Add shadows and light effects master
authorAndreas Eversberg <jolly@eversberg.eu>
Sun, 30 May 2021 17:44:05 +0000 (19:44 +0200)
committerAndreas Eversberg <jolly@eversberg.eu>
Sat, 26 Jun 2021 11:02:41 +0000 (13:02 +0200)
13 files changed:
src/libglew/GL/wglew.h [new file with mode: 0755]
src/libopengl/Makefile.am
src/libopengl/opengl.c
src/libopengl/opengl.h
src/libovr/ovr.c [changed mode: 0755->0644]
src/libovr/ovr.h [changed mode: 0755->0644]
src/libsdl/sdl.c
src/mercenary/main.c
src/mercenary/mercenary.h
src/mercenary/mercenary2.c
src/mercenary/mercenary3.c
src/mercenary/render.c
src/mercenary/render.h

diff --git a/src/libglew/GL/wglew.h b/src/libglew/GL/wglew.h
new file mode 100755 (executable)
index 0000000..23e4d3f
--- /dev/null
@@ -0,0 +1,1453 @@
+/*
+** The OpenGL Extension Wrangler Library
+** Copyright (C) 2008-2015, Nigel Stewart <nigels[]users sourceforge net>
+** Copyright (C) 2002-2008, Milan Ikits <milan ikits[]ieee org>
+** Copyright (C) 2002-2008, Marcelo E. Magallon <mmagallo[]debian org>
+** Copyright (C) 2002, Lev Povalahev
+** All rights reserved.
+** 
+** Redistribution and use in source and binary forms, with or without 
+** modification, are permitted provided that the following conditions are met:
+** 
+** * Redistributions of source code must retain the above copyright notice, 
+**   this list of conditions and the following disclaimer.
+** * Redistributions in binary form must reproduce the above copyright notice, 
+**   this list of conditions and the following disclaimer in the documentation 
+**   and/or other materials provided with the distribution.
+** * The name of the author may be used to endorse or promote products 
+**   derived from this software without specific prior written permission.
+**
+** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 
+** AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 
+** IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
+** ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE 
+** LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR 
+** CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF 
+** SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
+** INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
+** CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
+** ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
+** THE POSSIBILITY OF SUCH DAMAGE.
+*/
+
+/*
+** Copyright (c) 2007 The Khronos Group Inc.
+** 
+** Permission is hereby granted, free of charge, to any person obtaining a
+** copy of this software and/or associated documentation files (the
+** "Materials"), to deal in the Materials without restriction, including
+** without limitation the rights to use, copy, modify, merge, publish,
+** distribute, sublicense, and/or sell copies of the Materials, and to
+** permit persons to whom the Materials are 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 Materials.
+** 
+** THE MATERIALS ARE 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
+** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
+*/
+
+#ifndef __wglew_h__
+#define __wglew_h__
+#define __WGLEW_H__
+
+#ifdef __wglext_h_
+#error wglext.h included before wglew.h
+#endif
+
+#define __wglext_h_
+
+#if !defined(WINAPI)
+#  ifndef WIN32_LEAN_AND_MEAN
+#    define WIN32_LEAN_AND_MEAN 1
+#  endif
+#include <windows.h>
+#  undef WIN32_LEAN_AND_MEAN
+#endif
+
+/*
+ * GLEW_STATIC needs to be set when using the static version.
+ * GLEW_BUILD is set when building the DLL version.
+ */
+#ifdef GLEW_STATIC
+#  define GLEWAPI extern
+#else
+#  ifdef GLEW_BUILD
+#    define GLEWAPI extern __declspec(dllexport)
+#  else
+#    define GLEWAPI extern __declspec(dllimport)
+#  endif
+#endif
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/* -------------------------- WGL_3DFX_multisample ------------------------- */
+
+#ifndef WGL_3DFX_multisample
+#define WGL_3DFX_multisample 1
+
+#define WGL_SAMPLE_BUFFERS_3DFX 0x2060
+#define WGL_SAMPLES_3DFX 0x2061
+
+#define WGLEW_3DFX_multisample WGLEW_GET_VAR(__WGLEW_3DFX_multisample)
+
+#endif /* WGL_3DFX_multisample */
+
+/* ------------------------- WGL_3DL_stereo_control ------------------------ */
+
+#ifndef WGL_3DL_stereo_control
+#define WGL_3DL_stereo_control 1
+
+#define WGL_STEREO_EMITTER_ENABLE_3DL 0x2055
+#define WGL_STEREO_EMITTER_DISABLE_3DL 0x2056
+#define WGL_STEREO_POLARITY_NORMAL_3DL 0x2057
+#define WGL_STEREO_POLARITY_INVERT_3DL 0x2058
+
+typedef BOOL (WINAPI * PFNWGLSETSTEREOEMITTERSTATE3DLPROC) (HDC hDC, UINT uState);
+
+#define wglSetStereoEmitterState3DL WGLEW_GET_FUN(__wglewSetStereoEmitterState3DL)
+
+#define WGLEW_3DL_stereo_control WGLEW_GET_VAR(__WGLEW_3DL_stereo_control)
+
+#endif /* WGL_3DL_stereo_control */
+
+/* ------------------------ WGL_AMD_gpu_association ------------------------ */
+
+#ifndef WGL_AMD_gpu_association
+#define WGL_AMD_gpu_association 1
+
+#define WGL_GPU_VENDOR_AMD 0x1F00
+#define WGL_GPU_RENDERER_STRING_AMD 0x1F01
+#define WGL_GPU_OPENGL_VERSION_STRING_AMD 0x1F02
+#define WGL_GPU_FASTEST_TARGET_GPUS_AMD 0x21A2
+#define WGL_GPU_RAM_AMD 0x21A3
+#define WGL_GPU_CLOCK_AMD 0x21A4
+#define WGL_GPU_NUM_PIPES_AMD 0x21A5
+#define WGL_GPU_NUM_SIMD_AMD 0x21A6
+#define WGL_GPU_NUM_RB_AMD 0x21A7
+#define WGL_GPU_NUM_SPI_AMD 0x21A8
+
+typedef VOID (WINAPI * PFNWGLBLITCONTEXTFRAMEBUFFERAMDPROC) (HGLRC dstCtx, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
+typedef HGLRC (WINAPI * PFNWGLCREATEASSOCIATEDCONTEXTAMDPROC) (UINT id);
+typedef HGLRC (WINAPI * PFNWGLCREATEASSOCIATEDCONTEXTATTRIBSAMDPROC) (UINT id, HGLRC hShareContext, const int* attribList);
+typedef BOOL (WINAPI * PFNWGLDELETEASSOCIATEDCONTEXTAMDPROC) (HGLRC hglrc);
+typedef UINT (WINAPI * PFNWGLGETCONTEXTGPUIDAMDPROC) (HGLRC hglrc);
+typedef HGLRC (WINAPI * PFNWGLGETCURRENTASSOCIATEDCONTEXTAMDPROC) (void);
+typedef UINT (WINAPI * PFNWGLGETGPUIDSAMDPROC) (UINT maxCount, UINT* ids);
+typedef INT (WINAPI * PFNWGLGETGPUINFOAMDPROC) (UINT id, INT property, GLenum dataType, UINT size, void* data);
+typedef BOOL (WINAPI * PFNWGLMAKEASSOCIATEDCONTEXTCURRENTAMDPROC) (HGLRC hglrc);
+
+#define wglBlitContextFramebufferAMD WGLEW_GET_FUN(__wglewBlitContextFramebufferAMD)
+#define wglCreateAssociatedContextAMD WGLEW_GET_FUN(__wglewCreateAssociatedContextAMD)
+#define wglCreateAssociatedContextAttribsAMD WGLEW_GET_FUN(__wglewCreateAssociatedContextAttribsAMD)
+#define wglDeleteAssociatedContextAMD WGLEW_GET_FUN(__wglewDeleteAssociatedContextAMD)
+#define wglGetContextGPUIDAMD WGLEW_GET_FUN(__wglewGetContextGPUIDAMD)
+#define wglGetCurrentAssociatedContextAMD WGLEW_GET_FUN(__wglewGetCurrentAssociatedContextAMD)
+#define wglGetGPUIDsAMD WGLEW_GET_FUN(__wglewGetGPUIDsAMD)
+#define wglGetGPUInfoAMD WGLEW_GET_FUN(__wglewGetGPUInfoAMD)
+#define wglMakeAssociatedContextCurrentAMD WGLEW_GET_FUN(__wglewMakeAssociatedContextCurrentAMD)
+
+#define WGLEW_AMD_gpu_association WGLEW_GET_VAR(__WGLEW_AMD_gpu_association)
+
+#endif /* WGL_AMD_gpu_association */
+
+/* ------------------------- WGL_ARB_buffer_region ------------------------- */
+
+#ifndef WGL_ARB_buffer_region
+#define WGL_ARB_buffer_region 1
+
+#define WGL_FRONT_COLOR_BUFFER_BIT_ARB 0x00000001
+#define WGL_BACK_COLOR_BUFFER_BIT_ARB 0x00000002
+#define WGL_DEPTH_BUFFER_BIT_ARB 0x00000004
+#define WGL_STENCIL_BUFFER_BIT_ARB 0x00000008
+
+typedef HANDLE (WINAPI * PFNWGLCREATEBUFFERREGIONARBPROC) (HDC hDC, int iLayerPlane, UINT uType);
+typedef VOID (WINAPI * PFNWGLDELETEBUFFERREGIONARBPROC) (HANDLE hRegion);
+typedef BOOL (WINAPI * PFNWGLRESTOREBUFFERREGIONARBPROC) (HANDLE hRegion, int x, int y, int width, int height, int xSrc, int ySrc);
+typedef BOOL (WINAPI * PFNWGLSAVEBUFFERREGIONARBPROC) (HANDLE hRegion, int x, int y, int width, int height);
+
+#define wglCreateBufferRegionARB WGLEW_GET_FUN(__wglewCreateBufferRegionARB)
+#define wglDeleteBufferRegionARB WGLEW_GET_FUN(__wglewDeleteBufferRegionARB)
+#define wglRestoreBufferRegionARB WGLEW_GET_FUN(__wglewRestoreBufferRegionARB)
+#define wglSaveBufferRegionARB WGLEW_GET_FUN(__wglewSaveBufferRegionARB)
+
+#define WGLEW_ARB_buffer_region WGLEW_GET_VAR(__WGLEW_ARB_buffer_region)
+
+#endif /* WGL_ARB_buffer_region */
+
+/* --------------------- WGL_ARB_context_flush_control --------------------- */
+
+#ifndef WGL_ARB_context_flush_control
+#define WGL_ARB_context_flush_control 1
+
+#define WGL_CONTEXT_RELEASE_BEHAVIOR_NONE_ARB 0x0000
+#define WGL_CONTEXT_RELEASE_BEHAVIOR_ARB 0x2097
+#define WGL_CONTEXT_RELEASE_BEHAVIOR_FLUSH_ARB 0x2098
+
+#define WGLEW_ARB_context_flush_control WGLEW_GET_VAR(__WGLEW_ARB_context_flush_control)
+
+#endif /* WGL_ARB_context_flush_control */
+
+/* ------------------------- WGL_ARB_create_context ------------------------ */
+
+#ifndef WGL_ARB_create_context
+#define WGL_ARB_create_context 1
+
+#define WGL_CONTEXT_DEBUG_BIT_ARB 0x0001
+#define WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB 0x0002
+#define WGL_CONTEXT_MAJOR_VERSION_ARB 0x2091
+#define WGL_CONTEXT_MINOR_VERSION_ARB 0x2092
+#define WGL_CONTEXT_LAYER_PLANE_ARB 0x2093
+#define WGL_CONTEXT_FLAGS_ARB 0x2094
+#define ERROR_INVALID_VERSION_ARB 0x2095
+#define ERROR_INVALID_PROFILE_ARB 0x2096
+
+typedef HGLRC (WINAPI * PFNWGLCREATECONTEXTATTRIBSARBPROC) (HDC hDC, HGLRC hShareContext, const int* attribList);
+
+#define wglCreateContextAttribsARB WGLEW_GET_FUN(__wglewCreateContextAttribsARB)
+
+#define WGLEW_ARB_create_context WGLEW_GET_VAR(__WGLEW_ARB_create_context)
+
+#endif /* WGL_ARB_create_context */
+
+/* --------------------- WGL_ARB_create_context_profile -------------------- */
+
+#ifndef WGL_ARB_create_context_profile
+#define WGL_ARB_create_context_profile 1
+
+#define WGL_CONTEXT_CORE_PROFILE_BIT_ARB 0x00000001
+#define WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB 0x00000002
+#define WGL_CONTEXT_PROFILE_MASK_ARB 0x9126
+
+#define WGLEW_ARB_create_context_profile WGLEW_GET_VAR(__WGLEW_ARB_create_context_profile)
+
+#endif /* WGL_ARB_create_context_profile */
+
+/* ------------------- WGL_ARB_create_context_robustness ------------------- */
+
+#ifndef WGL_ARB_create_context_robustness
+#define WGL_ARB_create_context_robustness 1
+
+#define WGL_CONTEXT_ROBUST_ACCESS_BIT_ARB 0x00000004
+#define WGL_LOSE_CONTEXT_ON_RESET_ARB 0x8252
+#define WGL_CONTEXT_RESET_NOTIFICATION_STRATEGY_ARB 0x8256
+#define WGL_NO_RESET_NOTIFICATION_ARB 0x8261
+
+#define WGLEW_ARB_create_context_robustness WGLEW_GET_VAR(__WGLEW_ARB_create_context_robustness)
+
+#endif /* WGL_ARB_create_context_robustness */
+
+/* ----------------------- WGL_ARB_extensions_string ----------------------- */
+
+#ifndef WGL_ARB_extensions_string
+#define WGL_ARB_extensions_string 1
+
+typedef const char* (WINAPI * PFNWGLGETEXTENSIONSSTRINGARBPROC) (HDC hdc);
+
+#define wglGetExtensionsStringARB WGLEW_GET_FUN(__wglewGetExtensionsStringARB)
+
+#define WGLEW_ARB_extensions_string WGLEW_GET_VAR(__WGLEW_ARB_extensions_string)
+
+#endif /* WGL_ARB_extensions_string */
+
+/* ------------------------ WGL_ARB_framebuffer_sRGB ----------------------- */
+
+#ifndef WGL_ARB_framebuffer_sRGB
+#define WGL_ARB_framebuffer_sRGB 1
+
+#define WGL_FRAMEBUFFER_SRGB_CAPABLE_ARB 0x20A9
+
+#define WGLEW_ARB_framebuffer_sRGB WGLEW_GET_VAR(__WGLEW_ARB_framebuffer_sRGB)
+
+#endif /* WGL_ARB_framebuffer_sRGB */
+
+/* ----------------------- WGL_ARB_make_current_read ----------------------- */
+
+#ifndef WGL_ARB_make_current_read
+#define WGL_ARB_make_current_read 1
+
+#define ERROR_INVALID_PIXEL_TYPE_ARB 0x2043
+#define ERROR_INCOMPATIBLE_DEVICE_CONTEXTS_ARB 0x2054
+
+typedef HDC (WINAPI * PFNWGLGETCURRENTREADDCARBPROC) (VOID);
+typedef BOOL (WINAPI * PFNWGLMAKECONTEXTCURRENTARBPROC) (HDC hDrawDC, HDC hReadDC, HGLRC hglrc);
+
+#define wglGetCurrentReadDCARB WGLEW_GET_FUN(__wglewGetCurrentReadDCARB)
+#define wglMakeContextCurrentARB WGLEW_GET_FUN(__wglewMakeContextCurrentARB)
+
+#define WGLEW_ARB_make_current_read WGLEW_GET_VAR(__WGLEW_ARB_make_current_read)
+
+#endif /* WGL_ARB_make_current_read */
+
+/* -------------------------- WGL_ARB_multisample -------------------------- */
+
+#ifndef WGL_ARB_multisample
+#define WGL_ARB_multisample 1
+
+#define WGL_SAMPLE_BUFFERS_ARB 0x2041
+#define WGL_SAMPLES_ARB 0x2042
+
+#define WGLEW_ARB_multisample WGLEW_GET_VAR(__WGLEW_ARB_multisample)
+
+#endif /* WGL_ARB_multisample */
+
+/* ---------------------------- WGL_ARB_pbuffer ---------------------------- */
+
+#ifndef WGL_ARB_pbuffer
+#define WGL_ARB_pbuffer 1
+
+#define WGL_DRAW_TO_PBUFFER_ARB 0x202D
+#define WGL_MAX_PBUFFER_PIXELS_ARB 0x202E
+#define WGL_MAX_PBUFFER_WIDTH_ARB 0x202F
+#define WGL_MAX_PBUFFER_HEIGHT_ARB 0x2030
+#define WGL_PBUFFER_LARGEST_ARB 0x2033
+#define WGL_PBUFFER_WIDTH_ARB 0x2034
+#define WGL_PBUFFER_HEIGHT_ARB 0x2035
+#define WGL_PBUFFER_LOST_ARB 0x2036
+
+DECLARE_HANDLE(HPBUFFERARB);
+
+typedef HPBUFFERARB (WINAPI * PFNWGLCREATEPBUFFERARBPROC) (HDC hDC, int iPixelFormat, int iWidth, int iHeight, const int* piAttribList);
+typedef BOOL (WINAPI * PFNWGLDESTROYPBUFFERARBPROC) (HPBUFFERARB hPbuffer);
+typedef HDC (WINAPI * PFNWGLGETPBUFFERDCARBPROC) (HPBUFFERARB hPbuffer);
+typedef BOOL (WINAPI * PFNWGLQUERYPBUFFERARBPROC) (HPBUFFERARB hPbuffer, int iAttribute, int* piValue);
+typedef int (WINAPI * PFNWGLRELEASEPBUFFERDCARBPROC) (HPBUFFERARB hPbuffer, HDC hDC);
+
+#define wglCreatePbufferARB WGLEW_GET_FUN(__wglewCreatePbufferARB)
+#define wglDestroyPbufferARB WGLEW_GET_FUN(__wglewDestroyPbufferARB)
+#define wglGetPbufferDCARB WGLEW_GET_FUN(__wglewGetPbufferDCARB)
+#define wglQueryPbufferARB WGLEW_GET_FUN(__wglewQueryPbufferARB)
+#define wglReleasePbufferDCARB WGLEW_GET_FUN(__wglewReleasePbufferDCARB)
+
+#define WGLEW_ARB_pbuffer WGLEW_GET_VAR(__WGLEW_ARB_pbuffer)
+
+#endif /* WGL_ARB_pbuffer */
+
+/* -------------------------- WGL_ARB_pixel_format ------------------------- */
+
+#ifndef WGL_ARB_pixel_format
+#define WGL_ARB_pixel_format 1
+
+#define WGL_NUMBER_PIXEL_FORMATS_ARB 0x2000
+#define WGL_DRAW_TO_WINDOW_ARB 0x2001
+#define WGL_DRAW_TO_BITMAP_ARB 0x2002
+#define WGL_ACCELERATION_ARB 0x2003
+#define WGL_NEED_PALETTE_ARB 0x2004
+#define WGL_NEED_SYSTEM_PALETTE_ARB 0x2005
+#define WGL_SWAP_LAYER_BUFFERS_ARB 0x2006
+#define WGL_SWAP_METHOD_ARB 0x2007
+#define WGL_NUMBER_OVERLAYS_ARB 0x2008
+#define WGL_NUMBER_UNDERLAYS_ARB 0x2009
+#define WGL_TRANSPARENT_ARB 0x200A
+#define WGL_SHARE_DEPTH_ARB 0x200C
+#define WGL_SHARE_STENCIL_ARB 0x200D
+#define WGL_SHARE_ACCUM_ARB 0x200E
+#define WGL_SUPPORT_GDI_ARB 0x200F
+#define WGL_SUPPORT_OPENGL_ARB 0x2010
+#define WGL_DOUBLE_BUFFER_ARB 0x2011
+#define WGL_STEREO_ARB 0x2012
+#define WGL_PIXEL_TYPE_ARB 0x2013
+#define WGL_COLOR_BITS_ARB 0x2014
+#define WGL_RED_BITS_ARB 0x2015
+#define WGL_RED_SHIFT_ARB 0x2016
+#define WGL_GREEN_BITS_ARB 0x2017
+#define WGL_GREEN_SHIFT_ARB 0x2018
+#define WGL_BLUE_BITS_ARB 0x2019
+#define WGL_BLUE_SHIFT_ARB 0x201A
+#define WGL_ALPHA_BITS_ARB 0x201B
+#define WGL_ALPHA_SHIFT_ARB 0x201C
+#define WGL_ACCUM_BITS_ARB 0x201D
+#define WGL_ACCUM_RED_BITS_ARB 0x201E
+#define WGL_ACCUM_GREEN_BITS_ARB 0x201F
+#define WGL_ACCUM_BLUE_BITS_ARB 0x2020
+#define WGL_ACCUM_ALPHA_BITS_ARB 0x2021
+#define WGL_DEPTH_BITS_ARB 0x2022
+#define WGL_STENCIL_BITS_ARB 0x2023
+#define WGL_AUX_BUFFERS_ARB 0x2024
+#define WGL_NO_ACCELERATION_ARB 0x2025
+#define WGL_GENERIC_ACCELERATION_ARB 0x2026
+#define WGL_FULL_ACCELERATION_ARB 0x2027
+#define WGL_SWAP_EXCHANGE_ARB 0x2028
+#define WGL_SWAP_COPY_ARB 0x2029
+#define WGL_SWAP_UNDEFINED_ARB 0x202A
+#define WGL_TYPE_RGBA_ARB 0x202B
+#define WGL_TYPE_COLORINDEX_ARB 0x202C
+#define WGL_TRANSPARENT_RED_VALUE_ARB 0x2037
+#define WGL_TRANSPARENT_GREEN_VALUE_ARB 0x2038
+#define WGL_TRANSPARENT_BLUE_VALUE_ARB 0x2039
+#define WGL_TRANSPARENT_ALPHA_VALUE_ARB 0x203A
+#define WGL_TRANSPARENT_INDEX_VALUE_ARB 0x203B
+
+typedef BOOL (WINAPI * PFNWGLCHOOSEPIXELFORMATARBPROC) (HDC hdc, const int* piAttribIList, const FLOAT *pfAttribFList, UINT nMaxFormats, int *piFormats, UINT *nNumFormats);
+typedef BOOL (WINAPI * PFNWGLGETPIXELFORMATATTRIBFVARBPROC) (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, const int* piAttributes, FLOAT *pfValues);
+typedef BOOL (WINAPI * PFNWGLGETPIXELFORMATATTRIBIVARBPROC) (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, const int* piAttributes, int *piValues);
+
+#define wglChoosePixelFormatARB WGLEW_GET_FUN(__wglewChoosePixelFormatARB)
+#define wglGetPixelFormatAttribfvARB WGLEW_GET_FUN(__wglewGetPixelFormatAttribfvARB)
+#define wglGetPixelFormatAttribivARB WGLEW_GET_FUN(__wglewGetPixelFormatAttribivARB)
