/* 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 __BEGIN_DECLS #include #include #include #include #include #include #include /* 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 */ GLAPI void APIENTRY glNormalPointer(GLint size, 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); /* Multi-Texture Extensions */ 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 */