text: // Copyright (C) 2002-2012 Nikolaus Gebhardt
  // This file is part of the "Irrlicht Engine".
  // For conditions of distribution and use, see copyright notice in Irrlicht.h
  
  #ifndef __C_VIDEO_OPEN_GL_H_INCLUDED__
  #define __C_VIDEO_OPEN_GL_H_INCLUDED__
  
  #include "IrrCompileConfig.h"
  
  #include "SIrrCreationParameters.h"
  
  namespace irr
  {
       class CIrrDeviceWin32;
       class CIrrDeviceLinux;
       class CIrrDeviceSDL;
       class CIrrDeviceMacOSX;
  }
  
  #ifdef _IRR_COMPILE_WITH_OPENGL_
  
  #include "CNullDriver.h"
  #include "IMaterialRendererServices.h"
  // also includes the OpenGL stuff
  #include "COpenGLExtensionHandler.h"
  
  #ifdef _IRR_COMPILE_WITH_CG_
  #include "Cg/cg.h"
  #endif
  
  namespace irr
  {
  
  namespace video
  {
       class COpenGLTexture;
  
       class COpenGLDriver : public CNullDriver, public IMaterialRendererServices, public COpenGLExtensionHandler
       {
            friend class COpenGLTexture;
       public:
  
            #ifdef _IRR_COMPILE_WITH_WINDOWS_DEVICE_
            COpenGLDriver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, CIrrDeviceWin32* device);
            //! inits the windows specific parts of the open gl driver
            bool initDriver(CIrrDeviceWin32* device);
            bool changeRenderContext(const SExposedVideoData& videoData, CIrrDeviceWin32* device);
            #endif
  
            #ifdef _IRR_COMPILE_WITH_X11_DEVICE_
            COpenGLDriver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, CIrrDeviceLinux* device);
            //! inits the GLX specific parts of the open gl driver
            bool initDriver(CIrrDeviceLinux* device);
            bool changeRenderContext(const SExposedVideoData& videoData, CIrrDeviceLinux* device);
            #endif
  
            #ifdef _IRR_COMPILE_WITH_SDL_DEVICE_
            COpenGLDriver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, CIrrDeviceSDL* device);
            #endif
  
            #ifdef _IRR_COMPILE_WITH_OSX_DEVICE_
            COpenGLDriver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, CIrrDeviceMacOSX *device);
            #endif
  
            //! generic version which overloads the unimplemented versions
            bool changeRenderContext(const SExposedVideoData& videoData, void* device) {return false;}
  
            //! destructor
            virtual ~COpenGLDriver();
  
            //! clears the zbuffer
            virtual bool beginScene(bool backBuffer=true, bool zBuffer=true,
                      SColor color=SColor(255,0,0,0),
                      const SExposedVideoData& videoData=SExposedVideoData(),
                      core::rect<s32>* sourceRect=0);
  
            //! presents the rendered scene on the screen, returns false if failed
            virtual bool endScene();
  
            //! sets transformation
            virtual void setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat);
  
  
            struct SHWBufferLink_opengl : public SHWBufferLink
            {
                 SHWBufferLink_opengl(const scene::IMeshBuffer *_MeshBuffer): SHWBufferLink(_MeshBuffer), vbo_verticesID(0),vbo_indicesID(0){}
  
                 GLuint vbo_verticesID; //tmp
                 GLuint vbo_indicesID; //tmp
  
                 GLuint vbo_verticesSize; //tmp
                 GLuint vbo_indicesSize; //tmp
            };
  
            //! updates hardware buffer if needed
            virtual bool updateHardwareBuffer(SHWBufferLink *HWBuffer);
  
            //! Create hardware buffer from mesh
            virtual SHWBufferLink *createHardwareBuffer(const scene::IMeshBuffer* mb);
  
            //! Delete hardware buffer (only some drivers can)
            virtual void deleteHardwareBuffer(SHWBufferLink *HWBuffer);
  
            //! Draw hardware buffer
            virtual void drawHardwareBuffer(SHWBufferLink *HWBuffer);
  
