91 lines
3.4 KiB
C
91 lines
3.4 KiB
C
/*
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** Copyright 1991, 1992, 1993, Silicon Graphics, Inc.
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** All Rights Reserved.
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**
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** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;
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** the contents of this file may not be disclosed to third parties, copied or
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** duplicated in any form, in whole or in part, without the prior written
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** permission of Silicon Graphics, Inc.
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**
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** RESTRICTED RIGHTS LEGEND:
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** Use, duplication or disclosure by the Government is subject to restrictions
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** as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data
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** and Computer Software clause at DFARS 252.227-7013, and/or in similar or
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** successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished -
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** rights reserved under the Copyright Laws of the United States.
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*/
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#include "precomp.h"
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#pragma hdrstop
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#ifdef NT
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// Disable long to float conversion warning.
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#pragma warning (disable:4244)
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#endif // NT
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__GLcoord __gl_frustumClipPlanes[6] = {
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{ 1.0, 0.0, 0.0, 1.0 }, /* left */
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{ -1.0, 0.0, 0.0, 1.0 }, /* right */
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{ 0.0, 1.0, 0.0, 1.0 }, /* bottom */
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{ 0.0, -1.0, 0.0, 1.0 }, /* top */
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{ 0.0, 0.0, 1.0, 1.0 }, /* zNear */
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{ 0.0, 0.0, -1.0, 1.0 }, /* zFar */
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};
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GLbyte __glDitherTable[16] = {
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0, 8, 2, 10,
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12, 4, 14, 6,
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3, 11, 1, 9,
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15, 7, 13, 5,
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};
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// Clip coordinate offsets for frustum clipping
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GLuint __glFrustumOffsets[6] =
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{
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FIELD_OFFSET(__GLvertex, clip.x),
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FIELD_OFFSET(__GLvertex, clip.x),
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FIELD_OFFSET(__GLvertex, clip.y),
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FIELD_OFFSET(__GLvertex, clip.y),
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FIELD_OFFSET(__GLvertex, clip.z),
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FIELD_OFFSET(__GLvertex, clip.z)
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};
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#ifdef NT
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#if defined(_X86_) || defined(_ALPHA_) || defined(_MIPS_) || defined(_PPC_)
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const double __glDoubleTwo = ((double) 2.0);
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const double __glDoubleMinusTwo = ((double) -2.0);
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// On Alpha, register f31 is always read as zero.
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#ifndef _ALPHA_
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const __GLfloat __glZero = ((__GLfloat) 0.0);
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#endif
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const __GLfloat __glOne = ((__GLfloat) 1.0);
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const __GLfloat __glMinusOne = ((__GLfloat) -1.0);
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const __GLfloat __glHalf = ((__GLfloat) 0.5);
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const __GLfloat __glDegreesToRadians = ((__GLfloat) 3.14159265358979323846 /
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(__GLfloat) 180.0);
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const __GLfloat __glPi = ((__GLfloat) 3.14159265358979323846);
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const __GLfloat __glSqrt2 = ((__GLfloat) 1.41421356237309504880);
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const __GLfloat __glE = ((__GLfloat) 2.7182818284590452354);
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const __GLfloat __glVal128 = ((__GLfloat) 128.0);
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const __GLfloat __glVal255 = ((__GLfloat) 255.0);
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const __GLfloat __glOneOver255 = ((__GLfloat) (1.0 / 255.0));
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const __GLfloat __glVal256 = ((__GLfloat) 256.0);
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const __GLfloat __glOneOver512 = ((__GLfloat) (1.0 / 512.0));
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const __GLfloat __glVal768 = ((__GLfloat) 768.0);
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const __GLfloat __glVal65535 = ((__GLfloat) 65535.0);
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const __GLfloat __glVal65536 = ((__GLfloat) 65536.0);
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const __GLfloat __glTexSubDiv = ((__GLfloat) TEX_SUBDIV);
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const __GLfloat __glOneOver65535 = ((__GLfloat) (1.0 / 65535.0));
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const __GLfloat __glVal2147483648 = ((__GLfloat) 2147483648.0);
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/*
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** Not quite 2^31-1 because of possible floating point errors. 4294965000
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** is a much safer number to use.
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*/
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const __GLfloat __glVal4294965000 = ((__GLfloat) (4294965000.0));
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const __GLfloat __glOneOver4294965000 = ((__GLfloat) (1.0 / 4294965000.0));
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#endif // Real values
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#endif // NT
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