/* * Copyright 2003 Tungsten Graphics, inc. * 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 * on the rights to use, copy, modify, merge, publish, distribute, sub * license, 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 (including the next * paragraph) 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 NON-INFRINGEMENT. IN NO EVENT SHALL * TUNGSTEN GRAPHICS AND/OR THEIR SUPPLIERS 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 */ #ifndef _TNL_VERTEX_H #define _TNL_VERTEX_H /* New mechanism to specify hardware vertices so that tnl can build * and manipulate them directly. */ enum tnl_attr_format { EMIT_1F = 1, EMIT_2F = 2, EMIT_3F = 3, EMIT_4F = 4, EMIT_2F_VIEWPORT, /* do viewport transform and emit */ EMIT_3F_VIEWPORT, /* do viewport transform and emit */ EMIT_4F_VIEWPORT, /* do viewport transform and emit */ EMIT_3F_XYW, /* for projective texture */ EMIT_1UB_1F, /* for fog coordinate */ EMIT_3UB_3F_BGR, /* for specular color */ EMIT_3UB_3F_RGB, /* for specular color */ EMIT_4UB_4F_BGRA, /* for color */ EMIT_4UB_4F_RGBA, /* for color */ EMIT_NOP_1F, EMIT_NOP_1UB, }; struct tnl_attr_map { GLuint attr; /* VERT_ATTRIB_ enum */ enum tnl_attr_format format; }; /* Emit hardware vertices to a given buffer: */ extern void _tnl_emit( GLcontext *ctx, GLuint start, GLuint end, void *dest, GLuint stride ); /* Interpolate between two vertices to produce a third: */ extern void _tnl_interp( GLcontext *ctx, GLfloat t, GLuint edst, GLuint eout, GLuint ein, GLboolean force_boundary ); /* Copy colors from one vertex to another: */ extern void _tnl_copy_colors( GLcontext *ctx, GLuint edst, GLuint esrc ); /* Extract a named attribute from a hardware vertex. Will have to * reverse any viewport transformation, swizzling or other conversions * which may have been applied: */ extern void _tnl_get_attr( GLcontext *ctx, void *vertex, GLenum attrib, GLfloat *dest ); /* Populate a swrast SWvertex from an attrib-style vertex. */ extern void _tnl_translate( GLcontext *ctx, const void *vertex, SWvertex *dest ); #endif