474 lines
20 KiB
C++
474 lines
20 KiB
C++
// Copyright (C) 2002-2007 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in Irrlicht.h
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#ifndef __C_VIDEO_OPEN_GL_H_INCLUDED__
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#define __C_VIDEO_OPEN_GL_H_INCLUDED__
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#include "IrrCompileConfig.h"
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#include "CNullDriver.h"
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#include "IMaterialRendererServices.h"
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#ifdef _IRR_COMPILE_WITH_OPENGL_
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#if defined(_IRR_WINDOWS_API_)
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// include windows headers for HWND
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include "glext.h"
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#ifdef _MSC_VER
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#pragma comment(lib, "OpenGL32.lib")
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#pragma comment(lib, "GLu32.lib")
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#endif
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#elif defined(MACOSX)
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#define GL_EXT_texture_env_combine 1
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#include "CIrrDeviceMacOSX.h"
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#include <OpenGL/gl.h>
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#include <OpenGL/glu.h>
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#include <OpenGL/glext.h>
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#elif defined(_IRR_USE_SDL_DEVICE_)
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#if defined(_IRR_OPENGL_USE_EXTPOINTER_)
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#define GL_GLEXT_LEGACY 1
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#define GLX_GLXEXT_LEGACY 1
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#else
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#define GL_GLEXT_PROTOTYPES 1
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#define GLX_GLXEXT_PROTOTYPES 1
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#endif
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#include <SDL/SDL_opengl.h>
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#define NO_SDL_GLEXT
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#include "glext.h"
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#else
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#if defined(_IRR_OPENGL_USE_EXTPOINTER_)
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#define GL_GLEXT_LEGACY 1
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#define GLX_GLXEXT_LEGACY 1
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#else
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#define GL_GLEXT_PROTOTYPES 1
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#define GLX_GLXEXT_PROTOTYPES 1
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#endif
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include <GL/glx.h>
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#if defined(_IRR_OPENGL_USE_EXTPOINTER_)
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#include "glext.h"
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#undef GLX_ARB_get_proc_address // avoid problems with local glxext.h
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#include "glxext.h"
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#endif
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#endif
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namespace irr
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{
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namespace video
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{
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class COpenGLTexture;
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class COpenGLDriver : public CNullDriver, public IMaterialRendererServices
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{
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public:
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#ifdef _IRR_WINDOWS_API_
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//! win32 constructor
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COpenGLDriver(const core::dimension2d<s32>& screenSize, HWND window, bool fullscreen,
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bool stencilBuffer, io::IFileSystem* io, bool antiAlias);
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//! inits the windows specific parts of the open gl driver
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bool initDriver(const core::dimension2d<s32>& screenSize, HWND window,
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u32 bits, bool fullscreen, bool vsync);
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#endif
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#ifdef _IRR_USE_LINUX_DEVICE_
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COpenGLDriver(const core::dimension2d<s32>& screenSize, bool fullscreen,
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bool stencilBuffer, io::IFileSystem* io, bool vsync, bool antiAlias);
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#endif
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#ifdef MACOSX
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COpenGLDriver(const core::dimension2d<s32>& screenSize, bool fullscreen,
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bool stencilBuffer, CIrrDeviceMacOSX *device,io::IFileSystem* io, bool vsync, bool antiAlias);
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#endif
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#ifdef _IRR_USE_SDL_DEVICE_
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COpenGLDriver(const core::dimension2d<s32>& screenSize, bool fullscreen,
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bool stencilBuffer, io::IFileSystem* io, bool vsync, bool antiAlias);
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#endif
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//! destructor
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virtual ~COpenGLDriver();
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//! presents the rendered scene on the screen, returns false if failed
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virtual bool endScene( s32 windowId, core::rect<s32>* sourceRect=0 );
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//! clears the zbuffer
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virtual bool beginScene(bool backBuffer, bool zBuffer, SColor color);
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//! sets transformation
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virtual void setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat);
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//! draws a vertex primitive list
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void drawVertexPrimitiveList(const void* vertices, u32 vertexCount, const u16* indexList, u32 primitiveCount, E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType);
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//! queries the features of the driver, returns true if feature is available
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bool queryFeature(E_VIDEO_DRIVER_FEATURE feature);
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//! Sets a material. All 3d drawing functions draw geometry now
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//! using this material.
