//----------------------------------------------------------------------------- // Torque Game Engine // Copyright (C) GarageGames.com, Inc. //----------------------------------------------------------------------------- #ifndef _PLATFORMGL_H_ #define _PLATFORMGL_H_ /// We use the standard Apple OpenGL framework headers. #include #include #include /// Using aglMacro.h gives us signifigant performance gains in opengl immediate mode ( glVertex etc ) #if !defined(TORQUE_DEBUG) #define USE_AGL_MACRO #endif #if defined(USE_AGL_MACRO) #if !defined(AGLContext) typedef struct __AGLContextRec *AGLContext; #endif #include extern AGLContext agl_ctx; #endif /// Allows outline mode drawing via a function pointer swapping trick. /// Must be included AFTER all the OpenGL headers. #include "platformMacCarb/macCarbOutlineGL.h" //------------------------------------------------------------------------------ /// This is legacy stuff for the d3d wrapper layer. // The code that requires these stubs should probably be ifdef'd out of any non w32 build //------------------------------------------------------------------------------ extern GLboolean glAvailableVertexBufferEXT(); extern GLint glAllocateVertexBufferEXT(GLsizei size, GLint format, GLboolean preserve); extern void* glLockVertexBufferEXT(GLint handle, GLsizei size); extern void glUnlockVertexBufferEXT(GLint handle); extern void glSetVertexBufferEXT(GLint handle); extern void glOffsetVertexBufferEXT(GLint handle, GLuint offset); extern void glFillVertexBufferEXT(GLint handle, GLint first, GLsizei count); extern void glFreeVertexBufferEXT(GLint handle); // 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; bool isDirect3D; }; 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_