reactos/dll/opengl/mesa/vbfill.h
Jérôme Gardou 5f2bebf7a5 [OPENGL32][MESA] Downgrade Mesa library to version 2.6
With this commit, we now use a forked version of MESA which only supports OpenGL 1.1, like the windows implementation does.
It exposes :
  - The same pixel formats
  - The same set of extensions
  - Nothing more
All of this without taking 10% of your build time.
If you need a more modern option, look at the MESA package from Rapps, which is (and must be) maintained outside of this code tree.
CORE-7499
2019-01-19 14:23:54 +01:00

149 lines
4.2 KiB
C

/* $Id: vbfill.h,v 1.7 1997/06/20 02:30:56 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 2.3
* 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: vbfill.h,v $
* Revision 1.7 1997/06/20 02:30:56 brianp
* added Color4ubv API pointer
*
* Revision 1.6 1997/06/20 02:30:22 brianp
* changed color components from GLfixed to GLubyte
*
* Revision 1.5 1997/04/24 01:50:53 brianp
* optimized glColor3f, glColor3fv, glColor4fv
*
* Revision 1.4 1997/04/16 23:55:33 brianp
* added optimized glTexCoord2f code
*
* Revision 1.3 1997/04/14 22:18:23 brianp
* added optimized glVertex3fv code
*
* Revision 1.2 1997/04/07 03:00:19 brianp
* added vertex[23] functions
*
* Revision 1.1 1997/04/02 03:13:56 brianp
* Initial revision
*
*/
#ifndef VBFILL_H
#define VBFILL_H
#include "types.h"
extern void gl_Normal3f( GLcontext *ctx, GLfloat nx, GLfloat ny, GLfloat nz );
extern void gl_Normal3fv( GLcontext *ctx, const GLfloat *normal );
extern void gl_Indexf( GLcontext *ctx, GLfloat c );
extern void gl_Indexi( GLcontext *ctx, GLint c );
extern void gl_Color3f( GLcontext *ctx,
GLfloat red, GLfloat green, GLfloat blue );
extern void gl_Color3fv( GLcontext *ctx, const GLfloat *c );
extern void gl_Color4f( GLcontext *ctx,
GLfloat red, GLfloat green,
GLfloat blue, GLfloat alpha );
extern void gl_Color4fv( GLcontext *ctx, const GLfloat *c );
extern void gl_Color4ub( GLcontext *ctx,
GLubyte red, GLubyte green,
GLubyte blue, GLubyte alpha );
extern void gl_Color4ub8bit( GLcontext *ctx,
GLubyte red, GLubyte green,
GLubyte blue, GLubyte alpha );
extern void gl_Color4ubv( GLcontext *ctx, const GLubyte *c );
extern void gl_Color4ubv8bit( GLcontext *ctx, const GLubyte *c );
extern void gl_ColorMat3f( GLcontext *ctx,
GLfloat red, GLfloat green, GLfloat blue );
extern void gl_ColorMat3fv( GLcontext *ctx, const GLfloat *c );
extern void gl_ColorMat3ub( GLcontext *ctx,
GLubyte red, GLubyte green, GLubyte blue );
extern void gl_ColorMat4f( GLcontext *ctx,
GLfloat red, GLfloat green,
GLfloat blue, GLfloat alpha );
extern void gl_ColorMat4fv( GLcontext *ctx, const GLfloat *c );
extern void gl_ColorMat4ub( GLcontext *ctx,
GLubyte red, GLubyte green,
GLubyte blue, GLubyte alpha );
extern void gl_TexCoord2f( GLcontext *ctx, GLfloat s, GLfloat t );
extern void gl_TexCoord4f( GLcontext *ctx,
GLfloat s, GLfloat t, GLfloat r, GLfloat q );
extern void gl_EdgeFlag( GLcontext *ctx, GLboolean flag );
extern void gl_vertex2f_nop( GLcontext *ctx, GLfloat x, GLfloat y );
extern void gl_vertex3f_nop( GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z );
extern void gl_vertex4f_nop( GLcontext *ctx,
GLfloat x, GLfloat y, GLfloat z, GLfloat w );
extern void gl_vertex3fv_nop( GLcontext *ctx, const GLfloat *v );
extern void gl_set_vertex_function( GLcontext *ctx );
extern void gl_set_color_function( GLcontext *ctx );
extern void gl_eval_vertex( GLcontext *ctx,
const GLfloat vertex[4], const GLfloat normal[3],
const GLubyte color[4], GLuint index,
const GLfloat texcoord[4] );
extern void gl_Begin( GLcontext *ctx, GLenum p );
extern void gl_End( GLcontext *ctx );
#endif