Windows2003-3790/windows/appcompat/shims/external/emulateopengl_opengl32.hpp

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2001-01-01 00:00:00 +01:00
#ifndef EMUGL_INCLUDED
#define EMUGL_INCLUDED
#define D3D_OVERLOADS
#include "d3d8.h"
#include "EmulateOpenGL_llist.hpp"
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;
//#define DODPFS
/* Version */
#define GL_VERSION_1_1 1
/* AccumOp */
#define GL_ACCUM 0x0100
#define GL_LOAD 0x0101
#define GL_RETURN 0x0102
#define GL_MULT 0x0103
#define GL_ADD 0x0104
/* AlphaFunction */
#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
/* AttribMask */
#define GL_CURRENT_BIT 0x00000001
#define GL_POINT_BIT 0x00000002
#define GL_LINE_BIT 0x00000004
#define GL_POLYGON_BIT 0x00000008
#define GL_POLYGON_STIPPLE_BIT 0x00000010
#define GL_PIXEL_MODE_BIT 0x00000020
#define GL_LIGHTING_BIT 0x00000040
#define GL_FOG_BIT 0x00000080
#define GL_DEPTH_BUFFER_BIT 0x00000100
#define GL_ACCUM_BUFFER_BIT 0x00000200
#define GL_STENCIL_BUFFER_BIT 0x00000400
#define GL_VIEWPORT_BIT 0x00000800
#define GL_TRANSFORM_BIT 0x00001000
#define GL_ENABLE_BIT 0x00002000
#define GL_COLOR_BUFFER_BIT 0x00004000
#define GL_HINT_BIT 0x00008000
#define GL_EVAL_BIT 0x00010000
#define GL_LIST_BIT 0x00020000
#define GL_TEXTURE_BIT 0x00040000
#define GL_SCISSOR_BIT 0x00080000
#define GL_ALL_ATTRIB_BITS 0x000fffff
/* 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_SRC_COLOR 0x0300
#define GL_ONE_MINUS_SRC_COLOR 0x0301
#define GL_SRC_ALPHA 0x0302
#define GL_ONE_MINUS_SRC_ALPHA 0x0303
#define GL_DST_ALPHA 0x0304
#define GL_ONE_MINUS_DST_ALPHA 0x0305
/* BlendingFactorSrc */
/* GL_ZERO */
/* GL_ONE */
#define GL_DST_COLOR 0x0306
#define GL_ONE_MINUS_DST_COLOR 0x0307
#define GL_SRC_ALPHA_SATURATE 0x0308
/* GL_SRC_ALPHA */
/* GL_ONE_MINUS_SRC_ALPHA */
/* GL_DST_ALPHA */
/* GL_ONE_MINUS_DST_ALPHA */
/* Boolean */
#define GL_TRUE 1
#define GL_FALSE 0
/* ClearBufferMask */
/* GL_COLOR_BUFFER_BIT */
/* GL_ACCUM_BUFFER_BIT */
/* GL_STENCIL_BUFFER_BIT */
/* GL_DEPTH_BUFFER_BIT */
/* ClientArrayType */
/* GL_VERTEX_ARRAY */
/* GL_NORMAL_ARRAY */
/* GL_COLOR_ARRAY */
/* GL_INDEX_ARRAY */
/* GL_TEXTURE_COORD_ARRAY */
/* GL_EDGE_FLAG_ARRAY */
/* 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
/* ColorMaterialFace */
/* GL_FRONT */
/* GL_BACK */
/* GL_FRONT_AND_BACK */
/* ColorMaterialParameter */
/* GL_AMBIENT */
/* GL_DIFFUSE */
/* GL_SPECULAR */
/* GL_EMISSION */
/* GL_AMBIENT_AND_DIFFUSE */
/* ColorPointerType */
/* GL_BYTE */
/* GL_UNSIGNED_BYTE */
/* GL_SHORT */
/* GL_UNSIGNED_SHORT */
/* GL_INT */
/* GL_UNSIGNED_INT */
/* GL_FLOAT */
/* GL_DOUBLE */
/* CullFaceMode */
/* GL_FRONT */
/* GL_BACK */
/* GL_FRONT_AND_BACK */
/* DataType */
#define GL_BYTE 0x1400
#define GL_UNSIGNED_BYTE 0x1401
#define GL_SHORT 0x1402
#define GL_UNSIGNED_SHORT 0x1403
#define GL_INT 0x1404
#define GL_UNSIGNED_INT 0x1405
#define GL_FLOAT 0x1406
#define GL_2_BYTES 0x1407
#define GL_3_BYTES 0x1408
#define GL_4_BYTES 0x1409
#define GL_DOUBLE 0x140A
/* DepthFunction */
/* GL_NEVER */
/* GL_LESS */
/* GL_EQUAL */
/* GL_LEQUAL */
/* GL_GREATER */
/* GL_NOTEQUAL */
/* GL_GEQUAL */
/* GL_ALWAYS */
/* DrawBufferMode */
#define GL_NONE 0
#define GL_FRONT_LEFT 0x0400
#define GL_FRONT_RIGHT 0x0401
#define GL_BACK_LEFT 0x0402
#define GL_BACK_RIGHT 0x0403
#define GL_FRONT 0x0404
#define GL_BACK 0x0405
#define GL_LEFT 0x0406
#define GL_RIGHT 0x0407
#define GL_FRONT_AND_BACK 0x0408
#define GL_AUX0 0x0409
#define GL_AUX1 0x040A
#define GL_AUX2 0x040B
#define GL_AUX3 0x040C
/* Enable */
