GLdc/include/gl.h

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/* KallistiGL for KallistiOS ##version##
libgl/gl.h
Copyright (C) 2013-2014 Josh "PH3NOM" Pearson
Copyright (C) 2014 Lawrence Sebald
Some functionality adapted from the original KOS libgl:
Copyright (C) 2001 Dan Potter
Copyright (C) 2002 Benoit Miller
This API implements much but not all of the OpenGL 1.1 for KallistiOS.
*/
#ifndef __GL_GL_H
#define __GL_GL_H
#include <sys/cdefs.h>
__BEGIN_DECLS
#include <math.h>
#include <dc/fmath.h>
#include <dc/matrix.h>
#include <dc/matrix3d.h>
#include <dc/pvr.h>
#include <dc/vec3f.h>
#include <dc/video.h>
/* Primitive Types taken from GL for compatability */
/* Not all types are implemented in Open GL DC V.1.0 */
#define GL_POINTS 0x01
#define GL_LINES 0x02
#define GL_LINE_LOOP 0x03
#define GL_LINE_STRIP 0x04
#define GL_TRIANGLES 0x05
#define GL_TRIANGLE_STRIP 0x06
#define GL_TRIANGLE_FAN 0x07
#define GL_QUADS 0x08
#define GL_QUAD_STRIP 0x09
#define GL_POLYGON 0x0A
/* FrontFaceDirection */
#define GL_CW 0x0900
#define GL_CCW 0x0901
#define GL_FRONT 0x0404
#define GL_BACK 0x0405
#define GL_FRONT_AND_BACK 0x0408
#define GL_CULL_FACE 0x0B44
#define GL_CULL_FACE_MODE 0x0B45
#define GL_FRONT_FACE 0x0B46
/* Scissor box */
#define GL_SCISSOR_TEST 0x0008 /* capability bit */
#define GL_SCISSOR_BOX 0x0C10
/* Matrix modes */
#define GL_MATRIX_MODE 0x0BA0
#define GL_SCREENVIEW 0x00
#define GL_MODELVIEW 0x01
#define GL_PROJECTION 0x02
#define GL_TEXTURE 0x03
#define GL_IDENTITY 0x04
#define GL_RENDER 0x05
#define GL_MATRIX_COUNT 0x06
#define GL_MODELVIEW_MATRIX 0x0BA6
#define GL_PROJECTION_MATRIX 0x0BA7
#define GL_TEXTURE_MATRIX 0x0BA8
/* Depth buffer */
#define GL_NEVER 0x0200
#define GL_LESS 0x0201
#define GL_EQUAL 0x0202
#define GL_LEQUAL 0x0203
#define GL_GREATER 0x0204
#define GL_NOTEQUAL 0x0205
#define GL_GEQUAL 0x0206
#define GL_ALWAYS 0x0207
#define GL_DEPTH_TEST 0x0B71
#define GL_DEPTH_BITS 0x0D56
#define GL_DEPTH_CLEAR_VALUE 0x0B73
#define GL_DEPTH_FUNC 0x0B74
#define GL_DEPTH_RANGE 0x0B70
#define GL_DEPTH_WRITEMASK 0x0B72
#define GL_DEPTH_COMPONENT 0x1902
/* Blending: Simply Need to Map GL constants to PVR constants */
#define GL_BLEND 0x0BE2 /* capability bit */
#define GL_BLEND_DST 0x0BE0
#define GL_BLEND_SRC 0x0BE1
#define GL_ZERO 0x0
#define GL_ONE 0x1
#define GL_SRC_COLOR 0x0300
#define GL_ONE_MINUS_SRC_COLOR 0x0301
#define GL_SRC_ALPHA 0x0302
#define GL_ONE_MINUS_SRC_ALPHA 0x0303
#define GL_DST_ALPHA 0x0304
#define GL_ONE_MINUS_DST_ALPHA 0x0305
#define GL_DST_COLOR 0x0306
#define GL_ONE_MINUS_DST_COLOR 0x0307
#define GL_SRC_ALPHA_SATURATE 0x0308
/* Misc texture constants */
#define GL_TEXTURE_2D 0x0001 /* capability bit */
#define GL_TEXTURE_WRAP_S 0x2802
