celestia/src/celengine/glcontext.h

74 lines
1.9 KiB
C++

// glcontext.h
//
// Copyright (C) 2003, Chris Laurel <claurel@shatters.net>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
#ifndef _CELENGINE_GLCONTEXT_H_
#define _CELENGINE_GLCONTEXT_H_
#include <celengine/vertexprog.h>
#include <celengine/fragmentprog.h>
#include <vector>
#include <string>
class GLContext
{
public:
GLContext();
virtual ~GLContext();
enum GLRenderPath
{
GLPath_Basic = 0,
GLPath_Multitexture = 1,
GLPath_NvCombiner = 2,
GLPath_DOT3_ARBVP = 3,
GLPath_NvCombiner_NvVP = 4,
GLPath_NvCombiner_ARBVP = 5,
GLPath_ARBFP_ARBVP = 6,
GLPath_NV30 = 7,
GLPath_GLSL = 8,
};
enum VertexPath
{
VPath_Basic = 0,
VPath_NV = 1,
VPath_ARB = 2,
};
void init(const std::vector<std::string>& ignoreExt);
GLRenderPath getRenderPath() const { return renderPath; };
bool setRenderPath(GLRenderPath);
bool renderPathSupported(GLRenderPath) const;
GLRenderPath nextRenderPath();
bool extensionSupported(const std::string&) const;
int getMaxTextures() const { return maxSimultaneousTextures; };
bool hasMultitexture() const { return renderPath >= GLPath_Multitexture; };
bool bumpMappingSupported() const;
VertexPath getVertexPath() const;
VertexProcessor* getVertexProcessor() const;
FragmentProcessor* getFragmentProcessor() const;
private:
GLRenderPath renderPath;
VertexPath vertexPath;
VertexProcessor* vertexProc;
FragmentProcessor* fragmentProc;
int maxSimultaneousTextures;
std::vector<std::string> extensions;
};
#endif // _CELENGINE_GLCONTEXT_H_