/* -*-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. */ #ifndef OSG_GL #define OSG_GL 1 #include #ifndef WIN32 // Required for compatibility with glext.h sytle function definitions of // OpenGL extensions, such as in src/osg/Point.cpp. #ifndef APIENTRY #define APIENTRY #endif #else // WIN32 #if defined(__CYGWIN__) || defined(__MINGW32__) #ifndef APIENTRY #define GLUT_APIENTRY_DEFINED #define APIENTRY __stdcall #endif // XXX This is from Win32's #ifndef CALLBACK #define CALLBACK __stdcall #endif #else // ! __CYGWIN__ // Under Windows avoid including // to avoid name space pollution, but Win32's // needs APIENTRY and WINGDIAPI defined properly. // XXX This is from Win32's #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 #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 and #ifndef WINGDIAPI #define GLUT_WINGDIAPI_DEFINED #define DECLSPEC_IMPORT __declspec(dllimport) #define WINGDIAPI DECLSPEC_IMPORT #endif // XXX This is from Win32's #if !defined(_WCHAR_T_DEFINED) && !(defined(__GNUC__)&&((__GNUC__ == 3)||(__GNUC__ == 4))) typedef unsigned short wchar_t; #define _WCHAR_T_DEFINED #endif #endif // WIN32 #if defined(OSG_GLES1_AVAILABLE) #include #elif defined(OSG_GLES2_AVAILABLE) #include #elif defined(OSG_GL3_AVAILABLE) #define GL3_PROTOTYPES 1 #include #else #ifndef __gl_h_ #ifdef __APPLE__ #include #else #include #endif #endif #endif #ifdef OSG_GL_MATRICES_AVAILABLE inline void glLoadMatrix(const float* mat) { glLoadMatrixf(static_cast(mat)); } inline void glMultMatrix(const float* mat) { glMultMatrixf(static_cast(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(mat)); } inline void glMultMatrix(const double* mat) { glMultMatrixd(static_cast(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) || defined(OSG_GL3_AVAILABLE) #define GL_POLYGON 0x0009 #define GL_QUADS 0x0007 #define GL_QUAD_STRIP 0x0008 #endif #if defined(OSG_GL3_AVAILABLE) #define GL_LUMINANCE 0x1909 #define GL_LUMINANCE_ALPHA 0x190A #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]); } #endif #endif // __osgGL_h