/* $Id$ */ /* * $Log$ * Revision 1.4 2008/07/27 16:10:37 ehofman * * * - remove the SG_GLxxxx_H #defines, since OSG provides its own versions * - this exposed a bizarre issue on Mac where dragging in in * extensions.hxx was pulling in all of Carbon to the global namespace * - very scary. As a result, I now need to explicitly include CoreFoundation * in fg_init.cxx. * - change SG_USING_STD(x) to using std::x * * Issues: * * - the logic for X11 and Win32 in RenderTexture and extensions is tortured, * please see if you agree I got all the ifdefs correct. * * Revision 1.3 2006/02/21 10:47:21 ehofman * Back out the previous patch. * * Revision 1.2 2004/11/18 19:10:34 curt * Abstract out location of gl.h, glut.h, and glu.h includes so that we can * make the Mac platform happy since they put these in a different place compared * to the rest of the world. * * Revision 1.1.1.1 2002/09/07 02:58:19 curt * Initial revsion of Simgear-0.3.0 * * Revision 1.1 2001/06/26 15:19:39 curt * Added tr.cxx / tr.h, Brian Paul's LGPL'd tiled rendering support libs for * rendering ultra high res "tiled" screen shots. * * Revision 1.5 1997/07/21 17:34:07 brianp * added tile borders, incremented version to 1.1 * * Revision 1.4 1997/07/21 15:47:35 brianp * renamed all "near" and "far" variables * * Revision 1.3 1997/04/26 21:23:25 brianp * added trRasterPos3f function * * Revision 1.2 1997/04/19 23:26:10 brianp * many API changes * * Revision 1.1 1997/04/18 21:53:05 brianp * Initial revision * */ /* * Tiled Rendering library * Version 1.1 * Copyright (C) Brian Paul * * * This library allows one to render arbitrarily large images with OpenGL. * The basic idea is to break the image into tiles which are rendered one * at a time. The tiles are assembled together to form the final, large * image. Tiles and images can be of any size. * * Basic usage: * * 1. Allocate a tile rendering context: * TRcontext t = trNew(); * * 2. Specify the final image buffer and tile size: * GLubyte image[W][H][4] * trImageSize(t, W, H); * trImageBuffer(t, GL_RGBA, GL_UNSIGNED_BYTE, (GLubyte *) image); * * 3. Setup your projection: * trFrustum(t, left, right, bottom top, near, far); * or * trOrtho(t, left, right, bottom top, near, far); * or * trPerspective(t, fovy, aspect, near, far); * * 4. Render the tiles: * do { * trBeginTile(t); * DrawMyScene(); * } while (trEndTile(t)); * * You provide the DrawMyScene() function which calls glClear() and * draws all your stuff. * * 5. The image array is now complete. Display it, write it to a file, etc. * * 6. Delete the tile rendering context when finished: * trDelete(t); * */ #ifndef TR_H #define TR_H #include #include //#ifdef __cplusplus //extern "C" { //#endif #define TR_VERSION "1.1" #define TR_MAJOR_VERSION 1 #define TR_MINOR_VERSION 1 typedef struct _TRctx TRcontext; typedef enum { TR_TILE_WIDTH = 100, TR_TILE_HEIGHT, TR_TILE_BORDER, TR_IMAGE_WIDTH, TR_IMAGE_HEIGHT, TR_ROWS, TR_COLUMNS, TR_CURRENT_ROW, TR_CURRENT_COLUMN, TR_CURRENT_TILE_WIDTH, TR_CURRENT_TILE_HEIGHT, TR_ROW_ORDER, TR_TOP_TO_BOTTOM, TR_BOTTOM_TO_TOP, TR_LEFT, TR_RIGHT, TR_BOTTOM, TR_TOP, TR_NEAR, TR_FAR } TRenum; extern TRcontext *trNew(void); extern void trDelete(TRcontext *tr); extern void trTileSize(TRcontext *tr, GLint width, GLint height, GLint border); extern void trTileBuffer(TRcontext *tr, GLenum format, GLenum type, GLvoid *image); extern void trImageSize(TRcontext *tr, GLint width, GLint height); extern void trImageBuffer(TRcontext *tr, GLenum format, GLenum type, GLvoid *image); extern void trRowOrder(TRcontext *tr, TRenum order); extern GLint trGet(TRcontext *tr, TRenum param); extern GLdouble trGetD(TRcontext *tr, TRenum param); extern void trOrtho(TRcontext *tr, GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); extern void trFrustum(TRcontext *tr, GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); extern void trPerspective(TRcontext *tr, GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar ); extern void trBeginTile(TRcontext *tr); extern int trEndTile(TRcontext *tr); extern void trRasterPos3f(TRcontext *tr, GLfloat x, GLfloat y, GLfloat z); //#ifdef __cplusplus //} //#endif #endif