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fteqw/engine/gl/gl_vidcommon.c

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#include "quakedef.h"
#ifdef GLQUAKE
#include "glquake.h"
#include "gl_draw.h"
//standard 1.1 opengl calls
void (APIENTRY *qglAlphaFunc) (GLenum func, GLclampf ref);
void (APIENTRY *qglBegin) (GLenum mode);
void (APIENTRY *qglBlendFunc) (GLenum sfactor, GLenum dfactor);
void (APIENTRY *qglCallList) (GLuint list);
void (APIENTRY *qglClear) (GLbitfield mask);
void (APIENTRY *qglClearColor) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
void (APIENTRY *qglClearDepth) (GLclampd depth);
void (APIENTRY *qglClearStencil) (GLint s);
void (APIENTRY *qglClipPlane) (GLenum plane, const GLdouble *equation);
void (APIENTRY *qglColor3f) (GLfloat red, GLfloat green, GLfloat blue);
void (APIENTRY *qglColor3ub) (GLubyte red, GLubyte green, GLubyte blue);
void (APIENTRY *qglColor4f) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
void (APIENTRY *qglColor4fv) (const GLfloat *v);
void (APIENTRY *qglColor4ub) (GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha);
void (APIENTRY *qglColor4ubv) (const GLubyte *v);
void (APIENTRY *qglColorMask) (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
void (APIENTRY *qglCopyTexImage2D) (GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
void (APIENTRY *qglCopyTexSubImage2D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
void (APIENTRY *qglCullFace) (GLenum mode);
void (APIENTRY *qglDepthFunc) (GLenum func);
void (APIENTRY *qglDepthMask) (GLboolean flag);
void (APIENTRY *qglDepthRange) (GLclampd zNear, GLclampd zFar);
void (APIENTRY *qglDisable) (GLenum cap);
void (APIENTRY *qglDrawBuffer) (GLenum mode);
void (APIENTRY *qglDrawPixels) (GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels);
void (APIENTRY *qglEnable) (GLenum cap);
void (APIENTRY *qglEnd) (void);
void (APIENTRY *qglEndList) (void);
void (APIENTRY *qglFinish) (void);
void (APIENTRY *qglFlush) (void);
void (APIENTRY *qglFrustum) (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar);
GLuint (APIENTRY *qglGenLists) (GLsizei range);
void (APIENTRY *qglGenTextures) (GLsizei n, GLuint *textures);
GLenum (APIENTRY *qglGetError) (void);
void (APIENTRY *qglGetFloatv) (GLenum pname, GLfloat *params);
void (APIENTRY *qglGetIntegerv) (GLenum pname, GLint *params);
const GLubyte * (APIENTRY *qglGetString) (GLenum name);
void (APIENTRY *qglHint) (GLenum target, GLenum mode);
void (APIENTRY *qglLoadIdentity) (void);
void (APIENTRY *qglLoadMatrixf) (const GLfloat *m);
void (APIENTRY *qglNormal3f) (GLfloat nx, GLfloat ny, GLfloat nz);
void (APIENTRY *qglNormal3fv) (const GLfloat *v);
void (APIENTRY *qglMatrixMode) (GLenum mode);
void (APIENTRY *qglMultMatrixf) (const GLfloat *m);
void (APIENTRY *qglNewList) (GLuint list, GLenum mode);
void (APIENTRY *qglOrtho) (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar);
void (APIENTRY *qglPolygonMode) (GLenum face, GLenum mode);
void (APIENTRY *qglPolygonOffset) (GLfloat factor, GLfloat units);
void (APIENTRY *qglPopMatrix) (void);
void (APIENTRY *qglPushMatrix) (void);
void (APIENTRY *qglReadBuffer) (GLenum mode);
void (APIENTRY *qglReadPixels) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels);
void (APIENTRY *qglRotatef) (GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
void (APIENTRY *qglScalef) (GLfloat x, GLfloat y, GLfloat z);
void (APIENTRY *qglShadeModel) (GLenum mode);
void (APIENTRY *qglTexCoord1f) (GLfloat s);
void (APIENTRY *qglTexCoord2f) (GLfloat s, GLfloat t);
void (APIENTRY *qglTexCoord2fv) (const GLfloat *v);
void (APIENTRY *qglTexEnvf) (GLenum target, GLenum pname, GLfloat param);
void (APIENTRY *qglTexEnvfv) (GLenum target, GLenum pname, const GLfloat *param);
