82542ae037
Massive terrain system rewrite. Added a Native Client port (sound is stereo 44khz only, rendering is gles2, networking is websockets only (sv_port_tcp supports acting as a qw websockets server with non-nacl servers, filesystem is downloads-only - no saves/configs). Blame Zalon. Grr. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4013 fc73d0e0-1445-4013-8a0c-d673dee63da5
1540 lines
54 KiB
C
1540 lines
54 KiB
C
#include "quakedef.h"
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#ifdef GLQUAKE
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#include "glquake.h"
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#include "gl_draw.h"
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#include "shader.h"
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//standard 1.1 opengl calls
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void (APIENTRY *qglAlphaFunc) (GLenum func, GLclampf ref);
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void (APIENTRY *qglBegin) (GLenum mode);
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void (APIENTRY *qglBlendFunc) (GLenum sfactor, GLenum dfactor);
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void (APIENTRY *qglCallList) (GLuint list);
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void (APIENTRY *qglClear) (GLbitfield mask);
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void (APIENTRY *qglClearColor) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
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void (APIENTRY *qglClearDepth) (GLclampd depth);
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void (APIENTRY *qglClearStencil) (GLint s);
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void (APIENTRY *qglClipPlane) (GLenum plane, const GLdouble *equation);
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void (APIENTRY *qglColor3f) (GLfloat red, GLfloat green, GLfloat blue);
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void (APIENTRY *qglColor3ub) (GLubyte red, GLubyte green, GLubyte blue);
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void (APIENTRY *qglColor4f) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
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void (APIENTRY *qglColor4fv) (const GLfloat *v);
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void (APIENTRY *qglColor4ub) (GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha);
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void (APIENTRY *qglColor4ubv) (const GLubyte *v);
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void (APIENTRY *qglColorMask) (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
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void (APIENTRY *qglCopyTexImage2D) (GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
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void (APIENTRY *qglCopyTexSubImage2D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
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void (APIENTRY *qglCullFace) (GLenum mode);
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void (APIENTRY *qglDepthFunc) (GLenum func);
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void (APIENTRY *qglDepthMask) (GLboolean flag);
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void (APIENTRY *qglDepthRange) (GLclampd zNear, GLclampd zFar);
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void (APIENTRY *qglDisable) (GLenum cap);
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void (APIENTRY *qglDrawBuffer) (GLenum mode);
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void (APIENTRY *qglDrawPixels) (GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels);
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void (APIENTRY *qglEnable) (GLenum cap);
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void (APIENTRY *qglEnd) (void);
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void (APIENTRY *qglEndList) (void);
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void (APIENTRY *qglFinish) (void);
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void (APIENTRY *qglFlush) (void);
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void (APIENTRY *qglFrustum) (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar);
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GLuint (APIENTRY *qglGenLists) (GLsizei range);
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void (APIENTRY *qglGenTextures) (GLsizei n, GLuint *textures);
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GLenum (APIENTRY *qglGetError) (void);
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void (APIENTRY *qglGetFloatv) (GLenum pname, GLfloat *params);
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void (APIENTRY *qglGetIntegerv) (GLenum pname, GLint *params);
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const GLubyte * (APIENTRY *qglGetString) (GLenum name);
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void (APIENTRY *qglHint) (GLenum target, GLenum mode);
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void (APIENTRY *qglLoadIdentity) (void);
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void (APIENTRY *qglLoadMatrixf) (const GLfloat *m);
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void (APIENTRY *qglNormal3f) (GLfloat nx, GLfloat ny, GLfloat nz);
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void (APIENTRY *qglNormal3fv) (const GLfloat *v);
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void (APIENTRY *qglMatrixMode) (GLenum mode);
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void (APIENTRY *qglMultMatrixf) (const GLfloat *m);
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void (APIENTRY *qglNewList) (GLuint list, GLenum mode);
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void (APIENTRY *qglOrtho) (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar);
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void (APIENTRY *qglPolygonMode) (GLenum face, GLenum mode);
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void (APIENTRY *qglPolygonOffset) (GLfloat factor, GLfloat units);
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void (APIENTRY *qglPopMatrix) (void);
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void (APIENTRY *qglPushMatrix) (void);
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void (APIENTRY *qglReadBuffer) (GLenum mode);
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void (APIENTRY *qglReadPixels) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels);
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void (APIENTRY *qglRotatef) (GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
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void (APIENTRY *qglScalef) (GLfloat x, GLfloat y, GLfloat z);
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void (APIENTRY *qglShadeModel) (GLenum mode);
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void (APIENTRY *qglTexCoord1f) (GLfloat s);
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void (APIENTRY *qglTexCoord2f) (GLfloat s, GLfloat t);
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void (APIENTRY *qglTexCoord2fv) (const GLfloat *v);
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void (APIENTRY *qglTexEnvf) (GLenum target, GLenum pname, GLfloat param);
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void (APIENTRY *qglTexEnvfv) (GLenum target, GLenum pname, const GLfloat *param);
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void (APIENTRY *qglTexEnvi) (GLenum target, GLenum pname, GLint param);
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void (APIENTRY *qglTexGeni) (GLenum coord, GLenum pname, GLint param);
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void (APIENTRY *qglTexGenfv) (GLenum coord, GLenum pname, const GLfloat *param);
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void (APIENTRY *qglTexImage2D) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
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void (APIENTRY *qglTexImage3D) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
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void (APIENTRY *qglTexParameteri) (GLenum target, GLenum pname, GLint param);
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void (APIENTRY *qglTexParameterf) (GLenum target, GLenum pname, GLfloat param);
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void (APIENTRY *qglTexParameteriv) (GLenum target, GLenum pname, const GLint *params);
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void (APIENTRY *qglTexParameterfv) (GLenum target, GLenum pname, const GLfloat *params);
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void (APIENTRY *qglTexSubImage2D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels);
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void (APIENTRY *qglTranslatef) (GLfloat x, GLfloat y, GLfloat z);
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void (APIENTRY *qglVertex2f) (GLfloat x, GLfloat y);
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void (APIENTRY *qglVertex3f) (GLfloat x, GLfloat y, GLfloat z);
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void (APIENTRY *qglVertex3fv) (const GLfloat *v);
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void (APIENTRY *qglViewport) (GLint x, GLint y, GLsizei width, GLsizei height);
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void (APIENTRY *qglGetTexLevelParameteriv) (GLenum target, GLint level, GLenum pname, GLint *params);
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void (APIENTRY *qglDrawRangeElements) (GLenum, GLuint, GLuint, GLsizei, GLenum, const GLvoid *);
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void (APIENTRY *qglDrawElements) (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices);
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void (APIENTRY *qglArrayElement) (GLint i);
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void (APIENTRY *qglVertexPointer) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
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void (APIENTRY *qglNormalPointer) (GLenum type, GLsizei stride, const GLvoid *pointer);
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void (APIENTRY *qglTexCoordPointer) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
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void (APIENTRY *qglColorPointer) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
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void (APIENTRY *qglDrawArrays) (GLenum mode, GLint first, GLsizei count);
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void (APIENTRY *qglDisableClientState) (GLenum array);
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void (APIENTRY *qglEnableClientState) (GLenum array);
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void (APIENTRY *qglScissor) (GLint x, GLint y, GLsizei width, GLsizei height);
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void (APIENTRY *qglStencilOp) (GLenum fail, GLenum zfail, GLenum zpass);
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void (APIENTRY *qglStencilFunc) (GLenum func, GLint ref, GLuint mask);
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void (APIENTRY *qglPushAttrib) (GLbitfield mask);
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void (APIENTRY *qglPopAttrib) (void);
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void (APIENTRY *qglFogf) (GLenum pname, GLfloat param);
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void (APIENTRY *qglFogi) (GLenum pname, GLint param);
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void (APIENTRY *qglFogfv) (GLenum pname, const GLfloat *params);
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void (APIENTRY *qglDeleteTextures) (GLsizei n, const GLuint *textures);
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void (APIENTRY *qglGenBuffersARB)(GLsizei n, GLuint* ids);
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void (APIENTRY *qglDeleteBuffersARB)(GLsizei n, GLuint* ids);
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void (APIENTRY *qglBindBufferARB)(GLenum target, GLuint id);
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void (APIENTRY *qglBufferDataARB)(GLenum target, GLsizei size, const void* data, GLenum usage);
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void (APIENTRY *qglBufferSubDataARB)(GLenum target, GLint offset, GLsizei size, void* data);
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void *(APIENTRY *qglMapBufferARB)(GLenum target, GLenum access);
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GLboolean (APIENTRY *qglUnmapBufferARB)(GLenum target);
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const GLubyte * (APIENTRY * qglGetStringi) (GLenum name, GLuint index);
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void (APIENTRY *qglGenFramebuffersEXT)(GLsizei n, GLuint* ids);
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void (APIENTRY *qglDeleteFramebuffersEXT)(GLsizei n, const GLuint* ids);
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void (APIENTRY *qglBindFramebufferEXT)(GLenum target, GLuint id);
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void (APIENTRY *qglGenRenderbuffersEXT)(GLsizei n, GLuint* ids);
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void (APIENTRY *qglDeleteRenderbuffersEXT)(GLsizei n, const GLuint* ids);
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void (APIENTRY *qglBindRenderbufferEXT)(GLenum target, GLuint id);
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void (APIENTRY *qglRenderbufferStorageEXT)(GLenum target, GLenum internalFormat, GLsizei width, GLsizei height);