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//! \param material: Material to be used from now on.
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virtual void setMaterial(const SMaterial& material);
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//! draws an 2d image, using a color (if color is other then Color(255,255,255,255)) and the alpha channel of the texture if wanted.
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virtual void draw2DImage(video::ITexture* texture, const core::position2d<s32>& destPos,
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const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,
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SColor color=SColor(255,255,255,255), bool useAlphaChannelOfTexture=false);
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//! draws a set of 2d images, using a color and the alpha
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/** channel of the texture if desired. The images are drawn
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beginning at pos and concatenated in one line. All drawings
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are clipped against clipRect (if != 0).
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The subtextures are defined by the array of sourceRects
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and are chosen by the indices given.
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\param texture: Texture to be drawn.
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\param pos: Upper left 2d destination position where the image will be drawn.
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\param sourceRects: Source rectangles of the image.
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\param indices: List of indices which choose the actual rectangle used each time.
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\param clipRect: Pointer to rectangle on the screen where the image is clipped to.
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This pointer can be 0. Then the image is not clipped.
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\param color: Color with which the image is colored.
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Note that the alpha component is used: If alpha is other than 255, the image will be transparent.
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\param useAlphaChannelOfTexture: If true, the alpha channel of the texture is
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used to draw the image. */
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virtual void draw2DImage(video::ITexture* texture,
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const core::position2d<s32>& pos,
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const core::array<core::rect<s32> >& sourceRects,
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const core::array<s32>& indices,
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const core::rect<s32>* clipRect=0,
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SColor color=SColor(255,255,255,255),
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bool useAlphaChannelOfTexture=false);
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//! Draws a part of the texture into the rectangle.
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virtual void draw2DImage(video::ITexture* texture, const core::rect<s32>& destRect,
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const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,
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video::SColor* colors=0, bool useAlphaChannelOfTexture=false);
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//! draw an 2d rectangle
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virtual void draw2DRectangle(SColor color, const core::rect<s32>& pos,
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const core::rect<s32>* clip = 0);
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//!Draws an 2d rectangle with a gradient.
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virtual void draw2DRectangle(const core::rect<s32>& pos,
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SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown,
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const core::rect<s32>* clip = 0);
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//! Draws a 2d line.
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virtual void draw2DLine(const core::position2d<s32>& start,
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const core::position2d<s32>& end,
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SColor color=SColor(255,255,255,255));
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//! Draws a 3d line.
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virtual void draw3DLine(const core::vector3df& start,
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const core::vector3df& end,
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SColor color = SColor(255,255,255,255));
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//! \return Returns the name of the video driver. Example: In case of the Direct3D8
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//! driver, it would return "Direct3D8.1".
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virtual const wchar_t* getName();
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//! deletes all dynamic lights there are
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virtual void deleteAllDynamicLights();
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//! adds a dynamic light
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virtual void addDynamicLight(const SLight& light);
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//! returns the maximal amount of dynamic lights the device can handle
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virtual u32 getMaximalDynamicLightAmount();
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//! Sets the dynamic ambient light color. The default color is
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//! (0,0,0,0) which means it is dark.
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//! \param color: New color of the ambient light.
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virtual void setAmbientLight(const SColorf& color);
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//! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do
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//! this: First, draw all geometry. Then use this method, to draw the shadow
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//! volume. Then, use IVideoDriver::drawStencilShadow() to visualize the shadow.
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virtual void drawStencilShadowVolume(const core::vector3df* triangles, s32 count, bool zfail);
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//! Fills the stencil shadow with color. After the shadow volume has been drawn
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//! into the stencil buffer using IVideoDriver::drawStencilShadowVolume(), use this
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//! to draw the color of the shadow.
