#include "quakedef.h" #ifdef RGLQUAKE #include "glquake.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 *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); 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 *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); /* 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; 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; const char *gl_extensions; static int texture_extension_number = 1; int GL_AllocNewTexture(void) { return texture_extension_number++; } void APIENTRY GL_DrawRangeElementsEmul(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices) { qglDrawElements(mode, count, type, indices); } #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; */ 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_texture_filter_anisotropic = 0; if (strstr(gl_extensions, "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 (strstr(gl_extensions, "GL_ARB_texture_non_power_of_two")) gl_config.arb_texture_non_power_of_two = true; // if (strstr(gl_extensions, "GL_SGIS_generate_mipmap")) //a suprising number of implementations have this broken. // gl_config.sgis_generate_mipmap = true; if (strstr(gl_extensions, "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 (strstr(gl_extensions, "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 (strstr(gl_extensions, "GL_EXT_stencil_wrap")) gl_config.ext_stencil_wrap = true; if (strstr(gl_extensions, "GL_ATI_separate_stencil")) qglStencilOpSeparateATI = (void *) getglext("glStencilOpSeparateATI"); if (strstr(gl_extensions, "GL_EXT_stencil_two_side")) qglActiveStencilFaceEXT = (void *) getglext("glActiveStencilFaceEXT"); if (strstr(gl_extensions, "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 (strstr(gl_extensions, "GL_ATI_pn_triangles")) { qglPNTrianglesfATI = (void *)getglext("glPNTrianglesfATI"); qglPNTrianglesiATI = (void *)getglext("glPNTrianglesiATI"); } if (strstr(gl_extensions, "GL_EXT_texture_object")) { bindTexFunc = (void *)getglext("glBindTextureEXT"); if (!bindTexFunc) //grrr bindTexFunc = (void *)getglext("glBindTexture"); } if (strstr(gl_extensions, "GL_EXT_compiled_vertex_array")) { qglLockArraysEXT = (void *)getglext("glLockArraysEXT"); qglUnlockArraysEXT = (void *)getglext("glUnlockArraysEXT"); } gl_config.tex_env_combine = !!strstr(gl_extensions, "GL_EXT_texture_env_combine"); gl_config.env_add = !!strstr(gl_extensions, "GL_EXT_texture_env_add"); gl_config.nv_tex_env_combine4 = !!strstr(gl_extensions, "GL_NV_texture_env_combine4"); gl_config.arb_texture_env_combine = !!strstr(gl_extensions, "GL_ARB_texture_env_combine"); gl_config.arb_texture_env_dot3 = !!strstr(gl_extensions, "GL_ARB_texture_env_dot3"); gl_config.arb_texture_cube_map = !!strstr(gl_extensions, "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; if (strstr(gl_extensions, "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 (!!strstr(gl_extensions, "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 (!!strstr(gl_extensions, "GL_ARB_fragment_shader")) if (!!strstr(gl_extensions, "GL_ARB_vertex_shader")) if (!!strstr(gl_extensions, "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"); qglUniform4fARB = (void *)getglext("glUniform4fARB"); qglUniform4fvARB = (void *)getglext("glUniform4fvARB"); qglUniform3fARB = (void *)getglext("glUniform3fARB"); qglUniform3fvARB = (void *)getglext("glUniform3fvARB"); qglUniform1iARB = (void *)getglext("glUniform1iARB"); qglUniform1fARB = (void *)getglext("glUniform1fARB"); GL_InitSceneProcessingShaders(); } } // 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]; char *prstrings[2]; if (!precompilerconstants) precompilerconstants = ""; prstrings[0] = precompilerconstants; prstrings[1] = shadersource; shader = qglCreateShaderObjectARB(shadertype); qglShaderSourceARB(shader, 2, (const GLcharARB**)prstrings, NULL); qglCompileShaderARB(shader); qglGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &compiled); if(!compiled) { qglGetInfoLogARB(shader, sizeof(str), NULL, str); 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; } 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); 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) 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"); 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"); 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"); 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"); //used by heightmaps qglGenLists = (void*)getglcore("glGenLists"); qglNewList = (void*)getglcore("glNewList"); qglEndList = (void*)getglcore("glEndList"); qglCallList = (void*)getglcore("glCallList"); 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); 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); qglCullFace(GL_FRONT); qglEnable(GL_TEXTURE_2D); qglEnable(GL_ALPHA_TEST); qglAlphaFunc(GL_GREATER, 0.666); qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL); qglShadeModel (GL_FLAT); texture_extension_number = 1; qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // qglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); qglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); } unsigned int d_8to24rgbtable[256]; #endif