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void (APIENTRY *qglFramebufferTexture2DEXT)(GLenum target, GLenum attachmentPoint, GLenum textureTarget, GLuint textureId, GLint level);
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void (APIENTRY *qglFramebufferRenderbufferEXT)(GLenum target, GLenum attachmentPoint, GLenum textureTarget, GLuint textureId);
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GLenum (APIENTRY *qglCheckFramebufferStatusEXT)(GLenum target);
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/*
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PFNGLPROGRAMSTRINGARBPROC qglProgramStringARB;
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PFNGLGETPROGRAMIVARBPROC qglGetProgramivARB;
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PFNGLBINDPROGRAMARBPROC qglBindProgramARB;
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PFNGLGENPROGRAMSARBPROC qglGenProgramsARB;
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*/
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FTEPFNGLLOCKARRAYSEXTPROC qglLockArraysEXT;
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FTEPFNGLUNLOCKARRAYSEXTPROC qglUnlockArraysEXT;
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/*glslang - arb_shader_objects
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gl core uses different names/distinctions from the extension
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*/
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FTEPFNGLCREATEPROGRAMOBJECTARBPROC qglCreateProgramObjectARB;
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FTEPFNGLDELETEOBJECTARBPROC qglDeleteProgramObject_;
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FTEPFNGLDELETEOBJECTARBPROC qglDeleteShaderObject_;
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FTEPFNGLUSEPROGRAMOBJECTARBPROC qglUseProgramObjectARB;
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FTEPFNGLCREATESHADEROBJECTARBPROC qglCreateShaderObjectARB;
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FTEPFNGLSHADERSOURCEARBPROC qglShaderSourceARB;
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FTEPFNGLCOMPILESHADERARBPROC qglCompileShaderARB;
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FTEPFNGLGETOBJECTPARAMETERIVARBPROC qglGetShaderParameteriv_;
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FTEPFNGLGETOBJECTPARAMETERIVARBPROC qglGetProgramParameteriv_;
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FTEPFNGLATTACHOBJECTARBPROC qglAttachObjectARB;
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FTEPFNGLGETINFOLOGARBPROC qglGetShaderInfoLog_;
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FTEPFNGLGETINFOLOGARBPROC qglGetProgramInfoLog_;
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FTEPFNGLLINKPROGRAMARBPROC qglLinkProgramARB;
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FTEPFNGLBINDATTRIBLOCATIONARBPROC qglBindAttribLocationARB;
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FTEPFNGLGETATTRIBLOCATIONARBPROC qglGetAttribLocationARB;
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FTEPFNGLVERTEXATTRIBPOINTER qglVertexAttribPointer;
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FTEPFNGLGETVERTEXATTRIBIV qglGetVertexAttribiv;
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FTEPFNGLENABLEVERTEXATTRIBARRAY qglEnableVertexAttribArray;
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FTEPFNGLDISABLEVERTEXATTRIBARRAY qglDisableVertexAttribArray;
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FTEPFNGLGETUNIFORMLOCATIONARBPROC qglGetUniformLocationARB;
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FTEPFNGLUNIFORMMATRIXPROC qglUniformMatrix4fvARB;
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FTEPFNGLUNIFORMMATRIXPROC qglUniformMatrix3x4fv;
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FTEPFNGLUNIFORMMATRIXPROC qglUniformMatrix4x3fv;
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FTEPFNGLUNIFORM4FARBPROC qglUniform4fARB;
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FTEPFNGLUNIFORM4FVARBPROC qglUniform4fvARB;
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FTEPFNGLUNIFORM3FARBPROC qglUniform3fARB;
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FTEPFNGLUNIFORM3FVARBPROC qglUniform3fvARB;
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FTEPFNGLUNIFORM1IARBPROC qglUniform1iARB;
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FTEPFNGLUNIFORM1FARBPROC qglUniform1fARB;
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//extensions
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//arb multitexture
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qlpSelTexFUNC qglActiveTextureARB;
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qlpSelTexFUNC qglClientActiveTextureARB;
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qlpMTex3FUNC qglMultiTexCoord3fARB;
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qlpMTex2FUNC qglMultiTexCoord2fARB;
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//generic multitexture
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lpMTexFUNC qglMTexCoord2fSGIS;
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lpSelTexFUNC qglSelectTextureSGIS;
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int mtexid0;
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//ati_truform
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FTEPFNGLPNTRIANGLESIATIPROC qglPNTrianglesiATI;
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FTEPFNGLPNTRIANGLESFATIPROC qglPNTrianglesfATI;
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//stencil shadowing
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void (APIENTRY *qglStencilOpSeparateATI) (GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
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FTEPFNGLACTIVESTENCILFACEEXTPROC qglActiveStencilFaceEXT;
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//quick hack that made quake work on both 1 and 1.1 gl implementations.
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BINDTEXFUNCPTR bindTexFunc;
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#define GLchar char
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#if defined(_DEBUG) && !defined(DEBUG)
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#define DEBUG
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#endif
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#if defined(DEBUG)
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typedef void (APIENTRY *GLDEBUGPROCARB)(GLenum source,
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GLenum type,
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GLuint id,
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GLenum severity,
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GLsizei length,
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const GLchar* message,
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GLvoid* userParam);
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void (APIENTRY *qglDebugMessageControlARB)(enum source,
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enum type,
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enum severity,
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GLsizei count,
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const GLuint* ids,
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GLboolean enabled);
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void (APIENTRY *qglDebugMessageInsertARB)(enum source,
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enum type,
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GLuint id,
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enum severity,
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GLsizei length,
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const char* buf);
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void (APIENTRY *qglDebugMessageCallbackARB)(GLDEBUGPROCARB callback,
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void* userParam);
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GLuint (APIENTRY *qglGetDebugMessageLogARB)(GLuint count,
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GLsizei bufsize,
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GLenum* sources,
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GLenum* types,
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GLuint* ids,
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GLuint* severities,
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GLsizei* lengths,
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char* messageLog);
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#define GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB 0x8242
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#define GL_MAX_DEBUG_MESSAGE_LENGTH_ARB 0x9143
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#define GL_MAX_DEBUG_LOGGED_MESSAGES_ARB 0x9144
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#define GL_DEBUG_LOGGED_MESSAGES_ARB 0x9145
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#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB 0x8243
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#define GL_DEBUG_CALLBACK_FUNCTION_ARB 0x8244
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#define GL_DEBUG_CALLBACK_USER_PARAM_ARB 0x8245
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#define GL_DEBUG_SOURCE_API_ARB 0x8246
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#define GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB 0x8247
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#define GL_DEBUG_SOURCE_SHADER_COMPILER_ARB 0x8248
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#define GL_DEBUG_SOURCE_THIRD_PARTY_ARB 0x8249
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#define GL_DEBUG_SOURCE_APPLICATION_ARB 0x824A
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#define GL_DEBUG_SOURCE_OTHER_ARB 0x824B
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#define GL_DEBUG_TYPE_ERROR_ARB 0x824C
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#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB 0x824D
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#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB 0x824E
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#define GL_DEBUG_TYPE_PORTABILITY_ARB 0x824F
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#define GL_DEBUG_TYPE_PERFORMANCE_ARB 0x8250
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#define GL_DEBUG_TYPE_OTHER_ARB 0x8251
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#define GL_DEBUG_SEVERITY_HIGH_ARB 0x9146
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#define GL_DEBUG_SEVERITY_MEDIUM_ARB 0x9147
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#define GL_DEBUG_SEVERITY_LOW_ARB 0x9148
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void (APIENTRY myGLDEBUGPROCAMD)(GLenum source,
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GLenum type,
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GLuint id,
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GLenum severity,
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GLsizei length,
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const GLchar* message,
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GLvoid* userParam)
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{
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#ifndef _WIN32
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#define OutputDebugString(s) puts(s)
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#endif
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switch(type)
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{
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case GL_DEBUG_TYPE_ERROR_ARB:
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OutputDebugString("Error: ");
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break;
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case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB:
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OutputDebugString("Depricated: ");
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break;
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case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB:
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OutputDebugString("Undefined: ");
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break;
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case GL_DEBUG_TYPE_PORTABILITY_ARB:
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OutputDebugString("Portability: ");
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break;
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case GL_DEBUG_TYPE_PERFORMANCE_ARB:
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OutputDebugString("Performance: ");
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break;
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default:
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case GL_DEBUG_TYPE_OTHER_ARB:
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OutputDebugString("Other: ");
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break;
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}
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OutputDebugString(message);
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OutputDebugString("\n");
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}
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#endif
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int gl_mtexarbable=0; //max texture units
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qboolean gl_mtexable = false;
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qboolean gammaworks; //if the gl drivers can set proper gamma.
