Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
// TOGL CODE LICENSE
//
// Copyright 2011-2014 Valve Corporation
// All Rights Reserved.
//
// 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.
//
#ifndef RENDERMECHANISM_H
#define RENDERMECHANISM_H
#if defined(DX_TO_GL_ABSTRACTION)
#undef PROTECTED_THINGS_ENABLE
#include <GL/gl.h>
#include <GL/glext.h>
#include "tier0/basetypes.h"
#include "tier0/platform.h"
#include "togl/linuxwin/glmdebug.h"
#include "togl/linuxwin/glbase.h"
#include "togl/linuxwin/glentrypoints.h"
#include "togl/linuxwin/glmdisplay.h"
#include "togl/linuxwin/glmdisplaydb.h"
#include "togl/linuxwin/glmgrbasics.h"
#include "togl/linuxwin/glmgrext.h"
#include "togl/linuxwin/cglmbuffer.h"
#include "togl/linuxwin/cglmtex.h"
#include "togl/linuxwin/cglmfbo.h"
#include "togl/linuxwin/cglmprogram.h"
#include "togl/linuxwin/cglmquery.h"
#include "togl/linuxwin/glmgr.h"
#include "togl/linuxwin/dxabstract_types.h"
#include "togl/linuxwin/dxabstract.h"
#else
//USE_ACTUAL_DX
#ifdef WIN32
#ifdef _X360
#include "d3d9.h"
#include "d3dx9.h"
#else
#include <windows.h>
#include "../../dx9sdk/include/d3d9.h"
#include "../../dx9sdk/include/d3dx9.h"
#endif
typedef HWND VD3DHWND;
#endif
#define GLMPRINTF(args)
#define GLMPRINTSTR(args)
#define GLMPRINTTEXT(args)
#endif // defined(DX_TO_GL_ABSTRACTION)
#endif // RENDERMECHANISM_H