rgl.h
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#ifndef __rgl_h_
#define __rgl_h_
#ifdef __cplusplus
extern "C" {
#endif
/*
** Copyright 1991-1993, Silicon Graphics, Inc.
** All Rights Reserved.
**
** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;
** the contents of this file may not be disclosed to third parties, copied or
** duplicated in any form, in whole or in part, without the prior written
** permission of Silicon Graphics, Inc.
**
** RESTRICTED RIGHTS LEGEND:
** Use, duplication or disclosure by the Government is subject to restrictions
** as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data
** and Computer Software clause at DFARS 252.227-7013, and/or in similar or
** successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished -
** rights reserved under the Copyright Laws of the United States.
*/
typedef unsigned int GLenum;
typedef unsigned char GLboolean;
typedef unsigned int GLbitfield;
typedef signed char GLbyte;
typedef short GLshort;
typedef int GLint;
typedef int GLsizei;
typedef unsigned char GLubyte;
typedef unsigned short GLushort;
typedef unsigned int GLuint;
typedef float GLfloat;
typedef float GLclampf;
typedef double GLdouble;
typedef double GLclampd;
typedef void GLvoid;
typedef struct GLsprite_Rec *GLsprite;
typedef struct GLtextureState_Rec *GLtextureState;
typedef volatile struct rex3chip *GLrexChip;
/*************************************************************/
/* BeginMode */
#define GL_POINTS 0x0000
#define GL_LINES 0x0001
#define GL_LINE_LOOP 0x0002
#define GL_LINE_STRIP 0x0003
#define GL_TRIANGLES 0x0004
#define GL_TRIANGLE_STRIP 0x0005
#define GL_TRIANGLE_FAN 0x0006
#define GL_QUADS 0x0007
#define GL_QUAD_STRIP 0x0008
#define GL_POLYGON 0x0009
/* BlendingFactorDest */
#define GL_ZERO 0
#define GL_ONE 1
#define GL_ONE_MINUS_SRC_ALPHA 0x0303
#define GL_ONE_MINUS_CONSTANT_ALPHA 0x0340
/* BlendingFactorSrc */
/* GL_ONE */
#define GL_SRC_ALPHA 0x0302
#define GL_CONSTANT_ALPHA 0x0341
/* Boolean */
#define GL_TRUE 1
#define GL_FALSE 0
/* ClearBufferMask */
#define GL_COLOR_BUFFER_BIT 0x00004000
#define GL_DEPTH_BUFFER_BIT 0x00000100
/* ClipPlaneName */
#define GL_CLIP_PLANE0 0x3000
#define GL_CLIP_PLANE1 0x3001
#define GL_CLIP_PLANE2 0x3002
#define GL_CLIP_PLANE3 0x3003
#define GL_CLIP_PLANE4 0x3004
#define GL_CLIP_PLANE5 0x3005
/* CullFaceMode */
/* GL_FRONT */
/* GL_BACK */
/* GL_FRONT_AND_BACK */
/* DepthFunction */
#define GL_NEVER 0x0200
#define GL_LESS 0x0201
#define GL_EQUAL 0x0202
#define GL_LEQUAL 0x0203
#define GL_GREATER 0x0204
#define GL_NOTEQUAL 0x0205
#define GL_GEQUAL 0x0206
#define GL_ALWAYS 0x0207
/* Enable */
/* GL_FOG */
/* GL_LIGHTING */
/* GL_TEXTURE_2D */
/* GL_LINE_STIPPLE */
#define GL_POLYGON_STIPPLE 0x0B42
/* GL_CULL_FACE */
/* GL_BLEND */
/* GL_DITHER */
/* GL_DEPTH_TEST */
/* GL_CLIP_PLANE0 */
/* GL_CLIP_PLANE1 */
/* GL_CLIP_PLANE2 */
/* GL_CLIP_PLANE3 */
/* GL_CLIP_PLANE4 */
/* GL_CLIP_PLANE5 */
/* GL_LIGHT0 */
/* GL_LIGHT1 */
/* GL_LIGHT2 */
/* GL_LIGHT3 */
/* GL_LIGHT4 */
/* GL_LIGHT5 */
/* GL_LIGHT6 */
/* GL_LIGHT7 */
/* GL_LINE_SMOOTH */
/* GL_SCISSOR_TEST */
/* GL_NORMALIZE */
/* ErrorCode */
#define GL_NO_ERROR 0
#define GL_INVALID_ENUM 0x0500