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gl_config_t gl_config;
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int gl_stencilbits;
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float gldepthmin, gldepthmax;
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const char *gl_vendor;
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const char *gl_renderer;
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const char *gl_version;
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static const char *gl_extensions;
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static unsigned int gl_num_extensions;
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extern cvar_t gl_workaround_ati_shadersource;
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qboolean GL_CheckExtension(char *extname)
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{
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int i;
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cvar_t *v = Cvar_Get(va("gl_ext_%s", extname), "1", 0, "GL Extensions");
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if (v && !v->ival)
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return false;
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if (gl_num_extensions && qglGetStringi)
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{
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for (i = 0; i < gl_num_extensions; i++)
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if (!strcmp(qglGetStringi(GL_EXTENSIONS, i), extname))
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return true;
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}
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if (!gl_extensions)
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return false;
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//note that this is not actually correct...
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return !!strstr(gl_extensions, extname);
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}
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void APIENTRY GL_DrawRangeElementsEmul(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices)
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{
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qglDrawElements(mode, count, type, indices);
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}
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void APIENTRY GL_BindBufferARBStub(GLenum target, GLuint id)
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{
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}
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void APIENTRY GL_ClientStateStub(GLenum array)
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{
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}
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#define getglcore getglfunction
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#define getglext(name) getglfunction(name)
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void GL_CheckExtensions (void *(*getglfunction) (char *name), float ver)
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{
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memset(&gl_config, 0, sizeof(gl_config));
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gl_config.glversion = ver;
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if (!strncmp(gl_version, "OpenGL ES", 9))
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gl_config.gles = true;
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else
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gl_config.gles = false;
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if (gl_config.gles)
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gl_config.nofixedfunc = gl_config.glversion >= 2;
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else
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{
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/*in gl3.0 things are depricated but not removed*/
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/*in gl3.1 depricated things are removed unless compatibility is present*/
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/*in gl3.2 there's a profile flag we can query*/
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if (gl_config.glversion >= 3.2)
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{
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GLint profile = 0;
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#define GL_CONTEXT_PROFILE_MASK 0x9126
|
|
#define GL_CONTEXT_CORE_PROFILE_BIT 0x00000001
|
|
#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002
|
|
qglGetIntegerv(GL_CONTEXT_PROFILE_MASK, &profile);
|
|
|
|
if (!profile)
|
|
{
|
|
Con_DPrintf("Driver reports invalid profile, assuming compatibility support\n");
|
|
gl_config.nofixedfunc = false;
|
|
}
|
|
else
|
|
gl_config.nofixedfunc = !(profile & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT);
|
|
}
|
|
else if (gl_config.glversion == 3.1)
|
|
gl_config.nofixedfunc = !GL_CheckExtension("GL_ARB_compatibility");
|
|
else
|
|
gl_config.nofixedfunc = false;
|
|
}
|
|
|
|
gl_config.maxglslversion = 0;
|
|
if (gl_config.gles && gl_config.glversion >= 2)
|
|
gl_config.maxglslversion = 100;
|
|
else if (gl_config.glversion >= 2)
|
|
{
|
|
#define GL_SHADING_LANGUAGE_VERSION 0x8B8C
|
|
const char *s = qglGetString (GL_SHADING_LANGUAGE_VERSION);
|
|
|
|
if (s)
|
|
{
|
|
gl_config.maxglslversion = atoi(s) * 100;
|
|
while(*s >= '0' && *s <= '9')
|
|
s++;
|
|
if (*s == '.')
|
|
s++;
|
|
gl_config.maxglslversion += atoi(s);
|
|
}
|
|
else
|
|
gl_config.maxglslversion = 110;
|
|
}
|
|
else
|
|
gl_config.maxglslversion = 110;
|
|
|
|
//multitexture
|
|
gl_mtexable = false;
|
|
gl_mtexarbable = 0;
|
|
qglActiveTextureARB = NULL;
|
|
qglMultiTexCoord2fARB = NULL;
|
|
qglMultiTexCoord3fARB = NULL;
|
|
qglMTexCoord2fSGIS = NULL;
|
|
qglSelectTextureSGIS = NULL;
|
|
mtexid0 = 0;
|
|
|
|
//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_DPrintf("Anisotropic filter extension found (%dx max).\n",gl_config.ext_texture_filter_anisotropic);
|
|
}
|
|
|
|
if (GL_CheckExtension("GL_ARB_texture_non_power_of_two") || GL_CheckExtension("GL_OES_texture_npot"))
|
|
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_config.gles)
|
|
{
|
|
qglActiveTextureARB = (void *) getglext("glActiveTexture");
|
|
qglClientActiveTextureARB = (void *) getglext("glClientActiveTexture");
|
|
qglSelectTextureSGIS = qglActiveTextureARB;
|
|
mtexid0 = GL_TEXTURE0_ARB;
|
|
if (!gl_config.nofixedfunc)
|
|
qglGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_mtexarbable);
|
|
}
|
|
else 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;
|
|
|
|
if (!qglActiveTextureARB || !qglClientActiveTextureARB || !qglMultiTexCoord2fARB)
|
|
{
|
|
qglActiveTextureARB = NULL;
|
|
qglClientActiveTextureARB = NULL;
|
|
qglMultiTexCoord2fARB = NULL;
|
|
qglMTexCoord2fSGIS = NULL;
|
|
qglSelectTextureSGIS = NULL;
|
|
gl_mtexable=false;
|
|
gl_mtexarbable = false;
|
|
}
|
|
else
|
|
{
|
|
Con_DPrintf("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;
|
|
}
|
|
|
|
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");
|
|
|
|
/*not enabled - its only useful for shadow volumes, but (on nvidia) it affects the depth values even when not clamped which results in shadow z-fighting. best rely upon infinite projection matricies instead*/
|
|
// if (GL_CheckExtension("GL_ARB_depth_clamp") || GL_CheckExtension("GL_NV_depth_clamp"))
|
|
// gl_config.arb_depth_clamp = true;
|
|
|
|
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_EXT_depth_bounds_test"))
|
|
qglDepthBoundsEXT = (void *)getglext("glDepthBoundsEXT");
|
|
else if (GL_CheckExtension("GL_NV_depth_bounds_test"))
|
|
qglDepthBoundsEXT = (void *)getglext("glDepthBoundsNV");
|
|
else
|
|
qglDepthBoundsEXT = NULL;
|
|
|
|
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");
|
|
|
|
/*vbos*/
|
|
if (gl_config.gles && gl_config.glversion >= 2)
|
|
{
|
|
qglGenBuffersARB = (void *)getglext("glGenBuffers");
|
|
qglDeleteBuffersARB = (void *)getglext("glDeleteBuffers");
|
|
qglBindBufferARB = (void *)getglext("glBindBuffer");
|
|
qglBufferDataARB = (void *)getglext("glBufferData");
|
|
qglBufferSubDataARB = (void *)getglext("glBufferSubData");
|
|
qglMapBufferARB = (void *)getglext("glMapBuffer");
|
|
qglUnmapBufferARB = (void *)getglext("glUnmapBuffer");
|
|
}
|
|
else 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");
|
|
}
|
|
|
|
// 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_renderer, " Mesa ") && Cvar_Get("gl_blacklist_mesa_glsl", "1", CVAR_RENDERERLATCH, "gl blacklists")->ival && (gl_config.glversion < 3 || gl_config.gles))
|
|
{
|
|
//(9:12:33 PM) bigfoot: Spike, can you please blacklist your menu shader on Mesa? My machine just hard locked up again because I forgot that pressing escape in FTE is verboten
|
|
//(11:51:42 PM) bigfoot: OpenGL vendor string: Tungsten Graphics, Inc
|
|
//(11:51:50 PM) bigfoot: OpenGL version string: 2.1 Mesa 7.7.1
|
|
|
|
//blacklist all glsl, it can't handle #define macros properly either.