void (APIENTRY *qglTexEnvi) (GLenum target, GLenum pname, GLint param);
void (APIENTRY *qglTexGeni) (GLenum coord, GLenum pname, GLint param);
void (APIENTRY *qglTexGenfv) (GLenum coord, GLenum pname, const GLfloat *param);
void (APIENTRY *qglTexImage2D) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
void (APIENTRY *qglTexParameteri) (GLenum target, GLenum pname, GLint param);
void (APIENTRY *qglTexParameterf) (GLenum target, GLenum pname, GLfloat param);
void (APIENTRY *qglTexParameteriv) (GLenum target, GLenum pname, const GLint *params);
void (APIENTRY *qglTexParameterfv) (GLenum target, GLenum pname, const GLfloat *params);
void (APIENTRY *qglTexSubImage2D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels);
void (APIENTRY *qglTranslatef) (GLfloat x, GLfloat y, GLfloat z);
void (APIENTRY *qglVertex2f) (GLfloat x, GLfloat y);
void (APIENTRY *qglVertex3f) (GLfloat x, GLfloat y, GLfloat z);
void (APIENTRY *qglVertex3fv) (const GLfloat *v);
void (APIENTRY *qglViewport) (GLint x, GLint y, GLsizei width, GLsizei height);
void (APIENTRY *qglGetTexLevelParameteriv) (GLenum target, GLint level, GLenum pname, GLint *params);
void (APIENTRY *qglDrawRangeElements) (GLenum, GLuint, GLuint, GLsizei, GLenum, const GLvoid *);
void (APIENTRY *qglDrawElements) (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices);
void (APIENTRY *qglArrayElement) (GLint i);
void (APIENTRY *qglVertexPointer) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
void (APIENTRY *qglNormalPointer) (GLenum type, GLsizei stride, const GLvoid *pointer);
void (APIENTRY *qglTexCoordPointer) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
void (APIENTRY *qglColorPointer) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
void (APIENTRY *qglDrawArrays) (GLenum mode, GLint first, GLsizei count);
void (APIENTRY *qglDisableClientState) (GLenum array);
void (APIENTRY *qglEnableClientState) (GLenum array);
void (APIENTRY *qglScissor) (GLint x, GLint y, GLsizei width, GLsizei height);
void (APIENTRY *qglStencilOp) (GLenum fail, GLenum zfail, GLenum zpass);
void (APIENTRY *qglStencilFunc) (GLenum func, GLint ref, GLuint mask);
void (APIENTRY *qglPushAttrib) (GLbitfield mask);
void (APIENTRY *qglPopAttrib) (void);
void (APIENTRY *qglFogf) (GLenum pname, GLfloat param);
void (APIENTRY *qglFogi) (GLenum pname, GLint param);
void (APIENTRY *qglFogfv) (GLenum pname, const GLfloat *params);
void (APIENTRY *qglDeleteTextures) (GLsizei n, const GLuint *textures);
void (APIENTRY *qglGenBuffersARB)(GLsizei n, GLuint* ids);
void (APIENTRY *qglDeleteBuffersARB)(GLsizei n, GLuint* ids);
void (APIENTRY *qglBindBufferARB)(GLenum target, GLuint id);
void (APIENTRY *qglBufferDataARB)(GLenum target, GLsizei size, const void* data, GLenum usage);
void (APIENTRY *qglBufferSubDataARB)(GLenum target, GLint offset, GLsizei size, void* data);
void *(APIENTRY *qglMapBufferARB)(GLenum target, GLenum access);
GLboolean (APIENTRY *qglUnmapBufferARB)(GLenum target);
const GLubyte * (APIENTRY * qglGetStringi) (GLenum name, GLuint index);
void (APIENTRY *qglGenFramebuffersEXT)(GLsizei n, GLuint* ids);
void (APIENTRY *qglDeleteFramebuffersEXT)(GLsizei n, const GLuint* ids);
void (APIENTRY *qglBindFramebufferEXT)(GLenum target, GLuint id);
void (APIENTRY *qglGenRenderbuffersEXT)(GLsizei n, GLuint* ids);
void (APIENTRY *qglDeleteRenderbuffersEXT)(GLsizei n, const GLuint* ids);
void (APIENTRY *qglBindRenderbufferEXT)(GLenum target, GLuint id);
void (APIENTRY *qglRenderbufferStorageEXT)(GLenum target, GLenum internalFormat, GLsizei width, GLsizei height);
void (APIENTRY *qglFramebufferTexture2DEXT)(GLenum target, GLenum attachmentPoint, GLenum textureTarget, GLuint textureId, GLint level);
/*
PFNGLPROGRAMSTRINGARBPROC qglProgramStringARB;
