reactos/dll/opengl/mesa/matrix.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

92 lines
2.6 KiB
C

/* $Id: matrix.h,v 1.3 1997/04/20 16:18:15 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 2.3
* 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: matrix.h,v $
* Revision 1.3 1997/04/20 16:18:15 brianp
* added glOrtho and glFrustum API pointers
*
* Revision 1.2 1997/04/01 04:23:53 brianp
* added gl_analyze_*_matrix() functions
*
* Revision 1.1 1996/09/13 01:38:16 brianp
* Initial revision
*
*/
#ifndef MATRIX_H
#define MATRIX_H
#include "types.h"
extern void gl_analyze_modelview_matrix( GLcontext *ctx );
extern void gl_analyze_projection_matrix( GLcontext *ctx );
extern void gl_analyze_texture_matrix( GLcontext *ctx );
extern void gl_rotation_matrix( GLfloat angle, GLfloat x, GLfloat y, GLfloat z,
GLfloat m[] );
extern void gl_Frustum( GLcontext *ctx,
GLdouble left, GLdouble right,
GLdouble bottom, GLdouble top,
GLdouble nearval, GLdouble farval );
extern void gl_Ortho( GLcontext *ctx,
GLdouble left, GLdouble right,
GLdouble bottom, GLdouble top,
GLdouble nearval, GLdouble farval );
extern void gl_PushMatrix( GLcontext *ctx );
extern void gl_PopMatrix( GLcontext *ctx );
extern void gl_LoadIdentity( GLcontext *ctx );
extern void gl_LoadMatrixf( GLcontext *ctx, const GLfloat *m );
extern void gl_MatrixMode( GLcontext *ctx, GLenum mode );
extern void gl_MultMatrixf( GLcontext *ctx, const GLfloat *m );
extern void gl_Viewport( GLcontext *ctx,
GLint x, GLint y, GLsizei width, GLsizei height );
extern void gl_Rotatef( GLcontext *ctx,
GLfloat angle, GLfloat x, GLfloat y, GLfloat z );
extern void gl_Scalef( GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z );
extern void gl_Translatef( GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z );
#endif