gl_common.h
来自「君正早期ucos系统(只有早期的才不没有打包成库),MPLAYER,文件系统,图」· C头文件 代码 · 共 332 行
H
332 行
#ifndef GL_COMMON_H#define GL_COMMON_H#include "mp_msg.h"#include "config.h"#include <GL/gl.h>#include "video_out.h"#ifdef GL_WIN32#include <windows.h>#include <GL/glext.h>#include "w32_common.h"#else#include <X11/Xlib.h>#include <GL/glx.h>#include "x11_common.h"#endif// workaround for some gl.h headers#ifndef APIENTRY#ifdef GLAPIENTRY#define APIENTRY GLAPIENTRY#elif defined(GL_WIN32)#define APIENTRY __stdcall#else#define APIENTRY#endif#endif/** * \defgroup glextdefines OpenGL extension defines * * conditionally define all extension defines used. * vendor specific extensions should be marked as such * (e.g. _NV), _ARB is not used to ease readability. * \{ */#ifndef GL_REGISTER_COMBINERS_NV#define GL_REGISTER_COMBINERS_NV 0x8522#endif#ifndef GL_MAX_GENERAL_COMBINERS_NV#define GL_MAX_GENERAL_COMBINERS_NV 0x854D#endif#ifndef GL_NUM_GENERAL_COMBINERS_NV#define GL_NUM_GENERAL_COMBINERS_NV 0x854E#endif#ifndef GL_CONSTANT_COLOR0_NV#define GL_CONSTANT_COLOR0_NV 0x852A#endif#ifndef GL_CONSTANT_COLOR1_NV#define GL_CONSTANT_COLOR1_NV 0x852B#endif#ifndef GL_COMBINER0_NV#define GL_COMBINER0_NV 0x8550#endif#ifndef GL_COMBINER1_NV#define GL_COMBINER1_NV 0x8551#endif#ifndef GL_VARIABLE_A_NV#define GL_VARIABLE_A_NV 0x8523#endif#ifndef GL_VARIABLE_B_NV#define GL_VARIABLE_B_NV 0x8524#endif#ifndef GL_VARIABLE_C_NV#define GL_VARIABLE_C_NV 0x8525#endif#ifndef GL_VARIABLE_D_NV#define GL_VARIABLE_D_NV 0x8526#endif#ifndef GL_UNSIGNED_INVERT_NV#define GL_UNSIGNED_INVERT_NV 0x8537#endif#ifndef GL_HALF_BIAS_NORMAL_NV#define GL_HALF_BIAS_NORMAL_NV 0x853A#endif#ifndef GL_SIGNED_IDENTITY_NV#define GL_SIGNED_IDENTITY_NV 0x853C#endif#ifndef GL_SCALE_BY_FOUR_NV#define GL_SCALE_BY_FOUR_NV 0x853F#endif#ifndef GL_DISCARD_NV#define GL_DISCARD_NV 0x8530#endif#ifndef GL_SPARE0_NV#define GL_SPARE0_NV 0x852E#endif#ifndef GL_FRAGMENT_SHADER_ATI#define GL_FRAGMENT_SHADER_ATI 0x8920#endif#ifndef GL_NUM_FRAGMENT_REGISTERS_ATI#define GL_NUM_FRAGMENT_REGISTERS_ATI 0x896E#endif#ifndef GL_REG_0_ATI#define GL_REG_0_ATI 0x8921#endif#ifndef GL_REG_1_ATI#define GL_REG_1_ATI 0x8922#endif#ifndef GL_REG_2_ATI#define GL_REG_2_ATI 0x8923#endif#ifndef GL_CON_0_ATI#define GL_CON_0_ATI 0x8941#endif#ifndef GL_CON_1_ATI#define GL_CON_1_ATI 0x8942#endif#ifndef GL_ADD_ATI#define GL_ADD_ATI 0x8963#endif#ifndef GL_MUL_ATI#define GL_MUL_ATI 0x8964#endif#ifndef GL_MAD_ATI#define GL_MAD_ATI 0x8968#endif#ifndef GL_SWIZZLE_STR_ATI#define GL_SWIZZLE_STR_ATI 0x8976#endif#ifndef GL_4X_BIT_ATI#define GL_4X_BIT_ATI 2#endif#ifndef GL_BIAS_BIT_ATI#define GL_BIAS_BIT_ATI 8#endif#ifndef GL_MAX_TEXTURE_UNITS#define GL_MAX_TEXTURE_UNITS 0x84E2#endif#ifndef GL_TEXTURE0#define GL_TEXTURE0 0x84C0#endif#ifndef GL_TEXTURE1#define GL_TEXTURE1 0x84C1#endif#ifndef GL_TEXTURE2#define GL_TEXTURE2 0x84C2#endif#ifndef GL_TEXTURE3#define GL_TEXTURE3 0x84C3#endif#ifndef GL_TEXTURE_RECTANGLE#define GL_TEXTURE_RECTANGLE 0x84F5#endif#ifndef GL_PIXEL_UNPACK_BUFFER#define GL_PIXEL_UNPACK_BUFFER 0x88EC#endif#ifndef GL_STREAM_DRAW#define GL_STREAM_DRAW 0x88E0#endif#ifndef GL_DYNAMIC_DRAW#define GL_DYNAMIC_DRAW 0x88E8#endif#ifndef GL_WRITE_ONLY#define GL_WRITE_ONLY 0x88B9#endif#ifndef GL_BGR#define GL_BGR 0x80E0#endif#ifndef