/* * 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. */ /* $XFree86: xc/lib/GL/mesa/src/drv/gamma/gamma_dlist.h,v 1.3 2001/02/12 01:11:25 tsi Exp $ */ #ifndef DLIST_H #define DLIST_H #include "types.h" extern void gamma_init_lists( void ); extern void gamma_destroy_list( GLuint list ); extern void gl_CallList( GLuint list ); extern void gl_CallLists( GLsizei n, GLenum type, const GLvoid *lists ); extern void gl_DeleteLists( GLuint list, GLsizei range ); extern void gl_EndList( void ); extern GLuint gl_GenLists( GLsizei range ); extern GLboolean gl_IsList( GLuint list ); extern void gl_ListBase( GLuint base ); extern void gl_NewList( GLuint list, GLenum mode ); extern void gl_save_Accum( GLenum op, GLfloat value ); extern void gl_save_AlphaFunc( GLenum func, GLclampf ref ); extern void gl_save_ArrayElement( GLint i ); extern void gl_save_BlendFunc( GLenum sfactor, GLenum dfactor ); extern void gl_save_Begin( GLenum mode ); extern void gl_save_BindTexture( GLenum target, GLuint texture ); extern void gl_save_Bitmap( GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap ); extern void gl_save_CallList( GLuint list ); extern void gl_save_CallLists( GLsizei n, GLenum type, const GLvoid *lists ); extern void gl_save_Clear( GLbitfield mask ); extern void gl_save_ClearAccum( GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha ); extern void gl_save_ClearColor( GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha ); extern void gl_save_ClearDepth( GLclampd depth ); extern void gl_save_ClearIndex( GLfloat c ); extern void gl_save_ClearStencil( GLint s ); extern void gl_save_ClipPlane( GLenum plane, const GLdouble *equ ); extern void gl_save_Color3f( GLfloat r, GLfloat g, GLfloat b ); extern void gl_save_Color3fv( const GLfloat *c ); extern void gl_save_Color4f( GLfloat r, GLfloat g, GLfloat b, GLfloat a ); extern void gl_save_Color4fv( const GLfloat *c ); extern void gl_save_Color4ub( GLubyte r, GLubyte g, GLubyte b, GLubyte a ); extern void gl_save_Color4ubv( const GLubyte *c ); extern void gl_save_ColorMask( GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha ); extern void gl_save_ColorMaterial( GLenum face, GLenum mode ); extern void gl_save_CopyPixels( GLint x, GLint y, GLsizei width, GLsizei height, GLenum type ); extern void gl_save_CopyTexImage1D( GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border ); extern void gl_save_CopyTexImage2D( GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border ); extern void gl_save_CopyTexSubImage1D( GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width ); extern void gl_save_CopyTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLint height ); extern void gl_save_CullFace( GLenum mode ); extern void gl_save_DepthFunc( GLenum func ); extern void gl_save_DepthMask( GLboolean mask ); extern void gl_save_DepthRange( GLclampd nearval, GLclampd farval ); extern void gl_save_Disable( GLenum cap ); extern void gl_save_DrawArrays( GLenum mode, GLint first, GLsizei count ); extern void gl_save_DrawBuffer( GLenum mode ); extern void gl_save_DrawElements( GLenum mode, GLsizei count, GLenum type, const GLvoid *indices ); extern void gl_save_DrawPixels( GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels ); extern void gl_save_EdgeFlag( GLboolean flag ); extern void gl_save_Enable( GLenum cap ); extern void gl_save_End( void ); extern void gl_save_EvalCoord1f( GLfloat u ); extern void gl_save_EvalCoord2f( GLfloat u, GLfloat v ); extern void gl_save_EvalMesh1( GLenum mode, GLint i1, GLint i2 ); extern void gl_save_EvalMesh2( GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2 ); extern void gl_save_EvalPoint1( GLint i ); extern void gl_save_EvalPoint2( GLint i, GLint j ); extern void gl_save_Fogfv( GLenum pname, const GLfloat *params ); extern void gl_save_FrontFace( GLenum mode ); extern void gl_save_Frustum( GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble nearval, GLdouble farval ); extern void gl_save_Hint( GLenum target, GLenum mode ); extern void gl_save_Indexf( GLfloat index ); extern void gl_save_Indexi( GLint index ); extern void gl_save_IndexMask( GLuint mask ); extern void gl_save_InitNames( void ); extern void gl_save_Lightfv( GLenum light, GLenum