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* \brief Main header file for AllegroGL
*/
#ifndef _allegrogl_included_alleggl_h
#define _allegrogl_included_alleggl_h
#include <allegro.h>
#ifdef ALLEGRO_WINDOWS
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN_defined
#endif /* WIN32_LEAN_AND_MEAN */
#ifdef ALLEGRO_DMC
typedef int32_t INT32;
typedef __int64 INT64;
#endif
#include <winalleg.h>
#ifdef WIN32_LEAN_AND_MEAN_defined
#undef WIN32_LEAN_AND_MEAN_defined
#undef WIN32_LEAN_AND_MEAN
#endif /* WIN32_LEAN_AND_MEAN_defined */
#endif /* ALLEGRO_WINDOWS */
#if (defined ALLEGRO_GL_DYNAMIC) && (defined ALLEGRO_WINDOWS)
#ifdef ALLEGRO_GL_SRC_BUILD
#define _AGL_DLL __declspec(dllexport)
#else
#define _AGL_DLL __declspec(dllimport)
#endif /* ALLEGRO_GL_SRC_BUILD */
#else
#define _AGL_DLL
#endif /* (defined ALLEGRO_GL_DYNAMIC) && (defined ALLEGRO_WINDOWS) */
#define AGL_VAR(type, name) extern _AGL_DLL type name
#if (defined ALLEGRO_GL_DYNAMIC) && (defined ALLEGRO_WINDOWS)
#define AGL_FUNC(type, name, args) extern _AGL_DLL type __cdecl name args
#else
#define AGL_FUNC(type, name, args) extern type name args
#endif /* (defined ALLEGRO_GL_DYNAMIC) && (defined ALLEGRO_WINDOWS) */
#ifdef ALLEGRO_MACOSX
#include <OpenGL/OpenGL.h>
#include <OpenGL/gl.h>
#include <OpenGL/glext.h>
#ifndef GL_GLEXT_PROTOTYPES
#define GL_GLEXT_PROTOTYPES
#endif
#else /* ALLEGRO_MACOSX */
/* HACK: Prevent both Mesa and SGI's broken headers from screwing us */
#define __glext_h_
#define __glxext_h_
#include <GL/gl.h>
#undef __glext_h_
#undef __glxext_h_
#endif /* ALLEGRO_MACOSX */
#include "allegrogl/gl_ext.h"
#ifdef ALLEGRO_WITH_XWINDOWS
#if (ALLEGRO_SUB_VERSION == 2) && (ALLEGRO_WIP_VERSION < 2)
# ifndef HAVE_LIBPTHREAD
# error AllegroGL requires Allegro to have pthread support enabled!
# endif
#else
# ifndef ALLEGRO_HAVE_LIBPTHREAD
# error AllegroGL requires Allegro to have pthread support enabled!
# endif
#endif
#include "allegrogl/alleggl_config.h"
#endif
/** \defgroup version Version information
* \{ */
/** \name Version Information
* \{ */
#define AGL_VERSION 0 ///< Major version number
#define AGL_SUB_VERSION 4 ///< Minor version number
#define AGL_WIP_VERSION 4 ///< Work-In-Progress version number
#define AGL_VERSION_STR "0.4.4" ///< Version description string
/** \} */
/** \} */
/* Version Check */
#if (ALLEGRO_VERSION < 4 || (ALLEGRO_VERSION == 4 && ALLEGRO_SUB_VERSION < 2))
#error AllegroGL requires Allegro 4.2.0 or later to compile!
#endif
#ifndef GL_VERSION_1_1
#error AllegroGL requires OpenGL 1.1 libraries or later to compile!
