fteqw/engine/gl/gl_vidcommon.c
Spoike b9cd6ec91b openxr plugin: tweaked - inputs should be working properly now, and are visible to csqc. subject to further breaking changes, however.
_pext_vrinputs: added cvar to enable vr inputs protocol extension allowing vr inputs to be networked to ssqc too. defaults to 0 for now, will be renamed when deemed final.
updates menu: the prompt to enable sources is now more explicit instead of expecting the user to have a clue.
updates menu: added a v3 sources format, which should be more maintainable. not final.
updates menu: try to give reasons why sources might be failing (to help blame ISPs if they try fucking over TTH dns again).
presets menu: no longer closes the instant a preset is chosen. some presets have a couple of modifiers listed. force the demo loop in the background to serve as a preview.
prompts menus: now does word wrapping.
ftemaster: support importing server lists from other master servers (requested by Eukara).
server: try to detect when non-reply inbound packets are blocked by firewalls/nats/etc (using ftemaster to do so).
qcvm: added pointcontentsmask builtin, allowing it to probe more than just world, with fte's full contentbit range instead of just q1 legacy.
qcvm: memfill8 builtin now works on createbuffer() pointers.
qcvm: add missing unsigned ops. Fixed double comparison ops. fixed bug with op_store_i64. added missing OP_LOADP_I64
qcc: added '#pragma framerate RATE' for overriding implicit nextthink durations.
qcc: fixed '#pragma DONT_COMPILE_THIS_FILE' to not screw up comments.
qcc: added __GITURL__ __GITHASH__ __GITDATE__ __GITDATETIME__ __GITDESC__ for any mods that might want to make use of that.
qcc: fix up -Fhashonly a little
setrenderer: support for vulkan gpu enumeration.
rulesets: reworked to support custom rulesets (using hashes to catch haxxors, though still nothing prevents just changing the client to ignore rulesets)
bspx: use our BIH code for the bspx BRUSHLIST lump instead of the older less efficient code.
(static)iqm+obj: these model formats can now be used for the worldmodel (with a suitable .ent file). Also using BIH for much better collision performance.
pmove: tried to optimise PM_NudgePosition, should boost fps in stress tests.
wayland: fix a crash on startup. mousegrabs now works better.
imagetool: uses sdl for previews.


git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5813 fc73d0e0-1445-4013-8a0c-d673dee63da5
2021-04-14 05:21:04 +00:00

3904 lines
138 KiB
C

/*
Lingering issues:
nvidia vsync:
with vsync enabled and framerates fluctuating across the 1000fps boundary, there is serious stuttering, like its re-showing the previous frame again.
this only happens with windows gl, and not vulkan/d3d so I'm assuming this is a driver bug with it mispredicting timings.
workaround: enable bloom or something else that's wasteful in terms of gpu time, to keep it under 1000fps.
nouveau vsync:
vsync seems forced when running fullscreen, but not when running windowed.
workaround: run windowed.
nouveau framerates:
nouveau doesn't seem to have any pstate control enabled.
workaround: sudo echo AUTO>/sys/kernel/debug/dri/0/pstate
(you could also use different ids for explicit pstates - eg to return to a low-power state)
(the engine cannot do this, as it requires root, nor does it know WHICH dri device to control)
(more recent gpus might not support this at all due to nvidia blocking them, but works for my 750ti)
(note that nouveau's presentation engine isn't that good, so don't expect 5000fps, but it should make rtlights usable)
core vs compatibility:
vid_gl_context_compatibility defaults to 1, because it still gives higher framerates (due to streaming vertex data from the cpu).
*/
#include "quakedef.h"
#ifdef GLQUAKE
#include "glquake.h"
#include "gl_draw.h"
#include "shader.h"
extern cvar_t gl_immutable_textures;
extern cvar_t gl_immutable_buffers;
#ifndef GL_STATIC
//standard gles2 opengl calls.
void (APIENTRY *qglBlendFunc) (GLenum sfactor, GLenum dfactor);
void (APIENTRY *qglClear) (GLbitfield mask);
void (APIENTRY *qglClearColor) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
void (APIENTRY *qglClearStencil) (GLint s);
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 *qglDepthRangef) (GLclampf zNear, GLclampf zFar);
void (APIENTRY *qglDisable) (GLenum cap);
void (APIENTRY *qglEnable) (GLenum cap);
void (APIENTRY *qglFinish) (void);
void (APIENTRY *qglFlush) (void);
void (APIENTRY *qglGenTextures) (GLsizei n, GLuint *textures);
void (APIENTRY *qglGenerateMipmap)(GLenum target);
void (APIENTRY *qglGetBooleanv) (GLenum pname, GLboolean *params);
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);
GLboolean (APIENTRY *qglIsEnabled) (GLenum cap);
void (APIENTRY *qglPixelStorei) (GLenum pname, GLint param);
void (APIENTRY *qglPolygonOffset) (GLfloat factor, GLfloat units);
void (APIENTRY *qglLineWidth) (GLfloat width);
void (APIENTRY *qglReadPixels) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels);
void (APIENTRY *qglTexImage2D) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
void (APIENTRY *qglTexSubImage2D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, 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 *qglViewport) (GLint x, GLint y, GLsizei width, GLsizei height);
void (APIENTRY *qglDrawElements) (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices);
void (APIENTRY *qglDrawArrays) (GLenum mode, GLint first, GLsizei count);
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 *qglDeleteTextures) (GLsizei n, const GLuint *textures);
FTEPFNGLCOMPRESSEDTEXIMAGE2DARBPROC qglCompressedTexImage2D;
void (APIENTRY *qglCompressedTexSubImage2D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); //gl1.3
void (APIENTRY *qglGenFramebuffersEXT)(GLsizei n, GLuint* ids);
void (APIENTRY *qglDeleteFramebuffersEXT)(GLsizei n, const GLuint* ids);
void (APIENTRY *qglBindFramebufferEXT)(GLenum target, GLuint id);
void (APIENTRY *qglDeleteRenderbuffersEXT)(GLsizei n, const GLuint* ids);
void (APIENTRY *qglFramebufferTexture2DEXT)(GLenum target, GLenum attachmentPoint, GLenum textureTarget, GLuint textureId, GLint level);
FTEPFNGLVERTEXATTRIBPOINTER qglVertexAttribPointer;
FTEPFNGLVERTEXATTRIB4FARBPROC qglVertexAttrib4f;
FTEPFNGLGETVERTEXATTRIBIV qglGetVertexAttribiv;
FTEPFNGLENABLEVERTEXATTRIBARRAY qglEnableVertexAttribArray;
FTEPFNGLDISABLEVERTEXATTRIBARRAY qglDisableVertexAttribArray;
void (APIENTRY *qglStencilOpSeparate) (GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
void (APIENTRY *qglGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment, GLenum pname, GLint * params);
void (APIENTRY *qglGetVertexAttribPointerv) (GLuint index, GLenum pname, GLvoid* *pointer);
//quick hack that made quake work on both 1+ext and 1.1 gl implementations.
BINDTEXFUNCPTR qglBindTexture;
/*glslang - arb_shader_objects
gl core uses different names/distinctions from the extension
*/
FTEPFNGLCREATEPROGRAMOBJECTARBPROC qglCreateProgramObjectARB;
FTEPFNGLDELETEOBJECTARBPROC qglDeleteProgramObject_;
FTEPFNGLDELETEOBJECTARBPROC qglDeleteShaderObject_;
FTEPFNGLUSEPROGRAMOBJECTARBPROC qglUseProgramObjectARB;
FTEPFNGLCREATESHADEROBJECTARBPROC qglCreateShaderObjectARB;
FTEPFNGLSHADERSOURCEARBPROC qglShaderSourceARB;
FTEPFNGLCOMPILESHADERARBPROC qglCompileShaderARB;
FTEPFNGLGETOBJECTPARAMETERIVARBPROC qglGetShaderParameteriv_;
FTEPFNGLGETOBJECTPARAMETERIVARBPROC qglGetProgramParameteriv_;
FTEPFNGLATTACHOBJECTARBPROC qglAttachObjectARB;
FTEPFNGLGETINFOLOGARBPROC qglGetShaderInfoLog_;
FTEPFNGLGETINFOLOGARBPROC qglGetProgramInfoLog_;
FTEPFNGLLINKPROGRAMARBPROC qglLinkProgramARB;
FTEPFNGLBINDATTRIBLOCATIONARBPROC qglBindAttribLocationARB;
FTEPFNGLGETATTRIBLOCATIONARBPROC qglGetAttribLocationARB;
FTEPFNGLGETUNIFORMLOCATIONARBPROC qglGetUniformLocationARB;
FTEPFNGLUNIFORMMATRIXPROC qglUniformMatrix4fvARB;
FTEPFNGLUNIFORMMATRIXPROC qglUniformMatrix3fvARB;
FTEPFNGLUNIFORM4FARBPROC qglUniform4fARB;
FTEPFNGLUNIFORM4FVARBPROC qglUniform4fvARB;
FTEPFNGLUNIFORM3FARBPROC qglUniform3fARB;
FTEPFNGLUNIFORM3FVARBPROC qglUniform3fvARB;
FTEPFNGLUNIFORM4FVARBPROC qglUniform2fvARB;
FTEPFNGLUNIFORM1IARBPROC qglUniform1iARB;
FTEPFNGLUNIFORM1FARBPROC qglUniform1fARB;
FTEPFNGLGETSHADERSOURCEARBPROC qglGetShaderSource;
#endif
FTEPFNGLUNIFORMMATRIXPROC qglUniformMatrix3x4fv;
FTEPFNGLUNIFORMMATRIXPROC qglUniformMatrix4x3fv;
//GL_ARB_occlusion_query
void (APIENTRY *qglGenQueriesARB)(GLsizei n, GLuint *ids);
void (APIENTRY *qglDeleteQueriesARB)(GLsizei n, const GLuint *ids);
//extern GLboolean (APIENTRY *qglIsQueryARB)(GLuint id);
void (APIENTRY *qglBeginQueryARB)(GLenum target, GLuint id);
void (APIENTRY *qglEndQueryARB)(GLenum target);
//extern void (APIENTRY *qglGetQueryivARB)(GLenum target, GLenum pname, GLint *params);
//extern void (APIENTRY *qglGetQueryObjectivARB)(GLuint id, GLenum pname, GLint *params);
void (APIENTRY *qglGetQueryObjectuivARB)(GLuint id, GLenum pname, GLuint *params);
//GL_OES_get_program_binary
void (APIENTRY *qglGetProgramBinary)(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, GLvoid *binary);
void (APIENTRY *qglProgramBinary)(GLuint program, GLenum binaryFormat, const GLvoid *binary, GLint length);
#define GL_PROGRAM_BINARY_LENGTH 0x8741
//standard 1.1 opengl calls
void (APIENTRY *qglAlphaFunc) (GLenum func, GLclampf ref);
void (APIENTRY *qglBegin) (GLenum mode);
void (APIENTRY *qglCallList) (GLuint list);
void (APIENTRY *qglClearDepth) (GLclampd depth);
void (APIENTRY *qglClipPlane) (GLenum plane, const GLdouble *equation);
//void (APIENTRY *qglColor3f) (GLfloat red, GLfloat green, GLfloat blue);
//void (APIENTRY *qglColor3ub) (GLubyte red, GLubyte green, GLubyte blue);
void (APIENTRY *qglColor4f) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
void (APIENTRY *qglColor4fv) (const GLfloat *v);
//void (APIENTRY *qglColor4ub) (GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha);
//void (APIENTRY *qglColor4ubv) (const GLubyte *v);
//void (APIENTRY *qglDepthRange) (GLclampd zNear, GLclampd zFar);
void (APIENTRY *qglDrawBuffer) (GLenum mode);
void (APIENTRY *qglDrawPixels) (GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels);
void (APIENTRY *qglEnd) (void);
void (APIENTRY *qglEndList) (void);
void (APIENTRY *qglFrustum) (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar);
GLuint (APIENTRY *qglGenLists) (GLsizei range);
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 *qglPopMatrix) (void);
void (APIENTRY *qglPushMatrix) (void);
void (APIENTRY *qglReadBuffer) (GLenum mode);
void (APIENTRY *qglRotatef) (GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
void (APIENTRY *qglScalef) (GLfloat x, GLfloat y, GLfloat z);
void (APIENTRY *qglShadeModel) (GLenum mode);
void (APIENTRY *qglTexCoord1f) (GLfloat s);
void (APIENTRY *qglTexCoord2f) (GLfloat s, GLfloat t);
void (APIENTRY *qglTexCoord2fv) (const GLfloat *v);
void (APIENTRY *qglTexEnvf) (GLenum target, GLenum pname, GLfloat param);
void (APIENTRY *qglTexEnvfv) (GLenum target, GLenum pname, const GLfloat *param);
void (APIENTRY *qglTexEnvi) (GLenum target, GLenum pname, GLint param);
void (APIENTRY *qglTexGeni) (GLenum coord, GLenum pname, GLint param);
void (APIENTRY *qglTexGenfv) (GLenum coord, GLenum pname, const GLfloat *param);
void (APIENTRY *qglTexImage3D) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
void (APIENTRY *qglTexSubImage3D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *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 *qglGetTexLevelParameteriv) (GLenum target, GLint level, GLenum pname, GLint *params);
void (APIENTRY *qglGetTexEnviv) (GLenum target, GLenum pname, GLint *params);
void (APIENTRY *qglDrawRangeElements) (GLenum, GLuint, GLuint, GLsizei, GLenum, const GLvoid *);
void (APIENTRY *qglMultiDrawElements) (GLenum mode, const GLsizei * count, GLenum type, const GLvoid * const * indices, GLsizei drawcount);
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 *qglDisableClientState) (GLenum array);
void (APIENTRY *qglEnableClientState) (GLenum array);
void (APIENTRY *qglPushAttrib) (GLbitfield mask);
void (APIENTRY *qglPopAttrib) (void);
GLenum (APIENTRY *qglGetGraphicsResetStatus) (void);
void (APIENTRY *qglFogf) (GLenum pname, GLfloat param);
void (APIENTRY *qglFogi) (GLenum pname, GLint param);
void (APIENTRY *qglFogfv) (GLenum pname, const GLfloat *params);
#ifndef GL_STATIC
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);
#endif
void *(APIENTRY *qglMapBufferARB)(GLenum target, GLenum access);
GLboolean (APIENTRY *qglUnmapBufferARB)(GLenum target);
void *(APIENTRY *qglMapBufferRange)(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access);
void (APIENTRY *qglBufferStorage)(GLenum target, GLsizeiptr size, const GLvoid *data, GLbitfield flags);
void (APIENTRY *qglTexStorage2D)(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); //gl4.2
void (APIENTRY *qglTexStorage3D)(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); //gl4.2
FTEPFNGLGETCOMPRESSEDTEXIMAGEARBPROC qglGetCompressedTexImage;
void (APIENTRY *qglCompressedTexSubImage3D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); //gl1.3
FTEPFNGLCOMPRESSEDTEXIMAGE3DARBPROC qglCompressedTexImage3D;
void (APIENTRY *qglGenVertexArrays)(GLsizei n, GLuint *arrays);
void (APIENTRY *qglBindVertexArray)(GLuint vaoarray);
const GLubyte * (APIENTRY * qglGetStringi) (GLenum name, GLuint index);
void (APIENTRY * qglGetPointerv) (GLenum pname, GLvoid **parms);
void (APIENTRY *qglDrawBuffers)(GLsizei n, GLsizei *ids); //gl2
#ifndef GL_STATIC
void (APIENTRY *qglGenRenderbuffersEXT)(GLsizei n, GLuint *ids);
void (APIENTRY *qglBindRenderbufferEXT)(GLenum target, GLuint id);
void (APIENTRY *qglRenderbufferStorageEXT)(GLenum target, GLenum internalFormat, GLsizei width, GLsizei height);
void (APIENTRY *qglFramebufferRenderbufferEXT)(GLenum target, GLenum attachmentPoint, GLenum textureTarget, GLuint textureId);
GLenum (APIENTRY *qglCheckFramebufferStatusEXT)(GLenum target);
#endif
void (APIENTRY *qglDepthBoundsEXT) (GLclampd zmin, GLclampd zmax);
/*
PFNGLPROGRAMSTRINGARBPROC qglProgramStringARB;
PFNGLBINDPROGRAMARBPROC qglBindProgramARB;
PFNGLGENPROGRAMSARBPROC qglGenProgramsARB;
*/
FTEPFNGLLOCKARRAYSEXTPROC qglLockArraysEXT;
FTEPFNGLUNLOCKARRAYSEXTPROC qglUnlockArraysEXT;
//extensions
//arb multitexture
#ifndef qglActiveTextureARB
qlpSelTexFUNC qglActiveTextureARB;
#endif
qlpSelTexFUNC qglClientActiveTextureARB;
//generic multitexture
lpSelTexFUNC qglSelectTextureSGIS;
int mtexid0;
//ati_truform
FTEPFNGLPNTRIANGLESIATIPROC qglPNTrianglesiATI;
FTEPFNGLPNTRIANGLESFATIPROC qglPNTrianglesfATI;
void (APIENTRY *qglPatchParameteriARB)(GLenum pname, GLint value); //core in gl4
//stencil shadowing
FTEPFNGLACTIVESTENCILFACEEXTPROC qglActiveStencilFaceEXT;
#define GLchar char
#ifdef NACL
#undef DEBUG
#elif defined(_DEBUG) && !defined(DEBUG)
#define DEBUG
#endif
#if defined(DEBUG)
//always defining this, my system headers use void instead of GLvoid which results in gcc warnings.
typedef void (APIENTRY *qGLDEBUGPROCARB)(GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const GLchar* message,
GLvoid* userParam);
void (APIENTRY *qglDebugMessageControlARB)(GLenum source,
GLenum type,
GLenum severity,
GLsizei count,
const GLuint* ids,
GLboolean enabled);
void (APIENTRY *qglDebugMessageInsertARB)(GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const char* buf);
void (APIENTRY *qglDebugMessageCallbackARB)(qGLDEBUGPROCARB callback,
void* userParam);
GLuint (APIENTRY *qglGetDebugMessageLogARB)(GLuint count,
GLsizei bufsize,
GLenum* sources,
GLenum* types,
GLuint* ids,
GLuint* severities,
GLsizei* lengths,
char* messageLog);
#ifndef GL_ARB_debug_output
#define GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB 0x8242
#define GL_MAX_DEBUG_MESSAGE_LENGTH_ARB 0x9143
#define GL_MAX_DEBUG_LOGGED_MESSAGES_ARB 0x9144
#define GL_DEBUG_LOGGED_MESSAGES_ARB 0x9145
#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB 0x8243
#define GL_DEBUG_CALLBACK_FUNCTION_ARB 0x8244
#define GL_DEBUG_CALLBACK_USER_PARAM_ARB 0x8245
#define GL_DEBUG_SOURCE_API_ARB 0x8246
#define GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB 0x8247
#define GL_DEBUG_SOURCE_SHADER_COMPILER_ARB 0x8248
#define GL_DEBUG_SOURCE_THIRD_PARTY_ARB 0x8249
#define GL_DEBUG_SOURCE_APPLICATION_ARB 0x824A
#define GL_DEBUG_SOURCE_OTHER_ARB 0x824B
#define GL_DEBUG_TYPE_ERROR_ARB 0x824C
#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB 0x824D
#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB 0x824E
#define GL_DEBUG_TYPE_PORTABILITY_ARB 0x824F
#define GL_DEBUG_TYPE_PERFORMANCE_ARB 0x8250
#define GL_DEBUG_TYPE_OTHER_ARB 0x8251
#define GL_DEBUG_SEVERITY_HIGH_ARB 0x9146
#define GL_DEBUG_SEVERITY_MEDIUM_ARB 0x9147
#define GL_DEBUG_SEVERITY_LOW_ARB 0x9148
#endif
void (APIENTRY myGLDEBUGPROCAMD)(GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const GLchar* message,
GLvoid* userParam)
{
#ifndef _WIN32
#define OutputDebugStringA(s) puts(s)
#endif
switch(type)
{
case GL_DEBUG_TYPE_ERROR_ARB:
OutputDebugStringA("Error: ");
break;
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB:
OutputDebugStringA("Depricated: ");
break;
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB:
OutputDebugStringA("Undefined: ");
break;
case GL_DEBUG_TYPE_PORTABILITY_ARB:
OutputDebugStringA("Portability: ");
break;
case GL_DEBUG_TYPE_PERFORMANCE_ARB:
OutputDebugStringA("Performance: ");
break;
default:
case GL_DEBUG_TYPE_OTHER_ARB:
return;
OutputDebugStringA("Other: ");
break;
}
OutputDebugStringA(message);
OutputDebugStringA("\n");
}
#endif
int gl_mtexarbable=0; //max texture units
qboolean gl_mtexable = false;
extern qboolean gammaworks; //if the gl drivers can set proper gamma.