+
+#define WGLEW_ARB_pixel_format WGLEW_GET_VAR(__WGLEW_ARB_pixel_format)
+
+#endif /* WGL_ARB_pixel_format */
+
+/* ----------------------- WGL_ARB_pixel_format_float ---------------------- */
+
+#ifndef WGL_ARB_pixel_format_float
+#define WGL_ARB_pixel_format_float 1
+
+#define WGL_TYPE_RGBA_FLOAT_ARB 0x21A0
+
+#define WGLEW_ARB_pixel_format_float WGLEW_GET_VAR(__WGLEW_ARB_pixel_format_float)
+
+#endif /* WGL_ARB_pixel_format_float */
+
+/* ------------------------- WGL_ARB_render_texture ------------------------ */
+
+#ifndef WGL_ARB_render_texture
+#define WGL_ARB_render_texture 1
+
+#define WGL_BIND_TO_TEXTURE_RGB_ARB 0x2070
+#define WGL_BIND_TO_TEXTURE_RGBA_ARB 0x2071
+#define WGL_TEXTURE_FORMAT_ARB 0x2072
+#define WGL_TEXTURE_TARGET_ARB 0x2073
+#define WGL_MIPMAP_TEXTURE_ARB 0x2074
+#define WGL_TEXTURE_RGB_ARB 0x2075
+#define WGL_TEXTURE_RGBA_ARB 0x2076
+#define WGL_NO_TEXTURE_ARB 0x2077
+#define WGL_TEXTURE_CUBE_MAP_ARB 0x2078
+#define WGL_TEXTURE_1D_ARB 0x2079
+#define WGL_TEXTURE_2D_ARB 0x207A
+#define WGL_MIPMAP_LEVEL_ARB 0x207B
+#define WGL_CUBE_MAP_FACE_ARB 0x207C
+#define WGL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB 0x207D
+#define WGL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB 0x207E
+#define WGL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB 0x207F
+#define WGL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB 0x2080
+#define WGL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB 0x2081
+#define WGL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB 0x2082
+#define WGL_FRONT_LEFT_ARB 0x2083
+#define WGL_FRONT_RIGHT_ARB 0x2084
+#define WGL_BACK_LEFT_ARB 0x2085
+#define WGL_BACK_RIGHT_ARB 0x2086
+#define WGL_AUX0_ARB 0x2087
+#define WGL_AUX1_ARB 0x2088
+#define WGL_AUX2_ARB 0x2089
+#define WGL_AUX3_ARB 0x208A
+#define WGL_AUX4_ARB 0x208B
+#define WGL_AUX5_ARB 0x208C
+#define WGL_AUX6_ARB 0x208D
+#define WGL_AUX7_ARB 0x208E
+#define WGL_AUX8_ARB 0x208F
+#define WGL_AUX9_ARB 0x2090
+
+typedef BOOL (WINAPI * PFNWGLBINDTEXIMAGEARBPROC) (HPBUFFERARB hPbuffer, int iBuffer);
+typedef BOOL (WINAPI * PFNWGLRELEASETEXIMAGEARBPROC) (HPBUFFERARB hPbuffer, int iBuffer);
+typedef BOOL (WINAPI * PFNWGLSETPBUFFERATTRIBARBPROC) (HPBUFFERARB hPbuffer, const int* piAttribList);
+
+#define wglBindTexImageARB WGLEW_GET_FUN(__wglewBindTexImageARB)
+#define wglReleaseTexImageARB WGLEW_GET_FUN(__wglewReleaseTexImageARB)
+#define wglSetPbufferAttribARB WGLEW_GET_FUN(__wglewSetPbufferAttribARB)
+
+#define WGLEW_ARB_render_texture WGLEW_GET_VAR(__WGLEW_ARB_render_texture)
+
+#endif /* WGL_ARB_render_texture */
+
+/* ---------------- WGL_ARB_robustness_application_isolation --------------- */
+
+#ifndef WGL_ARB_robustness_application_isolation
+#define WGL_ARB_robustness_application_isolation 1
+
+#define WGL_CONTEXT_RESET_ISOLATION_BIT_ARB 0x00000008
+
+#define WGLEW_ARB_robustness_application_isolation WGLEW_GET_VAR(__WGLEW_ARB_robustness_application_isolation)
+
+#endif /* WGL_ARB_robustness_application_isolation */
+
+/* ---------------- WGL_ARB_robustness_share_group_isolation --------------- */
+
+#ifndef WGL_ARB_robustness_share_group_isolation
+#define WGL_ARB_robustness_share_group_isolation 1
+
+#define WGL_CONTEXT_RESET_ISOLATION_BIT_ARB 0x00000008
+
+#define WGLEW_ARB_robustness_share_group_isolation WGLEW_GET_VAR(__WGLEW_ARB_robustness_share_group_isolation)
+
+#endif /* WGL_ARB_robustness_share_group_isolation */
+
+/* ----------------------- WGL_ATI_pixel_format_float ---------------------- */
+
+#ifndef WGL_ATI_pixel_format_float
+#define WGL_ATI_pixel_format_float 1
+
+#define WGL_TYPE_RGBA_FLOAT_ATI 0x21A0
+#define GL_RGBA_FLOAT_MODE_ATI 0x8820
+#define GL_COLOR_CLEAR_UNCLAMPED_VALUE_ATI 0x8835
+
+#define WGLEW_ATI_pixel_format_float WGLEW_GET_VAR(__WGLEW_ATI_pixel_format_float)
+
+#endif /* WGL_ATI_pixel_format_float */
+
+/* -------------------- WGL_ATI_render_texture_rectangle ------------------- */
+
+#ifndef WGL_ATI_render_texture_rectangle
+#define WGL_ATI_render_texture_rectangle 1
+
+#define WGL_TEXTURE_RECTANGLE_ATI 0x21A5
+
+#define WGLEW_ATI_render_texture_rectangle WGLEW_GET_VAR(__WGLEW_ATI_render_texture_rectangle)
+
+#endif /* WGL_ATI_render_texture_rectangle */
+
+/* ------------------- WGL_EXT_create_context_es2_profile ------------------ */
+
+#ifndef WGL_EXT_create_context_es2_profile
+#define WGL_EXT_create_context_es2_profile 1
+
+#define WGL_CONTEXT_ES2_PROFILE_BIT_EXT 0x00000004
+
+#define WGLEW_EXT_create_context_es2_profile WGLEW_GET_VAR(__WGLEW_EXT_create_context_es2_profile)
+
+#endif /* WGL_EXT_create_context_es2_profile */
+
+/* ------------------- WGL_EXT_create_context_es_profile ------------------- */
+
+#ifndef WGL_EXT_create_context_es_profile
+#define WGL_EXT_create_context_es_profile 1
+
+#define WGL_CONTEXT_ES_PROFILE_BIT_EXT 0x00000004
+
+#define WGLEW_EXT_create_context_es_profile WGLEW_GET_VAR(__WGLEW_EXT_create_context_es_profile)
+
+#endif /* WGL_EXT_create_context_es_profile */
+
+/* -------------------------- WGL_EXT_depth_float -------------------------- */
+
+#ifndef WGL_EXT_depth_float
+#define WGL_EXT_depth_float 1
+
+#define WGL_DEPTH_FLOAT_EXT 0x2040
+
+#define WGLEW_EXT_depth_float WGLEW_GET_VAR(__WGLEW_EXT_depth_float)
+
+#endif /* WGL_EXT_depth_float */
+
+/* ---------------------- WGL_EXT_display_color_table ---------------------- */
+
+#ifndef WGL_EXT_display_color_table
+#define WGL_EXT_display_color_table 1
+
+typedef GLboolean (WINAPI * PFNWGLBINDDISPLAYCOLORTABLEEXTPROC) (GLushort id);
+typedef GLboolean (WINAPI * PFNWGLCREATEDISPLAYCOLORTABLEEXTPROC) (GLushort id);
+typedef void (WINAPI * PFNWGLDESTROYDISPLAYCOLORTABLEEXTPROC) (GLushort id);
+typedef GLboolean (WINAPI * PFNWGLLOADDISPLAYCOLORTABLEEXTPROC) (GLushort* table, GLuint length);
+
+#define wglBindDisplayColorTableEXT WGLEW_GET_FUN(__wglewBindDisplayColorTableEXT)
+#define wglCreateDisplayColorTableEXT WGLEW_GET_FUN(__wglewCreateDisplayColorTableEXT)
+#define wglDestroyDisplayColorTableEXT WGLEW_GET_FUN(__wglewDestroyDisplayColorTableEXT)
+#define wglLoadDisplayColorTableEXT WGLEW_GET_FUN(__wglewLoadDisplayColorTableEXT)
+
+#define WGLEW_EXT_display_color_table WGLEW_GET_VAR(__WGLEW_EXT_display_color_table)
+
+#endif /* WGL_EXT_display_color_table */
+
+/* ----------------------- WGL_EXT_extensions_string ----------------------- */
+
+#ifndef WGL_EXT_extensions_string
+#define WGL_EXT_extensions_string 1
+
+typedef const char* (WINAPI * PFNWGLGETEXTENSIONSSTRINGEXTPROC) (void);
+
+#define wglGetExtensionsStringEXT WGLEW_GET_FUN(__wglewGetExtensionsStringEXT)
+
+#define WGLEW_EXT_extensions_string WGLEW_GET_VAR(__WGLEW_EXT_extensions_string)
+
+#endif /* WGL_EXT_extensions_string */
+
+/* ------------------------ WGL_EXT_framebuffer_sRGB ----------------------- */
+
+#ifndef WGL_EXT_framebuffer_sRGB
+#define WGL_EXT_framebuffer_sRGB 1
+
+#define WGL_FRAMEBUFFER_SRGB_CAPABLE_EXT 0x20A9
+
+#define WGLEW_EXT_framebuffer_sRGB WGLEW_GET_VAR(__WGLEW_EXT_framebuffer_sRGB)
+
+#endif /* WGL_EXT_framebuffer_sRGB */
+
+/* ----------------------- WGL_EXT_make_current_read ----------------------- */
+
+#ifndef WGL_EXT_make_current_read
+#define WGL_EXT_make_current_read 1
+
+#define ERROR_INVALID_PIXEL_TYPE_EXT 0x2043
+
+typedef HDC (WINAPI * PFNWGLGETCURRENTREADDCEXTPROC) (VOID);
+typedef BOOL (WINAPI * PFNWGLMAKECONTEXTCURRENTEXTPROC) (HDC hDrawDC, HDC hReadDC, HGLRC hglrc);
+
+#define wglGetCurrentReadDCEXT WGLEW_GET_FUN(__wglewGetCurrentReadDCEXT)
+#define wglMakeContextCurrentEXT WGLEW_GET_FUN(__wglewMakeContextCurrentEXT)
+
+#define WGLEW_EXT_make_current_read WGLEW_GET_VAR(__WGLEW_EXT_make_current_read)
+
+#endif /* WGL_EXT_make_current_read */
+
+/* -------------------------- WGL_EXT_multisample -------------------------- */
+
+#ifndef WGL_EXT_multisample
+#define WGL_EXT_multisample 1
+
+#define WGL_SAMPLE_BUFFERS_EXT 0x2041
+#define WGL_SAMPLES_EXT 0x2042
+
+#define WGLEW_EXT_multisample WGLEW_GET_VAR(__WGLEW_EXT_multisample)
+
+#endif /* WGL_EXT_multisample */
+
+/* ---------------------------- WGL_EXT_pbuffer ---------------------------- */
+
+#ifndef WGL_EXT_pbuffer
+#define WGL_EXT_pbuffer 1
+
+#define WGL_DRAW_TO_PBUFFER_EXT 0x202D
+#define WGL_MAX_PBUFFER_PIXELS_EXT 0x202E
+#define WGL_MAX_PBUFFER_WIDTH_EXT 0x202F
+#define WGL_MAX_PBUFFER_HEIGHT_EXT 0x2030
+#define WGL_OPTIMAL_PBUFFER_WIDTH_EXT 0x2031
+#define WGL_OPTIMAL_PBUFFER_HEIGHT_EXT 0x2032
+#define WGL_PBUFFER_LARGEST_EXT 0x2033
+#define WGL_PBUFFER_WIDTH_EXT 0x2034
+#define WGL_PBUFFER_HEIGHT_EXT 0x2035
+
+DECLARE_HANDLE(HPBUFFEREXT);
+
+typedef HPBUFFEREXT (WINAPI * PFNWGLCREATEPBUFFEREXTPROC) (HDC hDC, int iPixelFormat, int iWidth, int iHeight, const int* piAttribList);
+typedef BOOL (WINAPI * PFNWGLDESTROYPBUFFEREXTPROC) (HPBUFFEREXT hPbuffer);
+typedef HDC (WINAPI * PFNWGLGETPBUFFERDCEXTPROC) (HPBUFFEREXT hPbuffer);
+typedef BOOL (WINAPI * PFNWGLQUERYPBUFFEREXTPROC) (HPBUFFEREXT hPbuffer, int iAttribute, int* piValue);
+typedef int (WINAPI * PFNWGLRELEASEPBUFFERDCEXTPROC) (HPBUFFEREXT hPbuffer, HDC hDC);
+
+#define wglCreatePbufferEXT WGLEW_GET_FUN(__wglewCreatePbufferEXT)
+#define wglDestroyPbufferEXT WGLEW_GET_FUN(__wglewDestroyPbufferEXT)
+#define wglGetPbufferDCEXT WGLEW_GET_FUN(__wglewGetPbufferDCEXT)
+#define wglQueryPbufferEXT WGLEW_GET_FUN(__wglewQueryPbufferEXT)
+#define wglReleasePbufferDCEXT WGLEW_GET_FUN(__wglewReleasePbufferDCEXT)
+
+#define WGLEW_EXT_pbuffer WGLEW_GET_VAR(__WGLEW_EXT_pbuffer)
+
+#endif /* WGL_EXT_pbuffer */
+
+/* -------------------------- WGL_EXT_pixel_format ------------------------- */
+
+#ifndef WGL_EXT_pixel_format
+#define WGL_EXT_pixel_format 1
+
+#define WGL_NUMBER_PIXEL_FORMATS_EXT 0x2000
+#define WGL_DRAW_TO_WINDOW_EXT 0x2001
+#define WGL_DRAW_TO_BITMAP_EXT 0x2002
+#define WGL_ACCELERATION_EXT 0x2003
+#define WGL_NEED_PALETTE_EXT 0x2004
+#define WGL_NEED_SYSTEM_PALETTE_EXT 0x2005
+#define WGL_SWAP_LAYER_BUFFERS_EXT 0x2006
+#define WGL_SWAP_METHOD_EXT 0x2007
+#define WGL_NUMBER_OVERLAYS_EXT 0x2008
+#define WGL_NUMBER_UNDERLAYS_EXT 0x2009
+#define WGL_TRANSPARENT_EXT 0x200A
+#define WGL_TRANSPARENT_VALUE_EXT 0x200B
+#define WGL_SHARE_DEPTH_EXT 0x200C
+#define WGL_SHARE_STENCIL_EXT 0x200D
+#define WGL_SHARE_ACCUM_EXT 0x200E
+#define WGL_SUPPORT_GDI_EXT 0x200F
+#define WGL_SUPPORT_OPENGL_EXT 0x2010
+#define WGL_DOUBLE_BUFFER_EXT 0x2011
+#define WGL_STEREO_EXT 0x2012
+#define WGL_PIXEL_TYPE_EXT 0x2013
+#define WGL_COLOR_BITS_EXT 0x2014
+#define WGL_RED_BITS_EXT 0x2015
+#define WGL_RED_SHIFT_EXT 0x2016
+#define WGL_GREEN_BITS_EXT 0x2017
+#define WGL_GREEN_SHIFT_EXT 0x2018
+#define WGL_BLUE_BITS_EXT 0x2019
+#define WGL_BLUE_SHIFT_EXT 0x201A
+#define WGL_ALPHA_BITS_EXT 0x201B
+#define WGL_ALPHA_SHIFT_EXT 0x201C
+#define WGL_ACCUM_BITS_EXT 0x201D
+#define WGL_ACCUM_RED_BITS_EXT 0x201E
+#define WGL_ACCUM_GREEN_BITS_EXT 0x201F
+#define WGL_ACCUM_BLUE_BITS_EXT 0x2020
+#define WGL_ACCUM_ALPHA_BITS_EXT 0x2021
+#define WGL_DEPTH_BITS_EXT 0x2022
+#define WGL_STENCIL_BITS_EXT 0x2023
+#define WGL_AUX_BUFFERS_EXT 0x2024
+#define WGL_NO_ACCELERATION_EXT 0x2025
+#define WGL_GENERIC_ACCELERATION_EXT 0x2026
+#define WGL_FULL_ACCELERATION_EXT 0x2027
+#define WGL_SWAP_EXCHANGE_EXT 0x2028
+#define WGL_SWAP_COPY_EXT 0x2029
+#define WGL_SWAP_UNDEFINED_EXT 0x202A
+#define WGL_TYPE_RGBA_EXT 0x202B
+#define WGL_TYPE_COLORINDEX_EXT 0x202C
+
+typedef BOOL (WINAPI * PFNWGLCHOOSEPIXELFORMATEXTPROC) (HDC hdc, const int* piAttribIList, const FLOAT *pfAttribFList, UINT nMaxFormats, int *piFormats, UINT *nNumFormats);
+typedef BOOL (WINAPI * PFNWGLGETPIXELFORMATATTRIBFVEXTPROC) (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, int* piAttributes, FLOAT *pfValues);
+typedef BOOL (WINAPI * PFNWGLGETPIXELFORMATATTRIBIVEXTPROC) (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, int* piAttributes, int *piValues);
+
+#define wglChoosePixelFormatEXT WGLEW_GET_FUN(__wglewChoosePixelFormatEXT)
+#define wglGetPixelFormatAttribfvEXT WGLEW_GET_FUN(__wglewGetPixelFormatAttribfvEXT)
+#define wglGetPixelFormatAttribivEXT WGLEW_GET_FUN(__wglewGetPixelFormatAttribivEXT)
+
+#define WGLEW_EXT_pixel_format WGLEW_GET_VAR(__WGLEW_EXT_pixel_format)
+
+#endif /* WGL_EXT_pixel_format */
+
+/* ------------------- WGL_EXT_pixel_format_packed_float ------------------- */
+
+#ifndef WGL_EXT_pixel_format_packed_float
+#define WGL_EXT_pixel_format_packed_float 1
+
+#define WGL_TYPE_RGBA_UNSIGNED_FLOAT_EXT 0x20A8
+
+#define WGLEW_EXT_pixel_format_packed_float WGLEW_GET_VAR(__WGLEW_EXT_pixel_format_packed_float)
+
+#endif /* WGL_EXT_pixel_format_packed_float */
+
+/* -------------------------- WGL_EXT_swap_control ------------------------- */
+
+#ifndef WGL_EXT_swap_control
+#define WGL_EXT_swap_control 1
+
+typedef int (WINAPI * PFNWGLGETSWAPINTERVALEXTPROC) (void);
+typedef BOOL (WINAPI * PFNWGLSWAPINTERVALEXTPROC) (int interval);
+
+#define wglGetSwapIntervalEXT WGLEW_GET_FUN(__wglewGetSwapIntervalEXT)
+#define wglSwapIntervalEXT WGLEW_GET_FUN(__wglewSwapIntervalEXT)
+
+#define WGLEW_EXT_swap_control WGLEW_GET_VAR(__WGLEW_EXT_swap_control)
+
+#endif /* WGL_EXT_swap_control */
+
+/* ----------------------- WGL_EXT_swap_control_tear ----------------------- */
+
+#ifndef WGL_EXT_swap_control_tear
+#define WGL_EXT_swap_control_tear 1
+
+#define WGLEW_EXT_swap_control_tear WGLEW_GET_VAR(__WGLEW_EXT_swap_control_tear)
+
+#endif /* WGL_EXT_swap_control_tear */
+
+/* --------------------- WGL_I3D_digital_video_control --------------------- */
+
+#ifndef WGL_I3D_digital_video_control
+#define WGL_I3D_digital_video_control 1
+
+#define WGL_DIGITAL_VIDEO_CURSOR_ALPHA_FRAMEBUFFER_I3D 0x2050
+#define WGL_DIGITAL_VIDEO_CURSOR_ALPHA_VALUE_I3D 0x2051
+#define WGL_DIGITAL_VIDEO_CURSOR_INCLUDED_I3D 0x2052
+#define WGL_DIGITAL_VIDEO_GAMMA_CORRECTED_I3D 0x2053
+
+typedef BOOL (WINAPI * PFNWGLGETDIGITALVIDEOPARAMETERSI3DPROC) (HDC hDC, int iAttribute, int* piValue);
+typedef BOOL (WINAPI * PFNWGLSETDIGITALVIDEOPARAMETERSI3DPROC) (HDC hDC, int iAttribute, const int* piValue);
+
+#define wglGetDigitalVideoParametersI3D WGLEW_GET_FUN(__wglewGetDigitalVideoParametersI3D)
+#define wglSetDigitalVideoParametersI3D WGLEW_GET_FUN(__wglewSetDigitalVideoParametersI3D)
+
+#define WGLEW_I3D_digital_video_control WGLEW_GET_VAR(__WGLEW_I3D_digital_video_control)
+
+#endif /* WGL_I3D_digital_video_control */
+
+/* ----------------------------- WGL_I3D_gamma ----------------------------- */
+
+#ifndef WGL_I3D_gamma
+#define WGL_I3D_gamma 1
+
+#define WGL_GAMMA_TABLE_SIZE_I3D 0x204E
+#define WGL_GAMMA_EXCLUDE_DESKTOP_I3D 0x204F
+
+typedef BOOL (WINAPI * PFNWGLGETGAMMATABLEI3DPROC) (HDC hDC, int iEntries, USHORT* puRed, USHORT *puGreen, USHORT *puBlue);
+typedef BOOL (WINAPI * PFNWGLGETGAMMATABLEPARAMETERSI3DPROC) (HDC hDC, int iAttribute, int* piValue);
+typedef BOOL (WINAPI * PFNWGLSETGAMMATABLEI3DPROC) (HDC hDC, int iEntries, const USHORT* puRed, const USHORT *puGreen, const USHORT *puBlue);
+typedef BOOL (WINAPI * PFNWGLSETGAMMATABLEPARAMETERSI3DPROC) (HDC hDC, int iAttribute, const int* piValue);
+
+#define wglGetGammaTableI3D WGLEW_GET_FUN(__wglewGetGammaTableI3D)
+#define wglGetGammaTableParametersI3D WGLEW_GET_FUN(__wglewGetGammaTableParametersI3D)
+#define wglSetGammaTableI3D WGLEW_GET_FUN(__wglewSetGammaTableI3D)
+#define wglSetGammaTableParametersI3D WGLEW_GET_FUN(__wglewSetGammaTableParametersI3D)
+
+#define WGLEW_I3D_gamma WGLEW_GET_VAR(__WGLEW_I3D_gamma)
+
+#endif /* WGL_I3D_gamma */
+
+/* ---------------------------- WGL_I3D_genlock ---------------------------- */
+
+#ifndef WGL_I3D_genlock
+#define WGL_I3D_genlock 1
+
+#define WGL_GENLOCK_SOURCE_MULTIVIEW_I3D 0x2044
+#define WGL_GENLOCK_SOURCE_EXTERNAL_SYNC_I3D 0x2045
+#define WGL_GENLOCK_SOURCE_EXTERNAL_FIELD_I3D 0x2046
+#define WGL_GENLOCK_SOURCE_EXTERNAL_TTL_I3D 0x2047
+#define WGL_GENLOCK_SOURCE_DIGITAL_SYNC_I3D 0x2048
+#define WGL_GENLOCK_SOURCE_DIGITAL_FIELD_I3D 0x2049
+#define WGL_GENLOCK_SOURCE_EDGE_FALLING_I3D 0x204A
+#define WGL_GENLOCK_SOURCE_EDGE_RISING_I3D 0x204B
+#define WGL_GENLOCK_SOURCE_EDGE_BOTH_I3D 0x204C
+
+typedef BOOL (WINAPI * PFNWGLDISABLEGENLOCKI3DPROC) (HDC hDC);
+typedef BOOL (WINAPI * PFNWGLENABLEGENLOCKI3DPROC) (HDC hDC);
+typedef BOOL (WINAPI * PFNWGLGENLOCKSAMPLERATEI3DPROC) (HDC hDC, UINT uRate);
+typedef BOOL (WINAPI * PFNWGLGENLOCKSOURCEDELAYI3DPROC) (HDC hDC, UINT uDelay);
+typedef BOOL (WINAPI * PFNWGLGENLOCKSOURCEEDGEI3DPROC) (HDC hDC, UINT uEdge);
+typedef BOOL (WINAPI * PFNWGLGENLOCKSOURCEI3DPROC) (HDC hDC, UINT uSource);
+typedef BOOL (WINAPI * PFNWGLGETGENLOCKSAMPLERATEI3DPROC) (HDC hDC, UINT* uRate);