PFNGLGETPROGRAMIVARBPROC qglGetProgramivARB;
PFNGLBINDPROGRAMARBPROC qglBindProgramARB;
PFNGLGENPROGRAMSARBPROC qglGenProgramsARB;
*/
FTEPFNGLLOCKARRAYSEXTPROC qglLockArraysEXT;
FTEPFNGLUNLOCKARRAYSEXTPROC qglUnlockArraysEXT;
//glslang - arb_shader_objects
FTEPFNGLCREATEPROGRAMOBJECTARBPROC qglCreateProgramObjectARB;
FTEPFNGLDELETEOBJECTARBPROC qglDeleteObjectARB;
FTEPFNGLUSEPROGRAMOBJECTARBPROC qglUseProgramObjectARB;
FTEPFNGLCREATESHADEROBJECTARBPROC qglCreateShaderObjectARB;
FTEPFNGLSHADERSOURCEARBPROC qglShaderSourceARB;
FTEPFNGLCOMPILESHADERARBPROC qglCompileShaderARB;
FTEPFNGLGETOBJECTPARAMETERIVARBPROC qglGetObjectParameterivARB;
FTEPFNGLATTACHOBJECTARBPROC qglAttachObjectARB;
FTEPFNGLGETINFOLOGARBPROC qglGetInfoLogARB;
FTEPFNGLLINKPROGRAMARBPROC qglLinkProgramARB;
FTEPFNGLGETUNIFORMLOCATIONARBPROC qglGetUniformLocationARB;
FTEPFNGLUNIFORMMATRIX4FVARBPROC qglUniformMatrix4fvARB;
FTEPFNGLUNIFORM4FARBPROC qglUniform4fARB;
FTEPFNGLUNIFORM4FVARBPROC qglUniform4fvARB;
FTEPFNGLUNIFORM3FARBPROC qglUniform3fARB;
FTEPFNGLUNIFORM3FVARBPROC qglUniform3fvARB;
FTEPFNGLUNIFORM1IARBPROC qglUniform1iARB;
FTEPFNGLUNIFORM1FARBPROC qglUniform1fARB;
//extensions
//arb multitexture
qlpSelTexFUNC qglActiveTextureARB;
qlpSelTexFUNC qglClientActiveTextureARB;
qlpMTex3FUNC qglMultiTexCoord3fARB;
qlpMTex2FUNC qglMultiTexCoord2fARB;
//generic multitexture
lpMTexFUNC qglMTexCoord2fSGIS;
lpSelTexFUNC qglSelectTextureSGIS;
int mtexid0;
int mtexid1;
//ati_truform
FTEPFNGLPNTRIANGLESIATIPROC qglPNTrianglesiATI;
FTEPFNGLPNTRIANGLESFATIPROC qglPNTrianglesfATI;
//stencil shadowing
void (APIENTRY *qglStencilOpSeparateATI) (GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
FTEPFNGLACTIVESTENCILFACEEXTPROC qglActiveStencilFaceEXT;
//quick hack that made quake work on both 1 and 1.1 gl implementations.
BINDTEXFUNCPTR bindTexFunc;
int gl_mtexarbable=0; //max texture units
qboolean gl_mtexable = false;
int gl_bumpmappingpossible;
qboolean gammaworks; //if the gl drivers can set proper gamma.
gl_config_t gl_config;
int gl_canstencil;
float gldepthmin, gldepthmax;
const char *gl_vendor;
const char *gl_renderer;
const char *gl_version;
static const char *gl_extensions;
unsigned int gl_major_version;
unsigned int gl_minor_version;
static unsigned int gl_num_extensions;
qboolean GL_CheckExtension(char *extname)
{
int i;
cvar_t *v = Cvar_Get(va("gl_ext_%s", extname), "1", 0, "GL Extensions");
if (v && !v->ival)
return false;
if (gl_num_extensions && qglGetStringi)
{
for (i = 0; i < gl_num_extensions; i++)
if (!strcmp(qglGetStringi(GL_EXTENSIONS, i), extname))
return true;
}
if (!gl_extensions)
return false;
//note that this is not actually correct...
return !!strstr(gl_extensions, extname);
}
texid_t GL_AllocNewTexture(void)
{
texid_t r;
qglGenTextures(1, &r.num);
return r;
}
void GL_DestroyTexture(texid_t tex)
{
qglDeleteTextures(1, &tex.num);
}
void APIENTRY GL_DrawRangeElementsEmul(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices)
{
qglDrawElements(mode, count, type, indices);
}
void APIENTRY GL_BindBufferARBStub(GLenum target, GLuint id)
{
}
#define getglcore getglfunction
#define getglext(name) getglfunction(name)
void GL_CheckExtensions (void *(*getglfunction) (char *name))
{
extern cvar_t gl_bump;
memset(&gl_config, 0, sizeof(gl_config));
//multitexture
gl_mtexable = false;
gl_mtexarbable = 0;
qglActiveTextureARB = NULL;
qglMultiTexCoord2fARB = NULL;
qglMultiTexCoord3fARB = NULL;
qglMTexCoord2fSGIS = NULL;
qglSelectTextureSGIS = NULL;
mtexid0 = 0;
mtexid1 = 0;
//none of them bumpmapping possibilities.
gl_bumpmappingpossible = false;
//no GL_ATI_separate_stencil
qglStencilOpSeparateATI = NULL;
//no GL_EXT_stencil_two_side
qglActiveStencilFaceEXT = NULL;
//no truform. sorry.
