#ifdef USE_OPENGL #ifdef RENDERTYPEWIN #define WIN32_LEAN_AND_MEAN #include #endif #if defined(__APPLE__) # include # include #else # include # include #endif // get this header from http://oss.sgi.com/projects/ogl-sample/registry/ // if you are missing it //#include #if defined(__APPLE__) # include #else # include "glext.h" #endif #ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT #error You should get an updated copy of glext.h from http://oss.sgi.com/projects/ogl-sample/registry/ #endif #ifndef APIENTRY # define APIENTRY #endif extern void (APIENTRY * bglClearColor)( GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha ); extern void (APIENTRY * bglClear)( GLbitfield mask ); extern void (APIENTRY * bglColorMask)( GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha ); extern void (APIENTRY * bglAlphaFunc)( GLenum func, GLclampf ref ); extern void (APIENTRY * bglBlendFunc)( GLenum sfactor, GLenum dfactor ); extern void (APIENTRY * bglCullFace)( GLenum mode ); extern void (APIENTRY * bglFrontFace)( GLenum mode ); extern void (APIENTRY * bglPolygonOffset)( GLfloat factor, GLfloat units ); extern void (APIENTRY * bglPolygonMode)( GLenum face, GLenum mode ); extern void (APIENTRY * bglEnable)( GLenum cap ); extern void (APIENTRY * bglDisable)( GLenum cap ); extern void (APIENTRY * bglGetFloatv)( GLenum pname, GLfloat *params ); extern void (APIENTRY * bglGetIntegerv)( GLenum pname, GLint *params ); extern void (APIENTRY * bglPushAttrib)( GLbitfield mask ); extern void (APIENTRY * bglPopAttrib)( void ); extern GLenum (APIENTRY * bglGetError)( void ); extern const GLubyte* (APIENTRY * bglGetString)( GLenum name ); extern void (APIENTRY * bglHint)( GLenum target, GLenum mode ); // Depth extern void (APIENTRY * bglDepthFunc)( GLenum func ); extern void (APIENTRY * bglDepthMask)( GLboolean flag ); extern void (APIENTRY * bglDepthRange)( GLclampd near_val, GLclampd far_val ); // Matrix extern void (APIENTRY * bglMatrixMode)( GLenum mode ); extern void (APIENTRY * bglOrtho)( GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val ); extern void (APIENTRY * bglFrustum)( GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val ); extern void (APIENTRY * bglViewport)( GLint x, GLint y, GLsizei width, GLsizei height ); extern void (APIENTRY * bglPushMatrix)( void ); extern void (APIENTRY * bglPopMatrix)( void ); extern void (APIENTRY * bglLoadIdentity)( void ); extern void (APIENTRY * bglLoadMatrixf)( const GLfloat *m ); extern void (APIENTRY * bglRotatef)(GLfloat angle, GLfloat x, GLfloat y, GLfloat z); extern void (APIENTRY * bglScalef)(GLfloat x, GLfloat y, GLfloat z); extern void (APIENTRY * bglTranslatef)(GLfloat x, GLfloat y, GLfloat z); // Drawing extern void (APIENTRY * bglBegin)( GLenum mode ); extern void (APIENTRY * bglEnd)( void ); extern void (APIENTRY * bglVertex2f)( GLfloat x, GLfloat y ); extern void (APIENTRY * bglVertex2i)( GLint x, GLint y ); extern void (APIENTRY * bglVertex3d)( GLdouble x, GLdouble y, GLdouble z ); extern void (APIENTRY * bglVertex3fv)( const GLfloat *v ); extern void (APIENTRY * bglVertex3dv)( const GLdouble *v ); extern void (APIENTRY * bglColor4f)( GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha ); extern void (APIENTRY * bglColor4ub)( GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha ); extern void (APIENTRY * bglTexCoord2d)( GLdouble s, GLdouble t ); extern void (APIENTRY * bglTexCoord2f)( GLfloat s, GLfloat t ); // Lighting extern void (APIENTRY * bglShadeModel)( GLenum mode ); // Raster funcs extern void (APIENTRY * bglReadPixels)( GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels ); // Texture mapping extern void (APIENTRY * bglTexEnvf)( GLenum target, GLenum pname, GLfloat param ); extern void (APIENTRY * bglGenTextures)( GLsizei n, GLuint *textures ); // 1.1 extern void (APIENTRY * bglDeleteTextures)( GLsizei n, const GLuint *textures); // 1.1 extern void (APIENTRY * bglBindTexture)( GLenum target, GLuint texture ); // 1.1 extern void (APIENTRY * bglTexImage2D)( GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels ); extern void (APIENTRY * bglTexSubImage2D)( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels ); // 1.1 extern void (APIENTRY * bglTexParameterf)( GLenum target, GLenum pname, GLfloat param ); extern void (APIENTRY * bglTexParameteri)( GLenum target, GLenum pname, GLint param ); extern void (APIENTRY * bglGetTexLevelParameteriv)( GLenum target, GLint level, GLenum pname, GLint *params ); extern void (APIENTRY * bglCompressedTexImage2DARB)(GLenum, GLint, GLenum, GLsizei, GLsizei, GLint, GLsizei, const GLvoid *); extern void (APIENTRY * bglGetCompressedTexImageARB)(GLenum, GLint, GLvoid *); extern void (APIENTRY * bglTexGenfv)(GLenum coord, GLenum pname, const GLfloat *params); // Fog extern void (APIENTRY * bglFogf)( GLenum pname, GLfloat param ); extern void (APIENTRY * bglFogi)( GLenum pname, GLint param ); extern void (APIENTRY * bglFogfv)( GLenum pname, const GLfloat *params ); // Display Lists extern void (APIENTRY * bglNewList)(GLuint list, GLenum mode); extern void (APIENTRY * bglEndList)(void); extern void (APIENTRY * bglCallList)(GLuint list); #ifdef RENDERTYPEWIN // Windows extern HGLRC (WINAPI * bwglCreateContext)(HDC); extern BOOL (WINAPI * bwglDeleteContext)(HGLRC); extern PROC (WINAPI * bwglGetProcAddress)(LPCSTR); extern BOOL (WINAPI * bwglMakeCurrent)(HDC,HGLRC); extern BOOL (WINAPI * bwglSwapBuffers)(HDC); extern int (WINAPI * bwglChoosePixelFormat)(HDC,CONST PIXELFORMATDESCRIPTOR*); extern int (WINAPI * bwglDescribePixelFormat)(HDC,int,UINT,LPPIXELFORMATDESCRIPTOR); extern int (WINAPI * bwglGetPixelFormat)(HDC); extern BOOL (WINAPI * bwglSetPixelFormat)(HDC,int,const PIXELFORMATDESCRIPTOR*); #endif #endif //USE_OPENGL extern char *gldriver; int loadgldriver(const char *driver); int loadglextensions(void); int unloadgldriver(void);