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depth.h
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1999-02-04
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/* $Id: depth.h,v 3.1 1998/08/23 22:17:42 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.0
* Copyright (C) 1995-1998 Brian Paul
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the Free
* Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
/*
* $Log: depth.h,v $
* Revision 3.1 1998/08/23 22:17:42 brianp
* moved gl_DepthRange() to matrix.c
*
* Revision 3.0 1998/01/31 20:50:23 brianp
* initial rev
*
*/
#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