            //! Create occlusion query.
            /** Use node for identification and mesh for occlusion test. */
            virtual void addOcclusionQuery(scene::ISceneNode* node,
                      const scene::IMesh* mesh=0);
  
            //! Remove occlusion query.
            virtual void removeOcclusionQuery(scene::ISceneNode* node);
  
            //! Run occlusion query. Draws mesh stored in query.
            /** If the mesh shall not be rendered visible, use
            overrideMaterial to disable the color and depth buffer. */
            virtual void runOcclusionQuery(scene::ISceneNode* node, bool visible=false);
  
            //! Update occlusion query. Retrieves results from GPU.
            /** If the query shall not block, set the flag to false.
            Update might not occur in this case, though */
            virtual void updateOcclusionQuery(scene::ISceneNode* node, bool block=true);
  
            //! Return query result.
            /** Return value is the number of visible pixels/fragments.
            The value is a safe approximation, i.e. can be larger then the
            actual value of pixels. */
            virtual u32 getOcclusionQueryResult(scene::ISceneNode* node) const;
  
            //! draws a vertex primitive list
            virtual void drawVertexPrimitiveList(const void* vertices, u32 vertexCount,
                      const void* indexList, u32 primitiveCount,
                      E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType);
  
            //! draws a vertex primitive list in 2d
            virtual void draw2DVertexPrimitiveList(const void* vertices, u32 vertexCount,
                      const void* indexList, u32 primitiveCount,
                      E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType);
  
            //! queries the features of the driver, returns true if feature is available
            virtual bool queryFeature(E_VIDEO_DRIVER_FEATURE feature) const
            {
                 return FeatureEnabled[feature] && COpenGLExtensionHandler::queryFeature(feature);
            }
  
            //! Sets a material. All 3d drawing functions draw geometry now
            //! using this material.
            //! \param material: Material to be used from now on.
            virtual void setMaterial(const SMaterial& material);
  
            //! draws a set of 2d images, using a color and the alpha channel of the
            //! texture if desired.
            void draw2DImageBatch(const video::ITexture* texture,
                      const core::array<core::position2d<s32> >& positions,
                      const core::array<core::rect<s32> >& sourceRects,
                      const core::rect<s32>* clipRect,
                      SColor color,
                      bool useAlphaChannelOfTexture);
  
            //! draws an 2d image, using a color (if color is other then Color(255,255,255,255)) and the alpha channel of the texture if wanted.
            virtual void draw2DImage(const video::ITexture* texture, const core::position2d<s32>& destPos,
                 const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,
                 SColor color=SColor(255,255,255,255), bool useAlphaChannelOfTexture=false);
  
            //! draws a set of 2d images, using a color and the alpha
            /** channel of the texture if desired. The images are drawn
            beginning at pos and concatenated in one line. All drawings
            are clipped against clipRect (if != 0).
            The subtextures are defined by the array of sourceRects
            and are chosen by the indices given.
            \param texture: Texture to be drawn.
            \param pos: Upper left 2d destination position where the image will be drawn.
            \param sourceRects: Source rectangles of the image.
            \param indices: List of indices which choose the actual rectangle used each time.
            \param clipRect: Pointer to rectangle on the screen where the image is clipped to.
            This pointer can be 0. Then the image is not clipped.
            \param color: Color with which the image is colored.
            Note that the alpha component is used: If alpha is other than 255, the image will be transparent.
            \param useAlphaChannelOfTexture: If true, the alpha channel of the texture is
            used to draw the image. */
            virtual void draw2DImage(const video::ITexture* texture,
                      const core::position2d<s32>& pos,
                      const core::array<core::rect<s32> >& sourceRects,
                      const core::array<s32>& indices,
                      const core::rect<s32>* clipRect=0,
                      SColor color=SColor(255,255,255,255),
                      bool useAlphaChannelOfTexture=false);
  
            //! Draws a part of the texture into the rectangle.
            virtual void draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,
                 const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,
                 const video::SColor* const colors=0, bool useAlphaChannelOfTexture=false);
  