|
|
//if the menu shader is hardlocking, I don't know what else will do it too.
|
|
Con_Printf(CON_NOTICE "Mesa detected, ignoring any GLSL support. Use '+set gl_blacklist_mesa_glsl 0' on the commandline to reenable it.\n");
|
|
}
|
|
else if (gl_config.glversion >= 2)// && (gl_config.gles || 0))
|
|
{
|
|
/*core names are different from extension names (more functions too)*/
|
|
gl_config.arb_shader_objects = true;
|
|
qglCreateProgramObjectARB = (void *)getglext( "glCreateProgram");
|
|
qglDeleteProgramObject_ = (void *)getglext( "glDeleteProgram");
|
|
qglDeleteShaderObject_ = (void *)getglext( "glDeleteShader");
|
|
qglUseProgramObjectARB = (void *)getglext( "glUseProgram");
|
|
qglCreateShaderObjectARB = (void *)getglext( "glCreateShader");
|
|
qglGetProgramParameteriv_ = (void *)getglext( "glGetProgramiv");
|
|
qglGetShaderParameteriv_ = (void *)getglext( "glGetShaderiv");
|
|
qglAttachObjectARB = (void *)getglext( "glAttachShader");
|
|
qglGetProgramInfoLog_ = (void *)getglext( "glGetProgramInfoLog");
|
|
qglGetShaderInfoLog_ = (void *)getglext( "glGetShaderInfoLog");
|
|
qglShaderSourceARB = (void *)getglext("glShaderSource");
|
|
qglCompileShaderARB = (void *)getglext("glCompileShader");
|
|
qglLinkProgramARB = (void *)getglext("glLinkProgram");
|
|
qglBindAttribLocationARB = (void *)getglext("glBindAttribLocation");
|
|
qglGetAttribLocationARB = (void *)getglext("glGetAttribLocation");
|
|
qglVertexAttribPointer = (void *)getglext("glVertexAttribPointer");
|
|
qglGetVertexAttribiv = (void *)getglext("glGetVertexAttribiv");
|
|
qglEnableVertexAttribArray = (void *)getglext("glEnableVertexAttribArray");
|
|
qglDisableVertexAttribArray = (void *)getglext("glDisableVertexAttribArray");
|
|
qglGetUniformLocationARB = (void *)getglext("glGetUniformLocation");
|
|
qglUniformMatrix4fvARB = (void *)getglext("glUniformMatrix4fv");
|
|
qglUniformMatrix3x4fv = (void *)getglext("glUniformMatrix3x4fv");
|
|
qglUniformMatrix4x3fv = (void *)getglext("glUniformMatrix4x3fv");
|
|
qglUniform4fARB = (void *)getglext("glUniform4f");
|
|
qglUniform4fvARB = (void *)getglext("glUniform4fv");
|
|
qglUniform3fARB = (void *)getglext("glUniform3f");
|
|
qglUniform3fvARB = (void *)getglext("glUniform3fv");
|
|
qglUniform1iARB = (void *)getglext("glUniform1i");
|
|
qglUniform1fARB = (void *)getglext("glUniform1f");
|
|
Con_DPrintf("GLSL available\n");
|
|
}
|
|
else 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");
|
|
qglDeleteProgramObject_ = (void *)getglext("glDeleteObjectARB");
|
|
qglDeleteShaderObject_ = (void *)getglext("glDeleteObjectARB");
|
|
qglUseProgramObjectARB = (void *)getglext("glUseProgramObjectARB");
|
|
qglCreateShaderObjectARB = (void *)getglext("glCreateShaderObjectARB");
|
|
qglShaderSourceARB = (void *)getglext("glShaderSourceARB");
|
|
qglCompileShaderARB = (void *)getglext("glCompileShaderARB");
|
|
qglGetProgramParameteriv_ = (void *)getglext("glGetObjectParameterivARB");
|
|
qglGetShaderParameteriv_ = (void *)getglext("glGetObjectParameterivARB");
|
|
qglAttachObjectARB = (void *)getglext("glAttachObjectARB");
|
|
qglGetProgramInfoLog_ = (void *)getglext("glGetInfoLogARB");
|
|
qglGetShaderInfoLog_ = (void *)getglext("glGetInfoLogARB");
|
|
qglLinkProgramARB = (void *)getglext("glLinkProgramARB");
|
|
qglBindAttribLocationARB = (void *)getglext("glBindAttribLocationARB");
|
|
qglGetAttribLocationARB = (void *)getglext("glGetAttribLocationARB");
|
|
qglVertexAttribPointer = (void *)getglext("glVertexAttribPointerARB");
|
|
qglGetVertexAttribiv = (void *)getglext("glGetVertexAttribivARB");
|
|
qglEnableVertexAttribArray = (void *)getglext("glEnableVertexAttribArrayARB");
|
|
qglDisableVertexAttribArray = (void *)getglext("glDisableVertexAttribArrayARB");
|
|
qglGetUniformLocationARB = (void *)getglext("glGetUniformLocationARB");
|
|
qglUniformMatrix4fvARB = (void *)getglext("glUniformMatrix4fvARB");
|
|
qglUniformMatrix3x4fv = (void *)getglext("glUniformMatrix3x4fvARB");
|
|
qglUniformMatrix4x3fv = (void *)getglext("glUniformMatrix4x3fvARB");
|
|
qglUniform4fARB = (void *)getglext("glUniform4fARB");
|
|
qglUniform4fvARB = (void *)getglext("glUniform4fvARB");
|
|
qglUniform3fARB = (void *)getglext("glUniform3fARB");
|
|
qglUniform3fvARB = (void *)getglext("glUniform3fvARB");
|
|
qglUniform1iARB = (void *)getglext("glUniform1iARB");
|
|
qglUniform1fARB = (void *)getglext("glUniform1fARB");
|
|
|
|
Con_DPrintf("GLSL available\n");
|
|
}
|
|
|
|
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");
|
|
qglFramebufferRenderbufferEXT = (void *)getglext("glFramebufferRenderbufferEXT");
|
|
qglCheckFramebufferStatusEXT = (void *)getglext("glCheckFramebufferStatusEXT");
|
|
}
|
|
|
|
#ifdef DEBUG
|
|
if (GL_CheckExtension("GL_ARB_debug_output"))
|
|
{
|
|
qglDebugMessageControlARB = (void *)getglext("glDebugMessageControlARB");
|
|
qglDebugMessageInsertARB = (void *)getglext("glDebugMessageInsertARB");
|
|
qglDebugMessageCallbackARB = (void *)getglext("glDebugMessageCallbackARB");
|
|
qglGetDebugMessageLogARB = (void *)getglext("glGetDebugMessageLogARB");
|
|
}
|
|
else
|
|
{
|
|
qglDebugMessageControlARB = NULL;
|
|
qglDebugMessageInsertARB = NULL;
|
|
qglDebugMessageCallbackARB = NULL;
|
|
qglGetDebugMessageLogARB = NULL;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
static const char *glsl_hdrs[] =
|
|
{
|
|
"sys/skeletal.h",
|
|
"attribute vec3 v_normal;\n"
|
|