qglPNTrianglesfATI = NULL;
qglPNTrianglesiATI = NULL;
//fragment programs
/* gl_config.arb_fragment_program = false;
qglProgramStringARB = NULL;
qglGetProgramivARB = NULL;
qglBindProgramARB = NULL;
qglGenProgramsARB = NULL;
*/
qglGenFramebuffersEXT = NULL;
qglDeleteFramebuffersEXT = NULL;
qglBindFramebufferEXT = NULL;
qglGenRenderbuffersEXT = NULL;
qglDeleteRenderbuffersEXT = NULL;
qglBindRenderbufferEXT = NULL;
qglRenderbufferStorageEXT = NULL;
qglFramebufferTexture2DEXT = NULL;
gl_config.arb_texture_non_power_of_two = false;
gl_config.sgis_generate_mipmap = false;
gl_config.tex_env_combine = false;
gl_config.env_add = false;
gl_config.nv_tex_env_combine4 = false;
gl_config.arb_texture_env_combine = false;
gl_config.arb_texture_env_dot3 = false;
gl_config.arb_texture_cube_map = false;
gl_config.arb_shader_objects = false;
gl_config.ext_framebuffer_objects = false;
gl_config.ext_texture_filter_anisotropic = 0;
if (GL_CheckExtension("GL_EXT_texture_filter_anisotropic"))
{
qglGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_config.ext_texture_filter_anisotropic);
Con_SafePrintf("Anisotropic filter extension found (%dx max).\n",gl_config.ext_texture_filter_anisotropic);
}
if (GL_CheckExtension("GL_ARB_texture_non_power_of_two"))
gl_config.arb_texture_non_power_of_two = true;
// if (GL_CheckExtension("GL_SGIS_generate_mipmap")) //a suprising number of implementations have this broken.
// gl_config.sgis_generate_mipmap = true;
if (GL_CheckExtension("GL_ARB_multitexture") && !COM_CheckParm("-noamtex"))
{ //ARB multitexture is the popular choice.
qglActiveTextureARB = (void *) getglext("glActiveTextureARB");
qglClientActiveTextureARB = (void *) getglext("glClientActiveTextureARB");
qglMultiTexCoord2fARB = (void *) getglext("glMultiTexCoord2fARB");
qglMultiTexCoord3fARB = (void *) getglext("glMultiTexCoord3fARB");
qglGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_mtexarbable);
gl_mtexable = true;
qglMTexCoord2fSGIS = qglMultiTexCoord2fARB;
qglSelectTextureSGIS = qglActiveTextureARB;
mtexid0 = GL_TEXTURE0_ARB;
mtexid1 = GL_TEXTURE1_ARB;
if (!qglActiveTextureARB || !qglClientActiveTextureARB || !qglMultiTexCoord2fARB)
{
qglActiveTextureARB = NULL;
qglClientActiveTextureARB = NULL;
qglMultiTexCoord2fARB = NULL;
qglMTexCoord2fSGIS = NULL;
qglSelectTextureSGIS = NULL;
gl_mtexable=false;
gl_mtexarbable = false;
}
else
{
Con_SafePrintf("ARB Multitexture extensions found. Use -noamtex to disable.\n");
}
}
else if (GL_CheckExtension("GL_SGIS_multitexture") && !COM_CheckParm("-nomtex"))
{ //SGIS multitexture, limited in many ways but basic functionality is identical to ARB
Con_SafePrintf("Multitexture extensions found.\n");
qglMTexCoord2fSGIS = (void *) getglext("glMTexCoord2fSGIS");
qglSelectTextureSGIS = (void *) getglext("glSelectTextureSGIS");
gl_mtexable = true;
mtexid0 = GL_TEXTURE0_SGIS;
mtexid1 = GL_TEXTURE1_SGIS;
}
if (GL_CheckExtension("GL_EXT_stencil_wrap"))
gl_config.ext_stencil_wrap = true;
if (GL_CheckExtension("GL_ATI_separate_stencil"))
qglStencilOpSeparateATI = (void *) getglext("glStencilOpSeparateATI");
if (GL_CheckExtension("GL_EXT_stencil_two_side"))
qglActiveStencilFaceEXT = (void *) getglext("glActiveStencilFaceEXT");
if (GL_CheckExtension("GL_ARB_texture_compression"))
{
qglCompressedTexImage2DARB = (void *)getglext("glCompressedTexImage2DARB");
qglGetCompressedTexImageARB = (void *)getglext("glGetCompressedTexImageARB");
if (!qglCompressedTexImage2DARB || !qglGetCompressedTexImageARB)
{
qglCompressedTexImage2DARB = NULL;
qglGetCompressedTexImageARB = NULL;
}
else
gl_config.arb_texture_compression = true;
}
if (GL_CheckExtension("GL_ATI_pn_triangles"))