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virtual void drawStencilShadow(bool clearStencilBuffer=false,
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video::SColor leftUpEdge = video::SColor(0,0,0,0),
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video::SColor rightUpEdge = video::SColor(0,0,0,0),
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video::SColor leftDownEdge = video::SColor(0,0,0,0),
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video::SColor rightDownEdge = video::SColor(0,0,0,0));
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//! sets a viewport
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virtual void setViewPort(const core::rect<s32>& area);
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//! Sets the fog mode.
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virtual void setFog(SColor color, bool linearFog, f32 start,
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f32 end, f32 density, bool pixelFog, bool rangeFog);
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//! Only used by the internal engine. Used to notify the driver that
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//! the window was resized.
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virtual void OnResize(const core::dimension2d<s32>& size);
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//! Returns type of video driver
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virtual E_DRIVER_TYPE getDriverType();
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//! Returns the transformation set by setTransform
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virtual const core::matrix4& getTransform(E_TRANSFORMATION_STATE state);
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// public access to the (loaded) extensions.
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void extGlActiveTextureARB(GLenum texture);
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void extGlClientActiveTextureARB(GLenum texture);
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void extGlGenProgramsARB(GLsizei n, GLuint *programs);
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void extGlBindProgramARB(GLenum target, GLuint program);
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void extGlProgramStringARB(GLenum target, GLenum format, GLsizei len, const GLvoid *string);
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void extGlDeleteProgramsARB(GLsizei n, const GLuint *programs);
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void extGlProgramLocalParameter4fvARB(GLenum, GLuint, const GLfloat *);
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GLhandleARB extGlCreateShaderObjectARB(GLenum shaderType);
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void extGlShaderSourceARB(GLhandleARB shader, int numOfStrings, const char **strings, int *lenOfStrings);
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void extGlCompileShaderARB(GLhandleARB shader);
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GLhandleARB extGlCreateProgramObjectARB(void);
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void extGlAttachObjectARB(GLhandleARB program, GLhandleARB shader);
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void extGlLinkProgramARB(GLhandleARB program);
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void extGlUseProgramObjectARB(GLhandleARB prog);
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void extGlDeleteObjectARB(GLhandleARB object);
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void extGlGetInfoLogARB(GLhandleARB object, GLsizei maxLength, GLsizei *length, GLcharARB *infoLog);
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void extGlGetObjectParameterivARB(GLhandleARB object, GLenum type, int *param);
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GLint extGlGetUniformLocationARB(GLhandleARB program, const char *name);
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void extGlUniform4fvARB(GLint location, GLsizei count, const GLfloat *v);
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void extGlUniform1ivARB (GLint loc, GLsizei count, const GLint *v);
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void extGlUniform1fvARB (GLint loc, GLsizei count, const GLfloat *v);
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void extGlUniform2fvARB (GLint loc, GLsizei count, const GLfloat *v);
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void extGlUniform3fvARB (GLint loc, GLsizei count, const GLfloat *v);
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void extGlUniformMatrix2fvARB (GLint loc, GLsizei count, GLboolean transpose, const GLfloat *v);
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void extGlUniformMatrix3fvARB (GLint loc, GLsizei count, GLboolean transpose, const GLfloat *v);
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void extGlUniformMatrix4fvARB (GLint loc, GLsizei count, GLboolean transpose, const GLfloat *v);
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void extGlGetActiveUniformARB (GLhandleARB program, GLuint index, GLsizei maxlength, GLsizei *length, GLint *size, GLenum *type, GLcharARB *name);
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void extGlPointParameterfARB (GLint loc, GLfloat f);
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void extGlPointParameterfvARB (GLint loc, const GLfloat *v);
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void extGlStencilFuncSeparate (GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask);
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void extGlStencilOpSeparate (GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
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void extGlCompressedTexImage2D(GLenum target, GLint level,
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GLenum internalformat, GLsizei width, GLsizei height,
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GLint border, GLsizei imageSize, const void* data);
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void extGlBindFramebufferEXT (GLenum target, GLuint framebuffer);
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void extGlDeleteFramebuffersEXT (GLsizei n, const GLuint *framebuffers);
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void extGlGenFramebuffersEXT (GLsizei n, GLuint *framebuffers);
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GLenum extGlCheckFramebufferStatusEXT (GLenum target);
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void extGlFramebufferTexture2DEXT (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
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void extGlBindRenderbufferEXT (GLenum target, GLuint renderbuffer);
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void extGlDeleteRenderbuffersEXT (GLsizei n, const GLuint *renderbuffers);
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void extGlGenRenderbuffersEXT (GLsizei n, GLuint *renderbuffers);
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void extGlRenderbufferStorageEXT (GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
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void extGlFramebufferRenderbufferEXT (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
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//! Can be called by an IMaterialRenderer to make its work easier.
