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- //-----------------------------------------------------------------------------
- // Copyright (c) 2013 GarageGames, LLC
- // Portions Copyright (c) 2014 James S Urquhart
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- #ifndef _PLATFORMGL_H_
- #define _PLATFORMGL_H_
- //#define DUMMY_GL
- #ifdef DUMMY_GL
- #include "platformWin32/gl_types.h"
- #define GLAPI
- #define GLAPIENTRY
- #include "platformWin32/gl_types.h"
- #define GL_FUNCTION(fn_type,fn_name,fn_args, fn_value) fn_type fn_name fn_args;
- #include "platform/GLCoreFunc.h"
- #include "platform/GLExtFunc.h"
- #undef GL_FUNCTION
- void gluOrtho2D( GLfloat, GLfloat, GLfloat, GLfloat );
- GLint gluProject( GLdouble winx, GLdouble winy, GLdouble winz, const F64 *model, const F64 * proj, const GLint * vp, F64 * x, F64 * y, F64 * z );
- GLint gluUnProject( GLdouble winx, GLdouble winy, GLdouble winz, const F64 *model, const F64 * proj, const GLint * vp, F64 * x, F64 * y, F64 * z );
- #else
- #include <GL/gl.h>
- #include <GL/glext.h>
- void gluOrtho2D( GLfloat, GLfloat, GLfloat, GLfloat );
- GLint gluProject( GLdouble winx, GLdouble winy, GLdouble winz, const F64 *model, const F64 * proj, const GLint * vp, F64 * x, F64 * y, F64 * z );
- GLint gluUnProject( GLdouble winx, GLdouble winy, GLdouble winz, const F64 *model, const F64 * proj, const GLint * vp, F64 * x, F64 * y, F64 * z );
- #endif
- #define MIN_RESOLUTION_X 1
- #define MIN_RESOLUTION_Y 1
- #define MIN_RESOLUTION_BIT_DEPTH 16
- #define MIN_RESOLUTION_XY_STRING "480 320"
- #define EMSCRIPTEN_DEFAULT_RESOLUTION_X 1024
- #define EMSCRIPTEN_DEFAULT_RESOLUTION_Y 768
- #define EMSCRIPTEN_DEFAULT_RESOLUTION_BIT_DEPTH 32
- #define EMSCRIPTEN_SCREEN_PORTRAIT 0
- #define EMSCRIPTEN_SCREEN_LANDSCAPE 1
- #define EMSCRIPTEN_SCREEN_RIGHT_SIDE_UP 3
- #define EMSCRIPTEN_SCREEN_UPSIDE_DOWN 4
- /// Allows outline mode drawing via a function pointer swapping trick.
- /// Must be included AFTER all the OpenGL headers.
- #include "platformEmscripten/EmscriptenOutlineGL.h"
- // these are extensions for glAllocateVertexBufferEXT
- #define GL_V12MTVFMT_EXT 0x8702
- #define GL_V12MTNVFMT_EXT 0x8703
- #define GL_V12FTVFMT_EXT 0x8704
- #define GL_V12FMTVFMT_EXT 0x8705
- //------------------------------------------------------------------------------
- // make sure this is defined, as we need to use it when around.
- // some versions of OSX only define the SGIS version ( same hexcode )
- //#ifndef GL_CLAMP_TO_EDGE_EXT
- //#define GL_CLAMP_TO_EDGE_EXT 0x812F
- //#endif
- /// GL state information.
