mirror of
https://github.com/Q3Rally-Team/rallyunlimited-engine.git
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299 lines
12 KiB
C
299 lines
12 KiB
C
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/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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/*
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** QGL.H
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*/
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#ifndef __QGL_H__
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#define __QGL_H__
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#if defined( _WIN32 )
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#if _MSC_VER
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#pragma warning (disable: 4201)
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#pragma warning (disable: 4214)
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#pragma warning (disable: 4514)
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#pragma warning (disable: 4032)
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#pragma warning (disable: 4201)
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#pragma warning (disable: 4214)
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#endif
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#include <windows.h>
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#include <GL/gl.h>
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#elif defined( __linux__ ) || defined(__FreeBSD__) || defined(__OpenBSD__) || defined( __sun )
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#include <GL/gl.h>
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#include <GL/glx.h>
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#elif defined(__APPLE__)
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#include <OpenGL/gl.h>
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#endif
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#ifndef APIENTRY
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#define APIENTRY
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#endif
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//===========================================================================
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// <Timbo> I hate this section so much
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/*
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** multitexture extension definitions
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*/
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#if !defined(__sun)
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#define GL_ACTIVE_TEXTURE_ARB 0x84E0
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#define GL_CLIENT_ACTIVE_TEXTURE_ARB 0x84E1
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#define GL_MAX_ACTIVE_TEXTURES_ARB 0x84E2
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#define GL_TEXTURE0_ARB 0x84C0
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#define GL_TEXTURE1_ARB 0x84C1
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#else
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#define GL_MAX_ACTIVE_TEXTURES_ARB 0x84E2
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#endif /* defined(__sun) */
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// anisotropic filtering constants
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#define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
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#define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
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#ifndef GL_CLAMP_TO_BORDER
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#define GL_CLAMP_TO_BORDER 0x812D
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#endif
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// define for skyboxes without black seams
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#ifndef GL_CLAMP_TO_EDGE
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#define GL_CLAMP_TO_EDGE 0x812F
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#endif
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/*
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** extension constants
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*/
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// S3TC compression constants
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#define GL_RGB_S3TC 0x83A0
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#define GL_RGB4_S3TC 0x83A1
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#define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0
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#define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
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#define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
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#define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
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#ifndef GL_VERSION_1_2
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#define GL_VERSION_1_2 1
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#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
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#define GL_UNSIGNED_INT_8_8_8_8 0x8035
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#define GL_UNSIGNED_INT_10_10_10_2 0x8036
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#define GL_UNSIGNED_SHORT_4_4_4_4_REV 0x8365
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#define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367
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#define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368
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#define GL_BGR 0x80E0
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#define GL_BGRA 0x80E1
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#endif
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#ifndef GL_DEPTH_COMPONENT32
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#define GL_DEPTH_COMPONENT32 0x81A7
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#endif
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#ifndef GL_ARB_vertex_buffer_object
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#define GL_ARB_vertex_buffer_object 1
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typedef ptrdiff_t GLsizeiptrARB;
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typedef ptrdiff_t GLintptrARB;
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#define GL_ARRAY_BUFFER_ARB 0x8892
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#define GL_ELEMENT_ARRAY_BUFFER_ARB 0x8893
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#define GL_STATIC_DRAW_ARB 0x88E4
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#endif
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#ifndef GL_ARB_vertex_program
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#define GL_ARB_vertex_program 1
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#define GL_VERTEX_PROGRAM_ARB 0x8620
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#endif
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#ifndef GL_ARB_fragment_program
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#define GL_ARB_fragment_program 1
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#define GL_FRAGMENT_PROGRAM_ARB 0x8804
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#define GL_PROGRAM_FORMAT_ASCII_ARB 0x8875
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#define GL_PROGRAM_STRING_ARB 0x8628
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#define GL_PROGRAM_ERROR_POSITION_ARB 0x864B
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#define GL_PROGRAM_ERROR_STRING_ARB 0x8874