#endif
#ifdef __cplusplus
extern "C" {
#endif
#ifdef ALLEGRO_WINDOWS
/* Missing #defines from Mingw */
#ifndef PFD_SWAP_LAYER_BUFFERS
#define PFD_SWAP_LAYER_BUFFERS 0x00000800
#endif
#ifndef PFD_GENERIC_ACCELERATED
#define PFD_GENERIC_ACCELERATED 0x00001000
#endif
#ifndef PFD_SUPPORT_DIRECTDRAW
#define PFD_SUPPORT_DIRECTDRAW 0x00002000
#endif
#ifndef CDS_FULLSCREEN
#define CDS_FULLSCREEN 0x00000004
#endif
#ifndef ENUM_CURRENT_SETTINGS
#define ENUM_CURRENT_SETTINGS ((DWORD)-1)
#endif
#endif
#define AGL_ERROR_SIZE 256
AGL_VAR(char, allegro_gl_error[AGL_ERROR_SIZE]);
/** \defgroup core Core routines
* Basic AllegroGL functions. These functions allow you to initialize
* AllegroGL, set up a rendering context via set_gfx_mode(), and allow
* access to regular OpenGL functions.
*
*/
/** \name Core Functions
* \{
*/
AGL_FUNC(int, install_allegro_gl, (void));
AGL_FUNC(void, remove_allegro_gl, (void));
AGL_FUNC(void, allegro_gl_flip, (void));
AGL_FUNC(float, allegro_gl_opengl_version, (void));
/** \ingroup core
* Backward compatibility \#define for programs written
* prior to AGL 0.0.22.
* It isn't defined as anything meaningful, so you don't
* need to put them in your program.
*
* \see allegro_gl_end()
*/
#define allegro_gl_begin() ;
/** \ingroup core
* Backward compatibility \#define for programs written
* prior to AGL 0.0.22.
* It isn't defined as anything meaningful, so you don't
* need to put them in your program.
*
* \see allegro_gl_begin()
*/
#define allegro_gl_end() ;
/** \} */
/** \addtogroup settings
* \{ */
/** \name Frame Buffer Settings
* \{ */
/** Use Allegro-compatible framebuffer
* \deprecated This define is ignored.
*/
#define AGL_ALLEGRO_FORMAT 0x00000001
/** Select the red depth of the frame buffer. This defines the number of
* bits for the red component you'd like. The driver may or may not find
* a suitable mode
*/
#define AGL_RED_DEPTH 0x00000002
/** Select the green depth of the frame buffer. This defines the number of
* bits for the green component you'd like. The driver may or may not find
* a suitable mode
*/
#define AGL_GREEN_DEPTH 0x00000004
/** Select the blue depth of the frame buffer. This defines the number of
* bits for the blue component you'd like. The driver may or may not find
* a suitable mode
*/
#define AGL_BLUE_DEPTH 0x00000008
/** Select the alpha depth of the frame buffer. This defines the number of
* bits for the alpha component you'd like. Not many video cards support
* destination alpha, so be aware that the you may not get an alpha depth
* at all.
*/
#define AGL_ALPHA_DEPTH 0x00000010
/** Specify the total color depth of the frame buffer. The driver is free to
* select any combination of red, green, blue and alpha bits.
*/
#define AGL_COLOR_DEPTH 0x00000020
/** Select the red depth of the accumulator buffer. This defines the number
* of bits to use for the red component. The driver may or may not find a
* suitable mode. Note that on many video cards, the accumulator buffer is
* not accelerated.
*/
#define AGL_ACC_RED_DEPTH 0x00000040
/** Select the green depth of the accumulator buffer. This defines the number
* of bits to use for the green component. The driver may or may not find a
* suitable mode. Note that on many video cards, the accumulator buffer is
* not accelerated.
*/
#define AGL_ACC_GREEN_DEPTH 0x00000080
/** Select the blue depth of the accumulator buffer. This defines the number
* of bits to use for the blue component. The driver may or may not find a
* suitable mode. Note that on many video cards, the accumulator buffer is
* not accelerated.
