/*
 *
 * Copyright (c) 2002-2012, NVIDIA Corporation.
 *
 *
 *
 * NVIDIA Corporation("NVIDIA") supplies this software to you in consideration
 * of your agreement to the following terms, and your use, installation,
 * modification or redistribution of this NVIDIA software constitutes
 * acceptance of these terms.  If you do not agree with these terms, please do
 * not use, install, modify or redistribute this NVIDIA software.
 *
 *
 *
 * In consideration of your agreement to abide by the following terms, and
 * subject to these terms, NVIDIA grants you a personal, non-exclusive license,
 * under NVIDIA's copyrights in this original NVIDIA software (the "NVIDIA
 * Software"), to use, reproduce, modify and redistribute the NVIDIA
 * Software, with or without modifications, in source and/or binary forms;
 * provided that if you redistribute the NVIDIA Software, you must retain the
 * copyright notice of NVIDIA, this notice and the following text and
 * disclaimers in all such redistributions of the NVIDIA Software. Neither the
 * name, trademarks, service marks nor logos of NVIDIA Corporation may be used
 * to endorse or promote products derived from the NVIDIA Software without
 * specific prior written permission from NVIDIA.  Except as expressly stated
 * in this notice, no other rights or licenses express or implied, are granted
 * by NVIDIA herein, including but not limited to any patent rights that may be
 * infringed by your derivative works or by other works in which the NVIDIA
 * Software may be incorporated. No hardware is licensed hereunder.
 *
 *
 *
 * THE NVIDIA SOFTWARE IS BEING PROVIDED ON AN "AS IS" BASIS, WITHOUT
 * WARRANTIES OR CONDITIONS OF ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING
 * WITHOUT LIMITATION, WARRANTIES OR CONDITIONS OF TITLE, NON-INFRINGEMENT,
 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, OR ITS USE AND OPERATION
 * EITHER ALONE OR IN COMBINATION WITH OTHER PRODUCTS.
 *
 *
 *
 * IN NO EVENT SHALL NVIDIA BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL,
 * EXEMPLARY, CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, LOST
 * PROFITS; PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
 * PROFITS; OR BUSINESS INTERRUPTION) OR ARISING IN ANY WAY OUT OF THE USE,
 * REPRODUCTION, MODIFICATION AND/OR DISTRIBUTION OF THE NVIDIA SOFTWARE,
 * HOWEVER CAUSED AND WHETHER UNDER THEORY OF CONTRACT, TORT (INCLUDING
 * NEGLIGENCE), STRICT LIABILITY OR OTHERWISE, EVEN IF NVIDIA HAS BEEN ADVISED
 * OF THE POSSIBILITY OF SUCH DAMAGE.
 *
 */

#ifndef _cggl_h
#define _cggl_h

/*************************************************************************/
/*** CGGL Run-Time Library API                                         ***/
/*************************************************************************/

#include "cg.h"

#ifdef _WIN32
# ifndef APIENTRY /* From Win32's <windef.h> */
#  define CGGL_APIENTRY_DEFINED
#  if (_MSC_VER >= 800) || defined(_STDCALL_SUPPORTED) || defined(__BORLANDC__) || defined(__LCC__)
#   define APIENTRY    __stdcall
#  else
#   define APIENTRY
#  endif
# endif
# ifndef WINGDIAPI /* From Win32's <wingdi.h> and <winnt.h> */
#  define CGGL_WINGDIAPI_DEFINED
#  define WINGDIAPI __declspec(dllimport)
# endif
#endif /* _WIN32 */

/* Set up CGGL_API for Win32 dllexport or gcc visibility. */

#ifndef CGGL_API
# ifdef CGGL_EXPORTS
#  ifdef _WIN32
#   define CGGL_API __declspec(dllexport)
#  elif defined(__GNUC__) && __GNUC__>=4
#   define CGGL_API __attribute__ ((visibility("default")))
#  elif defined(__SUNPRO_C) || defined(__SUNPRO_CC)
#   define CGGL_API __global
#  else
#   define CGGL_API
#  endif
# else
#  define CGGL_API
# endif
#endif

#ifndef CGGLENTRY
# ifdef _WIN32
#  define CGGLENTRY __cdecl
# else
#  define CGGLENTRY
# endif
#endif

