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46 lines
1.2 KiB
C
46 lines
1.2 KiB
C
#ifndef R_RENDER
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#define R_RENDER
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#include "basictypes.h"
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enum RenderFlags
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{
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// [BB] Added texture compression flags.
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RFL_TEXTURE_COMPRESSION=1,
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RFL_TEXTURE_COMPRESSION_S3TC=2,
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RFL_SEPARATE_SHADER_OBJECTS = 4, // we need this extension for glProgramUniform. On hardware not supporting it we need some rather clumsy workarounds
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RFL_BUFFER_STORAGE = 8, // allows persistently mapped buffers, which are the only efficient way to actually use a dynamic vertex buffer. If this isn't present, a workaround with uniform arrays is used.
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RFL_SHADER_STORAGE_BUFFER = 16, // to be used later for a parameter buffer
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RFL_BASEINDEX = 32, // currently unused
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RFL_COREPROFILE = 64,
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RFL_NOBUFFER = 128, // the static buffer makes no sense on GL 3.x AMD and Intel hardware, as long as compatibility mode is on
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};
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enum TexMode
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{
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TM_MODULATE = 0, // (r, g, b, a)
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TM_MASK = 1, // (1, 1, 1, a)
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TM_OPAQUE = 2, // (r, g, b, 1)
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TM_INVERSE = 3, // (1-r, 1-g, 1-b, a)
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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 maxuniforms;
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float version;
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float glslversion;
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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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};
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extern RenderContext gl;
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#endif
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