*/
#define AGL_ACC_BLUE_DEPTH 0x00000100
/** Select the alpha depth of the accumulator buffer. This defines the number
* of bits to use for the alpha component. The driver may or may not find a
* suitable mode. Note that on many video cards, the accumulator buffer is
* not accelerated. Not many cards support destination alpha either.
*/
#define AGL_ACC_ALPHA_DEPTH 0x00000200
/** Creates a backbuffer if set. The buffering mode may be double buffering
* or page flipping, depending on the driver settings. OpenGL programs cannot
* chose the buffering mode themselves.
*/
#define AGL_DOUBLEBUFFER 0x00000400
/** Creates seperate left/right buffers for stereo display. Stereo display
* is used with special hardware (tipically glasses) for giving the illusion
* of depth by drawing the left and right buffers with a slight horizontal
* displacement. This makes the display appear to heavily flicker without
* the special hardware.
* Set to TRUE for enabling stereo viewing.
*/
#define AGL_STEREO 0x00000800
/** Creates additional auxiliary buffers. This allows you to have more than
* one rendering context. Few video cards support this feature.
*/
#define AGL_AUX_BUFFERS 0x00001000
/** Select the depth of the z-buffer. The z-buffer is used to properly
* display polygons in 3D without recurring to sorting. The higher the
* depth of the z-buffer, the more precise it is.
*/
#define AGL_Z_DEPTH 0x00002000
/** Select the depth of the stencil buffer. The stencil buffer is used to
* to do per-pixel testing (like the z-buffer), but of an arbitrary
* pattern instead of depth. Please see the OpenGL documentation for details.
* Newer cards support stenciling in hardware, but older cards (TNT2s,
* Voodoos, ATI Rage) do not.
*/
#define AGL_STENCIL_DEPTH 0x00004000
/** Requests a placement of the window to a specified pixel location.
* The driver may or may not honnor the request.
*/
#define AGL_WINDOW_X 0x00008000
/** Same as AGL_WINDOW_X, but for the y-axis.
*/
#define AGL_WINDOW_Y 0x00010000
/** Set it if you'd like AllegroGL to pay special attention on whether
* hardware acceleration is present or not. Notice however this
* isn't a guarentee that the OpenGL operations will be accelerated, but
* rather a request that the operations go through the video card's
* drivers instead of Microsoft's software renderer. The video card
* driver is free to drop back to software mode if it deems it necessary.
* This setting has no effect in X.
*/
#define AGL_RENDERMETHOD 0x00020000
/** Set if you'd like a full screen mode. Full screen may or may not be
* available on the current platform.
*/
#define AGL_FULLSCREEN 0x00040000
/** Set if you'd like a windowed mode. Windowed modes may or may not be
* available on the current platform.
*/
#define AGL_WINDOWED 0x00080000
/** Define AllegroGL's policy relative to video memory usage.
* Sometimes AllegroGL needs to create an internal 256x256 texture in order to
* perform graphics operations like masked_blit, draw_sprite and so on.
* This parameter defines the policy of AllegroGL relative to the management
* of this texture.
* Several options are available :
* - AGL_RELEASE : internal texture is released in order to free video memory.
* - AGL_KEEP : internal texture is kept in video memory. This option generally
* accelerate graphics operations when allegro_gl_set_allegro_mode() and
* allegro_gl_unset_allegro_mode() are often called.
* System with few video memory should use AGL_RELEASE while others should use
* AGL_KEEP since it allows the internal texture to be created once.
* Default value is AGL_KEEP.
*
*/
#define AGL_VIDEO_MEMORY_POLICY 0x00100000
/** Define multisample parameters
* Some OpenGL ICDs expose an extension called GL_ARB_multisample which
* provides a mechanism to anti-alias all GL primitives: points, lines,
* polygons, bitmaps and pixel rectangles.
*
* In order to get an AllegroGL mode which supports multisample, you have to
* set both #AGL_SAMPLE_BUFFERS to 1 and #AGL_SAMPLES to the number of desired
* samples for multisampling.