/* Use CGGL_NO_OPENGL to avoid including OpenGL headers. */

#ifndef CGGL_NO_OPENGL
# ifdef __APPLE__
#  include <OpenGL/gl.h>
# else
#  include <GL/gl.h>
# endif
#endif

/*************************************************************************/
/*** Data types and enumerants                                         ***/
/*************************************************************************/

typedef enum
{
  CG_GL_MATRIX_IDENTITY             = 0,
  CG_GL_MATRIX_TRANSPOSE            = 1,
  CG_GL_MATRIX_INVERSE              = 2,
  CG_GL_MATRIX_INVERSE_TRANSPOSE    = 3,
  CG_GL_MODELVIEW_MATRIX            = 4,
  CG_GL_PROJECTION_MATRIX           = 5,
  CG_GL_TEXTURE_MATRIX              = 6,
  CG_GL_MODELVIEW_PROJECTION_MATRIX = 7,
  CG_GL_VERTEX                      = 8,
  CG_GL_FRAGMENT                    = 9,
  CG_GL_GEOMETRY                    = 10,
  CG_GL_TESSELLATION_CONTROL        = 11,
  CG_GL_TESSELLATION_EVALUATION     = 12
} CGGLenum;

typedef enum
{
  CG_GL_GLSL_DEFAULT = 0,
  CG_GL_GLSL_100     = 1,
  CG_GL_GLSL_110     = 2,
  CG_GL_GLSL_120     = 3
} CGGLglslversion;

#ifdef __cplusplus
extern "C"
{
#endif

/*************************************************************************/
/*** Functions                                                         ***/
/*************************************************************************/

