GLdc/include/gl.h

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2012-07-06 14:01:41 +00:00
#ifndef __GL_GL_H
#define __GL_GL_H
#include <sys/cdefs.h>
__BEGIN_DECLS
/* This file was created using Mesa 3-D 3.4's gl.h as a reference. It is not a
complete gl.h header, but includes enough to use GL effectively. */
/* This is currently DC specific, so I don't feel toooo bad about this =) */
#include <dc/pvr.h>
/* GL data types */
#include <arch/types.h>
typedef unsigned int GLenum;
typedef int GLboolean;
typedef unsigned int GLbitfield;
typedef void GLvoid;
typedef int8 GLbyte; /* 1-byte signed */
typedef int16 GLshort; /* 2-byte signed */
typedef int32 GLint; /* 4-byte signed */
typedef uint8 GLubyte; /* 1-byte unsigned */
typedef uint16 GLushort; /* 2-byte unsigned */
typedef uint32 GLuint; /* 4-byte unsigned */
typedef int32 GLsizei; /* 4-byte signed */
typedef float GLfloat; /* single precision float */
typedef float GLclampf; /* single precision float in [0,1] */
/* For these next two, KOS is generally compiled in m4-single-only, so we
just use floats for everything anyway. */
typedef float GLdouble; /* double precision float */
typedef float GLclampd; /* double precision float in [0,1] */
/* Constants */
#define GL_FALSE 0
#define GL_TRUE 1
/* 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
/* StringName */
#define GL_VENDOR 0x1F00
#define GL_RENDERER 0x1F01
#define GL_VERSION 0x1F02
#define GL_EXTENSIONS 0x1F03
/* Gets */
#define GL_ATTRIB_STACK_DEPTH 0x0BB0
#define GL_CLIENT_ATTRIB_STACK_DEPTH 0x0BB1
#define GL_COLOR_CLEAR_VALUE 0x0C22
#define GL_COLOR_WRITEMASK 0x0C23
#define GL_CURRENT_INDEX 0x0B01
#define GL_CURRENT_COLOR 0x0B00
#define GL_CURRENT_NORMAL 0x0B02
#define GL_CURRENT_RASTER_COLOR 0x0B04
#define GL_CURRENT_RASTER_DISTANCE 0x0B09
#define GL_CURRENT_RASTER_INDEX 0x0B05
#define GL_CURRENT_RASTER_POSITION 0x0B07
#define GL_CURRENT_RASTER_TEXTURE_COORDS 0x0B06
#define GL_CURRENT_RASTER_POSITION_VALID 0x0B08
#define GL_CURRENT_TEXTURE_COORDS 0x0B03
#define GL_INDEX_CLEAR_VALUE 0x0C20
#define GL_INDEX_MODE 0x0C30
#define GL_INDEX_WRITEMASK 0x0C21
#define GL_MODELVIEW_MATRIX 0x0BA6
#define GL_MODELVIEW_STACK_DEPTH 0x0BA3
#define GL_NAME_STACK_DEPTH 0x0D70
#define GL_PROJECTION_MATRIX 0x0BA7
#define GL_PROJECTION_STACK_DEPTH 0x0BA4
#define GL_RENDER_MODE 0x0C40
#define GL_RGBA_MODE 0x0C31
#define GL_TEXTURE_MATRIX 0x0BA8
#define GL_TEXTURE_STACK_DEPTH 0x0BA5
#define GL_VIEWPORT 0x0BA2
/* Primitives types: all 0's are unsupported for now */
#define GL_POINTS 1
#define GL_LINES 0 /*2*/
#define GL_LINE_LOOP 0 /*3*/
#define GL_LINE_STRIP 0 /*4*/
#define GL_TRIANGLES 5
#define GL_TRIANGLE_STRIP 6
#define GL_TRIANGLE_FAN 7
#define GL_QUADS 8
#define GL_QUAD_STRIP 9
#define GL_POLYGON 10
/* FrontFaceDirection */
#define GL_CW 0x0900
#define GL_CCW 0x0901
#define GL_CULL_FACE 0x0B44
#define GL_FRONT 0x0404
#define GL_BACK 0x0405
#define GL_FRONT_AND_BACK 0x0408
/* Scissor box */
#define GL_SCISSOR_TEST 0x0008 /* capability bit */
#define GL_KOS_USERCLIP_OUTSIDE 0x4000 /* capability bit */
#define GL_SCISSOR_BOX 0x0C10
/* Matrix modes */
#define GL_MATRIX_MODE 0x0BA0
#define GL_MATRIX_MODE_FIRST 1
#define GL_MODELVIEW 1
#define GL_PROJECTION 2
#define GL_TEXTURE 3
#define GL_MATRIX_COUNT 4
/* Special KOS "matrix mode" (for glKosMatrixApply only) */
#define GL_KOS_SCREENVIEW 0x100
/* "Depth buffer" -- we don't actually support a depth buffer because
the PVR does all of that internally. But these constants are to
ease porting. */
#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 0
#define GL_DEPTH_BITS 0
