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/*
* Mesa 3-D graphics library
* Version: 7.1
*
* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#ifndef PROG_STATEVARS_H
#define PROG_STATEVARS_H
#include "mtypes.h"
/**
* Number of STATE_* values we need to address any GL state.
* Used to dimension arrays.
*/
#define STATE_LENGTH 5
/**
* Used for describing GL state referenced from inside ARB vertex and
* fragment programs.
* A string such as "state.light[0].ambient" gets translated into a
* sequence of tokens such as [ STATE_LIGHT, 0, STATE_AMBIENT ].
*
* For state that's an array, like STATE_CLIPPLANE, the 2nd token [1] should
* always be the array index.
*/
typedef enum gl_state_index_ {
STATE_MATERIAL = 100, /* start at 100 so small ints are seen as ints */
STATE_LIGHT,
STATE_LIGHTMODEL_AMBIENT,
STATE_LIGHTMODEL_SCENECOLOR,
STATE_LIGHTPROD,
STATE_TEXGEN,
STATE_FOG_COLOR,
STATE_FOG_PARAMS,
STATE_CLIPPLANE,
STATE_POINT_SIZE,
STATE_POINT_ATTENUATION,
STATE_MODELVIEW_MATRIX,
STATE_PROJECTION_MATRIX,
STATE_MVP_MATRIX,
STATE_TEXTURE_MATRIX,
STATE_PROGRAM_MATRIX,
STATE_COLOR_MATRIX,
STATE_MATRIX_INVERSE,
STATE_MATRIX_TRANSPOSE,
STATE_MATRIX_INVTRANS,
STATE_AMBIENT,
STATE_DIFFUSE,
STATE_SPECULAR,
STATE_EMISSION,
STATE_SHININESS,
STATE_HALF_VECTOR,
STATE_POSITION,
STATE_ATTENUATION,
STATE_SPOT_DIRECTION,
STATE_SPOT_CUTOFF,
STATE_TEXGEN_EYE_S,
STATE_TEXGEN_EYE_T,
STATE_TEXGEN_EYE_R,
STATE_TEXGEN_EYE_Q,
STATE_TEXGEN_OBJECT_S,
STATE_TEXGEN_OBJECT_T,
STATE_TEXGEN_OBJECT_R,
STATE_TEXGEN_OBJECT_Q,
STATE_TEXENV_COLOR,
STATE_DEPTH_RANGE,
STATE_VERTEX_PROGRAM,
STATE_FRAGMENT_PROGRAM,
STATE_ENV,
STATE_LOCAL,
STATE_INTERNAL, /* Mesa additions */
STATE_NORMAL_SCALE,
STATE_TEXRECT_SCALE,
STATE_POSITION_NORMALIZED, /* normalized light position */
STATE_FOG_PARAMS_OPTIMIZED, /* for faster fog calc */
STATE_SPOT_DIR_NORMALIZED, /* pre-normalized spot dir */
STATE_PT_SCALE, /**< Pixel transfer RGBA scale */
STATE_PT_BIAS, /**< Pixel transfer RGBA bias */
STATE_PCM_SCALE, /**< Post color matrix RGBA scale */
STATE_PCM_BIAS, /**< Post color matrix RGBA bias */
STATE_SHADOW_AMBIENT, /**< ARB_shadow_ambient fail value; token[2] is texture unit index */
STATE_INTERNAL_DRIVER /* first available state index for drivers (must be last) */
} gl_state_index;
extern void
_mesa_load_state_parameters(GLcontext *ctx,
struct gl_program_parameter_list *paramList);
extern GLbitfield
_mesa_program_state_flags(const gl_state_index state[STATE_LENGTH]);
extern const char *
_mesa_program_state_string(const gl_state_index state[STATE_LENGTH]);
extern void
_mesa_load_tracked_matrices(GLcontext *ctx);
#endif /* PROG_STATEVARS_H */