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Amiga MA Magazine 1998 #6
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amigamamagazinepolishissue1998.iso
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coders
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mesa-1.2.8
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src
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list.h
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C/C++ Source or Header
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1996-05-27
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/* list.h */
/*
* Mesa 3-D graphics library
* Version: 1.2
* Copyright (C) 1995 Brian Paul (brianp@ssec.wisc.edu)
*
* 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.
*/
/*
$Id: list.h,v 1.21 1996/05/01 20:46:01 brianp Exp $
$Log: list.h,v $
* Revision 1.21 1996/05/01 20:46:01 brianp
* added GL_MESA_window_pos extension code
*
* Revision 1.20 1996/02/26 15:10:12 brianp
* use CC.Current.IntColor instead of CC.Current.Color
*
* Revision 1.19 1995/12/30 17:17:56 brianp
* added direct glScale and glTranslate support
*
* Revision 1.18 1995/12/19 17:06:44 brianp
* added gl_save_blendcolor, blendequation, colormaterial, edge_flag, matrixmode
* removed gl_save_set_boolean, enum, float, int, uint
*
* Revision 1.17 1995/12/19 16:42:20 brianp
* added gl_save_pixeltransfer
*
* Revision 1.16 1995/10/29 19:14:19 brianp
* added glPolygonOffsetEXT display list support
*
* Revision 1.15 1995/10/14 17:42:34 brianp
* added glClipPlane, glLightModel, and texture functions
*
* Revision 1.14 1995/10/04 19:35:07 brianp
* replaced gl_save_normal with gl_save_normal3fv and gl_save_normal3f
*
* Revision 1.13 1995/08/31 18:34:16 brianp
* added display list / glScissor support
*
* Revision 1.12 1995/08/01 20:53:35 brianp
* added glPixelZoom support
*
* Revision 1.11 1995/07/25 16:41:54 brianp
* made changes for using CC.VertexFunc pointer
*
* Revision 1.10 1995/06/22 14:27:50 brianp
* added prototypes for gl_save_stencil* functions
*
* Revision 1.9 1995/05/22 20:59:34 brianp
* Release 1.2
*
* Revision 1.8 1995/05/19 13:26:50 brianp
* added display list support for selection/name stack functions
*
* Revision 1.7 1995/05/15 15:24:28 brianp
* added gl_list_index()
*
* Revision 1.6 1995/05/10 18:45:04 brianp
* added glTexImage support
*
* Revision 1.5 1995/04/19 13:48:18 brianp
* renamed occurances of near and far for SCO x86 Unix
*
* Revision 1.4 1995/04/08 15:26:55 brianp
* add gl_save_shademodel
*
* Revision 1.3 1995/03/08 15:10:02 brianp
* added logicop and clear_index functions
*
* Revision 1.2 1995/03/04 19:25:29 brianp
* 1.1 beta revision
*
* Revision 1.1 1995/02/24 14:24:47 brianp
* Initial revision
*
*/
#ifndef LIST_H
#define LIST_H
#include "GL/gl.h"
extern void gl_init_lists( void );
extern GLint gl_list_index( void );
extern void gl_save_accum( GLenum op, GLfloat value );
extern void gl_save_alphafunc( GLenum func, GLclampf ref );
extern void gl_save_blendcolor( GLfloat red, GLfloat green,
GLfloat blue, GLfloat alpha );
extern void gl_save_blendequation( GLenum mode );
extern void gl_save_blendfunc( GLenum sfactor, GLenum dfactor );
extern void gl_save_begin( GLenum mode );
extern void gl_save_bitmap( GLsizei width, GLsizei height,
GLfloat xorig, GLfloat yorig,
GLfloat xmove, GLfloat ymove,
const GLubyte *bitmap );
extern void gl_save_clear( GLbitfield mask );
extern void gl_save_clearaccum( GLfloat red, GLfloat green,
GLfloat blue, GLfloat alpha );
extern void gl_save_clearcolor( GLclampf red, GLclampf green,
GLclampf blue, GLclampf alpha );
extern void gl_save_cleardepth( GLclampd depth );
extern void gl_save_clearindex( GLfloat c );
extern void gl_save_clearstencil( GLint s );
extern void gl_save_clipplane( GLenum plane, const GLfloat *equ );
extern void gl_save_color( const GLint c[4] );
extern void gl_save_colormask( GLboolean red, GLboolean green,
GLboolean blue, GLboolean alpha );
extern void gl_save_colormaterial( GLenum face, GLenum mode );
extern void gl_save_copypixels( GLint x, GLint y,
GLsizei width, GLsizei height, GLenum type );
extern void gl_save_cullface( GLenum mode );
extern void gl_save_depthfunc( GLenum func );
extern void gl_save_depthmask( GLboolean mask );
