#include "compat.h" #include "glbuild.h" #include "baselayer.h" #include #include #include #if defined USE_OPENGL #ifdef RENDERTYPESDL #include "sdl_inc.h" #endif bglClearColorProcPtr bglClearColor; bglClearProcPtr bglClear; bglColorMaskProcPtr bglColorMask; bglAlphaFuncProcPtr bglAlphaFunc; bglBlendFuncProcPtr bglBlendFunc; bglBlendEquationProcPtr bglBlendEquation; bglCullFaceProcPtr bglCullFace; bglFrontFaceProcPtr bglFrontFace; bglPolygonOffsetProcPtr bglPolygonOffset; bglPolygonModeProcPtr bglPolygonMode; bglEnableProcPtr bglEnable; bglDisableProcPtr bglDisable; bglGetDoublevProcPtr bglGetDoublev; bglGetFloatvProcPtr bglGetFloatv; bglGetIntegervProcPtr bglGetIntegerv; bglPushAttribProcPtr bglPushAttrib; bglPopAttribProcPtr bglPopAttrib; bglGetErrorProcPtr bglGetError; bglGetStringProcPtr bglGetString; bglHintProcPtr bglHint; bglDrawBufferProcPtr bglDrawBuffer; bglReadBufferProcPtr bglReadBuffer; bglScissorProcPtr bglScissor; bglClipPlaneProcPtr bglClipPlane; // Depth bglDepthFuncProcPtr bglDepthFunc; bglDepthMaskProcPtr bglDepthMask; bglDepthRangeProcPtr bglDepthRange; // Matrix bglMatrixModeProcPtr bglMatrixMode; bglOrthoProcPtr bglOrtho; bglFrustumProcPtr bglFrustum; bglViewportProcPtr bglViewport; bglPushMatrixProcPtr bglPushMatrix; bglPopMatrixProcPtr bglPopMatrix; bglLoadIdentityProcPtr bglLoadIdentity; bglLoadMatrixfProcPtr bglLoadMatrixf; bglLoadMatrixdProcPtr bglLoadMatrixd; bglMultMatrixfProcPtr bglMultMatrixf; bglMultMatrixdProcPtr bglMultMatrixd; bglRotatefProcPtr bglRotatef; bglScalefProcPtr bglScalef; bglTranslatefProcPtr bglTranslatef; // Drawing bglBeginProcPtr bglBegin; bglEndProcPtr bglEnd; bglVertex2fProcPtr bglVertex2f; bglVertex2iProcPtr bglVertex2i; bglVertex3fProcPtr bglVertex3f; bglVertex3dProcPtr bglVertex3d; bglVertex3fvProcPtr bglVertex3fv; bglVertex3dvProcPtr bglVertex3dv; bglRectdProcPtr bglRectd; bglColor4fProcPtr bglColor4f; bglColor4ubProcPtr bglColor4ub; bglTexCoord2dProcPtr bglTexCoord2d; bglTexCoord2fProcPtr bglTexCoord2f; bglTexCoord2iProcPtr bglTexCoord2i; bglNormal3fProcPtr bglNormal3f; // Lighting bglShadeModelProcPtr bglShadeModel; bglLightfvProcPtr bglLightfv; // Raster funcs bglReadPixelsProcPtr bglReadPixels; bglRasterPos4iProcPtr bglRasterPos4i; bglDrawPixelsProcPtr bglDrawPixels; bglPixelStoreiProcPtr bglPixelStorei; // Texture mapping bglTexEnvfProcPtr bglTexEnvf; bglGenTexturesProcPtr bglGenTextures; bglDeleteTexturesProcPtr bglDeleteTextures; bglBindTextureProcPtr bglBindTexture; bglTexImage2DProcPtr bglTexImage2D; bglTexImage3DProcPtr bglTexImage3D; bglCopyTexImage2DProcPtr bglCopyTexImage2D; bglCopyTexSubImage2DProcPtr bglCopyTexSubImage2D; bglTexSubImage2DProcPtr bglTexSubImage2D; bglTexParameterfProcPtr bglTexParameterf; bglTexParameteriProcPtr bglTexParameteri; bglGetTexParameterivProcPtr bglGetTexParameteriv; bglGetTexLevelParameterivProcPtr bglGetTexLevelParameteriv; bglCompressedTexImage2DARBProcPtr bglCompressedTexImage2DARB; bglGetCompressedTexImageARBProcPtr bglGetCompressedTexImageARB; bglTexGenfvProcPtr bglTexGenfv; // Fog bglFogfProcPtr bglFogf; bglFogiProcPtr bglFogi; bglFogfvProcPtr bglFogfv; // Display Lists bglNewListProcPtr bglNewList; bglEndListProcPtr bglEndList; bglCallListProcPtr bglCallList; bglDeleteListsProcPtr bglDeleteLists; // Vertex Arrays bglEnableClientStateProcPtr bglEnableClientState; bglDisableClientStateProcPtr bglDisableClientState; bglVertexPointerProcPtr bglVertexPointer; bglNormalPointerProcPtr bglNormalPointer; bglTexCoordPointerProcPtr bglTexCoordPointer; bglDrawArraysProcPtr bglDrawArrays; bglDrawElementsProcPtr bglDrawElements; // Stencil Buffer bglClearStencilProcPtr bglClearStencil; bglStencilOpProcPtr bglStencilOp; bglStencilFuncProcPtr bglStencilFunc; // GPU Programs bglGenProgramsARBProcPtr bglGenProgramsARB; bglBindProgramARBProcPtr bglBindProgramARB; bglProgramStringARBProcPtr bglProgramStringARB; bglDeleteProgramsARBProcPtr bglDeleteProgramsARB; // Multitexturing bglActiveTextureARBProcPtr bglActiveTextureARB; bglClientActiveTextureARBProcPtr bglClientActiveTextureARB; bglMultiTexCoord2dARBProcPtr bglMultiTexCoord2dARB; bglMultiTexCoord2fARBProcPtr bglMultiTexCoord2fARB; // Frame Buffer Objects bglGenFramebuffersEXTProcPtr bglGenFramebuffersEXT; bglBindFramebufferEXTProcPtr bglBindFramebufferEXT; bglFramebufferTexture2DEXTProcPtr bglFramebufferTexture2DEXT; bglCheckFramebufferStatusEXTProcPtr bglCheckFramebufferStatusEXT; bglDeleteFramebuffersEXTProcPtr bglDeleteFramebuffersEXT; // Vertex Buffer Objects bglGenBuffersARBProcPtr bglGenBuffersARB; bglBindBufferARBProcPtr bglBindBufferARB; bglDeleteBuffersARBProcPtr bglDeleteBuffersARB; bglBufferDataARBProcPtr bglBufferDataARB; bglBufferSubDataARBProcPtr bglBufferSubDataARB; bglMapBufferARBProcPtr bglMapBufferARB; bglUnmapBufferARBProcPtr bglUnmapBufferARB; // Occlusion queries bglGenQueriesARBProcPtr bglGenQueriesARB; bglDeleteQueriesARBProcPtr bglDeleteQueriesARB; bglIsQueryARBProcPtr bglIsQueryARB; bglBeginQueryARBProcPtr bglBeginQueryARB; bglEndQueryARBProcPtr bglEndQueryARB; bglGetQueryivARBProcPtr bglGetQueryivARB; bglGetQueryObjectivARBProcPtr bglGetQueryObjectivARB; bglGetQueryObjectuivARBProcPtr bglGetQueryObjectuivARB; // Shader Objects bglDeleteObjectARBProcPtr bglDeleteObjectARB; bglGetHandleARBProcPtr bglGetHandleARB; bglDetachObjectARBProcPtr bglDetachObjectARB; bglCreateShaderObjectARBProcPtr bglCreateShaderObjectARB; bglShaderSourceARBProcPtr bglShaderSourceARB; bglCompileShaderARBProcPtr