gl_config_t gl_config;
int gl_stencilbits;
float gldepthmin, gldepthmax;
const char *gl_vendor;
const char *gl_renderer;
const char *gl_version;
static const char *gl_extensions;
static unsigned int gl_num_extensions;
extern cvar_t gl_workaround_ati_shadersource;
qboolean GL_CheckExtension(char *extname)
{
int i;
int len;
const char *foo;
cvar_t *v = Cvar_Get(va("gl_ext_%s", extname), "1", 0, "GL Extensions");
if (v && !v->ival)
{
Con_Printf("Cvar %s is 0\n", v->name);
return false;
}
if (gl_num_extensions && qglGetStringi)
{
for (i = 0; i < gl_num_extensions; i++)
if (!strcmp(qglGetStringi(GL_EXTENSIONS, i), extname))
{
Con_DPrintf("GL: Found %s\n", extname);
return true;
}
}
if (!gl_extensions)
return false;
//the list is space delimited. we cannot just strstr lest we find leading/trailing _FOO_.
len = strlen(extname);
for (foo = gl_extensions; *foo; )
{
if (!strncmp(foo, extname, len) && (foo[len] == ' ' || !foo[len]))
return true;
while(*foo && *foo != ' ')
foo++;
if (*foo == ' ')
foo++;
}
return false;
}
void APIENTRY GL_DrawRangeElementsEmul(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices)
{
qglDrawElements(mode, count, type, indices);
}
void APIENTRY GL_Color4fv_Emul(const GLfloat *v)
{
qglColor4f(v[0], v[1], v[2], v[3]);
}
void APIENTRY GL_BindBufferARBStub(GLenum target, GLuint id)
{
}
void APIENTRY GL_ClientStateStub(GLenum array)
{
}
void APIENTRY GL_ClientActiveTextureStub(GLenum texid)
{
}
#define getglcore getglfunction
#define getglext(name) getglfunction(name)
static qboolean GL_CheckExtensions (void *(*getglfunction) (char *name))
{
qboolean webgl = false;
unsigned int gl_major_version = 0;
unsigned int gl_minor_version = 0;
memset(&gl_config, 0, sizeof(gl_config));
if (!strncmp(gl_version, "WebGL", 5))
{
gl_config.gles = true;
webgl = true;
if (!strcmp(gl_renderer, "Internet Explorer"))
gl_config.webgl_ie = true;
}
else if (!strncmp(gl_version, "OpenGL ES", 9))
gl_config.gles = true;
else
gl_config.gles = false;
if (!gl_config.gles)
{
if (qglGetError())
Con_Printf("glGetError %s:%i\n", __FILE__, __LINE__);
qglGetIntegerv(GL_MAJOR_VERSION, &gl_major_version);
qglGetIntegerv(GL_MINOR_VERSION, &gl_minor_version);
}
if (!gl_major_version || qglGetError())
{
/*GL_MAJOR_VERSION not supported? try and parse (es-aware)*/
const char *s;
for (s = gl_version; *s && (*s < '0' || *s > '9'); s++)
;
gl_major_version = atoi(s);
while(*s >= '0' && *s <= '9')
s++;
if (*s == '.')
s++;
gl_minor_version = atoi(s);
}
#ifdef _DEBUG
{ extern cvar_t vid_gl_context_es;
if (vid_gl_context_es.ival == 3)
{
gl_config.gles = true;
gl_major_version = 1;
gl_minor_version = 0;
} }
#endif
if (webgl) //webgl version 1 equates to gles 2.
{
if (gl_major_version < 1)
{ //ie reports a bollocks version. don't try using fixed function stuff.
gl_major_version = 2;
gl_minor_version = 0;
}
else if (gl_major_version == 1)
gl_major_version += 1;
//webgl2 is not defined yet. either 2 will be gles3 or they'll skip it or something I don't know.
//so assume webgl2 is still equivelent to gles2, to avoid confusions.
}
//FIXME: verify gles3 works properly.
//yes, I know, this can't cope with minor versions of 10+... I don't care yet.
gl_config.glversion += gl_major_version + (gl_minor_version/10.f);
#if GL_INDEX_TYPE == GL_UNSIGNED_INT
if (gl_config_gles && gl_config.glversion < 3.0)
{ //opengles 1 and 2 do NOT support 32bit indexes. desktop gl always does but es supports it starting with gles3.0
Con_Printf ("Support for OpenGL ES 3.0 is required.\n");
return false;
}
#endif
/*gl3 adds glGetStringi instead, as core, with the old form require GL_ARB_compatibility*/
if (gl_major_version >= 3 && qglGetStringi) /*warning: wine fails to export qglGetStringi*/
{
int i;
qglGetIntegerv(GL_NUM_EXTENSIONS, &gl_num_extensions);
if (developer.value>1)
{
Con_Printf ("GL_EXTENSIONS:\n");
for (i = 0; i < gl_num_extensions; i++)
{
Con_Printf (" %s", qglGetStringi(GL_EXTENSIONS, i));
Con_Printf("\n");
}
Con_Printf ("end of list\n");
}
else
Con_DPrintf ("GL_EXTENSIONS: %i extensions\n", gl_num_extensions);
gl_extensions = NULL;
}
else
{
gl_num_extensions = 0;
gl_extensions = qglGetString (GL_EXTENSIONS);
Con_DPrintf ("GL_EXTENSIONS: %s\n", gl_extensions);
if (!gl_extensions)
Sys_Error("no extensions\n");
}
#ifdef _DEBUG
{ extern cvar_t vid_gl_context_es;
if (vid_gl_context_es.ival == 3)
{
gl_extensions = "";
} }
#endif
if (gl_config.gles)
gl_config.nofixedfunc = gl_config.glversion >= 2;
else
{
/*in gl3.0 things are depricated but not removed*/
/*in gl3.1 depricated things are removed unless compatibility is present*/
/*in gl3.2 there's a profile flag we can query*/
if (gl_config.glversion >= 3.2)
{
GLint profile = 0;
#define GL_CONTEXT_PROFILE_MASK 0x9126
#define GL_CONTEXT_CORE_PROFILE_BIT 0x00000001
#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002
#define GL_CONTEXT_FLAGS 0x821E
#ifndef GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT
#define GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT 0x0001
#endif
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 >= 3.0)
{
GLint flags = 0;
qglGetIntegerv(GL_CONTEXT_FLAGS, &flags);
gl_config.nofixedfunc = !!(flags & GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT);
if (gl_config.glversion >= 3.0999)
gl_config.nofixedfunc = !GL_CheckExtension("GL_ARB_compatibility");
}
else
gl_config.nofixedfunc = false;
#ifdef GLSLONLY
gl_config.nofixedfunc = true;
#endif
}
gl_config.maxglslversion = 0;
if (gl_config.gles && gl_config.glversion >= 2)
{
if (gl_config.glversion >= 3.2)
gl_config.maxglslversion = 320;
else if (gl_config.glversion >= 3.1)
gl_config.maxglslversion = 310;
else if (gl_config.glversion >= 3)
gl_config.maxglslversion = 300;
else
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;
#ifndef qglActiveTextureARB
qglActiveTextureARB = NULL;
#endif
qglSelectTextureSGIS = NULL;
mtexid0 = 0;
#ifndef GL_STATIC
qglGenFramebuffersEXT = NULL;
qglDeleteFramebuffersEXT = NULL;
qglBindFramebufferEXT = NULL;
qglGenRenderbuffersEXT = NULL;
qglDeleteRenderbuffersEXT = NULL;
qglBindRenderbufferEXT = NULL;
qglRenderbufferStorageEXT = NULL;
qglFramebufferTexture2DEXT = NULL;
#endif
//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;
*/
if (gl_config.glversion >= (gl_config.gles?3:1.2))
qglDrawRangeElements = (void *)getglext("glDrawRangeElements");
else if (GL_CheckExtension("GL_EXT_draw_range_elements"))
qglDrawRangeElements = (void *)getglext("glDrawRangeElementsEXT");
else
qglDrawRangeElements = NULL;
if (qglDrawRangeElements == NULL)
qglDrawRangeElements = GL_DrawRangeElementsEmul;
gl_config.ext_packed_depth_stencil = GL_CheckExtension("GL_EXT_packed_depth_stencil");
if ((!gl_config.gles && gl_config.glversion >= 4.6) || GL_CheckExtension("GL_EXT_texture_filter_anisotropic") || GL_CheckExtension("GL_ARB_texture_filter_anisotropic"))
{
qglGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_config.ext_texture_filter_anisotropic);
Con_DPrintf("Anisotropic filtering supported (%dx max).\n",gl_config.ext_texture_filter_anisotropic);
}
if ((!gl_config.gles && gl_config.glversion >= 2) || GL_CheckExtension("GL_ARB_texture_non_power_of_two"))
sh_config.texture_allow_block_padding = true; //gl2/npot explicitly relaxes this restriction
else
sh_config.texture_allow_block_padding = false; //gles does not support padded sizes, even with gles3. This is especially true if we're running atop d3d-via-webgl.
if (!gl_config.gles && gl_config.glversion >= 3)
{ //GL_ARB_texture_non_power_of_two is supposed to be mandatory in gl2+ and thus checking for it is redundant and not forwards-compatible
//geforcefx apparently software emulates it, so only activate it unconditionally on gl3+ hardware.
//gl2 drivers will likely still be explicitly advertising GL_ARB_texture_non_power_of_two so there's probably no great loss from requiring a higher version.
sh_config.texture_non_power_of_two = true;
sh_config.texture_non_power_of_two_pic = true;
}
else if (gl_config.gles && gl_config.glversion >= 3)
{ //gles3 is meant to have full npot support (like gl2+ was meant to).
sh_config.texture_non_power_of_two = true;
sh_config.texture_non_power_of_two_pic = true;
}
else if (GL_CheckExtension("GL_ARB_texture_non_power_of_two"))
{ //gl1 devices might still support npot
sh_config.texture_non_power_of_two = true;
sh_config.texture_non_power_of_two_pic = true;
}
else if (gl_config.gles && GL_CheckExtension("GL_OES_texture_npot"))
{ //gles devices might have full npot too, but with a different extension name. because consistancy is good...
sh_config.texture_non_power_of_two = true;
sh_config.texture_non_power_of_two_pic = true;
}
else if (gl_config.gles && gl_config.glversion >= 2)
{ //gles2 has npot (clamp + no mips) support as base.
sh_config.texture_non_power_of_two = false;
sh_config.texture_non_power_of_two_pic = true;
}
else if (gl_config.gles && GL_CheckExtension("GL_APPLE_texture_2D_limited_npot"))
{ //gles1 MIGHT have SOME npot support.
sh_config.texture_non_power_of_two = false;
sh_config.texture_non_power_of_two_pic = true;
}
else
{ //really old hardware/drivers with no npot support at all.
sh_config.texture_non_power_of_two = false;
sh_config.texture_non_power_of_two_pic = false;
}
// 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 || gl_config_nofixedfunc)
{
#ifndef qglActiveTextureARB
qglActiveTextureARB = (void *) getglext("glActiveTexture");
#endif
qglClientActiveTextureARB = (void *) getglext("glClientActiveTexture"); //compat contexts only...
qglSelectTextureSGIS = qglActiveTextureARB;
mtexid0 = GL_TEXTURE0_ARB;
if (!gl_config.nofixedfunc)
qglGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_mtexarbable);
else
gl_mtexarbable = 8;
}
else if (GL_CheckExtension("GL_ARB_multitexture") && !COM_CheckParm("-noamtex"))
{ //ARB multitexture is the popular choice.
#ifndef qglActiveTextureARB
qglActiveTextureARB = (void *) getglext("glActiveTextureARB");
#endif
qglClientActiveTextureARB = (void *) getglext("glClientActiveTextureARB");
qglGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_mtexarbable);
gl_mtexable = true;
qglSelectTextureSGIS = qglActiveTextureARB;
mtexid0 = GL_TEXTURE0_ARB;
#ifndef qglActiveTextureARB
if (!qglActiveTextureARB || !qglClientActiveTextureARB)
gl_mtexable = false;
else if (gl_mtexarbable == 1)
{
Con_Printf("OpenGL Driver Bug detected: 1 texture is NOT multitexture\n");
gl_mtexable = false;
}
if (!gl_mtexable)
{
qglActiveTextureARB = NULL;
qglClientActiveTextureARB = NULL;
qglSelectTextureSGIS = NULL;
gl_mtexable=false;
gl_mtexarbable = false;
}
else
{
Con_DPrintf("ARB Multitexture extensions found. Use -noamtex to disable.\n");
}
#endif
}
/*
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 (!qglClientActiveTextureARB)
{
qglClientActiveTextureARB = GL_ClientActiveTextureStub;
}
if ((gl_config.gles && gl_config.glversion >= 2) || GL_CheckExtension("GL_EXT_stencil_wrap"))
gl_config.ext_stencil_wrap = true;
#ifndef GL_STATIC
qglStencilOpSeparate = NULL;
if ((gl_config.gles && gl_config.glversion >= 2) || (!gl_config.gles && gl_config.glversion >= 3)) //theoretically that should be a 2 not 3.
qglStencilOpSeparate = (void *) getglext("glStencilOpSeparate");
else if (GL_CheckExtension("GL_ATI_separate_stencil"))
qglStencilOpSeparate = (void *) getglext("glStencilOpSeparateATI");
#endif
qglActiveStencilFaceEXT = NULL;
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;
#ifndef GL_STATIC
if (gl_config.gles)
{ //GL_ARB_texture_compression is not quite supported in gles, but works for custom compressed formats (like etc2).
qglCompressedTexImage2D = (void *)getglext("glCompressedTexImage2D");
qglCompressedTexImage3D = (void *)getglext("glCompressedTexImage3D");
qglCompressedTexSubImage2D = (void *)getglext("glCompressedTexSubImage2D");
qglCompressedTexSubImage3D = (void *)getglext("glCompressedTexSubImage3D");
qglGetCompressedTexImage = NULL;
}
else if (!gl_config.gles && gl_config.glversion > 1.3)
{ //GL_ARB_texture_compression is core in gl1.3
qglCompressedTexImage2D = (void *)getglext("glCompressedTexImage2D");
qglCompressedTexImage3D = (void *)getglext("glCompressedTexImage3D");
qglCompressedTexSubImage2D = (void *)getglext("glCompressedTexSubImage2D");
qglCompressedTexSubImage3D = (void *)getglext("glCompressedTexSubImage3D");
qglGetCompressedTexImage = (void *)getglext("glGetCompressedTexImage");
gl_config.arb_texture_compression = true;
}
else if (GL_CheckExtension("GL_ARB_texture_compression"))
{
qglCompressedTexImage2D = (void *)getglext("glCompressedTexImage2DARB");
qglCompressedTexImage3D = (void *)getglext("glCompressedTexImage3DARB");
qglCompressedTexSubImage2D = (void *)getglext("glCompressedTexSubImage2DARB");
qglCompressedTexSubImage3D = (void *)getglext("glCompressedTexSubImage3DARB");
qglGetCompressedTexImage = (void *)getglext("glGetCompressedTexImageARB");
if (!qglCompressedTexImage2D || !qglGetCompressedTexImage)
{
qglCompressedTexImage2D = NULL;
qglGetCompressedTexImage = NULL;
}
else
gl_config.arb_texture_compression = true;
}
#endif
gl_config.astc_decodeprecision = GL_CheckExtension("GL_EXT_texture_compression_astc_decode_mode");
/*
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_config.gles && gl_config.glversion >= 4.0) || (gl_config.gles && gl_config.glversion >= 3.2))
{
gl_config.arb_tessellation_shader = true;
qglPatchParameteriARB = getglext("glPatchParameteri");
}
else if (GL_CheckExtension("GL_ARB_tessellation_shader"))
{
gl_config.arb_tessellation_shader = true;
qglPatchParameteriARB = getglext("glPatchParameteriARB");
}
else if (GL_CheckExtension("GL_OES_tessellation_shader"))
{
gl_config.arb_tessellation_shader = true;
qglPatchParameteriARB = getglext("glPatchParameteriOES");
}
else
qglPatchParameteriARB = NULL;
#ifndef GL_STATIC
if (GL_CheckExtension("GL_EXT_texture_object"))
{
qglBindTexture = (void *)getglext("glBindTextureEXT");
if (!qglBindTexture) //grrr
qglBindTexture = (void *)getglext("glBindTexture");
}
#endif
if (GL_CheckExtension("GL_EXT_compiled_vertex_array"))
{
qglLockArraysEXT = (void *)getglext("glLockArraysEXT");
qglUnlockArraysEXT = (void *)getglext("glUnlockArraysEXT");
}
else
{
qglLockArraysEXT = NULL;
qglUnlockArraysEXT = NULL;
}
/*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");
qglBufferStorage = NULL;
#if !defined(GL_STATIC)
/*vbos, were made core in gl1.5 or gles2.0*/
if ((gl_config.gles && gl_config.glversion >= 2) || (!gl_config.gles && (gl_major_version > 1 || (gl_major_version == 1 && gl_minor_version >= 5))))
{
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");
}
else
{
qglGenBuffersARB = NULL;
qglDeleteBuffersARB = NULL;
qglBindBufferARB = NULL;
qglBufferDataARB = NULL;
qglBufferSubDataARB = NULL;
qglMapBufferARB = NULL;
qglUnmapBufferARB = NULL;
}
#endif
//ARB_map_buffer_range: core in gl3.0/gles3.0, the extension is backported, and thus no ARB postfix on functions.
qglMapBufferRange = qglUnmapBufferARB?(void *)getglext("glMapBufferRange"):NULL;
if (qglBufferSubDataARB && qglMapBufferRange)
{
if ((!gl_config.gles && gl_config.glversion >= 4.4) || GL_CheckExtension("GL_ARB_buffer_storage"))
if (gl_immutable_buffers.ival)
qglBufferStorage = (void *)getglext("glBufferStorage"); //no arb postfix even with the extension form of it.