#define GL_TEXTURE_WRAP_T 0x2803
#define GL_TEXTURE_MAG_FILTER 0x2800
#define GL_TEXTURE_MIN_FILTER 0x2801
#define GL_TEXTURE_FILTER GL_TEXTURE_MIN_FILTER
#define GL_FILTER_NONE 0x0
#define GL_FILTER_BILINEAR 0x1
#define GL_REPEAT 0x2901
#define GL_CLAMP 0x2900
/* Texture Environment */
#define GL_TEXTURE_ENV_MODE 0x2200
#define GL_REPLACE 0x0
#define GL_MODULATE 0x1
#define GL_DECAL 0x2
#define GL_MODULATEALPHA 0x3
/* TextureMagFilter */
#define GL_NEAREST 0x2600
#define GL_LINEAR 0x2601
/* Texture mapping */
#define GL_TEXTURE_ENV 0x2300
#define GL_TEXTURE_ENV_COLOR 0x2201
#define GL_NEAREST_MIPMAP_NEAREST 0x2700
#define GL_NEAREST_MIPMAP_LINEAR 0x2702
#define GL_LINEAR_MIPMAP_NEAREST 0x2701
#define GL_LINEAR_MIPMAP_LINEAR 0x2703
#define GL_MAX_TEXTURE_UNITS 0x2 /* 0 = Opaque, 1 = Translucent / Blended */
#define GL_TEXTURE_BINDING_2D 0x8069
/* TextureUnit */
#define GL_TEXTURE0 0x84C0
#define GL_TEXTURE1 0x84C1
#define GL_TEXTURE2 0x84C2
#define GL_TEXTURE3 0x84C3
#define GL_TEXTURE4 0x84C4
#define GL_TEXTURE5 0x84C5
#define GL_TEXTURE6 0x84C6
#define GL_TEXTURE7 0x84C7
#define GL_TEXTURE8 0x84C8
#define GL_TEXTURE9 0x84C9
#define GL_TEXTURE10 0x84CA
#define GL_TEXTURE11 0x84CB
#define GL_TEXTURE12 0x84CC
#define GL_TEXTURE13 0x84CD
#define GL_TEXTURE14 0x84CE
#define GL_TEXTURE15 0x84CF
#define GL_TEXTURE16 0x84D0
#define GL_TEXTURE17 0x84D1
#define GL_TEXTURE18 0x84D2
#define GL_TEXTURE19 0x84D3
#define GL_TEXTURE20 0x84D4
#define GL_TEXTURE21 0x84D5
#define GL_TEXTURE22 0x84D6
#define GL_TEXTURE23 0x84D7
#define GL_TEXTURE24 0x84D8
#define GL_TEXTURE25 0x84D9
#define GL_TEXTURE26 0x84DA
#define GL_TEXTURE27 0x84DB
#define GL_TEXTURE28 0x84DC
#define GL_TEXTURE29 0x84DD
#define GL_TEXTURE30 0x84DE
#define GL_TEXTURE31 0x84DF
#define GL_ACTIVE_TEXTURE 0x84E0
#define GL_CLIENT_ACTIVE_TEXTURE 0x84E1
#define GL_CURRENT_BIT 0x00000001
#define GL_POINT_BIT 0x00000002
#define GL_LINE_BIT 0x00000004
#define GL_POLYGON_BIT 0x00000008
#define GL_POLYGON_STIPPLE_BIT 0x00000010
#define GL_PIXEL_MODE_BIT 0x00000020
#define GL_LIGHTING_BIT 0x00000040
#define GL_FOG_BIT 0x00000080
#define GL_DEPTH_BUFFER_BIT 0x00000100
#define GL_ACCUM_BUFFER_BIT 0x00000200
#define GL_STENCIL_BUFFER_BIT 0x00000400
#define GL_VIEWPORT_BIT 0x00000800
#define GL_TRANSFORM_BIT 0x00001000
#define GL_ENABLE_BIT 0x00002000
#define GL_COLOR_BUFFER_BIT 0x00004000
#define GL_HINT_BIT 0x00008000
#define GL_EVAL_BIT 0x00010000
#define GL_LIST_BIT 0x00020000
#define GL_TEXTURE_BIT 0x00040000
#define GL_SCISSOR_BIT 0x00080000
#define GL_ALL_ATTRIB_BITS 0x000FFFFF
/* Fog */
#define GL_FOG 0x0004 /* capability bit */
#define GL_FOG_MODE 0x0B65
#define GL_FOG_DENSITY 0x0B62
#define GL_FOG_COLOR 0x0B66
#define GL_FOG_INDEX 0x0B61
#define GL_FOG_START 0x0B63
