6ceb76233c
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@6209 fc73d0e0-1445-4013-8a0c-d673dee63da5
3905 lines
138 KiB
C
3905 lines
138 KiB
C
/*
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Lingering issues:
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nvidia vsync:
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with vsync enabled and framerates fluctuating across the 1000fps boundary, there is serious stuttering, like its re-showing the previous frame again.
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this only happens with windows gl, and not vulkan/d3d so I'm assuming this is a driver bug with it mispredicting timings.
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workaround: enable bloom or something else that's wasteful in terms of gpu time, to keep it under 1000fps.
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nouveau vsync:
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vsync seems forced when running fullscreen, but not when running windowed.
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workaround: run windowed.
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nouveau framerates:
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nouveau doesn't seem to have any pstate control enabled.
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workaround: sudo echo AUTO>/sys/kernel/debug/dri/0/pstate
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(you could also use different ids for explicit pstates - eg to return to a low-power state)
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(the engine cannot do this, as it requires root, nor does it know WHICH dri device to control)
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(more recent gpus might not support this at all due to nvidia blocking them, but works for my 750ti)
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(note that nouveau's presentation engine isn't that good, so don't expect 5000fps, but it should make rtlights usable)
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core vs compatibility:
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vid_gl_context_compatibility defaults to 1, because it still gives higher framerates (due to streaming vertex data from the cpu).
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*/
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#include "quakedef.h"
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#ifdef GLQUAKE
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#include "glquake.h"
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#include "gl_draw.h"
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#include "shader.h"
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extern cvar_t gl_immutable_textures;
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extern cvar_t gl_immutable_buffers;
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#ifndef GL_STATIC
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//standard gles2 opengl calls.
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void (APIENTRY *qglBlendFunc) (GLenum sfactor, GLenum dfactor);
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void (APIENTRY *qglClear) (GLbitfield mask);
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void (APIENTRY *qglClearColor) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
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void (APIENTRY *qglClearStencil) (GLint s);
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void (APIENTRY *qglColorMask) (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
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void (APIENTRY *qglCopyTexImage2D) (GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
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void (APIENTRY *qglCopyTexSubImage2D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
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void (APIENTRY *qglCullFace) (GLenum mode);
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void (APIENTRY *qglDepthFunc) (GLenum func);
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void (APIENTRY *qglDepthMask) (GLboolean flag);
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//void (APIENTRY *qglDepthRangef) (GLclampf zNear, GLclampf zFar);
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void (APIENTRY *qglDisable) (GLenum cap);
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void (APIENTRY *qglEnable) (GLenum cap);
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void (APIENTRY *qglFinish) (void);
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void (APIENTRY *qglFlush) (void);
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void (APIENTRY *qglGenTextures) (GLsizei n, GLuint *textures);
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void (APIENTRY *qglGenerateMipmap)(GLenum target);
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void (APIENTRY *qglGetBooleanv) (GLenum pname, GLboolean *params);
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GLenum (APIENTRY *qglGetError) (void);
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void (APIENTRY *qglGetFloatv) (GLenum pname, GLfloat *params);
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void (APIENTRY *qglGetIntegerv) (GLenum pname, GLint *params);
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const GLubyte * (APIENTRY *qglGetString) (GLenum name);
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void (APIENTRY *qglHint) (GLenum target, GLenum mode);
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GLboolean (APIENTRY *qglIsEnabled) (GLenum cap);
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void (APIENTRY *qglPixelStorei) (GLenum pname, GLint param);
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void (APIENTRY *qglPolygonOffset) (GLfloat factor, GLfloat units);
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void (APIENTRY *qglLineWidth) (GLfloat width);
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void (APIENTRY *qglReadPixels) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels);
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void (APIENTRY *qglTexImage2D) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
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void (APIENTRY *qglTexSubImage2D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels);