}
#ifdef GL_STATIC
gl_config.arb_shader_objects = true;
#else
if (Cvar_Get("gl_blacklist_debug_glsl", "0", CVAR_VIDEOLATCH, "gl blacklists")->ival && !gl_config.nofixedfunc)
{
Con_Printf(CON_NOTICE "GLSL disabled\n");
gl_config.arb_shader_objects = false;
qglCreateProgramObjectARB = NULL;
qglDeleteProgramObject_ = NULL;
qglDeleteShaderObject_ = NULL;
qglUseProgramObjectARB = NULL;
qglCreateShaderObjectARB = NULL;
qglGetProgramParameteriv_ = NULL;
qglGetShaderParameteriv_ = NULL;
qglAttachObjectARB = NULL;
qglGetProgramInfoLog_ = NULL;
qglGetShaderInfoLog_ = NULL;
qglShaderSourceARB = NULL;
qglCompileShaderARB = NULL;
qglLinkProgramARB = NULL;
qglBindAttribLocationARB = NULL;
qglGetAttribLocationARB = NULL;
qglVertexAttrib4f = NULL;
qglVertexAttribPointer = NULL;
qglGetVertexAttribiv = NULL;
qglGetVertexAttribPointerv = NULL;
qglEnableVertexAttribArray = NULL;
qglDisableVertexAttribArray = NULL;
qglGetUniformLocationARB = NULL;
qglUniformMatrix4fvARB = NULL;
qglUniformMatrix3x4fv = NULL;
qglUniformMatrix4x3fv = NULL;
qglUniform4fARB = NULL;
qglUniform4fvARB = NULL;
qglUniform3fARB = NULL;
qglUniform3fvARB = NULL;
qglUniform2fvARB = NULL;
qglUniform1iARB = NULL;
qglUniform1fARB = NULL;
qglGetShaderSource = NULL;
}
// glslang
//the gf2 to gf4 cards emulate vertex_shader and thus supports shader_objects.
//but our code kinda requires both for clean workings.
else if (strstr(gl_renderer, " Mesa ") && (gl_config.glversion < 3 || gl_config.gles) && Cvar_Get("gl_blacklist_mesa_glsl", "1", CVAR_VIDEOLATCH, "gl blacklists")->ival)
{
//(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)*/
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");
qglGetUniformLocationARB = (void *)getglext("glGetUniformLocation");
qglUniformMatrix4fvARB = (void *)getglext("glUniformMatrix4fv");
qglUniformMatrix3fvARB = (void *)getglext("glUniformMatrix3fv");
qglUniformMatrix3x4fv = (void *)getglext("glUniformMatrix3x4fv");
qglUniformMatrix4x3fv = (void *)getglext("glUniformMatrix4x3fv");
qglUniform4fARB = (void *)getglext("glUniform4f");
qglUniform4fvARB = (void *)getglext("glUniform4fv");
qglUniform3fARB = (void *)getglext("glUniform3f");
qglUniform3fvARB = (void *)getglext("glUniform3fv");
qglUniform2fvARB = (void *)getglext("glUniform2fv");
qglUniform1iARB = (void *)getglext("glUniform1i");
qglUniform1fARB = (void *)getglext("glUniform1f");
qglVertexAttrib4f = (void *)getglext("glVertexAttrib4f");
qglVertexAttribPointer = (void *)getglext("glVertexAttribPointer");
qglGetVertexAttribiv = (void *)getglext("glGetVertexAttribiv");
qglGetVertexAttribPointerv = (void *)getglext("glGetVertexAttribPointerv");
qglEnableVertexAttribArray = (void *)getglext("glEnableVertexAttribArray");
qglDisableVertexAttribArray = (void *)getglext("glDisableVertexAttribArray");
qglGetShaderSource = (void *)getglext("glGetShaderSource");
if (qglCreateProgramObjectARB && qglLinkProgramARB)
{
Con_DPrintf("GLSL available\n");
gl_config.arb_shader_objects = true;
}
else
Con_Printf(CON_ERROR"GL version specifies GLSL support, but GLSL functions are not 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");
qglVertexAttrib4f = (void *)getglext("glVertexAttrib4fARB");
qglVertexAttribPointer = (void *)getglext("glVertexAttribPointerARB");
qglGetVertexAttribiv = (void *)getglext("glGetVertexAttribivARB");
qglGetVertexAttribPointerv = (void *)getglext("glGetVertexAttribPointervARB");
qglEnableVertexAttribArray = (void *)getglext("glEnableVertexAttribArrayARB");
qglDisableVertexAttribArray = (void *)getglext("glDisableVertexAttribArrayARB");
qglGetUniformLocationARB = (void *)getglext("glGetUniformLocationARB");
qglUniformMatrix4fvARB = (void *)getglext("glUniformMatrix4fvARB");
qglUniformMatrix3fvARB = (void *)getglext("glUniformMatrix3fvARB");
qglUniformMatrix3x4fv = (void *)getglext("glUniformMatrix3x4fvARB");
qglUniformMatrix4x3fv = (void *)getglext("glUniformMatrix4x3fvARB");
qglUniform4fARB = (void *)getglext("glUniform4fARB");
qglUniform4fvARB = (void *)getglext("glUniform4fvARB");
qglUniform3fARB = (void *)getglext("glUniform3fARB");
qglUniform3fvARB = (void *)getglext("glUniform3fvARB");
qglUniform2fvARB = (void *)getglext("glUniform2fvARB");
qglUniform1iARB = (void *)getglext("glUniform1iARB");
qglUniform1fARB = (void *)getglext("glUniform1fARB");
qglGetShaderSource = (void *)getglext("glGetShaderSourceARB");
Con_DPrintf("GLSL available\n");
}
if (Cvar_Get("gl_blacklist_invariant", "0", CVAR_VIDEOLATCH, "gl blacklists")->ival)
gl_config.blacklist_invariant = true;
else if (gl_config.arb_shader_objects && !gl_config_nofixedfunc &&
(strstr(gl_renderer, " Mesa ") || strstr(gl_version, " Mesa ")) && Cvar_Get("gl_blacklist_mesa_invariant", "1", CVAR_VIDEOLATCH, "gl blacklists")->ival)
{
gl_config.blacklist_invariant = true;
Con_Printf(CON_NOTICE "Mesa detected, disabling the use of glsl's invariant keyword."CON_DEFAULT" This will result in z-fighting. Use '+set gl_blacklist_mesa_invariant 0' on the commandline to reenable it (but you will probably get glsl compilation errors from your driver).\n");
}
#endif
qglGetProgramBinary = NULL;
qglProgramBinary = NULL;
if (gl_config.arb_shader_objects)
{
if (gl_config.glversion >= 4.1 || GL_CheckExtension("GL_ARB_get_program_binary"))
{
qglGetProgramBinary = (void *)getglext("glGetProgramBinary");
qglProgramBinary = (void *)getglext("glProgramBinary");
}
else if (GL_CheckExtension("GL_OES_get_program_binary"))
{
//no PROGRAM_BINARY_RETRIEVABLE_HINT
qglGetProgramBinary = (void *)getglext("glGetProgramBinaryOES");
qglProgramBinary = (void *)getglext("glProgramBinaryOES");
}
qglGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &gl_config.maxattribs);
}
if (gl_config.glversion >= 4.5) //the core version
qglGetGraphicsResetStatus = (void *)getglext("glGetGraphicsResetStatus");
else if (GL_CheckExtension("GL_ARB_robustness")) //desktop extension
qglGetGraphicsResetStatus = (void *)getglext("glGetGraphicsResetStatusARB");
else if (GL_CheckExtension("GL_KHR_robustness")) //glorified gles extension
qglGetGraphicsResetStatus = (void *)getglext("glGetGraphicsResetStatusKHR");
else
qglGetGraphicsResetStatus = NULL; //its not allowed to crash us. probably will. grr. oh well.
//we only use vao if we don't have a choice.
//certain drivers (*cough* mesa *cough*) update vao0 state even when a different vao is bound.
//they also don't support client arrays, so are unusable without glsl or vertex streaming (which is *really* hard to optimise for - especially with webgl etc)
//so only use them with gl3+ core contexts where vbo is mandatory anyway.
if (!gl_config_nofixedfunc)
{
//don't bother if we've no glsl
qglGenVertexArrays = NULL;
qglBindVertexArray = NULL;
}
else if (gl_config.glversion >= 3 && !gl_config.gles)
{
/*yay core!*/
Con_Printf("Using vao (core)\n");
qglGenVertexArrays = (void *)getglext("glGenVertexArrays");
qglBindVertexArray = (void *)getglext("glBindVertexArray");
}
else if (GL_CheckExtension("GL_ARB_vertex_array_object"))
{
Con_Printf("Using vao (extension)\n");
qglGenVertexArrays = (void *)getglext("glGenVertexArraysARB");
qglBindVertexArray = (void *)getglext("glBindVertexArrayARB");
}
else
{
qglGenVertexArrays = NULL;
qglBindVertexArray = NULL;
}
if (gl_config.gles)
{ //gles has different TexImage2D arguments for specifying quality.
gl_config.arb_depth_texture = GL_CheckExtension("GL_OES_depth_texture"); //gles2
gl_config.arb_depth_texture |= GL_CheckExtension("GL_CHROMIUM_depth_texture"); //nacl
gl_config.arb_depth_texture |= GL_CheckExtension("GL_WEBGL_depth_texture"); //webgl. duh.
gl_config.arb_depth_texture |= GL_CheckExtension("GL_ANGLE_depth_texture"); //gah. should just use wildcards huh (no uploads)
gl_config.arb_shadow = gl_config.glversion>=3.0;//||GL_CheckExtension("GL_EXT_shadow_samplers");
}
else
{
gl_config.arb_depth_texture = gl_config.glversion>=1.4 || GL_CheckExtension("GL_ARB_depth_texture");
gl_config.arb_shadow = gl_config.glversion>=1.4||GL_CheckExtension("GL_ARB_shadow");
}
//gl_config.arb_shadow |= GL_CheckExtension("GL_EXT_shadow_samplers"); //gles2. nvidia fucks up. depend on brute-force. :s
if (GL_CheckExtension("GL_ARB_seamless_cube_map"))
qglEnable(0x884F); //TEXTURE_CUBE_MAP_SEAMLESS 0x884F
if (gl_config.gles)
gl_config.geometryshaders = (gl_config.glversion >= 3.2) || GL_CheckExtension("GL_OES_geometry_shader");
else
gl_config.geometryshaders = (gl_config.glversion >= 3.2);
qglTexStorage2D = NULL;
qglTexStorage3D = NULL;
if ((!gl_config.gles && gl_config.glversion >= 4.2) ||
( gl_config.gles && gl_config.glversion >= 3.0))
{ //from gles3.0 or gl4.2 onwards
if (gl_immutable_textures.ival)
{
qglTexStorage2D = getglext("glTexStorage2D");
qglTexStorage3D = getglext("glTexStorage3D");
}
}
#ifdef GL_STATIC
gl_config.ext_framebuffer_objects = true; //exists as core in gles2
#else
if ((gl_config.gles && gl_config.glversion >= 2) || //exists as core in gles2
(!gl_config.gles && gl_config.glversion >= 3) || //exists as core in gl3
GL_CheckExtension("GL_ARB_framebuffer_object")) //exists as an extension in gl2 (defined in terms of gl3 so no ARB postfix needed)
{
gl_config.ext_framebuffer_objects = true;
qglGenFramebuffersEXT = (void *)getglext("glGenFramebuffers");
qglDeleteFramebuffersEXT = (void *)getglext("glDeleteFramebuffers");
qglBindFramebufferEXT = (void *)getglext("glBindFramebuffer");
qglGenRenderbuffersEXT = (void *)getglext("glGenRenderbuffers");
qglDeleteRenderbuffersEXT = (void *)getglext("glDeleteRenderbuffers");
qglBindRenderbufferEXT = (void *)getglext("glBindRenderbuffer");
qglRenderbufferStorageEXT = (void *)getglext("glRenderbufferStorage");
qglFramebufferTexture2DEXT = (void *)getglext("glFramebufferTexture2D");
qglFramebufferRenderbufferEXT = (void *)getglext("glFramebufferRenderbuffer");
qglCheckFramebufferStatusEXT = (void *)getglext("glCheckFramebufferStatus");
qglGetFramebufferAttachmentParameteriv = (void *)getglext("glGetFramebufferAttachmentParameteriv");
gl_config.arb_framebuffer_srgb = GL_CheckExtension("GL_ARB_framebuffer_sRGB");
}
else 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");
qglGetFramebufferAttachmentParameteriv = (void *)getglext("glGetFramebufferAttachmentParameterivEXT");
}
/* //I don't think we care about the differences, so this code should be safe, but I have no way to test that theory right now
else if (GL_CheckExtension("GL_OES_framebuffer_object"))
{
gl_config.ext_framebuffer_objects = true;
qglGenFramebuffersEXT = (void *)getglext("glGenFramebuffersOES");
qglDeleteFramebuffersEXT = (void *)getglext("glDeleteFramebuffersOES");
qglBindFramebufferEXT = (void *)getglext("glBindFramebufferOES");
qglGenRenderbuffersEXT = (void *)getglext("glGenRenderbuffersOES");
qglDeleteRenderbuffersEXT = (void *)getglext("glDeleteRenderbuffersOES");
qglBindRenderbufferEXT = (void *)getglext("glBindRenderbufferOES");
qglRenderbufferStorageEXT = (void *)getglext("glRenderbufferStorageOES");
qglFramebufferTexture2DEXT = (void *)getglext("glFramebufferTexture2DOES");
qglFramebufferRenderbufferEXT = (void *)getglext("glFramebufferRenderbufferOES");
qglCheckFramebufferStatusEXT = (void *)getglext("glCheckFramebufferStatusOES");
}
*/
#endif
#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 if (GL_CheckExtension("GL_KHR_debug"))
{
if (gl_config_gles)
{
qglDebugMessageControlARB = (void *)getglext("glDebugMessageControlKHR");
qglDebugMessageInsertARB = (void *)getglext("glDebugMessageInsertKHR");
qglDebugMessageCallbackARB = (void *)getglext("glDebugMessageCallbackKHR");
qglGetDebugMessageLogARB = (void *)getglext("glGetDebugMessageLogKHR");
}
else
{
qglDebugMessageControlARB = (void *)getglext("glDebugMessageControl");
qglDebugMessageInsertARB = (void *)getglext("glDebugMessageInsert");
qglDebugMessageCallbackARB = (void *)getglext("glDebugMessageCallback");
qglGetDebugMessageLogARB = (void *)getglext("glGetDebugMessageLog");
}
}
else
{
qglDebugMessageControlARB = NULL;
qglDebugMessageInsertARB = NULL;
qglDebugMessageCallbackARB = NULL;
qglGetDebugMessageLogARB = NULL;
}
#endif
if (!gl_config.nofixedfunc)
{ //clamping breaks overbrights. so if this isn't deprecated, try to use it.
//part of GL_ARB_color_buffer_float, made core with gl3, and then deprecated in gl3.1. *sigh*
#define GL_CLAMP_VERTEX_COLOR 0x891A
#define GL_CLAMP_FRAGMENT_COLOR 0x891B
#define GL_CLAMP_READ_COLOR 0x891C
void (APIENTRY *qglClampColor)(GLenum target,GLenum clamp);
qglClampColor = (void *)getglext("glClampColor");
if (!qglClampColor)
qglClampColor = (void *)getglext("glClampColorARB");
if (qglClampColor)
{
qglClampColor(GL_CLAMP_VERTEX_COLOR, GL_FALSE);
qglClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
qglClampColor(GL_CLAMP_READ_COLOR, GL_FALSE);
}
}
if ((!gl_config.gles && gl_config.glversion >= 1.5) || (gl_config.gles && gl_config.glversion >= 3.0))
{
qglGenQueriesARB = (void *)getglext("glGenQueries");
qglDeleteQueriesARB = (void *)getglext("glDeleteQueries");
qglBeginQueryARB = (void *)getglext("glBeginQuery");
qglEndQueryARB = (void *)getglext("glEndQuery");
qglGetQueryObjectuivARB = (void *)getglext("glGetQueryObjectuiv");
}
else if (GL_CheckExtension("GL_ARB_occlusion_query"))
{
qglGenQueriesARB = (void *)getglext("glGenQueriesARB");
qglDeleteQueriesARB = (void *)getglext("glDeleteQueriesARB");
qglBeginQueryARB = (void *)getglext("glBeginQueryARB");
qglEndQueryARB = (void *)getglext("glEndQueryARB");
qglGetQueryObjectuivARB = (void *)getglext("glGetQueryObjectuivARB");
}
else
{
qglGenQueriesARB = NULL;
qglDeleteQueriesARB = NULL;
qglBeginQueryARB = NULL;
qglEndQueryARB = NULL;
qglGetQueryObjectuivARB = NULL;
}
if (!gl_config.gles && gl_config_nofixedfunc)
qglDisableClientState(GL_VERTEX_ARRAY);
if (qglGenVertexArrays)
{
GLuint vao;
qglGenVertexArrays(1, &vao);
qglBindVertexArray(vao);
qglGenVertexArrays = NULL;
qglBindVertexArray = NULL;
}
return true; //all okay.
}
static const char *glsl_hdrs[] =
{
"sys/defs.h",
"#define DEFS_DEFINED\n"
"#ifdef VERTEX_SHADER\n"
// "attribute vec3 v_position1;" //defined elsewhere, depending on fixed function availability
// "attribute vec3 v_position2;"
"attribute vec4 v_colour;"
"attribute vec2 v_texcoord;"
"attribute vec2 v_lmcoord;"
"attribute vec3 v_normal;"
"attribute vec3 v_svector;"
"attribute vec3 v_tvector;"
"attribute vec4 v_bone;" //fixme: make ints
"attribute vec4 v_weight;"
#if MAXRLIGHTMAPS > 1
"\n#define v_lmcoord1 v_lmcoord\n"
"attribute vec2 v_lmcoord2;"
"attribute vec2 v_lmcoord3;"
"attribute vec2 v_lmcoord4;"
"\n#define v_colour1 v_colour\n"
"attribute vec4 v_colour2;"
"attribute vec4 v_colour3;"
"attribute vec4 v_colour4;"
#endif
"\n#endif\n"
"#ifndef SPECEXP\n"
"#define SPECEXP 1.0\n"
"#endif\n"
"#ifndef SPECULAR_BASE_POW\n"
"#define SPECULAR_BASE_POW 32.0\n"
"#define SPECULAR_BASE_MUL 1.0\n"
"#endif\n"
"#ifndef FTE_SPECULAR_EXPONENT\n"
"#define FTE_SPECULAR_EXPONENT (SPECULAR_BASE_POW*float(SPECEXP))\n"
"#endif\n"
"#ifndef SPECMUL\n"
"#define SPECMUL 1.0\n"
"#endif\n"
"#define FTE_SPECULAR_MULTIPLIER (SPECULAR_BASE_MUL*float(SPECMUL))\n"
#if 0//def HAVE_LEGACY
"uniform sampler2DShadow s_shadowmap;"
"uniform samplerCube s_projectionmap;"
"uniform sampler2D s_diffuse;"
"uniform sampler2D s_normalmap;"
"uniform sampler2D s_specular;"
"uniform sampler2D s_upper;"
"uniform sampler2D s_lower;"
"uniform sampler2D s_fullbright;"
"uniform sampler2D s_paletted;"
"uniform samplerCube s_reflectcube;"
"uniform sampler2D s_reflectmask;"
"uniform sampler2D s_lightmap;"
"uniform sampler2D s_deluxemap;"
"\n#define s_lightmap0 s_lightmap\n"
"#define s_deluxemap0 s_deluxemap\n"
#if MAXRLIGHTMAPS > 1
"uniform sampler2D s_lightmap1;"
"uniform sampler2D s_lightmap2;"
"uniform sampler2D s_lightmap3;"
"uniform sampler2D s_deluxemap1;"
"uniform sampler2D s_deluxemap2;"
"uniform sampler2D s_deluxemap3;\n"
//FIXME: remove these some time.
