mesa/include/GL/uglmesa.h

323 lines
10 KiB
C

/* uglmesa.h - Public header UGL/Mesa */
/* Copyright (C) 2001 by Wind River Systems, Inc */
/*
* Mesa 3-D graphics library
* Version: 3.5
*
* The MIT License
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
/*
* Author:
* Stephane Raimbault <stephane.raimbault@windriver.com>
*/
#ifndef UGLMESA_H
#define UGLMESA_H
#ifdef __cplusplus
extern "C" {
#endif
#define UGL_MESA_MAJOR_VERSION 1
#define UGL_MESA_MINOR_VERSION 0
#include <GL/gl.h>
#include <ugl/ugl.h>
/*
* Values for display mode of uglMesaCreateContext ()
*/
#define UGL_MESA_SINGLE 0x00
#define UGL_MESA_DOUBLE 0x01
#define UGL_MESA_DOUBLE_SW 0x02
#define UGL_MESA_DOUBLE_HW 0x03
#define UGL_MESA_FULLSCREEN_WIDTH 0x0
#define UGL_MESA_FULLSCREEN_HEIGHT 0x0
/*
* Pixel format
*/
#define UGL_MESA_ARGB8888 0x01
#define UGL_MESA_RGB565 0x02
#define UGL_MESA_RGB888 0x03
#define UGL_MESA_ARGB4444 0x04
#define UGL_MESA_CI 0x05
#define UGL_MESA_DITHER_RGB 0x10
/*
* uglMesaPixelStore() parameters:
*/
#define UGL_MESA_ROW_LENGTH 0x10
#define UGL_MESA_Y_UP 0x11
/*
* Accepted by uglMesaGetIntegerv:
*/
#define UGL_MESA_LEFT_X 0x18
#define UGL_MESA_TOP_Y 0x19
#define UGL_MESA_WIDTH 0x20
#define UGL_MESA_HEIGHT 0x21
#define UGL_MESA_DISPLAY_WIDTH 0x22
#define UGL_MESA_DISPLAY_HEIGHT 0x23
#define UGL_MESA_COLOR_FORMAT 0x24
#define UGL_MESA_COLOR_MODEL 0x25
#define UGL_MESA_PIXEL_FORMAT 0x26
#define UGL_MESA_TYPE 0x27
#define UGL_MESA_RGB 0x28
#define UGL_MESA_COLOR_INDEXED 0x29
/*
* typedefs
*/
typedef struct uglMesaContext * UGL_MESA_CONTEXT;
/*
* Create an Mesa/UGL rendering context. The attributes needed are
* double buffer flag and a context sharelist.
*
* It's necessary to first call this function before use uglMakeCurrentContext.
* This function provides neither stencil nor accumulation buffer only
* a depth buffer to reduce memory footprint.
*
* Input: db_mode - UGL_MESA_SINGLE = single buffer mode
* UGL_MESA_DOUBLE = double buffer mode (HW fallback -> SW)
* UGL_MESA_DOUBLE_SW = double buffer software
* UGL_MESA_DOUBLE_HW = double buffer hardware
* share_list - specifies another UGL_MESA_CONTEXT with which to share
* display lists. NULL indicates no sharing.
*
* Return: a UGL_MESA_CONTEXT, or zero if error
*/
UGL_MESA_CONTEXT uglMesaCreateNewContext (GLenum db_mode,
UGL_MESA_CONTEXT share_list);
/*
* Create an UGL/Mesa rendering context and specify desired
* size of depth buffer, stencil buffer and accumulation buffer.
* If you specify zero for depth_bits, stencil_bits,
* accum_[red|gren|blue]_bits, you can save some memory.
*
* INPUT: db_mode - double buffer mode
* depth_bits - depth buffer size
* stencil_bits - stencil buffer size
* accum_red_bits - accumulation red buffer size
* accum_green_bits - accumulation green buffer size
* accum_blue_bits -accumulation blue buffer size
* accum_alpha_bits -accumulation alpha buffer size
* share_list - specifies another UGL_MESA_CONTEXT with which to share
* display lists. NULL indicates no sharing.
*/
UGL_MESA_CONTEXT uglMesaCreateNewContextExt (GLenum db_flag,
GLint depth_bits,
GLint stencil_bits,
GLint accum_red_bits,
GLint accum_green_bits,
GLint accum_blue_bits,
GLint accum_alpha_bits,
UGL_MESA_CONTEXT share_list);
/*
* Bind an UGL_MESA_CONTEXT to an image buffer. The image buffer is
* just a block of memory which the client provides. Its size must be
* at least as large as width*height*sizeof(type). Its address should
* be a multiple of 4 if using RGBA mode.
*
* Image data is stored in the order of glDrawPixels: row-major order
* with the lower-left image pixel stored in the first array position
* (ie. bottom-to-top).
*
* Since the only type initially supported is GL_UNSIGNED_BYTE, if the
* context is in RGBA mode, each pixel will be stored as a 4-byte RGBA
* value. If the context is in color indexed mode, each pixel will be
* stored as a 1-byte value.
*
* If the context's viewport hasn't been initialized yet, it will now be
* initialized to (0, 0, width, height).
