/* $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