/* $Id: t_dd_vertex.h,v 1.8 2001/03/20 18:33:41 gareth Exp $ */ /* * Mesa 3-D graphics library * Version: 3.5 * * Copyright (C) 1999-2001 Brian Paul All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * * Authors: * Keith Whitwell */ typedef struct { GLfloat x, y, z, w; } TAG(_coord_t); #ifdef COLOR_IS_RGBA typedef struct { GLubyte red; GLubyte green; GLubyte blue; GLubyte alpha; } TAG(_color_t); #else typedef struct { GLubyte blue; GLubyte green; GLubyte red; GLubyte alpha; } TAG(_color_t); #endif typedef union { struct { GLfloat x, y, z, w; TAG(_color_t) color; TAG(_color_t) specular; GLfloat u0, v0; GLfloat u1, v1; GLfloat u2, v2; GLfloat u3, v3; } v; struct { GLfloat x, y, z, w; TAG(_color_t) color; TAG(_color_t) specular; GLfloat u0, v0, q0; GLfloat u1, v1, q1; GLfloat u2, v2, q2; GLfloat u3, v3, q3; } pv; struct { GLfloat x, y, z; TAG(_color_t) color; } tv; GLfloat f[24]; GLuint ui[24]; GLubyte ub4[24][4]; } TAG(Vertex), *TAG(VertexPtr); typedef struct { GLfloat obj[4]; GLfloat normal[4]; GLfloat clip[4]; GLuint mask; GLubyte color[4]; GLubyte specular[4]; GLuint __padding0; GLfloat win[4]; GLfloat eye[4]; GLfloat texture[MAX_TEXTURE_UNITS][4]; GLuint __padding1[8]; /* FIXME: This is kinda evil... */ } TAG(TnlVertex), *TAG(TnlVertexPtr);