#define GL_INVALID_VALUE 0x0501
#define GL_INVALID_OPERATION 0x0502
#define GL_STACK_OVERFLOW 0x0503
#define GL_STACK_UNDERFLOW 0x0504
#define GL_OUT_OF_MEMORY 0x0505
/* FogMode */
/* GL_LINEAR */
/* FogParameter */
/* GL_FOG_COLOR */
/* GL_FOG_DENSITY */
/* GL_FOG_END */
/* GL_FOG_MODE */
/* GL_FOG_START */
/* FrontFaceDirection */
#define GL_CW 0x0900
#define GL_CCW 0x0901
/* GetTarget */
#define GL_CURRENT_COLOR 0x0B00
#define GL_CURRENT_NORMAL 0x0B02
#define GL_CURRENT_TEXTURE_COORDS 0x0B03
#define GL_CURRENT_RASTER_COLOR 0x0B04
#define GL_CURRENT_RASTER_POSITION 0x0B07
#define GL_CURRENT_RASTER_POSITION_VALID 0x0B08
#define GL_CURRENT_RASTER_DISTANCE 0x0B09
#define GL_POINT_SIZE 0x0B11
#define GL_LINE_SMOOTH 0x0B20
#define GL_LINE_WIDTH 0x0B21
#define GL_LINE_WIDTH_RANGE 0x0B22
#define GL_LINE_STIPPLE 0x0B24
#define GL_LINE_STIPPLE_REPEAT 0x0B26
#define GL_POLYGON_MODE 0x0B40
#define GL_CULL_FACE 0x0B44
#define GL_CULL_FACE_MODE 0x0B45
#define GL_FRONT_FACE 0x0B46
#define GL_LIGHTING 0x0B50
#define GL_LIGHT_MODEL_LOCAL_VIEWER 0x0B51
#define GL_LIGHT_MODEL_TWO_SIDE 0x0B52
#define GL_LIGHT_MODEL_AMBIENT 0x0B53
#define GL_SHADE_MODEL 0x0B54
#define GL_FOG 0x0B60
#define GL_FOG_DENSITY 0x0B62
#define GL_FOG_START 0x0B63
#define GL_FOG_END 0x0B64
#define GL_FOG_MODE 0x0B65
#define GL_FOG_COLOR 0x0B66
#define GL_DEPTH_RANGE 0x0B70
#define GL_DEPTH_TEST 0x0B71
#define GL_DEPTH_WRITEMASK 0x0B72
#define GL_DEPTH_CLEAR_VALUE 0x0B73
#define GL_DEPTH_FUNC 0x0B74
#define GL_MATRIX_MODE 0x0BA0
#define GL_NORMALIZE 0x0BA1
#define GL_VIEWPORT 0x0BA2
#define GL_MODELVIEW_STACK_DEPTH 0x0BA3
#define GL_PROJECTION_STACK_DEPTH 0x0BA4
#define GL_MODELVIEW_MATRIX 0x0BA6
#define GL_PROJECTION_MATRIX 0x0BA7
#define GL_DITHER 0x0BD0
#define GL_BLEND_DST 0x0BE0
#define GL_BLEND_SRC 0x0BE1
#define GL_BLEND 0x0BE2
#define GL_BLEND_COLOR 0x0BEF
#define GL_SCISSOR_BOX 0x0C10
#define GL_SCISSOR_TEST 0x0C11
#define GL_COLOR_CLEAR_VALUE 0x0C22
#define GL_COLOR_WRITEMASK 0x0C23
#define GL_RENDER_MODE 0x0C40
#define GL_PERSPECTIVE_CORRECTION_HINT 0x0C50
#define GL_LINE_SMOOTH_HINT 0x0C52
#define GL_UNPACK_STRIDE 0x0CF8
#define GL_PACK_STRIDE 0x0D08
#define GL_ZOOM_X 0x0D16
#define GL_ZOOM_Y 0x0D17
#define GL_MAX_LIGHTS 0x0D31
#define GL_MAX_CLIP_PLANES 0x0D32
#define GL_MAX_TEXTURE_SIZE 0x0D33
#define GL_MAX_MODELVIEW_STACK_DEPTH 0x0D36
#define GL_MAX_PROJECTION_STACK_DEPTH 0x0D38
#define GL_MAX_VIEWPORT_DIMS 0x0D3A
#define GL_RED_BITS 0x0D52
#define GL_GREEN_BITS 0x0D53
#define GL_BLUE_BITS 0x0D54
#define GL_ALPHA_BITS 0x0D55
#define GL_DEPTH_BITS 0x0D56
#define GL_TEXTURE_2D 0x0DE1
#define GL_CAPABILITY_TEXTURE_MIPMAPPING 0x0F00
#define GL_CAPABILITY_TEXTURE_INTERPOLATION 0x0F01
/* GetTextureParameter */
/* GL_TEXTURE_MAG_FILTER */
/* GL_TEXTURE_MIN_FILTER */
/* GL_TEXTURE_WRAP_S */
/* GL_TEXTURE_WRAP_T */
#define GL_TEXTURE_WIDTH 0x1000
#define GL_TEXTURE_HEIGHT 0x1001
#define GL_TEXTURE_COMPONENTS 0x1003
#define GL_TEXTURE_BORDER_COLOR 0x1004
#define GL_TEXTURE_BORDER 0x1005
/* HintMode */
#define GL_DONT_CARE 0x1100
#define GL_FASTEST 0x1101
#define GL_NICEST 0x1102
/* HintTarget */
/* GL_LINE_SMOOTH_HINT */
/* LightModelParameter */