/* GL_FOG */
/* GL_LIGHTING */
/* GL_TEXTURE_1D */
/* GL_TEXTURE_2D */
/* GL_LINE_STIPPLE */
/* GL_POLYGON_STIPPLE */
/* GL_CULL_FACE */
/* GL_ALPHA_TEST */
/* GL_BLEND */
/* GL_INDEX_LOGIC_OP */
/* GL_COLOR_LOGIC_OP */
/* GL_DITHER */
/* GL_STENCIL_TEST */
/* 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_TEXTURE_GEN_S */
/* GL_TEXTURE_GEN_T */
/* GL_TEXTURE_GEN_R */
/* GL_TEXTURE_GEN_Q */
/* GL_MAP1_VERTEX_3 */
/* GL_MAP1_VERTEX_4 */
/* GL_MAP1_COLOR_4 */
/* GL_MAP1_INDEX */
/* GL_MAP1_NORMAL */
/* GL_MAP1_TEXTURE_COORD_1 */
/* GL_MAP1_TEXTURE_COORD_2 */
/* GL_MAP1_TEXTURE_COORD_3 */
/* GL_MAP1_TEXTURE_COORD_4 */
/* GL_MAP2_VERTEX_3 */
/* GL_MAP2_VERTEX_4 */
/* GL_MAP2_COLOR_4 */
/* GL_MAP2_INDEX */
/* GL_MAP2_NORMAL */
/* GL_MAP2_TEXTURE_COORD_1 */
/* GL_MAP2_TEXTURE_COORD_2 */
/* GL_MAP2_TEXTURE_COORD_3 */
/* GL_MAP2_TEXTURE_COORD_4 */
/* GL_POINT_SMOOTH */
/* GL_LINE_SMOOTH */
/* GL_POLYGON_SMOOTH */
/* GL_SCISSOR_TEST */
/* GL_COLOR_MATERIAL */
/* GL_NORMALIZE */
/* GL_AUTO_NORMAL */
/* GL_VERTEX_ARRAY */
/* GL_NORMAL_ARRAY */
/* GL_COLOR_ARRAY */
/* GL_INDEX_ARRAY */
/* GL_TEXTURE_COORD_ARRAY */
/* GL_EDGE_FLAG_ARRAY */
/* GL_POLYGON_OFFSET_POINT */
/* GL_POLYGON_OFFSET_LINE */
/* GL_POLYGON_OFFSET_FILL */
/* 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
/* FeedBackMode */
#define GL_2D 0x0600
#define GL_3D 0x0601
#define GL_3D_COLOR 0x0602
#define GL_3D_COLOR_TEXTURE 0x0603
#define GL_4D_COLOR_TEXTURE 0x0604
/* FeedBackToken */
#define GL_PASS_THROUGH_TOKEN 0x0700
#define GL_POINT_TOKEN 0x0701
#define GL_LINE_TOKEN 0x0702
#define GL_POLYGON_TOKEN 0x0703
#define GL_BITMAP_TOKEN 0x0704
#define GL_DRAW_PIXEL_TOKEN 0x0705
#define GL_COPY_PIXEL_TOKEN 0x0706
#define GL_LINE_RESET_TOKEN 0x0707
/* FogMode */
/* GL_LINEAR */
#define GL_EXP 0x0800
#define GL_EXP2 0x0801
/* FogParameter */
/* GL_FOG_COLOR */
/* GL_FOG_DENSITY */
/* GL_FOG_END */
/* GL_FOG_INDEX */
/* GL_FOG_MODE */
/* GL_FOG_START */
/* FrontFaceDirection */
#define GL_CW 0x0900
#define GL_CCW 0x0901
/* GetMapTarget */
#define GL_COEFF 0x0A00
#define GL_ORDER 0x0A01
#define GL_DOMAIN 0x0A02
/* GetPixelMap */
/* GL_PIXEL_MAP_I_TO_I */
/* GL_PIXEL_MAP_S_TO_S */
/* GL_PIXEL_MAP_I_TO_R */
/* GL_PIXEL_MAP_I_TO_G */
/* GL_PIXEL_MAP_I_TO_B */
/* GL_PIXEL_MAP_I_TO_A */
/* GL_PIXEL_MAP_R_TO_R */
/* GL_PIXEL_MAP_G_TO_G */
/* GL_PIXEL_MAP_B_TO_B */
/* GL_PIXEL_MAP_A_TO_A */
/* GetPointerTarget */
/* GL_VERTEX_ARRAY_POINTER */
/* GL_NORMAL_ARRAY_POINTER */
/* GL_COLOR_ARRAY_POINTER */
/* GL_INDEX_ARRAY_POINTER */
/* GL_TEXTURE_COORD_ARRAY_POINTER */
/* GL_EDGE_FLAG_ARRAY_POINTER */
/* GetTarget */
#define GL_CURRENT_COLOR 0x0B00
#define GL_CURRENT_INDEX 0x0B01
#define GL_CURRENT_NORMAL 0x0B02
#define GL_CURRENT_TEXTURE_COORDS 0x0B03
#define GL_CURRENT_RASTER_COLOR 0x0B04
#define GL_CURRENT_RASTER_INDEX 0x0B05
#define GL_CURRENT_RASTER_TEXTURE_COORDS 0x0B06
#define GL_CURRENT_RASTER_POSITION 0x0B07
#define GL_CURRENT_RASTER_POSITION_VALID 0x0B08
#define GL_CURRENT_RASTER_DISTANCE 0x0B09
#define GL_POINT_SMOOTH 0x0B10
#define GL_POINT_SIZE 0x0B11
#define GL_POINT_SIZE_RANGE 0x0B12
#define GL_POINT_SIZE_GRANULARITY 0x0B13
#define GL_LINE_SMOOTH 0x0B20
#define GL_LINE_WIDTH 0x0B21
#define GL_LINE_WIDTH_RANGE 0x0B22
#define GL_LINE_WIDTH_GRANULARITY 0x0B23
#define GL_LINE_STIPPLE 0x0B24
#define GL_LINE_STIPPLE_PATTERN 0x0B25
#define GL_LINE_STIPPLE_REPEAT 0x0B26
#define GL_LIST_MODE 0x0B30
#define GL_MAX_LIST_NESTING 0x0B31
#define GL_LIST_BASE 0x0B32
#define GL_LIST_INDEX 0x0B33
#define GL_POLYGON_MODE 0x0B40
