reactos/dll/opengl/mesa/pb.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

177 lines
4.4 KiB
C

/* $Id: pb.h,v 1.4 1997/11/13 02:16:48 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 2.5
* Copyright (C) 1995-1997 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: pb.h,v $
* Revision 1.4 1997/11/13 02:16:48 brianp
* added lambda array, initialized to zeros
*
* Revision 1.3 1997/05/09 22:40:19 brianp
* added gl_alloc_pb()
*
* Revision 1.2 1997/02/09 18:43:14 brianp
* added GL_EXT_texture3D support
*
* Revision 1.1 1996/09/13 01:38:16 brianp
* Initial revision
*
*/
#ifndef PB_H
#define PB_H
#include "types.h"
/*
* Pixel buffer size, must be larger than MAX_WIDTH.
*/
#define PB_SIZE (3*MAX_WIDTH)
struct pixel_buffer {
GLint x[PB_SIZE]; /* X window coord in [0,MAX_WIDTH) */
GLint y[PB_SIZE]; /* Y window coord in [0,MAX_HEIGHT) */
GLdepth z[PB_SIZE]; /* Z window coord in [0,MAX_DEPTH] */
GLubyte r[PB_SIZE]; /* Red */
GLubyte g[PB_SIZE]; /* Green */
GLubyte b[PB_SIZE]; /* Blue */
GLubyte a[PB_SIZE]; /* Alpha */
GLuint i[PB_SIZE]; /* Index */
GLfloat s[PB_SIZE]; /* Texture S coordinate */
GLfloat t[PB_SIZE]; /* Texture T coordinate */
GLfloat u[PB_SIZE]; /* Texture R coordinate */
GLfloat lambda[PB_SIZE];/* Texture lambda value */
GLint color[4]; /* Mono color, integers! */
GLuint index; /* Mono index */
GLuint count; /* Number of pixels in buffer */
GLboolean mono; /* Same color or index for all pixels? */
GLenum primitive; /* GL_POINT, GL_LINE, GL_POLYGON or GL_BITMAP*/
};
/*
* Initialize the Pixel Buffer, specifying the type of primitive being drawn.
*/
#define PB_INIT( PB, PRIM ) \
(PB)->count = 0; \
(PB)->mono = GL_FALSE; \
(PB)->primitive = (PRIM);
/*
* Set the color used for all subsequent pixels in the buffer.
*/
#define PB_SET_COLOR( CTX, PB, R, G, B, A ) \
if ((PB)->color[0]!=(R) || (PB)->color[1]!=(G) \
|| (PB)->color[2]!=(B) || (PB)->color[3]!=(A) \
|| !(PB)->mono) { \
gl_flush_pb( ctx ); \
} \
(PB)->color[0] = R; \
(PB)->color[1] = G; \
(PB)->color[2] = B; \
(PB)->color[3] = A; \
(PB)->mono = GL_TRUE;
/*
* Set the color index used for all subsequent pixels in the buffer.
*/
#define PB_SET_INDEX( CTX, PB, I ) \
if ((PB)->index!=(I) || !(PB)->mono) { \
gl_flush_pb( CTX ); \
} \
(PB)->index = I; \
(PB)->mono = GL_TRUE;
/*
* "write" a pixel using current color or index
*/
#define PB_WRITE_PIXEL( PB, X, Y, Z ) \
(PB)->x[(PB)->count] = X; \
(PB)->y[(PB)->count] = Y; \
(PB)->z[(PB)->count] = Z; \
(PB)->count++;
/*
* "write" an RGBA pixel
*/
#define PB_WRITE_RGBA_PIXEL( PB, X, Y, Z, R, G, B, A ) \
(PB)->x[(PB)->count] = X; \
(PB)->y[(PB)->count] = Y; \
(PB)->z[(PB)->count] = Z; \
(PB)->r[(PB)->count] = R; \
(PB)->g[(PB)->count] = G; \
(PB)->b[(PB)->count] = B; \
(PB)->a[(PB)->count] = A; \
(PB)->count++;
/*
* "write" a color-index pixel
*/
#define PB_WRITE_CI_PIXEL( PB, X, Y, Z, I ) \
(PB)->x[(PB)->count] = X; \
(PB)->y[(PB)->count] = Y; \
(PB)->z[(PB)->count] = Z; \
(PB)->i[(PB)->count] = I; \
(PB)->count++;
/*
* "write" an RGBA pixel with texture coordinates
*/
#define PB_WRITE_TEX_PIXEL( PB, X, Y, Z, R, G, B, A, S, T, U ) \
(PB)->x[(PB)->count] = X; \
(PB)->y[(PB)->count] = Y; \
(PB)->z[(PB)->count] = Z; \
(PB)->r[(PB)->count] = R; \
(PB)->g[(PB)->count] = G; \
(PB)->b[(PB)->count] = B; \
(PB)->a[(PB)->count] = A; \
(PB)->s[(PB)->count] = S; \
(PB)->t[(PB)->count] = T; \
(PB)->u[(PB)->count] = U; \
(PB)->count++;
/*
* Call this function at least every MAX_WIDTH pixels:
*/
#define PB_CHECK_FLUSH( CTX, PB ) \
if ((PB)->count>=PB_SIZE-MAX_WIDTH) { \
gl_flush_pb( CTX ); \
}
extern struct pixel_buffer *gl_alloc_pb(void);
extern void gl_flush_pb( GLcontext *ctx );
#endif