/* GL_LIGHT_MODEL_AMBIENT */
/* GL_LIGHT_MODEL_LOCAL_VIEWER */
/* GL_LIGHT_MODEL_TWO_SIDE */
/* LightName */
#define GL_LIGHT0 0x4000
#define GL_LIGHT1 0x4001
#define GL_LIGHT2 0x4002
#define GL_LIGHT3 0x4003
#define GL_LIGHT4 0x4004
#define GL_LIGHT5 0x4005
#define GL_LIGHT6 0x4006
#define GL_LIGHT7 0x4007
/* LightParameter */
#define GL_AMBIENT 0x1200
#define GL_DIFFUSE 0x1201
#define GL_SPECULAR 0x1202
#define GL_POSITION 0x1203
#define GL_SPOT_DIRECTION 0x1204
#define GL_SPOT_EXPONENT 0x1205
#define GL_SPOT_CUTOFF 0x1206
#define GL_CONSTANT_ATTENUATION 0x1207
#define GL_LINEAR_ATTENUATION 0x1208
#define GL_QUADRATIC_ATTENUATION 0x1209
/* MaterialFace */
#define GL_FRONT 0x0404
#define GL_BACK 0x0405
#define GL_FRONT_AND_BACK 0x0408
/* MaterialParameter */
#define GL_EMISSION 0x1600
#define GL_SHININESS 0x1601
#define GL_AMBIENT_AND_DIFFUSE 0x1602
/* GL_AMBIENT */
/* GL_DIFFUSE */
/* GL_SPECULAR */
/* MatrixMode */
#define GL_MODELVIEW 0x1700
#define GL_PROJECTION 0x1701
/* PixelCopyType */
#define GL_COLOR 0x1800
#define GL_DEPTH 0x1801
/* PixelFormat */
#define GL_DEPTH_COMPONENT 0x1902
#define GL_RGB 0x1907
#define GL_RGBA 0x1908
#define GL_LUMINANCE 0x1909
#define GL_LUMINANCE_ALPHA 0x190A
#define GL_ABGR 0x19FF
/* GL_INTERNAL */
/* PixelStore */
/* GL_UNPACK_STRIDE */
/* GL_PACK_STRIDE */
/* PixelType */
#define GL_BITMAP 0x1A00
#define GL_UNSIGNED_BYTE 0x1401
#define GL_UNSIGNED_SHORT 0x1403
#define GL_INTERNAL 0x143F
/* PolygonMode */
#define GL_POINT 0x1B00
#define GL_LINE 0x1B01
#define GL_FILL 0x1B02
/* ShadingModel */
#define GL_FLAT 0x1D00
#define GL_SMOOTH 0x1D01
/* StringName */
#define GL_VENDOR 0x1F00
#define GL_RENDERER 0x1F01
#define GL_VERSION 0x1F02
#define GL_EXTENSIONS 0x1F03
/* TextureEnvMode */
#define GL_MODULATE 0x2100
#define GL_DECAL 0x2101
/* GL_BLEND */
#define GL_REPLACE 0x1E01
/* TextureEnvParameter */
#define GL_TEXTURE_ENV_MODE 0x2200
#define GL_TEXTURE_ENV_COLOR 0x2201
/* TextureEnvTarget */
#define GL_TEXTURE_ENV 0x2300
/* TextureMagFilter */
#define GL_NEAREST 0x2600
#define GL_LINEAR 0x2601
/* TextureMinFilter */
/* GL_NEAREST */
/* GL_LINEAR */
#define GL_NEAREST_MIPMAP_NEAREST 0x2700
#define GL_LINEAR_MIPMAP_NEAREST 0x2701
#define GL_NEAREST_MIPMAP_LINEAR 0x2702
#define GL_LINEAR_MIPMAP_LINEAR 0x2703
/* TextureParameterName */
#define GL_TEXTURE_MAG_FILTER 0x2800
#define GL_TEXTURE_MIN_FILTER 0x2801
#define GL_TEXTURE_WRAP_S 0x2802
#define GL_TEXTURE_WRAP_T 0x2803
/* TextureTarget */
/* GL_TEXTURE_2D */
/* TextureWrapMode */
#define GL_CLAMP 0x2900
#define GL_REPEAT 0x2901
/*************************************************************/
extern void __glIndyCopyFromOffscreen (GLint x, GLint y, GLsizei width,
GLsizei height);
extern void __glIndyCopyToOffscreen (GLint x, GLint y, GLsizei width,
GLsizei height);
extern void __glIndyCopyOffscreenToOffscreen (GLint x, GLint y,
GLsizei width, GLsizei height, GLint destX, GLint destY);
extern void __glIndyDrawToOffscreen (GLint x, GLint y, GLsizei width,
GLsizei height, const GLvoid *pixels);
extern void __glIndyReadFromOffscreen (GLint x, GLint y, GLsizei width,
GLsizei height, GLvoid *pixels);
extern void __glIndyRestoreChipState (void);
