OpenSceneGraph/include/osg/GL

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
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#ifndef OSG_GL
#define OSG_GL 1
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#include <osg/Config>
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#ifndef WIN32
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// Required for compatibility with glext.h sytle function definitions of
// OpenGL extensions, such as in src/osg/Point.cpp.
#ifndef APIENTRY
#define APIENTRY
#endif
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#else // WIN32
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#if defined(__CYGWIN__) || defined(__MINGW32__)
#ifndef APIENTRY
#define GLUT_APIENTRY_DEFINED
#define APIENTRY __stdcall
#endif
// XXX This is from Win32's <windef.h>
#ifndef CALLBACK
#define CALLBACK __stdcall
#endif
#else // ! __CYGWIN__
// Under Windows avoid including <windows.h>
// to avoid name space pollution, but Win32's <GL/gl.h>
// needs APIENTRY and WINGDIAPI defined properly.
// XXX This is from Win32's <windef.h>
#ifndef APIENTRY
#define GLUT_APIENTRY_DEFINED
#if (_MSC_VER >= 800) || defined(_STDCALL_SUPPORTED)
#define WINAPI __stdcall
#define APIENTRY WINAPI
#else
#define APIENTRY
#endif
#endif
// XXX This is from Win32's <windef.h>
#ifndef CALLBACK
#if (_MSC_VER >= 800) || defined(_STDCALL_SUPPORTED)
#define CALLBACK __stdcall
#else
#define CALLBACK
#endif
#endif
#endif // __CYGWIN__
// XXX This is from Win32's <wingdi.h> and <winnt.h>
#ifndef WINGDIAPI
#define GLUT_WINGDIAPI_DEFINED
#define DECLSPEC_IMPORT __declspec(dllimport)
#define WINGDIAPI DECLSPEC_IMPORT
#endif
// XXX This is from Win32's <ctype.h>
#if !defined(_WCHAR_T_DEFINED) && !(defined(__GNUC__)&&((__GNUC__ == 3)||(__GNUC__ == 4)))
typedef unsigned short wchar_t;
#define _WCHAR_T_DEFINED
#endif
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#endif // WIN32
#if defined(OSG_GLES1_AVAILABLE)
#include <GLES/gl.h>
#elif defined(OSG_GLES2_AVAILABLE)
#include <GLES2/gl2.h>
#else
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#ifndef __gl_h_
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#ifdef __APPLE__
#include <OpenGL/gl.h>
#else
#include <GL/gl.h>
#endif
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#endif
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#endif
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#ifdef OSG_GL_MATRICES_AVAILABLE
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inline void glLoadMatrix(const float* mat) { glLoadMatrixf(static_cast<const GLfloat*>(mat)); }
inline void glMultMatrix(const float* mat) { glMultMatrixf(static_cast<const GLfloat*>(mat)); }
#ifdef OSG_GLES1_AVAILABLE
inline void glLoadMatrix(const double* mat)
{
GLfloat flt_mat[16];
for(unsigned int i=0;i<16;++i) flt_mat[i] = mat[i];
glLoadMatrixf(flt_mat);
}
inline void glMultMatrix(const double* mat)
{
GLfloat flt_mat[16];
for(unsigned int i=0;i<16;++i) flt_mat[i] = mat[i];
glMultMatrixf(flt_mat);
}
#else
inline void glLoadMatrix(const double* mat) { glLoadMatrixd(static_cast<const GLdouble*>(mat)); }
inline void glMultMatrix(const double* mat) { glMultMatrixd(static_cast<const GLdouble*>(mat)); }
#endif
#endif
// add defines for OpenGL targets that don't define them, just to ease compatibility across targets
#ifndef GL_DOUBLE
#define GL_DOUBLE 0x140A
typedef double GLdouble;
#endif
#ifndef GL_INT
#define GL_INT 0x1404
#endif
#ifndef GL_UNSIGNED_INT
#define GL_UNSIGNED_INT 0x1405
#endif
#ifndef GL_NONE
// OpenGL ES1 doesn't provide GL_NONE
#define GL_NONE 0x0
#endif
#if defined(OSG_GLES1_AVAILABLE) || defined(OSG_GLES2_AVAILABLE)
#define GL_POLYGON 0x0009
#define GL_QUADS 0x0007
#define GL_QUAD_STRIP 0x0008
#endif
#ifdef OSG_GLES1_AVAILABLE
inline void glColor4ubv(const GLubyte* c) { glColor4ub(c[0], c[1], c[2], c[3]); }
inline void glColor3fv(const GLfloat* c) { glColor4f(c[0], c[1], c[2], 1.0f); }
inline void glColor4fv(const GLfloat* c) { glColor4f(c[0], c[1], c[2], c[3]); }
inline void glColor3dv(const GLdouble* c) { glColor4f(c[0], c[1], c[2], 1.0f); }
inline void glColor4dv(const GLdouble* c) { glColor4f(c[0], c[1], c[2], c[3]); }
inline void glNormal3bv(const GLbyte* n) { const float div = 1.0f/128.0f; glNormal3f(float(n[0])*div, float(n[1])*div, float(n[3])*div); }
inline void glNormal3sv(const GLshort* n) { const float div = 1.0f/32768.0f; glNormal3f(float(n[0])*div, float(n[1])*div, float(n[3])*div); }
inline void glNormal3fv(const GLfloat* n) { glNormal3f(n[0], n[1], n[3]); }
inline void glNormal3dv(const GLdouble* n) { glNormal3f(n[0], n[1], n[3]); }
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#endif
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#endif // __osgGL_h