*
* Notice however that since this feature relies on several extensions
* (GL_ARB_multisample and GLX_ARB_multisample or WGL_ARB_multisample),
* it isn't guaranteed that AllegroGL will find a graphics mode that supports
* multisample : many not-so-old video cards, like the GeForce 2, do not
* support multisampling
*
* Hence, if you want your app to be able to run on most platforms, you
* should not require this parameter.
*
* Set this value to 1 to enable multisampling.
*
* \see AGL_SAMPLES
*/
#define AGL_SAMPLE_BUFFERS 0x00200000
/** Define multisample samples
* Set this value to the number of samples that can be accepted in the
* multisample buffers.
*
* \see AGL_SAMPLE_BUFFERS
*/
#define AGL_SAMPLES 0x00400000
/** \} */
/** Floating-point Color buffer.
*/
#define AGL_FLOAT_COLOR 0x00800000
/** Floating-point Depth buffer.
*/
#define AGL_FLOAT_Z 0x01000000
/* XXX <rohannessian> I'm reserving 2 bits here for later expansion. DO NOT USE
* without consulting me first.
*/
#define AGL_CONFIG_RESRVED 0xA000000
/** \name Mode selection priority options
* \{ */
#define AGL_DONTCARE 0 ///< Ignore these settings
#define AGL_SUGGEST -1 ///< Prefer the assigned values for these settings
#define AGL_REQUIRE -2 ///< Reject other values for these settings
/** \} */
/** \name Video memory policy options
* \{ */
#define AGL_KEEP 1 ///< Keep internal texture in video memory
#define AGL_RELEASE 2 ///< Release video memory occupied by internal texture
/** \} */
/** \name Mode selection functions
* \{ */
AGL_FUNC(void, allegro_gl_clear_settings, (void));
AGL_FUNC(void, allegro_gl_set, (int option, int value));
AGL_FUNC(int, allegro_gl_get, (int option));
AGL_FUNC(void, allegro_gl_save_settings, (void));
AGL_FUNC(void, allegro_gl_load_settings, (void));
/** \} */
/** \} */
/** \defgroup gfxdrv Graphics drivers
*
* Use set_gfx_mode to select an OpenGL mode as normal, but using e.g.
* GFX_OPENGL as the driver. The virtual width and height are ignored.
* To set the colour depth, use allegro_gl_set (AGL_COLOR_DEPTH, xxx).
* However if the color depth is not set by allegro_gl_set(), AllegroGL
* will refer to the value set by the last call to set_color_depth().
*
* Allegro modes are still available. Use of GFX_AUTODETECT or
* GFX_AUTODETECT_WINDOWED will select Allegro modes, and not OpenGL modes.
*/
#if defined DOXYGEN /* Is this a documentation scan? */
/** \ingroup gfxdrv
* \name Graphics drivers
* \{
*/
/** Windowed OpenGL graphics driver for Allegro */
# define GFX_OPENGL_WINDOWED
/** Fullscreen OpenGL graphics driver for Allegro */
# define GFX_OPENGL_FULLSCREEN
/** Non-specific OpenGL graphics driver for Allegro */
#define GFX_OPENGL
/** \}
*/
#else
#if defined ALLEGROGL_GENERIC_DRIVER
/* Allegro is able to determine at run-time if windowed or fullscreen modes
are available */
#define GFX_OPENGL_WINDOWED AL_ID('O','G','L','W')
#define GFX_OPENGL_FULLSCREEN AL_ID('O','G','L','F')
#else
#if defined _WIN32
/* Windows always supports fullscreen */
#define GFX_OPENGL_WINDOWED AL_ID('O','G','L','W')
#define GFX_OPENGL_FULLSCREEN AL_ID('O','G','L','F')
#elif defined ALLEGRO_WITH_XWINDOWS
/* X always supports fullscreen */
#define GFX_OPENGL_WINDOWED AL_ID('O','G','L','W')
#define GFX_OPENGL_FULLSCREEN AL_ID('O','G','L','F')
#elif defined ALLEGRO_MACOSX
/* MacOS X always supports fullscreen */
#define GFX_OPENGL_WINDOWED AL_ID('O','G','L','W')
#define GFX_OPENGL_FULLSCREEN AL_ID('O','G','L','F')
#else
#warning Unknown or unsupported platform.
