/* Copyright (c) 2002-2012 Croteam Ltd. This program is free software; you can redistribute it and/or modify it under the terms of version 2 of the GNU General Public License as published by the Free Software Foundation This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #ifndef SE_INCL_OPENGL_H #define SE_INCL_OPENGL_H #ifdef PRAGMA_ONCE #pragma once #endif #include "gl_types.h" /* rcg10042001 wraped for platform. */ #if (defined _MSC_VER) #define DLLFUNCTION(dll, output, name, inputs, params, required) \ extern output (__stdcall *p##name) inputs #elif (defined PLATFORM_UNIX) #define DLLFUNCTION(dll, output, name, inputs, params, required) \ extern output (*p##name) inputs #define __stdcall #else #error please define your platform here. #endif #include "gl_functions.h" #undef DLLFUNCTION // extensions extern void (__stdcall *pglLockArraysEXT)(GLint first, GLsizei count); extern void (__stdcall *pglUnlockArraysEXT)(void); #ifdef PLATFORM_WIN32 // SDL handles this elsewhere. extern GLboolean (__stdcall *pwglSwapIntervalEXT)(GLint interval); extern GLint (__stdcall *pwglGetSwapIntervalEXT)(void); #endif extern void (__stdcall *pglActiveTextureARB)(GLenum texunit); extern void (__stdcall *pglClientActiveTextureARB)(GLenum texunit); #ifdef PLATFORM_WIN32 /* !!! FIXME: Move to abstraction layer. --rcg. */ // t-buffer support extern char *(__stdcall *pwglGetExtensionsStringARB)(HDC hdc); extern BOOL (__stdcall *pwglChoosePixelFormatARB)(HDC hdc, const int *piAttribIList, const FLOAT *pfAttribFList, UINT nMaxFormats, int *piFormats, UINT *nNumFormats); extern BOOL (__stdcall *pwglGetPixelFormatAttribivARB)(HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, int *piAttributes, int *piValues); #endif extern void (__stdcall *pglTBufferMask3DFX)(GLuint mask); // GL_NV_vertex_array_range & GL_NV_fence #ifdef PLATFORM_WIN32 /* !!! FIXME: Move to abstraction layer. --rcg. */ extern void *(__stdcall *pwglAllocateMemoryNV)(GLint size, GLfloat readfreq, GLfloat writefreq, GLfloat priority); extern void (__stdcall *pwglFreeMemoryNV)(void *pointer); #endif extern void (__stdcall *pglVertexArrayRangeNV)(GLsizei length, void *pointer); extern void (__stdcall *pglFlushVertexArrayRangeNV)(void); extern GLboolean (__stdcall *pglTestFenceNV)(GLuint fence); extern GLboolean (__stdcall *pglIsFenceNV)(GLuint fence); extern void (__stdcall *pglGenFencesNV)(GLsizei n, GLuint *fences); extern void (__stdcall *pglDeleteFencesNV)(GLsizei n, const GLuint *fences); extern void (__stdcall *pglSetFenceNV)(GLuint fence, GLenum condition); extern void (__stdcall *pglFinishFenceNV)(GLuint fence); extern void (__stdcall *pglGetFenceivNV)(GLuint fence, GLenum pname, GLint *params); // ATI GL_ATI[X]_pn_triangles extern void (__stdcall *pglPNTrianglesiATI)( GLenum pname, GLint param); extern void (__stdcall *pglPNTrianglesfATI)( GLenum pname, GLfloat param); // additional tools ----------------------------------------------------- #include #include #include // set color from croteam format inline void glCOLOR( COLOR col) { /* rcg10052001 Platform-wrappers. */ #if (defined __MSVC_INLINE__) __asm { mov eax,dword ptr [col] bswap eax mov dword ptr [col],eax } #elif (defined __GNU_INLINE_X86_32__) __asm__ __volatile__ ( "bswapl %%eax \n\t" : "=a" (col) : "a" (col) ); #else col = ( ((col << 24) ) | ((col << 8) & 0x00FF0000) | ((col >> 8) & 0x0000FF00) | ((col >> 24) ) ); #endif pglColor4ubv((GLubyte*)&col); } // check windows errors always extern void WIN_CheckError(BOOL bRes, const char *strDescription); #define WIN_CHECKERROR(result, string) WIN_CheckError(result, string); extern BOOL glbUsingVARs; // vertex_array_range // common textures extern GLuint _uiFillTextureNo; // binding for flat fill emulator texture extern GLuint _uiFogTextureNo; // binding for fog texture extern GLuint _uiHazeTextureNo; // binding for haze texture extern GLuint _uiPatternTextureNo; // binding for pattern texture // internal! inline void pglActiveTexture(INDEX texunit) { ASSERT( texunit>=0 && texunit<4); ASSERT( pglActiveTextureARB!=NULL); ASSERT( pglClientActiveTextureARB!=NULL); pglActiveTextureARB( GLenum(GL_TEXTURE0_ARB+texunit)); pglClientActiveTextureARB(GLenum(GL_TEXTURE0_ARB+texunit)); } #endif /* include-once check. */