#define GL_POLYGON_SMOOTH 0x0B41
#define GL_POLYGON_STIPPLE 0x0B42
#define GL_EDGE_FLAG 0x0B43
#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_COLOR_MATERIAL_FACE 0x0B55
#define GL_COLOR_MATERIAL_PARAMETER 0x0B56
#define GL_COLOR_MATERIAL 0x0B57
#define GL_FOG 0x0B60
#define GL_FOG_INDEX 0x0B61
#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_ACCUM_CLEAR_VALUE 0x0B80
#define GL_STENCIL_TEST 0x0B90
#define GL_STENCIL_CLEAR_VALUE 0x0B91
#define GL_STENCIL_FUNC 0x0B92
#define GL_STENCIL_VALUE_MASK 0x0B93
#define GL_STENCIL_FAIL 0x0B94
#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95
#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96
#define GL_STENCIL_REF 0x0B97
#define GL_STENCIL_WRITEMASK 0x0B98
#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_TEXTURE_STACK_DEPTH 0x0BA5
#define GL_MODELVIEW_MATRIX 0x0BA6
#define GL_PROJECTION_MATRIX 0x0BA7
#define GL_TEXTURE_MATRIX 0x0BA8
#define GL_ATTRIB_STACK_DEPTH 0x0BB0
#define GL_CLIENT_ATTRIB_STACK_DEPTH 0x0BB1
#define GL_ALPHA_TEST 0x0BC0
#define GL_ALPHA_TEST_FUNC 0x0BC1
#define GL_ALPHA_TEST_REF 0x0BC2
#define GL_DITHER 0x0BD0
#define GL_BLEND_DST 0x0BE0
#define GL_BLEND_SRC 0x0BE1
#define GL_BLEND 0x0BE2
#define GL_LOGIC_OP_MODE 0x0BF0
#define GL_INDEX_LOGIC_OP 0x0BF1
#define GL_COLOR_LOGIC_OP 0x0BF2
#define GL_AUX_BUFFERS 0x0C00
#define GL_DRAW_BUFFER 0x0C01
#define GL_READ_BUFFER 0x0C02
#define GL_SCISSOR_BOX 0x0C10
#define GL_SCISSOR_TEST 0x0C11
#define GL_INDEX_CLEAR_VALUE 0x0C20
#define GL_INDEX_WRITEMASK 0x0C21
#define GL_COLOR_CLEAR_VALUE 0x0C22
#define GL_COLOR_WRITEMASK 0x0C23
#define GL_INDEX_MODE 0x0C30
#define GL_RGBA_MODE 0x0C31
#define GL_DOUBLEBUFFER 0x0C32
#define GL_STEREO 0x0C33
#define GL_RENDER_MODE 0x0C40
#define GL_PERSPECTIVE_CORRECTION_HINT 0x0C50
#define GL_POINT_SMOOTH_HINT 0x0C51
#define GL_LINE_SMOOTH_HINT 0x0C52
#define GL_POLYGON_SMOOTH_HINT 0x0C53
#define GL_FOG_HINT 0x0C54
#define GL_TEXTURE_GEN_S 0x0C60
#define GL_TEXTURE_GEN_T 0x0C61
#define GL_TEXTURE_GEN_R 0x0C62
#define GL_TEXTURE_GEN_Q 0x0C63
#define GL_PIXEL_MAP_I_TO_I 0x0C70
#define GL_PIXEL_MAP_S_TO_S 0x0C71
#define GL_PIXEL_MAP_I_TO_R 0x0C72
#define GL_PIXEL_MAP_I_TO_G 0x0C73
#define GL_PIXEL_MAP_I_TO_B 0x0C74
#define GL_PIXEL_MAP_I_TO_A 0x0C75
#define GL_PIXEL_MAP_R_TO_R 0x0C76
#define GL_PIXEL_MAP_G_TO_G 0x0C77
#define GL_PIXEL_MAP_B_TO_B 0x0C78
#define GL_PIXEL_MAP_A_TO_A 0x0C79
#define GL_PIXEL_MAP_I_TO_I_SIZE 0x0CB0
#define GL_PIXEL_MAP_S_TO_S_SIZE 0x0CB1
#define GL_PIXEL_MAP_I_TO_R_SIZE 0x0CB2
#define GL_PIXEL_MAP_I_TO_G_SIZE 0x0CB3
#define GL_PIXEL_MAP_I_TO_B_SIZE 0x0CB4
#define GL_PIXEL_MAP_I_TO_A_SIZE 0x0CB5
#define GL_PIXEL_MAP_R_TO_R_SIZE 0x0CB6
#define GL_PIXEL_MAP_G_TO_G_SIZE 0x0CB7
#define GL_PIXEL_MAP_B_TO_B_SIZE 0x0CB8
#define GL_PIXEL_MAP_A_TO_A_SIZE 0x0CB9
#define GL_UNPACK_SWAP_BYTES 0x0CF0
#define GL_UNPACK_LSB_FIRST 0x0CF1
#define GL_UNPACK_ROW_LENGTH 0x0CF2
#define GL_UNPACK_SKIP_ROWS 0x0CF3
#define GL_UNPACK_SKIP_PIXELS 0x0CF4
#define GL_UNPACK_ALIGNMENT 0x0CF5
#define GL_PACK_SWAP_BYTES 0x0D00
#define GL_PACK_LSB_FIRST 0x0D01
#define GL_PACK_ROW_LENGTH 0x0D02
#define GL_PACK_SKIP_ROWS 0x0D03
#define GL_PACK_SKIP_PIXELS 0x0D04
#define GL_PACK_ALIGNMENT 0x0D05
#define GL_MAP_COLOR 0x0D10
#define GL_MAP_STENCIL 0x0D11
#define GL_INDEX_SHIFT 0x0D12
#define GL_INDEX_OFFSET 0x0D13
#define GL_RED_SCALE 0x0D14
#define GL_RED_BIAS 0x0D15
#define GL_ZOOM_X 0x0D16
#define GL_ZOOM_Y 0x0D17
#define GL_GREEN_SCALE 0x0D18
#define GL_GREEN_BIAS 0x0D19
#define GL_BLUE_SCALE 0x0D1A