"attribute vec3 v_svector;\n"
|
|
"attribute vec3 v_tvector;\n"
|
|
"#ifdef SKELETAL\n"
|
|
"attribute vec4 v_bone;"
|
|
"attribute vec4 v_weight;"
|
|
"uniform mat3x4 m_bones["STRINGIFY(MAX_BONES)"];\n"
|
|
|
|
"vec4 skeletaltransform()"
|
|
"{"
|
|
"mat3x4 wmat;\n"
|
|
"wmat = m_bones[int(v_bone.x)] * v_weight.x;\n"
|
|
"wmat += m_bones[int(v_bone.y)] * v_weight.y;\n"
|
|
"wmat += m_bones[int(v_bone.z)] * v_weight.z;\n"
|
|
"wmat += m_bones[int(v_bone.w)] * v_weight.w;\n"
|
|
"return m_modelviewprojection * vec4(vec4(v_position.xyz, 1.0) * wmat, 1.0);"
|
|
"}\n"
|
|
"vec4 skeletaltransform_nst(out vec3 n, out vec3 t, out vec3 b)"
|
|
"{"
|
|
"mat3x4 wmat;\n"
|
|
"wmat = m_bones[int(v_bone.x)] * v_weight.x;"
|
|
"wmat += m_bones[int(v_bone.y)] * v_weight.y;"
|
|
"wmat += m_bones[int(v_bone.z)] * v_weight.z;"
|
|
"wmat += m_bones[int(v_bone.w)] * v_weight.w;"
|
|
"n = vec4(v_normal.xyz, 1.0) * wmat;"
|
|
"t = vec4(v_svector.xyz, 1.0) * wmat;"
|
|
"b = vec4(v_tvector.xyz, 1.0) * wmat;"
|
|
"return m_modelviewprojection * vec4(vec4(v_position.xyz, 1.0) * wmat, 1.0);"
|
|
"}\n"
|
|
"vec4 skeletaltransform_wnst(out vec3 w, out vec3 n, out vec3 t, out vec3 b)"
|
|
"{"
|
|
"mat3x4 wmat;\n"
|
|
"wmat = m_bones[int(v_bone.x)] * v_weight.x;"
|
|
"wmat += m_bones[int(v_bone.y)] * v_weight.y;"
|
|
"wmat += m_bones[int(v_bone.z)] * v_weight.z;"
|
|
"wmat += m_bones[int(v_bone.w)] * v_weight.w;"
|
|
"n = vec4(v_normal.xyz, 1.0) * wmat;"
|
|
"t = vec4(v_svector.xyz, 1.0) * wmat;"
|
|
"b = vec4(v_tvector.xyz, 1.0) * wmat;"
|
|
"w = vec4(v_position.xyz, 1.0) * wmat;"
|
|
"return m_modelviewprojection * vec4(w, 1.0);"
|
|
"}\n"
|
|
"vec4 skeletaltransform_n(out vec3 n)"
|
|
"{"
|
|
"mat3x4 wmat;\n"
|
|
"wmat = m_bones[int(v_bone.x)] * v_weight.x;"
|
|
"wmat += m_bones[int(v_bone.y)] * v_weight.y;"
|
|
"wmat += m_bones[int(v_bone.z)] * v_weight.z;"
|
|
"wmat += m_bones[int(v_bone.w)] * v_weight.w;"
|
|
"n = vec4(v_normal.xyz, 1.0) * wmat;"
|
|
"return m_modelviewprojection * vec4(vec4(v_position.xyz, 1.0) * wmat, 1.0);"
|
|
"}\n"
|
|
"#else\n"
|
|
"#define skeletaltransform() ftetransform()\n"
|
|
"vec4 skeletaltransform_wnst(out vec3 w, out vec3 n, out vec3 t, out vec3 b)"
|
|
"{"
|
|
"n = v_normal;"
|
|
"t = v_svector;"
|
|
"b = v_tvector;"
|
|
"w = v_position.xyz;"
|
|
"return ftetransform();"
|
|
"}\n"
|
|
"vec4 skeletaltransform_nst(out vec3 n, out vec3 t, out vec3 b)"
|
|
"{"
|
|
"n = v_normal;"
|
|
"t = v_svector;"
|
|
"b = v_tvector;"
|
|
"return ftetransform();"
|
|
"}\n"
|
|
"vec4 skeletaltransform_n(out vec3 n)"
|
|
"{"
|
|
"n = v_normal;"
|
|
"return ftetransform();"
|
|
"}\n"
|
|
"#endif\n"
|
|
,
|
|
"sys/fog.h",
|
|
"#ifdef FRAGMENT_SHADER\n"
|
|
"#ifdef FOG\n"
|
|
"uniform vec4 w_fog;\n"
|
|
"vec3 fog3(in vec3 regularcolour)"
|
|
"{"
|
|
"float z = w_fog.w * gl_FragCoord.z / gl_FragCoord.w;\n"
|
|
"#if #include \"cvar/r_fog_exp2\"\n"
|
|
"z *= z;\n"
|
|
"#endif\n"
|
|
"float fac = exp2(-(z * 1.442695));\n"
|
|
"fac = clamp(fac, 0.0, 1.0);\n"
|
|
"return mix(w_fog.rgb, regularcolour, fac);\n"
|
|
"}\n"
|
|
"vec3 fog3additive(in vec3 regularcolour)"
|
|
"{"
|
|
"float z = w_fog.w * gl_FragCoord.z / gl_FragCoord.w;\n"
|
|
"#if #include \"cvar/r_fog_exp2\"\n"
|
|
"z *= z;\n"
|
|
"#endif\n"
|
|
"float fac = exp2(-(z * 1.442695));\n"
|
|
"fac = clamp(fac, 0.0, 1.0);\n"
|
|
"return regularcolour * fac;\n"
|
|
"}\n"
|
|
"vec4 fog4(in vec4 regularcolour)"
|
|
"{"
|
|
"return vec4(fog3(regularcolour.rgb), 1.0) * regularcolour.a;\n"
|
|
"}\n"
|
|
"vec4 fog4additive(in vec4 regularcolour)"
|
|
"{"
|
|
"float z = w_fog.w * gl_FragCoord.z / gl_FragCoord.w;\n"
|
|
"#if #include \"cvar/r_fog_exp2\"\n"
|
|
"z *= z;\n"
|
|
"#endif\n"
|
|
"float fac = exp2(-(z * 1.442695));\n"
|
|
"fac = clamp(fac, 0.0, 1.0);\n"
|
|
"return regularcolour * vec4(fac, fac, fac, 1.0);\n"
|
|
"}\n"
|
|
"vec4 fog4blend(in vec4 regularcolour)"
|
|
"{"
|
|
"float z = w_fog.w * gl_FragCoord.z / gl_FragCoord.w;\n"
|
|
"#if #include \"cvar/r_fog_exp2\"\n"
|
|
"z *= z;\n"
|
|
"#endif\n"
|
|
"float fac = exp2(-(z * 1.442695));\n"
|
|
"fac = clamp(fac, 0.0, 1.0);\n"
|
|
"return regularcolour * vec4(1.0, 1.0, 1.0, fac);\n"
|
|
"}\n"
|
|
"#else\n"
|
|
/*don't use macros for this - mesa bugs out*/
|
|
"vec3 fog3(in vec3 regularcolour) { return regularcolour; }\n"
|
|
"vec3 fog3additive(in vec3 regularcolour) { return regularcolour; }\n"
|
|
"vec4 fog4(in vec4 regularcolour) { return regularcolour; }\n"
|
|
"vec4 fog4additive(in vec4 regularcolour) { return regularcolour; }\n"
|
|
"vec4 fog4blend(in vec4 regularcolour) { return regularcolour; }\n"
|
|
"#endif\n"
|
|
"#endif\n"
|
|
,
|
|
"sys/offsetmapping.h",
|
|
"uniform float cvar_r_glsl_offsetmapping_scale;\n"
|
|
"vec2 offsetmap(sampler2D normtex, vec2 base, vec3 eyevector)\n"
|
|
"{\n"
|
|
"#if defined(RELIEFMAPPING)\n"
|
|
"float i, f;\n"
|
|
"vec3 OffsetVector = vec3(normalize(eyevector.xyz).xy * cvar_r_glsl_offsetmapping_scale * vec2(1.0, -1.0), -1.0);\n"
|
|
"vec3 RT = vec3(vec2(base.xy"/* - OffsetVector.xy*OffsetMapping_Bias*/"), 1.0);\n"
|
|
"OffsetVector /= 10.0;\n"
|
|
"for(i = 1.0; i < 10.0; ++i)\n"
|
|
"RT += OffsetVector * step(texture2D(normtex, RT.xy).a, RT.z);\n"
|
|
"for(i = 0.0, f = 1.0; i < 5.0; ++i, f *= 0.5)\n"
|
|
"RT += OffsetVector * (step(texture2D(normtex, RT.xy).a, RT.z) * f - 0.5 * f);\n"
|
|
"return RT.xy;\n"
|
|
"#elif defined(OFFSETMAPPING)\n"
|
|