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void (APIENTRY *qglTexParameteri) (GLenum target, GLenum pname, GLint param);
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void (APIENTRY *qglTexParameterf) (GLenum target, GLenum pname, GLfloat param);
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void (APIENTRY *qglTexParameteriv) (GLenum target, GLenum pname, const GLint *params);
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void (APIENTRY *qglTexParameterfv) (GLenum target, GLenum pname, const GLfloat *params);
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void (APIENTRY *qglViewport) (GLint x, GLint y, GLsizei width, GLsizei height);
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void (APIENTRY *qglDrawElements) (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices);
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void (APIENTRY *qglDrawArrays) (GLenum mode, GLint first, GLsizei count);
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void (APIENTRY *qglScissor) (GLint x, GLint y, GLsizei width, GLsizei height);
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void (APIENTRY *qglStencilOp) (GLenum fail, GLenum zfail, GLenum zpass);
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void (APIENTRY *qglStencilFunc) (GLenum func, GLint ref, GLuint mask);
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void (APIENTRY *qglDeleteTextures) (GLsizei n, const GLuint *textures);
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FTEPFNGLCOMPRESSEDTEXIMAGE2DARBPROC qglCompressedTexImage2D;
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void (APIENTRY *qglCompressedTexSubImage2D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); //gl1.3
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void (APIENTRY *qglGenFramebuffersEXT)(GLsizei n, GLuint* ids);
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void (APIENTRY *qglDeleteFramebuffersEXT)(GLsizei n, const GLuint* ids);
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void (APIENTRY *qglBindFramebufferEXT)(GLenum target, GLuint id);
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void (APIENTRY *qglDeleteRenderbuffersEXT)(GLsizei n, const GLuint* ids);
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void (APIENTRY *qglFramebufferTexture2DEXT)(GLenum target, GLenum attachmentPoint, GLenum textureTarget, GLuint textureId, GLint level);
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FTEPFNGLVERTEXATTRIBPOINTER qglVertexAttribPointer;
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FTEPFNGLVERTEXATTRIB4FARBPROC qglVertexAttrib4f;
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FTEPFNGLGETVERTEXATTRIBIV qglGetVertexAttribiv;
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FTEPFNGLENABLEVERTEXATTRIBARRAY qglEnableVertexAttribArray;
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FTEPFNGLDISABLEVERTEXATTRIBARRAY qglDisableVertexAttribArray;
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void (APIENTRY *qglStencilOpSeparate) (GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
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void (APIENTRY *qglGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment, GLenum pname, GLint * params);
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void (APIENTRY *qglGetVertexAttribPointerv) (GLuint index, GLenum pname, GLvoid* *pointer);
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//quick hack that made quake work on both 1+ext and 1.1 gl implementations.
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BINDTEXFUNCPTR qglBindTexture;
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/*glslang - arb_shader_objects
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gl core uses different names/distinctions from the extension
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*/
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FTEPFNGLCREATEPROGRAMOBJECTARBPROC qglCreateProgramObjectARB;
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FTEPFNGLDELETEOBJECTARBPROC qglDeleteProgramObject_;
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FTEPFNGLDELETEOBJECTARBPROC qglDeleteShaderObject_;
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FTEPFNGLUSEPROGRAMOBJECTARBPROC qglUseProgramObjectARB;
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FTEPFNGLCREATESHADEROBJECTARBPROC qglCreateShaderObjectARB;
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FTEPFNGLSHADERSOURCEARBPROC qglShaderSourceARB;
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FTEPFNGLCOMPILESHADERARBPROC qglCompileShaderARB;
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FTEPFNGLGETOBJECTPARAMETERIVARBPROC qglGetShaderParameteriv_;
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FTEPFNGLGETOBJECTPARAMETERIVARBPROC qglGetProgramParameteriv_;
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FTEPFNGLATTACHOBJECTARBPROC qglAttachObjectARB;
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FTEPFNGLGETINFOLOGARBPROC qglGetShaderInfoLog_;
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FTEPFNGLGETINFOLOGARBPROC qglGetProgramInfoLog_;
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FTEPFNGLLINKPROGRAMARBPROC qglLinkProgramARB;
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FTEPFNGLBINDATTRIBLOCATIONARBPROC qglBindAttribLocationARB;
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FTEPFNGLGETATTRIBLOCATIONARBPROC qglGetAttribLocationARB;
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FTEPFNGLGETUNIFORMLOCATIONARBPROC qglGetUniformLocationARB;
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FTEPFNGLUNIFORMMATRIXPROC qglUniformMatrix4fvARB;
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FTEPFNGLUNIFORMMATRIXPROC qglUniformMatrix3fvARB;
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FTEPFNGLUNIFORM4FARBPROC qglUniform4fARB;
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FTEPFNGLUNIFORM4FVARBPROC qglUniform4fvARB;
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FTEPFNGLUNIFORM3FARBPROC qglUniform3fARB;
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FTEPFNGLUNIFORM3FVARBPROC qglUniform3fvARB;
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FTEPFNGLUNIFORM4FVARBPROC qglUniform2fvARB;