            //! draw an 2d rectangle
            virtual void draw2DRectangle(SColor color, const core::rect<s32>& pos,
                 const core::rect<s32>* clip = 0);
  
            //!Draws an 2d rectangle with a gradient.
            virtual void draw2DRectangle(const core::rect<s32>& pos,
                 SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown,
                 const core::rect<s32>* clip = 0);
  
            //! Draws a 2d line.
            virtual void draw2DLine(const core::position2d<s32>& start,
                           const core::position2d<s32>& end,
                           SColor color=SColor(255,255,255,255));
  
            //! Draws a single pixel
            virtual void drawPixel(u32 x, u32 y, const SColor & color);
  
            //! Draws a 3d line.
            virtual void draw3DLine(const core::vector3df& start,
                           const core::vector3df& end,
                           SColor color = SColor(255,255,255,255));
  
            //! \return Returns the name of the video driver. Example: In case of the Direct3D8
            //! driver, it would return "Direct3D8.1".
            virtual const wchar_t* getName() const;
  
            //! deletes all dynamic lights there are
            virtual void deleteAllDynamicLights();
  
            //! adds a dynamic light, returning an index to the light
            //! \param light: the light data to use to create the light
            //! \return An index to the light, or -1 if an error occurs
            virtual s32 addDynamicLight(const SLight& light);
  
            //! Turns a dynamic light on or off
            //! \param lightIndex: the index returned by addDynamicLight
            //! \param turnOn: true to turn the light on, false to turn it off
            virtual void turnLightOn(s32 lightIndex, bool turnOn);
  
            //! returns the maximal amount of dynamic lights the device can handle
            virtual u32 getMaximalDynamicLightAmount() const;
  
            //! Sets the dynamic ambient light color. The default color is
            //! (0,0,0,0) which means it is dark.
            //! \param color: New color of the ambient light.
            virtual void setAmbientLight(const SColorf& color);
  
            //! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do
            //! this: First, draw all geometry. Then use this method, to draw the shadow
            //! volume. Then, use IVideoDriver::drawStencilShadow() to visualize the shadow.
            virtual void drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail, u32 debugDataVisible=0);
  
            //! Fills the stencil shadow with color. After the shadow volume has been drawn
            //! into the stencil buffer using IVideoDriver::drawStencilShadowVolume(), use this
            //! to draw the color of the shadow.
            virtual void drawStencilShadow(bool clearStencilBuffer=false,
                 video::SColor leftUpEdge = video::SColor(0,0,0,0),
                 video::SColor rightUpEdge = video::SColor(0,0,0,0),
                 video::SColor leftDownEdge = video::SColor(0,0,0,0),
                 video::SColor rightDownEdge = video::SColor(0,0,0,0));
  
            //! sets a viewport
            virtual void setViewPort(const core::rect<s32>& area);
  
            //! Sets the fog mode.
            virtual void setFog(SColor color, E_FOG_TYPE fogType, f32 start,
                 f32 end, f32 density, bool pixelFog, bool rangeFog);
  
            //! Only used by the internal engine. Used to notify the driver that
            //! the window was resized.
            virtual void OnResize(const core::dimension2d<u32>& size);
  
            //! Returns type of video driver
            virtual E_DRIVER_TYPE getDriverType() const;
  
            //! get color format of the current color buffer
            virtual ECOLOR_FORMAT getColorFormat() const;
  
            //! Returns the transformation set by setTransform
            virtual const core::matrix4& getTransform(E_TRANSFORMATION_STATE state) const;
  
            //! Can be called by an IMaterialRenderer to make its work easier.
            virtual void setBasicRenderStates(const SMaterial& material, const SMaterial& lastmaterial,
                 bool resetAllRenderstates);
  
            //! Sets a vertex shader constant.
            virtual void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1);
  
            //! Sets a pixel shader constant.
            virtual void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1);
  
            //! Sets a constant for the vertex shader based on a name.
            virtual bool setVertexShaderConstant(const c8* name, const f32* floats, int count);
  
            //! Bool interface for the above.
            virtual bool setVertexShaderConstant(const c8* name, const bool* bools, int count);
  