#endif
#endif
#define GFX_OPENGL AL_ID('O','G','L','D')
#endif
/* Declare graphics driver objects */
extern GFX_DRIVER gfx_allegro_gl_default;
#ifdef GFX_OPENGL_WINDOWED
extern GFX_DRIVER gfx_allegro_gl_windowed;
#endif
#ifdef GFX_OPENGL_FULLSCREEN
extern GFX_DRIVER gfx_allegro_gl_fullscreen;
#endif
/** \defgroup bitmap Bitmap Routines
* AllegroGL provides a function to set color depth for video
* bitmaps.
*/
/** \{ */
/** \name Video Bitmap Rountines
* \{ */
AGL_FUNC(GLint, allegro_gl_set_video_bitmap_color_depth, (int bpp));
/** \} */
/** \} */
/** \defgroup texture Texture Routines
* AllegroGL provides functions to allow using Allegro BITMAP objects to
* be used as OpenGL textures.
*/
/** \{ */
/** \name Texture routines
* \{ */
AGL_FUNC(int, allegro_gl_use_mipmapping, (int enable));
AGL_FUNC(int, allegro_gl_use_alpha_channel, (int enable));
AGL_FUNC(int, allegro_gl_flip_texture, (int enable));
AGL_FUNC(int, allegro_gl_check_texture, (BITMAP *bmp));
AGL_FUNC(int, allegro_gl_check_texture_ex, (int flags, BITMAP *bmp,
GLint internal_format));
AGL_FUNC(GLint, allegro_gl_get_texture_format, (BITMAP *bmp));
AGL_FUNC(GLint, allegro_gl_set_texture_format, (GLint format));
AGL_FUNC(GLenum, allegro_gl_get_bitmap_type, (BITMAP *bmp));
AGL_FUNC(GLenum, allegro_gl_get_bitmap_color_format, (BITMAP *bmp));
AGL_FUNC(GLuint, allegro_gl_make_texture, (BITMAP *bmp));
AGL_FUNC(GLuint, allegro_gl_make_masked_texture, (BITMAP *bmp));
AGL_FUNC(GLuint, allegro_gl_make_texture_ex,(int flags, BITMAP *bmp,
GLint internal_format));
/** AllegroGL will generate mipmaps for this texture.
*/
#define AGL_TEXTURE_MIPMAP 0x01
/** Tell AllegroGL that the bitmap had an alpha channel, so it should be
* preserved when generating the texture.
*/
#define AGL_TEXTURE_HAS_ALPHA 0x02
/** Flip the texture on the x-axis. OpenGL uses the bottom-left corner of
* the texture as (0,0), so if you need your texture to be flipped to make
* (0,0) the top-left corner, you need to use this flag.
*/
#define AGL_TEXTURE_FLIP 0x04
/** Generate an alpha channel for this texture, based on the Allegro mask color.
* Make sure the target format supports an alpha channel.
*/
#define AGL_TEXTURE_MASKED 0x08
/** Tell AllegroGL to allow rescaling of the bitmap. By default, AllegroGL
* will not rescale the bitmap to fit into a texture. You can override this
* behavior by using this flag.
*/
#define AGL_TEXTURE_RESCALE 0x10
/** Tell AllegroGL that the specified BITMAP is an 8-bpp alpha-only BITMAP.