GL_BGRA#define GL_BGRA 0x80E1#endif#ifndef GL_UNSIGNED_BYTE_3_3_2#define GL_UNSIGNED_BYTE_3_3_2 0x8032#endif#ifndef GL_UNSIGNED_BYTE_2_3_3_REV#define GL_UNSIGNED_BYTE_2_3_3_REV 0x8362#endif#ifndef GL_UNSIGNED_SHORT_5_6_5#define GL_UNSIGNED_SHORT_5_6_5 0x8363#endif#ifndef GL_UNSIGNED_SHORT_5_6_5_REV#define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364#endif#ifndef GL_UNSIGNED_SHORT_5_5_5_1#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034#endif#ifndef GL_UNSIGNED_SHORT_1_5_5_5_REV#define GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366#endif#ifndef GL_RGB32F#define GL_RGB32F 0x8815#endif#ifndef GL_FLOAT_RGB32_NV#define GL_FLOAT_RGB32_NV 0x8889#endif#ifndef GL_FRAGMENT_PROGRAM#define GL_FRAGMENT_PROGRAM 0x8804#endif#ifndef GL_PROGRAM_FORMAT_ASCII#define GL_PROGRAM_FORMAT_ASCII 0x8875#endif#ifndef GL_PROGRAM_ERROR_POSITION#define GL_PROGRAM_ERROR_POSITION 0x864B#endif#ifndef GL_PROGRAM_ERROR_STRING#define GL_PROGRAM_ERROR_STRING 0x8874#endif/** \} */ // end of glextdefines groupvoid glAdjustAlignment(int stride);const char *glValName(GLint value);int glFindFormat(uint32_t format, int *bpp, GLint *gl_texfmt, GLenum *gl_format, GLenum *gl_type);int glFmt2bpp(GLenum format, GLenum type);void glCreateClearTex(GLenum target, GLenum fmt, GLint filter, int w, int h, unsigned char val);int glCreatePPMTex(GLenum target, GLenum fmt, GLint filter, FILE *f, int *width, int *height, int *maxval);void glUploadTex(GLenum target, GLenum format, GLenum type, const void *dataptr, int stride, int x, int y, int w, int h, int slice);void glDrawTex(GLfloat x, GLfloat y, GLfloat w, GLfloat h, GLfloat tx, GLfloat ty, GLfloat tw, GLfloat th, int sx, int sy, int rect_tex, int is_yv12, int flip);int loadGPUProgram(GLenum target, char *prog);/** \addtogroup glconversion * \{ *///! do not use YUV conversion, this should always stay 0#define YUV_CONVERSION_NONE 0//! use nVidia specific register combiners for YUV conversion#define YUV_CONVERSION_COMBINERS 1//! use a fragment program for YUV conversion#define YUV_CONVERSION_FRAGMENT 2//! use a fragment program for YUV conversion with gamma using POW#define YUV_CONVERSION_FRAGMENT_POW 3//! use a fragment program with additional table lookup for YUV conversion#define YUV_CONVERSION_FRAGMENT_LOOKUP 4//! use ATI specific register combiners ("fragment program")#define YUV_CONVERSION_COMBINERS_ATI 5//! use a fragment program with 3D table lookup for YUV conversion#define YUV_CONVERSION_FRAGMENT_LOOKUP3D 6//! use normal bilinear scaling for textures#define YUV_SCALER_BILIN 0//! use higher quality bicubic scaling for textures#define YUV_SCALER_BICUB 1//! use cubic scaling in X and normal linear scaling in Y direction#define YUV_SCALER_BICUB_X 2//! use cubic scaling without additional lookup texture#define YUV_SCALER_BICUB_NOTEX 3//! mask for conversion type#define YUV_CONVERSION_MASK 0xF//! mask for scaler type#define YUV_SCALER_MASK 0xF//! shift value for luminance scaler type#define YUV_LUM_SCALER_SHIFT 8//! shift value for chrominance scaler type#define YUV_CHROM_SCALER_SHIFT 12//! extract conversion out of type#define YUV_CONVERSION(t) (t & YUV_CONVERSION_MASK)//! extract luminance scaler out of type#define YUV_LUM_SCALER(t) ((t >> YUV_LUM_SCALER_SHIFT) & YUV_SCALER_MASK)//! extract chrominance scaler out of type#define YUV_CHROM_SCALER(t) ((t >> YUV_CHROM_SCALER_SHIFT) & YUV_SCALER_MASK)/** \} */void glSetupYUVConversion(GLenum target, int type, float brightness, float contrast, float hue, float saturation, float rgamma, float ggamma, float bgamma, int texw, int texh);void glEnableYUVConversion(GLenum target, int type);void glDisableYUVConversion(GLenum target, int type);/** \addtogroup glcontext * \{ *///! could not set new window, will continue drawing into the old one.#define SET_WINDOW_FAILED -1//! new window is set, could even transfer the OpenGL context.#define SET_WINDOW_OK 0//! new window is set, but the OpenGL context needs to be reinitialized.#define SET_WINDOW_REINIT 1/** \} */#ifdef GL_WIN32#define vo_check_events() vo_w32_check_events()#define vo_fullscreen() vo_w32_fullscreen()#define vo_ontop() vo_w32_ontop()#define vo_uninit() vo_w32_uninit()int setGlWindow(int *vinfo, HGLRC *context, HWND win);void releaseGlContext(int *vinfo, HGLRC *context);#else#define vo_check_events() vo_x11_check_events(mDisplay)#define vo_fullscreen() vo_x11_fullscreen()#define vo_ontop() vo_x11_ontop()#define vo_uninit() vo_x11_uninit()int setGlWindow(XVisualInfo **vinfo, GLXContext *context, Window win);void releaseGlContext(XVisualInfo **vinfo, GLXContext *context);#endifvoid swapGlBuffers(void);extern void (APIENTRY *GenBuffers)(GLsizei, GLuint *);extern void (APIENTRY *DeleteBuffers)(GLsizei, const GLuint *);extern void (APIENTRY *BindBuffer)(GLenum, GLuint);extern GLvoid* (APIENTRY *MapBuffer)(GLenum, GLenum); extern GLboolean (APIENTRY *UnmapBuffer)(GLenum);extern void (APIENTRY *BufferData)(GLenum, intptr_t, const GLvoid *, GLenum);extern void (APIENTRY *CombinerParameterfv)(GLenum, const GLfloat *);extern void (APIENTRY *CombinerParameteri)(GLenum, GLint);extern void (APIENTRY *CombinerInput)(GLenum, GLenum, GLenum, GLenum, GLenum, GLenum);extern void (APIENTRY *CombinerOutput)(GLenum, GLenum, GLenum, GLenum, GLenum, GLenum, GLenum, GLboolean, GLboolean, GLboolean);extern void (APIENTRY *BeginFragmentShader)(void);extern void (APIENTRY *EndFragmentShader)(void);extern void (APIENTRY *SampleMap)(GLuint, GLuint, GLenum);extern void (APIENTRY *ColorFragmentOp2)(GLenum, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint);extern void (APIENTRY *ColorFragmentOp3)(GLenum, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint);extern void (APIENTRY *SetFragmentShaderConstant)(GLuint, const GLfloat *);extern void (APIENTRY *ActiveTexture)(GLenum);extern void (APIENTRY *BindTexture)(GLenum, GLuint);extern void (APIENTRY *MultiTexCoord2f)(GLenum, GLfloat, GLfloat);extern void (APIENTRY *GenPrograms)(GLsizei, GLuint *);extern void (APIENTRY *DeletePrograms)(GLsizei, const GLuint *);extern void (APIENTRY *BindProgram)(GLenum, GLuint);extern void (APIENTRY *ProgramString)(GLenum, GLenum, GLsizei, const GLvoid *);extern void (APIENTRY *ProgramEnvParameter4f)(GLenum, GLuint, GLfloat, GLfloat, GLfloat, GLfloat);extern int (APIENTRY *SwapInterval)(int);extern void (APIENTRY *TexImage3D)(GLenum, GLint, GLenum, GLsizei, GLsizei, GLsizei, GLint, GLenum, GLenum, const GLvoid *);#endif
⌨️ 快捷键说明
复制代码Ctrl + C
搜索代码Ctrl + F
全屏模式F11
增大字号Ctrl + =
减小字号Ctrl + -
显示快捷键?