#define GL_FOG_END 0x0B64
#define GL_LINEAR 0x2601
#define GL_EXP 0x0800
#define GL_EXP2 0x0801
/* Hints - Not used by the API, only here for compatibility */
#define GL_DONT_CARE 0x1100
#define GL_FASTEST 0x1101
#define GL_NICEST 0x1102
#define GL_PERSPECTIVE_CORRECTION_HINT 0x0C50
#define GL_POINT_SMOOTH_HINT 0x0C51
#define GL_LINE_SMOOTH_HINT 0x0C52
#define GL_POLYGON_SMOOTH_HINT 0x0C53
#define GL_FOG_HINT 0x0C54
/* Lighting constants */
#define GL_MAX_LIGHTS 0x0008
#define GL_LIGHTING 0x0b50
#define GL_LIGHT0 0x4000
#define GL_LIGHT1 0x4001
#define GL_LIGHT2 0x4002
#define GL_LIGHT3 0x4003
#define GL_LIGHT4 0x4004
#define GL_LIGHT5 0x4005
#define GL_LIGHT6 0x4006
#define GL_LIGHT7 0x4007
/* LightParameter */
#define GL_AMBIENT 0x1200
#define GL_DIFFUSE 0x1201
#define GL_SPECULAR 0x1202
#define GL_POSITION 0x1203
#define GL_SPOT_DIRECTION 0x1204
#define GL_SPOT_EXPONENT 0x1205
#define GL_SPOT_CUTOFF 0x1206
#define GL_CONSTANT_ATTENUATION 0x1207
#define GL_LINEAR_ATTENUATION 0x1208
#define GL_QUADRATIC_ATTENUATION 0x1209
/* MaterialParameter */
#define GL_EMISSION 0x1600
#define GL_SHININESS 0x1601
#define GL_AMBIENT_AND_DIFFUSE 0x1602
#define GL_COLOR_INDEXES 0x1603
#define GL_COLOR_MATERIAL 0x0B57
#define GL_COLOR_MATERIAL_FACE 0x0B55
#define GL_COLOR_MATERIAL_PARAMETER 0x0B56
#define GL_NORMALIZE 0x0BA1
#define GL_LIGHT_MODEL_TWO_SIDE 0x0B52
#define GL_LIGHT_MODEL_LOCAL_VIEWER 0x0B51
#define GL_LIGHT_MODEL_AMBIENT 0x0B53
#define GL_FRONT_AND_BACK 0x0408
#define GL_FRONT 0x0404
#define GL_BACK 0x0405
#define GL_SHADE_MODEL 0x0b54
#define GL_FLAT 0x1d00
#define GL_SMOOTH 0x1d01
/* Data types */
#define GL_BYTE 0x1400
#define GL_UNSIGNED_BYTE 0x1401
#define GL_SHORT 0x1402
#define GL_UNSIGNED_SHORT 0x1403
#define GL_INT 0x1404
#define GL_UNSIGNED_INT 0x1405
#define GL_FLOAT 0x1406
#define GL_DOUBLE 0x140A
#define GL_2_BYTES 0x1407
#define GL_3_BYTES 0x1408
#define GL_4_BYTES 0x1409
/* ErrorCode */
#define GL_NO_ERROR 0
#define GL_INVALID_ENUM 0x0500
#define GL_INVALID_VALUE 0x0501
#define GL_INVALID_OPERATION 0x0502
#define GL_STACK_OVERFLOW 0x0503
#define GL_STACK_UNDERFLOW 0x0504
#define GL_OUT_OF_MEMORY 0x0505
/* KOS near Z-CLIPPING */
#define GL_KOS_NEARZ_CLIPPING 0x0020 /* capability bit */
#define GL_UNSIGNED_SHORT_5_6_5 PVR_TXRFMT_RGB565
#define GL_UNSIGNED_SHORT_5_6_5_REV PVR_TXRFMT_RGB565
#define GL_UNSIGNED_SHORT_1_5_5_5 PVR_TXRFMT_ARGB1555
#define GL_UNSIGNED_SHORT_1_5_5_5_REV PVR_TXRFMT_ARGB1555
#define GL_UNSIGNED_SHORT_4_4_4_4 PVR_TXRFMT_ARGB4444
#define GL_UNSIGNED_SHORT_4_4_4_4_REV PVR_TXRFMT_ARGB4444
#define GL_RGB565_TWID PVR_TXRFMT_RGB565 | PVR_TXRFMT_TWIDDLED
#define GL_ARGB4444_TWID PVR_TXRFMT_ARGB4444 | PVR_TXRFMT_TWIDDLED
#define GL_RED 0x00