#define GL_BLUE_BIAS 0x0D1B
#define GL_ALPHA_SCALE 0x0D1C
#define GL_ALPHA_BIAS 0x0D1D
#define GL_DEPTH_SCALE 0x0D1E
#define GL_DEPTH_BIAS 0x0D1F
#define GL_MAX_EVAL_ORDER 0x0D30
#define GL_MAX_LIGHTS 0x0D31
#define GL_MAX_CLIP_PLANES 0x0D32
#define GL_MAX_TEXTURE_SIZE 0x0D33
#define GL_MAX_PIXEL_MAP_TABLE 0x0D34
#define GL_MAX_ATTRIB_STACK_DEPTH 0x0D35
#define GL_MAX_MODELVIEW_STACK_DEPTH 0x0D36
#define GL_MAX_NAME_STACK_DEPTH 0x0D37
#define GL_MAX_PROJECTION_STACK_DEPTH 0x0D38
#define GL_MAX_TEXTURE_STACK_DEPTH 0x0D39
#define GL_MAX_VIEWPORT_DIMS 0x0D3A
#define GL_MAX_CLIENT_ATTRIB_STACK_DEPTH 0x0D3B
#define GL_SUBPIXEL_BITS 0x0D50
#define GL_INDEX_BITS 0x0D51
#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_STENCIL_BITS 0x0D57
#define GL_ACCUM_RED_BITS 0x0D58
#define GL_ACCUM_GREEN_BITS 0x0D59
#define GL_ACCUM_BLUE_BITS 0x0D5A
#define GL_ACCUM_ALPHA_BITS 0x0D5B
#define GL_NAME_STACK_DEPTH 0x0D70
#define GL_AUTO_NORMAL 0x0D80
#define GL_MAP1_COLOR_4 0x0D90
#define GL_MAP1_INDEX 0x0D91
#define GL_MAP1_NORMAL 0x0D92
#define GL_MAP1_TEXTURE_COORD_1 0x0D93
#define GL_MAP1_TEXTURE_COORD_2 0x0D94
#define GL_MAP1_TEXTURE_COORD_3 0x0D95
#define GL_MAP1_TEXTURE_COORD_4 0x0D96
#define GL_MAP1_VERTEX_3 0x0D97
#define GL_MAP1_VERTEX_4 0x0D98
#define GL_MAP2_COLOR_4 0x0DB0
#define GL_MAP2_INDEX 0x0DB1
#define GL_MAP2_NORMAL 0x0DB2
#define GL_MAP2_TEXTURE_COORD_1 0x0DB3
#define GL_MAP2_TEXTURE_COORD_2 0x0DB4
#define GL_MAP2_TEXTURE_COORD_3 0x0DB5
#define GL_MAP2_TEXTURE_COORD_4 0x0DB6
#define GL_MAP2_VERTEX_3 0x0DB7
#define GL_MAP2_VERTEX_4 0x0DB8
#define GL_MAP1_GRID_DOMAIN 0x0DD0
#define GL_MAP1_GRID_SEGMENTS 0x0DD1
#define GL_MAP2_GRID_DOMAIN 0x0DD2
#define GL_MAP2_GRID_SEGMENTS 0x0DD3
#define GL_TEXTURE_1D 0x0DE0
#define GL_TEXTURE_2D 0x0DE1
#define GL_FEEDBACK_BUFFER_POINTER 0x0DF0
#define GL_FEEDBACK_BUFFER_SIZE 0x0DF1
#define GL_FEEDBACK_BUFFER_TYPE 0x0DF2
#define GL_SELECTION_BUFFER_POINTER 0x0DF3
#define GL_SELECTION_BUFFER_SIZE 0x0DF4
/* GL_TEXTURE_BINDING_1D */
/* GL_TEXTURE_BINDING_2D */
/* GL_VERTEX_ARRAY */
/* GL_NORMAL_ARRAY */
/* GL_COLOR_ARRAY */
/* GL_INDEX_ARRAY */
/* GL_TEXTURE_COORD_ARRAY */
/* GL_EDGE_FLAG_ARRAY */
/* GL_VERTEX_ARRAY_SIZE */
/* GL_VERTEX_ARRAY_TYPE */
/* GL_VERTEX_ARRAY_STRIDE */
/* GL_NORMAL_ARRAY_TYPE */
/* GL_NORMAL_ARRAY_STRIDE */
/* GL_COLOR_ARRAY_SIZE */
/* GL_COLOR_ARRAY_TYPE */
/* GL_COLOR_ARRAY_STRIDE */
/* GL_INDEX_ARRAY_TYPE */
/* GL_INDEX_ARRAY_STRIDE */
/* GL_TEXTURE_COORD_ARRAY_SIZE */
/* GL_TEXTURE_COORD_ARRAY_TYPE */
/* GL_TEXTURE_COORD_ARRAY_STRIDE */
/* GL_EDGE_FLAG_ARRAY_STRIDE */
/* GL_POLYGON_OFFSET_FACTOR */
/* GL_POLYGON_OFFSET_UNITS */
/* 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_INTERNAL_FORMAT 0x1003
#define GL_TEXTURE_BORDER_COLOR 0x1004
#define GL_TEXTURE_BORDER 0x1005
/* GL_TEXTURE_RED_SIZE */
/* GL_TEXTURE_GREEN_SIZE */
/* GL_TEXTURE_BLUE_SIZE */
/* GL_TEXTURE_ALPHA_SIZE */
/* GL_TEXTURE_LUMINANCE_SIZE */
/* GL_TEXTURE_INTENSITY_SIZE */
/* GL_TEXTURE_PRIORITY */
/* GL_TEXTURE_RESIDENT */
/* HintMode */
#define GL_DONT_CARE 0x1100
#define GL_FASTEST 0x1101
#define GL_NICEST 0x1102
/* HintTarget */
/* GL_PERSPECTIVE_CORRECTION_HINT */
/* GL_POINT_SMOOTH_HINT */
/* GL_LINE_SMOOTH_HINT */
/* GL_POLYGON_SMOOTH_HINT */
/* GL_FOG_HINT */
/* IndexPointerType */
/* GL_SHORT */
/* GL_INT */
/* GL_FLOAT */
/* GL_DOUBLE */
/* 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
/* InterleavedArrays */
/* GL_V2F */
/* GL_V3F */
/* GL_C4UB_V2F */
/* GL_C4UB_V3F */
/* GL_C3F_V3F */
/* GL_N3F_V3F */