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FTEPFNGLUNIFORM1IARBPROC qglUniform1iARB;
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FTEPFNGLUNIFORM1FARBPROC qglUniform1fARB;
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FTEPFNGLGETSHADERSOURCEARBPROC qglGetShaderSource;
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#endif
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FTEPFNGLUNIFORMMATRIXPROC qglUniformMatrix3x4fv;
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FTEPFNGLUNIFORMMATRIXPROC qglUniformMatrix4x3fv;
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//GL_ARB_occlusion_query
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void (APIENTRY *qglGenQueriesARB)(GLsizei n, GLuint *ids);
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void (APIENTRY *qglDeleteQueriesARB)(GLsizei n, const GLuint *ids);
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//extern GLboolean (APIENTRY *qglIsQueryARB)(GLuint id);
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void (APIENTRY *qglBeginQueryARB)(GLenum target, GLuint id);
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void (APIENTRY *qglEndQueryARB)(GLenum target);
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//extern void (APIENTRY *qglGetQueryivARB)(GLenum target, GLenum pname, GLint *params);
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//extern void (APIENTRY *qglGetQueryObjectivARB)(GLuint id, GLenum pname, GLint *params);
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void (APIENTRY *qglGetQueryObjectuivARB)(GLuint id, GLenum pname, GLuint *params);
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//GL_OES_get_program_binary
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void (APIENTRY *qglGetProgramBinary)(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, GLvoid *binary);
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void (APIENTRY *qglProgramBinary)(GLuint program, GLenum binaryFormat, const GLvoid *binary, GLint length);
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#define GL_PROGRAM_BINARY_LENGTH 0x8741
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//standard 1.1 opengl calls
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void (APIENTRY *qglAlphaFunc) (GLenum func, GLclampf ref);
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void (APIENTRY *qglBegin) (GLenum mode);
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void (APIENTRY *qglCallList) (GLuint list);
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void (APIENTRY *qglClearDepth) (GLclampd depth);
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void (APIENTRY *qglClipPlane) (GLenum plane, const GLdouble *equation);
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//void (APIENTRY *qglColor3f) (GLfloat red, GLfloat green, GLfloat blue);
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//void (APIENTRY *qglColor3ub) (GLubyte red, GLubyte green, GLubyte blue);
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void (APIENTRY *qglColor4f) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
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void (APIENTRY *qglColor4fv) (const GLfloat *v);
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//void (APIENTRY *qglColor4ub) (GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha);
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//void (APIENTRY *qglColor4ubv) (const GLubyte *v);
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//void (APIENTRY *qglDepthRange) (GLclampd zNear, GLclampd zFar);
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void (APIENTRY *qglDrawBuffer) (GLenum mode);
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void (APIENTRY *qglDrawPixels) (GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels);
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void (APIENTRY *qglEnd) (void);
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void (APIENTRY *qglEndList) (void);
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void (APIENTRY *qglFrustum) (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar);
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GLuint (APIENTRY *qglGenLists) (GLsizei range);
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void (APIENTRY *qglLoadIdentity) (void);
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void (APIENTRY *qglLoadMatrixf) (const GLfloat *m);
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void (APIENTRY *qglNormal3f) (GLfloat nx, GLfloat ny, GLfloat nz);
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void (APIENTRY *qglNormal3fv) (const GLfloat *v);
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void (APIENTRY *qglMatrixMode) (GLenum mode);
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void (APIENTRY *qglMultMatrixf) (const GLfloat *m);
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void (APIENTRY *qglNewList) (GLuint list, GLenum mode);
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//void (APIENTRY *qglOrtho) (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar);
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void (APIENTRY *qglPolygonMode) (GLenum face, GLenum mode);
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void (APIENTRY *qglPopMatrix) (void);
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void (APIENTRY *qglPushMatrix) (void);
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void (APIENTRY *qglReadBuffer) (GLenum mode);
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void (APIENTRY *qglRotatef) (GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
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void (APIENTRY *qglScalef) (GLfloat x, GLfloat y, GLfloat z);
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void (APIENTRY *qglShadeModel) (GLenum mode);
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void (APIENTRY *qglTexCoord1f) (GLfloat s);
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void (APIENTRY *qglTexCoord2f) (GLfloat s, GLfloat t);
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void (APIENTRY *qglTexCoord2fv) (const GLfloat *v);
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void (APIENTRY *qglTexEnvf) (GLenum target, GLenum pname, GLfloat param);