"vec2 OffsetVector = normalize(eyevector).xy * cvar_r_glsl_offsetmapping_scale * vec2(1.0, -1.0);\n"
|
|
"vec2 tc = base;\n"
|
|
"tc += OffsetVector;\n"
|
|
"OffsetVector *= 0.333;\n"
|
|
"tc -= OffsetVector * texture2D(normtex, tc).w;\n"
|
|
"tc -= OffsetVector * texture2D(normtex, tc).w;\n"
|
|
"tc -= OffsetVector * texture2D(normtex, tc).w;\n"
|
|
"return tc;\n"
|
|
"#else\n"
|
|
"return base;\n"
|
|
"#endif\n"
|
|
"}\n"
|
|
,
|
|
NULL
|
|
};
|
|
|
|
qboolean GLSlang_GenerateIncludes(int maxstrings, int *strings, const GLchar *prstrings[], GLint length[], const char *shadersource)
|
|
{
|
|
int i;
|
|
char *incline, *inc;
|
|
char incname[256];
|
|
while((incline=strstr(shadersource, "#include")))
|
|
{
|
|
if (*strings == maxstrings)
|
|
return false;
|
|
|
|
/*emit up to the include*/
|
|
prstrings[*strings] = shadersource;
|
|
length[*strings] = incline - shadersource;
|
|
*strings += 1;
|
|
|
|
incline += 8;
|
|
incline = COM_ParseOut (incline, incname, sizeof(incname));
|
|
|
|
if (!strncmp(incname, "cvar/", 5))
|
|
{
|
|
cvar_t *var = Cvar_Get(incname+5, "0", 0, "shader cvars");
|
|
if (var)
|
|
{
|
|
var->flags |= CVAR_SHADERSYSTEM;
|
|
if (!GLSlang_GenerateIncludes(maxstrings, strings, prstrings, length, var->string))
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
/*dump something if the cvar doesn't exist*/
|
|
if (*strings == maxstrings)
|
|
return false;
|
|
prstrings[*strings] = "0";
|
|
length[*strings] = strlen("0");
|
|
*strings += 1;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (i = 0; glsl_hdrs[i]; i += 2)
|
|
{
|
|
if (!strcmp(incname, glsl_hdrs[i]))
|
|
{
|
|
if (!GLSlang_GenerateIncludes(maxstrings, strings, prstrings, length, glsl_hdrs[i+1]))
|
|
return false;
|
|
break;
|
|
}
|
|
}
|
|
if (!glsl_hdrs[i])
|
|
{
|
|
if (FS_LoadFile(incname, &inc) >= 0)
|
|
{
|
|
if (!GLSlang_GenerateIncludes(maxstrings, strings, prstrings, length, inc))
|
|
{
|
|
FS_FreeFile(inc);
|
|
return false;
|
|
}
|
|
FS_FreeFile(inc);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*move the pointer past the include*/
|
|
shadersource = incline;
|
|
}
|
|
if (*shadersource)
|
|
{
|
|
if (*strings == maxstrings)
|
|
return false;
|
|
|
|
/*dump the remaining shader string*/
|
|
prstrings[*strings] = shadersource;
|
|
length[*strings] = strlen(prstrings[*strings]);
|
|
*strings += 1;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
// glslang helper api function definitions
|
|
// type should be GL_FRAGMENT_SHADER_ARB or GL_VERTEX_SHADER_ARB
|
|
GLhandleARB GLSlang_CreateShader (char *name, int ver, char **precompilerconstants, const char *shadersource, GLenum shadertype, qboolean silent)
|
|
{
|
|
GLhandleARB shader;
|
|
GLint compiled;
|
|
char str[1024];
|
|
int loglen, i;
|
|
const GLchar *prstrings[64+16];
|
|
GLint length[sizeof(prstrings)/sizeof(prstrings[0])];
|
|
int strings = 0;
|
|
|
|
if (ver)
|
|
{
|
|
/*required version not supported, don't even try*/
|
|
if (ver > gl_config.maxglslversion)
|
|
return 0;
|
|
|
|
prstrings[strings] = va("#version %u\n", ver);
|
|
length[strings] = strlen(prstrings[strings]);
|
|
strings++;
|
|
}
|
|
|
|
while(*precompilerconstants)
|
|
{
|
|
prstrings[strings] = *precompilerconstants++;
|
|
length[strings] = strlen(prstrings[strings]);
|
|
strings++;
|
|
}
|
|
|
|
prstrings[strings] = "#define ENGINE_"DISTRIBUTION"\n";
|
|
length[strings] = strlen(prstrings[strings]);
|
|
strings++;
|
|
|
|
switch (shadertype)
|
|
{
|
|
case GL_FRAGMENT_SHADER_ARB:
|
|
prstrings[strings] = "#define FRAGMENT_SHADER\n";
|
|
length[strings] = strlen(prstrings[strings]);
|
|
strings++;
|
|
if (gl_config.gles)
|
|
{
|
|
prstrings[strings] = "precision mediump float;\n";
|
|
length[strings] = strlen(prstrings[strings]);
|
|
strings++;
|
|
}
|
|
break;
|
|
case GL_VERTEX_SHADER_ARB:
|
|
prstrings[strings] = "#define VERTEX_SHADER\n";
|
|
length[strings] = strlen(prstrings[strings]);
|
|
strings++;
|
|
if (gl_config.gles)
|
|
{
|
|
prstrings[strings] =
|
|
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
|
|
"precision highp float;\n"
|
|
"#else\n"
|
|
"precision mediump float;\n"
|
|
"#endif\n"
|
|
;
|
|
length[strings] = strlen(prstrings[strings]);
|
|
strings++;
|
|
}
|
|
if (gl_config.nofixedfunc)
|
|
{
|
|
prstrings[strings] =
|
|
"attribute vec3 v_position;\n"
|
|
"#define ftetransform() (m_modelviewprojection * vec4(v_position, 1.0))\n"
|
|
"uniform mat4 m_modelviewprojection;\n"
|
|
;
|
|
length[strings] = strlen(prstrings[strings]);
|
|
strings++;
|
|
}
|
|
else
|
|
{
|
|
prstrings[strings] =
|
|
"#define ftetransform ftransform\n"
|
|
"#define v_position gl_Vertex\n"
|
|
"uniform mat4 m_modelviewprojection;\n"
|
|
;
|
|
length[strings] = strlen(prstrings[strings]);
|
|
strings++;
|
|
}
|
|
|
|
break;
|
|
default:
|
|
prstrings[strings] = "#define UNKNOWN_SHADER\n";
|
|
length[strings] = strlen(prstrings[strings]);
|
|
strings++;
|
|
break;
|
|
}
|
|
|
|
GLSlang_GenerateIncludes(sizeof(prstrings)/sizeof(prstrings[0]), &strings, prstrings, length, shadersource);
|
|
|
|
shader = qglCreateShaderObjectARB(shadertype);
|
|
|
|
if (gl_workaround_ati_shadersource.ival)
|
|
{
|
|
/*ATI Driver Bug: ATI drivers ignore the 'length' array.
|
|
this code does what the drivers fail to do.
|
|
this patch makes the submission more mainstream
|
|
if ati can feck it up so much on a system with no real system memory issues, I wouldn't be surprised if embedded systems also mess it up.