extern GLrexChip __glIndyReturnChip (void);
extern void __glIndySaveChipState (void);
extern void glBegin (GLenum mode);
extern void glBitmap (GLsizei width, GLsizei height, GLfloat xorig,
GLfloat yorig, GLfloat xmove, GLfloat ymove,
const GLubyte *bitmap);
extern void glBlendColor (GLfloat r, GLfloat g, GLfloat b, GLfloat a);
extern void glBlendFunc (GLenum sfactor, GLenum dfactor);
extern void glClear (GLbitfield mask);
extern void glClearColor (GLclampf red, GLclampf green, GLclampf blue,
GLclampf alpha);
extern void glClearDepth (GLclampd depth);
extern void glClipPlane (GLenum plane, const GLdouble *equation);
extern void glColor3f (GLfloat red, GLfloat green, GLfloat blue);
extern void glColor3fv (const GLfloat *v);
extern void glColor3ub (GLubyte red, GLubyte green, GLubyte blue);
extern void glColor3ubv (const GLubyte *v);
extern void glColor4f (GLfloat red, GLfloat green, GLfloat blue,
GLfloat alpha);
extern void glColor4fv (const GLfloat *v);
extern void glColor4ub (GLubyte red, GLubyte green, GLubyte blue,
GLubyte alpha);
extern void glColor4ubv (const GLubyte *v);
extern void glColorMask (GLboolean red, GLboolean green, GLboolean blue,
GLboolean alpha);
extern void glCopyPixels (GLint x, GLint y, GLsizei width, GLsizei height,
GLenum type);
extern void glCullFace (GLenum mode);
extern GLsprite glSpriteImage (GLsizei width, GLsizei height, GLenum format,
GLenum type, const GLvoid *pixels,
GLboolean transparent);
extern void glDepthFunc (GLenum func);
extern void glDepthMask (GLboolean flag);
extern void glDepthRange (GLclampd near, GLclampd far);
extern void glDisable (GLenum cap);
extern void glDrawField (GLsizei width, GLsizei height, GLenum format,
GLenum type, const GLvoid *pixels);
extern void glDrawPixels (GLsizei width, GLsizei height, GLenum format,
GLenum type, const GLvoid *pixels);
extern void glDrawSprite (GLsprite sprite);
extern void glEnable (GLenum cap);
extern void glEnd (void);
extern void glFinish (void);
extern void glFlush (void);
extern void glFogf (GLenum pname, GLfloat param);
extern void glFogfv (GLenum pname, const GLfloat *params);
extern void glFogi (GLenum pname, GLint param);
extern void glFogiv (GLenum pname, const GLint *params);
extern void glFreeSprite (GLsprite sprite);
extern void glFreeTextureState (GLtextureState state);
extern void glFrontFace (GLenum mode);
extern void glFrustum (GLdouble left, GLdouble right, GLdouble bottom,
GLdouble top, GLdouble near, GLdouble far);
extern void glGetBooleanv (GLenum pname, GLboolean *params);
extern void glGetClipPlane (GLenum plane, GLdouble *equation);
extern void glGetDoublev (GLenum pname, GLdouble *params);
extern GLenum glGetError (void);
extern void glGetFloatv (GLenum pname, GLfloat *params);
extern void glGetIntegerv (GLenum pname, GLint *params);
extern void glGetLightfv (GLenum light, GLenum pname, GLfloat *params);
extern void glGetLightiv (GLenum light, GLenum pname, GLint *params);
extern void glGetMaterialfv (GLenum face, GLenum pname, GLfloat *params);
extern void glGetMaterialiv (GLenum face, GLenum pname, GLint *params);
extern const GLubyte * glGetString (GLenum name);
extern void glGetTexEnvfv (GLenum target, GLenum pname, GLfloat *params);
