mirror of
https://github.com/reactos/reactos.git
synced 2024-11-02 12:53:33 +00:00
5f2bebf7a5
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
102 lines
3 KiB
C
102 lines
3 KiB
C
/* $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
|