Show GLStateExtension.h syntax highlighted
////////////////////////////////////////////////////////////////////////////////
// Scorched3D (c) 2000-2003
//
// This file is part of Scorched3D.
//
// Scorched3D 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.
//
// Scorched3D is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with Scorched3D; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
////////////////////////////////////////////////////////////////////////////////
#if !defined(__INCLUDE_GLStateExtensionh_INCLUDE__)
#define __INCLUDE_GLStateExtensionh_INCLUDE__
#include <GLEXT/GLState.h>
class GLStateExtension
{
public:
static void setup(); // Setup and check for each extension
// Use VBO
static bool hasVBO() { return hasVBO_; }
// Use MultiTex
static bool hasMultiTex() { return hasMultiTex_; }
// Use framebuffers
static bool hasFBO() { return hasFBO_; }
// Use tex sub image extension?
static bool getNoTexSubImage() { return noTexSubImage_; }
// Use cube map extension?
static bool hasCubeMap() { return hasCubeMap_; }
// Use sphere map extension?
static bool hasSphereMap() { return hasSphereMap_; }
// Use hardware mipmap extension?
static bool hasHardwareMipmaps() { return hasHardwareMipmaps_; }
// Use env combine
static bool hasEnvCombine() { return envCombine_; }
// How many texture units
static int getTextureUnits() { return textureUnits_; }
// Use FrameBuffer extension
static bool hasHardwareShadows() { return hasHardwareShadows_; }
// Use glBlendColorEXT
static bool hasBlendColor() { return hasBlendColor_; }
// Use shaders
static bool hasShaders() { return hasShaders_; }
protected:
static bool envCombine_;
static bool multiTexDisabled_;
static bool hasVBO_;
static bool hasFBO_;
static bool hasShaders_;
static int textureUnits_;
static bool hasCubeMap_;
static bool hasSphereMap_;
static bool hasHardwareMipmaps_;
static bool noTexSubImage_;
static bool hasHardwareShadows_;
static bool hasBlendColor_;
static bool hasMultiTex_;
private:
GLStateExtension();
~GLStateExtension();
};
#endif
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