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📄 gl.h

📁 游戏开发中的数学与物理基础一书的随书光盘。很好的说明了物理和数学在游戏开发当中的广泛应用。
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/*++ BUILD Version: 0004    // Increment this if a change has global effectsCopyright (c) 1985-96, Microsoft CorporationModule Name:    gl.hAbstract:    Procedure declarations, constant definitions and macros for the OpenGL    component.--*/#ifndef __gl_h_#ifndef __GL_H__#define __gl_h_#define __GL_H__#ifdef __cplusplusextern "C" {#endif/*** Copyright 1996 Silicon Graphics, Inc.** All Rights Reserved.**** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;** the contents of this file may not be disclosed to third parties, copied or** duplicated in any form, in whole or in part, without the prior written** permission of Silicon Graphics, Inc.**** RESTRICTED RIGHTS LEGEND:** Use, duplication or disclosure by the Government is subject to restrictions** as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data** and Computer Software clause at DFARS 252.227-7013, and/or in similar or** successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished -** rights reserved under the Copyright Laws of the United States.*/typedef unsigned int GLenum;typedef unsigned char GLboolean;typedef unsigned int GLbitfield;typedef signed char GLbyte;typedef short GLshort;typedef int GLint;typedef int GLsizei;typedef unsigned char GLubyte;typedef unsigned short GLushort;typedef unsigned int GLuint;typedef float GLfloat;typedef float GLclampf;typedef double GLdouble;typedef double GLclampd;typedef void GLvoid;/*************************************************************//* Version */#define GL_VERSION_1_1                    1/* AccumOp */#define GL_ACCUM                          0x0100#define GL_LOAD                           0x0101#define GL_RETURN                         0x0102#define GL_MULT                           0x0103#define GL_ADD                            0x0104/* AlphaFunction */#define GL_NEVER                          0x0200#define GL_LESS                           0x0201#define GL_EQUAL                          0x0202#define GL_LEQUAL                         0x0203#define GL_GREATER                        0x0204#define GL_NOTEQUAL                       0x0205#define GL_GEQUAL                         0x0206#define GL_ALWAYS                         0x0207/* AttribMask */#define GL_CURRENT_BIT                    0x00000001#define GL_POINT_BIT                      0x00000002#define GL_LINE_BIT                       0x00000004#define GL_POLYGON_BIT                    0x00000008#define GL_POLYGON_STIPPLE_BIT            0x00000010#define GL_PIXEL_MODE_BIT                 0x00000020#define GL_LIGHTING_BIT                   0x00000040#define GL_FOG_BIT                        0x00000080#define GL_DEPTH_BUFFER_BIT               0x00000100#define GL_ACCUM_BUFFER_BIT               0x00000200#define GL_STENCIL_BUFFER_BIT             0x00000400#define GL_VIEWPORT_BIT                   0x00000800#define GL_TRANSFORM_BIT                  0x00001000#define GL_ENABLE_BIT                     0x00002000#define GL_COLOR_BUFFER_BIT               0x00004000#define GL_HINT_BIT                       0x00008000#define GL_EVAL_BIT                       0x00010000#define GL_LIST_BIT                       0x00020000#define GL_TEXTURE_BIT                    0x00040000#define GL_SCISSOR_BIT                    0x00080000#define GL_ALL_ATTRIB_BITS                0x000fffff/* BeginMode */#define GL_POINTS                         0x0000#define GL_LINES                          0x0001#define GL_LINE_LOOP                      0x0002#define GL_LINE_STRIP                     0x0003#define GL_TRIANGLES                      0x0004#define GL_TRIANGLE_STRIP                 0x0005#define GL_TRIANGLE_FAN                   0x0006#define GL_QUADS                          0x0007#define GL_QUAD_STRIP                     0x0008#define GL_POLYGON                        0x0009/* BlendingFactorDest */#define GL_ZERO                           0#define GL_ONE                            1#define GL_SRC_COLOR                      0x0300#define GL_ONE_MINUS_SRC_COLOR            0x0301#define GL_SRC_ALPHA                      0x0302#define GL_ONE_MINUS_SRC_ALPHA            0x0303#define GL_DST_ALPHA                      0x0304#define GL_ONE_MINUS_DST_ALPHA            0x0305/* BlendingFactorSrc *//*      GL_ZERO *//*      GL_ONE */#define GL_DST_COLOR                      0x0306#define GL_ONE_MINUS_DST_COLOR            0x0307#define GL_SRC_ALPHA_SATURATE             0x0308/*      