2013-06-23 07:49:34 +00:00
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#ifndef R_RENDER
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#define R_RENDER
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#if defined(__APPLE__)
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#define APIENTRY
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2013-06-28 08:02:55 +00:00
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#define APIENTRYP *
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2013-06-23 07:49:34 +00:00
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#endif // __APPLE__
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2013-06-26 23:01:00 +00:00
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#include "basictypes.h"
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#ifndef _WIN32
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typedef bool BOOL;
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#endif
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2013-06-23 07:49:34 +00:00
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#ifndef PFNGLMULTITEXCOORD2FPROC
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typedef void (APIENTRYP PFNGLMULTITEXCOORD2FPROC) (GLenum target, GLfloat s, GLfloat t);
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#endif
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#ifndef PFNGLMULTITEXCOORD2FVPROC
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typedef void (APIENTRYP PFNGLMULTITEXCOORD2FVPROC) (GLenum target, const GLfloat *v);
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#endif
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enum RenderFlags
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{
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RFL_NPOT_TEXTURE=1,
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RFL_OCCLUSION_QUERY=4,
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// [BB] Added texture compression flags.
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RFL_TEXTURE_COMPRESSION=8,
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RFL_TEXTURE_COMPRESSION_S3TC=16,
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RFL_VBO = 32,
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RFL_MAP_BUFFER_RANGE = 64,
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RFL_FRAMEBUFFER = 128,
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RFL_TEXTUREBUFFER = 256,
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RFL_NVIDIA = 512,
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RFL_ATI = 1024,
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RFL_GL_20 = 0x10000000,
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RFL_GL_21 = 0x20000000,
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RFL_GL_30 = 0x40000000,
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};
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enum TexMode
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{
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TMF_MASKBIT = 1,
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TMF_OPAQUEBIT = 2,
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TMF_INVERTBIT = 4,
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TM_MODULATE = 0,
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TM_MASK = TMF_MASKBIT,
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TM_OPAQUE = TMF_OPAQUEBIT,
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TM_INVERT = TMF_INVERTBIT,
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//TM_INVERTMASK = TMF_MASKBIT | TMF_INVERTBIT
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TM_INVERTOPAQUE = TMF_INVERTBIT | TMF_OPAQUEBIT,
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};
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struct RenderContext
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{
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unsigned int flags;
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unsigned int shadermodel;
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unsigned int maxuniforms;
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int max_texturesize;
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char * vendorstring;
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int MaxLights() const
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{
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return maxuniforms>=2048? 128:64;
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}
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void (APIENTRY * Begin) (GLenum mode);
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void (APIENTRY * End) (void);
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void (APIENTRY * DrawArrays) (GLenum mode, GLint first, GLsizei count);
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void (APIENTRY * TexCoord2f) (GLfloat s, GLfloat t);
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void (APIENTRY * TexCoord2fv) (const GLfloat *v);
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void (APIENTRY * Vertex2f) (GLfloat x, GLfloat y);
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void (APIENTRY * Vertex2i) (GLint x, GLint y);
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void (APIENTRY * Vertex3f) (GLfloat x, GLfloat y, GLfloat z);
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void (APIENTRY * Vertex3d) (GLdouble x, GLdouble y, GLdouble z);
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void (APIENTRY * Vertex3fv) (const GLfloat *v);
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void (APIENTRY * Color4f) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
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void (APIENTRY * Color4fv) (const GLfloat *v);
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void (APIENTRY * Color3f) (GLfloat red, GLfloat green, GLfloat blue);
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void (APIENTRY * Color3ub) (GLubyte red, GLubyte green, GLubyte blue);
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void (APIENTRY * Color4ub) (GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha);