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#endif
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#ifndef GL_VERSION_2_0
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#define GL_VERSION_2_0 1
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typedef char GLchar;
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#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872
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#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D
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#endif
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#ifndef GL_VERSION_3_0
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#define GL_VERSION_3_0 1
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#define GL_R11F_G11F_B10F 0x8C3A
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#define GL_DEPTH_STENCIL_ATTACHMENT 0x821A
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#define GL_DEPTH24_STENCIL8 0x88F0
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#define GL_DEPTH_STENCIL 0x84F9
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#define GL_UNSIGNED_INT_24_8 0x84FA
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#define GL_UNSIGNED_NORMALIZED 0x8C17
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#define GL_READ_FRAMEBUFFER 0x8CA8
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#define GL_DRAW_FRAMEBUFFER 0x8CA9
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#define GL_FRAMEBUFFER_COMPLETE 0x8CD5
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#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6
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#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7
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#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER 0x8CDB
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#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER 0x8CDC
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#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD
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#define GL_MAX_COLOR_ATTACHMENTS 0x8CDF
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#define GL_COLOR_ATTACHMENT0 0x8CE0
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#define GL_DEPTH_ATTACHMENT 0x8D00
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#define GL_STENCIL_ATTACHMENT 0x8D20
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#define GL_FRAMEBUFFER 0x8D40
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#define GL_RENDERBUFFER 0x8D41
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#endif
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//===========================================================================
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#define QGL_Core_PROCS \
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GLE( void, glAlphaFunc, GLenum func, GLclampf ref ) \
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GLE( void, glBindTexture, GLenum target, GLuint texture ) \
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GLE( void, glBlendFunc, GLenum sfactor, GLenum dfactor ) \
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GLE( void, glClear, GLbitfield mask ) \
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GLE( void, glClearColor, GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha ) \
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GLE( void, glClearDepth, GLclampd depth ) \
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GLE( void, glColor4f, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha ) \
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GLE( void, glColorMask, GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha ) \
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GLE( void, glColorPointer, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer ) \
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GLE( void, glCullFace, GLenum mode ) \
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GLE( void, glDeleteTextures, GLsizei n, const GLuint *textures ) \
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GLE( void, glDepthFunc, GLenum func ) \
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GLE( void, glDepthMask, GLboolean flag ) \
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GLE( void, glDepthRange, GLclampd zNear, GLclampd zFar ) \
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GLE( void, glDisable, GLenum cap ) \
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GLE( void, glDisableClientState, GLenum array ) \
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GLE( void, glDrawArrays, GLenum mode, GLint first, GLsizei count ) \
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GLE( void, glDrawBuffer, GLenum mode ) \
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GLE( void, glDrawElements, GLenum mode, GLsizei count, GLenum type, const GLvoid *indices ) \
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GLE( void, glEnable, GLenum cap ) \
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GLE( void, glEnableClientState, GLenum array ) \
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GLE( void, glFinish, void ) \
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GLE( void, glGenTextures, GLsizei n, GLuint *textures ) \
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GLE( void, glGetBooleanv, GLenum pname, GLboolean *params ) \
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GLE( GLenum, glGetError, void ) \
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GLE( void, glGetIntegerv, GLenum pname, GLint *params ) \
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GLE( const GLubyte*, glGetString, GLenum name ) \
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GLE( void, glLineWidth, GLfloat width ) \
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GLE( void, glLoadIdentity, void ) \
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GLE( void, glLoadMatrixf, const GLfloat *m ) \
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GLE( void, glMatrixMode, GLenum mode ) \
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GLE( void, glNormalPointer, GLenum type, GLsizei stride, const GLvoid *pointer ) \
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GLE( void, glPolygonMode, GLenum face, GLenum mode ) \
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GLE( void, glPolygonOffset, GLfloat factor, GLfloat units ) \
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GLE( void, glPopMatrix, void ) \
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GLE( void, glPushMatrix, void ) \
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GLE( void, glReadPixels, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels ) \
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GLE( void, glScissor, GLint x, GLint y, GLsizei width, GLsizei height ) \
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GLE( void, glShadeModel, GLenum mode ) \
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GLE( void, glStencilFunc, GLenum func, GLint ref, GLuint mask ) \
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GLE( void, glStencilOp, GLenum fail, GLenum zfail, GLenum zpass ) \
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GLE( void, glTexCoordPointer, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer ) \
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GLE( void, glTexEnvi, GLenum target, GLenum pname, GLint param ) \
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GLE( void, glTexImage2D, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels ) \
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GLE( void, glTexParameteri, GLenum target, GLenum pname, GLint param ) \