+typedef BOOL (WINAPI * PFNWGLGETGENLOCKSOURCEDELAYI3DPROC) (HDC hDC, UINT* uDelay);
+typedef BOOL (WINAPI * PFNWGLGETGENLOCKSOURCEEDGEI3DPROC) (HDC hDC, UINT* uEdge);
+typedef BOOL (WINAPI * PFNWGLGETGENLOCKSOURCEI3DPROC) (HDC hDC, UINT* uSource);
+typedef BOOL (WINAPI * PFNWGLISENABLEDGENLOCKI3DPROC) (HDC hDC, BOOL* pFlag);
+typedef BOOL (WINAPI * PFNWGLQUERYGENLOCKMAXSOURCEDELAYI3DPROC) (HDC hDC, UINT* uMaxLineDelay, UINT *uMaxPixelDelay);
+
+#define wglDisableGenlockI3D WGLEW_GET_FUN(__wglewDisableGenlockI3D)
+#define wglEnableGenlockI3D WGLEW_GET_FUN(__wglewEnableGenlockI3D)
+#define wglGenlockSampleRateI3D WGLEW_GET_FUN(__wglewGenlockSampleRateI3D)
+#define wglGenlockSourceDelayI3D WGLEW_GET_FUN(__wglewGenlockSourceDelayI3D)
+#define wglGenlockSourceEdgeI3D WGLEW_GET_FUN(__wglewGenlockSourceEdgeI3D)
+#define wglGenlockSourceI3D WGLEW_GET_FUN(__wglewGenlockSourceI3D)
+#define wglGetGenlockSampleRateI3D WGLEW_GET_FUN(__wglewGetGenlockSampleRateI3D)
+#define wglGetGenlockSourceDelayI3D WGLEW_GET_FUN(__wglewGetGenlockSourceDelayI3D)
+#define wglGetGenlockSourceEdgeI3D WGLEW_GET_FUN(__wglewGetGenlockSourceEdgeI3D)
+#define wglGetGenlockSourceI3D WGLEW_GET_FUN(__wglewGetGenlockSourceI3D)
+#define wglIsEnabledGenlockI3D WGLEW_GET_FUN(__wglewIsEnabledGenlockI3D)
+#define wglQueryGenlockMaxSourceDelayI3D WGLEW_GET_FUN(__wglewQueryGenlockMaxSourceDelayI3D)
+
+#define WGLEW_I3D_genlock WGLEW_GET_VAR(__WGLEW_I3D_genlock)
+
+#endif /* WGL_I3D_genlock */
+
+/* -------------------------- WGL_I3D_image_buffer ------------------------- */
+
+#ifndef WGL_I3D_image_buffer
+#define WGL_I3D_image_buffer 1
+
+#define WGL_IMAGE_BUFFER_MIN_ACCESS_I3D 0x00000001
+#define WGL_IMAGE_BUFFER_LOCK_I3D 0x00000002
+
+typedef BOOL (WINAPI * PFNWGLASSOCIATEIMAGEBUFFEREVENTSI3DPROC) (HDC hdc, HANDLE* pEvent, LPVOID *pAddress, DWORD *pSize, UINT count);
+typedef LPVOID (WINAPI * PFNWGLCREATEIMAGEBUFFERI3DPROC) (HDC hDC, DWORD dwSize, UINT uFlags);
+typedef BOOL (WINAPI * PFNWGLDESTROYIMAGEBUFFERI3DPROC) (HDC hDC, LPVOID pAddress);
+typedef BOOL (WINAPI * PFNWGLRELEASEIMAGEBUFFEREVENTSI3DPROC) (HDC hdc, LPVOID* pAddress, UINT count);
+
+#define wglAssociateImageBufferEventsI3D WGLEW_GET_FUN(__wglewAssociateImageBufferEventsI3D)
+#define wglCreateImageBufferI3D WGLEW_GET_FUN(__wglewCreateImageBufferI3D)
+#define wglDestroyImageBufferI3D WGLEW_GET_FUN(__wglewDestroyImageBufferI3D)
+#define wglReleaseImageBufferEventsI3D WGLEW_GET_FUN(__wglewReleaseImageBufferEventsI3D)
+
+#define WGLEW_I3D_image_buffer WGLEW_GET_VAR(__WGLEW_I3D_image_buffer)
+
+#endif /* WGL_I3D_image_buffer */
+
+/* ------------------------ WGL_I3D_swap_frame_lock ------------------------ */
+
+#ifndef WGL_I3D_swap_frame_lock
+#define WGL_I3D_swap_frame_lock 1
+
+typedef BOOL (WINAPI * PFNWGLDISABLEFRAMELOCKI3DPROC) (VOID);
+typedef BOOL (WINAPI * PFNWGLENABLEFRAMELOCKI3DPROC) (VOID);
+typedef BOOL (WINAPI * PFNWGLISENABLEDFRAMELOCKI3DPROC) (BOOL* pFlag);
+typedef BOOL (WINAPI * PFNWGLQUERYFRAMELOCKMASTERI3DPROC) (BOOL* pFlag);
+
+#define wglDisableFrameLockI3D WGLEW_GET_FUN(__wglewDisableFrameLockI3D)
+#define wglEnableFrameLockI3D WGLEW_GET_FUN(__wglewEnableFrameLockI3D)
+#define wglIsEnabledFrameLockI3D WGLEW_GET_FUN(__wglewIsEnabledFrameLockI3D)
+#define wglQueryFrameLockMasterI3D WGLEW_GET_FUN(__wglewQueryFrameLockMasterI3D)
+
+#define WGLEW_I3D_swap_frame_lock WGLEW_GET_VAR(__WGLEW_I3D_swap_frame_lock)
+
+#endif /* WGL_I3D_swap_frame_lock */
+
+/* ------------------------ WGL_I3D_swap_frame_usage ----------------------- */
+
+#ifndef WGL_I3D_swap_frame_usage
+#define WGL_I3D_swap_frame_usage 1
+
+typedef BOOL (WINAPI * PFNWGLBEGINFRAMETRACKINGI3DPROC) (void);
+typedef BOOL (WINAPI * PFNWGLENDFRAMETRACKINGI3DPROC) (void);
+typedef BOOL (WINAPI * PFNWGLGETFRAMEUSAGEI3DPROC) (float* pUsage);
+typedef BOOL (WINAPI * PFNWGLQUERYFRAMETRACKINGI3DPROC) (DWORD* pFrameCount, DWORD *pMissedFrames, float *pLastMissedUsage);
+
+#define wglBeginFrameTrackingI3D WGLEW_GET_FUN(__wglewBeginFrameTrackingI3D)
+#define wglEndFrameTrackingI3D WGLEW_GET_FUN(__wglewEndFrameTrackingI3D)
+#define wglGetFrameUsageI3D WGLEW_GET_FUN(__wglewGetFrameUsageI3D)
+#define wglQueryFrameTrackingI3D WGLEW_GET_FUN(__wglewQueryFrameTrackingI3D)
+
+#define WGLEW_I3D_swap_frame_usage WGLEW_GET_VAR(__WGLEW_I3D_swap_frame_usage)
+
+#endif /* WGL_I3D_swap_frame_usage */
+
+/* --------------------------- WGL_NV_DX_interop --------------------------- */
+
+#ifndef WGL_NV_DX_interop
+#define WGL_NV_DX_interop 1
+
+#define WGL_ACCESS_READ_ONLY_NV 0x0000
+#define WGL_ACCESS_READ_WRITE_NV 0x0001
+#define WGL_ACCESS_WRITE_DISCARD_NV 0x0002
+
+typedef BOOL (WINAPI * PFNWGLDXCLOSEDEVICENVPROC) (HANDLE hDevice);
+typedef BOOL (WINAPI * PFNWGLDXLOCKOBJECTSNVPROC) (HANDLE hDevice, GLint count, HANDLE* hObjects);
+typedef BOOL (WINAPI * PFNWGLDXOBJECTACCESSNVPROC) (HANDLE hObject, GLenum access);
+typedef HANDLE (WINAPI * PFNWGLDXOPENDEVICENVPROC) (void* dxDevice);
+typedef HANDLE (WINAPI * PFNWGLDXREGISTEROBJECTNVPROC) (HANDLE hDevice, void* dxObject, GLuint name, GLenum type, GLenum access);
+typedef BOOL (WINAPI * PFNWGLDXSETRESOURCESHAREHANDLENVPROC) (void* dxObject, HANDLE shareHandle);
+typedef BOOL (WINAPI * PFNWGLDXUNLOCKOBJECTSNVPROC) (HANDLE hDevice, GLint count, HANDLE* hObjects);
+typedef BOOL (WINAPI * PFNWGLDXUNREGISTEROBJECTNVPROC) (HANDLE hDevice, HANDLE hObject);
+
+#define wglDXCloseDeviceNV WGLEW_GET_FUN(__wglewDXCloseDeviceNV)
+#define wglDXLockObjectsNV WGLEW_GET_FUN(__wglewDXLockObjectsNV)
+#define wglDXObjectAccessNV WGLEW_GET_FUN(__wglewDXObjectAccessNV)
+#define wglDXOpenDeviceNV WGLEW_GET_FUN(__wglewDXOpenDeviceNV)
+#define wglDXRegisterObjectNV WGLEW_GET_FUN(__wglewDXRegisterObjectNV)
+#define wglDXSetResourceShareHandleNV WGLEW_GET_FUN(__wglewDXSetResourceShareHandleNV)
+#define wglDXUnlockObjectsNV WGLEW_GET_FUN(__wglewDXUnlockObjectsNV)
+#define wglDXUnregisterObjectNV WGLEW_GET_FUN(__wglewDXUnregisterObjectNV)
+
+#define WGLEW_NV_DX_interop WGLEW_GET_VAR(__WGLEW_NV_DX_interop)
+
+#endif /* WGL_NV_DX_interop */
+
+/* --------------------------- WGL_NV_DX_interop2 -------------------------- */
+
+#ifndef WGL_NV_DX_interop2
+#define WGL_NV_DX_interop2 1
+
+#define WGLEW_NV_DX_interop2 WGLEW_GET_VAR(__WGLEW_NV_DX_interop2)
+
+#endif /* WGL_NV_DX_interop2 */
+
+/* --------------------------- WGL_NV_copy_image --------------------------- */
+
+#ifndef WGL_NV_copy_image
+#define WGL_NV_copy_image 1
+
+typedef BOOL (WINAPI * PFNWGLCOPYIMAGESUBDATANVPROC) (HGLRC hSrcRC, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, HGLRC hDstRC, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth);
+
+#define wglCopyImageSubDataNV WGLEW_GET_FUN(__wglewCopyImageSubDataNV)
+
+#define WGLEW_NV_copy_image WGLEW_GET_VAR(__WGLEW_NV_copy_image)
+
+#endif /* WGL_NV_copy_image */
+
+/* ------------------------ WGL_NV_delay_before_swap ----------------------- */
+
+#ifndef WGL_NV_delay_before_swap
+#define WGL_NV_delay_before_swap 1
+
+typedef BOOL (WINAPI * PFNWGLDELAYBEFORESWAPNVPROC) (HDC hDC, GLfloat seconds);
+
+#define wglDelayBeforeSwapNV WGLEW_GET_FUN(__wglewDelayBeforeSwapNV)
+
+#define WGLEW_NV_delay_before_swap WGLEW_GET_VAR(__WGLEW_NV_delay_before_swap)
+
+#endif /* WGL_NV_delay_before_swap */
+
+/* -------------------------- WGL_NV_float_buffer -------------------------- */
+
+#ifndef WGL_NV_float_buffer
+#define WGL_NV_float_buffer 1
+
+#define WGL_FLOAT_COMPONENTS_NV 0x20B0
+#define WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_R_NV 0x20B1
+#define WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_RG_NV 0x20B2
+#define WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_RGB_NV 0x20B3
+#define WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_RGBA_NV 0x20B4
+#define WGL_TEXTURE_FLOAT_R_NV 0x20B5
+#define WGL_TEXTURE_FLOAT_RG_NV 0x20B6
+#define WGL_TEXTURE_FLOAT_RGB_NV 0x20B7
+#define WGL_TEXTURE_FLOAT_RGBA_NV 0x20B8
+
+#define WGLEW_NV_float_buffer WGLEW_GET_VAR(__WGLEW_NV_float_buffer)
+
+#endif /* WGL_NV_float_buffer */
+
+/* -------------------------- WGL_NV_gpu_affinity -------------------------- */
+
+#ifndef WGL_NV_gpu_affinity
+#define WGL_NV_gpu_affinity 1
+
+#define WGL_ERROR_INCOMPATIBLE_AFFINITY_MASKS_NV 0x20D0
+#define WGL_ERROR_MISSING_AFFINITY_MASK_NV 0x20D1
+
+DECLARE_HANDLE(HGPUNV);
+typedef struct _GPU_DEVICE {
+  DWORD cb; 
+  CHAR DeviceName[32]; 
+  CHAR DeviceString[128]; 
+  DWORD Flags; 
+  RECT rcVirtualScreen; 
+} GPU_DEVICE, *PGPU_DEVICE;
+
+typedef HDC (WINAPI * PFNWGLCREATEAFFINITYDCNVPROC) (const HGPUNV *phGpuList);
+typedef BOOL (WINAPI * PFNWGLDELETEDCNVPROC) (HDC hdc);
+typedef BOOL (WINAPI * PFNWGLENUMGPUDEVICESNVPROC) (HGPUNV hGpu, UINT iDeviceIndex, PGPU_DEVICE lpGpuDevice);
+typedef BOOL (WINAPI * PFNWGLENUMGPUSFROMAFFINITYDCNVPROC) (HDC hAffinityDC, UINT iGpuIndex, HGPUNV *hGpu);
+typedef BOOL (WINAPI * PFNWGLENUMGPUSNVPROC) (UINT iGpuIndex, HGPUNV *phGpu);
+
+#define wglCreateAffinityDCNV WGLEW_GET_FUN(__wglewCreateAffinityDCNV)
+#define wglDeleteDCNV WGLEW_GET_FUN(__wglewDeleteDCNV)
+#define wglEnumGpuDevicesNV WGLEW_GET_FUN(__wglewEnumGpuDevicesNV)
+#define wglEnumGpusFromAffinityDCNV WGLEW_GET_FUN(__wglewEnumGpusFromAffinityDCNV)
+#define wglEnumGpusNV WGLEW_GET_FUN(__wglewEnumGpusNV)
+
+#define WGLEW_NV_gpu_affinity WGLEW_GET_VAR(__WGLEW_NV_gpu_affinity)
+
+#endif /* WGL_NV_gpu_affinity */
+
+/* ---------------------- WGL_NV_multisample_coverage ---------------------- */
+
+#ifndef WGL_NV_multisample_coverage
+#define WGL_NV_multisample_coverage 1
+
+#define WGL_COVERAGE_SAMPLES_NV 0x2042
+#define WGL_COLOR_SAMPLES_NV 0x20B9
+
+#define WGLEW_NV_multisample_coverage WGLEW_GET_VAR(__WGLEW_NV_multisample_coverage)
+
+#endif /* WGL_NV_multisample_coverage */
+
+/* -------------------------- WGL_NV_present_video ------------------------- */
+
+#ifndef WGL_NV_present_video
+#define WGL_NV_present_video 1
+
+#define WGL_NUM_VIDEO_SLOTS_NV 0x20F0
+
+DECLARE_HANDLE(HVIDEOOUTPUTDEVICENV);
+
+typedef BOOL (WINAPI * PFNWGLBINDVIDEODEVICENVPROC) (HDC hDc, unsigned int uVideoSlot, HVIDEOOUTPUTDEVICENV hVideoDevice, const int* piAttribList);
+typedef int (WINAPI * PFNWGLENUMERATEVIDEODEVICESNVPROC) (HDC hDc, HVIDEOOUTPUTDEVICENV* phDeviceList);
+typedef BOOL (WINAPI * PFNWGLQUERYCURRENTCONTEXTNVPROC) (int iAttribute, int* piValue);
+
+#define wglBindVideoDeviceNV WGLEW_GET_FUN(__wglewBindVideoDeviceNV)
+#define wglEnumerateVideoDevicesNV WGLEW_GET_FUN(__wglewEnumerateVideoDevicesNV)
+#define wglQueryCurrentContextNV WGLEW_GET_FUN(__wglewQueryCurrentContextNV)
+
+#define WGLEW_NV_present_video WGLEW_GET_VAR(__WGLEW_NV_present_video)
+
+#endif /* WGL_NV_present_video */
+
+/* ---------------------- WGL_NV_render_depth_texture ---------------------- */
+
+#ifndef WGL_NV_render_depth_texture
+#define WGL_NV_render_depth_texture 1
+
+#define WGL_NO_TEXTURE_ARB 0x2077
+#define WGL_BIND_TO_TEXTURE_DEPTH_NV 0x20A3
+#define WGL_BIND_TO_TEXTURE_RECTANGLE_DEPTH_NV 0x20A4
+#define WGL_DEPTH_TEXTURE_FORMAT_NV 0x20A5
+#define WGL_TEXTURE_DEPTH_COMPONENT_NV 0x20A6
+#define WGL_DEPTH_COMPONENT_NV 0x20A7
+
+#define WGLEW_NV_render_depth_texture WGLEW_GET_VAR(__WGLEW_NV_render_depth_texture)
+
+#endif /* WGL_NV_render_depth_texture */
+
+/* -------------------- WGL_NV_render_texture_rectangle -------------------- */
+
+#ifndef WGL_NV_render_texture_rectangle
+#define WGL_NV_render_texture_rectangle 1
+
+#define WGL_BIND_TO_TEXTURE_RECTANGLE_RGB_NV 0x20A0
+#define WGL_BIND_TO_TEXTURE_RECTANGLE_RGBA_NV 0x20A1
+#define WGL_TEXTURE_RECTANGLE_NV 0x20A2
+
+#define WGLEW_NV_render_texture_rectangle WGLEW_GET_VAR(__WGLEW_NV_render_texture_rectangle)
+
+#endif /* WGL_NV_render_texture_rectangle */
+
+/* --------------------------- WGL_NV_swap_group --------------------------- */
+
+#ifndef WGL_NV_swap_group
+#define WGL_NV_swap_group 1
+
+typedef BOOL (WINAPI * PFNWGLBINDSWAPBARRIERNVPROC) (GLuint group, GLuint barrier);
+typedef BOOL (WINAPI * PFNWGLJOINSWAPGROUPNVPROC) (HDC hDC, GLuint group);
+typedef BOOL (WINAPI * PFNWGLQUERYFRAMECOUNTNVPROC) (HDC hDC, GLuint* count);
+typedef BOOL (WINAPI * PFNWGLQUERYMAXSWAPGROUPSNVPROC) (HDC hDC, GLuint* maxGroups, GLuint *maxBarriers);
+typedef BOOL (WINAPI * PFNWGLQUERYSWAPGROUPNVPROC) (HDC hDC, GLuint* group, GLuint *barrier);
+typedef BOOL (WINAPI * PFNWGLRESETFRAMECOUNTNVPROC) (HDC hDC);
+
+#define wglBindSwapBarrierNV WGLEW_GET_FUN(__wglewBindSwapBarrierNV)
+#define wglJoinSwapGroupNV WGLEW_GET_FUN(__wglewJoinSwapGroupNV)
+#define wglQueryFrameCountNV WGLEW_GET_FUN(__wglewQueryFrameCountNV)
+#define wglQueryMaxSwapGroupsNV WGLEW_GET_FUN(__wglewQueryMaxSwapGroupsNV)
+#define wglQuerySwapGroupNV WGLEW_GET_FUN(__wglewQuerySwapGroupNV)
+#define wglResetFrameCountNV WGLEW_GET_FUN(__wglewResetFrameCountNV)
+
+#define WGLEW_NV_swap_group WGLEW_GET_VAR(__WGLEW_NV_swap_group)
+
+#endif /* WGL_NV_swap_group */
+
+/* ----------------------- WGL_NV_vertex_array_range ----------------------- */
+
+#ifndef WGL_NV_vertex_array_range
+#define WGL_NV_vertex_array_range 1
+
+typedef void * (WINAPI * PFNWGLALLOCATEMEMORYNVPROC) (GLsizei size, GLfloat readFrequency, GLfloat writeFrequency, GLfloat priority);
+typedef void (WINAPI * PFNWGLFREEMEMORYNVPROC) (void *pointer);
+
+#define wglAllocateMemoryNV WGLEW_GET_FUN(__wglewAllocateMemoryNV)
+#define wglFreeMemoryNV WGLEW_GET_FUN(__wglewFreeMemoryNV)
+
+#define WGLEW_NV_vertex_array_range WGLEW_GET_VAR(__WGLEW_NV_vertex_array_range)
+
+#endif /* WGL_NV_vertex_array_range */
+
+/* -------------------------- WGL_NV_video_capture ------------------------- */
+
+#ifndef WGL_NV_video_capture
+#define WGL_NV_video_capture 1
+
+#define WGL_UNIQUE_ID_NV 0x20CE
+#define WGL_NUM_VIDEO_CAPTURE_SLOTS_NV 0x20CF
+
+DECLARE_HANDLE(HVIDEOINPUTDEVICENV);
+
+typedef BOOL (WINAPI * PFNWGLBINDVIDEOCAPTUREDEVICENVPROC) (UINT uVideoSlot, HVIDEOINPUTDEVICENV hDevice);
+typedef UINT (WINAPI * PFNWGLENUMERATEVIDEOCAPTUREDEVICESNVPROC) (HDC hDc, HVIDEOINPUTDEVICENV* phDeviceList);
+typedef BOOL (WINAPI * PFNWGLLOCKVIDEOCAPTUREDEVICENVPROC) (HDC hDc, HVIDEOINPUTDEVICENV hDevice);
+typedef BOOL (WINAPI * PFNWGLQUERYVIDEOCAPTUREDEVICENVPROC) (HDC hDc, HVIDEOINPUTDEVICENV hDevice, int iAttribute, int* piValue);
+typedef BOOL (WINAPI * PFNWGLRELEASEVIDEOCAPTUREDEVICENVPROC) (HDC hDc, HVIDEOINPUTDEVICENV hDevice);
+
+#define wglBindVideoCaptureDeviceNV WGLEW_GET_FUN(__wglewBindVideoCaptureDeviceNV)
+#define wglEnumerateVideoCaptureDevicesNV WGLEW_GET_FUN(__wglewEnumerateVideoCaptureDevicesNV)
+#define wglLockVideoCaptureDeviceNV WGLEW_GET_FUN(__wglewLockVideoCaptureDeviceNV)
+#define wglQueryVideoCaptureDeviceNV WGLEW_GET_FUN(__wglewQueryVideoCaptureDeviceNV)
+#define wglReleaseVideoCaptureDeviceNV WGLEW_GET_FUN(__wglewReleaseVideoCaptureDeviceNV)
+
+#define WGLEW_NV_video_capture WGLEW_GET_VAR(__WGLEW_NV_video_capture)
+
+#endif /* WGL_NV_video_capture */
+
+/* -------------------------- WGL_NV_video_output -------------------------- */
+
+#ifndef WGL_NV_video_output
+#define WGL_NV_video_output 1
+
+#define WGL_BIND_TO_VIDEO_RGB_NV 0x20C0
+#define WGL_BIND_TO_VIDEO_RGBA_NV 0x20C1
+#define WGL_BIND_TO_VIDEO_RGB_AND_DEPTH_NV 0x20C2
+#define WGL_VIDEO_OUT_COLOR_NV 0x20C3
+#define WGL_VIDEO_OUT_ALPHA_NV 0x20C4
+#define WGL_VIDEO_OUT_DEPTH_NV 0x20C5
+#define WGL_VIDEO_OUT_COLOR_AND_ALPHA_NV 0x20C6
+#define WGL_VIDEO_OUT_COLOR_AND_DEPTH_NV 0x20C7
+#define WGL_VIDEO_OUT_FRAME 0x20C8
+#define WGL_VIDEO_OUT_FIELD_1 0x20C9
+#define WGL_VIDEO_OUT_FIELD_2 0x20CA
+#define WGL_VIDEO_OUT_STACKED_FIELDS_1_2 0x20CB
+#define WGL_VIDEO_OUT_STACKED_FIELDS_2_1 0x20CC
+
+DECLARE_HANDLE(HPVIDEODEV);
+
+typedef BOOL (WINAPI * PFNWGLBINDVIDEOIMAGENVPROC) (HPVIDEODEV hVideoDevice, HPBUFFERARB hPbuffer, int iVideoBuffer);
+typedef BOOL (WINAPI * PFNWGLGETVIDEODEVICENVPROC) (HDC hDC, int numDevices, HPVIDEODEV* hVideoDevice);
+typedef BOOL (WINAPI * PFNWGLGETVIDEOINFONVPROC) (HPVIDEODEV hpVideoDevice, unsigned long* pulCounterOutputPbuffer, unsigned long *pulCounterOutputVideo);
+typedef BOOL (WINAPI * PFNWGLRELEASEVIDEODEVICENVPROC) (HPVIDEODEV hVideoDevice);
+typedef BOOL (WINAPI * PFNWGLRELEASEVIDEOIMAGENVPROC) (HPBUFFERARB hPbuffer, int iVideoBuffer);
+typedef BOOL (WINAPI * PFNWGLSENDPBUFFERTOVIDEONVPROC) (HPBUFFERARB hPbuffer, int iBufferType, unsigned long* pulCounterPbuffer, BOOL bBlock);
+
+#define wglBindVideoImageNV WGLEW_GET_FUN(__wglewBindVideoImageNV)
+#define wglGetVideoDeviceNV WGLEW_GET_FUN(__wglewGetVideoDeviceNV)
+#define wglGetVideoInfoNV WGLEW_GET_FUN(__wglewGetVideoInfoNV)
