85 lines
3.1 KiB
C++
85 lines
3.1 KiB
C++
/*************************************************************************/
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/* rasterizer_version.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#pragma once
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//#define GLES_OVER_GL
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//#define GODOT_3
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#define GODOT_4
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#ifdef GODOT_4
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// visual server becomes rendering server
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#define GD_VS RS
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#define GD_RD RenderingDevice
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//#define GD_COMMAND_LINE CommandPrimitive
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#else
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//class ContextGL_Windows {
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// HDC hDC;
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// HGLRC hRC;
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// unsigned int pixel_format;
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// HWND hWnd;
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// bool opengl_3_context;
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// bool use_vsync;
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#define GD_VS VS
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// no rendering device in 3.2?
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#define GD_RD VS
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//public:
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// void release_current();
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// void make_current();
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// int get_window_width();
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// int get_window_height();
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// void swap_buffers();
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// Error initialize();
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// void set_use_vsync(bool p_use);
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// bool is_using_vsync() const;
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// ContextGL_Windows(HWND hwnd, bool p_opengl_3_context);
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// ~ContextGL_Windows();
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//};
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//#endif
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//#define GD_COMMAND_LINE CommandLine
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#define GD_TYPE_LINE TYPE_LINE
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#define GD_TYPE_POLYLINE TYPE_POLYLINE
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#define GD_TYPE_POLYGON TYPE_POLYGON
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#define GD_TYPE_CIRCLE TYPE_CIRCLE
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#endif
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