*/
#define AGL_TEXTURE_ALPHA_ONLY 0x20
/** \} */
/** \} */
/** \addtogroup allegro Allegro Interfacing
*
* \{ */
/** \name Allegro Interfacing routines
* \{ */
AGL_FUNC(void, allegro_gl_set_allegro_mode, (void));
AGL_FUNC(void, allegro_gl_unset_allegro_mode, (void));
AGL_FUNC(void, allegro_gl_set_projection, (void));
AGL_FUNC(void, allegro_gl_unset_projection, (void));
/** \} */
/** \} */
/** \defgroup math Math conversion routines
* Routines to convert between OpenGL and Allegro math types
*/
/** \{ */
/** \name Matrix conversion routines
* \{ */
AGL_FUNC(void, allegro_gl_MATRIX_to_GLfloat, (MATRIX *m, GLfloat gl[16]));
AGL_FUNC(void, allegro_gl_MATRIX_to_GLdouble, (MATRIX *m, GLdouble gl[16]));
AGL_FUNC(void, allegro_gl_MATRIX_f_to_GLfloat, (MATRIX_f *m, GLfloat gl[16]));
AGL_FUNC(void, allegro_gl_MATRIX_f_to_GLdouble, (MATRIX_f *m, GLdouble gl[16]));
AGL_FUNC(void, allegro_gl_GLfloat_to_MATRIX, (GLfloat gl[16], MATRIX *m));
AGL_FUNC(void, allegro_gl_GLdouble_to_MATRIX, (GLdouble gl[16], MATRIX *m));
AGL_FUNC(void, allegro_gl_GLfloat_to_MATRIX_f, (GLfloat gl[16], MATRIX_f *m));
AGL_FUNC(void, allegro_gl_GLdouble_to_MATRIX_f, (GLdouble gl[16], MATRIX_f *m));
/** \} */
/** \name Quaternion conversion routines
* \{ */
AGL_FUNC(void, allegro_gl_apply_quat, (QUAT *q));
AGL_FUNC(void, allegro_gl_quat_to_glrotatef, (QUAT *q, float *angle,
float *x, float *y, float *z));
AGL_FUNC(void, allegro_gl_quat_to_glrotated, (QUAT *q, double *angle,
double *x, double *y, double *z));
/** \} */
/** \} */
/** \defgroup Text Text drawing and fonts.
*
* AllegroGL now provides mechanisms for converting Allegro FONTs to
* a format which is more usable in OpenGL. You can also load system
* fonts (such as Arial and Courrier) and draw using those.
* Allegro FONTs should still work if you use textout, textprintf, etc
* on them. However, converted Allegro FONTs will not work with these
* functions. You will have to use AllegroGL functions to work with
* AllegroGL FONTs.
*
* \{ */
/** \name Text Drawing and Font conversion
* \{
*/
/* These define the supported font types */
/** Indicates that you don't really care how a font will be converted.
* AGL will pick the best format for you.
*/
#define AGL_FONT_TYPE_DONT_CARE -1
/** Indicates that you want fonts to be converted to a bitmap format.
* Bitmaps are used to represent characters with one bit per pixel,
* and are usually very slow to draw, as they stall the 3D pipeline.
* Note that you can't scale, rotate or place text with a z coordinate
* if you use this style.
* A display list will be created.
*
* \sa allegro_gl_convert_allegro_font(), allegro_gl_printf()
*/
#define AGL_FONT_TYPE_BITMAP 0
/** Indicates that you want fonts to be converted to an outline format.
* Outlined mode is a vector-style font. Characters are represented by a
* set of polygons and lines. This style of fonts is fast to draw, and can
* be scaled, rotated, etc, since they are just vectors.
* A display list will be created.
*
* \deprecated Non-textured fonts will be dropped from AllegroGL.
*
* \sa allegro_gl_convert_allegro_font(), allegro_gl_printf()
*/
#define AGL_FONT_TYPE_OUTLINE 1
/** Indicates that you want fonts to be converted to a texture format.