- struct GLState
- {
- bool suppARBMultitexture;
- bool suppEXTblendcolor;
- bool suppEXTblendminmax;
- bool suppPackedPixels;
- bool suppTexEnvAdd;
- bool suppLockedArrays;
- bool suppTextureEnvCombine;
- bool suppVertexArrayRange;
- bool suppFogCoord;
- bool suppEdgeClamp;
- bool suppTextureCompression;
- bool suppS3TC;
- bool suppFXT1;
- bool suppTexAnisotropic;
- bool suppPalettedTexture;
- bool suppVertexBuffer;
- bool suppSwapInterval;
- GLint maxFSAASamples;
- unsigned int triCount[4];
- unsigned int primCount[4];
- unsigned int primMode; // 0-3
- GLfloat maxAnisotropy;
- GLint maxTextureUnits;
- };
- extern GLState gGLState;
- extern bool gOpenGLDisablePT;
- extern bool gOpenGLDisableCVA;
- extern bool gOpenGLDisableTEC;
- extern bool gOpenGLDisableARBMT;
- extern bool gOpenGLDisableFC;
- extern bool gOpenGLDisableTCompress;
- extern bool gOpenGLNoEnvColor;
- extern float gOpenGLGammaCorrection;
- extern bool gOpenGLNoDrawArraysAlpha;
- //------------------------------------------------------------------------------
- /// Inline state getters for dgl
- //------------------------------------------------------------------------------
- inline void dglSetRenderPrimType(unsigned int type)
- {
- gGLState.primMode = type;
- }
- inline void dglClearPrimMetrics()
- {
- for(int i = 0; i < 4; i++)
- gGLState.triCount[i] = gGLState.primCount[i] = 0;
- }
- inline bool dglDoesSupportPalettedTexture()
- {
- return gGLState.suppPalettedTexture && (gOpenGLDisablePT == false);
- }
- inline bool dglDoesSupportCompiledVertexArray()
- {
- return gGLState.suppLockedArrays && (gOpenGLDisableCVA == false);
- }
- inline bool dglDoesSupportTextureEnvCombine()
- {
- return gGLState.suppTextureEnvCombine && (gOpenGLDisableTEC == false);
- }
- inline bool dglDoesSupportARBMultitexture()
- {
- return gGLState.suppARBMultitexture && (gOpenGLDisableARBMT == false);
- }
- inline bool dglDoesSupportEXTBlendColor()
- {
- return gGLState.suppEXTblendcolor;
- }
- inline bool dglDoesSupportEXTBlendMinMax()
- {
- return gGLState.suppEXTblendminmax;
- }
- inline bool dglDoesSupportVertexArrayRange()
- {
- return gGLState.suppVertexArrayRange;
- }
- inline bool dglDoesSupportFogCoord()
- {
- return gGLState.suppFogCoord && (gOpenGLDisableFC == false);
- }
- inline bool dglDoesSupportEdgeClamp()
- {
- return gGLState.suppEdgeClamp;
- }
- inline bool dglDoesSupportTextureCompression()
- {
- return gGLState.suppTextureCompression && (gOpenGLDisableTCompress == false);
- }
- inline bool dglDoesSupportS3TC()
- {
- return gGLState.suppS3TC;
- }
- inline bool dglDoesSupportFXT1()
- {
- return gGLState.suppFXT1;
- }
- inline bool dglDoesSupportTexEnvAdd()
- {
- return gGLState.suppTexEnvAdd;
- }
- inline bool dglDoesSupportTexAnisotropy()
- {
- return gGLState.suppTexAnisotropic;
- }
- inline bool dglDoesSupportVertexBuffer()
- {
- return false;
- }
- inline GLfloat dglGetMaxAnisotropy()
- {
- return gGLState.maxAnisotropy;
- }
- inline GLint dglGetMaxTextureUnits()
- {
- if (dglDoesSupportARBMultitexture())
- return gGLState.maxTextureUnits;
- else
- return 1;
- }
- //------------------------------------------------------------------------------
- /// For radeon cards we can do fast FSAA mode switching.
- /// Sets Full Scene Anti-Aliasing (FSAA) samples ( 1x, 2x, 4x ) via aglSetInteger()
- //------------------------------------------------------------------------------
- #define ATI_FSAA_LEVEL ((unsigned long)510)
- void dglSetFSAASamples(GLint aasamp);
- #endif // _PLATFORMGL_H_
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