/* GL_C4F_N3F_V3F */
/* GL_T2F_V3F */
/* GL_T4F_V4F */
/* GL_T2F_C4UB_V3F */
/* GL_T2F_C3F_V3F */
/* GL_T2F_N3F_V3F */
/* GL_T2F_C4F_N3F_V3F */
/* GL_T4F_C4F_N3F_V4F */
/* ListMode */
#define GL_COMPILE 0x1300
#define GL_COMPILE_AND_EXECUTE 0x1301
/* ListNameType */
/* GL_BYTE */
/* GL_UNSIGNED_BYTE */
/* GL_SHORT */
/* GL_UNSIGNED_SHORT */
/* GL_INT */
/* GL_UNSIGNED_INT */
/* GL_FLOAT */
/* GL_2_BYTES */
/* GL_3_BYTES */
/* GL_4_BYTES */
/* LogicOp */
#define GL_CLEAR 0x1500
#define GL_AND 0x1501
#define GL_AND_REVERSE 0x1502
#define GL_COPY 0x1503
#define GL_AND_INVERTED 0x1504
#define GL_NOOP 0x1505
#define GL_XOR 0x1506
#define GL_OR 0x1507
#define GL_NOR 0x1508
#define GL_EQUIV 0x1509
#define GL_INVERT 0x150A
#define GL_OR_REVERSE 0x150B
#define GL_COPY_INVERTED 0x150C
#define GL_OR_INVERTED 0x150D
#define GL_NAND 0x150E
#define GL_SET 0x150F
/* MapTarget */
/* GL_MAP1_COLOR_4 */
/* GL_MAP1_INDEX */
/* GL_MAP1_NORMAL */
/* GL_MAP1_TEXTURE_COORD_1 */
/* GL_MAP1_TEXTURE_COORD_2 */
/* GL_MAP1_TEXTURE_COORD_3 */
/* GL_MAP1_TEXTURE_COORD_4 */
/* GL_MAP1_VERTEX_3 */
/* GL_MAP1_VERTEX_4 */
/* GL_MAP2_COLOR_4 */
/* GL_MAP2_INDEX */
/* GL_MAP2_NORMAL */
/* GL_MAP2_TEXTURE_COORD_1 */
/* GL_MAP2_TEXTURE_COORD_2 */
/* GL_MAP2_TEXTURE_COORD_3 */
/* GL_MAP2_TEXTURE_COORD_4 */
/* GL_MAP2_VERTEX_3 */
/* GL_MAP2_VERTEX_4 */
/* MaterialFace */
/* GL_FRONT */
/* GL_BACK */
/* GL_FRONT_AND_BACK */
/* MaterialParameter */
#define GL_EMISSION 0x1600
#define GL_SHININESS 0x1601
#define GL_AMBIENT_AND_DIFFUSE 0x1602
#define GL_COLOR_INDEXES 0x1603
/* GL_AMBIENT */
/* GL_DIFFUSE */
/* GL_SPECULAR */
/* MatrixMode */
#define GL_MODELVIEW 0x1700
#define GL_PROJECTION 0x1701
#define GL_TEXTURE 0x1702
/* MeshMode1 */
/* GL_POINT */
/* GL_LINE */
/* MeshMode2 */
/* GL_POINT */
/* GL_LINE */
/* GL_FILL */
/* NormalPointerType */
/* GL_BYTE */
/* GL_SHORT */
/* GL_INT */
/* GL_FLOAT */
/* GL_DOUBLE */
/* PixelCopyType */
#define GL_COLOR 0x1800
#define GL_DEPTH 0x1801
#define GL_STENCIL 0x1802
/* PixelFormat */
#define GL_COLOR_INDEX 0x1900
#define GL_STENCIL_INDEX 0x1901
#define GL_DEPTH_COMPONENT 0x1902
#define GL_RED 0x1903
#define GL_GREEN 0x1904
#define GL_BLUE 0x1905
#define GL_ALPHA 0x1906
#define GL_RGB 0x1907
#define GL_RGBA 0x1908
#define GL_LUMINANCE 0x1909
#define GL_LUMINANCE_ALPHA 0x190A
/* PixelMap */
/* GL_PIXEL_MAP_I_TO_I */
/* GL_PIXEL_MAP_S_TO_S */
/* GL_PIXEL_MAP_I_TO_R */
/* GL_PIXEL_MAP_I_TO_G */
/* GL_PIXEL_MAP_I_TO_B */
/* GL_PIXEL_MAP_I_TO_A */
/* GL_PIXEL_MAP_R_TO_R */
/* GL_PIXEL_MAP_G_TO_G */
/* GL_PIXEL_MAP_B_TO_B */
/* GL_PIXEL_MAP_A_TO_A */
/* PixelStore */
/* GL_UNPACK_SWAP_BYTES */
/* GL_UNPACK_LSB_FIRST */
/* GL_UNPACK_ROW_LENGTH */
/* GL_UNPACK_SKIP_ROWS */
/* GL_UNPACK_SKIP_PIXELS */
/* GL_UNPACK_ALIGNMENT */
/* GL_PACK_SWAP_BYTES */
/* GL_PACK_LSB_FIRST */
/* GL_PACK_ROW_LENGTH */
/* GL_PACK_SKIP_ROWS */
/* GL_PACK_SKIP_PIXELS */
/* GL_PACK_ALIGNMENT */
/* PixelTransfer */
/* GL_MAP_COLOR */
/* GL_MAP_STENCIL */
/* GL_INDEX_SHIFT */
/* GL_INDEX_OFFSET */
/* GL_RED_SCALE */
/* GL_RED_BIAS */
/* GL_GREEN_SCALE */
/* GL_GREEN_BIAS */
/* GL_BLUE_SCALE */
/* GL_BLUE_BIAS */
/* GL_ALPHA_SCALE */
/* GL_ALPHA_BIAS */
/* GL_DEPTH_SCALE */
/* GL_DEPTH_BIAS */
/* PixelType */
#define GL_BITMAP 0x1A00
/* GL_BYTE */
/* GL_UNSIGNED_BYTE */
/* GL_SHORT */
/* GL_UNSIGNED_SHORT */
/* GL_INT */
/* GL_UNSIGNED_INT */
/* GL_FLOAT */
/* PolygonMode */
#define GL_POINT 0x1B00
#define GL_LINE 0x1B01
#define GL_FILL 0x1B02
/* ReadBufferMode */
/* GL_FRONT_LEFT */
/* GL_FRONT_RIGHT */