{
qglPNTrianglesfATI = (void *)getglext("glPNTrianglesfATI");
qglPNTrianglesiATI = (void *)getglext("glPNTrianglesiATI");
}
if (GL_CheckExtension("GL_EXT_texture_object"))
{
bindTexFunc = (void *)getglext("glBindTextureEXT");
if (!bindTexFunc) //grrr
bindTexFunc = (void *)getglext("glBindTexture");
}
if (GL_CheckExtension("GL_EXT_compiled_vertex_array"))
{
qglLockArraysEXT = (void *)getglext("glLockArraysEXT");
qglUnlockArraysEXT = (void *)getglext("glUnlockArraysEXT");
}
/*various combiner features*/
gl_config.tex_env_combine = GL_CheckExtension("GL_EXT_texture_env_combine");
gl_config.env_add = GL_CheckExtension("GL_EXT_texture_env_add");
gl_config.nv_tex_env_combine4 = GL_CheckExtension("GL_NV_texture_env_combine4");
gl_config.arb_texture_env_combine = GL_CheckExtension("GL_ARB_texture_env_combine");
gl_config.arb_texture_env_dot3 = GL_CheckExtension("GL_ARB_texture_env_dot3");
gl_config.arb_texture_cube_map = GL_CheckExtension("GL_ARB_texture_cube_map");
if (gl_mtexarbable && gl_config.arb_texture_cube_map && gl_config.arb_texture_env_combine && gl_config.arb_texture_env_dot3 && !COM_CheckParm("-nobump") && gl_bump.value)
gl_bumpmappingpossible = true;
/*vbos*/
if (GL_CheckExtension("GL_ARB_vertex_buffer_object"))
{
qglGenBuffersARB = (void *)getglext("glGenBuffersARB");
qglDeleteBuffersARB = (void *)getglext("glDeleteBuffersARB");
qglBindBufferARB = (void *)getglext("glBindBufferARB");
qglBufferDataARB = (void *)getglext("glBufferDataARB");
qglBufferSubDataARB = (void *)getglext("glBufferSubDataARB");
qglMapBufferARB = (void *)getglext("glMapBufferARB");
qglUnmapBufferARB = (void *)getglext("glUnmapBufferARB");
}
/*
if (GL_CheckExtension("GL_ARB_fragment_program"))
{
gl_config.arb_fragment_program = true;
qglProgramStringARB = (void *)getglext("glProgramStringARB");
qglGetProgramivARB = (void *)getglext("glGetProgramivARB");
qglBindProgramARB = (void *)getglext("glBindProgramARB");
qglGenProgramsARB = (void *)getglext("glGenProgramsARB");
}
*/
// glslang
//the gf2 to gf4 cards emulate vertex_shader and thus supports shader_objects.
//but our code kinda requires both for clean workings.
if (GL_CheckExtension("GL_ARB_fragment_shader")
&& GL_CheckExtension("GL_ARB_vertex_shader")
&& GL_CheckExtension("GL_ARB_shader_objects"))
{
gl_config.arb_shader_objects = true;
qglCreateProgramObjectARB = (void *)getglext("glCreateProgramObjectARB");
qglDeleteObjectARB = (void *)getglext("glDeleteObjectARB");
qglUseProgramObjectARB = (void *)getglext("glUseProgramObjectARB");
qglCreateShaderObjectARB = (void *)getglext("glCreateShaderObjectARB");
qglShaderSourceARB = (void *)getglext("glShaderSourceARB");
qglCompileShaderARB = (void *)getglext("glCompileShaderARB");
qglGetObjectParameterivARB = (void *)getglext("glGetObjectParameterivARB");
qglAttachObjectARB = (void *)getglext("glAttachObjectARB");
qglGetInfoLogARB = (void *)getglext("glGetInfoLogARB");
qglLinkProgramARB = (void *)getglext("glLinkProgramARB");
qglGetUniformLocationARB = (void *)getglext("glGetUniformLocationARB");
qglUniformMatrix4fvARB = (void *)getglext("glUniformMatrix4fvARB");
qglUniform4fARB = (void *)getglext("glUniform4fARB");
qglUniform4fvARB = (void *)getglext("glUniform4fvARB");
qglUniform3fARB = (void *)getglext("glUniform3fARB");
qglUniform3fvARB = (void *)getglext("glUniform3fvARB");
qglUniform1iARB = (void *)getglext("glUniform1iARB");
qglUniform1fARB = (void *)getglext("glUniform1fARB");
}
if (GL_CheckExtension("GL_EXT_framebuffer_object"))
{
gl_config.ext_framebuffer_objects = true;
qglGenFramebuffersEXT = (void *)getglext("glGenFramebuffersEXT");
qglDeleteFramebuffersEXT = (void *)getglext("glDeleteFramebuffersEXT");