pname, const GLfloat *params ); extern void gl_save_LightModelfv( GLenum pname, const GLfloat *params ); extern void gl_save_LineWidth( GLfloat width ); extern void gl_save_LineStipple( GLint factor, GLushort pattern ); extern void gl_save_ListBase( GLuint base ); extern void gl_save_LoadIdentity( void ); extern void gl_save_LoadMatrixf( const GLfloat *m ); extern void gl_save_LoadName( GLuint name ); extern void gl_save_LogicOp( GLenum opcode ); extern void gl_save_Map1f( GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points); extern void gl_save_Map2f( GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points); extern void gl_save_MapGrid1f( GLint un, GLfloat u1, GLfloat u2 ); extern void gl_save_MapGrid2f( GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2 ); extern void gl_save_Materialfv( GLenum face, GLenum pname, const GLfloat *params ); extern void gl_save_MatrixMode( GLenum mode ); extern void gl_save_MultMatrixf( const GLfloat *m ); extern void gl_save_NewList( GLuint list, GLenum mode ); extern void gl_save_Normal3fv( const GLfloat n[3] ); extern void gl_save_Normal3f( GLfloat nx, GLfloat ny, GLfloat nz ); extern void gl_save_Ortho( GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble nearval, GLdouble farval ); extern void gl_save_PassThrough( GLfloat token ); extern void gl_save_PixelMapfv( GLenum map, GLint mapsize, const GLfloat *values ); extern void gl_save_PixelTransferf( GLenum pname, GLfloat param ); extern void gl_save_PixelZoom( GLfloat xfactor, GLfloat yfactor ); extern void gl_save_PointParameterfvEXT( GLenum pname, const GLfloat *params ); extern void gl_save_PointSize( GLfloat size ); extern void gl_save_PolygonMode( GLenum face, GLenum mode ); extern void gl_save_PolygonStipple( const GLubyte *pattern ); extern void gl_save_PolygonOffset( GLfloat factor, GLfloat units ); extern void gl_save_PopAttrib( void ); extern void gl_save_PopMatrix( void ); extern void gl_save_PopName( void ); extern void gl_save_PrioritizeTextures( GLsizei n, const GLuint *textures, const GLclampf *priorities ); extern void gl_save_PushAttrib( GLbitfield mask ); extern void gl_save_PushMatrix( void ); extern void gl_save_PushName( GLuint name ); extern void gl_save_RasterPos4f( GLfloat x, GLfloat y, GLfloat z, GLfloat w ); extern void gl_save_ReadBuffer( GLenum mode ); extern void gl_save_Rectf( GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2 ); extern void gl_save_Rotatef( GLfloat angle, GLfloat x, GLfloat y, GLfloat z ); extern void gl_save_Scalef( GLfloat x, GLfloat y, GLfloat z ); extern void gl_save_Scissor( GLint x, GLint y, GLsizei width, GLsizei height ); extern void gl_save_ShadeModel( GLenum mode ); extern void gl_save_StencilFunc( GLenum func, GLint ref, GLuint mask ); extern void gl_save_StencilMask( GLuint mask ); extern void gl_save_StencilOp( GLenum fail, GLenum zfail, GLenum zpass ); extern void gl_save_TexCoord2f( GLfloat s, GLfloat t ); extern void gl_save_TexCoord2fv( const GLfloat *v ); extern void gl_save_TexCoord3fv( const GLfloat *v ); extern void gl_save_TexCoord4f( GLfloat s, GLfloat t, GLfloat r, GLfloat q ); extern void gl_save_TexEnvfv( GLenum target, GLenum pname, const GLfloat *params ); extern void gl_save_TexParameterfv( GLenum target, GLenum pname, const GLfloat *params ); extern void gl_save_TexGenfv( GLenum coord, GLenum pname, const GLfloat *params ); extern void gl_save_TexImage1D( GLenum target, GLint level, GLint components, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels ); extern void gl_save_TexImage2D( GLenum target, GLint level, GLint components, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels ); extern void gl_save_TexSubImage1D( GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels ); extern void gl_save_TexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels ); extern void gl_save_Translatef( GLfloat x, GLfloat y, GLfloat z ); extern void gl_save_Vertex2f( GLfloat x, GLfloat y ); extern void gl_save_Vertex3f( GLfloat x, GLfloat y, GLfloat z ); extern void gl_save_Vertex4f( GLfloat x, GLfloat y, GLfloat z, GLfloat w ); extern void gl_save_Vertex3fv( const GLfloat *v ); extern void gl_save_Viewport( GLint x, GLint y, GLsizei width, GLsizei height ); #endif