godot/drivers/gles_common/rasterizer_version.h

85 lines
3.1 KiB
C++

/*************************************************************************/
/* rasterizer_version.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 HOLDERS 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. */
/*************************************************************************/
#pragma once
//#define GLES_OVER_GL
//#define GODOT_3
#define GODOT_4
#ifdef GODOT_4
// visual server becomes rendering server
#define GD_VS RS
#define GD_RD RenderingDevice
//#define GD_COMMAND_LINE CommandPrimitive
#else
//class ContextGL_Windows {
// HDC hDC;
// HGLRC hRC;
// unsigned int pixel_format;
// HWND hWnd;
// bool opengl_3_context;
// bool use_vsync;
#define GD_VS VS
// no rendering device in 3.2?
#define GD_RD VS
//public:
// void release_current();
// void make_current();
// int get_window_width();
// int get_window_height();
// void swap_buffers();
// Error initialize();
// void set_use_vsync(bool p_use);
// bool is_using_vsync() const;
// ContextGL_Windows(HWND hwnd, bool p_opengl_3_context);
// ~ContextGL_Windows();
//};
//#endif
//#define GD_COMMAND_LINE CommandLine
#define GD_TYPE_LINE TYPE_LINE
#define GD_TYPE_POLYLINE TYPE_POLYLINE
#define GD_TYPE_POLYGON TYPE_POLYGON
#define GD_TYPE_CIRCLE TYPE_CIRCLE
#endif