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void (APIENTRY *qglTexEnvfv) (GLenum target, GLenum pname, const GLfloat *param);
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void (APIENTRY *qglTexEnvi) (GLenum target, GLenum pname, GLint param);
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void (APIENTRY *qglTexGeni) (GLenum coord, GLenum pname, GLint param);
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void (APIENTRY *qglTexGenfv) (GLenum coord, GLenum pname, const GLfloat *param);
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void (APIENTRY *qglTexImage3D) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
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void (APIENTRY *qglTexSubImage3D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels);
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void (APIENTRY *qglTranslatef) (GLfloat x, GLfloat y, GLfloat z);
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void (APIENTRY *qglVertex2f) (GLfloat x, GLfloat y);
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void (APIENTRY *qglVertex3f) (GLfloat x, GLfloat y, GLfloat z);
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void (APIENTRY *qglVertex3fv) (const GLfloat *v);
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void (APIENTRY *qglGetTexLevelParameteriv) (GLenum target, GLint level, GLenum pname, GLint *params);
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void (APIENTRY *qglGetTexEnviv) (GLenum target, GLenum pname, GLint *params);
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void (APIENTRY *qglDrawRangeElements) (GLenum, GLuint, GLuint, GLsizei, GLenum, const GLvoid *);
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void (APIENTRY *qglMultiDrawElements) (GLenum mode, const GLsizei * count, GLenum type, const GLvoid * const * indices, GLsizei drawcount);
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void (APIENTRY *qglArrayElement) (GLint i);
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void (APIENTRY *qglVertexPointer) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
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void (APIENTRY *qglNormalPointer) (GLenum type, GLsizei stride, const GLvoid *pointer);
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void (APIENTRY *qglTexCoordPointer) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
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void (APIENTRY *qglColorPointer) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
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void (APIENTRY *qglDisableClientState) (GLenum array);
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void (APIENTRY *qglEnableClientState) (GLenum array);
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void (APIENTRY *qglPushAttrib) (GLbitfield mask);
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void (APIENTRY *qglPopAttrib) (void);
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GLenum (APIENTRY *qglGetGraphicsResetStatus) (void);
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void (APIENTRY *qglFogf) (GLenum pname, GLfloat param);
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void (APIENTRY *qglFogi) (GLenum pname, GLint param);
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void (APIENTRY *qglFogfv) (GLenum pname, const GLfloat *params);
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#ifndef GL_STATIC
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void (APIENTRY *qglGenBuffersARB)(GLsizei n, GLuint* ids);
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void (APIENTRY *qglDeleteBuffersARB)(GLsizei n, GLuint* ids);
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void (APIENTRY *qglBindBufferARB)(GLenum target, GLuint id);
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void (APIENTRY *qglBufferDataARB)(GLenum target, GLsizei size, const void* data, GLenum usage);
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void (APIENTRY *qglBufferSubDataARB)(GLenum target, GLint offset, GLsizei size, void* data);
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#endif
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void *(APIENTRY *qglMapBufferARB)(GLenum target, GLenum access);
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GLboolean (APIENTRY *qglUnmapBufferARB)(GLenum target);
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void *(APIENTRY *qglMapBufferRange)(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access);
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void (APIENTRY *qglBufferStorage)(GLenum target, GLsizeiptr size, const GLvoid *data, GLbitfield flags);
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void (APIENTRY *qglTexStorage2D)(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); //gl4.2
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void (APIENTRY *qglTexStorage3D)(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); //gl4.2
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FTEPFNGLGETCOMPRESSEDTEXIMAGEARBPROC qglGetCompressedTexImage;
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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
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FTEPFNGLCOMPRESSEDTEXIMAGE3DARBPROC qglCompressedTexImage3D;
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void (APIENTRY *qglGenVertexArrays)(GLsizei n, GLuint *arrays);
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void (APIENTRY *qglBindVertexArray)(GLuint vaoarray);
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const GLubyte * (APIENTRY * qglGetStringi) (GLenum name, GLuint index);
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void (APIENTRY * qglGetPointerv) (GLenum pname, GLvoid **parms);
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void (APIENTRY *qglDrawBuffers)(GLsizei n, GLsizei *ids); //gl2
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#ifndef GL_STATIC
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void (APIENTRY *qglGenRenderbuffersEXT)(GLsizei n, GLuint *ids);
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void (APIENTRY *qglBindRenderbufferEXT)(GLenum target, GLuint id);
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void (APIENTRY *qglRenderbufferStorageEXT)(GLenum target, GLenum internalFormat, GLsizei width, GLsizei height);