bglCompileShaderARB; bglCreateProgramObjectARBProcPtr bglCreateProgramObjectARB; bglAttachObjectARBProcPtr bglAttachObjectARB; bglLinkProgramARBProcPtr bglLinkProgramARB; bglUseProgramObjectARBProcPtr bglUseProgramObjectARB; bglValidateProgramARBProcPtr bglValidateProgramARB; bglUniform1fARBProcPtr bglUniform1fARB; bglUniform2fARBProcPtr bglUniform2fARB; bglUniform3fARBProcPtr bglUniform3fARB; bglUniform4fARBProcPtr bglUniform4fARB; bglUniform1iARBProcPtr bglUniform1iARB; bglUniform2iARBProcPtr bglUniform2iARB; bglUniform3iARBProcPtr bglUniform3iARB; bglUniform4iARBProcPtr bglUniform4iARB; bglUniform1fvARBProcPtr bglUniform1fvARB; bglUniform2fvARBProcPtr bglUniform2fvARB; bglUniform3fvARBProcPtr bglUniform3fvARB; bglUniform4fvARBProcPtr bglUniform4fvARB; bglUniform1ivARBProcPtr bglUniform1ivARB; bglUniform2ivARBProcPtr bglUniform2ivARB; bglUniform3ivARBProcPtr bglUniform3ivARB; bglUniform4ivARBProcPtr bglUniform4ivARB; bglUniformMatrix2fvARBProcPtr bglUniformMatrix2fvARB; bglUniformMatrix3fvARBProcPtr bglUniformMatrix3fvARB; bglUniformMatrix4fvARBProcPtr bglUniformMatrix4fvARB; bglGetObjectParameterfvARBProcPtr bglGetObjectParameterfvARB; bglGetObjectParameterivARBProcPtr bglGetObjectParameterivARB; bglGetInfoLogARBProcPtr bglGetInfoLogARB; bglGetAttachedObjectsARBProcPtr bglGetAttachedObjectsARB; bglGetUniformLocationARBProcPtr bglGetUniformLocationARB; bglGetActiveUniformARBProcPtr bglGetActiveUniformARB; bglGetUniformfvARBProcPtr bglGetUniformfvARB; bglGetUniformivARBProcPtr bglGetUniformivARB; bglGetShaderSourceARBProcPtr bglGetShaderSourceARB; // Vertex Shaders bglVertexAttrib1dARBProcPtr bglVertexAttrib1dARB; bglVertexAttrib1dvARBProcPtr bglVertexAttrib1dvARB; bglVertexAttrib1fARBProcPtr bglVertexAttrib1fARB; bglVertexAttrib1fvARBProcPtr bglVertexAttrib1fvARB; bglVertexAttrib1sARBProcPtr bglVertexAttrib1sARB; bglVertexAttrib1svARBProcPtr bglVertexAttrib1svARB; bglVertexAttrib2dARBProcPtr bglVertexAttrib2dARB; bglVertexAttrib2dvARBProcPtr bglVertexAttrib2dvARB; bglVertexAttrib2fARBProcPtr bglVertexAttrib2fARB; bglVertexAttrib2fvARBProcPtr bglVertexAttrib2fvARB; bglVertexAttrib2sARBProcPtr bglVertexAttrib2sARB; bglVertexAttrib2svARBProcPtr bglVertexAttrib2svARB; bglVertexAttrib3dARBProcPtr bglVertexAttrib3dARB; bglVertexAttrib3dvARBProcPtr bglVertexAttrib3dvARB; bglVertexAttrib3fARBProcPtr bglVertexAttrib3fARB; bglVertexAttrib3fvARBProcPtr bglVertexAttrib3fvARB; bglVertexAttrib3sARBProcPtr bglVertexAttrib3sARB; bglVertexAttrib3svARBProcPtr bglVertexAttrib3svARB; bglVertexAttrib4NbvARBProcPtr bglVertexAttrib4NbvARB; bglVertexAttrib4NivARBProcPtr bglVertexAttrib4NivARB; bglVertexAttrib4NsvARBProcPtr bglVertexAttrib4NsvARB; bglVertexAttrib4NubARBProcPtr bglVertexAttrib4NubARB; bglVertexAttrib4NubvARBProcPtr bglVertexAttrib4NubvARB; bglVertexAttrib4NuivARBProcPtr bglVertexAttrib4NuivARB; bglVertexAttrib4NusvARBProcPtr bglVertexAttrib4NusvARB; bglVertexAttrib4bvARBProcPtr bglVertexAttrib4bvARB; bglVertexAttrib4dARBProcPtr bglVertexAttrib4dARB; bglVertexAttrib4dvARBProcPtr bglVertexAttrib4dvARB; bglVertexAttrib4fARBProcPtr bglVertexAttrib4fARB; bglVertexAttrib4fvARBProcPtr bglVertexAttrib4fvARB; bglVertexAttrib4ivARBProcPtr bglVertexAttrib4ivARB; bglVertexAttrib4sARBProcPtr bglVertexAttrib4sARB; bglVertexAttrib4svARBProcPtr bglVertexAttrib4svARB; bglVertexAttrib4ubvARBProcPtr bglVertexAttrib4ubvARB; bglVertexAttrib4uivARBProcPtr bglVertexAttrib4uivARB; bglVertexAttrib4usvARBProcPtr bglVertexAttrib4usvARB; bglVertexAttribPointerARBProcPtr bglVertexAttribPointerARB; bglEnableVertexAttribArrayARBProcPtr bglEnableVertexAttribArrayARB; bglDisableVertexAttribArrayARBProcPtr bglDisableVertexAttribArrayARB; bglGetVertexAttribdvARBProcPtr bglGetVertexAttribdvARB; bglGetVertexAttribfvARBProcPtr bglGetVertexAttribfvARB; bglGetVertexAttribivARBProcPtr bglGetVertexAttribivARB; bglGetVertexAttribPointervARBProcPtr bglGetVertexAttribPointervARB; bglBindAttribLocationARBProcPtr bglBindAttribLocationARB; bglGetActiveAttribARBProcPtr bglGetActiveAttribARB; bglGetAttribLocationARBProcPtr bglGetAttribLocationARB; // Debug Output #ifndef __APPLE__ bglDebugMessageControlARBProcPtr bglDebugMessageControlARB; bglDebugMessageCallbackARBProcPtr bglDebugMessageCallbackARB; #endif // GLU bgluTessBeginContourProcPtr bgluTessBeginContour; bgluTessBeginPolygonProcPtr bgluTessBeginPolygon; bgluTessCallbackProcPtr bgluTessCallback; bgluTessEndContourProcPtr bgluTessEndContour; bgluTessEndPolygonProcPtr bgluTessEndPolygon; bgluTessNormalProcPtr bgluTessNormal; bgluTessPropertyProcPtr bgluTessProperty; bgluTessVertexProcPtr bgluTessVertex; bgluNewTessProcPtr bgluNewTess; bgluDeleteTessProcPtr bgluDeleteTess; bgluPerspectiveProcPtr bgluPerspective; bgluErrorStringProcPtr bgluErrorString; bgluProjectProcPtr bgluProject; bgluUnProjectProcPtr bgluUnProject; #ifdef _WIN32 // Windows bwglCreateContextProcPtr bwglCreateContext; bwglDeleteContextProcPtr bwglDeleteContext; bwglGetProcAddressProcPtr bwglGetProcAddress; bwglMakeCurrentProcPtr bwglMakeCurrent; bwglSwapBuffersProcPtr bwglSwapBuffers; bwglChoosePixelFormatProcPtr bwglChoosePixelFormat; bwglDescribePixelFormatProcPtr bwglDescribePixelFormat; bwglGetPixelFormatProcPtr bwglGetPixelFormat; bwglSetPixelFormatProcPtr bwglSetPixelFormat; bwglSwapIntervalEXTProcPtr bwglSwapIntervalEXT; bwglCreateContextAttribsARBProcPtr bwglCreateContextAttribsARB; #else #include #endif #if !defined RENDERTYPESDL && defined _WIN32 static HMODULE hGLDLL; #endif #if defined _WIN32 