|
|
*/
|
|
char *combined;
|
|
int totallen = 1;
|
|
for (i = 0; i < strings; i++)
|
|
totallen += length[i];
|
|
combined = malloc(totallen);
|
|
totallen = 0;
|
|
combined[totallen] = 0;
|
|
for (i = 0; i < strings; i++)
|
|
{
|
|
memcpy(combined + totallen, prstrings[i], length[i]);
|
|
totallen += length[i];
|
|
combined[totallen] = 0;
|
|
}
|
|
qglShaderSourceARB(shader, 1, &combined, NULL);
|
|
free(combined);
|
|
}
|
|
else
|
|
qglShaderSourceARB(shader, strings, prstrings, length);
|
|
qglCompileShaderARB(shader);
|
|
|
|
qglGetShaderParameteriv_(shader, GL_OBJECT_COMPILE_STATUS_ARB, &compiled);
|
|
if(!compiled)
|
|
{
|
|
qglGetShaderInfoLog_(shader, sizeof(str), NULL, str);
|
|
qglDeleteShaderObject_(shader);
|
|
if (!silent)
|
|
{
|
|
switch (shadertype)
|
|
{
|
|
case GL_FRAGMENT_SHADER_ARB:
|
|
Con_Printf("Fragment shader (%s) compilation error:\n----------\n%s----------\n", name, str);
|
|
break;
|
|
case GL_VERTEX_SHADER_ARB:
|
|
Con_Printf("Vertex shader (%s) compilation error:\n----------\n%s----------\n", name, str);
|
|
break;
|
|
default:
|
|
Con_Printf("Shader_CreateShader: This shouldn't happen ever\n");
|
|
break;
|
|
}
|
|
Con_DPrintf("Shader \"%s\" source:\n", name);
|
|
for (i = 0; i < strings; i++)
|
|
{
|
|
int j;
|
|
if (length[i] < 0)
|
|
Con_DPrintf("%s", prstrings[i]);
|
|
else
|
|
{
|
|
for (j = 0; j < length[i]; j++)
|
|
Con_DPrintf("%c", prstrings[i][j]);
|
|
}
|
|
}
|
|
Con_DPrintf("%s\n", str);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
if (developer.ival)
|
|
{
|
|
qglGetShaderParameteriv_(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &loglen);
|
|
if (loglen)
|
|
{
|
|
qglGetShaderInfoLog_(shader, sizeof(str), NULL, str);
|
|
if (strstr(str, "WARNING"))
|
|
{
|
|
Con_Printf("Shader source:\n");
|
|
for (i = 0; i < strings; i++)
|
|
Con_Printf("%s", prstrings[i]);
|
|
Con_Printf("%s\n", str);
|
|
}
|
|
}
|
|
}
|
|
|
|
return shader;
|
|
}
|
|
|
|
GLhandleARB GLSlang_CreateProgramObject (GLhandleARB vert, GLhandleARB frag, qboolean silent)
|
|
{
|
|
GLhandleARB program;
|
|
GLint linked;
|
|
char str[1024];
|
|
|
|
program = qglCreateProgramObjectARB();
|
|
qglAttachObjectARB(program, vert);
|
|
qglAttachObjectARB(program, frag);
|
|
|
|
qglBindAttribLocationARB(program, gl_config.nofixedfunc?0:7, "v_position");
|
|
qglBindAttribLocationARB(program, 1, "v_colour");
|
|
qglBindAttribLocationARB(program, 2, "v_texcoord");
|
|
qglBindAttribLocationARB(program, 3, "v_lmcoord");
|
|
qglBindAttribLocationARB(program, 4, "v_normal");
|
|
qglBindAttribLocationARB(program, 5, "v_snormal");
|
|
qglBindAttribLocationARB(program, 6, "v_tnormal");
|
|
qglBindAttribLocationARB(program, 8, "v_bone");
|
|
qglBindAttribLocationARB(program, 9, "v_weight");
|
|
|
|
qglLinkProgramARB(program);
|
|
|
|
qglGetProgramParameteriv_(program, GL_OBJECT_LINK_STATUS_ARB, &linked);
|
|
|
|
if(!linked)
|
|
{
|
|
if (!silent)
|
|
{
|
|
qglGetProgramInfoLog_(program, sizeof(str), NULL, str);
|
|
Con_Printf("Program link error: %s\n", str);
|
|
}
|
|
|
|
qglDeleteProgramObject_(program);
|
|
|
|
return (GLhandleARB)0;
|
|
}
|
|
return program;
|
|
}
|
|
|
|
GLhandleARB GLSlang_CreateProgram(char *name, int ver, char **precompilerconstants, char *vert, char *frag, qboolean silent)
|
|
{
|
|
GLhandleARB handle;
|
|
GLhandleARB vs;
|
|
GLhandleARB fs;
|
|
char *nullconstants = NULL;
|
|
|
|
if (!gl_config.arb_shader_objects)
|
|
return 0;
|
|
|
|
if (!precompilerconstants)
|
|
precompilerconstants = &nullconstants;
|
|
|
|
vs = GLSlang_CreateShader(name, ver, precompilerconstants, vert, GL_VERTEX_SHADER_ARB, silent);
|
|
fs = GLSlang_CreateShader(name, ver, precompilerconstants, frag, GL_FRAGMENT_SHADER_ARB, silent);
|
|
|
|
if (!vs || !fs)
|
|
handle = 0;
|
|
else
|
|
handle = GLSlang_CreateProgramObject(vs, fs, silent);
|
|
//delete ignores 0s.
|
|
qglDeleteShaderObject_(vs);
|
|
qglDeleteShaderObject_(fs);
|
|
|
|
return handle;
|
|
}
|
|
|
|
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.
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void GL_Init(void *(*getglfunction) (char *name))
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{
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unsigned int gl_major_version;
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unsigned int gl_minor_version;
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qglAlphaFunc = (void *)getglcore("glAlphaFunc");
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qglBegin = (void *)getglcore("glBegin");
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qglBlendFunc = (void *)getglcore("glBlendFunc");
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bindTexFunc = (void *)getglcore("glBindTexture"); //for compleateness
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qglClear = (void *)getglcore("glClear");
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qglClearColor = (void *)getglcore("glClearColor");
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qglClearDepth = (void *)getglcore("glClearDepth");
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qglClearStencil = (void *)getglcore("glClearStencil");
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qglClipPlane = (void *)getglcore("glClipPlane");
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qglColor3f = (void *)getglcore("glColor3f");
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qglColor3ub = (void *)getglcore("glColor3ub");
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qglColor4f = (void *)getglcore("glColor4f");
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qglColor4fv = (void *)getglcore("glColor4fv");
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qglColor4ub = (void *)getglcore("glColor4ub");
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qglColor4ubv = (void *)getglcore("glColor4ubv");
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qglColorMask = (void *)getglcore("glColorMask");
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qglCopyTexImage2D = (void *)getglcore("glCopyTexImage2D");
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qglCopyTexSubImage2D= (void *)getglcore("glCopyTexSubImage2D");
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qglCullFace = (void *)getglcore("glCullFace");
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qglDepthFunc = (void *)getglcore("glDepthFunc");
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qglDepthMask = (void *)getglcore("glDepthMask");
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qglDepthRange = (void *)getglcore("glDepthRange");
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qglDisable = (void *)getglcore("glDisable");
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qglDrawBuffer = (void *)getglcore("glDrawBuffer");
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qglDrawPixels = (void *)getglcore("glDrawPixels");
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qglEnable = (void *)getglcore("glEnable");
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qglEnd = (void *)getglcore("glEnd");
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qglFinish = (void *)getglcore("glFinish");
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qglFlush = (void *)getglcore("glFlush");
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qglFrustum = (void *)getglcore("glFrustum");
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qglGenTextures = (void *)getglcore("glGenTextures");
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qglGetFloatv = (void *)getglcore("glGetFloatv");
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qglGetIntegerv = (void *)getglcore("glGetIntegerv");
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qglGetString = (void *)getglcore("glGetString");
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qglGetTexLevelParameteriv = (void *)getglcore("glGetTexLevelParameteriv");
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qglHint = (void *)getglcore("glHint");
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qglLoadIdentity = (void *)getglcore("glLoadIdentity");
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qglLoadMatrixf = (void *)getglcore("glLoadMatrixf");
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qglNormal3f = (void *)getglcore("glNormal3f");
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qglNormal3fv = (void *)getglcore("glNormal3fv");
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qglMatrixMode = (void *)getglcore("glMatrixMode");
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qglMultMatrixf = (void *)getglcore("glMultMatrixf");
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qglOrtho = (void *)getglcore("glOrtho");
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qglPolygonMode = (void *)getglcore("glPolygonMode");
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qglPopMatrix = (void *)getglcore("glPopMatrix");
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qglPushMatrix = (void *)getglcore("glPushMatrix");
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qglReadBuffer = (void *)getglcore("glReadBuffer");
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qglReadPixels = (void *)getglcore("glReadPixels");
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qglRotatef = (void *)getglcore("glRotatef");
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qglScalef = (void *)getglcore("glScalef");
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qglShadeModel = (void *)getglcore("glShadeModel");
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qglTexCoord1f = (void *)getglcore("glTexCoord1f");
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qglTexCoord2f = (void *)getglcore("glTexCoord2f");
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qglTexCoord2fv = (void *)getglcore("glTexCoord2fv");
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qglTexEnvf = (void *)getglcore("glTexEnvf");
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qglTexEnvfv = (void *)getglcore("glTexEnvfv");
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qglTexEnvi = (void *)getglcore("glTexEnvi");
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qglTexGeni = (void *)getglcore("glTexGeni");
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qglTexGenfv = (void *)getglcore("glTexGenfv");
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qglTexImage2D = (void *)getglcore("glTexImage2D");
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qglTexImage3D = (void *)getglext("glTexImage3D");
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qglTexParameteri = (void *)getglcore("glTexParameteri");
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qglTexParameterf = (void *)getglcore("glTexParameterf");
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qglTexParameteriv = (void *)getglcore("glTexParameteriv");
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qglTexParameterfv = (void *)getglcore("glTexParameterfv");
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qglTexSubImage2D = (void *)getglcore("glTexSubImage2D");
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qglTranslatef = (void *)getglcore("glTranslatef");
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qglVertex2f = (void *)getglcore("glVertex2f");
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qglVertex3f = (void *)getglcore("glVertex3f");
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qglVertex3fv = (void *)getglcore("glVertex3fv");
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qglViewport = (void *)getglcore("glViewport");
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qglGetError = (void *)getglcore("glGetError");
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qglDeleteTextures = (void *)getglcore("glDeleteTextures");
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//various vertex array stuff.