+#define wglReleaseVideoDeviceNV WGLEW_GET_FUN(__wglewReleaseVideoDeviceNV)
+#define wglReleaseVideoImageNV WGLEW_GET_FUN(__wglewReleaseVideoImageNV)
+#define wglSendPbufferToVideoNV WGLEW_GET_FUN(__wglewSendPbufferToVideoNV)
+
+#define WGLEW_NV_video_output WGLEW_GET_VAR(__WGLEW_NV_video_output)
+
+#endif /* WGL_NV_video_output */
+
+/* -------------------------- WGL_OML_sync_control ------------------------- */
+
+#ifndef WGL_OML_sync_control
+#define WGL_OML_sync_control 1
+
+typedef BOOL (WINAPI * PFNWGLGETMSCRATEOMLPROC) (HDC hdc, INT32* numerator, INT32 *denominator);
+typedef BOOL (WINAPI * PFNWGLGETSYNCVALUESOMLPROC) (HDC hdc, INT64* ust, INT64 *msc, INT64 *sbc);
+typedef INT64 (WINAPI * PFNWGLSWAPBUFFERSMSCOMLPROC) (HDC hdc, INT64 target_msc, INT64 divisor, INT64 remainder);
+typedef INT64 (WINAPI * PFNWGLSWAPLAYERBUFFERSMSCOMLPROC) (HDC hdc, INT fuPlanes, INT64 target_msc, INT64 divisor, INT64 remainder);
+typedef BOOL (WINAPI * PFNWGLWAITFORMSCOMLPROC) (HDC hdc, INT64 target_msc, INT64 divisor, INT64 remainder, INT64* ust, INT64 *msc, INT64 *sbc);
+typedef BOOL (WINAPI * PFNWGLWAITFORSBCOMLPROC) (HDC hdc, INT64 target_sbc, INT64* ust, INT64 *msc, INT64 *sbc);
+
+#define wglGetMscRateOML WGLEW_GET_FUN(__wglewGetMscRateOML)
+#define wglGetSyncValuesOML WGLEW_GET_FUN(__wglewGetSyncValuesOML)
+#define wglSwapBuffersMscOML WGLEW_GET_FUN(__wglewSwapBuffersMscOML)
+#define wglSwapLayerBuffersMscOML WGLEW_GET_FUN(__wglewSwapLayerBuffersMscOML)
+#define wglWaitForMscOML WGLEW_GET_FUN(__wglewWaitForMscOML)
+#define wglWaitForSbcOML WGLEW_GET_FUN(__wglewWaitForSbcOML)
+
+#define WGLEW_OML_sync_control WGLEW_GET_VAR(__WGLEW_OML_sync_control)
+
+#endif /* WGL_OML_sync_control */
+
+/* ------------------------------------------------------------------------- */
+
+#ifdef GLEW_MX
+#define WGLEW_FUN_EXPORT
+#define WGLEW_VAR_EXPORT
+#else
+#define WGLEW_FUN_EXPORT GLEW_FUN_EXPORT
+#define WGLEW_VAR_EXPORT GLEW_VAR_EXPORT
+#endif /* GLEW_MX */
+
+#ifdef GLEW_MX
+struct WGLEWContextStruct
+{
+#endif /* GLEW_MX */
+
+WGLEW_FUN_EXPORT PFNWGLSETSTEREOEMITTERSTATE3DLPROC __wglewSetStereoEmitterState3DL;
+
+WGLEW_FUN_EXPORT PFNWGLBLITCONTEXTFRAMEBUFFERAMDPROC __wglewBlitContextFramebufferAMD;
+WGLEW_FUN_EXPORT PFNWGLCREATEASSOCIATEDCONTEXTAMDPROC __wglewCreateAssociatedContextAMD;
+WGLEW_FUN_EXPORT PFNWGLCREATEASSOCIATEDCONTEXTATTRIBSAMDPROC __wglewCreateAssociatedContextAttribsAMD;
+WGLEW_FUN_EXPORT PFNWGLDELETEASSOCIATEDCONTEXTAMDPROC __wglewDeleteAssociatedContextAMD;
+WGLEW_FUN_EXPORT PFNWGLGETCONTEXTGPUIDAMDPROC __wglewGetContextGPUIDAMD;
+WGLEW_FUN_EXPORT PFNWGLGETCURRENTASSOCIATEDCONTEXTAMDPROC __wglewGetCurrentAssociatedContextAMD;
+WGLEW_FUN_EXPORT PFNWGLGETGPUIDSAMDPROC __wglewGetGPUIDsAMD;
+WGLEW_FUN_EXPORT PFNWGLGETGPUINFOAMDPROC __wglewGetGPUInfoAMD;
+WGLEW_FUN_EXPORT PFNWGLMAKEASSOCIATEDCONTEXTCURRENTAMDPROC __wglewMakeAssociatedContextCurrentAMD;
+
+WGLEW_FUN_EXPORT PFNWGLCREATEBUFFERREGIONARBPROC __wglewCreateBufferRegionARB;
+WGLEW_FUN_EXPORT PFNWGLDELETEBUFFERREGIONARBPROC __wglewDeleteBufferRegionARB;
+WGLEW_FUN_EXPORT PFNWGLRESTOREBUFFERREGIONARBPROC __wglewRestoreBufferRegionARB;
+WGLEW_FUN_EXPORT PFNWGLSAVEBUFFERREGIONARBPROC __wglewSaveBufferRegionARB;
+
+WGLEW_FUN_EXPORT PFNWGLCREATECONTEXTATTRIBSARBPROC __wglewCreateContextAttribsARB;
+
+WGLEW_FUN_EXPORT PFNWGLGETEXTENSIONSSTRINGARBPROC __wglewGetExtensionsStringARB;
+
+WGLEW_FUN_EXPORT PFNWGLGETCURRENTREADDCARBPROC __wglewGetCurrentReadDCARB;
+WGLEW_FUN_EXPORT PFNWGLMAKECONTEXTCURRENTARBPROC __wglewMakeContextCurrentARB;
+
+WGLEW_FUN_EXPORT PFNWGLCREATEPBUFFERARBPROC __wglewCreatePbufferARB;
+WGLEW_FUN_EXPORT PFNWGLDESTROYPBUFFERARBPROC __wglewDestroyPbufferARB;
+WGLEW_FUN_EXPORT PFNWGLGETPBUFFERDCARBPROC __wglewGetPbufferDCARB;
+WGLEW_FUN_EXPORT PFNWGLQUERYPBUFFERARBPROC __wglewQueryPbufferARB;
+WGLEW_FUN_EXPORT PFNWGLRELEASEPBUFFERDCARBPROC __wglewReleasePbufferDCARB;
+
+WGLEW_FUN_EXPORT PFNWGLCHOOSEPIXELFORMATARBPROC __wglewChoosePixelFormatARB;
+WGLEW_FUN_EXPORT PFNWGLGETPIXELFORMATATTRIBFVARBPROC __wglewGetPixelFormatAttribfvARB;
+WGLEW_FUN_EXPORT PFNWGLGETPIXELFORMATATTRIBIVARBPROC __wglewGetPixelFormatAttribivARB;
+
+WGLEW_FUN_EXPORT PFNWGLBINDTEXIMAGEARBPROC __wglewBindTexImageARB;
+WGLEW_FUN_EXPORT PFNWGLRELEASETEXIMAGEARBPROC __wglewReleaseTexImageARB;
+WGLEW_FUN_EXPORT PFNWGLSETPBUFFERATTRIBARBPROC __wglewSetPbufferAttribARB;
+
+WGLEW_FUN_EXPORT PFNWGLBINDDISPLAYCOLORTABLEEXTPROC __wglewBindDisplayColorTableEXT;
+WGLEW_FUN_EXPORT PFNWGLCREATEDISPLAYCOLORTABLEEXTPROC __wglewCreateDisplayColorTableEXT;
+WGLEW_FUN_EXPORT PFNWGLDESTROYDISPLAYCOLORTABLEEXTPROC __wglewDestroyDisplayColorTableEXT;
+WGLEW_FUN_EXPORT PFNWGLLOADDISPLAYCOLORTABLEEXTPROC __wglewLoadDisplayColorTableEXT;
+
+WGLEW_FUN_EXPORT PFNWGLGETEXTENSIONSSTRINGEXTPROC __wglewGetExtensionsStringEXT;
+
+WGLEW_FUN_EXPORT PFNWGLGETCURRENTREADDCEXTPROC __wglewGetCurrentReadDCEXT;
+WGLEW_FUN_EXPORT PFNWGLMAKECONTEXTCURRENTEXTPROC __wglewMakeContextCurrentEXT;
+
+WGLEW_FUN_EXPORT PFNWGLCREATEPBUFFEREXTPROC __wglewCreatePbufferEXT;
+WGLEW_FUN_EXPORT PFNWGLDESTROYPBUFFEREXTPROC __wglewDestroyPbufferEXT;
+WGLEW_FUN_EXPORT PFNWGLGETPBUFFERDCEXTPROC __wglewGetPbufferDCEXT;
+WGLEW_FUN_EXPORT PFNWGLQUERYPBUFFEREXTPROC __wglewQueryPbufferEXT;
+WGLEW_FUN_EXPORT PFNWGLRELEASEPBUFFERDCEXTPROC __wglewReleasePbufferDCEXT;
+
+WGLEW_FUN_EXPORT PFNWGLCHOOSEPIXELFORMATEXTPROC __wglewChoosePixelFormatEXT;
+WGLEW_FUN_EXPORT PFNWGLGETPIXELFORMATATTRIBFVEXTPROC __wglewGetPixelFormatAttribfvEXT;
+WGLEW_FUN_EXPORT PFNWGLGETPIXELFORMATATTRIBIVEXTPROC __wglewGetPixelFormatAttribivEXT;
+
+WGLEW_FUN_EXPORT PFNWGLGETSWAPINTERVALEXTPROC __wglewGetSwapIntervalEXT;
+WGLEW_FUN_EXPORT PFNWGLSWAPINTERVALEXTPROC __wglewSwapIntervalEXT;
+
+WGLEW_FUN_EXPORT PFNWGLGETDIGITALVIDEOPARAMETERSI3DPROC __wglewGetDigitalVideoParametersI3D;
+WGLEW_FUN_EXPORT PFNWGLSETDIGITALVIDEOPARAMETERSI3DPROC __wglewSetDigitalVideoParametersI3D;
+
+WGLEW_FUN_EXPORT PFNWGLGETGAMMATABLEI3DPROC __wglewGetGammaTableI3D;
+WGLEW_FUN_EXPORT PFNWGLGETGAMMATABLEPARAMETERSI3DPROC __wglewGetGammaTableParametersI3D;
+WGLEW_FUN_EXPORT PFNWGLSETGAMMATABLEI3DPROC __wglewSetGammaTableI3D;
+WGLEW_FUN_EXPORT PFNWGLSETGAMMATABLEPARAMETERSI3DPROC __wglewSetGammaTableParametersI3D;
+
+WGLEW_FUN_EXPORT PFNWGLDISABLEGENLOCKI3DPROC __wglewDisableGenlockI3D;
+WGLEW_FUN_EXPORT PFNWGLENABLEGENLOCKI3DPROC __wglewEnableGenlockI3D;
+WGLEW_FUN_EXPORT PFNWGLGENLOCKSAMPLERATEI3DPROC __wglewGenlockSampleRateI3D;
+WGLEW_FUN_EXPORT PFNWGLGENLOCKSOURCEDELAYI3DPROC __wglewGenlockSourceDelayI3D;
+WGLEW_FUN_EXPORT PFNWGLGENLOCKSOURCEEDGEI3DPROC __wglewGenlockSourceEdgeI3D;
+WGLEW_FUN_EXPORT PFNWGLGENLOCKSOURCEI3DPROC __wglewGenlockSourceI3D;
+WGLEW_FUN_EXPORT PFNWGLGETGENLOCKSAMPLERATEI3DPROC __wglewGetGenlockSampleRateI3D;
+WGLEW_FUN_EXPORT PFNWGLGETGENLOCKSOURCEDELAYI3DPROC __wglewGetGenlockSourceDelayI3D;
+WGLEW_FUN_EXPORT PFNWGLGETGENLOCKSOURCEEDGEI3DPROC __wglewGetGenlockSourceEdgeI3D;
+WGLEW_FUN_EXPORT PFNWGLGETGENLOCKSOURCEI3DPROC __wglewGetGenlockSourceI3D;
+WGLEW_FUN_EXPORT PFNWGLISENABLEDGENLOCKI3DPROC __wglewIsEnabledGenlockI3D;
+WGLEW_FUN_EXPORT PFNWGLQUERYGENLOCKMAXSOURCEDELAYI3DPROC __wglewQueryGenlockMaxSourceDelayI3D;
+
+WGLEW_FUN_EXPORT PFNWGLASSOCIATEIMAGEBUFFEREVENTSI3DPROC __wglewAssociateImageBufferEventsI3D;
+WGLEW_FUN_EXPORT PFNWGLCREATEIMAGEBUFFERI3DPROC __wglewCreateImageBufferI3D;
+WGLEW_FUN_EXPORT PFNWGLDESTROYIMAGEBUFFERI3DPROC __wglewDestroyImageBufferI3D;
+WGLEW_FUN_EXPORT PFNWGLRELEASEIMAGEBUFFEREVENTSI3DPROC __wglewReleaseImageBufferEventsI3D;
+
+WGLEW_FUN_EXPORT PFNWGLDISABLEFRAMELOCKI3DPROC __wglewDisableFrameLockI3D;
+WGLEW_FUN_EXPORT PFNWGLENABLEFRAMELOCKI3DPROC __wglewEnableFrameLockI3D;
+WGLEW_FUN_EXPORT PFNWGLISENABLEDFRAMELOCKI3DPROC __wglewIsEnabledFrameLockI3D;
+WGLEW_FUN_EXPORT PFNWGLQUERYFRAMELOCKMASTERI3DPROC __wglewQueryFrameLockMasterI3D;
+
+WGLEW_FUN_EXPORT PFNWGLBEGINFRAMETRACKINGI3DPROC __wglewBeginFrameTrackingI3D;
+WGLEW_FUN_EXPORT PFNWGLENDFRAMETRACKINGI3DPROC __wglewEndFrameTrackingI3D;
+WGLEW_FUN_EXPORT PFNWGLGETFRAMEUSAGEI3DPROC __wglewGetFrameUsageI3D;
+WGLEW_FUN_EXPORT PFNWGLQUERYFRAMETRACKINGI3DPROC __wglewQueryFrameTrackingI3D;
+
+WGLEW_FUN_EXPORT PFNWGLDXCLOSEDEVICENVPROC __wglewDXCloseDeviceNV;
+WGLEW_FUN_EXPORT PFNWGLDXLOCKOBJECTSNVPROC __wglewDXLockObjectsNV;
+WGLEW_FUN_EXPORT PFNWGLDXOBJECTACCESSNVPROC __wglewDXObjectAccessNV;
+WGLEW_FUN_EXPORT PFNWGLDXOPENDEVICENVPROC __wglewDXOpenDeviceNV;
+WGLEW_FUN_EXPORT PFNWGLDXREGISTEROBJECTNVPROC __wglewDXRegisterObjectNV;
+WGLEW_FUN_EXPORT PFNWGLDXSETRESOURCESHAREHANDLENVPROC __wglewDXSetResourceShareHandleNV;
+WGLEW_FUN_EXPORT PFNWGLDXUNLOCKOBJECTSNVPROC __wglewDXUnlockObjectsNV;
+WGLEW_FUN_EXPORT PFNWGLDXUNREGISTEROBJECTNVPROC __wglewDXUnregisterObjectNV;
+
+WGLEW_FUN_EXPORT PFNWGLCOPYIMAGESUBDATANVPROC __wglewCopyImageSubDataNV;
+
+WGLEW_FUN_EXPORT PFNWGLDELAYBEFORESWAPNVPROC __wglewDelayBeforeSwapNV;
+
+WGLEW_FUN_EXPORT PFNWGLCREATEAFFINITYDCNVPROC __wglewCreateAffinityDCNV;
+WGLEW_FUN_EXPORT PFNWGLDELETEDCNVPROC __wglewDeleteDCNV;
+WGLEW_FUN_EXPORT PFNWGLENUMGPUDEVICESNVPROC __wglewEnumGpuDevicesNV;
+WGLEW_FUN_EXPORT PFNWGLENUMGPUSFROMAFFINITYDCNVPROC __wglewEnumGpusFromAffinityDCNV;
+WGLEW_FUN_EXPORT PFNWGLENUMGPUSNVPROC __wglewEnumGpusNV;
+
+WGLEW_FUN_EXPORT PFNWGLBINDVIDEODEVICENVPROC __wglewBindVideoDeviceNV;
+WGLEW_FUN_EXPORT PFNWGLENUMERATEVIDEODEVICESNVPROC __wglewEnumerateVideoDevicesNV;
+WGLEW_FUN_EXPORT PFNWGLQUERYCURRENTCONTEXTNVPROC __wglewQueryCurrentContextNV;
+
+WGLEW_FUN_EXPORT PFNWGLBINDSWAPBARRIERNVPROC __wglewBindSwapBarrierNV;
+WGLEW_FUN_EXPORT PFNWGLJOINSWAPGROUPNVPROC __wglewJoinSwapGroupNV;
+WGLEW_FUN_EXPORT PFNWGLQUERYFRAMECOUNTNVPROC __wglewQueryFrameCountNV;
+WGLEW_FUN_EXPORT PFNWGLQUERYMAXSWAPGROUPSNVPROC __wglewQueryMaxSwapGroupsNV;
+WGLEW_FUN_EXPORT PFNWGLQUERYSWAPGROUPNVPROC __wglewQuerySwapGroupNV;
+WGLEW_FUN_EXPORT PFNWGLRESETFRAMECOUNTNVPROC __wglewResetFrameCountNV;
+
+WGLEW_FUN_EXPORT PFNWGLALLOCATEMEMORYNVPROC __wglewAllocateMemoryNV;
+WGLEW_FUN_EXPORT PFNWGLFREEMEMORYNVPROC __wglewFreeMemoryNV;
+
+WGLEW_FUN_EXPORT PFNWGLBINDVIDEOCAPTUREDEVICENVPROC __wglewBindVideoCaptureDeviceNV;
+WGLEW_FUN_EXPORT PFNWGLENUMERATEVIDEOCAPTUREDEVICESNVPROC __wglewEnumerateVideoCaptureDevicesNV;
+WGLEW_FUN_EXPORT PFNWGLLOCKVIDEOCAPTUREDEVICENVPROC __wglewLockVideoCaptureDeviceNV;
+WGLEW_FUN_EXPORT PFNWGLQUERYVIDEOCAPTUREDEVICENVPROC __wglewQueryVideoCaptureDeviceNV;
+WGLEW_FUN_EXPORT PFNWGLRELEASEVIDEOCAPTUREDEVICENVPROC __wglewReleaseVideoCaptureDeviceNV;
+
+WGLEW_FUN_EXPORT PFNWGLBINDVIDEOIMAGENVPROC __wglewBindVideoImageNV;
+WGLEW_FUN_EXPORT PFNWGLGETVIDEODEVICENVPROC __wglewGetVideoDeviceNV;
+WGLEW_FUN_EXPORT PFNWGLGETVIDEOINFONVPROC __wglewGetVideoInfoNV;
+WGLEW_FUN_EXPORT PFNWGLRELEASEVIDEODEVICENVPROC __wglewReleaseVideoDeviceNV;
+WGLEW_FUN_EXPORT PFNWGLRELEASEVIDEOIMAGENVPROC __wglewReleaseVideoImageNV;
+WGLEW_FUN_EXPORT PFNWGLSENDPBUFFERTOVIDEONVPROC __wglewSendPbufferToVideoNV;
+
+WGLEW_FUN_EXPORT PFNWGLGETMSCRATEOMLPROC __wglewGetMscRateOML;
+WGLEW_FUN_EXPORT PFNWGLGETSYNCVALUESOMLPROC __wglewGetSyncValuesOML;
+WGLEW_FUN_EXPORT PFNWGLSWAPBUFFERSMSCOMLPROC __wglewSwapBuffersMscOML;
+WGLEW_FUN_EXPORT PFNWGLSWAPLAYERBUFFERSMSCOMLPROC __wglewSwapLayerBuffersMscOML;
+WGLEW_FUN_EXPORT PFNWGLWAITFORMSCOMLPROC __wglewWaitForMscOML;
+WGLEW_FUN_EXPORT PFNWGLWAITFORSBCOMLPROC __wglewWaitForSbcOML;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_3DFX_multisample;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_3DL_stereo_control;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_AMD_gpu_association;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_buffer_region;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_context_flush_control;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_create_context;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_create_context_profile;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_create_context_robustness;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_extensions_string;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_framebuffer_sRGB;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_make_current_read;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_multisample;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_pbuffer;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_pixel_format;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_pixel_format_float;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_render_texture;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_robustness_application_isolation;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_robustness_share_group_isolation;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_ATI_pixel_format_float;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_ATI_render_texture_rectangle;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_create_context_es2_profile;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_create_context_es_profile;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_depth_float;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_display_color_table;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_extensions_string;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_framebuffer_sRGB;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_make_current_read;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_multisample;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_pbuffer;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_pixel_format;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_pixel_format_packed_float;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_swap_control;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_swap_control_tear;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_I3D_digital_video_control;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_I3D_gamma;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_I3D_genlock;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_I3D_image_buffer;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_I3D_swap_frame_lock;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_I3D_swap_frame_usage;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_DX_interop;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_DX_interop2;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_copy_image;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_delay_before_swap;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_float_buffer;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_gpu_affinity;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_multisample_coverage;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_present_video;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_render_depth_texture;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_render_texture_rectangle;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_swap_group;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_vertex_array_range;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_video_capture;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_video_output;
+WGLEW_VAR_EXPORT GLboolean __WGLEW_OML_sync_control;
+
+#ifdef GLEW_MX
+}; /* WGLEWContextStruct */
+#endif /* GLEW_MX */
+
+/* ------------------------------------------------------------------------- */
+
+#ifdef GLEW_MX
+
+typedef struct WGLEWContextStruct WGLEWContext;
+GLEWAPI GLenum GLEWAPIENTRY wglewContextInit (WGLEWContext *ctx);
+GLEWAPI GLboolean GLEWAPIENTRY wglewContextIsSupported (const WGLEWContext *ctx, const char *name);
+
+#define wglewInit() wglewContextInit(wglewGetContext())
+#define wglewIsSupported(x) wglewContextIsSupported(wglewGetContext(), x)
+
+#define WGLEW_GET_VAR(x) (*(const GLboolean*)&(wglewGetContext()->x))
+#define WGLEW_GET_FUN(x) wglewGetContext()->x
+
+#else /* GLEW_MX */
+
+GLEWAPI GLenum GLEWAPIENTRY wglewInit ();
+GLEWAPI GLboolean GLEWAPIENTRY wglewIsSupported (const char *name);
+
+#define WGLEW_GET_VAR(x) (*(const GLboolean*)&x)
+#define WGLEW_GET_FUN(x) x
+
+#endif /* GLEW_MX */
+
+GLEWAPI GLboolean GLEWAPIENTRY wglewGetExtension (const char *name);
+
+#ifdef __cplusplus
+}
+#endif
+
+#undef GLEWAPI
+
+#endif /* __wglew_h__ */
index 0d2e230..8515cbf 100644 (file)
@@ -1,4 +1,4 @@
-AM_CPPFLAGS = -Wall -Wextra -g $(all_includes) -I../libglew/
+AM_CPPFLAGS = -Wall -Wextra -g $(all_includes) -I../libglew/ -DGLEW_NO_GLU -DGLEW_BUILD
 