// "#define s_deluxmap s_deluxemap\n"
// "#define s_deluxmap0 s_deluxemap0\n"
// "#define s_deluxmap1 s_deluxemap1\n"
// "#define s_deluxmap2 s_deluxemap2\n"
// "#define s_deluxmap3 s_deluxemap3\n"
#endif
#endif
"#if defined(ORM) || defined(SG)\n"
"uniform vec4 factors[3];\n"
"#define factor_base factors[0]\n"
"#define factor_spec factors[1]\n"
"#define factor_emit factors[2]\n"
"#else\n"
"#define factor_base vec4(1.0)\n"
"#define factor_spec vec4(1.0)\n"
"#define factor_emit vec4(1.0)\n"
"#endif\n"
"#ifdef USEUBOS\n"
"layout(std140) uniform u_lightinfo\n"
"{"
"vec3 l_lightscreen;"
"float l_lightradius;"
"vec3 l_lightcolour;"
"float l_pad1;\n"
"vec3 l_lightcolourscale;n"
"float l_pad2;"
"vec3 l_lightposition;"
"float l_pad3;"
"mat4 l_cubematrix;"
"vec4 l_shadowmapproj;"
"vec2 l_shadowmapscale;"
"vec2 l_pad4;"
"};\n"
"layout(std140) uniform u_entityinfo\n"
"{\n"
"vec2 e_vblend;"
"vec2 e_pad1;"
"vec3 e_glowmod;"
"float e_pad2;"
"vec3 e_origin;"
"float e_pad3;"
"vec4 colormod;"
"vec3 e_glowmod;"
"float e_pad4;"
"vec3 e_uppercolour;"
"float e_pad5;"
"vec3 e_lowercolour;"
"float e_pad6;"
"vec3 w_fogcolour;"
"float w_fogalpha;"
"vec3 e_light_dir;"
"float w_fogdensity;"
"vec3 e_light_mul;"
"float w_fogdepthbias;"
"vec3 e_light_ambient;"
"float e_time;"
"};\n"
"#ifdef SKELETAL\n"
"layout(std140) unform u_bones\n"
"{\n"
"#ifdef PACKEDBONES\n"
"vec4 m_bones_packed[3*MAX_GPU_BONES];\n"
"#else\n"
"mat3x4 m_bones_mat3x4[MAX_GPU_BONES]\n"
"#endif\n"
"};\n"
"#endif\n"
"#else\n"
"uniform mat4 m_model;"
"uniform mat4 m_view;"
"uniform mat4 m_modelview;"
"uniform mat4 m_projection;\n"
"#ifndef VERTEX_SHADER\n"
"uniform mat4 m_modelviewprojection;\n"
"#endif\n"
"#ifdef SKELETAL\n" //skeletal permutation tends to require glsl 120
"#ifdef PACKEDBONES\n"
"uniform vec4 m_bones_packed[3*MAX_GPU_BONES];\n"
"#else\n"
"uniform mat3x4 m_bones_mat3x4[MAX_GPU_BONES];\n"
"#endif\n"
"#endif\n"
"uniform mat4 m_invviewprojection;"
"uniform mat4 m_invmodelviewprojection;"
"uniform mat3 m_invmodelview;"
/*viewer properties*/
"uniform vec3 v_eyepos;"
"uniform vec4 w_fog[2];\n"
"#define w_fogcolour w_fog[0].rgb\n"
"#ifdef FOG\n"
"#define w_fogalpha w_fog[0].a\n"
"#else\n"
"#define w_fogalpha 0.0\n"
"#endif\n"
"#define w_fogdensity w_fog[1].x\n"
"#define w_fogdepthbias w_fog[1].y\n"
"uniform vec4 w_user[16];\n"
/*ent properties*/
//"uniform vec2 e_vblend;\n"
"#ifdef LIGHTSTYLED\n"
"uniform vec4 e_lmscale[4];\n"
"#else\n"
"uniform vec4 e_lmscale;\n"
"#endif\n"
"uniform vec3 e_origin;"
"uniform float e_time;"
"uniform vec3 e_eyepos;"
"uniform vec4 e_colour;"
"uniform vec4 e_colourident;"
"uniform vec3 e_glowmod;"
"uniform vec3 e_uppercolour;"
"uniform vec3 e_lowercolour;"
"uniform vec3 e_light_dir;"
"uniform vec3 e_light_mul;"
"uniform vec3 e_light_ambient;"
/*rtlight properties, use with caution*/
"uniform vec2 l_lightscreen;"
"uniform float l_lightradius;"
"uniform vec3 l_lightcolour;"
"uniform vec3 l_lightposition;"
"uniform vec3 l_lightdirection;"
"uniform vec3 l_lightcolourscale;"
"uniform mat4 l_cubematrix;"
"uniform vec4 l_shadowmapproj;"
"uniform vec2 l_shadowmapscale;"
"uniform vec2 e_rendertexturescale;\n"
"#endif\n"
,
"sys/skeletal.h",
"#ifndef DEFS_DEFINED\n"
"attribute vec3 v_normal;"
"attribute vec3 v_svector;"
"attribute vec3 v_tvector;"
"\n#endif\n"
"#ifdef SKELETAL\n"
"#ifndef DEFS_DEFINED\n"
"attribute vec4 v_bone;"
"attribute vec4 v_weight;\n"
"#ifdef PACKEDBONES\n"
"uniform vec4 m_bones_packed[3*MAX_GPU_BONES];\n"
"#else\n"
"uniform mat3x4 m_bones_mat3x4[MAX_GPU_BONES];\n"
"#endif\n"
"#endif\n"
"#ifdef PACKEDBONES\n"
"vec4 skeletaltransform()"
"{"
"mat4 wmat;"
"wmat[0] = m_bones_packed[0+3*int(v_bone.x)] * v_weight.x;"
"wmat[0] += m_bones_packed[0+3*int(v_bone.y)] * v_weight.y;"
"wmat[0] += m_bones_packed[0+3*int(v_bone.z)] * v_weight.z;"
"wmat[0] += m_bones_packed[0+3*int(v_bone.w)] * v_weight.w;"
"wmat[1] = m_bones_packed[1+3*int(v_bone.x)] * v_weight.x;"
"wmat[1] += m_bones_packed[1+3*int(v_bone.y)] * v_weight.y;"
"wmat[1] += m_bones_packed[1+3*int(v_bone.z)] * v_weight.z;"
"wmat[1] += m_bones_packed[1+3*int(v_bone.w)] * v_weight.w;"
"wmat[2] = m_bones_packed[2+3*int(v_bone.x)] * v_weight.x;"
"wmat[2] += m_bones_packed[2+3*int(v_bone.y)] * v_weight.y;"
"wmat[2] += m_bones_packed[2+3*int(v_bone.z)] * v_weight.z;"
"wmat[2] += m_bones_packed[2+3*int(v_bone.w)] * v_weight.w;"
"wmat[3] = vec4(0.0,0.0,0.0,1.0);\n"
"return m_modelviewprojection * (vec4(v_position.xyz, 1.0) * wmat);"
"}\n"
"vec4 skeletaltransform_nst(out vec3 n, out vec3 t, out vec3 b)"
"{"
"mat4 wmat;"
"wmat[0] = m_bones_packed[0+3*int(v_bone.x)] * v_weight.x;"
"wmat[0] += m_bones_packed[0+3*int(v_bone.y)] * v_weight.y;"
"wmat[0] += m_bones_packed[0+3*int(v_bone.z)] * v_weight.z;"
"wmat[0] += m_bones_packed[0+3*int(v_bone.w)] * v_weight.w;"
"wmat[1] = m_bones_packed[1+3*int(v_bone.x)] * v_weight.x;"
"wmat[1] += m_bones_packed[1+3*int(v_bone.y)] * v_weight.y;"
"wmat[1] += m_bones_packed[1+3*int(v_bone.z)] * v_weight.z;"
"wmat[1] += m_bones_packed[1+3*int(v_bone.w)] * v_weight.w;"
"wmat[2] = m_bones_packed[2+3*int(v_bone.x)] * v_weight.x;"
"wmat[2] += m_bones_packed[2+3*int(v_bone.y)] * v_weight.y;"
"wmat[2] += m_bones_packed[2+3*int(v_bone.z)] * v_weight.z;"
"wmat[2] += m_bones_packed[2+3*int(v_bone.w)] * v_weight.w;"
"wmat[3] = vec4(0.0,0.0,0.0,1.0);"
"n = (vec4(v_normal.xyz, 0.0) * wmat).xyz;"
"t = (vec4(v_svector.xyz, 0.0) * wmat).xyz;"
"b = (vec4(v_tvector.xyz, 0.0) * wmat).xyz;"
"return m_modelviewprojection * (vec4(v_position.xyz, 1.0) * wmat);"
"}\n"
"vec4 skeletaltransform_wnst(out vec3 w, out vec3 n, out vec3 t, out vec3 b)"
"{"
"mat4 wmat;"
"wmat[0] = m_bones_packed[0+3*int(v_bone.x)] * v_weight.x;"
"wmat[0] += m_bones_packed[0+3*int(v_bone.y)] * v_weight.y;"
"wmat[0] += m_bones_packed[0+3*int(v_bone.z)] * v_weight.z;"
"wmat[0] += m_bones_packed[0+3*int(v_bone.w)] * v_weight.w;"
"wmat[1] = m_bones_packed[1+3*int(v_bone.x)] * v_weight.x;"
"wmat[1] += m_bones_packed[1+3*int(v_bone.y)] * v_weight.y;"
"wmat[1] += m_bones_packed[1+3*int(v_bone.z)] * v_weight.z;"
"wmat[1] += m_bones_packed[1+3*int(v_bone.w)] * v_weight.w;"
"wmat[2] = m_bones_packed[2+3*int(v_bone.x)] * v_weight.x;"
"wmat[2] += m_bones_packed[2+3*int(v_bone.y)] * v_weight.y;"
"wmat[2] += m_bones_packed[2+3*int(v_bone.z)] * v_weight.z;"
"wmat[2] += m_bones_packed[2+3*int(v_bone.w)] * v_weight.w;"
"wmat[3] = vec4(0.0,0.0,0.0,1.0);"
"n = (vec4(v_normal.xyz, 0.0) * wmat).xyz;"
"t = (vec4(v_svector.xyz, 0.0) * wmat).xyz;"
"b = (vec4(v_tvector.xyz, 0.0) * wmat).xyz;"
"w = (vec4(v_position.xyz, 1.0) * wmat).xyz;"
"return m_modelviewprojection * (vec4(v_position.xyz, 1.0) * wmat);"
"}\n"
"vec4 skeletaltransform_wnst(out vec3 w)"
"{"
"mat4 wmat;"
"wmat[0] = m_bones_packed[0+3*int(v_bone.x)] * v_weight.x;"
"wmat[0] += m_bones_packed[0+3*int(v_bone.y)] * v_weight.y;"
"wmat[0] += m_bones_packed[0+3*int(v_bone.z)] * v_weight.z;"
"wmat[0] += m_bones_packed[0+3*int(v_bone.w)] * v_weight.w;"
"wmat[1] = m_bones_packed[1+3*int(v_bone.x)] * v_weight.x;"
"wmat[1] += m_bones_packed[1+3*int(v_bone.y)] * v_weight.y;"
"wmat[1] += m_bones_packed[1+3*int(v_bone.z)] * v_weight.z;"
"wmat[1] += m_bones_packed[1+3*int(v_bone.w)] * v_weight.w;"
"wmat[2] = m_bones_packed[2+3*int(v_bone.x)] * v_weight.x;"
"wmat[2] += m_bones_packed[2+3*int(v_bone.y)] * v_weight.y;"
"wmat[2] += m_bones_packed[2+3*int(v_bone.z)] * v_weight.z;"
"wmat[2] += m_bones_packed[2+3*int(v_bone.w)] * v_weight.w;"
"wmat[3] = vec4(0.0,0.0,0.0,1.0);"
"w = (vec4(v_position.xyz, 1.0) * wmat).xyz;"
"return m_modelviewprojection * (vec4(v_position.xyz, 1.0) * wmat);"
"}\n"
"vec4 skeletaltransform_n(out vec3 n)"
"{"
"mat4 wmat;"
"wmat[0] = m_bones_packed[0+3*int(v_bone.x)] * v_weight.x;"
"wmat[0] += m_bones_packed[0+3*int(v_bone.y)] * v_weight.y;"
"wmat[0] += m_bones_packed[0+3*int(v_bone.z)] * v_weight.z;"
"wmat[0] += m_bones_packed[0+3*int(v_bone.w)] * v_weight.w;"
"wmat[1] = m_bones_packed[1+3*int(v_bone.x)] * v_weight.x;"
"wmat[1] += m_bones_packed[1+3*int(v_bone.y)] * v_weight.y;"
"wmat[1] += m_bones_packed[1+3*int(v_bone.z)] * v_weight.z;"
"wmat[1] += m_bones_packed[1+3*int(v_bone.w)] * v_weight.w;"
"wmat[2] = m_bones_packed[2+3*int(v_bone.x)] * v_weight.x;"
"wmat[2] += m_bones_packed[2+3*int(v_bone.y)] * v_weight.y;"
"wmat[2] += m_bones_packed[2+3*int(v_bone.z)] * v_weight.z;"
"wmat[2] += m_bones_packed[2+3*int(v_bone.w)] * v_weight.w;"
"wmat[3] = vec4(0.0,0.0,0.0,1.0);"
"n = (vec4(v_normal.xyz, 0.0) * wmat).xyz;"
"return m_modelviewprojection * (vec4(v_position.xyz, 1.0) * wmat);"
"}\n"
"#else\n"
"vec4 skeletaltransform()"
"{"
"mat3x4 wmat;"
"wmat = m_bones_mat3x4[int(v_bone.x)] * v_weight.x;"
"wmat += m_bones_mat3x4[int(v_bone.y)] * v_weight.y;"
"wmat += m_bones_mat3x4[int(v_bone.z)] * v_weight.z;"
"wmat += m_bones_mat3x4[int(v_bone.w)] * v_weight.w;"
"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;"
"wmat = m_bones_mat3x4[int(v_bone.x)] * v_weight.x;"
"wmat += m_bones_mat3x4[int(v_bone.y)] * v_weight.y;"
"wmat += m_bones_mat3x4[int(v_bone.z)] * v_weight.z;"
"wmat += m_bones_mat3x4[int(v_bone.w)] * v_weight.w;"
"n = vec4(v_normal.xyz, 0.0) * wmat;"
"t = vec4(v_svector.xyz, 0.0) * wmat;"
"b = vec4(v_tvector.xyz, 0.0) * 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;"
"wmat = m_bones_mat3x4[int(v_bone.x)] * v_weight.x;"
"wmat += m_bones_mat3x4[int(v_bone.y)] * v_weight.y;"
"wmat += m_bones_mat3x4[int(v_bone.z)] * v_weight.z;"
"wmat += m_bones_mat3x4[int(v_bone.w)] * v_weight.w;"
"n = vec4(v_normal.xyz, 0.0) * wmat;"
"t = vec4(v_svector.xyz, 0.0) * wmat;"
"b = vec4(v_tvector.xyz, 0.0) * wmat;"
"w = vec4(v_position.xyz, 1.0) * wmat;"
"return m_modelviewprojection * vec4(w, 1.0);"
"}\n"
"vec4 skeletaltransform_w(out vec3 w)"
"{"
"mat3x4 wmat;"
"wmat = m_bones_mat3x4[int(v_bone.x)] * v_weight.x;"
"wmat += m_bones_mat3x4[int(v_bone.y)] * v_weight.y;"
"wmat += m_bones_mat3x4[int(v_bone.z)] * v_weight.z;"
"wmat += m_bones_mat3x4[int(v_bone.w)] * v_weight.w;"
"w = vec4(v_position.xyz, 1.0) * wmat;"
"return m_modelviewprojection * vec4(w, 1.0);"
"}\n"
"vec4 skeletaltransform_n(out vec3 n)"
"{"
"mat3x4 wmat;"
"wmat = m_bones_mat3x4[int(v_bone.x)] * v_weight.x;"
"wmat += m_bones_mat3x4[int(v_bone.y)] * v_weight.y;"
"wmat += m_bones_mat3x4[int(v_bone.z)] * v_weight.z;"
"wmat += m_bones_mat3x4[int(v_bone.w)] * v_weight.w;"
"n = vec4(v_normal.xyz, 0.0) * wmat;"
"return m_modelviewprojection * vec4(vec4(v_position.xyz, 1.0) * wmat, 1.0);"
"}\n"
"#endif\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_w(out vec3 w)"
"{"
"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"
"#ifndef DEFS_DEFINED\n"
"uniform vec4 w_fog[2];\n"
"#define w_fogcolour w_fog[0].rgb\n"
"#define w_fogalpha w_fog[0].a\n"
"#define w_fogdensity w_fog[1].x\n"
"#define w_fogdepthbias w_fog[1].y\n"
"#endif\n"
"vec3 fog3(in vec3 regularcolour)"
"{"
"float z = w_fogdensity * gl_FragCoord.z / gl_FragCoord.w;\n"
"z = max(0.0,z-w_fogdepthbias);\n"
"#if #include \"cvar/r_fog_exp2\"\n"
"z *= z;\n"
"#endif\n"
"float fac = exp2(-(z * 1.442695));\n"
"fac = (1.0-w_fogalpha) + (clamp(fac, 0.0, 1.0)*w_fogalpha);\n"
"return mix(w_fogcolour, regularcolour, fac);\n"
"}\n"
"vec3 fog3additive(in vec3 regularcolour)"
"{"
"float z = w_fogdensity * gl_FragCoord.z / gl_FragCoord.w;\n"
"z = max(0.0,z-w_fogdepthbias);\n"
"#if #include \"cvar/r_fog_exp2\"\n"
"z *= z;\n"
"#endif\n"
"float fac = exp2(-(z * 1.442695));\n"
"fac = (1.0-w_fogalpha) + (clamp(fac, 0.0, 1.0)*w_fogalpha);\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)"
"{" //fog function for additive blends
"float z = w_fogdensity * gl_FragCoord.z / gl_FragCoord.w;\n"
"z = max(0.0,z-w_fogdepthbias);\n"
"#if #include \"cvar/r_fog_exp2\"\n"
"z *= z;\n"
"#endif\n"
"float fac = exp2(-(z * 1.442695));\n"
"fac = (1.0-w_fogalpha) + (clamp(fac, 0.0, 1.0)*w_fogalpha);\n"
"return regularcolour * vec4(fac, fac, fac, 1.0);\n"
"}\n"
"vec4 fog4blend(in vec4 regularcolour)"
"{" //fog function for regular alpha blends (uses the blend for fading, to avoid fighting the surface behind)
"float z = w_fogdensity * gl_FragCoord.z / gl_FragCoord.w;\n"
"z = max(0.0,z-w_fogdepthbias);\n"
"#if #include \"cvar/r_fog_exp2\"\n"
"z *= z;\n"
"#endif\n"
"float fac = exp2(-(z * 1.442695));\n"
"fac = (1.0-w_fogalpha) + (clamp(fac, 0.0, 1.0)*w_fogalpha);\n"
"return regularcolour * vec4(1.0, 1.0, 1.0, fac);\n"
"}\n"
"#else\n"
"#define w_fogalpha 0.0\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(OFFSETMAPPING_SCALE)\n"
"#define OFFSETMAPPING_SCALE 1.0\n"
"#endif\n"
"#if !defined(OFFSETMAPPING_BIAS)\n"
"#define OFFSETMAPPING_BIAS 0.0\n"
"#endif\n"
"#if defined(RELIEFMAPPING) && !defined(GL_ES)\n"
"float i, f;\n"
"vec3 OffsetVector = vec3(normalize(eyevector.xyz).xy * cvar_r_glsl_offsetmapping_scale * 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 * OFFSETMAPPING_SCALE * vec2(-1.0, 1.0);\n"
"vec2 tc = base;\n"
"tc += OffsetVector;\n"
"OffsetVector *= 0.333;\n"
"tc -= OffsetVector * texture2D(normtex, tc).a;\n"
"tc -= OffsetVector * texture2D(normtex, tc).a;\n"
"tc -= OffsetVector * texture2D(normtex, tc).a;\n"
"return tc;\n"
"#else\n"
"return base;\n"
"#endif\n"
"}\n"
,
"sys/pbr.h",
//ripped from the gltf webgl demo.