#define GL_DEPTH_CLEAR_VALUE 0
#define GL_DEPTH_FUNC 0
#define GL_DEPTH_RANGE 0
#define GL_DEPTH_WRITEMASK 0
#define GL_DEPTH_COMPONENT 0
/* Lighting constants */
#define GL_LIGHTING 0x0b50
#define GL_LIGHT0 0x0010 /* capability bit */
#define GL_LIGHT1 0x0000
#define GL_LIGHT2 0x0000
#define GL_LIGHT3 0x0000
#define GL_LIGHT4 0x0000
#define GL_LIGHT5 0x0000
#define GL_LIGHT6 0x0000
#define GL_LIGHT7 0x0000
#define GL_AMBIENT 0x1200
#define GL_DIFFUSE 0x1201
#define GL_SPECULAR 0
#define GL_SHININESS 0
#define GL_EMISSION 0
#define GL_POSITION 0x1203
#define GL_SHADE_MODEL 0x0b54
#define GL_FLAT 0x1d00
#define GL_SMOOTH 0x1d01
/* 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 */
#define GL_FOG_HINT 0x0C54
#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_DONT_CARE 0x1100
#define GL_FASTEST 0x1101
#define GL_NICEST 0x1102
/* Misc bitfield things; we don't really use these either */
#define GL_COLOR_BUFFER_BIT 0
#define GL_DEPTH_BUFFER_BIT 0
/* Blending: not sure how we'll use these yet; the PVR supports a few
of these so we'll want to eventually */
#define GL_BLEND 0x0002 /* capability bit */
#define GL_BLEND_SRC 2
#define GL_BLEND_DST 3
#define GL_ZERO 0
#define GL_ONE 1
#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 unsupported */
/* Misc texture constants */
#define GL_TEXTURE_2D 0x0001 /* capability bit */
#define GL_KOS_AUTO_UV 0x8000 /* capability bit */
#define GL_TEXTURE_WRAP_S 0x2802
#define GL_TEXTURE_WRAP_T 0x2803
#define GL_TEXTURE_MIN_FILTER 1
#define GL_TEXTURE_MAG_FILTER 1
#define GL_TEXTURE_FILTER GL_TEXTURE_MIN_FILTER
#define GL_FILTER_NONE 0
#define GL_FILTER_BILINEAR 1
#define GL_REPEAT 0x2901
#define GL_CLAMP 0x2900
/* Texture Environment */
#define GL_TEXTURE_ENV_MODE 0x2200
#define GL_REPLACE 0
#define GL_MODULATE 1
#define GL_DECAL 2
#define GL_MODULATEALPHA 3
/* Texture format definitions (yes, these vary from real GL) */
#define GL_ARGB1555 (PVR_TXRFMT_ARGB1555 | PVR_TXRFMT_NONTWIDDLED)
#define GL_RGB565 (PVR_TXRFMT_RGB565 | PVR_TXRFMT_NONTWIDDLED)
#define GL_ARGB4444 (PVR_TXRFMT_ARGB4444 | PVR_TXRFMT_NONTWIDDLED)
#define GL_YUV422 (PVR_TXRFMT_YUV422 | PVR_TXRFMT_NONTWIDDLED)
#define GL_BUMP (PVR_TXRFMT_BUMP | PVR_TXRFMT_NONTWIDDLED)
#define GL_ARGB1555_TWID PVR_TXRFMT_ARGB1555
#define GL_RGB565_TWID PVR_TXRFMT_RGB565
#define GL_ARGB4444_TWID PVR_TXRFMT_ARGB4444
#define GL_YUV422_TWID PVR_TXRFMT_YUV422
#define GL_BUMP_TWID PVR_TXRFMT_BUMP
#define GL_VQ_ENABLE PVR_TXRFMT_VQ_ENABLE
/* KOS-specific defines */
#define GL_LIST_NONE 0x00
#define GL_LIST_FIRST 0x01
#define GL_LIST_OPAQUE_POLY 0x01 /* PVR2 modes */
#define GL_LIST_OPAQUE_MOD 0x02
#define GL_LIST_TRANS_POLY 0x04
#define GL_LIST_TRANS_MOD 0x08
#define GL_LIST_PUNCHTHRU 0x10
#define GL_LIST_END 0x20 /* no more lists */
#define GL_LIST_COUNT 5
/* KOS-DCPVR-Modifier-specific '?primatives?'*/
#define GL_KOS_MODIFIER_OTHER_POLY PVR_MODIFIER_OTHER_POLY
#define GL_KOS_MODIFIER_FIRST_POLY PVR_MODIFIER_FIRST_POLY
#define GL_KOS_MODIFIER_LAST_POLY PVR_MODIFIER_LAST_POLY
/* Applied to primatives that will be affected by modifier volumes
or cheap shadows */
#define GL_KOS_MODIFIER 0x2000 /* capability bit */
#define GL_KOS_CHEAP_SHADOW 0x1000 /* capability bit */
/* KOS near Z-CLIPPING */
#define GL_KOS_NEARZ_CLIPPING 0x0020 /* capability bit */
/* KOS-specific APIs */
int glKosInit(); /* Call before using GL */
void glKosShutdown(); /* Call after finishing with it */
void glKosGetScreenSize(GLfloat *x, GLfloat *y); /* Get screen size */
void glKosBeginFrame(); /* Begin frame sequence */
void glKosFinishFrame(); /* Finish frame sequence */
