qzdoom/src/gl/system/gl_interface.h

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#ifndef R_RENDER
#define R_RENDER
#include "basictypes.h"
enum GLCompat
{
CMPT_GL2,
CMPT_GL2_SHADER,
CMPT_GL3,
CMPT_GL4
};
enum RenderFlags
{
// [BB] Added texture compression flags.
RFL_TEXTURE_COMPRESSION=1,
RFL_TEXTURE_COMPRESSION_S3TC=2,
RFL_SHADER_STORAGE_BUFFER = 4,
RFL_BUFFER_STORAGE = 8,
RFL_SAMPLER_OBJECTS = 16,
RFL_NO_CLIP_PLANES = 32,
RFL_INVALIDATE_BUFFER = 64,
RFL_DEBUG = 128
};
enum TexMode
{
TM_MODULATE = 0, // (r, g, b, a)
TM_MASK, // (1, 1, 1, a)
TM_OPAQUE, // (r, g, b, 1)
TM_INVERSE, // (1-r, 1-g, 1-b, a)
TM_REDTOALPHA, // (1, 1, 1, r)
TM_CLAMPY, // (r, g, b, (t >= 0.0 && t <= 1.0)? a:0)
TM_INVERTOPAQUE, // used by GL 2.x fallback code.
};
enum ELightMethod
{
LM_LEGACY = 0, // placeholder for legacy mode (textured lights), should not be checked anywhere in the code!
LM_DEFERRED = 1, // calculate lights up front in a separate pass
LM_DIRECT = 2, // calculate lights on the fly along with the render data
};
enum EBufferMethod
{
BM_LEGACY = 0, // placeholder for legacy mode (client arrays), should not be checked anywhere in the code!
BM_DEFERRED = 1, // use a temporarily mapped buffer, for GL 3.x core profile
BM_PERSISTENT = 2 // use a persistently mapped buffer
};
struct RenderContext
{
unsigned int flags;
unsigned int maxuniforms;
unsigned int maxuniformblock;
unsigned int uniformblockalignment;
int lightmethod;
int buffermethod;
float glslversion;
int max_texturesize;
char * vendorstring;
bool legacyMode;
bool es;
int MaxLights() const
{
return maxuniforms>=2048? 128:64;
}
};
extern RenderContext gl;
#endif