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fteqw/engine/gl/gl_vidcommon.c
Spoike 9cd988a836 Added csqc->ssqc requests.
Fixed up cl_indepphysics. Sending is fully independent, bar sync points.
Fixed so #if 0 works in qc code.
Fixed up error conditions in qclib when features are not supported.
The webpage generator will now refcount properly.
Fixed error conditions when using glsl shaders.
If MULTITHREAD is defined, r_loadlit will not light inside a separate thread.
We now generate VBOs for bsp objects. Shaders/rtlights don't use them yet.
Fixed up MVD/multiview playback a bit. It now looks like it works! (cl_hightrack will no longer track the same person in all views).
Fixed error conditions when attempting to download versioned csprogs.
Reduced the number of places that a q3-style marked up string is expanded. I think there are a couple places left still though. Approximated ezquake colour codes.
Memory mapped read file access in win32, where we can. Not sure about this. Lets see how things pan out.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3195 fc73d0e0-1445-4013-8a0c-d673dee63da5
2009-05-24 10:11:17 +00:00

638 lines
25 KiB
C

#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);
/*
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;
int texture_extension_number = 1;
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");
}
/*
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);
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