GL_SRC_ALPHA *//*      GL_ONE_MINUS_SRC_ALPHA *//*      GL_DST_ALPHA *//*      GL_ONE_MINUS_DST_ALPHA *//* Boolean */#define GL_TRUE                           1#define GL_FALSE                          0/* ClearBufferMask *//*      GL_COLOR_BUFFER_BIT *//*      GL_ACCUM_BUFFER_BIT *//*      GL_STENCIL_BUFFER_BIT *//*      GL_DEPTH_BUFFER_BIT *//* ClientArrayType *//*      GL_VERTEX_ARRAY *//*      GL_NORMAL_ARRAY *//*      GL_COLOR_ARRAY *//*      GL_INDEX_ARRAY *//*      GL_TEXTURE_COORD_ARRAY *//*      GL_EDGE_FLAG_ARRAY *//* ClipPlaneName */#define GL_CLIP_PLANE0                    0x3000#define GL_CLIP_PLANE1                    0x3001#define GL_CLIP_PLANE2                    0x3002#define GL_CLIP_PLANE3                    0x3003#define GL_CLIP_PLANE4                    0x3004#define GL_CLIP_PLANE5                    0x3005/* ColorMaterialFace *//*      GL_FRONT *//*      GL_BACK *//*      GL_FRONT_AND_BACK *//* ColorMaterialParameter *//*      GL_AMBIENT *//*      GL_DIFFUSE *//*      GL_SPECULAR *//*      GL_EMISSION *//*      GL_AMBIENT_AND_DIFFUSE *//* ColorPointerType *//*      GL_BYTE *//*      GL_UNSIGNED_BYTE *//*      GL_SHORT *//*      GL_UNSIGNED_SHORT *//*      GL_INT *//*      GL_UNSIGNED_INT *//*      GL_FLOAT *//*      GL_DOUBLE *//* CullFaceMode *//*      GL_FRONT *//*      GL_BACK *//*      GL_FRONT_AND_BACK *//* DataType */#define GL_BYTE                           0x1400#define GL_UNSIGNED_BYTE                  0x1401#define GL_SHORT                          0x1402#define GL_UNSIGNED_SHORT                 0x1403#define GL_INT                            0x1404#define GL_UNSIGNED_INT                   0x1405#define GL_FLOAT                          0x1406#define GL_2_BYTES                        0x1407#define GL_3_BYTES                        0x1408#define GL_4_BYTES                        0x1409#define GL_DOUBLE                         0x140A/* DepthFunction *//*      GL_NEVER *//*      GL_LESS *//*      GL_EQUAL *//*      GL_LEQUAL *//*      GL_GREATER *//*      GL_NOTEQUAL *//*      GL_GEQUAL *//*      GL_ALWAYS *//* DrawBufferMode */#define GL_NONE                           0#define GL_FRONT_LEFT                     0x0400#define GL_FRONT_RIGHT                    0x0401#define GL_BACK_LEFT                      0x0402#define GL_BACK_RIGHT                     0x0403#define GL_FRONT                          0x0404#define GL_BACK                           0x0405#define GL_LEFT                           0x0406#define GL_RIGHT                          0x0407#define GL_FRONT_AND_BACK                 0x0408#define GL_AUX0                           0x0409#define GL_AUX1                           0x040A#define GL_AUX2                           0x040B#define GL_AUX3                           0x040C/* Enable *//*      GL_FOG *//*      GL_LIGHTING *//*      GL_TEXTURE_1D *//*      GL_TEXTURE_2D *//*      GL_LINE_STIPPLE *//*      GL_POLYGON_STIPPLE *//*      GL_CULL_FACE *//*      GL_ALPHA_TEST *//*      GL_BLEND *//*      GL_INDEX_LOGIC_OP *//*      GL_COLOR_LOGIC_OP *//*      GL_DITHER *//*      GL_STENCIL_TEST *//*      GL_DEPTH_TEST *//*      GL_CLIP_PLANE0 *//*      GL_CLIP_PLANE1 *//*      GL_CLIP_PLANE2 *//*      GL_CLIP_PLANE3 *//*      GL_CLIP_PLANE4 *//*      GL_CLIP_PLANE5 *//*      GL_LIGHT0 *//*      GL_LIGHT1 *//*      GL_LIGHT2 *//*      GL_LIGHT3 *//*      GL_LIGHT4 *//*      GL_LIGHT5 *//*      GL_LIGHT6 *//*      GL_LIGHT7 *//*      GL_TEXTURE_GEN_S *//*      GL_TEXTURE_GEN_T *//*      GL_TEXTURE_GEN_R *//*      GL_TEXTURE_GEN_Q *//*      GL_MAP1_VERTEX_3 *//*      GL_MAP1_VERTEX_4 *//*      GL_MAP1_COLOR_4 *//*      GL_MAP1_INDEX *//*      GL_MAP1_NORMAL *//*      GL_MAP1_TEXTURE_COORD_1 *//*      GL_MAP1_TEXTURE_COORD_2 *//*      GL_MAP1_TEXTURE_COORD_3 *//*      GL_MAP1_TEXTURE_COORD_4 *//*      GL_MAP2_VERTEX_3 *//*      GL_MAP2_VERTEX_4 *//*      GL_MAP2_COLOR_4 *//*      GL_MAP2_INDEX *//*      GL_MAP2_NORMAL *//*      GL_MAP2_TEXTURE_COORD_1 *//*      GL_MAP2_TEXTURE_COORD_2 *//*      GL_MAP2_TEXTURE_COORD_3 *//*      GL_MAP2_TEXTURE_COORD_4 *//*      GL_POINT_SMOOTH *//*      GL_LINE_SMOOTH *//*      GL_POLYGON_SMOOTH *//*      GL_SCISSOR_TEST *//*      GL_COLOR_MATERIAL *//*      GL_NORMALIZE *//*      GL_AUTO_NORMAL *//*      GL_VERTEX_ARRAY *//*      GL_NORMAL_ARRAY *//*      GL_COLOR_ARRAY *//*      GL_INDEX_ARRAY *//*      GL_TEXTURE_COORD_ARRAY *//*      GL_EDGE_FLAG_ARRAY *//*      GL_POLYGON_OFFSET_POINT *//*      GL_POLYGON_OFFSET_LINE *//*      GL_POLYGON_OFFSET_FILL */

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