//https://github.com/KhronosGroup/glTF-WebGL-PBR/blob/master/shaders/pbr-frag.glsl
//because most of this maths is gibberish, especially the odd magic number.
"#ifdef PBR\n"
"const float PI = 3.141592653589793;\n"
"vec3 diffuse(vec3 diffuseColor)\n" //Basic Lambertian diffuse
"{\n"
"return diffuseColor / PI;\n"
"}\n"
"vec3 specularReflection(vec3 reflectance0, vec3 reflectance90, float VdotH)\n"
"{\n"
"return reflectance0 + (reflectance90 - reflectance0) * pow(clamp(1.0 - VdotH, 0.0, 1.0), 5.0);\n"
"}\n"
"float geometricOcclusion(float NdotL, float NdotV, float r)\n"
"{\n"
"float attenuationL = 2.0 * NdotL / (NdotL + sqrt(r * r + (1.0 - r * r) * (NdotL * NdotL)));\n"
"float attenuationV = 2.0 * NdotV / (NdotV + sqrt(r * r + (1.0 - r * r) * (NdotV * NdotV)));\n"
"return attenuationL * attenuationV;\n"
"}\n"
"float microfacetDistribution(float alphaRoughness, float NdotH)\n" //Trowbridge-Reitz
"{\n"
"float roughnessSq = alphaRoughness * alphaRoughness;\n"
"float f = (NdotH * roughnessSq - NdotH) * NdotH + 1.0;\n"
"return roughnessSq / (PI * f * f);\n"
"}\n"
"vec3 DoPBR(vec3 n, vec3 v, vec3 l, float perceptualRoughness, vec3 diffuseColor, vec3 specularColor, vec3 scales)\n"
"{\n"
// Compute reflectance.
"float reflectance = max(max(specularColor.r, specularColor.g), specularColor.b);\n"
"float alphaRoughness = perceptualRoughness * perceptualRoughness;\n"
// For typical incident reflectance range (between 4% to 100%) set the grazing reflectance to 100% for typical fresnel effect.
// For very low reflectance range on highly diffuse objects (below 4%), incrementally reduce grazing reflecance to 0%.
"float reflectance90 = clamp(reflectance * 25.0, 0.0, 1.0);\n"
"vec3 specularEnvironmentR0 = specularColor.rgb;\n"
"vec3 specularEnvironmentR90 = vec3(1.0, 1.0, 1.0) * reflectance90;\n"
"vec3 h = normalize(l+v);\n" // Half vector between both l and v
"vec3 reflection = -normalize(reflect(v, n));\n"
"float NdotL = clamp(dot(n, l), 0.001, 1.0);\n"
"float NdotV = clamp(abs(dot(n, v)), 0.001, 1.0);\n"
"float NdotH = clamp(dot(n, h), 0.0, 1.0);\n"
"float LdotH = clamp(dot(l, h), 0.0, 1.0);\n"
"float VdotH = clamp(dot(v, h), 0.0, 1.0);\n"
// Calculate the shading terms for the microfacet specular shading model
"vec3 F = specularReflection(specularEnvironmentR0, specularEnvironmentR90, VdotH);\n"
"float G = geometricOcclusion(NdotL, NdotV, alphaRoughness);\n"
"float D = microfacetDistribution(alphaRoughness, NdotH);\n"
// Calculation of analytical lighting contribution
"vec3 diffuseContrib = (1.0 - F) * diffuse(diffuseColor) * scales.y;\n"
"vec3 specContrib = F * G * D / (4.0 * NdotL * NdotV) * scales.z;\n"
// Obtain final intensity as reflectance (BRDF) scaled by the energy of the light (cosine law)
"return NdotL * (diffuseContrib + specContrib);\n"
"}\n"
"#endif\n"
,
"sys/pcf.h",
//!!cvardf r_glsl_pcf
"#if !defined(PCF) && !defined(FAKESHADOWS)\n"
"#define ShadowmapFilter(smap,proj) 1.0\n" //s_shadowmap generally. returns a scaler to say how much light should be used for this pixel.
"#else\n"
"#ifndef r_glsl_pcf\n"
"#define r_glsl_pcf 9\n"
"#endif\n"
"#if r_glsl_pcf < 1\n"
"#undef r_glsl_pcf\n"
"#define r_glsl_pcf 9\n"
"#endif\n"
"#ifndef DEFS_DEFINED\n"
"uniform vec4 l_shadowmapproj;\n" //light projection matrix info
"uniform vec2 l_shadowmapscale;\n" //xy are the texture scale, z is 1, w is the scale.
"#endif\n"
"vec3 ShadowmapCoord(vec4 cubeproj)\n"
"{\n"
"#ifdef SPOT\n"
//bias it. don't bother figuring out which side or anything, its not needed
//l_projmatrix contains the light's projection matrix so no other magic needed
"return ((cubeproj.yxz-vec3(0.0,0.0,0.015))/cubeproj.w + vec3(1.0, 1.0, 1.0)) * vec3(0.5, 0.5, 0.5);\n"
"#elif defined(ORTHO) || defined(FAKESHADOWS)\n"
//the light's origin is in the center of the 'cube', projecting from one side to the other, so don't bias the z.
"return ((cubeproj.xyz-vec3(0.0,0.0,0.015))/cubeproj.w + vec3(1.0, 1.0, 1.0)) * vec3(0.5, 0.5, 0.5);\n"
//"#elif defined(CUBESHADOW)\n"
// vec3 shadowcoord = vshadowcoord.xyz / vshadowcoord.w;
// #define dosamp(x,y) shadowCube(s_t4, shadowcoord + vec2(x,y)*texscale.xy).r
"#else\n"
//figure out which axis to use
//texture is arranged thusly:
//forward left up
//back right down
"vec3 dir = abs(cubeproj.xyz);\n"
//assume z is the major axis (ie: forward from the light)
"vec3 t = cubeproj.xyz;\n"
"float ma = dir.z;\n"
"vec3 axis = vec3(0.5/3.0, 0.5/2.0, 0.5);\n"
"if (dir.x > ma)\n"
"{\n"
"ma = dir.x;\n"
"t = cubeproj.zyx;\n"
"axis.x = 0.5;\n"
"}\n"
"if (dir.y > ma)\n"
"{\n"
"ma = dir.y;\n"
"t = cubeproj.xzy;\n"
"axis.x = 2.5/3.0;\n"
"}\n"
//if the axis is negative, flip it.
"if (t.z > 0.0)\n"
"{\n"
"axis.y = 1.5/2.0;\n"
"t.z = -t.z;\n"
"}\n"
//we also need to pass the result through the light's projection matrix too
//the 'matrix' we need only contains 5 actual values. and one of them is a -1. So we might as well just use a vec4.
//note: the projection matrix also includes scalers to pinch the image inwards to avoid sampling over borders, as well as to cope with non-square source image
//the resulting z is prescaled to result in a value between -0.5 and 0.5.
//also make sure we're in the right quadrant type thing
"return axis + ((l_shadowmapproj.xyz*t.xyz + vec3(0.0, 0.0, l_shadowmapproj.w)) / -t.z);\n"
"#endif\n"
"}\n"
"float ShadowmapFilter(sampler2DShadow smap, vec4 cubeproj)\n"
"{\n"
"vec3 shadowcoord = ShadowmapCoord(cubeproj);\n"
#ifdef SHADOWDBG_COLOURNOTDEPTH
//just r, unfortunately. oh well.
"return texture2D(smap, shadowcoord.xy + (vec2(0.0,0.0)*l_shadowmapscale.xy)).r;\n"
#else
"#if 0\n"//def GL_ARB_texture_gather
"vec2 ipart, fpart;\n"
"#define dosamp(x,y) textureGatherOffset(smap, ipart.xy, vec2(x,y)))\n"
"vec4 tl = step(shadowcoord.z, dosamp(-1.0, -1.0));\n"
"vec4 bl = step(shadowcoord.z, dosamp(-1.0, 1.0));\n"
"vec4 tr = step(shadowcoord.z, dosamp(1.0, -1.0));\n"
"vec4 br = step(shadowcoord.z, dosamp(1.0, 1.0));\n"
//we now have 4*4 results, woo
//we can just average them for 1/16th precision, but that's still limited graduations
//the middle four pixels are 'full strength', but we interpolate the sides to effectively give 3*3
"vec4 col = vec4(tl.ba, tr.ba) + vec4(bl.rg, br.rg) + " //middle two rows are full strength
"mix(vec4(tl.rg, tr.rg), vec4(bl.ba, br.ba), fpart.y);\n" //top+bottom rows
"return dot(mix(col.rgb, col.agb, fpart.x), vec3(1.0/9.0));\n" //blend r+a, gb are mixed because its pretty much free and gives a nicer dot instruction instead of lots of adds.
"#else\n"
"#ifdef USE_ARB_SHADOW\n"
//with arb_shadow, we can benefit from hardware acclerated pcf, for smoother shadows
"#define dosamp(x,y) float(shadow2D(smap, shadowcoord.xyz + (vec3(x,y,0.0)*l_shadowmapscale.xyx)))\n"
"#else\n"
"#define dosamp(x,y) float(texture2D(smap, shadowcoord.xy + (vec2(x,y)*l_shadowmapscale.xy)).r >= shadowcoord.z)\n"
"#endif\n"
"float s = 0.0;\n"
"#if r_glsl_pcf >= 1 && r_glsl_pcf < 5\n"
"s += dosamp(0.0, 0.0);\n"
"#elif r_glsl_pcf >= 5 && r_glsl_pcf < 9\n"
"s += dosamp(-1.0, 0.0);\n"
"s += dosamp(0.0, -1.0);\n"
"s += dosamp(0.0, 0.0);\n"
"s += dosamp(0.0, 1.0);\n"
"s += dosamp(1.0, 0.0);\n"
"s/=5.0;\n"
"#else\n"
"s += dosamp(-1.0, -1.0);\n"
"s += dosamp(-1.0, 0.0);\n"
"s += dosamp(-1.0, 1.0);\n"
"s += dosamp(0.0, -1.0);\n"
"s += dosamp(0.0, 0.0);\n"
"s += dosamp(0.0, 1.0);\n"
"s += dosamp(1.0, -1.0);\n"
"s += dosamp(1.0, 0.0);\n"
"s += dosamp(1.0, 1.0);\n"
"s/=9.0;\n"
"#endif\n"
"#if defined(FAKESHADOWS)||defined(ORTHO)\n" //no cascaded shadow maps, so just fade shadows to 1 near the various edges of the shadow maps
"float d = shadowcoord.z;\n"
"d = max(d, shadowcoord.x);\n"
"d = max(d, 1.0-shadowcoord.x);\n"
"d = max(d, shadowcoord.y);\n"
"d = max(d, 1.0-shadowcoord.y);\n"
"if (d > 0.7)\n"
"s = mix(s, 1.0, min(1.0,10.0*(d-0.7)));\n"
"#endif\n"
"#ifdef FAKESHADOWS\n"
"s = s*0.5+0.5;\n" //don't be completely black
"#endif\n"
"return s;\n"
"#endif\n"
#endif
"}\n"
"#endif\n"
,
NULL
};
#define GLSLPARTS (64+16)
struct glslparts_s
{
const GLchar *str[GLSLPARTS];
GLint len[GLSLPARTS];
const GLchar *file[GLSLPARTS];
int line[GLSLPARTS];
int strings;
const char *error;
};
static void GLSlang_GenerateInternal(struct glslparts_s *glsl, const char *shadersource)
{
if (glsl->strings == GLSLPARTS)
{
glsl->error = "Too many parts";
return;
}
glsl->str[glsl->strings] = shadersource;
glsl->len[glsl->strings] = strlen(shadersource);
glsl->file[glsl->strings] = NULL;
glsl->line[glsl->strings] = 0;
glsl->strings += 1;
}
static void GLSlang_Generate(struct glslparts_s *glsl, const char *shadersource, GLint length, const char *filename, int linenumber)
{
if (glsl->strings == GLSLPARTS)
{
glsl->error = "Too many parts";
return;
}
glsl->str[glsl->strings] = shadersource;
glsl->len[glsl->strings] = length;
glsl->file[glsl->strings] = filename;
glsl->line[glsl->strings] = linenumber;
glsl->strings += 1;
}
static qboolean GLSlang_GenerateIncludes(struct glslparts_s *glsl, const char *shadersource, const char *filename, int linenumber)
{
int i;
char *incline, *inc;
char incname[256];
while((incline=strstr(shadersource, "#include")))
{
/*emit up to the include*/
if (incline - shadersource)
{
char *e = incline;
while(e > shadersource && (e[-1] == ' ' || e[-1] == '\t'))
e--;
if (e > shadersource && e[-1] == '\n')
GLSlang_Generate(glsl, shadersource, e-shadersource, filename, linenumber);
else
GLSlang_Generate(glsl, shadersource, incline-shadersource, filename, linenumber);
}
incline += 8;
incline = COM_ParseOut (incline, incname, sizeof(incname));
if (!incline)
{
glsl->error = "missing include name";
return false;
}
while (*incline == ' ' || *incline == '\t')
incline++;
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(glsl, var->string, NULL, 0))
return false;
}
else
{
/*dump something if the cvar doesn't exist*/
GLSlang_Generate(glsl, "0", strlen("0"), filename, linenumber);
}
}
else
{
for (i = 0; glsl_hdrs[i]; i += 2)
{
if (!strcmp(incname, glsl_hdrs[i]))
{
if (!GLSlang_GenerateIncludes(glsl, glsl_hdrs[i+1], glsl_hdrs[i], 1))
return false;
break;
}
}
if (!glsl_hdrs[i])
{
size_t sz;
inc = COM_LoadTempMoreFile(incname, &sz);
if (inc)
{
if (!GLSlang_GenerateIncludes(glsl, inc, NULL, 1))
return false;
}
else
{
glsl->error = "include file not found";
return false; //FIXME: add a warning
}
}
}
/*move the pointer past the include*/
while (shadersource < incline)
{
if (*shadersource == '\n')
linenumber++;
shadersource++;
}
}
if (*shadersource)
GLSlang_Generate(glsl, shadersource, strlen(shadersource), filename, linenumber);
return true;
}
// glslang helper api function definitions
// type should be GL_FRAGMENT_SHADER_ARB or GL_VERTEX_SHADER_ARB
//doesn't check to see if it was okay. use FinishShader for that.
static GLhandleARB GLSlang_CreateShader (program_t *prog, const char *name, int ver, const char **precompilerconstants, const char *shadersource, GLenum shadertype, qboolean silent)
{
GLhandleARB shader;
int i;
struct glslparts_s glsl;
char verline[64];
glsl.strings = 0;
glsl.error = NULL;
if (!shadersource)
return 0;
if (ver)
{
/*required version not supported, don't even try*/
if (ver > gl_config.maxglslversion)
return 0;
#ifdef FTE_TARGET_WEB
//emscripten prefixes our shader with a precision specifier, and then the browser bitches at the following (otherwise valid) #version, so don't say anything at all if its ver 100, and the browser won't complain
if (ver != 100)
#endif
{
//known versions:
//<undefined> == gl
//100 == gles2
//110 == gl2.0
//120 == gl2.1
//130 == gl3.0
//140 == gl3.1
//150 [core|compatibility] == gl3.2
//300 ES == gles3
//310 ES == gles3.1
//320 ES == gles3.2
//330, 400, 410, 420, 430 [core|compatibility] == gl?.??
if (gl_config_gles)
{
if (ver <= 110) //gles2 is rougly gl2 so 100(es)==110ish
ver = 100;
else if (ver <= 330) //gles3 is rougly gl3.3 so 300es==330ish
ver = 300;
}
else
{
if (ver == 100)
ver = 110; //gles2 is roughly equivelent to gl2
else if (ver >= 300 && ver < 330)
ver = 330; //gles3 is roughly equivelent to gl3.3
}
if (gl_config_gles && ver != 100)
Q_snprintfz(verline, sizeof(verline), "#version %u es\n", ver);
else if (!gl_config_gles && ver >= 150 && !gl_config_nofixedfunc)
//favour compatibility profile, simply because we want ftransform to work properly
//note that versions 130+140 are awkward due to deprecation stuff, both assume compatibility profiles where supported.
// however, 130 REMOVED ftransform in revision 2 and then re-added it as deprecated in revision 4 (of 10).
Q_snprintfz(verline, sizeof(verline), "#version %u compatibility\n", ver);
else
Q_snprintfz(verline, sizeof(verline), "#version %u\n", ver); //core assumed, where defined
GLSlang_GenerateInternal(&glsl, verline);
}
}
while(*precompilerconstants)
GLSlang_GenerateInternal(&glsl, *precompilerconstants++);
GLSlang_GenerateInternal(&glsl, "#define ENGINE_"DISTRIBUTION"\n");
if (ver < 120)
GLSlang_GenerateInternal(&glsl, "#define PACKEDBONES\n");
switch (shadertype)
{
case GL_FRAGMENT_SHADER_ARB:
GLSlang_GenerateInternal(&glsl, "#define FRAGMENT_SHADER\n");
if (gl_config.gles)
{
GLSlang_GenerateInternal(&glsl,
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
"precision highp float;\n"
"#else\n"
"precision mediump float;\n"
"#endif\n"
);
}
if (ver >= 130)
{
GLSlang_GenerateInternal(&glsl,
//gl3+ deprecated some things. these are removed in forwards-compatible / core contexts.
//varying became either in or out, which is important if you have geometry shaders...
"#define varying in\n"
//now only the 'texture' function exists, with overloads for each sampler type.