qglBindFramebufferEXT = (void *)getglext("glBindFramebufferEXT");
qglGenRenderbuffersEXT = (void *)getglext("glGenRenderbuffersEXT");
qglDeleteRenderbuffersEXT = (void *)getglext("glDeleteRenderbuffersEXT");
qglBindRenderbufferEXT = (void *)getglext("glBindRenderbufferEXT");
qglRenderbufferStorageEXT = (void *)getglext("glRenderbufferStorageEXT");
qglFramebufferTexture2DEXT = (void *)getglext("glFramebufferTexture2DEXT");
}
}
// glslang helper api function definitions
// type should be GL_FRAGMENT_SHADER_ARB or GL_VERTEX_SHADER_ARB
GLhandleARB GLSlang_CreateShader (char *precompilerconstants, char *shadersource, GLenum shadertype)
{
GLhandleARB shader;
GLint compiled;
char str[1024];
int loglen;
char *prstrings[3];
if (!precompilerconstants)
precompilerconstants = "";
switch (shadertype)
{
case GL_FRAGMENT_SHADER_ARB:
prstrings[0] = "#define FRAGMENT_SHADER\n";
break;
case GL_VERTEX_SHADER_ARB:
prstrings[0] = "#define VERTEX_SHADER\n";
break;
default:
prstrings[0] = "#define UNKNOWN_SHADER\n";
break;
}
prstrings[1] = precompilerconstants;
prstrings[2] = shadersource;
shader = qglCreateShaderObjectARB(shadertype);
qglShaderSourceARB(shader, 3, (const GLcharARB**)prstrings, NULL);
qglCompileShaderARB(shader);
qglGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &compiled);
if(!compiled)
{
Con_DPrintf("Shader source:\n%s%s%s\n", prstrings[0], prstrings[1], prstrings[2]);
qglGetInfoLogARB(shader, sizeof(str), NULL, str);
qglDeleteObjectARB(shader);
switch (shadertype)
{
case GL_FRAGMENT_SHADER_ARB:
Con_Printf("Fragment shader compilation error:\n----------\n%s\n----------\n", str);
break;
case GL_VERTEX_SHADER_ARB:
Con_Printf("Vertex shader compilation error:\n----------\n%s\n----------\n", str);
break;
default:
Con_Printf("Shader_CreateShader: This shouldn't happen ever\n");
break;
}
return 0;
}
if (developer.ival)
{
qglGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &loglen);
if (loglen)
{
qglGetInfoLogARB(shader, sizeof(str), NULL, str);
if (strstr(str, "WARNING"))
{
Con_Printf("Shader source:\n%s%s%s\n", prstrings[0], prstrings[1], prstrings[2]);
Con_Printf("%s\n", str);
}
}
}
return shader;
}
GLhandleARB GLSlang_CreateProgramObject (GLhandleARB vert, GLhandleARB frag)
{
GLhandleARB program;
GLint linked;
char str[1024];
program = qglCreateProgramObjectARB();
qglAttachObjectARB(program, vert);
qglAttachObjectARB(program, frag);
qglLinkProgramARB(program);
//flag the source objects for deletion, they'll only be deleted when they're no longer attached to anything
qglDeleteObjectARB(vert);
qglDeleteObjectARB(frag);
qglGetObjectParameterivARB(program, GL_OBJECT_LINK_STATUS_ARB, &linked);
if(!linked)
{
qglGetInfoLogARB(program, sizeof(str), NULL, str);
Con_Printf("Program link error: %s\n", str);
return (GLhandleARB)0;
}
return program;
}
GLhandleARB GLSlang_CreateProgram(char *precompilerconstants, char *vert, char *frag)
{
GLhandleARB vs;
GLhandleARB fs;
if (!gl_config.arb_shader_objects)
return 0;
vs = GLSlang_CreateShader(precompilerconstants, vert, GL_VERTEX_SHADER_ARB);
fs = GLSlang_CreateShader(precompilerconstants, frag, GL_FRAGMENT_SHADER_ARB);
if (!vs || !fs)
{
//delete ignores 0s.
qglDeleteObjectARB(vs);
qglDeleteObjectARB(fs);
return 0;
}
return GLSlang_CreateProgramObject(vs, fs);
}
GLint GLSlang_GetUniformLocation (int prog, char *name)
{
int i = qglGetUniformLocationARB(prog, name);
if (i == -1)
{
Con_Printf("Failed to get location of uniform '%s'\n", name);
}
return i;
}
//the vid routines have initialised a window, and now they are giving us a reference to some of of GetProcAddress to get pointers to the funcs.