extern void glGetTexEnviv (GLenum target, GLenum pname, GLint *params);
extern void glGetTexLevelParameterfv (GLenum target, GLint level, GLenum pname,
GLfloat *params);
extern void glGetTexLevelParameteriv (GLenum target, GLint level, GLenum pname,
GLint *params);
extern void glGetTexParameterfv (GLenum target, GLenum pname, GLfloat *params);
extern void glGetTexParameteriv (GLenum target, GLenum pname, GLint *params);
extern void glHint (GLenum target, GLenum mode);
extern GLboolean glIsEnabled (GLenum cap);
extern void glLightModelf (GLenum pname, GLfloat param);
extern void glLightModelfv (GLenum pname, const GLfloat *params);
extern void glLightModeli (GLenum pname, GLint param);
extern void glLightModeliv (GLenum pname, const GLint *params);
extern void glLightf (GLenum light, GLenum pname, GLfloat param);
extern void glLightfv (GLenum light, GLenum pname, const GLfloat *params);
extern void glLighti (GLenum light, GLenum pname, GLint param);
extern void glLightiv (GLenum light, GLenum pname, const GLint *params);
extern void glLineStipple (GLint factor, GLushort pattern);
extern void glLineWidth (GLfloat width);
extern void glLoadIdentity (void);
extern void glLoadMatrixd (const GLdouble *m);
extern void glLoadMatrixf (const GLfloat *m);
extern void glMaterialf (GLenum face, GLenum pname, GLfloat param);
extern void glMaterialfv (GLenum face, GLenum pname, const GLfloat *params);
extern void glMateriali (GLenum face, GLenum pname, GLint param);
extern void glMaterialiv (GLenum face, GLenum pname, const GLint *params);
extern void glMatrixMode (GLenum mode);
extern void glMultMatrixd (const GLdouble *m);
extern void glMultMatrixf (const GLfloat *m);
extern void glNormal3b (GLbyte nx, GLbyte ny, GLbyte nz);
extern void glNormal3bv (const GLbyte *v);
extern void glNormal3f (GLfloat nx, GLfloat ny, GLfloat nz);
extern void glNormal3fv (const GLfloat *v);
extern void glOrtho (GLdouble left, GLdouble right, GLdouble bottom,
GLdouble top, GLdouble near, GLdouble far);
extern void glPerspective (GLdouble fovy, GLdouble aspect, GLdouble zNear,
GLdouble zFar);
extern void glPixelStoref (GLenum pname, GLfloat param);
extern void glPixelStorei (GLenum pname, GLint param);
extern void glPixelZoom (GLfloat xfactor, GLfloat yfactor);
extern void glPointSize (GLfloat size);
extern void glPolygonMode (GLenum face, GLenum mode);
extern void glPolygonStipple (const GLubyte *mask);
extern void glPopMatrix (void);
extern void glPushMatrix (void);
extern void glRasterPos2f (GLfloat x, GLfloat y);
extern void glRasterPos2fv (const GLfloat *v);
extern void glRasterPos2i (GLint x, GLint y);
extern void glRasterPos2iv (const GLint *v);
extern void glRasterPos3f (GLfloat x, GLfloat y, GLfloat z);
extern void glRasterPos3fv (const GLfloat *v);
extern void glRasterPos3i (GLint x, GLint y, GLint z);
extern void glRasterPos3iv (const GLint *v);
extern void glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height,
GLenum format, GLenum type, GLvoid *pixels);
extern void glRestoreTextureState (GLtextureState state);
extern void glRotated (GLdouble angle, GLdouble x, GLdouble y, GLdouble z);