#ifndef CGGL_EXPLICIT

CGGL_API CGbool CGGLENTRY cgGLIsProfileSupported(CGprofile profile);
CGGL_API void CGGLENTRY cgGLEnableProfile(CGprofile profile);
CGGL_API void CGGLENTRY cgGLDisableProfile(CGprofile profile);
CGGL_API CGprofile CGGLENTRY cgGLGetLatestProfile(CGGLenum profile_type);
CGGL_API void CGGLENTRY cgGLSetOptimalOptions(CGprofile profile);
CGGL_API char const ** CGGLENTRY cgGLGetOptimalOptions(CGprofile profile);
CGGL_API void CGGLENTRY cgGLLoadProgram(CGprogram program);
CGGL_API void CGGLENTRY cgGLUnloadProgram(CGprogram program);
CGGL_API CGbool CGGLENTRY cgGLIsProgramLoaded(CGprogram program);
CGGL_API void CGGLENTRY cgGLBindProgram(CGprogram program);
CGGL_API void CGGLENTRY cgGLUnbindProgram(CGprofile profile);
CGGL_API GLuint CGGLENTRY cgGLGetProgramID(CGprogram program);
CGGL_API void CGGLENTRY cgGLSetParameter1f(CGparameter param, float x);
CGGL_API void CGGLENTRY cgGLSetParameter2f(CGparameter param, float x, float y);
CGGL_API void CGGLENTRY cgGLSetParameter3f(CGparameter param, float x, float y, float z);
CGGL_API void CGGLENTRY cgGLSetParameter4f(CGparameter param, float x, float y, float z, float w);
CGGL_API void CGGLENTRY cgGLSetParameter1fv(CGparameter param, const float *v);
CGGL_API void CGGLENTRY cgGLSetParameter2fv(CGparameter param, const float *v);
CGGL_API void CGGLENTRY cgGLSetParameter3fv(CGparameter param, const float *v);
CGGL_API void CGGLENTRY cgGLSetParameter4fv(CGparameter param, const float *v);
CGGL_API void CGGLENTRY cgGLSetParameter1d(CGparameter param, double x);
CGGL_API void CGGLENTRY cgGLSetParameter2d(CGparameter param, double x, double y);
CGGL_API void CGGLENTRY cgGLSetParameter3d(CGparameter param, double x, double y, double z);
CGGL_API void CGGLENTRY cgGLSetParameter4d(CGparameter param, double x, double y, double z, double w);
CGGL_API void CGGLENTRY cgGLSetParameter1dv(CGparameter param, const double *v);
CGGL_API void CGGLENTRY cgGLSetParameter2dv(CGparameter param, const double *v);
CGGL_API void CGGLENTRY cgGLSetParameter3dv(CGparameter param, const double *v);
CGGL_API void CGGLENTRY cgGLSetParameter4dv(CGparameter param, const double *v);
CGGL_API void CGGLENTRY cgGLGetParameter1f(CGparameter param, float *v);
CGGL_API void CGGLENTRY cgGLGetParameter2f(CGparameter param, float *v);
CGGL_API void CGGLENTRY cgGLGetParameter3f(CGparameter param, float *v);
CGGL_API void CGGLENTRY cgGLGetParameter4f(CGparameter param, float *v);
CGGL_API void CGGLENTRY cgGLGetParameter1d(CGparameter param, double *v);
CGGL_API void CGGLENTRY cgGLGetParameter2d(CGparameter param, double *v);
CGGL_API void CGGLENTRY cgGLGetParameter3d(CGparameter param, double *v);
CGGL_API void CGGLENTRY cgGLGetParameter4d(CGparameter param, double *v);
CGGL_API void CGGLENTRY cgGLSetParameterArray1f(CGparameter param, long offset, long nelements, const float *v);
CGGL_API void CGGLENTRY cgGLSetParameterArray2f(CGparameter param, long offset, long nelements, const float *v);
CGGL_API void CGGLENTRY cgGLSetParameterArray3f(CGparameter param, long offset, long nelements, const float *v);
CGGL_API void CGGLENTRY cgGLSetParameterArray4f(CGparameter param, long offset, long nelements, const float *v);
CGGL_API void CGGLENTRY cgGLSetParameterArray1d(CGparameter param, long offset, long nelements, const double *v);
CGGL_API void CGGLENTRY cgGLSetParameterArray2d(CGparameter param, long offset, long nelements, const double *v);
CGGL_API void CGGLENTRY cgGLSetParameterArray3d(CGparameter param, long offset, long nelements, const double *v);
CGGL_API void CGGLENTRY cgGLSetParameterArray4d(CGparameter param, long offset, long nelements, const double *v);
CGGL_API void CGGLENTRY cgGLGetParameterArray1f(CGparameter param, long offset, long nelements, float *v);
CGGL_API void CGGLENTRY cgGLGetParameterArray2f(CGparameter param, long offset, long nelements, float *v);
CGGL_API void CGGLENTRY cgGLGetParameterArray3f(CGparameter param, long offset, long nelements, float *v);
CGGL_API void CGGLENTRY cgGLGetParameterArray4f(CGparameter param, long offset, long nelements, float *v);
CGGL_API void CGGLENTRY cgGLGetParameterArray1d(CGparameter param, long offset, long nelements, double *v);
CGGL_API void CGGLENTRY cgGLGetParameterArray2d(CGparameter param, long offset, long nelements, double *v);