* Each character is represented by a textured quad. The texture is
* common for all characters of the same font, and it will automatically be
* uploaded to the video card when needed. Drawing text with this
* type of font is the fastest since only two triangles are needed per
* character. Textured text can also be scaled and rotated.
* A display list will be created.
*
* \sa allegro_gl_convert_allegro_font(), allegro_gl_printf()
*/
#define AGL_FONT_TYPE_TEXTURED 2
/* These defines the font styles for system generated fonts */
/** Creates a font with bold characters. System fonts only.
*
* \deprecated Non-textured fonts will be dropped from AllegroGL
*/
#define AGL_FONT_STYLE_BOLD 1
/** Creates a font with black (strong bold) characters. System fonts only.
* \deprecated Non-textured fonts will be dropped from AllegroGL.
*/
#define AGL_FONT_STYLE_BLACK 2
/** Creates a font with italicized characters. System fonts only.
* \deprecated Non-textured fonts will be dropped from AllegroGL.
*/
#define AGL_FONT_STYLE_ITALIC 4
/** Creates a font with underlined characters. System fonts only.
* \deprecated Non-textured fonts will be dropped from AllegroGL.
*/
#define AGL_FONT_STYLE_UNDERLINE 8
/** Creates a font with striked out characters. System fonts only.
* \deprecated Non-textured fonts will be dropped from AllegroGL.
*/
#define AGL_FONT_STYLE_STRIKEOUT 16
/** Creates a font with anti-aliased characters. System fonts only.
* Anti-aliasing may not be available, and no error will be reported
* if such is the case.
* \deprecated Non-textured fonts will be dropped from AllegroGL.
*/
#define AGL_FONT_STYLE_ANTI_ALIASED 32
/** Font generation mode. System fonts only.
* Indicates that you want outline system fonts to be generated using polygons.
* \deprecated Non-textured fonts will be dropped from AllegroGL.
*
* \sa allegro_gl_load_system_font(), allegro_gl_load_system_font_ex()
*/
#define AGL_FONT_POLYGONS 1
/** Font generation mode. System fonts only.
* Indicates that you want outline system fonts to be generated using lines.
* \deprecated Non-textured fonts will be dropped from AllegroGL.
*
* \sa allegro_gl_load_system_font(), allegro_gl_load_system_font_ex()
*/
#define AGL_FONT_LINES 2
AGL_FUNC(int, allegro_gl_printf, (AL_CONST FONT *f, float x, float y, float z,
int color, AL_CONST char *format, ...));
AGL_FUNC(int, allegro_gl_printf_ex, (AL_CONST FONT *f, float x, float y, float z,
AL_CONST char *format, ...));
AGL_FUNC(FONT*, allegro_gl_convert_allegro_font, (FONT *f, int type, float scale));
AGL_FUNC(FONT*, allegro_gl_convert_allegro_font_ex, (FONT *f, int type, float scale,
GLint format));
AGL_FUNC(void, allegro_gl_set_font_generation_mode, (int mode));
AGL_FUNC(FONT*, allegro_gl_load_system_font, (char *name, int style, int w, int h));
AGL_FUNC(FONT*, allegro_gl_load_system_font_ex, (char *name, int type, int style,
int w, int h, float depth, int start, int end));
AGL_FUNC(void, allegro_gl_destroy_font, (FONT *f));
AGL_FUNC(size_t, allegro_gl_list_font_textures, (FONT *f, GLuint *ids, size_t max_num_id));
/** \} */
/** \} */
/** \defgroup extensions OpenGL Extensions
* Management of the OpenGL extensions mechanism.
* AllegroGL provides two ways to access OpenGL extensions: It's native
* extension library and some versatile portable routines.