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void (APIENTRY *qglFramebufferRenderbufferEXT)(GLenum target, GLenum attachmentPoint, GLenum textureTarget, GLuint textureId);
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GLenum (APIENTRY *qglCheckFramebufferStatusEXT)(GLenum target);
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#endif
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void (APIENTRY *qglDepthBoundsEXT) (GLclampd zmin, GLclampd zmax);
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/*
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PFNGLPROGRAMSTRINGARBPROC qglProgramStringARB;
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PFNGLBINDPROGRAMARBPROC qglBindProgramARB;
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PFNGLGENPROGRAMSARBPROC qglGenProgramsARB;
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*/
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FTEPFNGLLOCKARRAYSEXTPROC qglLockArraysEXT;
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FTEPFNGLUNLOCKARRAYSEXTPROC qglUnlockArraysEXT;
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//extensions
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//arb multitexture
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#ifndef qglActiveTextureARB
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qlpSelTexFUNC qglActiveTextureARB;
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#endif
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qlpSelTexFUNC qglClientActiveTextureARB;
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//generic multitexture
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lpSelTexFUNC qglSelectTextureSGIS;
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int mtexid0;
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//ati_truform
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FTEPFNGLPNTRIANGLESIATIPROC qglPNTrianglesiATI;
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FTEPFNGLPNTRIANGLESFATIPROC qglPNTrianglesfATI;
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void (APIENTRY *qglPatchParameteriARB)(GLenum pname, GLint value); //core in gl4
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//stencil shadowing
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FTEPFNGLACTIVESTENCILFACEEXTPROC qglActiveStencilFaceEXT;
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#define GLchar char
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#ifdef NACL
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#undef DEBUG
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#elif defined(_DEBUG) && !defined(DEBUG)
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#define DEBUG
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#endif
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#if defined(DEBUG)
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//always defining this, my system headers use void instead of GLvoid which results in gcc warnings.
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typedef void (APIENTRY *qGLDEBUGPROCARB)(GLenum source,
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GLenum type,
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GLuint id,
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GLenum severity,
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GLsizei length,
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const GLchar* message,
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GLvoid* userParam);
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void (APIENTRY *qglDebugMessageControlARB)(GLenum source,
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GLenum type,
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GLenum severity,
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GLsizei count,
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const GLuint* ids,
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GLboolean enabled);
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void (APIENTRY *qglDebugMessageInsertARB)(GLenum source,
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GLenum type,
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GLuint id,
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GLenum severity,
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GLsizei length,
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const char* buf);
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void (APIENTRY *qglDebugMessageCallbackARB)(qGLDEBUGPROCARB callback,
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void* userParam);
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GLuint (APIENTRY *qglGetDebugMessageLogARB)(GLuint count,
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GLsizei bufsize,
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GLenum* sources,
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GLenum* types,
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GLuint* ids,
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GLuint* severities,
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GLsizei* lengths,
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char* messageLog);
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#ifndef GL_ARB_debug_output
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#define GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB 0x8242
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#define GL_MAX_DEBUG_MESSAGE_LENGTH_ARB 0x9143
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#define GL_MAX_DEBUG_LOGGED_MESSAGES_ARB 0x9144
|
|
#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;
|
|
|
|
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);
|
|
|
|
/*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;
|
|
|
|
|
|
#if GL_INDEX_TYPE == GL_UNSIGNED_INT
|
|
if (gl_config_gles && gl_config.glversion < 3.0 && !GL_CheckExtension("GL_OES_element_index_uint"))
|
|
{ //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
|
|
|
|
//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_config.glversion >= 3.0
|
|
|| GL_CheckExtension("GL_OES_depth_texture") //gles2
|
|
|| GL_CheckExtension("GL_CHROMIUM_depth_texture") //nacl
|
|
|| GL_CheckExtension("GL_WEBGL_depth_texture") //webgl. duh.
|
|
|| 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
|
|
|