/* GL_BACK_LEFT */
/* GL_BACK_RIGHT */
/* GL_FRONT */
/* GL_BACK */
/* GL_LEFT */
/* GL_RIGHT */
/* GL_AUX0 */
/* GL_AUX1 */
/* GL_AUX2 */
/* GL_AUX3 */
/* RenderingMode */
#define GL_RENDER 0x1C00
#define GL_FEEDBACK 0x1C01
#define GL_SELECT 0x1C02
/* ShadingModel */
#define GL_FLAT 0x1D00
#define GL_SMOOTH 0x1D01
/* StencilFunction */
/* GL_NEVER */
/* GL_LESS */
/* GL_EQUAL */
/* GL_LEQUAL */
/* GL_GREATER */
/* GL_NOTEQUAL */
/* GL_GEQUAL */
/* GL_ALWAYS */
/* StencilOp */
/* GL_ZERO */
#define GL_KEEP 0x1E00
#define GL_REPLACE 0x1E01
#define GL_INCR 0x1E02
#define GL_DECR 0x1E03
/* GL_INVERT */
/* StringName */
#define GL_VENDOR 0x1F00
#define GL_RENDERER 0x1F01
#define GL_VERSION 0x1F02
#define GL_EXTENSIONS 0x1F03
/* TextureCoordName */
#define GL_S 0x2000
#define GL_T 0x2001
#define GL_R 0x2002
#define GL_Q 0x2003
/* TexCoordPointerType */
/* GL_SHORT */
/* GL_INT */
/* GL_FLOAT */
/* GL_DOUBLE */
/* TextureEnvMode */
#define GL_MODULATE 0x2100
#define GL_DECAL 0x2101
/* GL_BLEND */
/* GL_REPLACE */
/* TextureEnvParameter */
#define GL_TEXTURE_ENV_MODE 0x2200
#define GL_TEXTURE_ENV_COLOR 0x2201
/* TextureEnvTarget */
#define GL_TEXTURE_ENV 0x2300
/* TextureGenMode */
#define GL_EYE_LINEAR 0x2400
#define GL_OBJECT_LINEAR 0x2401
#define GL_SPHERE_MAP 0x2402
/* TextureGenParameter */
#define GL_TEXTURE_GEN_MODE 0x2500
#define GL_OBJECT_PLANE 0x2501
#define GL_EYE_PLANE 0x2502
/* 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
/* GL_TEXTURE_BORDER_COLOR */
/* GL_TEXTURE_PRIORITY */
/* TextureTarget */
/* GL_TEXTURE_1D */
/* GL_TEXTURE_2D */
/* GL_PROXY_TEXTURE_1D */
/* GL_PROXY_TEXTURE_2D */
/* TextureWrapMode */
#define GL_CLAMP 0x2900
#define GL_REPEAT 0x2901
/* VertexPointerType */
/* GL_SHORT */
/* GL_INT */
/* GL_FLOAT */
/* GL_DOUBLE */
/* ClientAttribMask */
#define GL_CLIENT_PIXEL_STORE_BIT 0x00000001
#define GL_CLIENT_VERTEX_ARRAY_BIT 0x00000002
#define GL_CLIENT_ALL_ATTRIB_BITS 0xffffffff
/* polygon_offset */
#define GL_POLYGON_OFFSET_FACTOR 0x8038
#define GL_POLYGON_OFFSET_UNITS 0x2A00
#define GL_POLYGON_OFFSET_POINT 0x2A01
#define GL_POLYGON_OFFSET_LINE 0x2A02
#define GL_POLYGON_OFFSET_FILL 0x8037
/* texture */
#define GL_ALPHA4 0x803B
#define GL_ALPHA8 0x803C
#define GL_ALPHA12 0x803D
#define GL_ALPHA16 0x803E
#define GL_LUMINANCE4 0x803F
#define GL_LUMINANCE8 0x8040
#define GL_LUMINANCE12 0x8041
#define GL_LUMINANCE16 0x8042
#define GL_LUMINANCE4_ALPHA4 0x8043
#define GL_LUMINANCE6_ALPHA2 0x8044
#define GL_LUMINANCE8_ALPHA8 0x8045
#define GL_LUMINANCE12_ALPHA4 0x8046
#define GL_LUMINANCE12_ALPHA12 0x8047
#define GL_LUMINANCE16_ALPHA16 0x8048
#define GL_INTENSITY 0x8049
#define GL_INTENSITY4 0x804A
#define GL_INTENSITY8 0x804B
#define GL_INTENSITY12 0x804C
#define GL_INTENSITY16 0x804D
#define GL_R3_G3_B2 0x2A10
#define GL_RGB4 0x804F
#define GL_RGB5 0x8050
#define GL_RGB8 0x8051
#define GL_RGB10 0x8052
#define GL_RGB12 0x8053
#define GL_RGB16 0x8054
#define GL_RGBA2 0x8055
#define GL_RGBA4 0x8056
#define GL_RGB5_A1 0x8057
#define GL_RGBA8 0x8058
#define GL_RGB10_A2 0x8059
#define GL_RGBA12 0x805A
#define GL_RGBA16 0x805B
#define GL_TEXTURE_RED_SIZE 0x805C
#define GL_TEXTURE_GREEN_SIZE 0x805D
#define GL_TEXTURE_BLUE_SIZE 0x805E
#define GL_TEXTURE_ALPHA_SIZE 0x805F
#define GL_TEXTURE_LUMINANCE_SIZE 0x8060
#define GL_TEXTURE_INTENSITY_SIZE 0x8061
#define GL_PROXY_TEXTURE_1D 0x8063
#define GL_PROXY_TEXTURE_2D 0x8064
/* texture_object */
#define GL_TEXTURE_PRIORITY 0x8066
#define GL_TEXTURE_RESIDENT 0x8067
#define GL_TEXTURE_BINDING_1D 0x8068