extern void gl_save_depthrange( GLclampd nearval, GLclampd farval );
extern void gl_save_disable( GLenum cap );
extern void gl_save_drawbuffer( GLenum mode );
extern void gl_save_drawpixels( GLsizei width, GLsizei height, GLenum format,
GLenum type, GLvoid *pixels );
extern void gl_save_edgeflag( GLboolean flag );
extern void gl_save_enable( GLenum cap );
extern void gl_save_end( void );
extern void gl_save_evalcoord1( GLfloat u );
extern void gl_save_evalcoord2( GLfloat u, GLfloat v );
extern void gl_save_evalmesh1( GLenum mode, GLint i1, GLint i2 );
extern void gl_save_evalmesh2( GLenum mode, GLint i1, GLint i2,
GLint j1, GLint j2 );
extern void gl_save_evalpoint1( GLint i );
extern void gl_save_evalpoint2( GLint i, GLint j );
extern void gl_save_fog( GLenum pname, const GLfloat *params );
extern void gl_save_frontface( GLenum mode );
extern void gl_save_hint( GLenum target, GLenum mode );
extern void gl_save_index( GLuint index );
extern void gl_save_indexmask( GLuint mask );
extern void gl_save_initnames( void );
extern void gl_save_light( GLenum light, GLenum pname, const GLfloat *params,
GLuint numparams );
extern void gl_save_lightmodel( GLenum pname, const GLfloat *params );
extern void gl_save_linewidth( GLfloat width );
extern void gl_save_linestipple( GLint factor, GLushort pattern );
extern void gl_save_loadmatrix( const GLfloat *m );
extern void gl_save_loadname( GLuint name );
extern void gl_save_logicop( GLenum opcode );
extern void gl_save_map1( GLenum target, GLfloat u1, GLfloat u2, GLint stride,
GLint order, const GLfloat *points );
extern void gl_save_map2( GLenum target,
GLfloat u1, GLfloat u2, GLint ustride, GLint uorder,
GLfloat v1, GLfloat v2, GLint vstride, GLint vorder,
const GLfloat *points );
extern void gl_save_mapgrid1( GLint un, GLfloat u1, GLfloat u2 );
extern void gl_save_mapgrid2( GLint un, GLfloat u1, GLfloat u2,
GLint vn, GLfloat v1, GLfloat v2 );
extern void gl_save_material( GLenum face, GLenum pname,
const GLfloat *params );
extern void gl_save_matrixmode( GLenum mode );
extern void gl_save_multmatrix( const GLfloat *m );
extern void gl_save_normal3fv( const GLfloat n[3] );
extern void gl_save_normal3f( GLfloat nx, GLfloat ny, GLfloat nz );
extern void gl_save_passthrough( GLfloat token );
extern void gl_save_pixelmap( GLenum map, GLint mapsize,
const GLfloat *values );
extern void gl_save_pixeltransfer( GLenum pname, GLfloat param );
extern void gl_save_pixelzoom( GLfloat xfactor, GLfloat yfactor );
extern void gl_save_pointsize( GLfloat size );
extern void gl_save_polygonmode( GLenum face, GLenum mode );
extern void gl_save_polygonoffset( GLfloat factor, GLfloat bias );
extern void gl_save_popattrib( void );
extern void gl_save_popmatrix( void );
extern void gl_save_popname( void );
extern void gl_save_pushattrib( GLbitfield mask );
extern void gl_save_pushmatrix( void );
extern void gl_save_pushname( GLuint name );
extern void gl_save_rasterpos( const GLfloat v[4] );
extern void gl_save_readbuffer( GLenum mode );
extern void gl_save_scissor( GLint x, GLint y, GLsizei width, GLsizei height );
extern void gl_save_shademodel( GLenum mode );
extern void gl_save_stencilfunc( GLenum func, GLint ref, GLuint mask );
extern void gl_save_stencilmask( GLuint mask );
extern void gl_save_stencilop( GLenum fail, GLenum zfail, GLenum zpass );
extern void gl_save_texcoord( const GLfloat tc[4] );
extern void gl_save_texenv( GLenum target, GLenum pname,
const GLfloat *params );
extern void gl_save_texparameter( GLenum target, GLenum pname,
const GLfloat *params );
extern void gl_save_texgen( GLenum coord, GLenum pname,
const GLfloat *params );
extern void gl_save_teximage1d( GLint level, GLint components,
GLsizei width, GLint border,
const GLubyte *pixels );
extern void gl_save_teximage2d( GLint level, GLint components,
GLsizei width, GLsizei height, GLint border,
const GLubyte *pixels );
extern void gl_save_scale( GLfloat x, GLfloat y, GLfloat z );
extern void gl_save_translate( GLfloat x, GLfloat y, GLfloat z );
extern void gl_save_vertex( GLfloat x, GLfloat y, GLfloat z, GLfloat w );
extern void gl_save_viewport( GLint x, GLint y, GLsizei width, GLsizei height );
extern void gl_save_windowpos( GLfloat x, GLfloat y, GLfloat z, GLfloat w );
#endif