//----------------------------------------------------------------------------- // V12 Engine // // Copyright (c) 2001 GarageGames.Com // Portions Copyright (c) 2001 by Sierra Online, Inc. //----------------------------------------------------------------------------- #ifndef _PLATFORMGL_H_ #define _PLATFORMGL_H_ // ON MAC, WE ARE USING THE STD APPLE OPENGL HDRS. #include #include #include // FROM HERE ON IS >NOT< IN APPLE OPENGL 1.2 SDK #if defined(GL_GLEXT_VERSION) && (GL_GLEXT_VERSION<=6) && defined(GL_VERSION_1_2) #ifndef GL_EXT_vertex_buffer #define GL_EXT_vertex_buffer 1 // these are the V12-custom extensions. really only useful in external 3d driver. #define GL_V12MTVFMT_EXT 0x8702 #define GL_V12MTNVFMT_EXT 0x8703 #define GL_V12FTVFMT_EXT 0x8704 #define GL_V12FMTVFMT_EXT 0x8705 #ifdef GL_GLEXT_PROTOTYPES extern GLboolean APIENTRY glAvailableVertexBufferEXT(); extern GLint APIENTRY glAllocateVertexBufferEXT(GLsizei size, GLint format, GLboolean preserve); extern void* APIENTRY glLockVertexBufferEXT(GLint handle, GLsizei size); extern void APIENTRY glUnlockVertexBufferEXT(GLint handle); extern void APIENTRY glSetVertexBufferEXT(GLint handle); extern void APIENTRY glOffsetVertexBufferEXT(GLint handle, GLuint offset); extern void APIENTRY glFillVertexBufferEXT(GLint handle, GLint first, GLsizei count); extern void APIENTRY glFreeVertexBufferEXT(GLint handle); #endif /* GL_GLEXT_PROTOTYPES */ typedef GLboolean (APIENTRY * PFNGLAVAILABLEVERTEXBUFFEREXTPROC) (); typedef GLint (APIENTRY * PFNGLALLOCATEVERTEXBUFFEREXTPROC) (GLsizei size, GLint format, GLboolean preserve); typedef void* (APIENTRY * PFNGLLOCKVERTEXBUFFEREXTPROC) (GLint handle, GLsizei size); typedef void (APIENTRY * PFNGLUNLOCKVERTEXBUFFEREXTPROC) (GLint handle); typedef void (APIENTRY * PFNGLSETVERTEXBUFFEREXTPROC) (GLint handle); typedef void (APIENTRY * PFNGLOFFSETVERTEXBUFFEREXTPROC) (GLint handle, GLuint offset); typedef void (APIENTRY * PFNGLFILLVERTEXBUFFEREXTPROC) (GLint handle, GLint first, GLsizei count); typedef void (APIENTRY * PFNGLFREEVERTEXBUFFEREXTPROC) (GLint handle); #endif /* A forgotten token. */ #define GL_CLAMP_TO_EDGE_EXT 0x812F #define UNSIGNED_SHORT_5_6_5 0x8363 #define UNSIGNED_SHORT_5_6_5_REV 0x8364 #endif // glexts < v6, gl v1.2 stuff needed additionally. /* * GL state information. */ struct GLState { bool suppARBMultitexture; 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; 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 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; } #endif