"#define texture2D texture\n"
"#define textureCube texture\n"
"#define shadow2D texture\n"
//gl_FragColor and gl_FragData got deprecated too, need to make manual outputs
"#if __VERSION__ >= 300\n" //gl3.3, gles3 (gles3 requires layout stuff)
"layout(location = 0) out vec4 fte_fragdata0;"
"layout(location = 1) out vec4 fte_fragdata1;"
"layout(location = 2) out vec4 fte_fragdata2;"
"layout(location = 3) out vec4 fte_fragdata3;"
"\n#else\n"
"out vec4 fte_fragdata0;"
"out vec4 fte_fragdata1;"
"out vec4 fte_fragdata2;"
"out vec4 fte_fragdata3;"
"\n#endif\n" //gles3 requires this
"#define gl_FragColor fte_fragdata0\n"
);
}
else
{
GLSlang_GenerateInternal(&glsl,
"#define fte_fragdata0 gl_FragData[0]\n"
"#define fte_fragdata1 gl_FragData[1]\n"
"#define fte_fragdata2 gl_FragData[2]\n"
"#define fte_fragdata3 gl_FragData[3]\n"
);
}
if (prog && !prog->explicitsyms)
{ //for compat with our vulkan processor, which injects samplers in order to control layouts.
const char *defaultsamplernames[] =
{
#ifdef SHADOWDBG_COLOURNOTDEPTH
"#define sampler2DShadow sampler2D\n"
#else
"#ifndef USE_ARB_SHADOW\n" //fall back on regular samplers if we must
"#define sampler2DShadow sampler2D\n"
"#elif defined(GL_ES)\n"
"#if __VERSION__ < 300\n"
"#extension GL_EXT_shadow_samplers : require\n"
"#endif\n"
"precision lowp sampler2DShadow;\n" //gah
"#endif\n"
#endif
"uniform sampler2DShadow s_shadowmap;\n",
"uniform samplerCube s_projectionmap;\n",
"uniform sampler2D s_diffuse;\n",
"uniform sampler2D s_normalmap;\n",
"uniform sampler2D s_specular;\n",
"uniform sampler2D s_upper;\n",
"uniform sampler2D s_lower;\n",
"uniform sampler2D s_fullbright;\n",
"uniform sampler2D s_paletted;\n",
"uniform samplerCube s_reflectcube;\n",
"uniform sampler2D s_reflectmask;\n",
"uniform sampler2D s_displacement;\n",
"uniform sampler2D s_occlusion;\n",
"uniform sampler2D s_lightmap;\n#define s_lightmap0 s_lightmap\n",
"uniform sampler2D s_deluxemap;\n#define s_deluxemap0 s_deluxemap\n",
"uniform sampler2D s_lightmap1;\n",
"uniform sampler2D s_lightmap2;\n",
"uniform sampler2D s_lightmap3;\n",
"uniform sampler2D s_deluxemap1;\n",
"uniform sampler2D s_deluxemap2;\n",
"uniform sampler2D s_deluxemap3;\n",
};
for (i = 0; i < countof(defaultsamplernames); i++)
{
if (prog->defaulttextures & (1u<<i))
GLSlang_GenerateInternal(&glsl, defaultsamplernames[i]);
}
}
break;
case GL_GEOMETRY_SHADER_ARB:
GLSlang_GenerateInternal(&glsl, "#define GEOMETRY_SHADER\n");
break;
case GL_TESS_CONTROL_SHADER_ARB:
GLSlang_GenerateInternal(&glsl,
"#define TESS_CONTROL_SHADER\n"
"#if __VERSION__ < 400\n"
"#extension GL_ARB_tessellation_shader : enable\n"
"#endif\n"
//varyings are arrays, so don't bother defining that here.
);
break;
case GL_TESS_EVALUATION_SHADER_ARB:
GLSlang_GenerateInternal(&glsl,
"#define TESS_EVALUATION_SHADER\n"
"#if __VERSION__ < 400\n"
"#extension GL_ARB_tessellation_shader : enable\n"
"#endif\n"
"#define varying out\n"
);
break;
case GL_VERTEX_SHADER_ARB:
GLSlang_GenerateInternal(&glsl, "#define VERTEX_SHADER\n");
if ((ver >= 120 || gl_config_gles) && !gl_config.blacklist_invariant) //invariant appeared in glsl 120, or glessl 100. rtlights, stencil shadows, multipass materials, fog volumes, blend-depth-masking all need invariant depth.
GLSlang_GenerateInternal(&glsl, "invariant gl_Position;\n");
if (gl_config.gles)
{
GLSlang_GenerateInternal(&glsl,
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
"precision highp float;\n"
"#else\n"
"precision mediump float;\n"
"#endif\n"
);
}
if (ver >= 130)
{
GLSlang_GenerateInternal(&glsl,
"#define attribute in\n"
"#define varying out\n"
);
}
if (!prog || !prog->explicitsyms)
{
if (gl_config_nofixedfunc)
{
GLSlang_GenerateInternal(&glsl,
"attribute vec3 v_position1;\n"
"#ifdef FRAMEBLEND\n"
"attribute vec3 v_position2;\n"
"uniform vec2 e_vblend;\n"
"#define v_position ((v_position1*e_vblend.x)+(v_position2*e_vblend.y))\n"
"#else\n"
"#define v_position v_position1\n"
"#endif\n"
"uniform mat4 m_modelviewprojection;\n"
#if 1//def FTE_TARGET_WEB
//IE is buggy
"vec4 ftetransform() { return m_modelviewprojection * vec4(v_position, 1.0); }\n"
#else
"#define ftetransform() (m_modelviewprojection * vec4(v_position, 1.0))\n"
#endif
);
}
else
{
GLSlang_GenerateInternal(&glsl,
"#ifdef FRAMEBLEND\n"
"attribute vec3 v_position2;\n"
"uniform vec2 e_vblend;\n"
"#define v_position (gl_Vertex.xyz*e_vblend.x+v_position2*e_vblend.y)\n"
"uniform mat4 m_modelviewprojection;\n"
"#define ftetransform() (m_modelviewprojection * vec4(v_position, 1.0))\n"
"#else\n"
"#define v_position gl_Vertex.xyz\n"
"uniform mat4 m_modelviewprojection;\n"
"#define ftetransform ftransform\n"
"#endif\n"
);
}
}
break;
default:
GLSlang_GenerateInternal(&glsl, "#define UNKNOWN_SHADER\n");
break;
}
GLSlang_GenerateIncludes(&glsl, shadersource, name, 1);
shader = qglCreateShaderObjectARB(shadertype);
if (developer.ival)
{
GLcharARB *combined;
int totallen = 1;
for (i = 0; i < glsl.strings; i++)
totallen += glsl.len[i] + 64 + (glsl.file[i]?strlen(glsl.file[i]):0);
combined = malloc(totallen);
totallen = 0;
combined[totallen] = 0;
for (i = 0; i < glsl.strings; i++)
{
if (ver && !i)
; //#version MUST be the first line, don't prefix it with a #line, it'll just break things.
else if (!totallen || combined[totallen-1] == '\n')
{ //last line was a newline, hurrah. safe to insert without breaking anything
if (glsl.file[i])
Q_snprintfz(combined+totallen, 64+strlen(glsl.file[i]), "#line %i %i //%s\n", glsl.line[i], i, glsl.file[i]);
else
Q_snprintfz(combined+totallen, 64, "#line %i %i\n", glsl.line[i], i);
totallen += strlen(combined+totallen);
}
else if (glsl.len[i] && *glsl.str[i] == '\n')
{ //last line didn't end with a newline, but there is one after. that's okay too, but we need to play it safe.
if (glsl.file[i])
Q_snprintfz(combined+totallen, 64+strlen(glsl.file[i]), "\n#line %i %i //%s\n", glsl.line[i], i, glsl.file[i]);
else
Q_snprintfz(combined+totallen, 64, "\n#line %i %i\n", glsl.line[i], i);
totallen += strlen(combined+totallen);
}
//now shove stuff there.
memcpy(combined+totallen, glsl.str[i], glsl.len[i]);
totallen += glsl.len[i];
combined[totallen] = 0;
}
qglShaderSourceARB(shader, 1, (const GLcharARB**)&combined, NULL);
free(combined);
}
else 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.
*/
GLcharARB *combined;
int totallen = 1;
for (i = 0; i < glsl.strings; i++)
totallen += glsl.len[i];
combined = malloc(totallen);
totallen = 0;
combined[totallen] = 0;
for (i = 0; i < glsl.strings; i++)
{
memcpy(combined + totallen, glsl.str[i], glsl.len[i]);
totallen += glsl.len[i];
combined[totallen] = 0;
}
qglShaderSourceARB(shader, 1, (const GLcharARB**)&combined, NULL);
free(combined);
}
else
qglShaderSourceARB(shader, glsl.strings, glsl.str, glsl.len);
qglCompileShaderARB(shader);
return shader;
}
//called after CreateShader. Checks for success.
//Splitting creation allows for both vertex+fragment shaders to be processed simultaneously if the driver threads glCompileShaderARB.
static GLhandleARB GLSlang_FinishShader(GLhandleARB shader, const char *name, GLenum shadertype, qboolean *silent)
{
GLint compiled;
int loglen;
if (!shader) //if there's no shader, then there was nothing to finish...
return shader;
qglGetShaderParameteriv_(shader, GL_OBJECT_COMPILE_STATUS_ARB, &compiled);
if(!compiled)
{
char *typedesc;
char str[65536];
*str = 0;
qglGetShaderInfoLog_(shader, sizeof(str), NULL, str);
if (!*silent)
{
*silent = true;
switch (shadertype)
{
case GL_FRAGMENT_SHADER_ARB:
typedesc = "Fragment";
break;
case GL_VERTEX_SHADER_ARB:
typedesc = "Vertex";
break;
case GL_TESS_CONTROL_SHADER_ARB:
typedesc = "Tesselation Control";
break;
case GL_TESS_EVALUATION_SHADER_ARB:
typedesc = "Tesselation Evaluation";
break;
default:
typedesc = "???";
break;
}
Con_Printf("%s shader (%s) compilation error:\n"CON_ERROR"%s"CON_DEFAULT"----------\n", typedesc, name, str);
//if there's no fixed function then failure to compile the default2d shader should be considered fatal. this should help avoid black screens on android.
if (gl_config_nofixedfunc && !strcmp(name, "default2d"))
Sys_Error("%s shader (%s) compilation error:\n----------\n%s----------\n", typedesc, name, str);
if (developer.ival>1)
{ //could use echo console-link I guess (with embedded line numbers). shaders can get quite big though.
unsigned int rawline, line, filenum = 0;
char *eol, *start, *e;
const char *filename = name;
qglGetShaderSource(shader, sizeof(str), NULL, str);
Con_Printf("Shader \"%s\" source:\n", name);
for(start = str, line = 1, rawline = 1; ;)
{
eol = strchr(start, '\n');
if (eol)
*eol=0;
if (filename)
Con_Printf("%s:%u:%u: %s\n", filename, line, rawline, start);
else
Con_Printf("%u:%u:%u: %s\n", filenum, line, rawline, start);
if (!strncmp(start, "#line ", 6))
{
line = strtoul(start+6, &e, 0);
while(*e == ' ')
e++;
if (*e)
{
filenum = strtoul(e, &e, 0);
while(*e == ' ')
e++;
filename = NULL;
if (e[0]=='/'&&e[1]=='/')
filename = e+2;
}
}
else
line++;
if (!eol)
break;
start = eol+1;
rawline++;
}
}
}
qglDeleteShaderObject_(shader);
return 0;
}
if (developer.ival)
{
qglGetShaderParameteriv_(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &loglen);
if (loglen)
{
char str[8192];
qglGetShaderInfoLog_(shader, sizeof(str), NULL, str);
if (strstr(str, "WARNING"))
{
Con_Printf("Shader \"%s\" log:\n%s", name, str);
qglGetShaderSource(shader, sizeof(str), NULL, str);
Con_Printf("Shader \"%s\" source:\n%s", name, str);
}
}
}
return shader;
}
GLhandleARB GLSlang_CreateProgramObject (program_t *prog, const char *name, GLhandleARB vert, GLhandleARB cont, GLhandleARB eval, GLhandleARB geom, GLhandleARB frag)
{
int i;
GLhandleARB program;
program = qglCreateProgramObjectARB();
if (vert) qglAttachObjectARB(program, vert);
if (geom) qglAttachObjectARB(program, geom);
if (cont) qglAttachObjectARB(program, cont);
if (eval) qglAttachObjectARB(program, eval);
if (frag) qglAttachObjectARB(program, frag);
for (i = 0; shader_attr_names[i].name; i++)
{
if (gl_config.maxattribs > shader_attr_names[i].ptype)
{
if (prog && prog->explicitsyms)
qglBindAttribLocationARB(program, shader_attr_names[i].ptype, va("fte_%s", shader_attr_names[i].name));
else
qglBindAttribLocationARB(program, shader_attr_names[i].ptype, shader_attr_names[i].name);
}
}
qglLinkProgramARB(program);
return program;
}
qboolean GLSlang_ValidateProgram(union programhandle_u *h, const char *name, qboolean silent, vfsfile_t *blobfile)
{
char str[2048];
GLint linked;
if (!h->glsl.handle)
return false;
qglGetProgramParameteriv_(h->glsl.handle, GL_OBJECT_LINK_STATUS_ARB, &linked);
if(!linked)
{
if (!silent)
{
qglGetProgramInfoLog_(h->glsl.handle, sizeof(str), NULL, str);
Con_Printf("Program link error on glsl program %s:\n%s\n", name, str);
}
qglDeleteProgramObject_(h->glsl.handle);
h->glsl.handle = 0;
return (GLhandleARB)0;
}
if (h->glsl.handle && blobfile && qglGetProgramBinary)
{
GLuint ui;
GLenum e;
unsigned int len, fmt;
void *blobdata;
qglGetProgramParameteriv_(h->glsl.handle, GL_PROGRAM_BINARY_LENGTH, &ui);
len = ui;
blobdata = BZ_Malloc(len);
qglGetProgramBinary(h->glsl.handle, len, NULL, &e, blobdata);
fmt = e;
VFS_WRITE(blobfile, &fmt, sizeof(fmt));
VFS_WRITE(blobfile, &len, sizeof(len));
VFS_WRITE(blobfile, blobdata, len);
VFS_WRITE(blobfile, &h->glsl.usetesselation, sizeof(h->glsl.usetesselation));
BZ_Free(blobdata);
}
return true;
}
union programhandle_u GLSlang_CreateProgram(program_t *prog, const char *name, int ver, const char **precompilerconstants, const char *vert, const char *cont, const char *eval, const char *geom, const char *frag, qboolean silent, vfsfile_t *blobfile)
{
union programhandle_u ret;
GLhandleARB vs;
GLhandleARB gs;
GLhandleARB fs;
GLhandleARB cs;
GLhandleARB es;
const char *nullconstants = NULL;
memset(&ret, 0, sizeof(ret));
if (!gl_config.arb_shader_objects)
return ret;
if ((cont || eval) && !gl_config.arb_tessellation_shader)
{
Con_Printf("GLSlang_CreateProgram: %s requires tesselation support, but your gl drivers do not appear to support this (gl4.0 feature)\n", name);
return ret;
}
if (geom && !gl_config.geometryshaders)
{
Con_Printf("GLSlang_CreateProgram: %s requires geometry shader support, but your gl drivers do not appear to support this (gl3.2 feature)\n", name);
return ret;
}
if (!precompilerconstants)
precompilerconstants = &nullconstants;
fs = GLSlang_CreateShader(prog, name, ver, precompilerconstants, frag, GL_FRAGMENT_SHADER_ARB, silent);
gs = GLSlang_CreateShader(prog, name, ver, precompilerconstants, geom, GL_GEOMETRY_SHADER_ARB, silent);
vs = GLSlang_CreateShader(prog, name, ver, precompilerconstants, vert, GL_VERTEX_SHADER_ARB, silent);
cs = GLSlang_CreateShader(prog, name, ver, precompilerconstants, cont, GL_TESS_CONTROL_SHADER_ARB, silent);
es = GLSlang_CreateShader(prog, name, ver, precompilerconstants, eval, GL_TESS_EVALUATION_SHADER_ARB, silent);
fs = GLSlang_FinishShader(fs, name, GL_FRAGMENT_SHADER_ARB, &silent);
gs = GLSlang_FinishShader(gs, name, GL_GEOMETRY_SHADER_ARB, &silent);
vs = GLSlang_FinishShader(vs, name, GL_VERTEX_SHADER_ARB, &silent);
cs = GLSlang_FinishShader(cs, name, GL_TESS_CONTROL_SHADER_ARB, &silent);
es = GLSlang_FinishShader(es, name, GL_TESS_EVALUATION_SHADER_ARB, &silent);
if (!vs || !fs)
ret.glsl.handle = 0;
else
ret.glsl.handle = GLSlang_CreateProgramObject(prog, name, vs, cs, es, gs, fs);
//delete ignores 0s.
if (vs) qglDeleteShaderObject_(vs);
if (gs) qglDeleteShaderObject_(gs);
if (fs) qglDeleteShaderObject_(fs);
if (cs) qglDeleteShaderObject_(cs);
if (es) qglDeleteShaderObject_(es);
checkglerror();
ret.glsl.usetesselation = (cont || eval);
if (ret.glsl.handle && blobfile && qglGetProgramBinary)
{
GLuint ui;
GLenum e;
unsigned int len, fmt;
void *blobdata;
qglGetProgramParameteriv_(ret.glsl.handle, GL_PROGRAM_BINARY_LENGTH, &ui);
len = ui;
blobdata = BZ_Malloc(len);
qglGetProgramBinary(ret.glsl.handle, len, NULL, &e, blobdata);
fmt = e;
VFS_WRITE(blobfile, &fmt, sizeof(fmt));
VFS_WRITE(blobfile, &len, sizeof(len));
VFS_WRITE(blobfile, blobdata, len);
VFS_WRITE(blobfile, &ret.glsl.usetesselation, sizeof(ret.glsl.usetesselation));
BZ_Free(blobdata);
}
return ret;
}
qboolean GLSlang_ValidateProgramPermu(program_t *prog, struct programpermu_s *permu, qboolean noerrors, vfsfile_t *blobfile)
{
if (!permu)
return false;
return GLSlang_ValidateProgram(&permu->h, prog->name, noerrors, blobfile);
}
qboolean GLSlang_CreateProgramPermu(program_t *prog, struct programpermu_s *permu, int ver, const char **precompilerconstants, const char *vert, const char *tcs, const char *tes, const char *geom, const char *frag, qboolean noerrors, vfsfile_t *blobfile)
{
if (!ver)
{
if (gl_config.gles)
ver = 100;
else
ver = 110;
}
if ((permu->permutation & PERMUTATION_SKELETAL) && gl_config.maxattribs < 10)
return false; //can happen in gles2
#if MAXRLIGHTMAPS > 1
if ((permu->permutation & PERMUTATION_LIGHTSTYLES) && gl_config.maxattribs < 16)
return false; //can happen in gles2
#endif
permu->h = GLSlang_CreateProgram(prog, prog->name, ver, precompilerconstants, vert, tcs, tes, geom, frag, noerrors, blobfile);
if (permu->h.glsl.handle)
return true;
return false;
}
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;
}
static qboolean GLSlang_LoadBlob(program_t *prog, unsigned int permu, vfsfile_t *blobfile)
{
return false;
/*
unsigned int fmt;
unsigned int length;
void *binary;
GLint success;
if (!qglProgramBinary)
return false;
VFS_READ(blobfile, &fmt, sizeof(fmt));
VFS_READ(blobfile, &length, sizeof(length));
binary = BZ_Malloc(length);
VFS_READ(blobfile, binary, length);
VFS_READ(blobfile, &prog->permu[permu].h.glsl.usetesselation, sizeof(prog->permu[permu].h.glsl.usetesselation));
prog->permu[permu].h.glsl.handle = qglCreateProgramObjectARB();
qglProgramBinary(prog->permu[permu].h.glsl.handle, fmt, binary, length);
BZ_Free(binary);
qglGetProgramParameteriv_(prog->permu[permu].h.glsl.handle, GL_OBJECT_LINK_STATUS_ARB, &success);
if (!success)
{
qglDeleteProgramObject_(prog->permu[permu].h.glsl.handle);
memset(&prog->permu[permu].h, 0, sizeof(prog->permu[permu].h));
}
return !!success;
*/
}
static void GLSlang_DeleteProg(program_t *prog)
{
unsigned int permu;
struct programpermu_s *pp;
for (permu = countof(prog->permu); permu-- > 0; )
{
pp = prog->permu[permu];
if (pp)
{
prog->permu[permu] = NULL;
if (pp == prog->permu[0] && permu)
continue; //entry 0 (only) can get copied to avoid constant recompile failures (0 is always precompiled)
qglDeleteProgramObject_(pp->h.glsl.handle);
pp->h.glsl.handle = 0;
BZ_Free(pp->parm);
pp->parm = NULL;
pp->numparms = 0;
Z_Free(pp);
}
}
}
static void GLSlang_ProgAutoFields(program_t *prog, struct programpermu_s *pp, char **cvarnames, int *cvartypes)
{
unsigned int i,j;
int uniformloc;
char tmpname[128];
int maxparms = 0;
//figure out visible attributes
GLSlang_UseProgram(pp->h.glsl.handle);
for (i = 0; shader_attr_names[i].name; i++)
{
if (prog && prog->explicitsyms)
uniformloc = qglGetAttribLocationARB(pp->h.glsl.handle, va("fte_%s", shader_attr_names[i].name));
else
uniformloc = qglGetAttribLocationARB(pp->h.glsl.handle, shader_attr_names[i].name);
if (uniformloc != -1)
{
if (shader_attr_names[i].ptype != uniformloc)
Con_Printf("Bad attribute \"%s\" in glslprogram \"%s\" (%i should be %i)\n", shader_attr_names[i].name, prog?prog->name:"<NULL>", uniformloc, shader_attr_names[i].ptype);
else
pp->attrmask |= 1u<<uniformloc;
}
}
pp->numparms = 0;
pp->parm = NULL;
pp->factorsuniform = qglGetUniformLocationARB(pp->h.glsl.handle, "factors");
for (i = 0; shader_unif_names[i].name; i++)
{
uniformloc = qglGetUniformLocationARB(pp->h.glsl.handle, shader_unif_names[i].name);
if (uniformloc >= 0)
{
if (pp->numparms >= maxparms)
{
maxparms = pp->numparms?pp->numparms * 2:8;
pp->parm = BZ_Realloc(pp->parm, sizeof(*pp->parm) * maxparms);
}
pp->parm[pp->numparms].type = shader_unif_names[i].ptype;
pp->parm[pp->numparms].handle = uniformloc;
pp->parm[pp->numparms].pval = NULL;
pp->numparms++;
}
}
/*set cvar uniforms*/
/*FIXME: enumerate cvars automatically instead*/
for (i = 0; cvarnames[i]; i++)
{
if (cvartypes[i] <= SP_CONST4F)
{
char *t;
Q_snprintfz(tmpname, sizeof(tmpname), "%s", cvarnames[i]);
t = strchr(tmpname, '=');
if (t) *t++=0;
uniformloc = qglGetUniformLocationARB(pp->h.glsl.handle, tmpname);
if (uniformloc >= 0)
{
if (pp->numparms >= maxparms)
{
maxparms = pp->numparms?pp->numparms * 2:8;
pp->parm = BZ_Realloc(pp->parm, sizeof(*pp->parm) * maxparms);
}
pp->parm[pp->numparms].type = cvartypes[i];
for(j = 0; j < 4; j++)
{
t = COM_Parse(t);
if (cvartypes[i] >= SP_CONST1F && cvartypes[i] <= SP_CONST4F)
pp->parm[pp->numparms].fval[j] = atoi(com_token);
else
pp->parm[pp->numparms].ival[j] = atoi(com_token);
}
pp->parm[pp->numparms].handle = uniformloc;
pp->numparms++;
}
}
else
{
cvar_t *ref = Cvar_FindVar(cvarnames[i]);
if (!ref)
continue; //shouldn't happen...