#define GL_RG 0x01
#define GL_RGB 0x02
#define GL_BGR 0x03
#define GL_RGBA 0x04
#define GL_BGRA 0x05
#define GLbyte char
#define GLshort short
#define GLint int
#define GLfloat float
#define GLdouble float
#define GLvoid void
#define GLushort unsigned short
#define GLuint unsigned int
#define GLenum unsigned int
#define GLsizei unsigned long
#define GLfixed const unsigned int
#define GLclampf float
#define GLubyte unsigned char
#define GLboolean int
#define GL_FALSE 0
#define GL_TRUE 1
#define GLAPI extern
#define APIENTRY
/* Initialize the GL pipeline. GL will initialize the PVR. */
GLAPI void APIENTRY glKosInit();
/* Start Submission of Primitive Data */
/* Currently Supported Primitive Types:
-GL_POINTS ( does NOT work with glDrawArrays )( ZClipping NOT supported )
-GL_TRIANGLES ( works with glDrawArrays )( ZClipping supported )
-GL_TRIANLGLE_STRIP ( works with glDrawArrays )( ZClipping supported )
-GL_QUADS ( works with glDrawArrays )( ZClipping supported )
**/
GLAPI void APIENTRY glBegin(GLenum mode);
/* Finish Submission of Primitive Data */
GLAPI void APIENTRY glEnd();
/* Primitive Texture Coordinate Submission */
GLAPI void APIENTRY glTexCoord2f(GLfloat u, GLfloat v);
GLAPI void APIENTRY glTexCoord2fv(GLfloat *uv);
/* Primitive Color Submission */
GLAPI void APIENTRY glColor1ui(GLuint argb);
GLAPI void APIENTRY glColor4ub(GLubyte r, GLubyte g, GLubyte b, GLubyte a);
GLAPI void APIENTRY glColor3f(GLfloat r, GLfloat g, GLfloat b);
GLAPI void APIENTRY glColor3fv(GLfloat *rgb);
GLAPI void APIENTRY glColor4f(GLfloat r, GLfloat g, GLfloat b, GLfloat a);
GLAPI void APIENTRY glColor4fv(GLfloat *rgba);
/* Primitive Normal Submission */
GLAPI void APIENTRY glNormal3f(float x, float y, float z);
GLAPI void APIENTRY glNormal3fv(float *xyz);
/* Primitive 2D Position Submission */
GLAPI void APIENTRY glVertex2f(GLfloat x, GLfloat y);
GLAPI void APIENTRY glVertex2fv(GLfloat *xy);
/* Non-Standard KOS Primitive 2D Submission. This will perform no tranformations on the vertices. */
GLAPI void APIENTRY glKosVertex2f(GLfloat x, GLfloat y);
GLAPI void APIENTRY glKosVertex2fv(GLfloat *xy);
/* Primitive 3D Position Submission */
GLAPI void APIENTRY(*glVertex3f)(float, float, float);
GLAPI void APIENTRY(*glVertex3fv)(float *);
/* Enable / Disable Capability */
/* Currently Supported Capabilities:
GL_TEXTURE_2D
GL_BLEND
GL_DEPTH_TEST
GL_LIGHTING
GL_SCISSOR_TEST
GL_FOG
GL_CULL_FACE
GL_KOS_NEARZ_CLIPPING
*/
GLAPI void APIENTRY glEnable(GLenum cap);
GLAPI void APIENTRY glDisable(GLenum cap);
/* Clear Caps */
GLAPI void APIENTRY glClear(GLuint mode);
GLAPI void APIENTRY glClearColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a);
/* Depth Testing */
GLAPI void APIENTRY glClearDepthf(GLfloat depth);