            //! Int interface for the above.
            virtual bool setVertexShaderConstant(const c8* name, const s32* ints, int count);
  
            //! Sets a constant for the pixel shader based on a name.
            virtual bool setPixelShaderConstant(const c8* name, const f32* floats, int count);
  
            //! Bool interface for the above.
            virtual bool setPixelShaderConstant(const c8* name, const bool* bools, int count);
  
            //! Int interface for the above.
            virtual bool setPixelShaderConstant(const c8* name, const s32* ints, int count);
  
            //! sets the current Texture
            //! Returns whether setting was a success or not.
            bool setActiveTexture(u32 stage, const video::ITexture* texture);
  
            //! disables all textures beginning with the optional fromStage parameter. Otherwise all texture stages are disabled.
            //! Returns whether disabling was successful or not.
            bool disableTextures(u32 fromStage=0);
  
            //! Adds a new material renderer to the VideoDriver, using
            //! extGLGetObjectParameteriv(shaderHandle, GL_OBJECT_COMPILE_STATUS_ARB, &status)
            //! pixel and/or vertex shaders to render geometry.
            virtual s32 addShaderMaterial(const c8* vertexShaderProgram, const c8* pixelShaderProgram,
                 IShaderConstantSetCallBack* callback, E_MATERIAL_TYPE baseMaterial, s32 userData);
  
            //! Adds a new material renderer to the VideoDriver, using GLSL to render geometry.
            virtual s32 addHighLevelShaderMaterial(
                      const c8* vertexShaderProgram,
                      const c8* vertexShaderEntryPointName,
                      E_VERTEX_SHADER_TYPE vsCompileTarget,
                      const c8* pixelShaderProgram,
                      const c8* pixelShaderEntryPointName,
                      E_PIXEL_SHADER_TYPE psCompileTarget,
                      const c8* geometryShaderProgram,
                      const c8* geometryShaderEntryPointName = "main",
                      E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
                      scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
                      scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
                      u32 verticesOut = 0,
                      IShaderConstantSetCallBack* callback = 0,
                      E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
                      s32 userData = 0,
                      E_GPU_SHADING_LANGUAGE shadingLang = EGSL_DEFAULT);
  
            //! Returns a pointer to the IVideoDriver interface. (Implementation for
            //! IMaterialRendererServices)
            virtual IVideoDriver* getVideoDriver();
  
            //! Returns the maximum amount of primitives (mostly vertices) which
            //! the device is able to render with one drawIndexedTriangleList
            //! call.
            virtual u32 getMaximalPrimitiveCount() const;
  
            virtual ITexture* addRenderTargetTexture(const core::dimension2d<u32>& size,
                      const io::path& name, const ECOLOR_FORMAT format = ECF_UNKNOWN);
  
            //! set or reset render target
            virtual bool setRenderTarget(video::E_RENDER_TARGET target, bool clearTarget,
                           bool clearZBuffer, SColor color);
  
            //! set or reset render target texture
            virtual bool setRenderTarget(video::ITexture* texture, bool clearBackBuffer,
                           bool clearZBuffer, SColor color);
  
            //! Sets multiple render targets
            virtual bool setRenderTarget(const core::array<video::IRenderTarget>& texture,
                 bool clearBackBuffer=true, bool clearZBuffer=true, SColor color=SColor(0,0,0,0));
  
            //! Clears the ZBuffer.
            virtual void clearZBuffer();
  
            //! Returns an image created from the last rendered frame.
            virtual IImage* createScreenShot(video::ECOLOR_FORMAT format=video::ECF_UNKNOWN, video::E_RENDER_TARGET target=video::ERT_FRAME_BUFFER);
  
            //! checks if an OpenGL error has happend and prints it
            //! for performance reasons only available in debug mode
            bool testGLError();
  
            //! Set/unset a clipping plane.
            //! There are at least 6 clipping planes available for the user to set at will.
            //! \param index: The plane index. Must be between 0 and MaxUserClipPlanes.
            //! \param plane: The plane itself.
            //! \param enable: If true, enable the clipping plane else disable it.
            virtual bool setClipPlane(u32 index, const core::plane3df& plane, bool enable=false);
  
