#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_RGBA16F = 32, RFL_NO_DEPTHSTENCIL = 64, RFL_NO_CLIP_PLANES = 128, RFL_INVALIDATE_BUFFER = 256, RFL_DEBUG = 512 }; 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_SOFTWARE = 0, // multi-pass texturing 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_CLIENTARRAY = 0, // use a client array instead of a hardware buffer BM_DEFERRED = 1, // use a temporarily mapped buffer (only necessary on GL 3.x core profile, i.e. Apple) 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 version; float glslversion; int max_texturesize; char * vendorstring; int MaxLights() const { return maxuniforms>=2048? 128:64; } }; extern RenderContext gl; #endif