/usr/include/alleggl.h is in liballeggl4-dev 2:4.4.2-10.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 | /** \file alleggl.h
* \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
|