            //! Enable/disable a clipping plane.
            //! There are at least 6 clipping planes available for the user to set at will.
            //! \param index: The plane index. Must be between 0 and MaxUserClipPlanes.
            //! \param enable: If true, enable the clipping plane else disable it.
            virtual void enableClipPlane(u32 index, bool enable);
  
            //! Enable the 2d override material
            virtual void enableMaterial2D(bool enable=true);
  
            //! Returns the graphics card vendor name.
            virtual core::stringc getVendorInfo() {return VendorName;}
  
            //! Returns the maximum texture size supported.
            virtual core::dimension2du getMaxTextureSize() const;
  
            ITexture* createDepthTexture(ITexture* texture, bool shared=true);
            void removeDepthTexture(ITexture* texture);
  
            //! Removes a texture from the texture cache and deletes it, freeing lot of memory.
            void removeTexture(ITexture* texture);
  
            //! Convert E_PRIMITIVE_TYPE to OpenGL equivalent
            GLenum primitiveTypeToGL(scene::E_PRIMITIVE_TYPE type) const;
  
            //! Convert E_BLEND_FACTOR to OpenGL equivalent
            GLenum getGLBlend(E_BLEND_FACTOR factor) const;
  
            //! Get ZBuffer bits.
            GLenum getZBufferBits() const;
  
            //! Get Cg context
            #ifdef _IRR_COMPILE_WITH_CG_
            const CGcontext& getCgContext();
            #endif
  
       private:
  
            //! clears the zbuffer and color buffer
            void clearBuffers(bool backBuffer, bool zBuffer, bool stencilBuffer, SColor color);
  
            bool updateVertexHardwareBuffer(SHWBufferLink_opengl *HWBuffer);
            bool updateIndexHardwareBuffer(SHWBufferLink_opengl *HWBuffer);
  
            void uploadClipPlane(u32 index);
  
            //! inits the parts of the open gl driver used on all platforms
            bool genericDriverInit();
            //! returns a device dependent texture from a software surface (IImage)
            virtual video::ITexture* createDeviceDependentTexture(IImage* surface, const io::path& name, void* mipmapData);
  
            //! creates a transposed matrix in supplied GLfloat array to pass to OpenGL
            inline void getGLMatrix(GLfloat gl_matrix[16], const core::matrix4& m);
            inline void getGLTextureMatrix(GLfloat gl_matrix[16], const core::matrix4& m);
  
            //! Set GL pipeline to desired texture wrap modes of the material
            void setWrapMode(const SMaterial& material);
  
            //! get native wrap mode value
            GLint getTextureWrapMode(const u8 clamp);
  
            //! sets the needed renderstates
            void setRenderStates3DMode();
  
            //! sets the needed renderstates
            void setRenderStates2DMode(bool alpha, bool texture, bool alphaChannel);
  
            // returns the current size of the screen or rendertarget
            virtual const core::dimension2d<u32>& getCurrentRenderTargetSize() const;
  
            void createMaterialRenderers();
  
            //! Assign a hardware light to the specified requested light, if any
            //! free hardware lights exist.
            //! \param[in] lightIndex: the index of the requesting light
            void assignHardwareLight(u32 lightIndex);
  
            //! helper function for render setup.
            void getColorBuffer(const void* vertices, u32 vertexCount, E_VERTEX_TYPE vType);
  
            //! helper function doing the actual rendering.
            void renderArray(const void* indexList, u32 primitiveCount,
                      scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType);
  
            core::stringw Name;
            core::matrix4 Matrices[ETS_COUNT];
            core::array<u8> ColorBuffer;
  
            //! enumeration for rendering modes such as 2d and 3d for minizing the switching of renderStates.
            enum E_RENDER_MODE
            {
                 ERM_NONE = 0,     // no render state has been set yet.
                 ERM_2D,          // 2d drawing rendermode
                 ERM_3D          // 3d rendering mode
            };
  
