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