/* $Id: depth.h,v 1.1 1999/08/19 00:55:41 jtg Exp $ */ /* * Mesa 3-D graphics library * Version: 3.1 * * Copyright (C) 1999 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. */ #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 ); #endif