void glKosFinishList(); /* Finish with the current list */
void glKosMatrixIdent(); /* Set the DC's matrix regs to an identity */
void glKosMatrixApply(GLenum mode); /* Apply one of the GL matrices to the DC's matrix regs */
void glKosMatrixDirty(); /* Set matrix regs as dirtied */
void glKosPolyHdrDirty(); /* Set poly header context as dirtied */
void glKosPolyHdrSend(); /* Send the current KGL poly header */
/* Miscellaneous APIs */
void glClearColor(GLclampf red,
GLclampf green,
GLclampf blue,
GLclampf alpha);
void glClear(GLbitfield mask);
void glEnable(GLenum cap);
void glDisable(GLenum cap);
void glFrontFace(GLenum mode);
void glCullFace(GLenum mode);
void glFlush();
void glHint(GLenum target, GLenum mode);
void glPointSize(GLfloat size);
const GLubyte *glGetString(GLenum name);
void glGetFloatv(GLenum pname, GLfloat *param);
/* Blending functions */
void glBlendFunc(GLenum sfactor, GLenum dfactor);
/* Depth buffer (non-functional, just stubs) */
void glClearDepth(GLclampd depth);
void glDepthMask(GLboolean flag);
void glDepthFunc(GLenum func);
/* Transformation */
void glMatrixMode(GLenum mode);
void glFrustum(GLfloat left, GLfloat right,
GLfloat bottom, GLfloat top,
GLfloat znear, GLfloat zfar);
void glOrtho(GLfloat left, GLfloat right,
GLfloat bottom, GLfloat top,
GLfloat znear, GLfloat zfar);
void glDepthRange(GLclampf n, GLclampf f);
void glViewport(GLint x, GLint y,
GLsizei width, GLsizei height);
void glPushMatrix(void);
void glPopMatrix(void);
void glLoadIdentity(void);
void glLoadMatrixf(const GLfloat *m);
void glLoadTransposeMatrixf(const GLfloat *m);
void glMultMatrixf(const GLfloat *m);
void glMultTransposeMatrixf(const GLfloat *m);
void glRotatef(GLfloat angle,
GLfloat x, GLfloat y, GLfloat z);
void glScalef(GLfloat x, GLfloat y, GLfloat z);
void glTranslatef(GLfloat x, GLfloat y, GLfloat z);
/* Display lists */
/* (need to complete) */
/* Drawing functions */
void glBegin(GLenum mode);
void glEnd(void);
void glVertex2f(GLfloat x, GLfloat y);
void glVertex3f(GLfloat x, GLfloat y, GLfloat z);
void glVertex3fv(GLfloat *v);
void glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz);
void glColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha);
void glColor3f(GLfloat red, GLfloat green, GLfloat blue);
void glColor3fv(GLfloat *v);
void glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
void glColor4fv(GLfloat *v);
void glTexCoord2f(GLfloat s, GLfloat t);
void glTexCoord2fv(GLfloat *v);
void glScissor(GLint x, GLint y, GLsizei width, GLsizei height);
/* Texture API */
void glGenTextures(GLsizei n, GLuint *textures);
void glDeleteTextures(GLsizei n, const GLuint *textures);
void glBindTexture(GLenum target, GLuint texture);
void glTexImage2D(GLenum target, GLint level,
GLint internalFormat,
GLsizei width, GLsizei height,
GLint border, GLenum format, GLenum type,
const GLvoid *pixels);
void glKosTex2D(GLint internal_fmt, GLsizei width, GLsizei height,
pvr_ptr_t txr_address);
void glTexEnvi(GLenum target, GLenum pname, GLint param);
void glTexParameteri(GLenum target, GLenum pname, GLint param);
/* Lighting */
void glShadeModel(GLenum mode);
/* Fog */
void glFogf( GLenum pname, GLfloat param );
void glFogi( GLenum pname, GLint param );
void glFogfv( GLenum pname, const GLfloat *params );
void glFogiv( GLenum pname, const GLint *params );
/* Modifier Volumes - currently non-functional */
void glKosModBegin(GLenum mode);
void glKosModEnd(void);
void glKosModVolume9f(GLfloat ax, GLfloat ay, GLfloat az,
GLfloat bx, GLfloat by, GLfloat bz,
GLfloat cx, GLfloat cy, GLfloat cz);
__END_DECLS
#endif /* __GL_GL_H */