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qglDrawElements = (void *)getglcore("glDrawElements");
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qglArrayElement = (void *)getglcore("glArrayElement");
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qglVertexPointer = (void *)getglcore("glVertexPointer");
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qglNormalPointer = (void *)getglcore("glNormalPointer");
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qglTexCoordPointer = (void *)getglcore("glTexCoordPointer");
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qglColorPointer = (void *)getglcore("glColorPointer");
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qglDrawArrays = (void *)getglcore("glDrawArrays");
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qglEnableClientState = (void *)getglcore("glEnableClientState");
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qglDisableClientState = (void *)getglcore("glDisableClientState");
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qglDrawRangeElements = (void *)getglext("glDrawRangeElements");
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if (qglDrawRangeElements == 0)
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qglDrawRangeElements = GL_DrawRangeElementsEmul;
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//fixme: definatly make non-core
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qglStencilOp = (void *)getglcore("glStencilOp");
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qglStencilFunc = (void *)getglcore("glStencilFunc");
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qglPushAttrib = (void *)getglcore("glPushAttrib");
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qglPopAttrib = (void *)getglcore("glPopAttrib");
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qglScissor = (void *)getglcore("glScissor");
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//does this need to be non-core as well?
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qglFogi = (void *)getglcore("glFogi");
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qglFogf = (void *)getglcore("glFogf");
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qglFogfv = (void *)getglcore("glFogfv");
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qglPolygonOffset = (void *)getglext("glPolygonOffset");
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qglGetStringi = (void *)getglext("glGetStringi");
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//used by heightmaps
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qglGenLists = (void*)getglcore("glGenLists");
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qglNewList = (void*)getglcore("glNewList");
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qglEndList = (void*)getglcore("glEndList");
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qglCallList = (void*)getglcore("glCallList");
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|
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qglBindBufferARB = (void *)getglext("glBindBufferARB");
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if (!qglBindBufferARB)
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qglBindBufferARB = (void *)getglext("glBindBuffer");
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if (!qglBindBufferARB)
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qglBindBufferARB = GL_BindBufferARBStub;
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gl_vendor = qglGetString (GL_VENDOR);
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Con_SafePrintf ("GL_VENDOR: %s\n", gl_vendor);
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gl_renderer = qglGetString (GL_RENDERER);
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Con_SafePrintf ("GL_RENDERER: %s\n", gl_renderer);
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gl_version = qglGetString (GL_VERSION);
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Con_SafePrintf ("GL_VERSION: %s\n", gl_version);
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if (qglGetError())
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Con_Printf("glGetError %s:%i\n", __FILE__, __LINE__);
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qglGetIntegerv(GL_MAJOR_VERSION, &gl_major_version);
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qglGetIntegerv(GL_MINOR_VERSION, &gl_minor_version);
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if (qglGetError())
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{
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/*GL_MAJOR_VERSION not supported? try and parse (es-aware)*/
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const char *s;
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for (s = gl_version; *s && (*s < '0' || *s > '9'); s++)
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;
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gl_major_version = atoi(s);
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while(*s >= '0' && *s <= '9')
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s++;
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if (*s == '.')
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s++;
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gl_minor_version = atoi(s);
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}
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/*gl3 adds glGetStringi instead, as core, with the old form require GL_ARB_compatibility*/
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if (gl_major_version >= 3 && qglGetStringi) /*warning: wine fails to export qglGetStringi*/
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{
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int i;
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qglGetIntegerv(GL_NUM_EXTENSIONS, &gl_num_extensions);
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if (developer.value)
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{
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Con_Printf ("GL_EXTENSIONS:\n");
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for (i = 0; i < gl_num_extensions; i++)
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{
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Con_Printf (" %s", qglGetStringi(GL_EXTENSIONS, i));
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Con_Printf("\n");
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}
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Con_Printf ("end of list\n");
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}
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else
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Con_DPrintf ("GL_EXTENSIONS: %i extensions\n", gl_num_extensions);
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gl_extensions = NULL;
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}
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else
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{
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gl_num_extensions = 0;
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gl_extensions = qglGetString (GL_EXTENSIONS);
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Con_DPrintf ("GL_EXTENSIONS: %s\n", gl_extensions);
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if (!gl_extensions)
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Sys_Error("no extensions\n");
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}
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GL_CheckExtensions (getglfunction, gl_major_version + (gl_minor_version/10.f));
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if (gl_config.gles && gl_config.glversion >= 2)
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{
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/*no matricies in gles, so don't try!*/
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qglLoadMatrixf = NULL;
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qglPolygonMode = NULL;
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qglShadeModel = NULL;
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qglDepthRange = NULL;
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qglEnableClientState = GL_ClientStateStub;
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|
qglDisableClientState = GL_ClientStateStub;
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|
|
|
qglDrawRangeElements = GL_DrawRangeElementsEmul;
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}
|
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else if (gl_config.nofixedfunc)
|
|
{
|
|
qglLoadMatrixf = NULL;
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|
qglPolygonMode = NULL;
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qglShadeModel = NULL;
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qglDepthRange = NULL;
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qglEnableClientState = GL_ClientStateStub;
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qglDisableClientState = GL_ClientStateStub;
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}
|
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qglClearColor (0,0,0,0); //clear to black so that it looks a little nicer on start.
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qglClear(GL_COLOR_BUFFER_BIT);
|
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if (qglPolygonMode)
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qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
|
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if (qglShadeModel)
|
|
qglShadeModel (GL_FLAT);
|
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qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
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qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
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qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
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|
|
#ifdef DEBUG
|
|
if (qglDebugMessageControlARB)
|
|
qglDebugMessageControlARB(0, 0, 0, 0, NULL, true);
|
|
if (qglDebugMessageCallbackARB)
|
|
qglDebugMessageCallbackARB(myGLDEBUGPROCAMD, NULL);
|
|
qglGetError(); /*suck up the invalid operation error for non-debug contexts*/
|
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#endif
|
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}
|
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|
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unsigned int d_8to24rgbtable[256];
|
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|
|
|
|
|
|
|
|
|
|
rendererinfo_t openglrendererinfo = {
|
|
"OpenGL",
|
|
{
|
|
"gl",
|
|
"opengl",
|
|
"hardware",
|
|
},
|
|
QR_OPENGL,
|
|
|
|
|
|
GLDraw_Init,
|
|
GLDraw_DeInit,
|
|
|
|
GL_LoadTextureFmt,
|
|
GL_LoadTexture8Pal24,
|
|
GL_LoadTexture8Pal32,
|
|
GL_LoadCompressed,
|
|
GL_FindTexture,
|
|
GL_AllocNewTexture,
|
|
GL_UploadFmt,
|
|
GL_DestroyTexture,
|
|
|
|
GLR_Init,
|
|
GLR_DeInit,
|
|
GLR_RenderView,
|
|
|
|
|
|
GLR_NewMap,
|
|
GLR_PreNewMap,
|
|
GLR_LightPoint,
|
|
|
|
|
|
Surf_AddStain,
|
|
Surf_LessenStains,
|
|
|
|
RMod_Init,
|
|
RMod_Shutdown,
|
|
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_SetPalette,
|
|
GLVID_ShiftPalette,
|
|
GLVID_GetRGBInfo,
|
|
|
|
GLVID_SetCaption, //setcaption
|
|
|
|
|
|
GLSCR_UpdateScreen,
|
|
|
|
GLBE_SelectMode,
|
|
GLBE_DrawMesh_List,
|
|
GLBE_DrawMesh_Single,
|
|
GLBE_SubmitBatch,
|
|
GLBE_GetTempBatch,
|
|
GLBE_DrawWorld,
|
|
GLBE_Init,
|
|
GLBE_GenBrushModelVBO,
|
|
GLBE_ClearVBO,
|
|
GLBE_UploadAllLightmaps,
|
|
GLBE_SelectEntity,
|
|
GLBE_SelectDLight,
|
|
GLBE_LightCullModel,
|
|
|
|
""
|
|
};
|
|
|
|
#endif
|
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|