#define GL_TEXTURE_BINDING_2D 0x8069
/* vertex_array */
#define GL_VERTEX_ARRAY 0x8074
#define GL_NORMAL_ARRAY 0x8075
#define GL_COLOR_ARRAY 0x8076
#define GL_INDEX_ARRAY 0x8077
#define GL_TEXTURE_COORD_ARRAY 0x8078
#define GL_EDGE_FLAG_ARRAY 0x8079
#define GL_VERTEX_ARRAY_SIZE 0x807A
#define GL_VERTEX_ARRAY_TYPE 0x807B
#define GL_VERTEX_ARRAY_STRIDE 0x807C
#define GL_NORMAL_ARRAY_TYPE 0x807E
#define GL_NORMAL_ARRAY_STRIDE 0x807F
#define GL_COLOR_ARRAY_SIZE 0x8081
#define GL_COLOR_ARRAY_TYPE 0x8082
#define GL_COLOR_ARRAY_STRIDE 0x8083
#define GL_INDEX_ARRAY_TYPE 0x8085
#define GL_INDEX_ARRAY_STRIDE 0x8086
#define GL_TEXTURE_COORD_ARRAY_SIZE 0x8088
#define GL_TEXTURE_COORD_ARRAY_TYPE 0x8089
#define GL_TEXTURE_COORD_ARRAY_STRIDE 0x808A
#define GL_EDGE_FLAG_ARRAY_STRIDE 0x808C
#define GL_VERTEX_ARRAY_POINTER 0x808E
#define GL_NORMAL_ARRAY_POINTER 0x808F
#define GL_COLOR_ARRAY_POINTER 0x8090
#define GL_INDEX_ARRAY_POINTER 0x8091
#define GL_TEXTURE_COORD_ARRAY_POINTER 0x8092
#define GL_EDGE_FLAG_ARRAY_POINTER 0x8093
#define GL_V2F 0x2A20
#define GL_V3F 0x2A21
#define GL_C4UB_V2F 0x2A22
#define GL_C4UB_V3F 0x2A23
#define GL_C3F_V3F 0x2A24
#define GL_N3F_V3F 0x2A25
#define GL_C4F_N3F_V3F 0x2A26
#define GL_T2F_V3F 0x2A27
#define GL_T4F_V4F 0x2A28
#define GL_T2F_C4UB_V3F 0x2A29
#define GL_T2F_C3F_V3F 0x2A2A
#define GL_T2F_N3F_V3F 0x2A2B
#define GL_T2F_C4F_N3F_V3F 0x2A2C
#define GL_T4F_C4F_N3F_V4F 0x2A2D
/* Extensions */
#define GL_EXT_vertex_array 1
#define GL_WIN_swap_hint 1
#define GL_EXT_bgra 1
#define GL_EXT_paletted_texture 1
/* EXT_vertex_array */
#define GL_VERTEX_ARRAY_EXT 0x8074
#define GL_NORMAL_ARRAY_EXT 0x8075
#define GL_COLOR_ARRAY_EXT 0x8076
#define GL_INDEX_ARRAY_EXT 0x8077
#define GL_TEXTURE_COORD_ARRAY_EXT 0x8078
#define GL_EDGE_FLAG_ARRAY_EXT 0x8079
#define GL_VERTEX_ARRAY_SIZE_EXT 0x807A
#define GL_VERTEX_ARRAY_TYPE_EXT 0x807B
#define GL_VERTEX_ARRAY_STRIDE_EXT 0x807C
#define GL_VERTEX_ARRAY_COUNT_EXT 0x807D
#define GL_NORMAL_ARRAY_TYPE_EXT 0x807E
#define GL_NORMAL_ARRAY_STRIDE_EXT 0x807F
#define GL_NORMAL_ARRAY_COUNT_EXT 0x8080
#define GL_COLOR_ARRAY_SIZE_EXT 0x8081
#define GL_COLOR_ARRAY_TYPE_EXT 0x8082
#define GL_COLOR_ARRAY_STRIDE_EXT 0x8083
#define GL_COLOR_ARRAY_COUNT_EXT 0x8084
#define GL_INDEX_ARRAY_TYPE_EXT 0x8085
#define GL_INDEX_ARRAY_STRIDE_EXT 0x8086
#define GL_INDEX_ARRAY_COUNT_EXT 0x8087
#define GL_TEXTURE_COORD_ARRAY_SIZE_EXT 0x8088
#define GL_TEXTURE_COORD_ARRAY_TYPE_EXT 0x8089
#define GL_TEXTURE_COORD_ARRAY_STRIDE_EXT 0x808A
#define GL_TEXTURE_COORD_ARRAY_COUNT_EXT 0x808B
#define GL_EDGE_FLAG_ARRAY_STRIDE_EXT 0x808C
#define GL_EDGE_FLAG_ARRAY_COUNT_EXT 0x808D
#define GL_VERTEX_ARRAY_POINTER_EXT 0x808E
#define GL_NORMAL_ARRAY_POINTER_EXT 0x808F
#define GL_COLOR_ARRAY_POINTER_EXT 0x8090
#define GL_INDEX_ARRAY_POINTER_EXT 0x8091
#define GL_TEXTURE_COORD_ARRAY_POINTER_EXT 0x8092
#define GL_EDGE_FLAG_ARRAY_POINTER_EXT 0x8093
#define GL_DOUBLE_EXT GL_DOUBLE
/* EXT_bgra */
#define GL_BGR_EXT 0x80E0
#define GL_BGRA_EXT 0x80E1
/* EXT_paletted_texture */
/* These must match the GL_COLOR_TABLE_*_SGI enumerants */
#define GL_COLOR_TABLE_FORMAT_EXT 0x80D8
#define GL_COLOR_TABLE_WIDTH_EXT 0x80D9
#define GL_COLOR_TABLE_RED_SIZE_EXT 0x80DA
#define GL_COLOR_TABLE_GREEN_SIZE_EXT 0x80DB
#define GL_COLOR_TABLE_BLUE_SIZE_EXT 0x80DC
#define GL_COLOR_TABLE_ALPHA_SIZE_EXT 0x80DD
#define GL_COLOR_TABLE_LUMINANCE_SIZE_EXT 0x80DE
#define GL_COLOR_TABLE_INTENSITY_SIZE_EXT 0x80DF
#define GL_COLOR_INDEX1_EXT 0x80E2
#define GL_COLOR_INDEX2_EXT 0x80E3