CGGL_API void CGGLENTRY cgGLGetParameterArray3d(CGparameter param, long offset, long nelements, double *v);
CGGL_API void CGGLENTRY cgGLGetParameterArray4d(CGparameter param, long offset, long nelements, double *v);
CGGL_API void CGGLENTRY cgGLSetParameterPointer(CGparameter param, GLint fsize, GLenum type, GLsizei stride, const GLvoid *pointer);
CGGL_API void CGGLENTRY cgGLEnableClientState(CGparameter param);
CGGL_API void CGGLENTRY cgGLDisableClientState(CGparameter param);
CGGL_API void CGGLENTRY cgGLSetMatrixParameterdr(CGparameter param, const double *matrix);
CGGL_API void CGGLENTRY cgGLSetMatrixParameterfr(CGparameter param, const float *matrix);
CGGL_API void CGGLENTRY cgGLSetMatrixParameterdc(CGparameter param, const double *matrix);
CGGL_API void CGGLENTRY cgGLSetMatrixParameterfc(CGparameter param, const float *matrix);
CGGL_API void CGGLENTRY cgGLGetMatrixParameterdr(CGparameter param, double *matrix);
CGGL_API void CGGLENTRY cgGLGetMatrixParameterfr(CGparameter param, float *matrix);
CGGL_API void CGGLENTRY cgGLGetMatrixParameterdc(CGparameter param, double *matrix);
CGGL_API void CGGLENTRY cgGLGetMatrixParameterfc(CGparameter param, float *matrix);
CGGL_API void CGGLENTRY cgGLSetStateMatrixParameter(CGparameter param, CGGLenum matrix, CGGLenum transform);
CGGL_API void CGGLENTRY cgGLSetMatrixParameterArrayfc(CGparameter param, long offset, long nelements, const float *matrices);
CGGL_API void CGGLENTRY cgGLSetMatrixParameterArrayfr(CGparameter param, long offset, long nelements, const float *matrices);
CGGL_API void CGGLENTRY cgGLSetMatrixParameterArraydc(CGparameter param, long offset, long nelements, const double *matrices);
CGGL_API void CGGLENTRY cgGLSetMatrixParameterArraydr(CGparameter param, long offset, long nelements, const double *matrices);
CGGL_API void CGGLENTRY cgGLGetMatrixParameterArrayfc(CGparameter param, long offset, long nelements, float *matrices);
CGGL_API void CGGLENTRY cgGLGetMatrixParameterArrayfr(CGparameter param, long offset, long nelements, float *matrices);
CGGL_API void CGGLENTRY cgGLGetMatrixParameterArraydc(CGparameter param, long offset, long nelements, double *matrices);
CGGL_API void CGGLENTRY cgGLGetMatrixParameterArraydr(CGparameter param, long offset, long nelements, double *matrices);
CGGL_API void CGGLENTRY cgGLSetTextureParameter(CGparameter param, GLuint texobj);
CGGL_API GLuint CGGLENTRY cgGLGetTextureParameter(CGparameter param);
CGGL_API void CGGLENTRY cgGLEnableTextureParameter(CGparameter param);
CGGL_API void CGGLENTRY cgGLDisableTextureParameter(CGparameter param);
CGGL_API GLenum CGGLENTRY cgGLGetTextureEnum(CGparameter param);
CGGL_API void CGGLENTRY cgGLSetManageTextureParameters(CGcontext ctx, CGbool flag);
CGGL_API CGbool CGGLENTRY cgGLGetManageTextureParameters(CGcontext ctx);
CGGL_API void CGGLENTRY cgGLSetupSampler(CGparameter param, GLuint texobj);
CGGL_API void CGGLENTRY cgGLRegisterStates(CGcontext ctx);
CGGL_API void CGGLENTRY cgGLEnableProgramProfiles(CGprogram program);
CGGL_API void CGGLENTRY cgGLDisableProgramProfiles(CGprogram program);
CGGL_API void CGGLENTRY cgGLSetDebugMode(CGbool debug);
CGGL_API CGbuffer CGGLENTRY cgGLCreateBuffer(CGcontext context, int size, const void *data, GLenum bufferUsage);
CGGL_API GLuint CGGLENTRY cgGLGetBufferObject(CGbuffer buffer);
CGGL_API CGbuffer CGGLENTRY cgGLCreateBufferFromObject(CGcontext context, GLuint obj, CGbool manageObject);
CGGL_API void CGGLENTRY cgGLSetContextOptimalOptions(CGcontext context, CGprofile profile);
CGGL_API char const ** CGGLENTRY cgGLGetContextOptimalOptions(CGcontext context, CGprofile profile);
CGGL_API void CGGLENTRY cgGLSetContextGLSLVersion(CGcontext context, CGGLglslversion version);
CGGL_API CGGLglslversion CGGLENTRY cgGLGetContextGLSLVersion(CGcontext context);
CGGL_API const char * CGGLENTRY cgGLGetGLSLVersionString(CGGLglslversion version);
CGGL_API CGGLglslversion CGGLENTRY cgGLGetGLSLVersion(const char *version_string);
CGGL_API CGGLglslversion CGGLENTRY cgGLDetectGLSLVersion(void);

#endif

#ifdef __cplusplus
}
#endif

#ifdef CGGL_APIENTRY_DEFINED
# undef CGGL_APIENTRY_DEFINED
# undef APIENTRY
#endif

#ifdef CGGL_WINGDIAPI_DEFINED
# undef CGGL_WINGDIAPI_DEFINED
# undef WINGDIAPI
#endif

#endif
