rgl.h 22.8 KB
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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** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;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 Unpublished -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_ */