#define GL_COLOR_INDEX4_EXT 0x80E4
#define GL_COLOR_INDEX8_EXT 0x80E5
#define GL_COLOR_INDEX12_EXT 0x80E6
#define GL_COLOR_INDEX16_EXT 0x80E7
/* For compatibility with OpenGL v1.0 */
#define GL_LOGIC_OP GL_INDEX_LOGIC_OP
#define GL_TEXTURE_COMPONENTS GL_TEXTURE_INTERNAL_FORMAT
/* Multitexture extensions */
#define GL_TEXTURE0_SGIS 0x835E
#define GL_TEXTURE1_SGIS 0x835F
#define GL_TEXTURE2_SGIS 0x8360
#define GL_TEXTURE3_SGIS 0x8361
#define GL_TEXTURE0_ARB 0x84C0
#define GL_TEXTURE1_ARB 0x84C1
#define GL_MAX_ACTIVE_TEXTURES_ARB 0x84E2
#define MAXGLTEXHANDLES 65536
struct QuakeVertex
{
FLOAT x, y, z;
FLOAT nx, ny, nz;
D3DCOLOR color;
FLOAT tu, tv, tu2, tv2;
};
#define QUAKEVFMT (D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE | D3DFVF_TEX2)
#define VBUFSIZE 8192
#define MAXVERTSPERPRIM 512
#define RGBA_MAKE(r, g, b, a) ((D3DCOLOR) (((a) << 24) | ((r) << 16) | ((g) << 8) | (b)))
#define RESPATH_QUAKE L"Software\\Microsoft\\Quake"
struct TexInfo {
DWORD m_block;
DWORD m_dwStage;
BOOL m_capture;
GLint m_internalformat;
D3DFORMAT m_fmt;
GLsizei m_width;
GLsizei m_height;
GLsizei m_oldwidth;
GLsizei m_oldheight;
IDirect3DTexture8 *m_ddsurf;
D3DTEXTUREFILTERTYPE m_minmode;
D3DTEXTUREFILTERTYPE m_magmode;
D3DTEXTUREFILTERTYPE m_mipmode;
DWORD m_addu, m_addv;
INT m_prev, m_next;
};
struct Globals {
// Cache Line 1
LPDIRECT3DDEVICE8 m_d3ddev;
DWORD m_curshader;
GLenum m_prim;
unsigned m_nfv;
unsigned m_vcnt;
QuakeVertex *m_verts;
BOOL m_texturing;
BOOL m_mtex;
// Cache Line 2
// Following always needs to be together
/********************************/
FLOAT m_nx, m_ny, m_nz;
D3DCOLOR m_color;
FLOAT m_tu, m_tv, m_tu2, m_tv2;
/********************************/
// Cache Line 3
LPDIRECT3DVERTEXBUFFER8 m_vbuf, m_xyzbuf, m_colbuf, m_texbuf, m_tex2buf;
LPDIRECT3DINDEXBUFFER8 m_ibuf;
DWORD m_shaders[2][10];
int m_winWidth;
int m_winHeight;
GLint m_scix, m_sciy;
GLsizei m_sciw, m_scih;
GLint m_vwx, m_vwy;
GLsizei m_vww, m_vwh;
GLint m_lckfirst;
GLsizei m_lckcount;
HWND m_hwnd;
HDC m_hdc;
D3DMATERIAL8 m_material;
D3DFORMAT m_ddFourBitAlphaSurfFormat;
D3DFORMAT m_ddEightBitAlphaSurfFormat;
D3DFORMAT m_ddEightBitAlphaOnlySurfFormat;
D3DFORMAT m_ddFiveBitSurfFormat;
D3DFORMAT m_ddEightBitSurfFormat;
D3DFORMAT m_ddLuminanceSurfFormat;
D3DCAPS8 m_dd;
GLenum m_cullMode;
GLenum m_FrontFace;
D3DTRANSFORMSTATETYPE m_matrixMode;
BOOL m_cullEnabled;
BOOL m_texHandleValid;
BOOL m_subsample;
BOOL m_usemtex;
BOOL m_usemipmap;
BOOL m_doFlip;
BOOL m_makeSquare;
BOOL m_scissoring;
BOOL m_updvwp;
BOOL m_polyoffset;
BOOL m_usecolorary, m_usetexcoordary[2], m_usevertexary;
BOOL m_withinprim;
BOOL m_texgen;
DWORD m_vshader[6];
GLuint m_curstagebinding[2];
GLenum m_curtgt, m_client_active_texture_arb;
int m_blendmode[2];
D3DCOLOR m_clearColor;
GLclampd m_clearDepth;
DWORD m_clearStencil;
const void *m_vertexary;
const void *m_colorary;
DWORD m_vertexarystride;
DWORD m_colorarystride;
DWORD m_clippstate;
DWORD m_free;
DWORD m_cbufbit;
DWORD m_lightdirty;
const void *m_texcoordary[2];
DWORD m_texcoordarystride[2];
LList<D3DMATRIX> m_matrixStack[4];
D3DVIEWPORT8 m_vport;
WNDPROC m_wndproc;
#if 0
DWORD m_lod;
#endif
DWORD m_vbufoff, m_vbufsz, m_ibufoff, m_ibufsz;
IDirect3DVertexBuffer8 *m_pStreams[4];
DWORD m_pStrides[4];
D3DLIGHT8 m_light[8];
FLOAT m_lightPositionW[8];
D3DMATRIX m_xfrm[512];
TexInfo m_tex[MAXGLTEXHANDLES]; // support upto MAXGLTEXHANDLES for the time being;
};
inline DWORD miplevels(DWORD w, DWORD h)
{
DWORD m = w > h ? w : h;
for(DWORD t = 0; m != 0; ++t)
{
m >>= 1;
}
return t;
}
#endif