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void setBasicRenderStates(const SMaterial& material, const SMaterial& lastmaterial,
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bool resetAllRenderstates);
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//! Sets a vertex shader constant.
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virtual void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1);
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//! Sets a pixel shader constant.
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virtual void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1);
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//! Sets a constant for the vertex shader based on a name.
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virtual bool setVertexShaderConstant(const c8* name, const f32* floats, int count);
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//! Sets a constant for the pixel shader based on a name.
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virtual bool setPixelShaderConstant(const c8* name, const f32* floats, int count);
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//! sets the current Texture
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//! Returns whether setting was a success or not.
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bool setTexture(s32 stage, video::ITexture* texture);
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//! disables all textures beginning with the optional fromStage parameter. Otherwise all texture stages are disabled.
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//! Returns whether disabling was successful or not.
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bool disableTextures(s32 fromStage=0);
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//! Adds a new material renderer to the VideoDriver, using extGLGetObjectParameterivARB(shaderHandle, GL_OBJECT_COMPILE_STATUS_ARB, &status) pixel and/or
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//! vertex shaders to render geometry.
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s32 addShaderMaterial(const c8* vertexShaderProgram, const c8* pixelShaderProgram,
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IShaderConstantSetCallBack* callback, E_MATERIAL_TYPE baseMaterial, s32 userData);
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//! Adds a new material renderer to the VideoDriver, using GLSL to render geometry.
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s32 addHighLevelShaderMaterial(const c8* vertexShaderProgram, const c8* vertexShaderEntryPointName,
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E_VERTEX_SHADER_TYPE vsCompileTarget, const c8* pixelShaderProgram, const c8* pixelShaderEntryPointName,
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E_PIXEL_SHADER_TYPE psCompileTarget, IShaderConstantSetCallBack* callback, E_MATERIAL_TYPE baseMaterial,
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s32 userData);
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//! Returns pointer to the IGPUProgrammingServices interface.
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IGPUProgrammingServices* getGPUProgrammingServices();
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//! Returns a pointer to the IVideoDriver interface. (Implementation for
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//! IMaterialRendererServices)
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virtual IVideoDriver* getVideoDriver();
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//! Returns the maximum amount of primitives (mostly vertices) which
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//! the device is able to render with one drawIndexedTriangleList
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//! call.
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virtual u32 getMaximalPrimitiveCount();
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ITexture* createRenderTargetTexture(const core::dimension2d<s32>& size);
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bool setRenderTarget(video::ITexture* texture, bool clearBackBuffer,
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bool clearZBuffer, SColor color);
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//! Clears the ZBuffer.
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virtual void clearZBuffer();
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//! Returns an image created from the last rendered frame.
