2025-02-17 23:17:30 -06:00

302 lines
9.5 KiB
C
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _PLATFORMGL_H_
#define _PLATFORMGL_H_
// set npatch enable flag here. comment out if you don't want the features at all.
#define ENABLE_NPATCH 1
// ON MAC, WE ARE USING THE STD APPLE OPENGL HDRS.
#include <OpenGL/gl.h>
#include <OpenGL/glu.h>
#include <OpenGL/glext.h>
#if !defined(TORQUE_DEBUG)
#if !defined(AGLContext)
typedef struct __AGLContextRec *AGLContext;
#endif
#include <AGL/aglMacro.h>
extern AGLContext agl_ctx;
#endif
// TODO: switch this over the ARB vertex buffers. this is old stuff for the d3d layer.
#ifndef GL_EXT_vertex_buffer
// don't define it!
//#define GL_EXT_vertex_buffer 1
//#ifdef GL_GLEXT_PROTOTYPES
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);
//#endif /* GL_GLEXT_PROTOTYPES */
typedef GLboolean (* PFNGLAVAILABLEVERTEXBUFFEREXTPROC) ();
typedef GLint (* PFNGLALLOCATEVERTEXBUFFEREXTPROC) (GLsizei size, GLint format, GLboolean preserve);
typedef void* (* PFNGLLOCKVERTEXBUFFEREXTPROC) (GLint handle, GLsizei size);
typedef void (* PFNGLUNLOCKVERTEXBUFFEREXTPROC) (GLint handle);
typedef void (* PFNGLSETVERTEXBUFFEREXTPROC) (GLint handle);
typedef void (* PFNGLOFFSETVERTEXBUFFEREXTPROC) (GLint handle, GLuint offset);
typedef void (* PFNGLFILLVERTEXBUFFEREXTPROC) (GLint handle, GLint first, GLsizei count);
typedef void (* PFNGLFREEVERTEXBUFFEREXTPROC) (GLint handle);
#endif // GL_EXT_vertex_buffer
#ifndef GL_EXT_fog_coord
// don't define it!
//#define GL_EXT_fog_coord 1
extern void glFogCoordfEXT (GLfloat);
extern void glFogCoordfvEXT (const GLfloat *);
extern void glFogCoorddEXT (GLdouble);
extern void glFogCoorddvEXT (const GLdouble *);
extern void glFogCoordPointerEXT (GLenum, GLsizei, const GLvoid *);
#define GL_FOG_COORDINATE_SOURCE_EXT 0x8450
#define GL_FOG_COORDINATE_EXT 0x8451
#define GL_FRAGMENT_DEPTH_EXT 0x8452
#define GL_CURRENT_FOG_COORDINATE_EXT 0x8453
#define GL_FOG_COORDINATE_ARRAY_TYPE_EXT 0x8454
#define GL_FOG_COORDINATE_ARRAY_STRIDE_EXT 0x8455
#define GL_FOG_COORDINATE_ARRAY_POINTER_EXT 0x8456
#define GL_FOG_COORDINATE_ARRAY_EXT 0x8457
#endif
// Apple in their infinite wisdom switched to the ARB version, but
// didn't leave in backward-flagging for the old EXT version. UGH.
#ifndef GL_EXT_texture_env_combine
#define GL_EXT_texture_env_combine GL_ARB_texture_env_combine
#define GL_COMBINE_EXT 0x8570
#define GL_COMBINE_RGB_EXT 0x8571
#define GL_COMBINE_ALPHA_EXT 0x8572
#define GL_RGB_SCALE_EXT 0x8573
#define GL_ADD_SIGNED_EXT 0x8574
#define GL_INTERPOLATE_EXT 0x8575
#define GL_CONSTANT_EXT 0x8576
#define GL_PRIMARY_COLOR_EXT 0x8577
#define GL_PREVIOUS_EXT 0x8578
#define GL_SOURCE0_RGB_EXT 0x8580
#define GL_SOURCE1_RGB_EXT 0x8581
#define GL_SOURCE2_RGB_EXT 0x8582
#define GL_SOURCE3_RGB_EXT 0x8583
#define GL_SOURCE4_RGB_EXT 0x8584
#define GL_SOURCE5_RGB_EXT 0x8585
#define GL_SOURCE6_RGB_EXT 0x8586
#define GL_SOURCE7_RGB_EXT 0x8587
#define GL_SOURCE0_ALPHA_EXT 0x8588
#define GL_SOURCE1_ALPHA_EXT 0x8589
#define GL_SOURCE2_ALPHA_EXT 0x858A
#define GL_SOURCE3_ALPHA_EXT 0x858B
#define GL_SOURCE4_ALPHA_EXT 0x858C
#define GL_SOURCE5_ALPHA_EXT 0x858D
#define GL_SOURCE6_ALPHA_EXT 0x858E
#define GL_SOURCE7_ALPHA_EXT 0x858F
#define GL_OPERAND0_RGB_EXT 0x8590
#define GL_OPERAND1_RGB_EXT 0x8591
#define GL_OPERAND2_RGB_EXT 0x8592
#define GL_OPERAND3_RGB_EXT 0x8593
#define GL_OPERAND4_RGB_EXT 0x8594
#define GL_OPERAND5_RGB_EXT 0x8595
#define GL_OPERAND6_RGB_EXT 0x8596
#define GL_OPERAND7_RGB_EXT 0x8597
#define GL_OPERAND0_ALPHA_EXT 0x8598
#define GL_OPERAND1_ALPHA_EXT 0x8599
#define GL_OPERAND2_ALPHA_EXT 0x859A
#define GL_OPERAND3_ALPHA_EXT 0x859B
#define GL_OPERAND4_ALPHA_EXT 0x859C
#define GL_OPERAND5_ALPHA_EXT 0x859D
#define GL_OPERAND6_ALPHA_EXT 0x859E
#define GL_OPERAND7_ALPHA_EXT 0x859F
#endif
// these are the V12-custom extensions. really only useful in an external 3d driver.
#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.
#ifndef GL_CLAMP_TO_EDGE_EXT // should be, but apple only defined the SGIS version (same hexcode)
#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 helpers.
*/
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 and up:
#define AGLSETINT_ATI_FSAA_SAMPLES ((unsigned long)510) // set Full Scene Anti-Aliasing (FSAA) samples: 1x, 2x, 4x
void dglSetFSAASamples(GLint aasamp);
#endif
#if defined(TORQUE_DEBUG)
#ifndef __GL_OUTLINE_FUNCS__
#define __GL_OUTLINE_FUNCS__
extern void (* glDrawElementsProcPtr) (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices);
extern void (* glDrawArraysProcPtr) (GLenum mode, GLint first, GLsizei count);
void glOutlineDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices);
void glOutlineDrawArrays(GLenum mode, GLint first, GLsizei count);
extern void (* glNormDrawElements) (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices);
extern void (* glNormDrawArrays) (GLenum mode, GLint first, GLsizei count);
#ifndef NO_REDEFINE_GL_FUNCS
#define glDrawElements glDrawElementsProcPtr
#define glDrawArrays glDrawArraysProcPtr
#else
#warning glDrawElements and glDrawArrays not redefined
#endif // NO_REDEFINE_GL_FUNCS
#endif //__GL_OUTLINE_FUNCS__
#endif