 noinst_LIBRARIES = libopengl.a
 
index bd4bd57..690020b 100644 (file)
@@ -25,7 +25,7 @@
 #include <errno.h>
 #include "../libsdl/print.h"
 #include "opengl.h"
-#define GL3_PROTOTYPES 1
+#define GLEW_STATIC
 #include <GL/glew.h>
 
 #define MAX_OSD 2
@@ -38,6 +38,14 @@ static int osd_width[MAX_OSD], osd_height[MAX_OSD];
 static int texture_size;
 static int osd_size[MAX_OSD];
 static int flip_y;
+static GLuint shadow_framebuffer[2] = { 0, 0 };
+static int current_view_width = 0, current_view_height = 0;
+static GLuint shadow_texture[2];
+static int shadow_texture_width = 0, shadow_texture_height = 0;
+static int shadow_multisampling;
+
+GLuint current_framebuffer = 0;
+
 
 /* alloc and init an image texture with size that is greater than the power of two */
 int init_opengl_image(int _image_width, int _image_height)
@@ -119,6 +127,13 @@ void opengl_clear(int _flip_y)
        glClear(GL_COLOR_BUFFER_BIT);
 }
 
+/* only set view width and heigt. (used by ovr to tell frame buffer size) */
+void opengl_set_size(int view_width, int view_height)
+{
+       current_view_width = view_width;
+       current_view_height = view_height;
+}
+
 /* set viewport for improved rendering */
 void opengl_viewport(int view_width, int view_height, int split, int benson_at_line, double fov, double benson_size)
 {
@@ -144,6 +159,9 @@ void opengl_viewport(int view_width, int view_height, int split, int benson_at_l
        else if (view_height * image_width < view_width * image_height)
                factor_width = (double)(view_width * image_height) / (double)(view_height * image_width);
 
+       current_view_width = view_width;
+       current_view_height = view_height;
+
        /* avoid views that are too small */
        if (view_width < 1 || view_height < 1)
                return;
@@ -340,6 +358,13 @@ void opengl_render_color(double r, double g, double b, double a)
        }
 }
 
+/* set color and alpha */
+void opengl_render_color_alpha(double r, double g, double b, double a)
+{
+       glDisable(GL_BLEND);
+       glColor4d(r, g, b, a);
+}
+
 /* render polygon */
 void opengl_render_polygon(double *x, double *y, double *z, int count, int cull_face)
 {
@@ -396,11 +421,122 @@ void opengl_render_point(double x, double y, double z, double size)
        }
 }
 
+int init_shadow_buffer(int multisampling)
+{
+       shadow_multisampling = multisampling;
+
+       glGenFramebuffers(2, shadow_framebuffer);
+
+       glBindFramebuffer(GL_FRAMEBUFFER, current_framebuffer);
+
+       return 0;
+}
+
+/* change to shadow buffer and clear it */
+void begin_shadow_render(void)
+{
+       /* free texture, if size changes */
+       if (shadow_texture[0] && (current_view_width != shadow_texture_width || current_view_height != shadow_texture_height)) {
+               glDeleteTextures(2, shadow_texture);
+               shadow_texture[0] = 0;
+       }
+       /* generate texture for shadow rendering (two, if MSAA is used) */
+       if (!shadow_texture[0]) {
+               glGenTextures(2, shadow_texture);
+               shadow_texture_width = current_view_width;
+               shadow_texture_height = current_view_height;
+               if (shadow_multisampling > 1) {
+                       glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, shadow_texture[0]);
+                       glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, shadow_multisampling, GL_RGBA, shadow_texture_width, shadow_texture_height, 0);
+                       glBindTexture(GL_TEXTURE_2D, shadow_texture[1]);
+                       glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, shadow_texture_width, shadow_texture_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
+               } else {
+                       glBindTexture(GL_TEXTURE_2D, shadow_texture[0]);
+                       glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, shadow_texture_width, shadow_texture_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
+               }
+       }
+
+       /* switch to shadow_framebuffer now and attach the first texture */
+       glBindFramebuffer(GL_FRAMEBUFFER, shadow_framebuffer[0]);
+       if (shadow_multisampling > 1)
+               glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, shadow_texture[0], 0);
+       else
+               glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, shadow_texture[0], 0);
+       GLenum DrawBuffers[1] = {GL_COLOR_ATTACHMENT0};
+       glDrawBuffers(1, DrawBuffers);
+       if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
+               fprintf(stderr, "failed to create shadow texture\n");
+       }
+
+       /* clear to black + transparent */
+       glClearColor(0.0, 0.0, 0.0, 0.0);
+       glClear(GL_COLOR_BUFFER_BIT);
+}
+
+/* apply shadow from shadow_framebuffer to current_framebuffer and switch to it */
+void end_shadow_render(void)
+{
+       if (shadow_multisampling > 1) {
+               /* attach second texture to second frame buffer */
+               glBindFramebuffer(GL_FRAMEBUFFER, shadow_framebuffer[1]);
+               glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, shadow_texture[1], 0);
+               glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, shadow_texture[1]);
+               /* blit from first texture to second texture (MSAA to normal texture) */
+               glBindFramebuffer(GL_READ_FRAMEBUFFER, shadow_framebuffer[0]);
+               glBindFramebuffer(GL_DRAW_FRAMEBUFFER, shadow_framebuffer[1]);
+               glBlitFramebufferEXT( 0, 0, shadow_texture_width, shadow_texture_height, 0, 0, shadow_texture_width, shadow_texture_height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
+       }
+
+       /* switch to color buffer */
+       glBindFramebuffer(GL_FRAMEBUFFER, current_framebuffer);
+
+       /* apply shadow by drawing texture to screen */
+       glEnable(GL_BLEND);
+       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       glColor4d(1, 1, 1, 1);
+       glMatrixMode(GL_PROJECTION);
+       glPushMatrix();
+       glLoadIdentity();
+       glOrtho(-1, 1, -1, 1, -1, 1);
+
+       glEnable(GL_TEXTURE_2D);
+       if (shadow_multisampling > 1)
+               glBindTexture(GL_TEXTURE_2D, shadow_texture[1]);
+       else
+               glBindTexture(GL_TEXTURE_2D, shadow_texture[0]);
+       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+       glBegin(GL_QUADS);
+       glTexCoord2f(0, 1);
+       glVertex3f(-1, 1, 0);
+       glTexCoord2f(1, 1);
+       glVertex3f(1, 1, 0);
+       glTexCoord2f(1, 0);
+       glVertex3f(1, -1, 0);
+       glTexCoord2f(0, 0);
+       glVertex3f(-1, -1, 0);
+       glEnd();
+       glDisable(GL_TEXTURE_2D);
+
+       glPopMatrix();
+       glMatrixMode(GL_MODELVIEW);
+       glDisable(GL_BLEND);
+}
+
 /* free image texture */
 void exit_opengl(void)
 {
        int i;
 
+       if (shadow_texture[0]) {
+               glDeleteTextures(2, shadow_texture);
+               shadow_texture[0] = 0;
+       }
+       if (shadow_framebuffer[0]) {
+               glDeleteFramebuffers(2, shadow_framebuffer);
+               shadow_framebuffer[0] = 0;
+       }
        if (image_rgb) {
                free(image_rgb);
                image_rgb = NULL;
index 786dcc7..1018bd6 100644 (file)
@@ -1,14 +1,20 @@
+extern unsigned int current_framebuffer;
 
 int init_opengl_image(int _image_width, int _image_height);
 int init_opengl_osd(int num, int _osd_width, int _osd_height);
 void opengl_clear(int flip_y);
+void opengl_set_size(int view_width, int view_height);
 void opengl_viewport(int view_width, int view_height, int split, int benson_at_line, double fov, double benson_size); 
 void opengl_blit_image(uint8_t *rgb, int filter, int benson_at_line, int render_benson_only, double fov, double monitor_distance, double benson_size, int benson_case);
 void opengl_blit_osd(int num, uint8_t *rgba, int filter, int benson_at_line, double fov, double monitor_distnace, double benson_size, double scale_x, double scale_y, double offset_x, double offset_y);
 void opengl_render_color(double r, double g, double b, double a);
+void opengl_render_color_alpha(double r, double g, double b, double a);
 void opengl_render_polygon(double *x, double *y, double *z, int count, int cull_face);
 void opengl_render_polygon_and_line(double *x, double *y, double *z, int count);
 void opengl_render_line(double x1, double y1, double z1, double x2, double y2, double z2, double size);
 void opengl_render_point(double x, double y, double z, double size);
+int init_shadow_buffer(int multisampling);
+void begin_shadow_render(void);
+void end_shadow_render(void);
 void exit_opengl(void);
 
old mode 100755 (executable)
new mode 100644 (file)
index 8a9007f..5890425
@@ -42,6 +42,7 @@
 #include <math.h>
 #include <errno.h>
 #include "../libsdl/print.h"
+#include "../libopengl/opengl.h"
 #include "ovr.h"
 
 #include <OVR_CAPI.h>
@@ -337,7 +338,7 @@ void begin_render_ovr(void)
 
 static int initial_observer_reset = 1;
 
-void begin_render_ovr_eye(int eye, double *camera_x, double *camera_y, double *camera_z)
+void begin_render_ovr_eye(int eye, double *camera_x, double *camera_y, double *camera_z, int *width, int *height)
 {
        int curIndex;
        GLuint chainTexId;
@@ -348,9 +349,12 @@ void begin_render_ovr_eye(int eye, double *camera_x, double *camera_y, double *c
        ovr_GetTextureSwapChainCurrentIndex(session, textureSwapChain[eye], &curIndex);
        ovr_GetTextureSwapChainBufferGL(session, textureSwapChain[eye], curIndex, &chainTexId);
        glBindFramebuffer(GL_FRAMEBUFFER, fboId[eye]);
+       current_framebuffer = fboId[eye];
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, (multisampling > 1) ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D, chainTexId, 0);
 
        glViewport(0, 0, TextureSize[eye].w, TextureSize[eye].h);
+       *width = TextureSize[eye].w;
+       *height = TextureSize[eye].h;
        glMatrixMode(GL_PROJECTION);
        glLoadIdentity();
        glFrustum(
@@ -400,6 +404,7 @@ void end_render_ovr_eye(int eye)
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, (multisampling > 1) ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D, 0, 0);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, (multisampling > 1) ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D, 0, 0);
        glBindFramebuffer(GL_FRAMEBUFFER, 0);
+       current_framebuffer = 0;
 