extern void glRotatef (GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
extern GLtextureState glSaveTextureState (GLboolean mipmaps);
extern void glScaled (GLdouble x, GLdouble y, GLdouble z);
extern void glScalef (GLfloat x, GLfloat y, GLfloat z);
extern void glScissor (GLint x, GLint y, GLsizei width, GLsizei height);
extern void glScreenBoxi (GLshort x1, GLshort y1, GLshort x2, GLshort y2);
extern void glScreenBoxiv (const GLshort *v1, const GLshort *v2);
extern void glScreenPos2i (GLint x, GLint y);
extern void glScreenPos2iv (const GLint *v);
extern void glShadeModel (GLenum mode);
extern void glTexCoord2f (GLfloat s, GLfloat t);
extern void glTexCoord2fv (const GLfloat *v);
extern void glTexEnvf (GLenum target, GLenum pname, GLfloat param);
extern void glTexEnvfv (GLenum target, GLenum pname, const GLfloat *params);
extern void glTexEnvi (GLenum target, GLenum pname, GLint param);
extern void glTexEnviv (GLenum target, GLenum pname, const GLint *params);
extern void glTexImage2D (GLenum target, GLint level, GLint components,
GLsizei width, GLsizei height, GLint border,
GLenum format, GLenum type, const GLvoid *pixels);
extern void glTexParameterf (GLenum target, GLenum pname, GLfloat param);
extern void glTexParameterfv (GLenum target, GLenum pname,
const GLfloat *params);
extern void glTexParameteri (GLenum target, GLenum pname, GLint param);
extern void glTexParameteriv (GLenum target, GLenum pname,
const GLint *params);
extern void glTranslated (GLdouble x, GLdouble y, GLdouble z);
extern void glTranslatef (GLfloat x, GLfloat y, GLfloat z);
extern void glVertex2f (GLfloat x, GLfloat y);
extern void glVertex2fv (const GLfloat *v);
extern void glVertex2i (GLint x, GLint y);
extern void glVertex2iv (const GLint *v);
extern void glVertex3f (GLfloat x, GLfloat y, GLfloat z);
extern void glVertex3fv (const GLfloat *v);
extern void glVertex3i (GLint x, GLint y, GLint z);
extern void glVertex3iv (const GLint *v);
extern void glViewport (GLint x, GLint y, GLsizei width, GLsizei height);
/*
** The GL initialization routine. Call this to first initialize the
** Risc GL.
*/
extern void glInitRiscGL (void);
/*
** Call this routine to close the RiscGL and reclaim memory it is using.
*/
extern void glCloseRiscGL (void);
/*
** Pieces of information that application writers will need if they attempt
** to get direct access to the REX3 chip.
** These biases are the amount that vertexes need to be offset by when
** they are sent to the REX3.
*/
#define GL_INDY_VERTEX_X_BIAS 2048
#define GL_INDY_VERTEX_Y_BIAS 2048
/*
** These numbers are the amount of offset that has already been placed
** in rex->p1.set.xywin. These numbers plus the bias numbers should
** equal 4096.
*/
#define GL_INDY_VERTEX_X_OFFSET (4096 - GL_INDY_VERTEX_X_BIAS)
#define GL_INDY_VERTEX_Y_OFFSET (4096 - GL_INDY_VERTEX_Y_BIAS)
/*
** Currently the screen width is a constant as is the height. If/When
** this changes, much of the design will need revisiting. For now,
** these contants are defined to help us document what part of the code
** depends upon the window width.
*/
#define GL_SCREEN_WIDTH 640
#define GL_SCREEN_HEIGHT 480
#ifdef __cplusplus
}
#endif
#endif /* __rgl_h_ */