BIT).
 * 
 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
 */
struct gl_hint_attrib
{
   GLenum PerspectiveCorrection;
   GLenum PointSmooth;
   GLenum LineSmooth;
   GLenum PolygonSmooth;
   GLenum Fog;
   GLenum ClipVolumeClipping;   /**< GL_EXT_clip_volume_hint */
   GLenum TextureCompression;   /**< GL_ARB_texture_compression */
   GLenum GenerateMipmap;       /**< GL_SGIS_generate_mipmap */
   GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
};


/**
 * Histogram attributes.
 */
struct gl_histogram_attrib
{
   GLuint Width;				/**< number of table entries */
   GLint Format;				/**< GL_ALPHA, GL_RGB, etc */
   GLuint Count[HISTOGRAM_TABLE_SIZE][4];	/**< the histogram */
   GLboolean Sink;				/**< terminate image transfer? */
   GLubyte RedSize;				/**< Bits per counter */
   GLubyte GreenSize;
   GLubyte BlueSize;
   GLubyte AlphaSize;
   GLubyte LuminanceSize;
};


/**
 * Color Min/max state.
 */
struct gl_minmax_attrib
{
   GLenum Format;
   GLboolean Sink;
   GLfloat Min[4], Max[4];   /**< RGBA */
};


/**
 * Image convolution state.
 */
struct gl_convolution_attrib
{
   GLenum Format;
   GLenum InternalFormat;
   GLuint Width;
   GLuint Height;
   GLfloat Filter[MAX_CONVOLUTION_WIDTH * MAX_CONVOLUTION_HEIGHT * 4];
};


/**
 * Light state flags.
 */
/*@{*/
#define LIGHT_SPOT         0x1
#define LIGHT_LOCAL_VIEWER 0x2
#define LIGHT_POSITIONAL   0x4
#define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
/*@}*/


/**
 * Lighting attribute group (GL_LIGHT_BIT).
 */
struct gl_light_attrib
{
   struct gl_light Light[MAX_LIGHTS];	/**< Array of light sources */
   struct gl_lightmodel Model;		/**< Lighting model */

   /**
    * Must flush FLUSH_VERTICES before referencing:
    */
   /*@{*/
   struct gl_material Material; 	/**< Includes front & back values */
   /*@}*/

   GLboolean Enabled;			/**< Lighting enabled flag */
   GLenum ShadeModel;			/**< GL_FLAT or GL_SMOOTH */
   GLenum ColorMaterialFace;		/**< GL_FRONT, BACK or FRONT_AND_BACK */
   GLenum ColorMaterialMode;		/**< GL_AMBIENT, GL_DIFFUSE, etc */
   GLuint ColorMaterialBitmask;		/**< bitmask formed from Face and Mode */
   GLboolean ColorMaterialEnabled;

   struct gl_light EnabledList;         /**< List sentinel */

   /** 
    * Derived state for optimizations: 
    */
   /*@{*/
   GLboolean _NeedEyeCoords;		
   GLboolean _NeedVertices;		/**< Use fast shader? */
   GLuint  _Flags;		        /**< LIGHT_* flags, see above */
   GLfloat _BaseColor[2][3];
   /*@}*/
};


/**
 * Line attribute group (GL_LINE_BIT).
 */
struct gl_line_attrib
{

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