GLfloat Diffuse[4]; /**< diffuse color */
GLfloat Specular[4]; /**< specular color */
GLfloat EyePosition[4]; /**< position in eye coordinates */
- GLfloat EyeDirection[4]; /**< spotlight dir in eye coordinates */
+ GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
GLfloat SpotExponent;
GLfloat SpotCutoff; /**< in degrees */
GLfloat _CosCutoffNeg; /**< = cos(SpotCutoff) */
GLfloat _Position[4]; /**< position in eye/obj coordinates */
GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
- GLfloat _NormDirection[4]; /**< normalized spotlight direction */
+ GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
GLfloat _VP_inf_spot_attenuation;
GLfloat _SpotExpTable[EXP_TABLE_SIZE][2]; /**< to replace a pow() call */
GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
GLfloat Priority; /**< in [0,1] */
GLfloat BorderColor[4]; /**< unclamped */
- GLchan _BorderChan[4]; /**< clamped, as GLchan */
GLenum WrapS; /**< S-axis texture image wrap mode */
GLenum WrapT; /**< T-axis texture image wrap mode */
GLenum WrapR; /**< R-axis texture image wrap mode */
};
+/** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
+#define MAX_COMBINER_TERMS 4
+
+
/**
* Texture combine environment state.
- * Up to four combiner sources are possible with GL_NV_texture_env_combine4.
*/
struct gl_tex_env_combine_state
{
GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
- GLenum SourceRGB[4]; /**< GL_PRIMARY_COLOR, GL_TEXTURE, etc. */
- GLenum SourceA[4]; /**< GL_PRIMARY_COLOR, GL_TEXTURE, etc. */
- GLenum OperandRGB[4]; /**< SRC_COLOR, ONE_MINUS_SRC_COLOR, etc */
- GLenum OperandA[4]; /**< SRC_ALPHA, ONE_MINUS_SRC_ALPHA, etc */
+ /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
+ GLenum SourceRGB[MAX_COMBINER_TERMS];
+ GLenum SourceA[MAX_COMBINER_TERMS];
+ /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
+ GLenum OperandRGB[MAX_COMBINER_TERMS];
+ GLenum OperandA[MAX_COMBINER_TERMS];
GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
GLuint ScaleShiftA; /**< 0, 1 or 2 */
GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
GLfloat LodBias; /**< for biasing mipmap levels */
+ GLenum BumpTarget;
+ GLfloat RotMatrix[4]; /* 2x2 matrix */
/**
* \name GL_EXT_texture_env_combine
/** Set by #pragma directives */
struct gl_sl_pragmas
{
+ GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
+ GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
GLboolean Optimize; /**< defaults on */
GLboolean Debug; /**< defaults off */
};
GLboolean DeletePending;
GLboolean CompileStatus;
GLboolean Main; /**< shader defines main() */
+ GLboolean UnresolvedRefs;
const GLchar *Source; /**< Source code string */
struct gl_program *Program; /**< Post-compile assembly code */
GLchar *InfoLog;
GLboolean EmitComments; /**< Annotated instructions */
void *MemPool;
GLbitfield Flags; /**< Mask of GLSL_x flags */
+ struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
};
struct gl_framebuffer
{
_glthread_Mutex Mutex; /**< for thread safety */
- GLuint Name; /**< if zero, this is a window system framebuffer */
+ /**
+ * If zero, this is a window system framebuffer. If non-zero, this
+ * is a FBO framebuffer; note that for some devices (i.e. those with
+ * a natural pixel coordinate system for FBOs that differs from the
+ * OpenGL/Mesa coordinate system), this means that the viewport,
+ * polygon face orientation, and polygon stipple will have to be inverted.
+ */
+ GLuint Name;
+
GLint RefCount;
GLboolean DeletePending;
GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
GLuint MaxVarying; /**< Number of float[4] varying parameters */
+
+ GLbitfield SupportedBumpUnits; /**> units supporting GL_ATI_envmap_bumpmap as targets */
};
GLboolean APPLE_client_storage;
GLboolean APPLE_packed_pixels;
GLboolean APPLE_vertex_array_object;
+ GLboolean ATI_envmap_bumpmap;
GLboolean ATI_texture_mirror_once;
GLboolean ATI_texture_env_combine3;
GLboolean ATI_fragment_shader;
GLboolean MESA_resize_buffers;
GLboolean MESA_ycbcr_texture;
GLboolean MESA_texture_array;
+ GLboolean MESA_texture_signed_rgba;
GLboolean NV_blend_square;
GLboolean NV_fragment_program;
GLboolean NV_light_max_exponent;