            E_RENDER_MODE CurrentRenderMode;
            //! bool to make all renderstates reset if set to true.
            bool ResetRenderStates;
            bool Transformation3DChanged;
            u8 AntiAlias;
  
            SMaterial Material, LastMaterial;
            COpenGLTexture* RenderTargetTexture;
            core::array<video::IRenderTarget> MRTargets;
            class STextureStageCache
            {
                 const ITexture* CurrentTexture[MATERIAL_MAX_TEXTURES];
            public:
                 STextureStageCache()
                 {
                      for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
                      {
                           CurrentTexture[i] = 0;
                      }
                 }
  
                 ~STextureStageCache()
                 {
                      clear();
                 }
  
                 void set(u32 stage, const ITexture* tex)
                 {
                      if (stage<MATERIAL_MAX_TEXTURES)
                      {
                           const ITexture* oldTexture=CurrentTexture[stage];
                           if (tex)
                                tex->grab();
                           CurrentTexture[stage]=tex;
                           if (oldTexture)
                                oldTexture->drop();
                      }
                 }
  
                 const ITexture* operator[](int stage) const
                 {
                      if ((u32)stage<MATERIAL_MAX_TEXTURES)
                           return CurrentTexture[stage];
                      else
                           return 0;
                 }
  
                 void remove(const ITexture* tex)
                 {
                      for (s32 i = MATERIAL_MAX_TEXTURES-1; i>= 0; --i)
                      {
                           if (CurrentTexture[i] == tex)
                           {
                                tex->drop();
                                CurrentTexture[i] = 0;
                           }
                      }
                 }
  
                 void clear()
                 {
                      // Drop all the CurrentTexture handles
                      for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
                      {
                           if (CurrentTexture[i])
                           {
                                CurrentTexture[i]->drop();
                                CurrentTexture[i] = 0;
                           }
                      }
                 }
            };
            STextureStageCache CurrentTexture;
            core::array<ITexture*> DepthTextures;
            struct SUserClipPlane
            {
                 SUserClipPlane() : Enabled(false) {}
                 core::plane3df Plane;
                 bool Enabled;
            };
            core::array<SUserClipPlane> UserClipPlanes;
  
            core::dimension2d<u32> CurrentRendertargetSize;
  
            core::stringc VendorName;
  
            core::matrix4 TextureFlipMatrix;
  
            //! Color buffer format
            ECOLOR_FORMAT ColorFormat;
  
            //! Render target type for render operations
            E_RENDER_TARGET CurrentTarget;
  
            SIrrlichtCreationParameters Params;
  
            //! All the lights that have been requested; a hardware limited
            //! number of them will be used at once.
            struct RequestedLight
            {
                 RequestedLight(SLight const & lightData)
                      : LightData(lightData), HardwareLightIndex(-1), DesireToBeOn(true) { }
  
                 SLight     LightData;
                 s32     HardwareLightIndex; // GL_LIGHT0 - GL_LIGHT7
                 bool     DesireToBeOn;
            };
            core::array<RequestedLight> RequestedLights;
  
            #ifdef _IRR_WINDOWS_API_
                 HDC HDc; // Private GDI Device Context
                 HWND Window;
            #ifdef _IRR_COMPILE_WITH_WINDOWS_DEVICE_
                 CIrrDeviceWin32 *Win32Device;
            #endif
            #endif
            #ifdef _IRR_COMPILE_WITH_X11_DEVICE_
                 GLXDrawable Drawable;
                 Display* X11Display;
                 CIrrDeviceLinux *X11Device;
            #endif
            #ifdef _IRR_COMPILE_WITH_OSX_DEVICE_
                 CIrrDeviceMacOSX *OSXDevice;
            #endif
            #ifdef _IRR_COMPILE_WITH_SDL_DEVICE_
                 CIrrDeviceSDL *SDLDevice;
            #endif
            #ifdef _IRR_COMPILE_WITH_CG_
            CGcontext CgContext;
            #endif
  
            E_DEVICE_TYPE DeviceType;
       };
  
  } // end namespace video
  } // end namespace irr
  
  
  #endif // _IRR_COMPILE_WITH_OPENGL_
  #endif
  
  