*
* Input: umc - a rendering context
* left, top - coordinates in pixels of (left,top) pixel
* (0,0) in fullscreen mode.
* width, height - size of image buffer in pixels, at least 1
* else fullscreen dimensions are used (UGL_MESA_DISPLAY_WIDTH
* and UGL_MESA_DISPLAY_HEIGHT).
*
* Return: GL_TRUE if success, GL_FALSE if error because of invalid umc,
* width<1, height<1, width>internal limit or height>internal limit.
*/
GLboolean uglMesaMakeCurrentContext (UGL_MESA_CONTEXT umc,
GLsizei left, GLsizei top,
GLsizei width, GLsizei height);
/*
* Move an OpenGL window by a delta value
*
* Input: dx, dy - delta values in pixels
*
* Return: GL_TRUE if success, GL_FALSE if error because of invalid
* coordinates.
*/
GLboolean uglMesaMoveWindow (GLsizei dx, GLsizei dy);
/*
* Move an OpenGL window to an absolute position
*
* Input: left, top - new coordinates in pixels
*
* Return: GL_TRUE if success, GL_FALSE if error because of invalid
* coordinates.
*/
GLboolean uglMesaMoveToWindow (GLsizei left, GLsizei top);
/*
* Resize an OpenGL window by a delta value
*
* Input: dw, dh - delta values in pixels
*
* Return: GL_TRUE if success, GL_FALSE if error because of invalid
* coordinates.
*/
GLboolean uglMesaResizeWindow (GLsizei dw, GLsizei dh);
/*
* Resize an OpenGL window to an absolute size
*
* Input: width, height - new dimensions in pixels
*
* Return: GL_TRUE if success, GL_FALSE if error because of invalid
* coordinates.
*/
GLboolean uglMesaResizeToWindow (GLsizei width, GLsizei height);
/*
* Destroy the current UGL/Mesa rendering context
*
*/
void uglMesaDestroyContext (void);
/*
* Return the current UGL/Mesa context
*
* Return: a UGL/Mesa context, or NULL if error
*
*/
UGL_MESA_CONTEXT uglMesaGetCurrentContext (void);
/*
* Swap front and back buffers in double buffering mode. This
* function is a no-op if there's no back buffer. In case of software
* double buffering a copy occurs from off-screen buffer to front
* buffer. Works faster with an hardware support.
*/
void uglMesaSwapBuffers (void);
/*
* Set pixel store/packing parameters for the current context. This
* is similar to glPixelStore. UGL uses Y coordinates increase
* downward.
*
* Input: pname - UGL_MESA_ROW_LENGTH
* zero, same as image width (default).
* value specify actual pixels per row in image buffer
* UGL_MESA_Y_UP:
* zero = Y coordinates increase downward (default)
* non-zero = Y coordinates increase upward
* value - value for the parameter pname
*/
void uglMesaPixelStore (GLint pname, GLint value);
/*
* Return an integer value like glGetIntegerv.
*
* Input: pname - UGL_MESA_LEFT_X return the x axis value
* of the most left pixel
* UGL_MESA_TOP_Y return the y axis value
* of the topper pixel
* UGL_MESA_WIDTH return current image width
* UGL_MESA_HEIGHT return current image height
* UGL_MESA_COLOR_FORMAT return image color format
* UGL_MESA_COLOR_MODEL return image color model
* UGL_MESA_PIXEL_FORMAT return pixel format
* UGL_MESA_ROW_LENGTH return row length in pixels
* UGL_MESA_RGB return true if RGB
* UGL_MESA_COLOR_INDEXED return true if color indexed
* value - pointer to integer in which to return result.
*/
void uglMesaGetIntegerv (GLint pname, GLint *value);
/*
* Return the depth buffer associated with an UGL/Mesa context.
*
* Output: width, height - size of buffer in pixels
* bytesPerValue - bytes per depth value (2 or 4)
* buffer - pointer to depth buffer values
* Return: GL_TRUE or GL_FALSE to indicate success or failure.
*
*/
GLboolean uglMesaGetDepthBuffer (GLint *width, GLint *height,
GLint *bytesPerValue, void **buffer);
/*
* Return the color buffer associated with an UGL/Mesa context.
* Input: c - the UGL/Mesa context
* Output: width, height - size of buffer in pixels
* format - buffer format (UGLMESA_FORMAT)
* buffer - pointer to color buffer values
* Return: GL_TRUE or GL_FALSE to indicate success or failure.
*
*/
GLboolean uglMesaGetColorBuffer (GLint *width, GLint *height,
GLint *format, void **buffer);
/*
* Color allocation in indexed mode.
* This function does nothing in RGB mode.
*
* Input: index - Value for the current color index
* red - Red component (between 0 and 1)
* green - Green component (between 0 and 1)
* blue - Blue component (between 0 and 1)
*
* Return: GL_TRUE if success, or GL_FALSE if index<0 or * clutSize<index,
* red, green and blue are not between 0.0 and 1.0.
*
*/
GLboolean uglMesaSetColor (GLubyte index, GLfloat red,
GLfloat green, GLfloat blue);
#ifdef __cplusplus
}
#endif
#endif