tge/engine/platformMacCarb/platformGL.h
2017-04-17 06:17:10 -06:00

215 lines
5.8 KiB
C
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _PLATFORMGL_H_
#define _PLATFORMGL_H_
/// We use the standard Apple OpenGL framework headers.
#include <OpenGL/gl.h>
#include <OpenGL/glu.h>
#include <OpenGL/glext.h>
/// 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 <AGL/aglMacro.h>
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_