*
* If you want to get more control on extensions or if you want to use an
* extension that is not supported by AllegroGL then you can use the
* routines : allegro_gl_is_extension_supported() and
* allegro_gl_get_proc_address(). They provide a way to determine if an
* extension is available and to get its address. These routines are available
* on every platforms that AllegroGL supports
*
*/
/** \{ */
/** \name OpenGL Extensions Management Functions
* \{
*/
#if defined DOXYGEN /* Is this a documentation scan? */
/** OpenGL extensions handlers helper.
* Defines a function pointer type. This macro is almost equivalent to a
* \b typedef. It is intended to hide some platform-specific machinery in
* order to keep code portable.
*
* \sa allegro_gl_get_proc_address()
*/
#define AGL_DEFINE_PROC_TYPE
#else
AGL_FUNC(int, allegro_gl_is_extension_supported, (const char *));
AGL_FUNC(void*, allegro_gl_get_proc_address, (const char *));
#if defined ALLEGRO_WINDOWS
#define AGL_DEFINE_PROC_TYPE(type, name, args) \
typedef type (APIENTRY * name) args;
#else
#define AGL_DEFINE_PROC_TYPE(type, name, args) \
typedef type (*name) args;
#endif
#endif
/** \} */
/** \} */
/** \defgroup gui Allegro-compatible GUI routines
* AllegroGL GUI wrappers.
* Due to several specificities of OpenGL, some of the Allegro's GUI routines
* can not be used "as is". Indeed they are not designed to natively support
* double-buffered graphics mode. Hence AllegroGL provides wrapper routines
* of do_dialog, alert and so on...
*
* AllegroGL GUI routines internally call allegro_gl_set_allegro_mode() and its
* counterpart allegro_gl_unset_allegro_mode(). So the default drawing mode in
* the GUI routines is the "2D Allegro mode" and functions like line() or
* rect() can safely be called.
*
* Additionnaly AllegroGL provides a new GUI object d_algl_viewport_proc()
* which allows to have a 3D viewport that can safely coexist with other
* "classical" 2D GUI objects : no need to call allegro_gl_set_allegro_mode()
* or to save the current state of OpenGL.
*/
/** \{ */
AGL_FUNC(int, algl_do_dialog, (DIALOG *dialog, int focus_obj));
AGL_FUNC(int, algl_popup_dialog, (DIALOG *dialog, int focus_obj));
AGL_FUNC(void, algl_draw_mouse, (void));
AGL_FUNC(void, algl_set_mouse_drawer, (void (*user_draw_mouse)(void)));
AGL_FUNC(int, algl_alert, (AL_CONST char *s1, AL_CONST char *s2, AL_CONST char *s3,
AL_CONST char *b1, AL_CONST char *b2, int c1, int c2));
AGL_FUNC(int, algl_alert3, (AL_CONST char *s1, AL_CONST char *s2, AL_CONST char *s3,
AL_CONST char *b1, AL_CONST char *b2, AL_CONST char *b3,
int c1, int c2, int c3));
AGL_FUNC(int, d_algl_viewport_proc, (int msg, DIALOG *d, int c));
/** \} */
#ifdef __cplusplus
}
#endif
/* Fixes to MS's (or SGI?) broken GL headers */
#ifdef GL_VERSION_1_1
#ifndef GL_TEXTURE_BINDING_2D
#ifdef GL_TEXTURE_2D_BINDING
#define GL_TEXTURE_BINDING_2D GL_TEXTURE_2D_BINDING
#endif
#else
#ifdef GL_TEXTURE_BINDING_2D
#define GL_TEXTURE_2D_BINDING GL_TEXTURE_BINDING_2D
#endif
#endif
#ifndef GL_TEXTURE_BINDING_2D
#warning "GL_TEXTURE_BINDING_2D or GL_TEXTURE_2D_BINDING isn't defined by your"
#warning "OpenGL headers. Make sure you have a genuine set of headers for"
#warning "OpenGL 1.1 (or greater)"
#endif
#endif
#endif
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