void GL_Init(void *(*getglfunction) (char *name))
{
qglAlphaFunc = (void *)getglcore("glAlphaFunc");
qglBegin = (void *)getglcore("glBegin");
qglBlendFunc = (void *)getglcore("glBlendFunc");
bindTexFunc = (void *)getglcore("glBindTexture"); //for compleateness
qglClear = (void *)getglcore("glClear");
qglClearColor = (void *)getglcore("glClearColor");
qglClearDepth = (void *)getglcore("glClearDepth");
qglClearStencil = (void *)getglcore("glClearStencil");
qglClipPlane = (void *)getglcore("glClipPlane");
qglColor3f = (void *)getglcore("glColor3f");
qglColor3ub = (void *)getglcore("glColor3ub");
qglColor4f = (void *)getglcore("glColor4f");
qglColor4fv = (void *)getglcore("glColor4fv");
qglColor4ub = (void *)getglcore("glColor4ub");
qglColor4ubv = (void *)getglcore("glColor4ubv");
qglColorMask = (void *)getglcore("glColorMask");
qglCopyTexImage2D = (void *)getglcore("glCopyTexImage2D");
qglCopyTexSubImage2D= (void *)getglcore("glCopyTexSubImage2D");
qglCullFace = (void *)getglcore("glCullFace");
qglDepthFunc = (void *)getglcore("glDepthFunc");
qglDepthMask = (void *)getglcore("glDepthMask");
qglDepthRange = (void *)getglcore("glDepthRange");
qglDisable = (void *)getglcore("glDisable");
qglDrawBuffer = (void *)getglcore("glDrawBuffer");
qglDrawPixels = (void *)getglcore("glDrawPixels");
qglEnable = (void *)getglcore("glEnable");
qglEnd = (void *)getglcore("glEnd");
qglFinish = (void *)getglcore("glFinish");
qglFlush = (void *)getglcore("glFlush");
qglFrustum = (void *)getglcore("glFrustum");
qglGenTextures = (void *)getglcore("glGenTextures");
qglGetFloatv = (void *)getglcore("glGetFloatv");
qglGetIntegerv = (void *)getglcore("glGetIntegerv");
qglGetString = (void *)getglcore("glGetString");
qglGetTexLevelParameteriv = (void *)getglcore("glGetTexLevelParameteriv");
qglHint = (void *)getglcore("glHint");
qglLoadIdentity = (void *)getglcore("glLoadIdentity");
qglLoadMatrixf = (void *)getglcore("glLoadMatrixf");
qglNormal3f = (void *)getglcore("glNormal3f");
qglNormal3fv = (void *)getglcore("glNormal3fv");
qglMatrixMode = (void *)getglcore("glMatrixMode");
qglMultMatrixf = (void *)getglcore("glMultMatrixf");
qglOrtho = (void *)getglcore("glOrtho");
qglPolygonMode = (void *)getglcore("glPolygonMode");
qglPopMatrix = (void *)getglcore("glPopMatrix");
qglPushMatrix = (void *)getglcore("glPushMatrix");
qglReadBuffer = (void *)getglcore("glReadBuffer");
qglReadPixels = (void *)getglcore("glReadPixels");
qglRotatef = (void *)getglcore("glRotatef");
qglScalef = (void *)getglcore("glScalef");
qglShadeModel = (void *)getglcore("glShadeModel");
qglTexCoord1f = (void *)getglcore("glTexCoord1f");
qglTexCoord2f = (void *)getglcore("glTexCoord2f");
qglTexCoord2fv = (void *)getglcore("glTexCoord2fv");
qglTexEnvf = (void *)getglcore("glTexEnvf");
qglTexEnvfv = (void *)getglcore("glTexEnvfv");
qglTexEnvi = (void *)getglcore("glTexEnvi");
qglTexGeni = (void *)getglcore("glTexGeni");
qglTexGenfv = (void *)getglcore("glTexGenfv");
qglTexImage2D = (void *)getglcore("glTexImage2D");
qglTexParameteri = (void *)getglcore("glTexParameteri");
qglTexParameterf = (void *)getglcore("glTexParameterf");
qglTexParameteriv = (void *)getglcore("glTexParameteriv");
qglTexParameterfv = (void *)getglcore("glTexParameterfv");
qglTexSubImage2D = (void *)getglcore("glTexSubImage2D");
qglTranslatef = (void *)getglcore("glTranslatef");
qglVertex2f = (void *)getglcore("glVertex2f");
qglVertex3f = (void *)getglcore("glVertex3f");
qglVertex3fv = (void *)getglcore("glVertex3fv");
qglViewport = (void *)getglcore("glViewport");
qglGetError = (void *)getglcore("glGetError");
qglDeleteTextures = (void *)getglcore("glDeleteTextures");
//various vertex array stuff.
qglDrawElements = (void *)getglcore("glDrawElements");
qglArrayElement = (void *)getglcore("glArrayElement");
qglVertexPointer = (void *)getglcore("glVertexPointer");
qglNormalPointer = (void *)getglcore("glNormalPointer");
qglTexCoordPointer = (void *)getglcore("glTexCoordPointer");
qglColorPointer = (void *)getglcore("glColorPointer");
qglDrawArrays = (void *)getglcore("glDrawArrays");
qglEnableClientState = (void *)getglcore("glEnableClientState");
qglDisableClientState = (void *)getglcore("glDisableClientState");
qglDrawRangeElements = (void *)getglext("glDrawRangeElements");
if (qglDrawRangeElements == 0)
qglDrawRangeElements = GL_DrawRangeElementsEmul;
//fixme: definatly make non-core
qglStencilOp = (void *)getglcore("glStencilOp");
qglStencilFunc = (void *)getglcore("glStencilFunc");
qglPushAttrib = (void *)getglcore("glPushAttrib");
qglPopAttrib = (void *)getglcore("glPopAttrib");
qglScissor = (void *)getglcore("glScissor");
//does this need to be non-core as well?