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GLE( void, glTexSubImage2D, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels ) \
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GLE( void, glVertexPointer, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer ) \
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GLE( void, glViewport, GLint x, GLint y, GLsizei width, GLsizei height )
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#define QGL_Ext_PROCS \
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GLE( void, glMultiTexCoord2fARB, GLenum texture, GLfloat s, GLfloat t ) \
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GLE( void, glActiveTextureARB, GLenum texture ) \
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GLE( void, glClientActiveTextureARB, GLenum texture ) \
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GLE( void, glLockArraysEXT, GLint, GLint) \
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GLE( void, glUnlockArraysEXT, void )
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#define QGL_ARB_PROGRAM_PROCS \
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GLE( void, glGenProgramsARB, GLsizei n, GLuint *programs ) \
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GLE( void, glDeleteProgramsARB, GLsizei n, const GLuint *programs ) \
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GLE( void, glProgramStringARB, GLenum target, GLenum format, GLsizei len, const GLvoid *string ) \
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GLE( void, glBindProgramARB, GLenum target, GLuint program ) \
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GLE( void, glProgramLocalParameter4fARB, GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w ) \
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GLE( void, glProgramLocalParameter4fvARB, GLenum target, GLuint index, const GLfloat *params )
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#define QGL_VBO_PROCS \
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GLE( void, glGenBuffersARB, GLsizei n, GLuint *buffers ) \
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GLE( void, glDeleteBuffersARB, GLsizei n, const GLuint *buffers ) \
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GLE( void, glBindBufferARB, GLenum target, GLuint buffer ) \
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GLE( void, glBufferDataARB, GLenum target, GLsizeiptrARB size, const GLvoid *data, GLenum usage )
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#define QGL_FBO_PROCS \
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GLE( void, glBindRenderbuffer, GLenum target, GLuint renderbuffer ) \
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GLE( void, glDeleteFramebuffers, GLsizei n, const GLuint *framebuffers ) \
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GLE( void, glDeleteRenderbuffers, GLsizei n, const GLuint *renderbuffers ) \
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GLE( void, glGenRenderbuffers, GLsizei n, GLuint *renderbuffers ) \
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GLE( void, glRenderbufferStorage, GLenum target, GLenum internalformat, GLsizei width, GLsizei height ) \
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GLE( void, glGetRenderbufferParameteriv, GLenum target, GLenum pname, GLint *params ) \
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GLE( GLboolean, glIsFramebuffer, GLuint framebuffer ) \
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GLE( void, glBindFramebuffer, GLenum target, GLuint framebuffer ) \
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GLE( void, glGenFramebuffers, GLsizei n, GLuint *framebuffers ) \
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GLE( GLenum, glCheckFramebufferStatus, GLenum target ) \
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GLE( void, glFramebufferTexture2D, GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level ) \
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GLE( void, glFramebufferRenderbuffer, GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer ) \
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GLE( void, glGetFramebufferAttachmentParameteriv, GLenum target, GLenum attachment, GLenum pname, GLint *params ) \
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GLE( void, glBlitFramebuffer, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter )
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#define QGL_FBO_OPT_PROCS \
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GLE( void, glRenderbufferStorageMultisample, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height ) \
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GLE( void, glGetInternalformativ, GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params )
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#define QGL_Win32_PROCS \
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GLE( HGLRC, wglCreateContext, HDC ) \
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GLE( BOOL, wglDeleteContext ,HGLRC ) \
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GLE( HGLRC, wglGetCurrentContext, VOID ) \
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GLE( PROC, wglGetProcAddress, LPCSTR ) \
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GLE( BOOL, wglMakeCurrent, HDC, HGLRC )
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#ifdef _WIN32
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#define QGL_Swp_PROCS \
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GLE( BOOL, wglSwapIntervalEXT, int interval )
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#else
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#define QGL_Swp_PROCS \
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GLE( void, glXSwapIntervalEXT, Display *dpy, GLXDrawable drawable, int interval ) \
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GLE( int, glXSwapIntervalMESA, unsigned interval ) \
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GLE( int, glXSwapIntervalSGI, int interval )
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#endif
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#define QGL_LinX11_PROCS \
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GLE( XVisualInfo*, glXChooseVisual, Display *dpy, int screen, int *attribList ) \
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GLE( GLXContext, glXCreateContext, Display *dpy, XVisualInfo *vis, GLXContext shareList, Bool direct ) \
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GLE( void, glXDestroyContext, Display *dpy, GLXContext ctx ) \
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GLE( Bool, glXMakeCurrent, Display *dpy, GLXDrawable drawable, GLXContext ctx) \
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GLE( void, glXCopyContext, Display *dpy, GLXContext src, GLXContext dst, GLuint mask ) \
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GLE( void, glXSwapBuffers, Display *dpy, GLXDrawable drawable )
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#ifndef __APPLE__
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#define GLE( ret, name, ... ) extern ret ( APIENTRY * q##name )( __VA_ARGS__ );
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QGL_Swp_PROCS;
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#ifdef _WIN32
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QGL_Win32_PROCS;
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#else // assume in opposition to win32
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QGL_LinX11_PROCS;
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#endif
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#undef GLE
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#endif // !__APPLE__
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#endif // __QGL_H__
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