        // Commit the changes to the texture swap chain
        ovr_CommitTextureSwapChain(session, textureSwapChain[eye]);
old mode 100755 (executable)
new mode 100644 (file)
index 653e664..c757085
@@ -3,7 +3,7 @@ int init_ovr(int multisampling);
 void exit_ovr(void);
 void get_poses_ovr(int *button_a, int *button_b, int *button_x, int *button_y, int *button_menu, int *button_left_trigger, int *button_right_trigger, int *button_left_thumb, int *button_right_thumb, double *hand_right_x, double *hand_right_y, double *hand_right_z, double *hand_right_yaw, double *hand_right_pitch, double *hand_right_roll, double *stick_left_x, double *stick_left_y, double *stick_right_x, double *stick_right_y, double *head_yaw, double *head_pitch, double *head_roll);
 void begin_render_ovr(void);
-void begin_render_ovr_eye(int eye, double *camera_x, double *camera_y, double *camera_z);
+void begin_render_ovr_eye(int eye, double *camera_x, double *camera_y, double *camera_z, int *width, int *height);
 void end_render_ovr_eye(int eye);
 void end_render_ovr(void);
 void render_mirror_ovr(int view_width, int view_height);
index b10efec..704caac 100644 (file)
@@ -23,9 +23,8 @@
 #include "print.h"
 #include "../../include/keycodes.h"
 #include "sdl.h"
-
 #include <SDL2/SDL.h>
-#define GL3_PROTOTYPES 1
+#define GLEW_STATIC
 #include <GL/glew.h>
 
 static int sdl_initialized = 0;
@@ -163,16 +162,13 @@ retry_without_multisampling:
                // continue anyway
        }
 
-// seems like a hack to me. do we need this?
 #ifndef __APPLE__
-#if !defined(_WIN32)
        glewExperimental = GL_TRUE;
        if (glewInit() != GLEW_OK) {
                print_error("Failed to init GLEW\n");
                goto error;
        }
 #endif
-#endif
 
        /* just in case */
        glDisable(GL_DEPTH_TEST);
index 5b2b8b7..ba3139e 100644 (file)
@@ -85,6 +85,7 @@ static int config_improve_smooth_planets = 1; /* set to 1 to rotate planets smoo
 static int config_improve_stars_rotation = 1;  /* set to 1 to improve star rendering */
 static int config_improve_fix_sky_rotation = 0;        /* set to 1 to fix sky rotation */
 static int config_improve_round_planets = 0;   /* set to 1 to make planets exactly round */
+static int config_improve_shadows = 0; /* set to 1 to add shadows on the ground */
 
 #define CPU_SPEED      7093790.0;
 
@@ -195,6 +196,10 @@ int parse_args(int argc, char *argv[])
                        print_info("        stretched. This compensates the vertical stretch of NTSC vs PAL video.\n");
                        print_info("        The original (stretched) sphere makes the game authentic.\n");
                        print_info("        This option requires OpenGL rendering. (default = %d)\n", config_improve_round_planets);
+                       print_info("    --shadows 1 | 0\n");
+                       print_info("        This will cast shadows on the ground and change the color of the sky,\n");
+                       print_info("        depending on the elevation of the sun.\n");
+                       print_info("        This option requires OpenGL rendering. (default = %d)\n", config_improve_shadows);
                        print_info("Debug options:\n");
                        print_info(" -o --debug-opengl\n");
                        print_info("        Use split screen to display both Amiga and OpenGL rendering.\n");
@@ -355,6 +360,12 @@ illegal_parameter:
                                goto missing_parameter;
                        config_improve_round_planets = atoi(argv[i]);
                } else
+               if (!strcmp(argv[i], "--shadows")) {
+                       i++;
+                       if (argc == i)
+                               goto missing_parameter;
+                       config_improve_shadows = atoi(argv[i]);
+               } else
                if (!strcmp(argv[i], "-o") || !strcmp(argv[i], "--debug-opengl")) {
                        config_debug_opengl = 1;
                } else
@@ -809,7 +820,7 @@ static void main_loop(void)
                        frame_render = 0;
                        /* start capturing for improved graphics */
                        if (render_improved)
-                               render_capture_start(config_fov, config_improve_extend_roads, config_improve_smooth_planets, config_improve_stars_rotation, config_improve_fix_sky_rotation, config_improve_round_planets, config_debug_transparent);
+                               render_capture_start(config_fov, config_improve_extend_roads, config_improve_smooth_planets, config_improve_stars_rotation, config_improve_fix_sky_rotation, config_improve_round_planets, config_improve_shadows, config_debug_transparent);
 
                        /* execute until the rendered image is ready (wait for VBL) */
                        cycle_count = 0;
@@ -840,8 +851,9 @@ static void main_loop(void)
 
                for (eye = 0; eye < 2; eye++) {
                        double camera_x, camera_y, camera_z;
+                       int ovr_width, ovr_height;
                        /* begin of rendering eye, viewport and frustum is set here */
-                       begin_render_ovr_eye(eye, &camera_x, &camera_y, &camera_z);
+                       begin_render_ovr_eye(eye, &camera_x, &camera_y, &camera_z, &ovr_width, &ovr_height);
 #else
                {
 #endif
@@ -849,7 +861,9 @@ static void main_loop(void)
                        opengl_clear(vr);
                        /* render benson + osd ontop of improved opengl rendering, if enabled */
                        if (render_improved) {
-#ifndef HAVE_OVR
+#ifdef HAVE_OVR
+                               opengl_set_size(ovr_width, ovr_height);
+#else
                                /* viewport and frustum is set here */
                                opengl_viewport(window_width, window_height, (debug_opengl) ? 2 : 0, (double_pixel_size) ? BENSON_AT_LINE * 2 : BENSON_AT_LINE, config_fov, benson_size);
 #endif
@@ -892,7 +906,9 @@ static void main_loop(void)
                                 */
                                if (had_first_irq)
                                        emul_video(image, memory, palette, IMAGE_WIDTH, IMAGE_HEIGHT, IMAGE_DIWSTART, chipreg, 0, BENSON_AT_LINE, double_pixel_size);
-#ifndef HAVE_OVR
+#ifdef HAVE_OVR
+                               opengl_set_size(ovr_width, ovr_height);
+#else
                                /* viewport and frustum is set here */
                                opengl_viewport(window_width, window_height, (debug_opengl) ? 1 : 0, (double_pixel_size) ? BENSON_AT_LINE * 2 : BENSON_AT_LINE, FOV_NOVAGEN, 1.0);
 #endif
@@ -1174,6 +1190,10 @@ static void keyboard_sdl(int down, enum keycode keycode)
                        config_render ^= 1;
                        osd_info("render mode", (config_render) ? "OpenGL" : "original");
                        break;
+               case KEYCODE_l:
+                       config_improve_shadows ^= 1;
+                       osd_info("shadows", (config_improve_shadows) ? "on" : "off");
+                       break;
                case KEYCODE_b:
                        if (!config_render && !config_debug_opengl) {
                                osd_info("", "not applicable");
@@ -1500,6 +1520,9 @@ int main(int argc, char *argv[])
        rc = init_sdl(mercenary_name, window_width, window_height, SOUND_SAMPLERATE, sdl_sound_chunk, keyboard_sdl, config_joystick, config_joystick_x, config_joystick_y, config_joystick_fire, joystick_sdl, audio_sdl, resize_window, multisampling, vbl_sync, vr);
        if (rc < 0)
                goto done;
+       rc = init_shadow_buffer(config_multisampling);
+       if (rc < 0)
+               goto done;
 #ifdef HAVE_OVR
        rc = init_ovr(config_multisampling);
        if (rc < 0)
@@ -1535,8 +1558,8 @@ int main(int argc, char *argv[])
                "        Press `CTRL' + `R' to toggle between original / OpenGL rendering.\n"
                "        Press `CTRL' + `S' to toggle between original / fast rendering.\n"
                "        Press `CTRL' + `B' to toggle between large / small Benson.\n"
-               "        Press `CTRL' + `V' to toggle video filter on / off.\n"
-               "        Press `CTRL' + `A' to toggle audio filter on / off.\n"
+               "        Press `CTRL' + `V' or 'A' to toggle video or audio filter on / off.\n"
+               "        Press `CTRL' + `L' to toggle shadows on / off.\n"
                "        Press `CTRL' + `+' or `-' to change field-of-view (OpenGL).\n"
                "        Press `CTRL' + `I' to skip intro (approaching to Eris).\n"
                "        Press `CTRL' + `1' or `2' to insert or `0' to remove mission disk.\n"
@@ -1643,4 +1666,3 @@ done:
 
        return 0;
 }
-
index 9e5187e..008efe3 100644 (file)
@@ -64,6 +64,7 @@ enum {
        STOP_AT_POLY_UKN2,
        STOP_AT_COORD_EXPLOSION,
        STOP_AT_DRAW_EXPLOSION,
+       STOP_AT_SHADOW_BUILDING,
 };
 
 struct vr_move {
@@ -77,12 +78,13 @@ struct vr_move {
 extern const struct cpu_stop mercenary_stop_at[];
 void mercenary_load(void);
 void mercenary_patch(void);
-void mercenary_patch_render(void);
+void mercenary_patch_render(int shadows);
 void mercenary_patch_vr(void);
 uint32_t mercenary_palette_view(void);
 uint32_t mercenary_palette_render(void);
 uint32_t mercenary_palette_predefined(void);
 uint32_t mercenary_palette_stars(void);
+void mercenary_get_sky_colors(uint16_t *day, uint16_t *night);
 uint32_t mercenary_object_vertex_register(void);
 void mercenary_get_orientation(double *roll, double *pitch, double *yaw);
 void mercenary_set_orientation(double yaw);
@@ -90,6 +92,7 @@ void mercenary_get_orientation_raw(int16_t *pitch, uint16_t *yaw);
 void mercenary_get_orientation_planet(double *inclination, double *azimuth, int improved);
 void mercenary_get_location(int32_t *east, int32_t *height, int32_t *north);
 void mercenary_get_object_info(int *id, int32_t *east, int32_t *height, int32_t *north);
+void mercenary_get_building_exterior_info(int32_t *loc_x, int32_t *loc_z, int32_t *scale_x, int32_t *scale_y, int32_t *scale_z, uint16_t *anim_flag, uint16_t *anim_x, uint16_t *anim_y, uint16_t *anim_z, uint16_t *anim_phase, uint32_t *a4, uint32_t *a0, uint32_t *a5);
 void mercenary_coord_building_interior(int16_t *east, int32_t *height1, int32_t *height2, int32_t *height3, int32_t *height4, int16_t *north);
 int mercenary_street_color_index(void);
 int mercenary_line_tags_index(void);
index c93a3ec..6fb054e 100644 (file)
@@ -99,7 +99,7 @@ const struct cpu_stop mercenary_stop_at[] = {
        { 0x52B36,      STOP_AT_DRAW_PLANET },                  /* planet's sphere is rendered, D0 is color (viewed from universe) */
        { 0x4F4E6,      STOP_AT_DRAW_COMET },                   /* comet's sphere is rendered */
        { 0x50006,      STOP_AT_DRAW_STARS_SPACE },             /* stars are rendered (viewed from universe) */
-       { 0x4FF4C,      STOP_AT_DRAW_STARS_GROUND },            /* stars are rendered (viewed from ground) */
+       { 0x4FF4C + 4,  STOP_AT_DRAW_STARS_GROUND },            /* stars are rendered (viewed from ground) */ // + 4 because the actual adress is set by patching, which does not allow to break
        { 0x4FE24,      STOP_AT_DRAW_STARS_FLYING },            /* stars are rendered (viewed from planet when flying) */
        { 0x4FCAC,      STOP_AT_DRAW_STARS_FLYING2 },           /* same as above, but stars when upside down (above zenit) */
        { 0x50FC2,      STOP_AT_DRAW_STARS_INTERSTELLAR },      /* interstellar star flight */
@@ -117,6 +117,8 @@ const struct cpu_stop mercenary_stop_at[] = {
        { 0x528C4,      STOP_AT_PATCH_RENDER },                 /* patch away planet check (behind observer) */
        { 0x45806,      STOP_AT_PATCH_RENDER },                 /* patch away planet rendering (would crash without check above) */
        { 0x53276,      STOP_AT_PATCH_RENDER },                 /* patch away beacon check (not visible on screen) */
+       { 0x4FD8E,      STOP_AT_PATCH_RENDER },                 /* always render stars, also at day */
+       { 0x4FF4A,      STOP_AT_PATCH_RENDER },
        { 0x59622,      STOP_AT_PATCH_VR },                     /* we are walking/taxi */
        { 0x597CA,      STOP_AT_PATCH_VR },                     /* we are on a craft */
        { 0x597F2,      STOP_AT_PATCH_VR },                     /* we are ??? */
@@ -124,6 +126,9 @@ const struct cpu_stop mercenary_stop_at[] = {
        { 0x58EA8,      STOP_AT_PATCH_VR },                     /* step that moves player on surface */
        { 0x58060,      STOP_AT_PATCH_VR },                     /* soft pitch over planet */
        { 0x58918,      STOP_AT_PATCH_VR },                     /* soft pitch in space */
+
+       { 0x53872,      STOP_AT_SHADOW_BUILDING },              /* paint shadow from building ot of game data */
+
        { 0x0,          STOP_AT_END },                          /* end */
 };
 
@@ -182,7 +187,7 @@ void mercenary_patch(void)
 }
 
 /* skip certain parts when rendering improved graphics */
-void mercenary_patch_render(void)
+void mercenary_patch_render(int shadows)
 {
        switch (REG_PC) {
        case 0x52C42: /* take that branch, so planets get rendered behind obersver */
@@ -200,6 +205,12 @@ void mercenary_patch_render(void)
        case 0x53284: /* skip point render, because projected coordinates may be invalid outside screen */
                REG_PC += 4;
                break;
+       case 0x4FD8E: /* render stars at day, required for shadow calculation */
+       case 0x4FF4A:
+               if (!shadows)
+                       break;
+               REG_PC += 2;
+               break;
        }
 }
 
@@ -252,6 +263,12 @@ uint32_t mercenary_palette_stars(void)
        return 0x500C4+66;
 }
 
+void mercenary_get_sky_colors(uint16_t *day, uint16_t *night)
+{
+       *day = m68k_read_memory_16(0x7946);
+       *night = m68k_read_memory_16(0x7948);
+}
+
 void mercenary_get_orientation(double *roll, double *pitch, double *yaw)
 {
        int16_t r;
@@ -321,6 +338,31 @@ void mercenary_get_object_info(int *id, int32_t *east, int32_t *height, int32_t
        *north = (int32_t)m68k_read_memory_32(REG_A[0] + 27560);
 }
 
+void mercenary_get_building_exterior_info(int32_t *loc_x, int32_t *loc_z, int32_t *scale_x, int32_t *scale_y, int32_t *scale_z, uint16_t *anim_flag, uint16_t *anim_x, uint16_t *anim_y, uint16_t *anim_z, uint16_t *anim_phase, uint32_t *a4, uint32_t *a0, uint32_t *a5)
+{
+       /* location of building relative to the observer */
+       *loc_x = (int32_t)m68k_read_memory_32(0x63A8);
+       *loc_z = (int32_t)m68k_read_memory_32(0x6BA8);
+       /* scale of building */
+       *scale_x = (int16_t)m68k_read_memory_16(0x5357E + 0);
+       *scale_y = (int16_t)m68k_read_memory_16(0x5357E + 2);
+       *scale_z = (int16_t)m68k_read_memory_16(0x5357E + 4);
+       /* animation flag (axis to rotate about) */
+       *anim_flag = m68k_read_memory_16(0x53584);
+       /* animation offset */
+       *anim_x = m68k_read_memory_16(0x53582 + 0);
+       *anim_y = m68k_read_memory_16(0x53582 + 2);
+       *anim_z = m68k_read_memory_16(0x53582 + 4);
+       /* animation angle */
+       *anim_phase = m68k_read_memory_16(0x7888);
+       /* vertex list of building's exterior */
+       *a4 = m68k_read_memory_32(0x53638);
+       /* pointer to all datasets */
+       *a0 = 0x0000C13C;
+       /* primitive pointer array */
+       *a5 = 0x0000C03C;
+}
+
 void mercenary_coord_building_interior(int16_t *east, int32_t *height1, int32_t *height2, int32_t *height3, int32_t *height4, int16_t *north)
 {
        *east = (int16_t)m68k_read_memory_16(5698+REG_A[0]) - (int16_t)REG_A[2];
index d2ee14f..74046a6 100644 (file)
@@ -107,7 +107,7 @@ const struct cpu_stop mercenary_stop_at[] = {
        { 0x53960,      STOP_AT_DRAW_PLANET },                  /* planet's sphere is rendered, D0 is color (viewed from universe) */
        { 0x4FB8C,      STOP_AT_DRAW_COMET },                   /* comet's sphere is rendered */
        { 0x50524,      STOP_AT_DRAW_STARS_SPACE },             /* stars are rendered (viewed from universe) */
-       { 0x5046A,      STOP_AT_DRAW_STARS_GROUND },            /* stars are rendered (viewed from ground) */
+       { 0x5046A + 4,  STOP_AT_DRAW_STARS_GROUND },            /* stars are rendered (viewed from ground) */ // + 4 because the actual adress is set by patching, which does not allow to break
        { 0x50342,      STOP_AT_DRAW_STARS_FLYING },            /* stars are rendered (viewed from planet when flying) */
        { 0x501CA,      STOP_AT_DRAW_STARS_FLYING2 },           /* same as above, but stars when upside down (above zenit) */
        { 0x57290,      STOP_AT_COORD_ISLANDS },                /* island's coordinates are ready */
@@ -123,6 +123,8 @@ const struct cpu_stop mercenary_stop_at[] = {
        { 0x537B0,      STOP_AT_PATCH_RENDER },                 /* patch away planet check (behind observer) */
        { 0x45806,      STOP_AT_PATCH_RENDER },                 /* patch away planet rendering (would crash without check above) */
        { 0x5406E,      STOP_AT_PATCH_RENDER },                 /* patch away beacon check (not visible on screen) */
+       { 0x502AC,      STOP_AT_PATCH_RENDER },                 /* always render stars, also at day */
+       { 0x50468,      STOP_AT_PATCH_RENDER },
        { 0x5A3BA,      STOP_AT_PATCH_VR },                     /* we are walking/taxi */
        { 0x5A576,      STOP_AT_PATCH_VR },                     /* we are on a craft */
        { 0x5A5A4,      STOP_AT_PATCH_VR },                     /* we are ??? */
@@ -130,6 +132,9 @@ const struct cpu_stop mercenary_stop_at[] = {
        { 0x59A00,      STOP_AT_PATCH_VR },                     /* step that moves player on surface */
        { 0x58F44,      STOP_AT_PATCH_VR },                     /* soft pitch over planet */
        { 0x5946E,      STOP_AT_PATCH_VR },                     /* soft pitch in space */
+
+       { 0x546BA,      STOP_AT_SHADOW_BUILDING },              /* paint shadow from building ot of game data */
+
        { 0x0,          STOP_AT_END },                          /* end */
 };
 
@@ -218,7 +223,7 @@ m68k_write_memory_16(0x4FB6c, 0x4e71); /* nop */
 }
 
 /* skip certain parts when rendering improved graphics */
-void mercenary_patch_render(void)
+void mercenary_patch_render(int shadows)
 {
        switch (REG_PC) {
        case 0x53A6C: /* take that branch, so planets get rendered behind obersver */
@@ -236,6 +241,12 @@ void mercenary_patch_render(void)
        case 0x54088: /* skip point render, because projected coordinates may be invalid outside screen */
                REG_PC += 4;
                break;
+       case 0x502AC: /* render stars at day, required for shadow calculation */
+       case 0x50468:
+               if (!shadows)
+                       break;
+               REG_PC += 2;
+               break;
        }
 }
 
@@ -296,6 +307,12 @@ uint32_t mercenary_palette_stars(void)
        return DS_41+66;
 }
 
+void mercenary_get_sky_colors(uint16_t *day, uint16_t *night)
+{
+       *day = m68k_read_memory_16(0x6FD6);
+       *night = m68k_read_memory_16(0x6FD8);
+}
+
 void mercenary_get_orientation(double *roll, double *pitch, double *yaw)
 {
        int16_t r;
@@ -367,6 +384,31 @@ void mercenary_get_object_info(int *id, int32_t *east, int32_t *height, int32_t
        *north = (int32_t)m68k_read_memory_32(REG_A[0] + 24604);
 }
 