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void (APIENTRY * BlendEquation) (GLenum);
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void (APIENTRY * ColorMask) (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
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void (APIENTRY * DepthFunc) (GLenum func);
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void (APIENTRY * DepthMask) (GLboolean flag);
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void (APIENTRY * DepthRange) (GLclampd zNear, GLclampd zFar);
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void (APIENTRY * StencilFunc) (GLenum func, GLint ref, GLuint mask);
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void (APIENTRY * StencilMask) (GLuint mask);
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void (APIENTRY * StencilOp) (GLenum fail, GLenum zfail, GLenum zpass);
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void (APIENTRY * MatrixMode) (GLenum mode);
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void (APIENTRY * PushMatrix) (void);
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void (APIENTRY * PopMatrix) (void);
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void (APIENTRY * LoadIdentity) (void);
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void (APIENTRY * MultMatrixd) (const GLdouble *m);
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void (APIENTRY * Translatef) (GLfloat x, GLfloat y, GLfloat z);
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void (APIENTRY * Ortho) (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar);
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void (APIENTRY * Scalef) (GLfloat x, GLfloat y, GLfloat z);
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void (APIENTRY * Rotatef) (GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
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void (APIENTRY * Viewport) (GLint x, GLint y, GLsizei width, GLsizei height);
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void (APIENTRY * Scissor) (GLint x, GLint y, GLsizei width, GLsizei height);
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void (APIENTRY * Clear) (GLbitfield mask);
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void (APIENTRY * ClearColor) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
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void (APIENTRY * ClearDepth) (GLclampd depth);
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void (APIENTRY * ShadeModel) (GLenum mode);
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void (APIENTRY * Hint) (GLenum target, GLenum mode);
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void (APIENTRY * DisableClientState) (GLenum array);
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void (APIENTRY * EnableClientState) (GLenum array);
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void (APIENTRY * Fogf) (GLenum pname, GLfloat param);
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void (APIENTRY * Fogi) (GLenum pname, GLint param);
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void (APIENTRY * Fogfv) (GLenum pname, const GLfloat *params);
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void (APIENTRY * Enable) (GLenum cap);
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GLboolean (APIENTRY * IsEnabled) (GLenum cap);
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void (APIENTRY * Disable) (GLenum cap);
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void (APIENTRY * TexGeni) (GLenum coord, GLenum pname, GLint param);
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void (APIENTRY * DeleteTextures) (GLsizei n, const GLuint *textures);
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void (APIENTRY * GenTextures) (GLsizei n, GLuint *textures);
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void (APIENTRY * BindTexture) (GLenum target, GLuint texture);
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void (APIENTRY * TexImage2D) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
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void (APIENTRY * TexParameterf) (GLenum target, GLenum pname, GLfloat param);
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void (APIENTRY * TexParameteri) (GLenum target, GLenum pname, GLint param);
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void (APIENTRY * CopyTexSubImage2D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
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void (APIENTRY * ReadPixels) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels);
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void (APIENTRY * PolygonOffset) (GLfloat factor, GLfloat units);
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void (APIENTRY * ClipPlane) (GLenum which, const GLdouble *);
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void (APIENTRY * Finish) (void);
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void (APIENTRY * Flush) (void);
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// ARB_SHADER_OBJECTS
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PFNGLDELETESHADERPROC DeleteShader;
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PFNGLDELETEPROGRAMPROC DeleteProgram;
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PFNGLDETACHSHADERPROC DetachShader;
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PFNGLCREATESHADERPROC CreateShader;
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PFNGLSHADERSOURCEPROC ShaderSource;
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PFNGLCOMPILESHADERPROC CompileShader;
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PFNGLCREATEPROGRAMPROC CreateProgram;
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PFNGLATTACHSHADERPROC AttachShader;
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PFNGLLINKPROGRAMPROC LinkProgram;
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PFNGLUSEPROGRAMPROC UseProgram;
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PFNGLVALIDATEPROGRAMPROC ValidateProgram;
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PFNGLVERTEXATTRIB1FPROC VertexAttrib1f;