qglFogi = (void *)getglcore("glFogi");
qglFogf = (void *)getglcore("glFogf");
qglFogfv = (void *)getglcore("glFogfv");
qglPolygonOffset = (void *)getglext("glPolygonOffset");
qglGetStringi = (void *)getglext("glGetStringi");
//used by heightmaps
qglGenLists = (void*)getglcore("glGenLists");
qglNewList = (void*)getglcore("glNewList");
qglEndList = (void*)getglcore("glEndList");
qglCallList = (void*)getglcore("glCallList");
qglBindBufferARB = (void *)getglext("qglBindBufferARB");
if (!qglBindBufferARB)
qglBindBufferARB = (void *)getglext("qglBindBuffer");
if (!qglBindBufferARB)
qglBindBufferARB = GL_BindBufferARBStub;
gl_vendor = qglGetString (GL_VENDOR);
Con_SafePrintf ("GL_VENDOR: %s\n", gl_vendor);
gl_renderer = qglGetString (GL_RENDERER);
Con_SafePrintf ("GL_RENDERER: %s\n", gl_renderer);
gl_version = qglGetString (GL_VERSION);
Con_SafePrintf ("GL_VERSION: %s\n", gl_version);
if (qglGetError())
Con_Printf("glGetError %s:%i\n", __FILE__, __LINE__);
qglGetIntegerv(GL_MAJOR_VERSION, &gl_major_version);
qglGetIntegerv(GL_MINOR_VERSION, &gl_minor_version);
if (qglGetError())
{
gl_major_version = 1;
gl_minor_version = 1;
}
qglGetIntegerv(GL_NUM_EXTENSIONS, &gl_num_extensions);
if (!qglGetError())
{
int i;
if (developer.value)
{
Con_DPrintf ("GL_EXTENSIONS:");
for (i = 0; i < gl_num_extensions; i++)
Con_DPrintf (" %s", qglGetStringi(GL_EXTENSIONS, i));
Con_DPrintf ("\n");
}
else
Con_Printf ("GL_EXTENSIONS: %i extensions\n", gl_num_extensions);
gl_extensions = NULL;
}
else
{
gl_num_extensions = 0;
gl_extensions = qglGetString (GL_EXTENSIONS);
Con_DPrintf ("GL_EXTENSIONS: %s\n", gl_extensions);
if (!gl_extensions)
Sys_Error("no extensions\n");
}
GL_CheckExtensions (getglfunction);
qglClearColor (0,0,0,0); //clear to black so that it looks a little nicer on start.
qglClear(GL_COLOR_BUFFER_BIT);
qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
qglShadeModel (GL_FLAT);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
unsigned int d_8to24rgbtable[256];
rendererinfo_t openglrendererinfo = {
"OpenGL",
{
"gl",
"opengl",
"hardware",
},
QR_OPENGL,
R2D_SafePicFromWad,
R2D_SafeCachePic,
GLDraw_Init,
GLDraw_ReInit,
GLDraw_Crosshair,
R2D_ScalePic,
R2D_SubPic,
GLDraw_TransPicTranslate,
R2D_ConsoleBackground,
R2D_EditorBackground,
R2D_TileClear,
GLDraw_Fill,
GLDraw_FillRGB,
GLDraw_FadeScreen,
GLDraw_BeginDisc,
GLDraw_EndDisc,
R2D_Image,
R2D_ImageColours,
GLR_Init,
GLR_DeInit,
GLR_RenderView,
GLR_NewMap,
GLR_PreNewMap,
GLR_LightPoint,
GLR_PushDlights,
Surf_AddStain,
Surf_LessenStains,
RMod_Init,
RMod_ClearAll,
RMod_ForName,
RMod_FindName,
RMod_Extradata,
RMod_TouchModel,
RMod_NowLoadExternal,
RMod_Think,
Mod_GetTag,
Mod_TagNumForName,
Mod_SkinNumForName,
Mod_FrameNumForName,
Mod_FrameDuration,
GLVID_Init,
GLVID_DeInit,
GLVID_LockBuffer,
GLVID_UnlockBuffer,
GLD_BeginDirectRect,
GLD_EndDirectRect,
GLVID_ForceLockState,
GLVID_ForceUnlockedAndReturnState,
GLVID_SetPalette,
GLVID_ShiftPalette,
GLVID_GetRGBInfo,
GLVID_SetCaption, //setcaption
GLSCR_UpdateScreen,
""
};
#endif