+void mercenary_get_building_exterior_info(int32_t *loc_x, int32_t *loc_z, int32_t *scale_x, int32_t *scale_y, int32_t *scale_z, uint16_t *anim_flag, uint16_t *anim_x, uint16_t *anim_y, uint16_t *anim_z, uint16_t *anim_phase, uint32_t *a4, uint32_t *a0, uint32_t *a5)
+{
+       /* location of building relative to the observer */
+       *loc_x = (int32_t)m68k_read_memory_32(0x0530C + 0x510);
+       *loc_z = (int32_t)m68k_read_memory_32(0x0530C + 0xD10);
+       /* scale of building */
+       *scale_x = (int16_t)m68k_read_memory_16(0x543C2 + 4);
+       *scale_y = (int16_t)m68k_read_memory_16(0x543C2 + 6);
+       *scale_z = (int16_t)m68k_read_memory_16(0x543C2 + 8);
+       /* animation flag (axis to rotate about) */
+       *anim_flag = m68k_read_memory_16(0x543CC);
+       /* animation offset */
+       *anim_x = m68k_read_memory_16(0x543C2 + 12);
+       *anim_y = m68k_read_memory_16(0x543C2 + 14);
+       *anim_z = m68k_read_memory_16(0x543C2 + 16);
+       /* animation angle */
+       *anim_phase = m68k_read_memory_16(0x6f38);
+       /* vertex list of building's exterior */
+       *a4 = m68k_read_memory_32(0x5447C + 4);
+       /* pointer to all datasets */
+       *a0 = 0x0000A6EA;
+       /* primitive pointer array */
+       *a5 = 0x0000A5EA;
+}
+
 void mercenary_coord_building_interior(int16_t *east, int32_t *height1, int32_t *height2, int32_t *height3, int32_t *height4, int16_t *north)
 {
        *east = (int16_t)m68k_read_memory_16(5698+REG_A[0]) - (int16_t)REG_A[2];
@@ -375,7 +417,6 @@ void mercenary_coord_building_interior(int16_t *east, int32_t *height1, int32_t
        *height2 = (int16_t)m68k_read_memory_16(DS_0+0x1EB2) - (int16_t)m68k_read_memory_16(DS_0+0x1D30);
        *height3 = (int16_t)m68k_read_memory_16(DS_0+0x1EB4) - (int16_t)m68k_read_memory_16(DS_0+0x1D30);
        *height4 = (int16_t)m68k_read_memory_16(DS_0+0x1EB6) - (int16_t)m68k_read_memory_16(DS_0+0x1D30);
-
 }
 
 int mercenary_street_color_index(void)
index 26977ba..2ecfe8d 100644 (file)
  *    - interpolation for interpolated result
  * 3. The complete scene is rendered:
  *    - render_all_items() calls the render_item() for each item
+ *    - All items before shadows on the ground are rendered first
+ *    - Then all items with shadows are rendered
+ *    - Then all items after shadows are rendered
  *    - The recent capture (NEW) is rendered
  *    - Interpolation result is taken into account
+ *
  */
 
 #include <stdio.h>
 //#define DEBUG_COLOR
 //#define DEBUG_VERTEX
 //#define DEBUG_ITEMS
+//#define DEBUG_LIGHT
+
+#define ELEVATION_SKY_NIGHT    -0.05   /* elevation of darkest sky */
+#define ELEVATION_SKY_DAY      0.3     /* elevation of brightest sky */
+#define ELEVATION_STARS_NIGHT  -0.1    /* elevation of brightest stars */
+#define ELEVATION_STARS_DAY    0.1     /* elevation of no stars */
+#define ELEVATION_SHADOW_MIN   0.03    /* elevation of shadow begin */
+#define ELEVATION_SHADOW_MAX   0.3     /* elevation of darkest shadow */
+#define SHADOW_LEVEL           0.9     /* opacity of darkest shadow */
 
-#define MAX_POLYGON            16      /* number of polygon complexity (vertices) */
+#define MAX_POLYGON            16      /* number of polygon corners (vertices) */
 #define MAX_VERTEX             0x100   /* this is the value range, these are 64 vertices */
 #define MAX_INTERIOR_VERTEX    0x400   /* do we need that much? */
 #define MAX_INTERSTARS         80      /* always 80 stars */
 #define FIX_OBJECT_SCALE       16      /* intercity... */
 #define FIX_OBJECT_SCALE_TAG   2       /* line in faces of persons */
 
+enum render_shadow {
+       RENDER_BEFORE_SHADOW,
+       RENDER_AT_SHADOW,
+       RENDER_AFTER_SHADOW,
+};
+
 /*
  *  render item definition and structures
  */
@@ -101,6 +120,10 @@ enum render_item_type {
        RENDER_ITEM_ISLAND_POLYGON,
        RENDER_ITEM_SIGHTS,
        RENDER_ITEM_EXPLOSION,
+       RENDER_ITEM_SHADOW_BUILDING_POLYGON,
+       RENDER_ITEM_SHADOW_BUILDING_LINE,
+       RENDER_ITEM_SHADOW_OBJECT_POLYGON,
+       RENDER_ITEM_SHADOW_OBJECT_LINE,
 };
 
 struct render_item_info {
@@ -183,6 +206,17 @@ struct render_item_explosion {
        int count;
 };
 
+struct render_item_shadow_polygon {
+       int32_t x_pos, y_pos, z_pos;
+       int vertices;
+       int32_t x[MAX_POLYGON], y[MAX_POLYGON], z[MAX_POLYGON];
+};
+
+struct render_item_shadow_line {
+       int32_t x_pos, y_pos, z_pos;
+       int32_t x[2], y[2], z[2];
+};
+
 typedef struct render_item {
        struct render_item *next;
        enum render_item_type type;
@@ -201,6 +235,8 @@ typedef struct render_item {
                struct render_item_stars                stars;
                struct render_item_interstars           interstars;
                struct render_item_explosion            explosion;
+               struct render_item_shadow_polygon       shadow_polygon;
+               struct render_item_shadow_line          shadow_line;
        } u;
 } render_item_t;
 
@@ -241,6 +277,7 @@ typedef struct interpolation {
 static int extend_roads; /* extend roads in its original width, rather than just using a single point */
 static int improve_stars; /* stars are rendered spherical */
 static int fix_sky_rotation; /* sky will rotate correctly by rotating planets/comet by 180 degrees */
+static int draw_shadows; /* render shadows */
 static double planet_aspect, explosion_aspect; /* aspect ratio */
 static double fov;
 static double debug_opacity;
@@ -266,6 +303,13 @@ static render_item_t *render_item_object_info;
 static render_item_t *render_item_vertices_0, *render_item_vertices_1, *render_item_vertices_2;
 static render_item_t *render_item_vertices_planets, *render_item_vertices_interior;
 
+/* states while rendering */
+int sun_valid = 0;
+double stars_bright; /* the brightness of stars */
+double shadow_level; /* how 'dark' the shadow is (that is darker at day) */
+double sun_pos_x, sun_pos_y, sun_pos_z;
+double sky_color_red, sky_color_green, sky_color_blue;
+
 /*
  * capturing
  */
@@ -293,7 +337,7 @@ static void flush_old_items(void)
 }
 
 /* rendering starts, initialize variables */
-void render_capture_start(double _fov, int _extend_roads, int _smooth_planets, int _improve_stars, int _fix_sky_rotation, int _round_planets, int debug)
+void render_capture_start(double _fov, int _extend_roads, int _smooth_planets, int _improve_stars, int _fix_sky_rotation, int _round_planets, int _shadows, int debug)
 {
 #if defined(DEBUG_COLOR) || defined(DEBUG_VERTEX)
        printf("start rendering a new frame...\n");
@@ -317,6 +361,7 @@ void render_capture_start(double _fov, int _extend_roads, int _smooth_planets, i
        improve_stars = _improve_stars;
        planet_aspect = (_round_planets) ? 1.0 : PLANET_STRETCH;
        explosion_aspect = (_round_planets) ? 1.0 : EXPLOSION_STRETCH;
+       draw_shadows = _shadows;
        /* set some transpareny, if debugging is enabled */
        debug_opacity = (debug) ? 0.5 : 1.0;
 
@@ -478,6 +523,8 @@ static void store_coord(const char __attribute__((unused)) *what, uint32_t verte
        render_item->u.vertices.z[vertex] = (double)z * scale + motion_new.position_north;
 }
 
+static int use_coord(const char __attribute__((unused)) *what, uint32_t vertex, double *x, double *y, double *z, int fix);
+
 static void store_planets_coord(const char __attribute__((unused)) *what, uint32_t vertex, int32_t x, int32_t y, int32_t z)
 {
        if ((vertex & 3)) {
@@ -613,6 +660,7 @@ static void info_object(int moving)
        render_item->u.info.moving = moving;
        if (moving)
                mercenary_get_object_info(&render_item->u.info.id, &render_item->u.info.east, &render_item->u.info.height, &render_item->u.info.north);
+       render_item_object_info = render_item;
 }
 
 /* coordinates ready for an object */
@@ -632,9 +680,10 @@ static void coord_object(void)
 /* polygon of object */
 static void poly_object(int mercenary)
 {
-       uint32_t vertex_address = REG_A[0];
+       uint32_t vertex_address = REG_A[0], va;
        uint32_t vertex;
-       int i;
+       double x, y, z;
+       int i, rc;
 
 #ifdef DEBUG_VERTEX
        printf("add object's polygon:\n");
@@ -654,20 +703,47 @@ static void poly_object(int mercenary)
        }
 
        /* the vertex list is zero-terminated */
+       va = vertex_address;
        for (i = 0; i < MAX_POLYGON; i++) {
-               vertex = m68k_read_memory_8(vertex_address++);
+               vertex = m68k_read_memory_8(va++);
                if (vertex == 0 && i)
                        break;
                render_item->u.polygon.vertex[i] = vertex;
        }
        render_item->u.polygon.vertices = i;
+
+       /* apply only to not fixed objects (a fixed may be taxi interior) */
+       if (render_item_object_info && render_item_object_info->u.info.moving) {
+               /* allocate shadow item */
+               render_item_add(RENDER_ITEM_SHADOW_OBJECT_POLYGON);
+               render_item->u.shadow_polygon.x_pos = -motion_new.position_east;
+               render_item->u.shadow_polygon.y_pos = -motion_new.position_height;
+               render_item->u.shadow_polygon.z_pos = -motion_new.position_north;
+
+               /* the vertex list is zero-terminated */
+               va = vertex_address;
+               for (i = 0; i < MAX_POLYGON; i++) {
+                       vertex = m68k_read_memory_8(va++);
+                       if (vertex == 0 && i)
+                               break;
+                       rc = use_coord("object", vertex, &x, &y, &z, 1);
+                       if (rc < 0)
+                               break;
+                       render_item->u.shadow_polygon.x[i] = x + motion_new.position_east;
+                       render_item->u.shadow_polygon.y[i] = y + motion_new.position_height;
+                       render_item->u.shadow_polygon.z[i] = z + motion_new.position_north;
+               }
+               render_item->u.shadow_polygon.vertices = i;
+       }
 }
 
 /* line of object */
 static void line_object(void)
 {
-       uint32_t vertex_address = REG_A[0];
+       uint32_t vertex_address = REG_A[0], va;
        uint32_t vertex;
+       double x, y, z;
+       int rc;
 
 #ifdef DEBUG_VERTEX
        printf("add object's line:\n");
@@ -680,10 +756,36 @@ static void line_object(void)
        gamecolor2gl(&render_item->u.line.red, &render_item->u.line.green, &render_item->u.line.blue, REG_D[0]);
 
        /* two vertices */
-       vertex = m68k_read_memory_8(vertex_address++);
+       va = vertex_address;
+       vertex = m68k_read_memory_8(va++);
        render_item->u.line.vertex[0] = vertex;
-       vertex = m68k_read_memory_8(vertex_address++);
+       vertex = m68k_read_memory_8(va++);
        render_item->u.line.vertex[1] = vertex;
+
+       /* allocate shadow item */
+       render_item_add(RENDER_ITEM_SHADOW_OBJECT_LINE);
+       render_item->u.shadow_line.x_pos = -motion_new.position_east;
+       render_item->u.shadow_line.y_pos = -motion_new.position_height;
+       render_item->u.shadow_line.z_pos = -motion_new.position_north;
+
+       /* apply only to not fixed objects (a fixed may be taxi interior) */
+       if (render_item_object_info && render_item_object_info->u.info.moving) {
+               va = vertex_address;
+               vertex = m68k_read_memory_8(va++);
+               rc = use_coord("object", vertex, &x, &y, &z, 1);
+               if (rc < 0)
+                       x=y=z=0;
+               render_item->u.shadow_line.x[0] = x + motion_new.position_east;
+               render_item->u.shadow_line.y[0] = y + motion_new.position_height;
+               render_item->u.shadow_line.z[0] = z + motion_new.position_north;
+               vertex = m68k_read_memory_8(va++);
+               rc = use_coord("object", vertex, &x, &y, &z, 1);
+               if (rc < 0)
+                       x=y=z=0;
+               render_item->u.shadow_line.x[1] = x + motion_new.position_east;
+               render_item->u.shadow_line.y[1] = y + motion_new.position_height;
+               render_item->u.shadow_line.z[1] = z + motion_new.position_north;
+       }
 }
 
 /* coordinates ready for a beacon */
@@ -1298,6 +1400,156 @@ static void draw_explosion(void)
        render_item->u.explosion.count++;
 }
 
+/* get building data out of game data, so we use it to render shadow */
+static void draw_shadow_building(void)
+{
+       int32_t scale_x, scale_y, scale_z;
+       int32_t x, y, z;
+       uint16_t anim_flag, anim_x, anim_y, anim_z, anim_phase;
+       uint32_t a0, a0s, a5, a6, a4;
+       uint16_t s;
+       int16_t d3, d4, d5;
+       int32_t d3x, d4x, d5x;
+       int d1index;
+       int line_from, line_to, point;
+       int i;
+       struct render_item_vertices vertex;
+
+       mercenary_get_building_exterior_info(&x, &z, &scale_x, &scale_y, &scale_z, &anim_flag, &anim_x, &anim_y, &anim_z, &anim_phase, &a4, &a0, &a5);
+       x -= motion_new.position_east;
+       y = -motion_new.position_height;
+       z -= motion_new.position_north;
+
+       /* list of all vetices */
+       for (i = 1; i < 64; i++) {
+               d3 = m68k_read_memory_16(a4);
+               a4 += 2;
+               if (d3 <= (int16_t)0x8001)
+                       break;
+               d4 = m68k_read_memory_16(a4);
+               a4 += 2;
+               d5 = m68k_read_memory_16(a4);
+               a4 += 2;
+               if (d4 < 0) {
+                       d4 = ~d4;
+                       /* scale */
+                       d3x = d3 * scale_x;
+                       d4x = d4 * scale_y;
+                       d5x = d5 * scale_z;
+                       /* angle */
+                       double angle = (double)anim_phase / 65536.0 * 2.0 * M_PI;
+                       /* animate around what axis ? */
+                       if ((int16_t)anim_flag > 0) {
+                               /* rotate around z */
+                               d3 = (d3x & 0xffff) - anim_x;
+                               d4 = (d4x & 0xffff) - anim_y;
+                               if (angle) {
+                                       double cosd4 = (double) d4 * cos(angle);
+                                       double sind3 = (double) d3 * sin(angle);
+                                       double cosd3 = (double) d3 * cos(angle);
+                                       double sind4 = (double) d4 * sin(angle);
+                                       d3 = cosd3 - sind4;
+                                       d4 = cosd4 + sind3;
+                               }
+                               d3x = d3 + anim_x;
+                               d4x = d4 + anim_y;
+                       }
+                       if ((int16_t)anim_flag == 0) {
+                               /* rotate around y */
+                               d3 = (d3x & 0xffff) - anim_x;
+                               d5 = (d5x & 0xffff) - anim_z;
+                               if (angle) {
+                                       double cosd3 = (double) d3 * cos(angle);
+                                       double sind5 = (double) d5 * sin(angle);
+                                       double cosd5 = (double) d5 * cos(angle);
+                                       double sind3 = (double) d3 * sin(angle);
+                                       d3 = cosd3 + sind5;
+                                       d5 = cosd5 - sind3;
+                               }
+                               d3x = d3 + anim_x;
+                               d5x = d5 + anim_z;
+                       }
+                       if ((int16_t)anim_flag < 0) {
+                               /* rotate around x */
+                               d4 = (d4x & 0xffff) - anim_y;
+                               d5 = (d5x & 0xffff) - anim_z;
+                               if (angle) {
+                                       double cosd5 = (double) d5 * cos(angle);
+                                       double sind4 = (double) d4 * sin(angle);
+                                       double cosd4 = (double) d4 * cos(angle);
+                                       double sind5 = (double) d5 * sin(angle);
+                                       d4 = cosd4 + sind5;
+                                       d5 = cosd5 - sind4;
+                               }
+                               d4x = d4 + anim_y;
+                               d5x = d5 + anim_z;
+                       }
+               } else {
+                       /* scale */
+                       d3x = d3 * scale_x;
+                       d4x = d4 * scale_y;
+                       d5x = d5 * scale_z;
+               }
+               vertex.x[i] = d3x;
+               vertex.y[i] = d4x;
+               vertex.z[i] = d5x;
+       }
+
+       /* get all data sets */
+       do {
+               s = m68k_read_memory_16(a0);
+               a0 += 2;
+               if (s) {
+                       /* skip over distance cube */
+                       a0 += 4 * 6;
+               }
+               /* get address pointer to data set */
+               a0s = m68k_read_memory_32(a0);
+               a0 += 4;
+
+               /* walk through primitives (polygons and lines) */
+               while ((d1index = m68k_read_memory_8(a0s++))) {
+                       /* pointer to primitive */
+                       a6 = m68k_read_memory_32(a5 + d1index*4);
+                       if ((m68k_read_memory_8(a6) & 0x40) == 0) {
+                               /* polygon */
+                               a6 += 2;
+#ifdef DEBUG_VERTEX
+                               printf("add object's shadow polygon:\n");
+#endif
+                               /* allocate render item */
+                               render_item_add(RENDER_ITEM_SHADOW_BUILDING_POLYGON);
+                               render_item->u.shadow_polygon.x_pos = x;
+                               render_item->u.shadow_polygon.y_pos = y;
+                               render_item->u.shadow_polygon.z_pos = z;
+                               i = 0;
+                               while ((point = m68k_read_memory_8(a6++) >> 2)) {
+                                       render_item->u.shadow_polygon.x[i] = vertex.x[point];
+                                       render_item->u.shadow_polygon.y[i] = vertex.y[point];
+                                       render_item->u.shadow_polygon.z[i] = vertex.z[point];
+                                       i++;
+                               }
+                               render_item->u.shadow_polygon.vertices = i;
+                       } else if ((m68k_read_memory_16(a6) & 0x2000) == 0) {
+                               /* line */
+                               line_from = m68k_read_memory_8(a6 + 2) >> 2;
+                               line_to = m68k_read_memory_8(a6 + 3) >> 2;
+                               /* allocate render item */
+                               render_item_add(RENDER_ITEM_SHADOW_BUILDING_LINE);
+                               render_item->u.shadow_line.x_pos = x;
+                               render_item->u.shadow_line.y_pos = y;
+                               render_item->u.shadow_line.z_pos = z;
+                               render_item->u.shadow_line.x[0] = vertex.x[line_from];
+                               render_item->u.shadow_line.y[0] = vertex.y[line_from];
+                               render_item->u.shadow_line.z[0] = vertex.z[line_from];
+                               render_item->u.shadow_line.x[1] = vertex.x[line_to];
+                               render_item->u.shadow_line.y[1] = vertex.y[line_to];
+                               render_item->u.shadow_line.z[1] = vertex.z[line_to];
+                       }
+               }
+       } while (s);
+}
+
 /* stop event from CPU received */
 void render_capture_event(int event)
 {
@@ -1346,7 +1598,7 @@ void render_capture_event(int event)
        case STOP_AT_POINT_BEACON:
                point_beacon();
                /* note: we may not call the point-renderer, because projected coordinates are invalid */
-               mercenary_patch_render();
+               mercenary_patch_render(draw_shadows);
                break;
        case STOP_AT_COORD_BUILDING_EXTERIOR:
                coord_building_exterior();
@@ -1502,6 +1754,7 @@ void render_capture_event(int event)
        case STOP_AT_LINE_ISLANDS:
                /* this is not used, as i had noticed so far */
                puts("line island");
+#warning FIXME: this is used on LACHESIS to improve visibility of stripes on the ground. implement this and compate a version with lines to the version without lines
                break;
        case STOP_AT_DRAW_SIGHTS:
                draw_sights();
@@ -1516,7 +1769,10 @@ void render_capture_event(int event)
                draw_explosion();
                break;
        case STOP_AT_PATCH_RENDER:
-               mercenary_patch_render();
+               mercenary_patch_render(draw_shadows);
+               break;
+       case STOP_AT_SHADOW_BUILDING:
+               draw_shadow_building();
                break;
        }
 }
@@ -1525,7 +1781,7 @@ void render_capture_event(int event)
  * rendering
  */
 
-static int use_coord(const char __attribute__((unused)) *what, uint32_t vertex, double *x, double *y, double *z, int fix)
+static int use_coord(const char __attribute__((unused)) *what, uint32_t vertex, double *x, double *y, double *z, int no_inter)
 {
        render_item_t *ri = NULL;
 
@@ -1564,7 +1820,7 @@ static int use_coord(const char __attribute__((unused)) *what, uint32_t vertex,
        *x = ri->u.vertices.x[vertex] - motion_new.position_east;
        *y = ri->u.vertices.y[vertex] - motion_new.position_height;
        *z = ri->u.vertices.z[vertex] - motion_new.position_north;
-       if (!fix) {
+       if (!no_inter) {
                /* translate to floating (interpolated) position offset */
                *x -= interpolation.offset_east;
                *y -= interpolation.offset_height;
@@ -1646,8 +1902,54 @@ static int use_interior_coord(const char __attribute__((unused)) *what, uint32_t
        return 0;
 }
 