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virtual IImage* createScreenShot();
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//! checks if an OpenGL error has happend and prints it
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//! for performance reasons only available in debug mode
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bool testGLError();
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private:
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//! inits the parts of the open gl driver used on all platforms
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bool genericDriverInit(const core::dimension2d<s32>& screenSize);
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//! returns a device dependent texture from a software surface (IImage)
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virtual video::ITexture* createDeviceDependentTexture(IImage* surface, const char* name);
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//! creates a transposed matrix in supplied GLfloat array to pass to OpenGL
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void createGLMatrix(GLfloat gl_matrix[16], const core::matrix4& m);
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void createGLTextureMatrix(GLfloat gl_matrix[16], const core::matrix4& m);
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//! sets the needed renderstates
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void setRenderStates3DMode();
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//! sets the needed renderstates
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void setRenderStates2DMode(bool alpha, bool texture, bool alphaChannel);
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// returns the current size of the screen or rendertarget
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core::dimension2d<s32> getCurrentRenderTargetSize();
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void loadExtensions();
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void createMaterialRenderers();
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core::stringw Name;
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core::matrix4 Matrices[ETS_COUNT];
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core::array<u8> ColorBuffer;
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// enumeration for rendering modes such as 2d and 3d for minizing the switching of renderStates.
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enum E_RENDER_MODE
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{
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ERM_NONE = 0, // no render state has been set yet.
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ERM_2D, // 2d drawing rendermode
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ERM_3D // 3d rendering mode
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};
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E_RENDER_MODE CurrentRenderMode;
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bool ResetRenderStates; // bool to make all renderstates be reseted if set.
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bool Transformation3DChanged;
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bool StencilBuffer;
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bool AntiAlias;
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bool MultiTextureExtension;
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bool MultiSamplingExtension;
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bool AnisotropyExtension;
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bool ARBVertexProgramExtension; //GL_ARB_vertex_program
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bool ARBFragmentProgramExtension; //GL_ARB_fragment_program
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bool ARBShadingLanguage100Extension;
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bool SeparateStencilExtension;
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bool GenerateMipmapExtension;
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bool TextureCompressionExtension;
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bool TextureNPOTExtension;
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bool FramebufferObjectExtension;
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bool EXTPackedDepthStencil;
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bool EXTSeparateSpecularColor;
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SMaterial Material, LastMaterial;
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COpenGLTexture* RenderTargetTexture;
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ITexture* CurrentTexture[MATERIAL_MAX_TEXTURES];
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s32 LastSetLight;
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f32 MaxAnisotropy;
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GLint MaxTextureUnits;
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GLint MaxLights;
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GLint MaxIndices;
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core::dimension2d<s32> CurrentRendertargetSize;
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#if defined(_IRR_OPENGL_USE_EXTPOINTER_)
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PFNGLACTIVETEXTUREARBPROC pGlActiveTextureARB;
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PFNGLCLIENTACTIVETEXTUREARBPROC pGlClientActiveTextureARB;
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PFNGLGENPROGRAMSARBPROC pGlGenProgramsARB;
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PFNGLBINDPROGRAMARBPROC pGlBindProgramARB;
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PFNGLPROGRAMSTRINGARBPROC pGlProgramStringARB;
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PFNGLDELETEPROGRAMSNVPROC pGlDeleteProgramsARB;
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PFNGLPROGRAMLOCALPARAMETER4FVARBPROC pGlProgramLocalParameter4fvARB;