#define glClearDepth glClearDepthf
GLAPI void APIENTRY glDepthMask(GLboolean flag);
GLAPI void APIENTRY glDepthFunc(GLenum func);
/* Hints */
/* Currently Supported Capabilities:
GL_PERSPECTIVE_CORRECTION_HINT - This will Enable Texture Super-Sampling on the PVR */
GLAPI void APIENTRY glHint(GLenum target, GLenum mode);
/* Culling */
GLAPI void APIENTRY glFrontFace(GLenum mode);
GLAPI void APIENTRY glCullFace(GLenum mode);
/* Shading - Flat or Goraud */
GLAPI void APIENTRY glShadeModel(GLenum mode);
/* Blending */
GLAPI void APIENTRY glBlendFunc(GLenum sfactor, GLenum dfactor);
/* Texturing */
GLAPI void APIENTRY glTexParameteri(GLenum target, GLenum pname, GLint param);
GLAPI void APIENTRY glTexEnvi(GLenum target, GLenum pname, GLint param);
GLAPI void APIENTRY glTexEnvf(GLenum target, GLenum pname, GLfloat param);
GLAPI void APIENTRY glGenTextures(GLsizei n, GLuint *textures);
GLAPI void APIENTRY glDelTextures(GLsizei n, GLuint *textures);
GLAPI void APIENTRY glBindTexture(GLenum target, GLuint texture);
/* Loads texture from SH4 RAM into PVR VRAM */
GLAPI void APIENTRY glTexImage2D(GLenum target, GLint level, GLint internalFormat,
GLsizei width, GLsizei height, GLint border,
GLenum format, GLenum type, GLvoid *data);
/* Bind a Texture that is already in PVR VRAM */
GLAPI void APIENTRY glKosTexImage2D(GLenum target, GLint level, GLint internalFormat,
GLsizei width, GLsizei height, GLint border,
GLenum format, GLenum type, GLvoid *data);
/* GL Array API - Only GL_TRIANGLES, GL_TRIANGLE_STRIP, and GL_QUADS are supported */
GLAPI void APIENTRY glVertexPointer(GLint size, GLenum type,
GLsizei stride, const GLvoid *pointer);
GLAPI void APIENTRY glTexCoordPointer(GLint size, GLenum type,
GLsizei stride, const GLvoid *pointer);
/* If a Normal Pointer is set and GL Lighting has been enabled,
Vertex Lighting will be used instead of glColorPointer */
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GLAPI void APIENTRY glNormalPointer(GLenum type, GLsizei stride, const GLvoid *pointer);
/* Use either this OR glNormalPointer to color vertices, NOT both */
GLAPI void APIENTRY glColorPointer(GLint size, GLenum type,
GLsizei stride, const GLvoid *pointer);
GLAPI void APIENTRY glIndexPointer(GLenum type, GLsizei stride, const GLvoid *pointer);
/* Array Data Submission */
GLAPI void APIENTRY glDrawArrays(GLenum mode, GLint first, GLsizei count);
GLAPI void APIENTRY glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices);
/* No need to Enable Array Client State... */
#define glEnableClientState(cap) {;}
#define glDisableClientState(cap) {;}
/* Transformation / Matrix Functions */
GLAPI void APIENTRY glMatrixMode(GLenum mode);
GLAPI void APIENTRY glLoadIdentity();
GLAPI void APIENTRY glLoadMatrixf(const GLfloat *m);