+/* this will calculate lighting parameters for sky and shadows */
+static void calculate_lighting(double sun_x, double sun_y, double sun_z, double *day, double *stars, double *shadow)
+{
+       double elevation;
+
+//     azimuth = atan2(sun_z, sun_x);
+
+       /* how high is the sun (1.0 is zenith, < 0 is below horizon) */
+       elevation = atan2(sun_y, sqrt(sun_x * sun_x + sun_z * sun_z)) / (M_PI / 2);
+#ifdef DEBUG_LIGHT
+       printf("Elevation of SUN: %.3f\n", elevation);
+#endif
+
+       /* 'day' is how much day color is used for sky (1.0) or night color (0.0) */
+       *day = (elevation - ELEVATION_SKY_NIGHT) / (ELEVATION_SKY_DAY - ELEVATION_SKY_NIGHT);
+       if (*day < 0.0)
+               *day = 0.0;
+       if (*day > 1.0)
+               *day = 1.0;
+#ifdef DEBUG_LIGHT
+       printf("How much day: %.3f\n", *day);
+#endif
+
+       /* 'stars' is how much we see the stars (1.0) fully bright, (0.0) no stars */
+       *stars = (elevation - ELEVATION_STARS_DAY) / (ELEVATION_STARS_NIGHT - ELEVATION_STARS_DAY);
+       if (*stars < 0.0)
+               *stars = 0.0;
+       if (*stars > 1.0)
+               *stars = 1.0;
+#ifdef DEBUG_LIGHT
+       printf("How much stars: %.3f\n", *stars);
+#endif
+
+       /* 'shadow' is how much color (darkness) the shadow has (1.0) totally black, (0.0) not visible */
+       *shadow = (elevation - ELEVATION_SHADOW_MIN) / (ELEVATION_SHADOW_MAX - ELEVATION_SHADOW_MIN);
+       if (*shadow < 0.0)
+               *shadow = 0.0;
+       if (*shadow > 1.0)
+               *shadow = 1.0;
+       *shadow *= SHADOW_LEVEL;
+#ifdef DEBUG_LIGHT
+       printf("How much shadow: %.3f\n", *shadow);
+#endif
+
+}
+
 /* renders one item from render list */
-void render_one_item(render_item_t *render_item, int vr)
+void render_one_item(render_item_t *render_item, int vr, enum render_shadow shadow)
 {
        switch (render_item->type) {
        case RENDER_ITEM_OBJECT_INFO:
@@ -1697,11 +1999,33 @@ void render_one_item(render_item_t *render_item, int vr)
        {
                double x[4], y[4], z[4];
 
+               if (shadow != RENDER_BEFORE_SHADOW)
+                       break;
+
 #ifdef DEBUG_ITEMS
                printf("RENDER_ITEM_SKY\n");
 #endif
                /* get color */
-               opengl_render_color(render_item->u.sky.red, render_item->u.sky.green, render_item->u.sky.blue, 1.0);
+               if (draw_shadows && ground_index >= 0) {
+                       uint16_t day, night;
+                       double day_red, day_green, day_blue;
+                       double night_red, night_green, night_blue;
+                       double day_factor;
+
+                       calculate_lighting(sun_pos_x, sun_pos_y, sun_pos_z, &day_factor, &stars_bright, &shadow_level);
+
+                       /* sky color */
+                       mercenary_get_sky_colors(&day, &night);
+                       /* shift them to the original format (atari style) */
+                       gamecolor2gl(&day_red, &day_green, &day_blue, day >> 1);
+                       gamecolor2gl(&night_red, &night_green, &night_blue, night >> 1);
+                       sky_color_red = day_red * day_factor + night_red * (1.0 - day_factor);
+                       sky_color_green = day_green * day_factor + night_green * (1.0 - day_factor);
+                       sky_color_blue = day_blue * day_factor + night_blue * (1.0 - day_factor);
+                       opengl_render_color(sky_color_red, sky_color_green, sky_color_blue, 1.0);
+
+               } else
+                       opengl_render_color(render_item->u.sky.red, render_item->u.sky.green, render_item->u.sky.blue, 1.0);
                /* create box to fill view */
                x[0] = x[1] = y[1] = y[2] = -1000;
                x[2] = x[3] = y[0] = y[3] = 1000;
@@ -1729,6 +2053,9 @@ void render_one_item(render_item_t *render_item, int vr)
                double x[4], y[4], z[4];
                int i;
 
+               if (shadow != RENDER_BEFORE_SHADOW)
+                       break;
+
 #ifdef DEBUG_ITEMS
                printf("RENDER_ITEM_GROUND\n");
 #endif
@@ -1757,6 +2084,14 @@ void render_one_item(render_item_t *render_item, int vr)
                int i, o;
                int rc;
 
+               if (render_item->type == RENDER_ITEM_ISLAND_POLYGON) {
+                       if (shadow != RENDER_BEFORE_SHADOW)
+                               break;
+               } else {
+                       if (shadow != RENDER_AFTER_SHADOW)
+                               break;
+               }
+
 #ifdef DEBUG_ITEMS
                if (render_item->type == RENDER_ITEM_OBJECT_POLYGON)
                        printf("RENDER_ITEM_OBJECT_POLYGON\n");
@@ -1817,6 +2152,9 @@ void render_one_item(render_item_t *render_item, int vr)
                int i, o;
                int rc;
 
+               if (shadow != RENDER_AFTER_SHADOW)
+                       break;
+
 #ifdef DEBUG_ITEMS
                if (render_item->type == RENDER_ITEM_OBJECT_LINE)
                        printf("RENDER_ITEM_OBJECT_LINE\n");
@@ -1877,6 +2215,9 @@ void render_one_item(render_item_t *render_item, int vr)
                double x, y, z;
                int rc;
 
+               if (shadow != RENDER_AFTER_SHADOW)
+                       break;
+
 #ifdef DEBUG_ITEMS
                printf("RENDER_ITEM_BEACON_POINT\n");
 #endif
@@ -1924,6 +2265,9 @@ void render_one_item(render_item_t *render_item, int vr)
                int i;
                int rc;
 
+               if (shadow != RENDER_AFTER_SHADOW)
+                       break;
+
 #ifdef DEBUG_ITEMS
                printf("RENDER_ITEM_BUILDING_EXTERIOR_LINE\n");
 #endif
@@ -1949,6 +2293,9 @@ void render_one_item(render_item_t *render_item, int vr)
                int i;
                int rc;
 
+               if (shadow != RENDER_AFTER_SHADOW)
+                       break;
+
 #ifdef DEBUG_ITEMS
                printf("RENDER_ITEM_BUILDING_INTERIOR_1TO4\n");
 #endif
@@ -1975,6 +2322,9 @@ void render_one_item(render_item_t *render_item, int vr)
                int vertex, level;
                int rc;
 
+               if (shadow != RENDER_AFTER_SHADOW)
+                       break;
+
 #ifdef DEBUG_ITEMS
                printf("RENDER_ITEM_BUILDING_INTERIOR_5TO6\n");
 #endif
@@ -2003,6 +2353,9 @@ void render_one_item(render_item_t *render_item, int vr)
                int vertex, level;
                int rc;
 
+               if (shadow != RENDER_AFTER_SHADOW)
+                       break;
+
 #ifdef DEBUG_ITEMS
                printf("RENDER_ITEM_BUILDING_INTERIOR_WALL\n");
 #endif
@@ -2049,6 +2402,9 @@ void render_one_item(render_item_t *render_item, int vr)
                int rc;
                double rotate_sky = 0.0;
 
+               if (shadow != RENDER_BEFORE_SHADOW)
+                       break;
+
 #ifdef DEBUG_ITEMS
                printf("RENDER_ITEM_COMET_POLYGON\n");
 #endif
@@ -2079,6 +2435,9 @@ void render_one_item(render_item_t *render_item, int vr)
                int i;
                int rc;
 
+               if (shadow != RENDER_BEFORE_SHADOW)
+                       break;
+
 #ifdef DEBUG_ITEMS
                printf("RENDER_ITEM_ROAD_LINE\n");
 #endif
@@ -2109,6 +2468,9 @@ void render_one_item(render_item_t *render_item, int vr)
                int vertices_num;
                int rc;
 
+               if (shadow != RENDER_BEFORE_SHADOW)
+                       break;
+
 #ifdef DEBUG_ITEMS
                printf("RENDER_ITEM_ROAD_POLYGON\n");
 #endif
@@ -2176,6 +2538,7 @@ void render_one_item(render_item_t *render_item, int vr)
        case RENDER_ITEM_PLANET:
        {
                GET_ORIENTATION;
+               double front_red, front_green, front_blue, back_red, back_green, back_blue;
                double inclination = interpolation.planet_inclination, azimuth = interpolation.planet_azimuth;
                double sun_x, sun_y, sun_z, angle_sun_h;
                double loc_x, loc_y, loc_z, angle_loc_h, angle_loc_v;
@@ -2188,9 +2551,30 @@ void render_one_item(render_item_t *render_item, int vr)
                int rc;
                double rotate_sky = 0.0;
 
+               if (shadow != RENDER_BEFORE_SHADOW)
+                       break;
+
 #ifdef DEBUG_ITEMS
                printf("RENDER_ITEM_PLANET\n");
 #endif
+
+               /* color of planets */
+               front_red = render_item->u.planet.front_red;
+               front_green = render_item->u.planet.front_green;
+               front_blue = render_item->u.planet.front_blue;
+               back_red = render_item->u.planet.back_red;
+               back_green = render_item->u.planet.back_green;
+               back_blue = render_item->u.planet.back_blue;
+               if (draw_shadows && ground_index >= 0) {
+                       /* front color is blended by sky */
+                       front_red = front_red * (1.0 - sky_color_red) + sky_color_red;
+                       front_green = front_green * (1.0 - sky_color_green) + sky_color_green;
+                       front_blue = front_blue * (1.0 - sky_color_blue) + sky_color_blue;
+                       back_red = sky_color_red * (1.0 - stars_bright);
+                       back_green = sky_color_green * (1.0 - stars_bright);
+                       back_blue = sky_color_blue * (1.0 - stars_bright);
+               }
+
                /* get location */
                rc = use_planet_coord("planet(sun)", 0, &sun_x, &sun_y, &sun_z);
                if (rc < 0)
@@ -2207,6 +2591,12 @@ void render_one_item(render_item_t *render_item, int vr)
                        rotate_coordinate(0.0, inclination, azimuth, &sun_x, &sun_y, &sun_z);
                        rotate_coordinate(0.0, inclination, azimuth, &loc_x, &loc_y, &loc_z);
                }
+               /* store sun location */
+               sun_valid = 1;
+               sun_pos_x = sun_x;
+               sun_pos_y = sun_y;
+               sun_pos_z = sun_z;
+               /* rotate sun */
                rotate_coordinate(roll, pitch, yaw + rotate_sky, &sun_x, &sun_y, &sun_z);
                rotate_coordinate(roll, pitch, yaw + rotate_sky, &loc_x, &loc_y, &loc_z);
 
@@ -2231,10 +2621,10 @@ void render_one_item(render_item_t *render_item, int vr)
                /* on which side are we (sun is always bright, vertex == 0) */
                if ((angle < M_PI / 2.0 && angle > -M_PI / 2.0) || render_item->u.planet.vertex == 0) {
                        /* get front side color */
-                       opengl_render_color(render_item->u.planet.front_red, render_item->u.planet.front_green, render_item->u.planet.front_blue, debug_opacity);
+                       opengl_render_color(front_red, front_green, front_blue, debug_opacity);
                } else {
                        /* get back side color */
-                       opengl_render_color(render_item->u.planet.back_red, render_item->u.planet.back_green, render_item->u.planet.back_blue, debug_opacity);
+                       opengl_render_color(back_red, back_green, back_blue, debug_opacity);
                }
 
                /* create and render cicle */
@@ -2282,10 +2672,10 @@ void render_one_item(render_item_t *render_item, int vr)
                /* on which side are we */
                if (angle < M_PI / 2.0 && angle > -M_PI / 2.0) {
                        /* get back side color */
-                       opengl_render_color(render_item->u.planet.back_red, render_item->u.planet.back_green, render_item->u.planet.back_blue, debug_opacity);
+                       opengl_render_color(back_red, back_green, back_blue, debug_opacity);
                } else {
                        /* get front side color */
-                       opengl_render_color(render_item->u.planet.front_red, render_item->u.planet.front_green, render_item->u.planet.front_blue, debug_opacity);
+                       opengl_render_color(front_red, front_green, front_blue, debug_opacity);
                }
 
                /* create and render crescent */
@@ -2332,9 +2722,17 @@ void render_one_item(render_item_t *render_item, int vr)
                double red, green, blue;
                double rotate_sky = 0.0;
 
+               if (shadow != RENDER_BEFORE_SHADOW)
+                       break;
+
 #ifdef DEBUG_ITEMS
                printf("RENDER_ITEM_STARS\n");
 #endif
+
+               /* no stars at day */
+               if (stars_bright == 0.0)
+                       break;
+
                /* use default fov of 64 to calculate z distance */
                z = 160.0 / frustum_slope_64;
 
@@ -2393,7 +2791,7 @@ void render_one_item(render_item_t *render_item, int vr)
                                }
                                /* get color */
                                gamecolor2gl(&red, &green, &blue, color[(m68k_read_memory_8(table - 2) & 0x3c) >> 2]);
-                               opengl_render_color(red, green, blue, debug_opacity);
+                               opengl_render_color(red, green, blue, debug_opacity * stars_bright);
                                /* render point */
                                opengl_render_point(160.0 / frustum_slope_64 * frustum_slope_fov - x, 68.0 - y, z, 0.0);
                        }
@@ -2419,7 +2817,7 @@ void render_one_item(render_item_t *render_item, int vr)
                                table += 2;
                                /* get color */
                                gamecolor2gl(&red, &green, &blue, color[(m68k_read_memory_8(table - 2) & 0x3c) >> 2]);
-                               opengl_render_color(red, green, blue, debug_opacity);
+                               opengl_render_color(red, green, blue, debug_opacity * stars_bright);
                                /* render point */
                                h = (900.0 - x + 160) / 900.0 * M_PI;
                                v1 = (68.0 - y) / 900.0 * M_PI;
@@ -2467,6 +2865,9 @@ void render_one_item(render_item_t *render_item, int vr)
                int i;
                double red, green, blue;
 
+               if (shadow != RENDER_BEFORE_SHADOW)
+                       break;
+
 #ifdef DEBUG_ITEMS
                printf("RENDER_ITEM_INTERSTELLAR_STARS\n");
 #endif
@@ -2489,6 +2890,9 @@ void render_one_item(render_item_t *render_item, int vr)
        {
                double red, green, blue;
 
+               if (shadow != RENDER_BEFORE_SHADOW)
+                       break;
+
 #ifdef DEBUG_ITEMS
                printf("RENDER_ITEM_INTERSTELLAR_SUN\n");
 #endif
@@ -2504,6 +2908,9 @@ void render_one_item(render_item_t *render_item, int vr)
                double x[4], y[4], z[4];
                double red, green, blue;
 
+               if (shadow != RENDER_AFTER_SHADOW)
+                       break;
+
 #ifdef DEBUG_ITEMS
                printf("RENDER_ITEM_SIGHTS\n");
 #endif
@@ -2531,6 +2938,9 @@ void render_one_item(render_item_t *render_item, int vr)
                double x[EXPLOSION_VERTICES], y[EXPLOSION_VERTICES], z[EXPLOSION_VERTICES];
                int i, e;
 
+               if (shadow != RENDER_AFTER_SHADOW)
+                       break;
+
 #ifdef DEBUG_ITEMS
                printf("RENDER_ITEM_EXPLOSION\n");
 #endif
@@ -2555,6 +2965,115 @@ void render_one_item(render_item_t *render_item, int vr)
                }
                break;
        }
+       case RENDER_ITEM_SHADOW_BUILDING_POLYGON:
+       case RENDER_ITEM_SHADOW_BUILDING_LINE:
+       case RENDER_ITEM_SHADOW_OBJECT_POLYGON:
+       case RENDER_ITEM_SHADOW_OBJECT_LINE:
+       {
+               GET_ORIENTATION;
+               double x[MAX_POLYGON], y[MAX_POLYGON], z[MAX_POLYGON];
+               double shadow_x, shadow_z;
+               int o;
+               int i;
+
+               if (shadow != RENDER_AT_SHADOW)
+                       break;
+
+#ifdef DEBUG_ITEMS
+               if (render_item->type == RENDER_ITEM_SHADOW_POLYGON)
+                       printf("RENDER_ITEM_SHADOW_POLYGON\n");
+               if (render_item->type == RENDER_ITEM_SHADOW_LINE)
+                       printf("RENDER_ITEM_SHADOW_LINE\n");
+#endif
+
+               if (!sun_valid || sun_pos_y < 1.0)
+                       return;
+
+               if (shadow_level == 0.0)
+                       return;
+
+               /* calculate shadow */
+               shadow_x = -sun_pos_x / sun_pos_y;
+               shadow_z = -sun_pos_z / sun_pos_y;
+
+               opengl_render_color_alpha(0, 0, 0, shadow_level);
+
+               if (render_item->type == RENDER_ITEM_SHADOW_BUILDING_POLYGON
+                || render_item->type == RENDER_ITEM_SHADOW_OBJECT_POLYGON) {
+                       /* get and rotate vertex */
+                       for (i = 0; i < render_item->u.shadow_polygon.vertices; i++) {
+                               x[i] = render_item->u.shadow_polygon.x[i];
+                               y[i] = render_item->u.shadow_polygon.y[i];
+                               z[i] = render_item->u.shadow_polygon.z[i];
+                               /* interpolate motion, if object is moving */
+                               if (render_item->type == RENDER_ITEM_SHADOW_OBJECT_POLYGON && render_item_object_info && render_item_object_info->u.info.moving) {
+                                       for (o = 0; o < interpolation.object_count; o++) {
+                                               if (interpolation.object_id[o] == render_item_object_info->u.info.id)
+                                                       break;
+                                       }
+                                       if (o < interpolation.object_count) {
+                                               x[i] += interpolation.object_offset_east[o];
+                                               y[i] += interpolation.object_offset_height[o];
+                                               z[i] += interpolation.object_offset_north[o];
+                                       }
+                               }
+                               /* flatten polygon into shadow */
+                               x[i] += y[i] * shadow_x;
+                               z[i] += y[i] * shadow_z;
+                               y[i] = 0.0;
+                               /* apply interpolation */
+                               x[i] -= interpolation.offset_east;
+                               y[i] -= interpolation.offset_height;
+                               z[i] -= interpolation.offset_north;
+                               /* apply position */
+                               x[i] += render_item->u.shadow_polygon.x_pos;
+                               y[i] += render_item->u.shadow_polygon.y_pos;
+                               z[i] += render_item->u.shadow_polygon.z_pos;
+                               /* rotate vertex */
+                               rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
+                       }
+                       /* render */
+                       opengl_render_polygon(x, y, z, render_item->u.shadow_polygon.vertices, 0); /* no back face culling */
+               }
+               if (render_item->type == RENDER_ITEM_SHADOW_BUILDING_LINE
+                || render_item->type == RENDER_ITEM_SHADOW_OBJECT_LINE) {
+                       /* get and rotate vertex */
+                       for (i = 0; i < 2; i++) {
+                               x[i] = render_item->u.shadow_line.x[i];
+                               y[i] = render_item->u.shadow_line.y[i];
+                               z[i] = render_item->u.shadow_line.z[i];
+                               /* interpolate motion, if object is moving */
+                               if (render_item->type == RENDER_ITEM_SHADOW_OBJECT_LINE && render_item_object_info && render_item_object_info->u.info.moving) {
+                                       for (o = 0; o < interpolation.object_count; o++) {
+                                               if (interpolation.object_id[o] == render_item_object_info->u.info.id)
+                                                       break;
+                                       }
+                                       if (o < interpolation.object_count) {
+                                               x[i] += interpolation.object_offset_east[o];
+                                               y[i] += interpolation.object_offset_height[o];
+                                               z[i] += interpolation.object_offset_north[o];
+                                       }
+                               }
+                               /* flatten polygon into shadow */
+                               x[i] += y[i] * shadow_x;
+                               z[i] += y[i] * shadow_z;
+                               y[i] = 0.0;
+                               /* apply interpolation */
+                               x[i] -= interpolation.offset_east;
+                               y[i] -= interpolation.offset_height;
+                               z[i] -= interpolation.offset_north;
+                               /* apply position */
+                               x[i] += render_item->u.shadow_line.x_pos;
+                               y[i] += render_item->u.shadow_line.y_pos;
+                               z[i] += render_item->u.shadow_line.z_pos;
+                               /* rotate vertex */
+                               rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
+                       }
+                       /* render */
+                       opengl_render_line(x[0], y[0], z[0], x[1], y[1], z[1], 0.0);
+               }
+               break;
+       }
        default:
                print_info("Unknown render item type, please fix!\n");
        }
@@ -2819,8 +3338,21 @@ int render_all_items(double inter, int vr)
        if (!render_list_new)
                return -1;
 
+       sun_valid = 0;
+       stars_bright = 1.0;
+
+       for (render_item = render_list_new; render_item; render_item = render_item->next) {
+               render_one_item(render_item, vr, RENDER_BEFORE_SHADOW);
+       }
+       if (draw_shadows && ground_index >= 0) {
+               begin_shadow_render();
+               for (render_item = render_list_new; render_item; render_item = render_item->next) {
+                       render_one_item(render_item, vr, RENDER_AT_SHADOW);
+               }
+               end_shadow_render();
+       }
        for (render_item = render_list_new; render_item; render_item = render_item->next) {
-               render_one_item(render_item, vr);
+               render_one_item(render_item, vr, RENDER_AFTER_SHADOW);
        }
 
        return 0;
@@ -2838,7 +3370,7 @@ int render_all_white(int vr)
        sky_item.u.ground.green = 1.0;
        sky_item.u.ground.blue = 1.0;
 
-       render_one_item(&sky_item, vr);
+       render_one_item(&sky_item, vr, RENDER_BEFORE_SHADOW);
 
        return 0;
 }
index d563208..440be03 100644 (file)
@@ -1,5 +1,5 @@
 
-void render_capture_start(double _fov, int _extend_roads, int _smooth_planets, int _improve_stars, int _fix_sky_rotation, int _round_planets, int debug);
+void render_capture_start(double _fov, int _extend_roads, int _smooth_planets, int _improve_stars, int _fix_sky_rotation, int _round_planets, int _shadows, int debug);
 void render_capture_stop(void);
 void render_capture_event(int event);
 int render_all_items(double inter, int vr);