reactos/dll/opengl/mesa/depth.h

102 lines
3 KiB
C
Raw Normal View History

/* $Id: depth.h,v 1.2 1996/09/15 14:19:16 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 2.0
* Copyright (C) 1995-1996 Brian Paul
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the Free
* Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
/*
* $Log: depth.h,v $
* Revision 1.2 1996/09/15 14:19:16 brianp
* now use GLframebuffer and GLvisual
*
* Revision 1.1 1996/09/13 01:38:16 brianp
* Initial revision
*
*/
#ifndef DEPTH_H
#define DEPTH_H
#include "types.h"
/*
* Return the address of the Z-buffer value for window coordinate (x,y):
*/
#define Z_ADDRESS( CTX, X, Y ) \
((CTX)->Buffer->Depth + (CTX)->Buffer->Width * (Y) + (X))
extern GLuint
gl_depth_test_span_generic( GLcontext* ctx, GLuint n, GLint x, GLint y,
const GLdepth z[], GLubyte mask[] );
extern GLuint
gl_depth_test_span_less( GLcontext* ctx, GLuint n, GLint x, GLint y,
const GLdepth z[], GLubyte mask[] );
extern GLuint
gl_depth_test_span_greater( GLcontext* ctx, GLuint n, GLint x, GLint y,
const GLdepth z[], GLubyte mask[] );
extern void
gl_depth_test_pixels_generic( GLcontext* ctx,
GLuint n, const GLint x[], const GLint y[],
const GLdepth z[], GLubyte mask[] );
extern void
gl_depth_test_pixels_less( GLcontext* ctx,
GLuint n, const GLint x[], const GLint y[],
const GLdepth z[], GLubyte mask[] );
extern void
gl_depth_test_pixels_greater( GLcontext* ctx,
GLuint n, const GLint x[], const GLint y[],
const GLdepth z[], GLubyte mask[] );
extern void gl_read_depth_span_float( GLcontext* ctx,
GLuint n, GLint x, GLint y,
GLfloat depth[] );
extern void gl_read_depth_span_int( GLcontext* ctx, GLuint n, GLint x, GLint y,
GLdepth depth[] );
extern void gl_alloc_depth_buffer( GLcontext* ctx );
extern void gl_clear_depth_buffer( GLcontext* ctx );
extern void gl_ClearDepth( GLcontext* ctx, GLclampd depth );
extern void gl_DepthFunc( GLcontext* ctx, GLenum func );
extern void gl_DepthMask( GLcontext* ctx, GLboolean flag );
extern void gl_DepthRange( GLcontext* ctx, GLclampd nearval, GLclampd farval );
#endif