GLAPI void APIENTRY glLoadTransposeMatrixf(const GLfloat *m);
GLAPI void APIENTRY glMultMatrixf(const GLfloat *m);
GLAPI void APIENTRY glMultTransposeMatrixf(const GLfloat *m);
GLAPI void APIENTRY glPushMatrix();
GLAPI void APIENTRY glPopMatrix();
GLAPI void APIENTRY glTranslatef(GLfloat x, GLfloat y, GLfloat z);
#define glTranslated glTranslatef
GLAPI void APIENTRY glScalef(GLfloat x, GLfloat y, GLfloat z);
#define glScaled glScalef
GLAPI void APIENTRY glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
#define glRotated glRotatef
GLAPI void APIENTRY glOrtho(GLfloat left, GLfloat right,
GLfloat bottom, GLfloat top,
GLfloat znear, GLfloat zfar);
GLAPI void APIENTRY glViewport(GLint x, GLint y, GLsizei width, GLsizei height);
GLAPI void APIENTRY glScissor(GLint x, GLint y, GLsizei width, GLsizei height);
GLAPI void APIENTRY glKosGetMatrix(GLenum mode, GLfloat *params);
/* Fog Functions - client must enable GL_FOG for this to take effect */
GLAPI void APIENTRY glFogi(GLenum pname, GLint param);
GLAPI void APIENTRY glFogf(GLenum pname, GLfloat param);
GLAPI void APIENTRY glFogfv(GLenum pname, const GLfloat *params);
/* Lighting Functions - client must enable GL_LIGHTING for this to take effect */
/* Set Global Ambient Light Color */
GLAPI void APIENTRY glKosLightAmbient3f(GLfloat r, GLfloat g, GLfloat b);
GLAPI void APIENTRY glKosLightAmbient4f(GLfloat r, GLfloat g, GLfloat b, GLfloat a);
GLAPI void APIENTRY glKosLightAmbient3fv(GLfloat *rgb);
GLAPI void APIENTRY glKosLightAmbient4fv(GLfloat *rgba);
/* Set Individual Light Parameters */
GLAPI void APIENTRY glLightfv(GLenum light, GLenum pname, const GLfloat *params);
GLAPI void APIENTRY glLightf(GLenum light, GLenum pname, GLfloat param);
/* Set Global Material Parameters */
GLAPI void APIENTRY glMateriali(GLenum face, GLenum pname, const GLint param);
GLAPI void APIENTRY glMaterialf(GLenum face, GLenum pname, const GLfloat param);
GLAPI void APIENTRY glMaterialfv(GLenum face, GLenum pname, const GLfloat *params);
/* Returns the size needed to store a mip-mapped texture generated by gluBuild2DMipmaps(...) */
GLAPI GLuint APIENTRY glKosMipMapTexSize(GLuint width, GLuint height);
/* glGet Functions */
void glGetIntegerv(GLenum pname, GLint *params);
void glGetFloatv(GLenum pname, GLfloat *params);
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/* Multi-Texture Extensions - Does not currently work with Z-Clipping Enabled */
GLAPI void APIENTRY glActiveTexture(GLenum texture);
GLAPI void APIENTRY glClientActiveTexture(GLenum texture);
GLAPI void APIENTRY glMultiTexCoord2f(GLenum target, GLfloat s, GLfloat t);
GLAPI void APIENTRY glMultiTexCoord2fv(GLenum target, const GLfloat *v);
__END_DECLS
#endif /* !__GL_GL_H */