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PFNGLCREATESHADEROBJECTARBPROC pGlCreateShaderObjectARB;
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PFNGLSHADERSOURCEARBPROC pGlShaderSourceARB;
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PFNGLCOMPILESHADERARBPROC pGlCompileShaderARB;
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PFNGLCREATEPROGRAMOBJECTARBPROC pGlCreateProgramObjectARB;
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PFNGLATTACHOBJECTARBPROC pGlAttachObjectARB;
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PFNGLLINKPROGRAMARBPROC pGlLinkProgramARB;
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PFNGLUSEPROGRAMOBJECTARBPROC pGlUseProgramObjectARB;
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PFNGLDELETEOBJECTARBPROC pGlDeleteObjectARB;
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PFNGLGETINFOLOGARBPROC pGlGetInfoLogARB;
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PFNGLGETOBJECTPARAMETERIVARBPROC pGlGetObjectParameterivARB;
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PFNGLGETUNIFORMLOCATIONARBPROC pGlGetUniformLocationARB;
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PFNGLUNIFORM1IVARBPROC pGlUniform1ivARB;
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PFNGLUNIFORM1FVARBPROC pGlUniform1fvARB;
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PFNGLUNIFORM2FVARBPROC pGlUniform2fvARB;
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PFNGLUNIFORM3FVARBPROC pGlUniform3fvARB;
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PFNGLUNIFORM4FVARBPROC pGlUniform4fvARB;
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PFNGLUNIFORMMATRIX2FVARBPROC pGlUniformMatrix2fvARB;
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PFNGLUNIFORMMATRIX3FVARBPROC pGlUniformMatrix3fvARB;
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PFNGLUNIFORMMATRIX4FVARBPROC pGlUniformMatrix4fvARB;
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PFNGLGETACTIVEUNIFORMARBPROC pGlGetActiveUniformARB;
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PFNGLPOINTPARAMETERFARBPROC pGlPointParameterfARB;
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PFNGLPOINTPARAMETERFVARBPROC pGlPointParameterfvARB;
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#ifdef GL_ATI_separate_stencil
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PFNGLSTENCILFUNCSEPARATEPROC pGlStencilFuncSeparate;
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PFNGLSTENCILOPSEPARATEPROC pGlStencilOpSeparate;
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PFNGLSTENCILFUNCSEPARATEATIPROC pGlStencilFuncSeparateATI;
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PFNGLSTENCILOPSEPARATEATIPROC pGlStencilOpSeparateATI;
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#endif
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#ifdef PFNGLCOMPRESSEDTEXIMAGE2DPROC
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PFNGLCOMPRESSEDTEXIMAGE2DPROC pGlCompressedTexImage2D;
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#endif // PFNGLCOMPRESSEDTEXIMAGE2DPROC
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#ifdef _IRR_WINDOWS_API_
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typedef BOOL (APIENTRY *PFNWGLSWAPINTERVALFARPROC)(int);
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PFNWGLSWAPINTERVALFARPROC wglSwapIntervalEXT;
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#elif defined(_IRR_LINUX_PLATFORM_) && defined(GLX_SGI_swap_control)
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PFNGLXSWAPINTERVALSGIPROC glxSwapIntervalSGI;
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#endif
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PFNGLBINDFRAMEBUFFEREXTPROC pGlBindFramebufferEXT;
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PFNGLDELETEFRAMEBUFFERSEXTPROC pGlDeleteFramebuffersEXT;
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PFNGLGENFRAMEBUFFERSEXTPROC pGlGenFramebuffersEXT;
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PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC pGlCheckFramebufferStatusEXT;
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PFNGLFRAMEBUFFERTEXTURE2DEXTPROC pGlFramebufferTexture2DEXT;
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PFNGLBINDRENDERBUFFEREXTPROC pGlBindRenderbufferEXT;
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PFNGLDELETERENDERBUFFERSEXTPROC pGlDeleteRenderbuffersEXT;
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PFNGLGENRENDERBUFFERSEXTPROC pGlGenRenderbuffersEXT;
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PFNGLRENDERBUFFERSTORAGEEXTPROC pGlRenderbufferStorageEXT;
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|
PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC pGlFramebufferRenderbufferEXT;
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#endif
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#ifdef _IRR_WINDOWS_API_
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HDC HDc; // Private GDI Device Context
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|
HWND Window;
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|
HGLRC HRc; // Permanent Rendering Context
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#elif defined(_IRR_USE_LINUX_DEVICE_)
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GLXDrawable XWindow;
|
|
Display* XDisplay;
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|
#elif defined(MACOSX)
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CIrrDeviceMacOSX *_device;
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#endif
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};
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} // end namespace video
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} // end namespace irr
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#endif // _IRR_COMPILE_WITH_OPENGL_
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#endif
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