Q_snprintfz(tmpname, sizeof(tmpname), "cvar_%s", cvarnames[i]);
uniformloc = qglGetUniformLocationARB(pp->h.glsl.handle, tmpname);
if (uniformloc >= 0)
{
if (pp->numparms >= maxparms)
{
maxparms = pp->numparms?pp->numparms * 2:8;
pp->parm = BZ_Realloc(pp->parm, sizeof(*pp->parm) * maxparms);
}
pp->parm[pp->numparms].type = cvartypes[i];
pp->parm[pp->numparms].pval = ref;
pp->parm[pp->numparms].handle = uniformloc;
pp->numparms++;
}
}
}
//now scan/set texture uniforms
if (!(pp->attrmask & (1u<<VATTR_VERTEX1))) //a shader kinda has to use one of these...
pp->attrmask |= (1u<<VATTR_LEG_VERTEX);
for (i = 0; i < prog->numsamplers; i++)
{
Q_snprintfz(tmpname, sizeof(tmpname), "s_t%i", i);
uniformloc = qglGetUniformLocationARB(pp->h.glsl.handle, tmpname);
if (uniformloc != -1)
{
qglUniform1iARB(uniformloc, i);
// if (prog->numsamplers < i+1)
// prog->numsamplers = i+1;
}
}
if (developer.ival)
for (i = 0; sh_defaultsamplers[i].name; i++)
{
//figure out which ones are needed.
if (prog->defaulttextures & sh_defaultsamplers[i].defaulttexbits)
continue; //don't spam
uniformloc = qglGetUniformLocationARB(pp->h.glsl.handle, sh_defaultsamplers[i].name);
if (uniformloc != -1)
Con_Printf("glsl \"%s\" needs %s but doesn't declare so\n", prog->name, sh_defaultsamplers[i].name);
}
if (prog->defaulttextures)
{
unsigned int sampnum = prog->numsamplers;
/*set default texture uniforms now that we know the right sampler ids*/
for (i = 0; sh_defaultsamplers[i].name; i++)
{
if (prog->defaulttextures & sh_defaultsamplers[i].defaulttexbits)
{
uniformloc = qglGetUniformLocationARB(pp->h.glsl.handle, sh_defaultsamplers[i].name);
if (uniformloc != -1)
qglUniform1iARB(uniformloc, sampnum);
sampnum++;
}
}
}
}
void GL_ForgetPointers(void)
{ //its at times like this that I wish I had put all of these into a struct.
//but GL_STATIC and webgl makes that sub-optimal. *sigh*
#ifndef GL_STATIC
qglBindTexture = NULL;
qglBlendFunc = NULL;
qglClear = NULL;
qglClearColor = NULL;
qglClearStencil = NULL;
qglColorMask = NULL;
qglCopyTexImage2D = NULL;
qglCopyTexSubImage2D= NULL;
qglCullFace = NULL;
qglDepthFunc = NULL;
qglDepthMask = NULL;
// qglDepthRangef = NULL;
qglDisable = NULL;
qglEnable = NULL;
qglFinish = NULL;
qglFlush = NULL;
qglGenTextures = NULL;
qglGetFloatv = NULL;
qglGetIntegerv = NULL;
qglGetString = NULL;
qglHint = NULL;
qglIsEnabled = NULL;
qglReadPixels = NULL;
qglTexImage2D = NULL;
qglTexSubImage2D = NULL;
qglTexParameteri = NULL;
qglTexParameterf = NULL;
qglTexParameteriv = NULL;
qglTexParameterfv = NULL;
qglViewport = NULL;
qglGetBooleanv = NULL;
qglGetError = NULL;
qglDeleteTextures = NULL;
qglDrawElements = NULL;
qglDrawArrays = NULL;
qglStencilOp = NULL;
qglStencilFunc = NULL;
qglScissor = NULL;
qglPolygonOffset = NULL;
#endif
#ifndef FTE_TARGET_WEB
qglAlphaFunc = NULL;
qglBegin = NULL;
qglClearDepth = NULL;
qglClipPlane = NULL;
// qglColor3f = NULL;
// qglColor3ub = NULL;
qglColor4f = NULL;
qglColor4fv = NULL;
// qglColor4ub = NULL;
// qglColor4ubv = NULL;
// qglDepthRange = NULL;
qglDrawBuffer = NULL;
qglDrawPixels = NULL;
qglEnd = NULL;
qglFrustum = NULL;
qglGetTexLevelParameteriv = NULL;
qglLoadIdentity = NULL;
qglLoadMatrixf = NULL;
qglNormal3f = NULL;
qglNormal3fv = NULL;
qglMatrixMode = NULL;
qglMultMatrixf = NULL;
// qglOrtho = NULL;
qglPolygonMode = NULL;
qglPopMatrix = NULL;
qglPushMatrix = NULL;
qglReadBuffer = NULL;
qglRotatef = NULL;
qglScalef = NULL;
qglShadeModel = NULL;
qglTexCoord1f = NULL;
qglTexCoord2f = NULL;
qglTexCoord2fv = NULL;
qglTexEnvf = NULL;
qglTexEnvfv = NULL;
qglTexEnvi = NULL;
qglTexGeni = NULL;
qglTexGenfv = NULL;
qglTexImage3D = NULL;
qglTexSubImage3D = NULL;
qglTranslatef = NULL;
qglVertex2f = NULL;
qglVertex3f = NULL;
qglVertex3fv = NULL;
#endif
//various vertex array stuff.
qglArrayElement = NULL;
qglVertexPointer = NULL;
qglNormalPointer = NULL;
qglTexCoordPointer = NULL;
qglColorPointer = NULL;
qglEnableClientState = NULL;
qglDisableClientState = NULL;
qglDrawRangeElements = NULL;
//fixme: definatly make non-core
qglPushAttrib = NULL;
qglPopAttrib = NULL;
//does this need to be non-core as well?
qglFogi = NULL;
qglFogf = NULL;
qglFogfv = NULL;
qglGetTexEnviv = NULL;
qglGetPointerv = NULL;
qglGetStringi = NULL;
//used by heightmaps
qglGenLists = NULL;
qglNewList = NULL;
qglEndList = NULL;
qglCallList = NULL;
#ifndef GL_STATIC
qglBindBufferARB = NULL;
#endif
gl_vendor = NULL;
gl_renderer = NULL;
gl_version = NULL;
gl_extensions = NULL;
gl_num_extensions = 0;
#ifndef qglActiveTextureARB
qglActiveTextureARB = NULL;
#endif
qglClientActiveTextureARB = NULL;
qglSelectTextureSGIS = NULL;
mtexid0 = 0;
#ifndef GL_STATIC
qglGenFramebuffersEXT = NULL;
qglDeleteFramebuffersEXT = NULL;
qglBindFramebufferEXT = NULL;
qglGenRenderbuffersEXT = NULL;
qglDeleteRenderbuffersEXT = NULL;
qglBindRenderbufferEXT = NULL;
qglRenderbufferStorageEXT = NULL;
qglFramebufferTexture2DEXT = NULL;
#endif
//no GL_EXT_stencil_two_side
qglActiveStencilFaceEXT = NULL;
//no truform. sorry.
qglPNTrianglesfATI = NULL;
qglPNTrianglesiATI = NULL;
//fragment programs
// qglProgramStringARB = NULL;
// qglGetProgramivARB = NULL;
// qglBindProgramARB = NULL;
// qglGenProgramsARB = NULL;
#ifndef GL_STATIC
qglStencilOpSeparate = NULL;
#endif
qglActiveStencilFaceEXT = NULL;
#ifndef GL_STATIC
qglCompressedTexImage2D = NULL;
qglCompressedTexImage3D = NULL;
qglCompressedTexSubImage2D = NULL;
qglCompressedTexSubImage3D = NULL;
qglGetCompressedTexImage = NULL;
#endif
qglDepthBoundsEXT = NULL;
qglPNTrianglesfATI = NULL;
qglPNTrianglesiATI = NULL;
qglPatchParameteriARB = NULL;
#ifndef GL_STATIC
qglBindTexture = NULL;
#endif
qglLockArraysEXT = NULL;
qglUnlockArraysEXT = NULL;
qglBufferStorage = NULL;
#if !defined(GL_STATIC)
qglGenBuffersARB = NULL;
qglDeleteBuffersARB = NULL;
qglBindBufferARB = NULL;
qglBufferDataARB = NULL;
qglBufferSubDataARB = NULL;
qglMapBufferARB = NULL;
qglUnmapBufferARB = NULL;
qglMapBufferRange = NULL;
qglCreateProgramObjectARB = NULL;
qglDeleteProgramObject_ = NULL;
qglDeleteShaderObject_ = NULL;
qglUseProgramObjectARB = NULL;
qglCreateShaderObjectARB = NULL;
qglGetProgramParameteriv_ = NULL;
qglGetShaderParameteriv_ = NULL;
qglAttachObjectARB = NULL;
qglGetProgramInfoLog_ = NULL;
qglGetShaderInfoLog_ = NULL;
qglShaderSourceARB = NULL;
qglCompileShaderARB = NULL;
qglLinkProgramARB = NULL;
qglBindAttribLocationARB = NULL;
qglGetAttribLocationARB = NULL;
qglVertexAttrib4f = NULL;
qglVertexAttribPointer = NULL;
qglGetVertexAttribiv = NULL;
qglGetVertexAttribPointerv = NULL;
qglEnableVertexAttribArray = NULL;
qglDisableVertexAttribArray = NULL;
qglGetUniformLocationARB = NULL;
qglUniformMatrix4fvARB = NULL;
qglUniformMatrix3x4fv = NULL;
qglUniformMatrix4x3fv = NULL;
qglUniform4fARB = NULL;
qglUniform4fvARB = NULL;
qglUniform3fARB = NULL;
qglUniform3fvARB = NULL;
qglUniform2fvARB = NULL;
qglUniform1iARB = NULL;
qglUniform1fARB = NULL;
qglGetShaderSource = NULL;
#endif
qglGetProgramBinary = NULL;
qglProgramBinary = NULL;
qglGetGraphicsResetStatus = NULL; //its not allowed to crash us. probably will. grr. oh well.
qglGenVertexArrays = NULL;
qglBindVertexArray = NULL;
qglTexStorage2D = NULL;
qglTexStorage3D = NULL;
#ifndef GL_STATIC
qglGenFramebuffersEXT = NULL;
qglDeleteFramebuffersEXT = NULL;
qglBindFramebufferEXT = NULL;
qglGenRenderbuffersEXT = NULL;
qglDeleteRenderbuffersEXT = NULL;
qglBindRenderbufferEXT = NULL;
qglRenderbufferStorageEXT = NULL;
qglFramebufferTexture2DEXT = NULL;
qglFramebufferRenderbufferEXT = NULL;
qglCheckFramebufferStatusEXT = NULL;
qglGetFramebufferAttachmentParameteriv = NULL;
#endif
#ifdef DEBUG
qglDebugMessageControlARB = NULL;
qglDebugMessageInsertARB = NULL;
qglDebugMessageCallbackARB = NULL;
qglGetDebugMessageLogARB = NULL;
#endif
qglGenQueriesARB = NULL;
qglDeleteQueriesARB = NULL;
qglBeginQueryARB = NULL;
qglEndQueryARB = NULL;
qglGetQueryObjectuivARB = NULL;
qglGenVertexArrays = NULL;
qglBindVertexArray = NULL;
qglDrawBuffers = NULL;
qglLoadMatrixf = NULL;
qglPolygonMode = NULL;
qglShadeModel = NULL;
qglDrawBuffer = NULL;
memset(&sh_config, 0, sizeof(sh_config));
memset(&gl_config, 0, sizeof(gl_config));
}
//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.
qboolean GL_Init(rendererstate_t *info, void *(*getglfunction) (char *name))
{
#ifndef GL_STATIC
qglBindTexture = (void *)getglcore("glBindTexture"); //for compleateness. core in 1.1. needed by fte.
qglBlendFunc = (void *)getglcore("glBlendFunc");
qglClear = (void *)getglcore("glClear");
qglClearColor = (void *)getglcore("glClearColor");
qglClearStencil = (void *)getglcore("glClearStencil");
qglColorMask = (void *)getglcore("glColorMask");
qglCopyTexImage2D = (void *)getglcore("glCopyTexImage2D");
qglCopyTexSubImage2D= (void *)getglcore("glCopyTexSubImage2D");
qglCullFace = (void *)getglcore("glCullFace");
qglDepthFunc = (void *)getglcore("glDepthFunc");
qglDepthMask = (void *)getglcore("glDepthMask");
// qglDepthRangef = (void *)getglcore("glDepthRangef");
qglDisable = (void *)getglcore("glDisable");
qglEnable = (void *)getglcore("glEnable");
qglFinish = (void *)getglcore("glFinish");
qglFlush = (void *)getglcore("glFlush");
qglGenTextures = (void *)getglcore("glGenTextures");
qglPixelStorei = (void *)getglcore("glPixelStorei");
qglGetFloatv = (void *)getglcore("glGetFloatv");
qglGetIntegerv = (void *)getglcore("glGetIntegerv");
qglGetString = (void *)getglcore("glGetString");
qglHint = (void *)getglcore("glHint");
qglIsEnabled = (void *)getglext("glIsEnabled");
qglReadPixels = (void *)getglcore("glReadPixels");
qglTexImage2D = (void *)getglcore("glTexImage2D");
qglTexSubImage2D = (void *)getglcore("glTexSubImage2D");
qglTexParameteri = (void *)getglcore("glTexParameteri");
qglTexParameterf = (void *)getglcore("glTexParameterf");
qglTexParameteriv = (void *)getglcore("glTexParameteriv");
qglTexParameterfv = (void *)getglcore("glTexParameterfv");
qglViewport = (void *)getglcore("glViewport");
qglGetBooleanv = (void *)getglcore("glGetBooleanv");
qglGetError = (void *)getglcore("glGetError");
qglDeleteTextures = (void *)getglcore("glDeleteTextures");
qglDrawElements = (void *)getglcore("glDrawElements");
qglDrawArrays = (void *)getglcore("glDrawArrays");
qglStencilOp = (void *)getglcore("glStencilOp");
qglStencilFunc = (void *)getglcore("glStencilFunc");
qglScissor = (void *)getglcore("glScissor");
qglPolygonOffset = (void *)getglext("glPolygonOffset");
qglLineWidth = (void *)getglcore("glLineWidth");
#endif
#ifndef FTE_TARGET_WEB
qglGetTexLevelParameteriv = (void *)getglcore("glGetTexLevelParameteriv");
qglReadBuffer = (void *)getglcore("glReadBuffer");
qglTexImage3D = (void *)getglext("glTexImage3D");
qglTexSubImage3D = (void *)getglext("glTexSubImage3D");
#endif
//various vertex array stuff.
qglArrayElement = (void *)getglcore("glArrayElement");
qglVertexPointer = (void *)getglcore("glVertexPointer");
qglNormalPointer = (void *)getglcore("glNormalPointer");
qglTexCoordPointer = (void *)getglcore("glTexCoordPointer");
qglColorPointer = (void *)getglcore("glColorPointer");
qglEnableClientState = (void *)getglcore("glEnableClientState");
qglDisableClientState = (void *)getglcore("glDisableClientState");
qglMultiDrawElements = (void *)getglext("glMultiDrawElements"); //since gl2
qglGetTexEnviv = (void *)getglext("glGetTexEnviv");
qglGetPointerv = (void *)getglext("glGetPointerv");
qglGetStringi = (void *)getglext("glGetStringi");
#ifndef GL_STATIC
qglBindBufferARB = (void *)getglext("glBindBufferARB");
if (!qglBindBufferARB)
qglBindBufferARB = (void *)getglext("glBindBuffer");
if (!qglBindBufferARB)
qglBindBufferARB = GL_BindBufferARBStub;
if (gl_config.glversion >= 3.0)
qglGenerateMipmap = (void *)getglext("glGenerateMipmap");
else
qglGenerateMipmap = NULL;
#endif
if (!qglGetString)
Sys_Error("qglGetString not set. Serious gl library initialisation error\n");
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);
memset(&sh_config, 0, sizeof(sh_config));
if (!GL_CheckExtensions (getglfunction))
return false;
#ifndef FTE_TARGET_WEB
if (!gl_config.gles)
{
qglAlphaFunc = (void *)getglcore("glAlphaFunc");
qglBegin = (void *)getglcore("glBegin");
qglClearDepth = (void *)getglcore("glClearDepth");
qglClipPlane = (void *)getglcore("glClipPlane");
// qglColor3f = (void *)getglcore("glColor3f");
// qglColor3ub = (void *)getglcore("glColor3ub");
qglColor4f = (void *)getglcore("glColor4f");
qglColor4fv = (void *)getglext("glColor4fv");
// qglColor4ub = (void *)getglcore("glColor4ub");
// qglColor4ubv = (void *)getglcore("glColor4ubv");
// qglDepthRange = (void *)getglcore("glDepthRange");
qglDrawBuffer = (void *)getglcore("glDrawBuffer");
qglDrawPixels = (void *)getglcore("glDrawPixels");
qglEnd = (void *)getglcore("glEnd");
qglFrustum = (void *)getglcore("glFrustum");
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");
qglRotatef = (void *)getglcore("glRotatef");
qglScalef = (void *)getglcore("glScalef");
qglShadeModel = (void *)getglcore("glShadeModel");
qglTexCoord1f = (void *)getglcore("glTexCoord1f");
qglTexCoord2f = (void *)getglcore("glTexCoord2f");
qglTexCoord2fv = (void *)getglcore("glTexCoord2fv");
qglTexGeni = (void *)getglcore("glTexGeni");
qglTexGenfv = (void *)getglcore("glTexGenfv");
qglTranslatef = (void *)getglcore("glTranslatef");
qglVertex2f = (void *)getglcore("glVertex2f");
qglVertex3f = (void *)getglcore("glVertex3f");
qglVertex3fv = (void *)getglcore("glVertex3fv");
//fixme: definatly make non-core
qglPushAttrib = (void *)getglcore("glPushAttrib");
qglPopAttrib = (void *)getglcore("glPopAttrib");
//does this need to be non-core as well?
