#ifndef R_RENDER #define R_RENDER #include "basictypes.h" 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, // (1-r, 1-g, 1-b, 1) TM_FOGLAYER, // (renders a fog layer in the shape of the active texture) TM_FIXEDCOLORMAP = TM_FOGLAYER, // repurposes the objectcolor uniforms to render a fixed colormap range. (Same constant because they cannot be used in the same context. }; enum ELightMethod { 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_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; }; extern RenderContext gl; #endif