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PFNGLVERTEXATTRIB2FPROC VertexAttrib2f;
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PFNGLVERTEXATTRIB4FPROC VertexAttrib4f;
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PFNGLVERTEXATTRIB2FVPROC VertexAttrib2fv;
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PFNGLVERTEXATTRIB3FVPROC VertexAttrib3fv;
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PFNGLVERTEXATTRIB4FVPROC VertexAttrib4fv;
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PFNGLVERTEXATTRIB4UBVPROC VertexAttrib4ubv;
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PFNGLGETATTRIBLOCATIONPROC GetAttribLocation;
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PFNGLBINDATTRIBLOCATIONPROC BindAttribLocation;
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PFNGLUNIFORM1FPROC Uniform1f;
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PFNGLUNIFORM2FPROC Uniform2f;
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PFNGLUNIFORM3FPROC Uniform3f;
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PFNGLUNIFORM4FPROC Uniform4f;
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PFNGLUNIFORM1IPROC Uniform1i;
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PFNGLUNIFORM2IPROC Uniform2i;
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PFNGLUNIFORM3IPROC Uniform3i;
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PFNGLUNIFORM4IPROC Uniform4i;
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PFNGLUNIFORM1FVPROC Uniform1fv;
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PFNGLUNIFORM2FVPROC Uniform2fv;
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PFNGLUNIFORM3FVPROC Uniform3fv;
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PFNGLUNIFORM4FVPROC Uniform4fv;
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PFNGLUNIFORM1IVPROC Uniform1iv;
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PFNGLUNIFORM2IVPROC Uniform2iv;
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PFNGLUNIFORM3IVPROC Uniform3iv;
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PFNGLUNIFORM4IVPROC Uniform4iv;
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PFNGLUNIFORMMATRIX2FVPROC UniformMatrix2fv;
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PFNGLUNIFORMMATRIX3FVPROC UniformMatrix3fv;
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PFNGLUNIFORMMATRIX4FVPROC UniformMatrix4fv;
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PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog;
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PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog;
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PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation;
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PFNGLGETACTIVEUNIFORMPROC GetActiveUniform;
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PFNGLGETUNIFORMFVPROC GetUniformfv;
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PFNGLGETUNIFORMIVPROC GetUniformiv;
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PFNGLGETSHADERSOURCEPROC GetShaderSource;
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PFNGLGETOBJECTPARAMETERIVARBPROC GetObjectParameteriv;
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PFNGLGENQUERIESARBPROC GenQueries;
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PFNGLDELETEQUERIESARBPROC DeleteQueries;
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PFNGLBEGINQUERYARBPROC BeginQuery;
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PFNGLENDQUERYARBPROC EndQuery;
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PFNGLGETQUERYOBJECTUIVARBPROC GetQueryObjectuiv;
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PFNGLACTIVETEXTUREPROC ActiveTexture;
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PFNGLMULTITEXCOORD2FPROC MultiTexCoord2f;
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PFNGLMULTITEXCOORD2FVPROC MultiTexCoord2fv;
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PFNGLBINDBUFFERPROC BindBuffer;
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PFNGLDELETEBUFFERSPROC DeleteBuffers;
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PFNGLGENBUFFERSPROC GenBuffers;
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PFNGLBUFFERDATAPROC BufferData;
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PFNGLBUFFERSUBDATAPROC BufferSubData;
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PFNGLMAPBUFFERPROC MapBuffer;
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PFNGLUNMAPBUFFERPROC UnmapBuffer;
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PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray;
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PFNGLDISABLEVERTEXATTRIBARRAYPROC DisableVertexAttribArray;
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PFNGLVERTEXATTRIBPOINTERPROC VertexAttribPointer;
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PFNGLMAPBUFFERRANGEPROC MapBufferRange;
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PFNGLFLUSHMAPPEDBUFFERRANGEPROC FlushMappedBufferRange;
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PFNGLGENFRAMEBUFFERSPROC GenFramebuffers;
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PFNGLDELETEFRAMEBUFFERSPROC DeleteFramebuffers;
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PFNGLBINDFRAMEBUFFERPROC BindFramebuffer;
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PFNGLFRAMEBUFFERTEXTURE2DPROC FramebufferTexture2D;
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PFNGLGENRENDERBUFFERSPROC GenRenderbuffers;
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PFNGLDELETERENDERBUFFERSPROC DeleteRenderbuffers;
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PFNGLBINDRENDERBUFFERPROC BindRenderbuffer;
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PFNGLRENDERBUFFERSTORAGEPROC RenderbufferStorage;
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PFNGLFRAMEBUFFERRENDERBUFFERPROC FramebufferRenderbuffer;
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PFNGLTEXBUFFERARBPROC TexBufferARB;
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};
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#endif
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