qglFogi = (void *)getglcore("glFogi");
qglFogf = (void *)getglcore("glFogf");
qglFogfv = (void *)getglcore("glFogfv");
//used by heightmaps
qglGenLists = (void*)getglcore("glGenLists");
qglNewList = (void*)getglcore("glNewList");
qglEndList = (void*)getglcore("glEndList");
qglCallList = (void*)getglcore("glCallList");
}
if (!gl_config.gles || (gl_config.gles && gl_config.glversion<2))
{
qglTexEnvf = (void *)getglcore("glTexEnvf");
qglTexEnvfv = (void *)getglcore("glTexEnvfv");
qglTexEnvi = (void *)getglcore("glTexEnvi");
}
if (!qglColor4fv)
qglColor4fv = GL_Color4fv_Emul; //can be missing in gles1
#endif
if ((gl_config.gles && gl_config.glversion >= 3) || (!gl_config.gles && gl_config.glversion >= 2))
qglDrawBuffers = (void *)getglext("glDrawBuffers");
else
qglDrawBuffers = NULL;
if (gl_config.gles && gl_config.glversion >= 2)
{
/*these functions do not exist in gles2, they only exist on some platforms because they were provided for gl1*/
qglLoadMatrixf = NULL;
qglPolygonMode = NULL;
qglShadeModel = NULL;
// qglDepthRange = NULL;
qglDrawBuffer = NULL;
qglEnableClientState = GL_ClientStateStub;
qglDisableClientState = GL_ClientStateStub;
qglDrawRangeElements = GL_DrawRangeElementsEmul;
}
else if (gl_config_nofixedfunc)
{
qglLoadMatrixf = NULL;
qglPolygonMode = NULL;
qglShadeModel = NULL;
// qglDepthRange = NULL;
qglDrawBuffer = NULL;
qglEnableClientState = GL_ClientStateStub;
qglDisableClientState = GL_ClientStateStub;
}
qglClearColor (0,0,0,1); //clear to black so that it looks a little nicer on start.
qglClear(GL_COLOR_BUFFER_BIT);
if (qglPolygonMode)
qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
if (qglShadeModel)
qglShadeModel (GL_FLAT);
#ifdef DEBUG
if (qglDebugMessageControlARB)
qglDebugMessageControlARB(0, 0, 0, 0, NULL, true);
if (qglDebugMessageCallbackARB)
{
qglDebugMessageCallbackARB(myGLDEBUGPROCAMD, NULL);
qglEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
}
qglGetError(); /*suck up the invalid operation error for non-debug contexts*/
#endif
sh_config.texture2d_maxsize = 256; //early minidrivers might not implement this, but anything else should.
qglGetIntegerv(GL_MAX_TEXTURE_SIZE, &sh_config.texture2d_maxsize);
/*note regarding GL_COMPRESSED_TEXTURE_FORMATS:
nvidia lists bc1-3, oes paletted, etc2, astc, astc_srgb.
so the only listed formats that the hardware actually supports are bc1-3.
and bc4-7 are NOT listed, despite eg vulkan supporting them.
or in other words, this info is utterly useless (its deprecated somewhere, so this shouldn't be a huge surprise).
*/
if (gl_config.gles)
{
sh_config.minver = 100;
if (gl_config.glversion >= 3.1)
sh_config.maxver = 310;
else if (gl_config.glversion >= 3.0)
sh_config.maxver = 300;
else
sh_config.maxver = 100;
sh_config.blobpath = "gles/%s.blob";
sh_config.progpath = "glsl/%s.glsl";
sh_config.shadernamefmt = "%s_gles";
sh_config.can_mipcap = gl_config.glversion >= 3.0;
sh_config.can_mipbias = false;
sh_config.havecubemaps = gl_config.glversion >= 2.0;
}
else
{
sh_config.can_mipcap = gl_config.glversion >= 1.2;
sh_config.can_mipbias = gl_config.glversion >= 1.4;//||GL_CheckExtension("GL_EXT_texture_lod_bias");
sh_config.havecubemaps = gl_config.glversion >= 1.3||GL_CheckExtension("GL_ARB_texture_cube_map"); //cubemaps AND clamp-to-edge.
if (gl_config.nofixedfunc)
{ //core contexts don't normally support glsl < 140 (such glsl versions have lots of compat syntax still, which will not function on core. drivers might accept it anyway, but yeah, lots of crap that shouldn't work)
//FIXME: GL_NUM_SHADING_LANGUAGE_VERSIONS and GL_SHADING_LANGUAGE_VERSION might allow for earlier versions.
sh_config.minver = 140;
sh_config.maxver = gl_config.maxglslversion;
}
else if (gl_config.arb_shader_objects)
{
//FIXME: we could accept 100 here, but that gets messy when gles is considered, and old drivers suck anyway.
sh_config.minver = 110;
sh_config.maxver = gl_config.maxglslversion;
}
else
{
sh_config.minver = 0;
sh_config.maxver = 0;
}
sh_config.blobpath = "glsl/%s.blob";
sh_config.progpath = "glsl/%s.glsl";
sh_config.shadernamefmt = "%s_glsl";
}
sh_config.texturecube_maxsize = 0;
if (sh_config.havecubemaps)
qglGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, &sh_config.texturecube_maxsize);
if (!gl_config_gles || gl_config.glversion >= 3)
qglGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, &sh_config.texture3d_maxsize);
if (gl_config.glversion >= 3)
qglGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &sh_config.texture2darray_maxlayers);
sh_config.progs_supported = gl_config.arb_shader_objects;
sh_config.progs_required = gl_config_nofixedfunc;
if (sh_config.progs_supported)
{
sh_config.pDeleteProg = GLSlang_DeleteProg;
sh_config.pLoadBlob = qglProgramBinary?GLSlang_LoadBlob:NULL;
sh_config.pCreateProgram = GLSlang_CreateProgramPermu;
sh_config.pValidateProgram = GLSlang_ValidateProgramPermu;
sh_config.pProgAutoFields = GLSlang_ProgAutoFields;
}
if (gl_config_nofixedfunc)
{
sh_config.tex_env_combine = 1;
sh_config.nv_tex_env_combine4 = 1;
sh_config.env_add = 1;
}
else
{
sh_config.tex_env_combine = gl_config.tex_env_combine;
sh_config.nv_tex_env_combine4 = gl_config.nv_tex_env_combine4;
sh_config.env_add = gl_config.env_add;
}
// Con_Printf("sh_config.progs supported: %i, required: %i, vers: %i - %i\n", sh_config.progs_supported, sh_config.progs_required, sh_config.minver, sh_config.maxver);
return true;
}
#ifdef DEBUG
#define GL_VERTEX_ARRAY_BINDING 0x85B5
#define GL_ARRAY_BUFFER 0x8892
#define GL_ELEMENT_ARRAY_BUFFER 0x8893
#define GL_ARRAY_BUFFER_BINDING 0x8894
#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
#define GL_VERTEX_ARRAY_BUFFER_BINDING 0x8896
#define GL_NORMAL_ARRAY_BUFFER_BINDING 0x8897
#define GL_COLOR_ARRAY_BUFFER_BINDING 0x8898
#define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING 0x889A
#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F
#define GL_CURRENT_PROGRAM 0x8B8D
static char *DecodeGLEnum(GLenum num)
{
switch(num)
{
case GL_CW: return "GL_CW";
case GL_CCW: return "GL_CCW";
case GL_NEVER: return "GL_NEVER";
case GL_LESS: return "GL_LESS";
case GL_EQUAL: return "GL_EQUAL";
case GL_LEQUAL: return "GL_LEQUAL";
case GL_GREATER: return "GL_GREATER";
case GL_NOTEQUAL: return "GL_NOTEQUAL";
case GL_GEQUAL: return "GL_GEQUAL";
case GL_ALWAYS: return "GL_ALWAYS";
case GL_FRONT: return "GL_FRONT";
case GL_BACK: return "GL_BACK";
case GL_FRONT_AND_BACK: return "GL_FRONT_AND_BACK";
case GL_COMBINE_ARB: return "GL_COMBINE";
case GL_MODULATE: return "GL_MODULATE";
case GL_REPLACE: return "GL_REPLACE";
case GL_ZERO: return "GL_ZERO";
case GL_ONE: return "GL_ONE";
case GL_SRC_COLOR: return "GL_SRC_COLOR";
case GL_ONE_MINUS_SRC_COLOR: return "GL_ONE_MINUS_SRC_COLOR";
case GL_SRC_ALPHA: return "GL_SRC_ALPHA";
case GL_ONE_MINUS_SRC_ALPHA: return "GL_ONE_MINUS_SRC_ALPHA";
case GL_DST_ALPHA: return "GL_DST_ALPHA";
case GL_ONE_MINUS_DST_ALPHA: return "GL_ONE_MINUS_DST_ALPHA";
case GL_DST_COLOR: return "GL_DST_COLOR";
case GL_ONE_MINUS_DST_COLOR: return "GL_ONE_MINUS_DST_COLOR";
case GL_SRC_ALPHA_SATURATE: return "GL_SRC_ALPHA_SATURATE";
default: return va("0x%x", num);
}
}
void DumpGLState(void)
{
int rval;
void *ptr;
int i;
GLint glint;
GLint glint4[4];
// if (qglGetVertexAttribiv)
{
if (qglBindVertexArray)
{
qglGetIntegerv(GL_VERTEX_ARRAY_BINDING, &rval);
Sys_Printf("VERTEX_ARRAY_BINDING: %i\n", rval);
}
if (qglBindBufferARB)
{
qglGetIntegerv(GL_ARRAY_BUFFER_BINDING, &rval);
Sys_Printf("GL_ARRAY_BUFFER_BINDING: %i\n", rval);
}
if (qglIsEnabled(GL_COLOR_ARRAY))
{
if (qglBindBufferARB)
qglGetIntegerv(GL_COLOR_ARRAY_BUFFER_BINDING, &rval);
else
rval = 0;
qglGetPointerv(GL_COLOR_ARRAY_POINTER, &ptr);
Sys_Printf("GL_COLOR_ARRAY: %s %i:%p\n", qglIsEnabled(GL_COLOR_ARRAY)?"en":"dis", rval, ptr);
}
// if (qglIsEnabled(GL_FOG_COORDINATE_ARRAY_EXT))
// {
// qglGetPointerv(GL_FOG_COORD_ARRAY_POINTER, &ptr);
// Sys_Printf("GL_FOG_COORDINATE_ARRAY_EXT: %i (%lx)\n", (int) qglIsEnabled(GL_FOG_COORDINATE_ARRAY_EXT), (int) ptr);
// }
{
if (qglBindBufferARB)
qglGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &rval);
else
rval = 0;
Sys_Printf("GL_ELEMENT_ARRAY_BUFFER_BINDING: %i:%p\n", rval, (void*)0);
}
if (qglIsEnabled(GL_NORMAL_ARRAY))
{
if (qglBindBufferARB)
qglGetIntegerv(GL_NORMAL_ARRAY_BUFFER_BINDING, &rval);
else
rval = 0;
qglGetPointerv(GL_NORMAL_ARRAY_POINTER, &ptr);
Sys_Printf("GL_NORMAL_ARRAY: %s %i:%p\n", qglIsEnabled(GL_NORMAL_ARRAY)?"en":"dis", rval, ptr);
}
// qglGetPointerv(GL_SECONDARY_COLOR_ARRAY_POINTER, &ptr);
// Sys_Printf("GL_SECONDARY_COLOR_ARRAY: %i (%lx)\n", (int) qglIsEnabled(GL_SECONDARY_COLOR_ARRAY), (int) ptr);
for (i = 0; i < 4; i++)
{
qglClientActiveTextureARB(mtexid0 + i);
if (qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
{
if (qglBindBufferARB)
qglGetIntegerv(GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING, &rval);
else
rval = 0;
qglGetPointerv(GL_TEXTURE_COORD_ARRAY_POINTER, &ptr);
Sys_Printf("GL_TEXTURE_COORD_ARRAY %i: %s %i:%p\n", i, qglIsEnabled(GL_TEXTURE_COORD_ARRAY)?"en":"dis", rval, ptr);
}
}
if (qglIsEnabled(GL_VERTEX_ARRAY))
{
if (qglBindBufferARB)
qglGetIntegerv(GL_VERTEX_ARRAY_BUFFER_BINDING, &rval);
else
rval = 0;
qglGetPointerv(GL_VERTEX_ARRAY_POINTER, &ptr);
Sys_Printf("GL_VERTEX_ARRAY: %s %i:%p\n", qglIsEnabled(GL_VERTEX_ARRAY)?"en":"dis", rval, ptr);
}
if (qglGetVertexAttribiv)
for (i = 0; i < 16; i++)
{
int en, bo, as, st, ty, no;
qglGetVertexAttribiv(i, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &en);
if (!en)
continue;
if (qglBindBufferARB)
qglGetVertexAttribiv(i, GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, &bo);
else
bo = 0;
qglGetVertexAttribiv(i, GL_VERTEX_ATTRIB_ARRAY_SIZE, &as);
qglGetVertexAttribiv(i, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &st);
qglGetVertexAttribiv(i, GL_VERTEX_ATTRIB_ARRAY_TYPE, &ty);
qglGetVertexAttribiv(i, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &no);
qglGetVertexAttribPointerv(i, GL_VERTEX_ATTRIB_ARRAY_POINTER, &ptr);
Sys_Printf("attrib%i: %s sz:%i st:%i ty:%0x %s%i:%p\n", i, en?"en":"dis", as, st,ty,no?"norm ":"", bo, ptr);
}
if (qglUseProgramObjectARB)
{
qglGetIntegerv(GL_CURRENT_PROGRAM, &glint);
Sys_Printf("GL_CURRENT_PROGRAM: %i\n", glint);
}
qglGetIntegerv(GL_BLEND, &glint);
Sys_Printf("GL_BLEND: %i\n", glint);
qglGetIntegerv(GL_BLEND_SRC, &glint);
Sys_Printf("GL_BLEND_SRC: %s\n", DecodeGLEnum(glint));
qglGetIntegerv(GL_BLEND_DST, &glint);
Sys_Printf("GL_BLEND_DST: %s\n", DecodeGLEnum(glint));
qglGetIntegerv(GL_DEPTH_WRITEMASK, &glint);
Sys_Printf("GL_DEPTH_WRITEMASK: %i\n", glint);
qglGetIntegerv(GL_DEPTH_TEST, &glint);
Sys_Printf("GL_DEPTH_TEST: %i\n", glint);
qglGetIntegerv(GL_DEPTH_FUNC, &glint);
Sys_Printf("GL_DEPTH_FUNC: %s\n", DecodeGLEnum(glint));
qglGetIntegerv(GL_CULL_FACE, &glint);
Sys_Printf("GL_CULL_FACE: %i\n", glint);
qglGetIntegerv(GL_CULL_FACE_MODE, &glint);
Sys_Printf("GL_CULL_FACE_MODE: %s\n", DecodeGLEnum(glint));
qglGetIntegerv(GL_FRONT_FACE, &glint);
Sys_Printf("GL_FRONT_FACE: %s\n", DecodeGLEnum(glint));
qglGetIntegerv(GL_SCISSOR_TEST, &glint);
Sys_Printf("GL_SCISSOR_TEST: %i\n", glint);
qglGetIntegerv(GL_STENCIL_TEST, &glint);
Sys_Printf("GL_STENCIL_TEST: %i\n", glint);
qglGetIntegerv(GL_COLOR_WRITEMASK, glint4);
Sys_Printf("GL_COLOR_WRITEMASK: %i %i %i %i\n", glint4[0], glint4[1], glint4[2], glint4[3]);
GL_SelectTexture(0);
qglGetIntegerv(GL_TEXTURE_2D, &glint);
Sys_Printf("0: GL_TEXTURE_2D: %i\n", glint);
qglGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &glint);
Sys_Printf("0: GL_TEXTURE_ENV_MODE: %s\n", DecodeGLEnum(glint));
GL_SelectTexture(1);
qglGetIntegerv(GL_TEXTURE_2D, &glint);
Sys_Printf("1: GL_TEXTURE_2D: %i\n", glint);
qglGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &glint);
Sys_Printf("1: GL_TEXTURE_ENV_MODE: %s\n", DecodeGLEnum(glint));
GL_SelectTexture(2);
qglGetIntegerv(GL_TEXTURE_2D, &glint);
Sys_Printf("2: GL_TEXTURE_2D: %i\n", glint);
qglGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &glint);
Sys_Printf("2: GL_TEXTURE_ENV_MODE: %s\n", DecodeGLEnum(glint));
}
}
#endif
rendererinfo_t openglrendererinfo = {
//customise the text printed depending on the actual type of opengl that we're locking ourselves to
#ifdef FTE_TARGET_WEB
"WebGL",
#elif defined(GLESONLY)
#ifdef GLSLONLY
"OpenGLES2+",
#else
"OpenGLES",
#endif
#else
"OpenGL",
#endif
{
//reorder these too, if only so that 'setrenderer' lists gles-only builds as using gles instead of gl
#if defined(GLESONLY)
"gles",
"opengles",
"gl",
"opengl",
#else
"gl",
"opengl",
"gles",
"opengles",
#endif
},
QR_OPENGL,
GLDraw_Init,
GLDraw_DeInit,
GL_UpdateFiltering,
GL_LoadTextureMips,
GL_DestroyTexture,
GLR_Init,
GLR_DeInit,
GLR_RenderView,
GLVID_Init,
GLVID_DeInit,
GLVID_SwapBuffers,
GLVID_ApplyGammaRamps,
NULL,
NULL,
NULL,
GLVID_SetCaption, //setcaption
GLVID_GetRGBInfo,
GLSCR_UpdateScreen,
GLBE_SelectMode,
GLBE_DrawMesh_List,
GLBE_DrawMesh_Single,
GLBE_SubmitBatch,
GLBE_GetTempBatch,
GLBE_DrawWorld,
GLBE_Init,
GLBE_GenBrushModelVBO,
GLBE_ClearVBO,
GLBE_UpdateLightmaps,
GLBE_SelectEntity,
GLBE_SelectDLight,
GLBE_Scissor,
GLBE_LightCullModel,
GLBE_VBO_Begin,
GLBE_VBO_Data,
GLBE_VBO_Finish,
GLBE_VBO_Destroy,
GLBE_RenderToTextureUpdate2d,
""
};
#endif