static HMODULE hGLUDLL; #else static void *gluhandle = NULL; #endif char *gldriver = NULL, *glulibrary = NULL; static void *getproc_(const char *s, int32_t *err, int32_t fatal, int32_t extension) { void *t; #if defined RENDERTYPESDL UNREFERENCED_PARAMETER(extension); t = (void *)SDL_GL_GetProcAddress(s); #elif defined _WIN32 if (extension) t = (void *)bwglGetProcAddress(s); else t = (void *)GetProcAddress(hGLDLL,s); #else #error Need a dynamic loader for this platform... #endif if (!t && fatal) { initprintf("Failed to find %s in %s\n", s, gldriver); *err = 1; } return t; } #define GETPROC(s) getproc_(s,&err,1,0) #define GETPROCSOFT(s) getproc_(s,&err,0,0) #define GETPROCEXT(s) getproc_(s,&err,1,1) #define GETPROCEXTSOFT(s) getproc_(s,&err,0,1) int32_t loadgldriver(const char *driver) { int32_t err=0; #if !defined RENDERTYPESDL && defined _WIN32 if (hGLDLL) return 0; #endif if (!driver) { #ifdef _WIN32 driver = "opengl32.dll"; #elif defined __APPLE__ driver = "/System/Library/Frameworks/OpenGL.framework/OpenGL"; #else driver = "libGL.so.1"; #endif } #if defined RENDERTYPESDL if (SDL_GL_LoadLibrary(driver)) { initprintf("Failed loading \"%s\": %s\n", driver, SDL_GetError()); return -1; } #elif defined _WIN32 hGLDLL = LoadLibrary(driver); if (!hGLDLL) { initprintf("Failed loading \"%s\"\n", driver); return -1; } #endif gldriver = Bstrdup(driver); #ifdef _WIN32 bwglCreateContext = (bwglCreateContextProcPtr) GETPROC("wglCreateContext"); bwglDeleteContext = (bwglDeleteContextProcPtr) GETPROC("wglDeleteContext"); bwglGetProcAddress = (bwglGetProcAddressProcPtr) GETPROC("wglGetProcAddress"); bwglMakeCurrent = (bwglMakeCurrentProcPtr) GETPROC("wglMakeCurrent"); bwglSwapBuffers = (bwglSwapBuffersProcPtr) GETPROC("wglSwapBuffers"); bwglChoosePixelFormat = (bwglChoosePixelFormatProcPtr) GETPROC("wglChoosePixelFormat"); bwglDescribePixelFormat = (bwglDescribePixelFormatProcPtr) GETPROC("wglDescribePixelFormat"); bwglGetPixelFormat = (bwglGetPixelFormatProcPtr) GETPROC("wglGetPixelFormat"); bwglSetPixelFormat = (bwglSetPixelFormatProcPtr) GETPROC("wglSetPixelFormat"); #endif bglClearColor = (bglClearColorProcPtr) GETPROC("glClearColor"); bglClear = (bglClearProcPtr) GETPROC("glClear"); bglColorMask = (bglColorMaskProcPtr) GETPROC("glColorMask"); bglAlphaFunc = (bglAlphaFuncProcPtr) GETPROC("glAlphaFunc"); bglBlendFunc = (bglBlendFuncProcPtr) GETPROC("glBlendFunc"); bglCullFace = (bglCullFaceProcPtr) GETPROC("glCullFace"); bglFrontFace = (bglFrontFaceProcPtr) GETPROC("glFrontFace"); bglPolygonOffset = (bglPolygonOffsetProcPtr) GETPROC("glPolygonOffset"); bglPolygonMode = (bglPolygonModeProcPtr) GETPROC("glPolygonMode"); bglEnable = (bglEnableProcPtr) GETPROC("glEnable"); bglDisable = (bglDisableProcPtr) GETPROC("glDisable"); bglGetDoublev = (bglGetDoublevProcPtr) GETPROC("glGetDoublev"); bglGetFloatv = (bglGetFloatvProcPtr) GETPROC("glGetFloatv"); bglGetIntegerv = (bglGetIntegervProcPtr) GETPROC("glGetIntegerv"); bglPushAttrib = (bglPushAttribProcPtr) GETPROC("glPushAttrib"); bglPopAttrib = (bglPopAttribProcPtr) GETPROC("glPopAttrib"); bglGetError = (bglGetErrorProcPtr) GETPROC("glGetError"); bglGetString = (bglGetStringProcPtr) GETPROC("glGetString"); bglHint = (bglHintProcPtr) GETPROC("glHint"); bglDrawBuffer = (bglDrawBufferProcPtr) GETPROC("glDrawBuffer"); bglReadBuffer = (bglReadBufferProcPtr) GETPROC("glDrawBuffer"); bglScissor = (bglScissorProcPtr) GETPROC("glScissor"); bglClipPlane = (bglClipPlaneProcPtr) GETPROC("glClipPlane"); // Depth bglDepthFunc = (bglDepthFuncProcPtr) GETPROC("glDepthFunc"); bglDepthMask = (bglDepthMaskProcPtr) GETPROC("glDepthMask"); bglDepthRange = (bglDepthRangeProcPtr) GETPROC("glDepthRange"); // Matrix bglMatrixMode = (bglMatrixModeProcPtr) GETPROC("glMatrixMode"); bglOrtho = (bglOrthoProcPtr) GETPROC("glOrtho"); bglFrustum = (bglFrustumProcPtr) GETPROC("glFrustum"); bglViewport = (bglViewportProcPtr) GETPROC("glViewport"); bglPushMatrix = (bglPushMatrixProcPtr) GETPROC("glPushMatrix"); bglPopMatrix = (bglPopMatrixProcPtr) GETPROC("glPopMatrix"); bglLoadIdentity = (bglLoadIdentityProcPtr) GETPROC("glLoadIdentity"); bglLoadMatrixf = (bglLoadMatrixfProcPtr) GETPROC("glLoadMatrixf"); bglLoadMatrixd = (bglLoadMatrixdProcPtr) GETPROC("glLoadMatrixd"); bglMultMatrixf = (bglMultMatrixfProcPtr) GETPROC("glMultMatrixf"); bglMultMatrixd = (bglMultMatrixdProcPtr) GETPROC("glMultMatrixd"); bglRotatef = (bglRotatefProcPtr) GETPROC("glRotatef"); bglScalef = (bglScalefProcPtr) GETPROC("glScalef"); bglTranslatef = (bglTranslatefProcPtr) GETPROC("glTranslatef"); // Drawing bglBegin = (bglBeginProcPtr) GETPROC("glBegin"); bglEnd = (bglEndProcPtr) GETPROC("glEnd"); bglVertex2f = (bglVertex2fProcPtr) GETPROC("glVertex2f"); bglVertex2i = (bglVertex2iProcPtr) GETPROC("glVertex2i"); bglVertex3f = (bglVertex3fProcPtr) GETPROC("glVertex3f"); bglVertex3d = (bglVertex3dProcPtr) GETPROC("glVertex3d"); bglVertex3fv = (bglVertex3fvProcPtr) GETPROC("glVertex3fv"); bglVertex3dv = (bglVertex3dvProcPtr) GETPROC("glVertex3dv"); bglRectd = (bglRectdProcPtr) GETPROC("glRectd"); bglColor4f = (bglColor4fProcPtr) GETPROC("glColor4f"); bglColor4ub = (bglColor4ubProcPtr) GETPROC("glColor4ub"); bglTexCoord2d = (bglTexCoord2dProcPtr) GETPROC("glTexCoord2d"); bglTexCoord2f = (bglTexCoord2fProcPtr) GETPROC("glTexCoord2f"); bglTexCoord2i = (bglTexCoord2iProcPtr) GETPROC("glTexCoord2i"); bglNormal3f = (bglNormal3fProcPtr) GETPROC("glNormal3f"); // Lighting bglShadeModel = (bglShadeModelProcPtr) GETPROC("glShadeModel"); bglLightfv = (bglLightfvProcPtr) GETPROC("glLightfv"); // Raster funcs bglReadPixels = (bglReadPixelsProcPtr) GETPROC("glReadPixels"); bglRasterPos4i = (bglRasterPos4iProcPtr) GETPROC("glRasterPos4i"); bglDrawPixels = (bglDrawPixelsProcPtr) GETPROC("glDrawPixels"); bglPixelStorei = (bglPixelStoreiProcPtr) GETPROC("glPixelStorei"); // Texture mapping bglTexEnvf = (bglTexEnvfProcPtr) GETPROC("glTexEnvf"); bglGenTextures = (bglGenTexturesProcPtr) GETPROC("glGenTextures"); bglDeleteTextures = (bglDeleteTexturesProcPtr) GETPROC("glDeleteTextures"); bglBindTexture = (bglBindTextureProcPtr) GETPROC("glBindTexture"); bglTexImage2D = (bglTexImage2DProcPtr) GETPROC("glTexImage2D"); bglCopyTexImage2D = (bglCopyTexImage2DProcPtr) GETPROC("glCopyTexImage2D"); bglCopyTexSubImage2D = (bglCopyTexSubImage2DProcPtr) GETPROC("glCopyTexSubImage2D"); bglTexSubImage2D = (bglTexSubImage2DProcPtr) GETPROC("glTexSubImage2D"); bglTexParameterf = (bglTexParameterfProcPtr) GETPROC("glTexParameterf"); bglTexParameteri = (bglTexParameteriProcPtr) GETPROC("glTexParameteri"); bglGetTexParameteriv = (bglGetTexParameterivProcPtr) GETPROC("glGetTexParameteriv"); bglGetTexLevelParameteriv = (bglGetTexLevelParameterivProcPtr) GETPROC("glGetTexLevelParameteriv"); bglTexGenfv = (bglTexGenfvProcPtr) GETPROC("glTexGenfv"); // Fog bglFogf = (bglFogfProcPtr) GETPROC("glFogf"); bglFogi = (bglFogiProcPtr) GETPROC("glFogi"); bglFogfv = (bglFogfvProcPtr) GETPROC("glFogfv"); // Display Lists bglNewList = (bglNewListProcPtr) GETPROC("glNewList"); bglEndList = (bglEndListProcPtr) GETPROC("glEndList"); bglCallList = (bglCallListProcPtr) GETPROC("glCallList"); bglDeleteLists = (bglDeleteListsProcPtr) GETPROC("glDeleteLists"); // Vertex Arrays bglEnableClientState = (bglEnableClientStateProcPtr) GETPROC("glEnableClientState"); bglDisableClientState = (bglDisableClientStateProcPtr) GETPROC("glDisableClientState"); bglVertexPointer = (bglVertexPointerProcPtr) GETPROC("glVertexPointer"); bglNormalPointer = (bglNormalPointerProcPtr) GETPROC("glNormalPointer"); bglTexCoordPointer = (bglTexCoordPointerProcPtr) GETPROC("glTexCoordPointer"); bglDrawArrays = (bglDrawArraysProcPtr) GETPROC("glDrawArrays"); bglDrawElements = (bglDrawElementsProcPtr) GETPROC("glDrawElements"); // Stencil Buffer bglClearStencil = (bglClearStencilProcPtr) GETPROC("glClearStencil"); bglStencilOp = (bglStencilOpProcPtr) GETPROC("glStencilOp"); bglStencilFunc = (bglStencilFuncProcPtr) GETPROC("glStencilFunc"); loadglextensions(); loadglulibrary(getenv("BUILD_GLULIB")); if (err) unloadgldriver(); return err; } int32_t loadglextensions(void) { int32_t err = 0; #if !defined RENDERTYPESDL && defined _WIN32 if (!hGLDLL) return 0; #endif bglBlendEquation = (bglBlendEquationProcPtr) GETPROCEXTSOFT("glBlendEquation"); bglTexImage3D = (bglTexImage3DProcPtr) GETPROCEXTSOFT("glTexImage3D"); bglCompressedTexImage2DARB = (bglCompressedTexImage2DARBProcPtr) GETPROCEXTSOFT("glCompressedTexImage2DARB"); bglGetCompressedTexImageARB = (bglGetCompressedTexImageARBProcPtr) GETPROCEXTSOFT("glGetCompressedTexImageARB"); // GPU Programs bglGenProgramsARB = (bglGenProgramsARBProcPtr) GETPROCEXTSOFT("glGenProgramsARB"); bglBindProgramARB = (bglBindProgramARBProcPtr) GETPROCEXTSOFT("glBindProgramARB"); bglProgramStringARB = (bglProgramStringARBProcPtr) GETPROCEXTSOFT("glProgramStringARB"); bglDeleteProgramsARB = (bglDeleteProgramsARBProcPtr) GETPROCEXTSOFT("glDeleteProgramsARB"); // Multitexturing bglActiveTextureARB = (bglActiveTextureARBProcPtr) GETPROCEXTSOFT("glActiveTextureARB"); bglClientActiveTextureARB = (bglClientActiveTextureARBProcPtr) GETPROCEXTSOFT("glClientActiveTextureARB"); bglMultiTexCoord2dARB = (bglMultiTexCoord2dARBProcPtr) GETPROCEXTSOFT("glMultiTexCoord2dARB"); bglMultiTexCoord2fARB = (bglMultiTexCoord2fARBProcPtr) GETPROCEXTSOFT("glMultiTexCoord2fARB"); // Frame Buffer Objects bglGenFramebuffersEXT = (bglGenFramebuffersEXTProcPtr) GETPROCEXTSOFT("glGenFramebuffersEXT"); bglBindFramebufferEXT = (bglBindFramebufferEXTProcPtr) GETPROCEXTSOFT("glBindFramebufferEXT"); bglFramebufferTexture2DEXT = (bglFramebufferTexture2DEXTProcPtr) GETPROCEXTSOFT("glFramebufferTexture2DEXT"); bglCheckFramebufferStatusEXT = (bglCheckFramebufferStatusEXTProcPtr) GETPROCEXTSOFT("glCheckFramebufferStatusEXT"); bglDeleteFramebuffersEXT = (bglDeleteFramebuffersEXTProcPtr) GETPROCEXTSOFT("glDeleteFramebuffersEXT"); // Vertex Buffer Objects bglGenBuffersARB = (bglGenBuffersARBProcPtr) GETPROCEXTSOFT("glGenBuffersARB"); bglBindBufferARB = (bglBindBufferARBProcPtr) GETPROCEXTSOFT("glBindBufferARB"); bglDeleteBuffersARB = (bglDeleteBuffersARBProcPtr) GETPROCEXTSOFT("glDeleteBuffersARB"); bglBufferDataARB = (bglBufferDataARBProcPtr) GETPROCEXTSOFT("glBufferDataARB"); bglBufferSubDataARB = (bglBufferSubDataARBProcPtr) GETPROCEXTSOFT("glBufferSubDataARB"); bglMapBufferARB = (bglMapBufferARBProcPtr) GETPROCEXTSOFT("glMapBufferARB"); bglUnmapBufferARB = (bglUnmapBufferARBProcPtr) GETPROCEXTSOFT("glUnmapBufferARB"); // Occlusion queries bglGenQueriesARB = (bglGenQueriesARBProcPtr) GETPROCEXTSOFT("glGenQueriesARB"); bglDeleteQueriesARB = (bglDeleteQueriesARBProcPtr) GETPROCEXTSOFT("glDeleteQueriesARB"); bglIsQueryARB = (bglIsQueryARBProcPtr) GETPROCEXTSOFT("glIsQueryARB"); bglBeginQueryARB = (bglBeginQueryARBProcPtr) GETPROCEXTSOFT("glBeginQueryARB"); bglEndQueryARB = (bglEndQueryARBProcPtr) GETPROCEXTSOFT("glEndQueryARB"); bglGetQueryivARB = (bglGetQueryivARBProcPtr) GETPROCEXTSOFT("glGetQueryivARB"); bglGetQueryObjectivARB = (bglGetQueryObjectivARBProcPtr) GETPROCEXTSOFT("glGetQueryObjectivARB"); bglGetQueryObjectuivARB = (bglGetQueryObjectuivARBProcPtr) GETPROCEXTSOFT("glGetQueryObjectuivARB"); // Shader Objects bglDeleteObjectARB = (bglDeleteObjectARBProcPtr) GETPROCEXTSOFT("glDeleteObjectARB"); bglGetHandleARB = (bglGetHandleARBProcPtr) GETPROCEXTSOFT("glGetHandleARB"); bglDetachObjectARB = (bglDetachObjectARBProcPtr) GETPROCEXTSOFT("glDetachObjectARB"); bglCreateShaderObjectARB = (bglCreateShaderObjectARBProcPtr) GETPROCEXTSOFT("glCreateShaderObjectARB"); bglShaderSourceARB = (bglShaderSourceARBProcPtr) GETPROCEXTSOFT("glShaderSourceARB"); bglCompileShaderARB = (bglCompileShaderARBProcPtr) GETPROCEXTSOFT("glCompileShaderARB"); bglCreateProgramObjectARB = (bglCreateProgramObjectARBProcPtr) GETPROCEXTSOFT("glCreateProgramObjectARB"); bglAttachObjectARB = (bglAttachObjectARBProcPtr) GETPROCEXTSOFT("glAttachObjectARB"); bglLinkProgramARB = (bglLinkProgramARBProcPtr) GETPROCEXTSOFT("glLinkProgramARB"); bglUseProgramObjectARB = (bglUseProgramObjectARBProcPtr) GETPROCEXTSOFT("glUseProgramObjectARB"); bglValidateProgramARB = (bglValidateProgramARBProcPtr) GETPROCEXTSOFT("glValidateProgramARB"); bglUniform1fARB = (bglUniform1fARBProcPtr) GETPROCEXTSOFT("glUniform1fARB"); bglUniform2fARB = (bglUniform2fARBProcPtr) GETPROCEXTSOFT("glUniform2fARB"); bglUniform3fARB = (bglUniform3fARBProcPtr) GETPROCEXTSOFT("glUniform3fARB"); bglUniform4fARB = (bglUniform4fARBProcPtr) GETPROCEXTSOFT("glUniform4fARB"); bglUniform1iARB = (bglUniform1iARBProcPtr) GETPROCEXTSOFT("glUniform1iARB"); bglUniform2iARB = (bglUniform2iARBProcPtr) GETPROCEXTSOFT("glUniform2iARB"); bglUniform3iARB = (bglUniform3iARBProcPtr) GETPROCEXTSOFT("glUniform3iARB"); bglUniform4iARB = (bglUniform4iARBProcPtr) GETPROCEXTSOFT("glUniform4iARB"); bglUniform1fvARB = (bglUniform1fvARBProcPtr) GETPROCEXTSOFT("glUniform1fvARB"); bglUniform2fvARB = (bglUniform2fvARBProcPtr) GETPROCEXTSOFT("glUniform2fvARB"); bglUniform3fvARB = (bglUniform3fvARBProcPtr) GETPROCEXTSOFT("glUniform3fvARB"); bglUniform4fvARB = (bglUniform4fvARBProcPtr) GETPROCEXTSOFT("glUniform4fvARB"); bglUniform1ivARB = (bglUniform1ivARBProcPtr) GETPROCEXTSOFT("glUniform1ivARB"); bglUniform2ivARB = (bglUniform2ivARBProcPtr) GETPROCEXTSOFT("glUniform2ivARB"); bglUniform3ivARB = (bglUniform3ivARBProcPtr) GETPROCEXTSOFT("glUniform3ivARB"); bglUniform4ivARB = (bglUniform4ivARBProcPtr) GETPROCEXTSOFT("glUniform4ivARB"); bglUniformMatrix2fvARB = (bglUniformMatrix2fvARBProcPtr) GETPROCEXTSOFT("glUniformMatrix2fvARB"); bglUniformMatrix3fvARB = (bglUniformMatrix3fvARBProcPtr) GETPROCEXTSOFT("glUniformMatrix3fvARB"); bglUniformMatrix4fvARB = (bglUniformMatrix4fvARBProcPtr) GETPROCEXTSOFT("glUniformMatrix4fvARB"); bglGetObjectParameterfvARB = (bglGetObjectParameterfvARBProcPtr) GETPROCEXTSOFT("glGetObjectParameterfvARB"); bglGetObjectParameterivARB = (bglGetObjectParameterivARBProcPtr) GETPROCEXTSOFT("glGetObjectParameterivARB"); bglGetInfoLogARB = (bglGetInfoLogARBProcPtr) GETPROCEXTSOFT("glGetInfoLogARB"); bglGetAttachedObjectsARB = (bglGetAttachedObjectsARBProcPtr) GETPROCEXTSOFT("glGetAttachedObjectsARB"); bglGetUniformLocationARB = (bglGetUniformLocationARBProcPtr) GETPROCEXTSOFT("glGetUniformLocationARB"); bglGetActiveUniformARB = (bglGetActiveUniformARBProcPtr) GETPROCEXTSOFT("glGetActiveUniformARB"); bglGetUniformfvARB = (bglGetUniformfvARBProcPtr) GETPROCEXTSOFT("glGetUniformfvARB"); bglGetUniformivARB = (bglGetUniformivARBProcPtr) GETPROCEXTSOFT("glGetUniformivARB"); bglGetShaderSourceARB = (bglGetShaderSourceARBProcPtr) GETPROCEXTSOFT("glGetShaderSourceARB"); // Vertex Shaders bglVertexAttrib1dARB = (bglVertexAttrib1dARBProcPtr) GETPROCEXTSOFT("glVertexAttrib1dARB"); bglVertexAttrib1dvARB = (bglVertexAttrib1dvARBProcPtr) GETPROCEXTSOFT("glVertexAttrib1dvARB"); bglVertexAttrib1fARB = (bglVertexAttrib1fARBProcPtr) GETPROCEXTSOFT("glVertexAttrib1fARB"); bglVertexAttrib1fvARB = (bglVertexAttrib1fvARBProcPtr) GETPROCEXTSOFT("glVertexAttrib1fvARB"); bglVertexAttrib1sARB = (bglVertexAttrib1sARBProcPtr) GETPROCEXTSOFT("glVertexAttrib1sARB"); bglVertexAttrib1svARB = (bglVertexAttrib1svARBProcPtr) GETPROCEXTSOFT("glVertexAttrib1svARB"); bglVertexAttrib2dARB = (bglVertexAttrib2dARBProcPtr) GETPROCEXTSOFT("glVertexAttrib2dARB"); bglVertexAttrib2dvARB = (bglVertexAttrib2dvARBProcPtr) GETPROCEXTSOFT("glVertexAttrib2dvARB"); bglVertexAttrib2fARB = (bglVertexAttrib2fARBProcPtr) GETPROCEXTSOFT("glVertexAttrib2fARB"); bglVertexAttrib2fvARB = (bglVertexAttrib2fvARBProcPtr) GETPROCEXTSOFT("glVertexAttrib2fvARB"); bglVertexAttrib2sARB = (bglVertexAttrib2sARBProcPtr) GETPROCEXTSOFT("glVertexAttrib2sARB"); bglVertexAttrib2svARB = (bglVertexAttrib2svARBProcPtr) GETPROCEXTSOFT("glVertexAttrib2svARB"); bglVertexAttrib3dARB = (bglVertexAttrib3dARBProcPtr) GETPROCEXTSOFT("glVertexAttrib3dARB"); bglVertexAttrib3dvARB = (bglVertexAttrib3dvARBProcPtr) GETPROCEXTSOFT("glVertexAttrib3dvARB"); bglVertexAttrib3fARB = (bglVertexAttrib3fARBProcPtr) GETPROCEXTSOFT("glVertexAttrib3fARB"); bglVertexAttrib3fvARB = (bglVertexAttrib3fvARBProcPtr) GETPROCEXTSOFT("glVertexAttrib3fvARB"); bglVertexAttrib3sARB = (bglVertexAttrib3sARBProcPtr) GETPROCEXTSOFT("glVertexAttrib3sARB"); bglVertexAttrib3svARB = (bglVertexAttrib3svARBProcPtr) GETPROCEXTSOFT("glVertexAttrib3svARB"); bglVertexAttrib4NbvARB = (bglVertexAttrib4NbvARBProcPtr) GETPROCEXTSOFT("glVertexAttrib4NbvARB"); bglVertexAttrib4NivARB = (bglVertexAttrib4NivARBProcPtr) GETPROCEXTSOFT("glVertexAttrib4NivARB"); bglVertexAttrib4NsvARB = (bglVertexAttrib4NsvARBProcPtr) GETPROCEXTSOFT("glVertexAttrib4NsvARB"); bglVertexAttrib4NubARB = (bglVertexAttrib4NubARBProcPtr) GETPROCEXTSOFT("glVertexAttrib4NubARB"); bglVertexAttrib4NubvARB = (bglVertexAttrib4NubvARBProcPtr) GETPROCEXTSOFT("glVertexAttrib4NubvARB"); bglVertexAttrib4NuivARB = (bglVertexAttrib4NuivARBProcPtr) GETPROCEXTSOFT("glVertexAttrib4NuivARB"); bglVertexAttrib4NusvARB = (bglVertexAttrib4NusvARBProcPtr) GETPROCEXTSOFT("glVertexAttrib4NusvARB"); bglVertexAttrib4bvARB = (bglVertexAttrib4bvARBProcPtr) GETPROCEXTSOFT("glVertexAttrib4bvARB"); bglVertexAttrib4dARB = (bglVertexAttrib4dARBProcPtr) GETPROCEXTSOFT("glVertexAttrib4dARB"); bglVertexAttrib4dvARB = (bglVertexAttrib4dvARBProcPtr) GETPROCEXTSOFT("glVertexAttrib4dvARB"); bglVertexAttrib4fARB = (bglVertexAttrib4fARBProcPtr) GETPROCEXTSOFT("glVertexAttrib4fARB"); bglVertexAttrib4fvARB = (bglVertexAttrib4fvARBProcPtr) GETPROCEXTSOFT("glVertexAttrib4fvARB"); bglVertexAttrib4ivARB = (bglVertexAttrib4ivARBProcPtr) GETPROCEXTSOFT("glVertexAttrib4ivARB"); bglVertexAttrib4sARB = (bglVertexAttrib4sARBProcPtr) GETPROCEXTSOFT("glVertexAttrib4sARB"); bglVertexAttrib4svARB = (bglVertexAttrib4svARBProcPtr) GETPROCEXTSOFT("glVertexAttrib4svARB"); bglVertexAttrib4ubvARB = (bglVertexAttrib4ubvARBProcPtr) GETPROCEXTSOFT("glVertexAttrib4ubvARB"); bglVertexAttrib4uivARB = (bglVertexAttrib4uivARBProcPtr) GETPROCEXTSOFT("glVertexAttrib4uivARB"); bglVertexAttrib4usvARB = (bglVertexAttrib4usvARBProcPtr) GETPROCEXTSOFT("glVertexAttrib4usvARB"); bglVertexAttribPointerARB = (bglVertexAttribPointerARBProcPtr) GETPROCEXTSOFT("glVertexAttribPointerARB"); bglEnableVertexAttribArrayARB = (bglEnableVertexAttribArrayARBProcPtr) GETPROCEXTSOFT("glEnableVertexAttribArrayARB"); bglDisableVertexAttribArrayARB = (bglDisableVertexAttribArrayARBProcPtr) GETPROCEXTSOFT("glDisableVertexAttribArrayARB"); bglGetVertexAttribdvARB = (bglGetVertexAttribdvARBProcPtr) GETPROCEXTSOFT("glGetVertexAttribdvARB"); bglGetVertexAttribfvARB = (bglGetVertexAttribfvARBProcPtr) GETPROCEXTSOFT("glGetVertexAttribfvARB"); bglGetVertexAttribivARB = (bglGetVertexAttribivARBProcPtr) GETPROCEXTSOFT("glGetVertexAttribivARB"); bglGetVertexAttribPointervARB = (bglGetVertexAttribPointervARBProcPtr) GETPROCEXTSOFT("glGetVertexAttribPointervARB"); bglBindAttribLocationARB = (bglBindAttribLocationARBProcPtr) GETPROCEXTSOFT("glBindAttribLocationARB"); bglGetActiveAttribARB = (bglGetActiveAttribARBProcPtr) GETPROCEXTSOFT("glGetActiveAttribARB"); bglGetAttribLocationARB = (bglGetAttribLocationARBProcPtr) GETPROCEXTSOFT("glGetAttribLocationARB"); // Debug Output #ifndef __APPLE__ bglDebugMessageControlARB = (bglDebugMessageControlARBProcPtr) GETPROCEXTSOFT("glDebugMessageControlARB"); bglDebugMessageCallbackARB = (bglDebugMessageCallbackARBProcPtr) GETPROCEXTSOFT("glDebugMessageCallbackARB"); #endif #ifdef _WIN32 bwglSwapIntervalEXT = (bwglSwapIntervalEXTProcPtr) GETPROCEXTSOFT("wglSwapIntervalEXT"); bwglCreateContextAttribsARB = (bwglCreateContextAttribsARBProcPtr) GETPROCEXTSOFT("wglCreateContextAttribsARB"); #endif return err; } int32_t unloadgldriver(void) { unloadglulibrary(); #if !defined RENDERTYPESDL && defined _WIN32 if (!hGLDLL) return 0; #endif Bfree(gldriver); gldriver = NULL; #if !defined RENDERTYPESDL && defined _WIN32 FreeLibrary(hGLDLL); hGLDLL = NULL; #endif bglClearColor = (bglClearColorProcPtr) NULL; bglClear = (bglClearProcPtr) NULL; bglColorMask = (bglColorMaskProcPtr) NULL; bglAlphaFunc = (bglAlphaFuncProcPtr) NULL; bglBlendFunc = (bglBlendFuncProcPtr) NULL; bglBlendEquation = (bglBlendEquationProcPtr) NULL; bglCullFace = (bglCullFaceProcPtr) NULL; bglFrontFace = (bglFrontFaceProcPtr) NULL; bglPolygonOffset = (bglPolygonOffsetProcPtr) NULL; bglPolygonMode = (bglPolygonModeProcPtr) NULL; bglEnable = (bglEnableProcPtr) NULL; bglDisable = (bglDisableProcPtr) NULL; bglGetDoublev = (bglGetDoublevProcPtr) NULL; bglGetFloatv = (bglGetFloatvProcPtr) NULL; bglGetIntegerv = (bglGetIntegervProcPtr) NULL; bglPushAttrib = (bglPushAttribProcPtr) NULL; bglPopAttrib = (bglPopAttribProcPtr) NULL; bglGetError = (bglGetErrorProcPtr) NULL; bglGetString = (bglGetStringProcPtr) NULL; bglHint = (bglHintProcPtr) NULL; bglDrawBuffer = (bglDrawBufferProcPtr) NULL; bglReadBuffer = (bglReadBufferProcPtr) NULL; bglScissor = (bglScissorProcPtr) NULL; bglClipPlane = (bglClipPlaneProcPtr) NULL; // Depth bglDepthFunc = (bglDepthFuncProcPtr) NULL; bglDepthMask = (bglDepthMaskProcPtr) NULL; bglDepthRange = (bglDepthRangeProcPtr) NULL; // Matrix bglMatrixMode = (bglMatrixModeProcPtr) NULL; bglOrtho = (bglOrthoProcPtr) NULL; bglFrustum = (bglFrustumProcPtr) NULL; bglViewport = (bglViewportProcPtr) NULL; bglPushMatrix = (bglPushMatrixProcPtr) NULL; bglPopMatrix = (bglPopMatrixProcPtr) NULL; bglLoadIdentity = (bglLoadIdentityProcPtr) NULL; bglLoadMatrixf = (bglLoadMatrixfProcPtr) NULL; bglLoadMatrixd = (bglLoadMatrixdProcPtr) NULL; bglMultMatrixf = (bglMultMatrixfProcPtr) NULL; bglMultMatrixd = (bglMultMatrixdProcPtr) NULL; bglRotatef = (bglRotatefProcPtr) NULL; bglScalef = (bglScalefProcPtr) NULL; bglTranslatef = (bglTranslatefProcPtr) NULL; // Drawing bglBegin = (bglBeginProcPtr) NULL; bglEnd = (bglEndProcPtr) NULL; bglVertex2f = (bglVertex2fProcPtr) NULL; bglVertex2i = (bglVertex2iProcPtr) NULL; bglVertex3f = (bglVertex3fProcPtr) NULL; bglVertex3d = (bglVertex3dProcPtr) NULL; bglVertex3fv = (bglVertex3fvProcPtr) NULL; bglColor4f = (bglColor4fProcPtr) NULL; bglColor4ub = (bglColor4ubProcPtr) NULL; bglTexCoord2d = (bglTexCoord2dProcPtr) NULL; bglTexCoord2f = (bglTexCoord2fProcPtr) NULL; bglTexCoord2i = (bglTexCoord2iProcPtr) NULL; bglNormal3f = (bglNormal3fProcPtr) NULL; // Lighting bglShadeModel = (bglShadeModelProcPtr) NULL; bglLightfv = (bglLightfvProcPtr) NULL; // Raster funcs bglReadPixels = (bglReadPixelsProcPtr) NULL; bglRasterPos4i = (bglRasterPos4iProcPtr) NULL; bglDrawPixels = (bglDrawPixelsProcPtr) NULL; bglPixelStorei = (bglPixelStoreiProcPtr) NULL; // Texture mapping bglTexEnvf = (bglTexEnvfProcPtr) NULL; bglGenTextures = (bglGenTexturesProcPtr) NULL; bglDeleteTextures = (bglDeleteTexturesProcPtr) NULL; bglBindTexture = (bglBindTextureProcPtr) NULL; bglTexImage2D = (bglTexImage2DProcPtr) NULL; bglTexImage3D = (bglTexImage3DProcPtr) NULL; bglCopyTexImage2D = (bglCopyTexImage2DProcPtr) NULL; bglCopyTexSubImage2D= NULL; bglTexSubImage2D = (bglTexSubImage2DProcPtr) NULL; bglTexParameterf = (bglTexParameterfProcPtr) NULL; bglTexParameteri = (bglTexParameteriProcPtr) NULL; bglGetTexParameteriv = (bglGetTexParameterivProcPtr) NULL; bglGetTexLevelParameteriv = (bglGetTexLevelParameterivProcPtr) NULL; bglCompressedTexImage2DARB = (bglCompressedTexImage2DARBProcPtr) NULL; bglGetCompressedTexImageARB = (bglGetCompressedTexImageARBProcPtr) NULL; // Fog bglFogf = (bglFogfProcPtr) NULL; bglFogi = (bglFogiProcPtr) NULL; bglFogfv = (bglFogfvProcPtr) NULL; // Display Lists bglNewList = (bglNewListProcPtr) NULL; bglEndList = (bglEndListProcPtr) NULL; bglCallList = (bglCallListProcPtr) NULL; bglDeleteLists = (bglDeleteListsProcPtr) NULL; // Vertex Arrays bglEnableClientState = (bglEnableClientStateProcPtr) NULL; bglDisableClientState = (bglDisableClientStateProcPtr) NULL; bglVertexPointer = (bglVertexPointerProcPtr) NULL; bglNormalPointer = (bglNormalPointerProcPtr) NULL; bglTexCoordPointer = (bglTexCoordPointerProcPtr) NULL; bglDrawElements = (bglDrawElementsProcPtr) NULL; // Stencil Buffer bglClearStencil = (bglClearStencilProcPtr) NULL; bglStencilOp = (bglStencilOpProcPtr) NULL; bglStencilFunc = (bglStencilFuncProcPtr) NULL; // GPU Programs bglGenProgramsARB = (bglGenProgramsARBProcPtr) NULL; bglBindProgramARB = (bglBindProgramARBProcPtr) NULL; bglProgramStringARB = (bglProgramStringARBProcPtr) NULL; bglDeleteProgramsARB= NULL; // Multitexturing bglActiveTextureARB = (bglActiveTextureARBProcPtr) NULL; bglClientActiveTextureARB = (bglClientActiveTextureARBProcPtr) NULL; bglMultiTexCoord2dARB = (bglMultiTexCoord2dARBProcPtr) NULL; bglMultiTexCoord2fARB = (bglMultiTexCoord2fARBProcPtr) NULL; // Frame Buffer Objects bglGenFramebuffersEXT = (bglGenFramebuffersEXTProcPtr) NULL; bglBindFramebufferEXT = (bglBindFramebufferEXTProcPtr) NULL; bglFramebufferTexture2DEXT = (bglFramebufferTexture2DEXTProcPtr) NULL; bglCheckFramebufferStatusEXT = (bglCheckFramebufferStatusEXTProcPtr) NULL; bglDeleteFramebuffersEXT = (bglDeleteFramebuffersEXTProcPtr) NULL; // Vertex Buffer Objects bglGenBuffersARB = (bglGenBuffersARBProcPtr) NULL; bglBindBufferARB = (bglBindBufferARBProcPtr) NULL; bglDeleteBuffersARB = (bglDeleteBuffersARBProcPtr) NULL; bglBufferDataARB = (bglBufferDataARBProcPtr) NULL; bglBufferSubDataARB = (bglBufferSubDataARBProcPtr) NULL; bglMapBufferARB = (bglMapBufferARBProcPtr) NULL; bglUnmapBufferARB = (bglUnmapBufferARBProcPtr) NULL; // Occlusion queries bglGenQueriesARB = (bglGenQueriesARBProcPtr) NULL; bglDeleteQueriesARB = (bglDeleteQueriesARBProcPtr) NULL; bglIsQueryARB = (bglIsQueryARBProcPtr) NULL; bglBeginQueryARB = (bglBeginQueryARBProcPtr) NULL; bglEndQueryARB = (bglEndQueryARBProcPtr) NULL; bglGetQueryivARB = (bglGetQueryivARBProcPtr) NULL; bglGetQueryObjectivARB = (bglGetQueryObjectivARBProcPtr) NULL; bglGetQueryObjectuivARB = (bglGetQueryObjectuivARBProcPtr) NULL; // Shader Objects bglDeleteObjectARB = (bglDeleteObjectARBProcPtr) NULL; bglGetHandleARB = (bglGetHandleARBProcPtr) NULL; bglDetachObjectARB = (bglDetachObjectARBProcPtr) NULL; bglCreateShaderObjectARB = (bglCreateShaderObjectARBProcPtr) NULL; bglShaderSourceARB = (bglShaderSourceARBProcPtr) NULL; bglCompileShaderARB = (bglCompileShaderARBProcPtr) NULL; bglCreateProgramObjectARB = (bglCreateProgramObjectARBProcPtr) NULL; bglAttachObjectARB = (bglAttachObjectARBProcPtr) NULL; bglLinkProgramARB = (bglLinkProgramARBProcPtr) NULL; bglUseProgramObjectARB = (bglUseProgramObjectARBProcPtr) NULL; bglValidateProgramARB = (bglValidateProgramARBProcPtr) NULL; bglUniform1fARB = (bglUniform1fARBProcPtr) NULL; bglUniform2fARB = (bglUniform2fARBProcPtr) NULL; bglUniform3fARB = (bglUniform3fARBProcPtr) NULL; bglUniform4fARB = (bglUniform4fARBProcPtr) NULL; bglUniform1iARB = (bglUniform1iARBProcPtr) NULL; bglUniform2iARB = (bglUniform2iARBProcPtr) NULL; bglUniform3iARB = (bglUniform3iARBProcPtr) NULL; bglUniform4iARB = (bglUniform4iARBProcPtr) NULL; bglUniform1fvARB = (bglUniform1fvARBProcPtr) NULL; bglUniform2fvARB = (bglUniform2fvARBProcPtr) NULL; bglUniform3fvARB = (bglUniform3fvARBProcPtr) NULL; bglUniform4fvARB = (bglUniform4fvARBProcPtr) NULL; bglUniform1ivARB = (bglUniform1ivARBProcPtr) NULL; bglUniform2ivARB = (bglUniform2ivARBProcPtr) NULL; bglUniform3ivARB = (bglUniform3ivARBProcPtr) NULL; bglUniform4ivARB = (bglUniform4ivARBProcPtr) NULL; bglUniformMatrix2fvARB = (bglUniformMatrix2fvARBProcPtr) NULL; bglUniformMatrix3fvARB = (bglUniformMatrix3fvARBProcPtr) NULL; bglUniformMatrix4fvARB = (bglUniformMatrix4fvARBProcPtr) NULL; bglGetObjectParameterfvARB = (bglGetObjectParameterfvARBProcPtr) NULL; bglGetObjectParameterivARB = (bglGetObjectParameterivARBProcPtr) NULL; bglGetInfoLogARB = (bglGetInfoLogARBProcPtr) NULL; bglGetAttachedObjectsARB = (bglGetAttachedObjectsARBProcPtr) NULL; bglGetUniformLocationARB = (bglGetUniformLocationARBProcPtr) NULL; bglGetActiveUniformARB = (bglGetActiveUniformARBProcPtr) NULL; bglGetUniformfvARB = (bglGetUniformfvARBProcPtr) NULL; bglGetUniformivARB = (bglGetUniformivARBProcPtr) NULL; bglGetShaderSourceARB = (bglGetShaderSourceARBProcPtr) NULL; // Vertex Shaders bglVertexAttrib1dARB = (bglVertexAttrib1dARBProcPtr) NULL; bglVertexAttrib1dvARB = (bglVertexAttrib1dvARBProcPtr) NULL; bglVertexAttrib1fARB = (bglVertexAttrib1fARBProcPtr) NULL; bglVertexAttrib1fvARB = (bglVertexAttrib1fvARBProcPtr) NULL; bglVertexAttrib1sARB = (bglVertexAttrib1sARBProcPtr) NULL; bglVertexAttrib1svARB = (bglVertexAttrib1svARBProcPtr) NULL; bglVertexAttrib2dARB = (bglVertexAttrib2dARBProcPtr) NULL; bglVertexAttrib2dvARB = (bglVertexAttrib2dvARBProcPtr) NULL; bglVertexAttrib2fARB = (bglVertexAttrib2fARBProcPtr) NULL; bglVertexAttrib2fvARB = (bglVertexAttrib2fvARBProcPtr) NULL; bglVertexAttrib2sARB = (bglVertexAttrib2sARBProcPtr) NULL; bglVertexAttrib2svARB = (bglVertexAttrib2svARBProcPtr) NULL; bglVertexAttrib3dARB = (bglVertexAttrib3dARBProcPtr) NULL; bglVertexAttrib3dvARB = (bglVertexAttrib3dvARBProcPtr) NULL; bglVertexAttrib3fARB = (bglVertexAttrib3fARBProcPtr) NULL; bglVertexAttrib3fvARB = (bglVertexAttrib3fvARBProcPtr) NULL; bglVertexAttrib3sARB = (bglVertexAttrib3sARBProcPtr) NULL; bglVertexAttrib3svARB = (bglVertexAttrib3svARBProcPtr) NULL; bglVertexAttrib4NbvARB = (bglVertexAttrib4NbvARBProcPtr) NULL; bglVertexAttrib4NivARB = (bglVertexAttrib4NivARBProcPtr) NULL; bglVertexAttrib4NsvARB = (bglVertexAttrib4NsvARBProcPtr) NULL; bglVertexAttrib4NubARB = (bglVertexAttrib4NubARBProcPtr) NULL; bglVertexAttrib4NubvARB = (bglVertexAttrib4NubvARBProcPtr) NULL; bglVertexAttrib4NuivARB = (bglVertexAttrib4NuivARBProcPtr) NULL; bglVertexAttrib4NusvARB = (bglVertexAttrib4NusvARBProcPtr) NULL; bglVertexAttrib4bvARB = (bglVertexAttrib4bvARBProcPtr) NULL; bglVertexAttrib4dARB = (bglVertexAttrib4dARBProcPtr) NULL; bglVertexAttrib4dvARB = (bglVertexAttrib4dvARBProcPtr) NULL; bglVertexAttrib4fARB = (bglVertexAttrib4fARBProcPtr) NULL; bglVertexAttrib4fvARB = (bglVertexAttrib4fvARBProcPtr) NULL; bglVertexAttrib4ivARB = (bglVertexAttrib4ivARBProcPtr) NULL; bglVertexAttrib4sARB = (bglVertexAttrib4sARBProcPtr) NULL; bglVertexAttrib4svARB = (bglVertexAttrib4svARBProcPtr) NULL; bglVertexAttrib4ubvARB = (bglVertexAttrib4ubvARBProcPtr) NULL; bglVertexAttrib4uivARB = (bglVertexAttrib4uivARBProcPtr) NULL; bglVertexAttrib4usvARB = (bglVertexAttrib4usvARBProcPtr) NULL; bglVertexAttribPointerARB = (bglVertexAttribPointerARBProcPtr) NULL; bglEnableVertexAttribArrayARB = (bglEnableVertexAttribArrayARBProcPtr) NULL; bglDisableVertexAttribArrayARB = (bglDisableVertexAttribArrayARBProcPtr) NULL; bglGetVertexAttribdvARB = (bglGetVertexAttribdvARBProcPtr) NULL; bglGetVertexAttribfvARB = (bglGetVertexAttribfvARBProcPtr) NULL; bglGetVertexAttribivARB = (bglGetVertexAttribivARBProcPtr) NULL; bglGetVertexAttribPointervARB = (bglGetVertexAttribPointervARBProcPtr) NULL; bglBindAttribLocationARB = (bglBindAttribLocationARBProcPtr) NULL; bglGetActiveAttribARB = (bglGetActiveAttribARBProcPtr) NULL; bglGetAttribLocationARB = (bglGetAttribLocationARBProcPtr) NULL; #ifdef _WIN32 bwglCreateContext = (bwglCreateContextProcPtr) NULL; bwglDeleteContext = (bwglDeleteContextProcPtr) NULL; bwglGetProcAddress = (bwglGetProcAddressProcPtr) NULL; bwglMakeCurrent = (bwglMakeCurrentProcPtr) NULL; bwglSwapBuffers = (bwglSwapBuffersProcPtr) NULL; bwglChoosePixelFormat = (bwglChoosePixelFormatProcPtr) NULL; bwglDescribePixelFormat = (bwglDescribePixelFormatProcPtr) NULL; bwglGetPixelFormat = (bwglGetPixelFormatProcPtr) NULL; bwglSetPixelFormat = (bwglSetPixelFormatProcPtr) NULL; bwglSwapIntervalEXT = (bwglSwapIntervalEXTProcPtr) NULL; #endif return 0; } static void *glugetproc_(const char *s, int32_t *err, int32_t fatal) { void *t; #if defined _WIN32 t = (void *)GetProcAddress(hGLUDLL,s); #else t = (void *)dlsym(gluhandle,s); #endif if (!t && fatal) { initprintf("Failed to find %s in %s\n", s, glulibrary); *err = 1; } return t; } #define GLUGETPROC(s) glugetproc_(s,&err,1) #define GLUGETPROCSOFT(s) glugetproc_(s,&err,0) int32_t loadglulibrary(const char *driver) { int32_t err=0; #if defined _WIN32 if (hGLUDLL) return 0; #endif if (!driver) { #ifdef _WIN32 driver = "glu32.dll"; #elif defined __APPLE__ driver = "/System/Library/Frameworks/OpenGL.framework/OpenGL"; // FIXME: like I know anything about Apple. Hah. #else driver = "libGLU.so.1"; #endif } #if defined _WIN32 hGLUDLL = LoadLibrary(driver); if (!hGLUDLL) goto fail; #else gluhandle = dlopen(driver, RTLD_NOW|RTLD_GLOBAL); if (!gluhandle) goto fail; #endif glulibrary = Bstrdup(driver); bgluTessBeginContour = (bgluTessBeginContourProcPtr) GLUGETPROC("gluTessBeginContour"); bgluTessBeginPolygon = (bgluTessBeginPolygonProcPtr) GLUGETPROC("gluTessBeginPolygon"); bgluTessCallback = (bgluTessCallbackProcPtr) GLUGETPROC("gluTessCallback"); bgluTessEndContour = (bgluTessEndContourProcPtr) GLUGETPROC("gluTessEndContour"); bgluTessEndPolygon = (bgluTessEndPolygonProcPtr) GLUGETPROC("gluTessEndPolygon"); bgluTessNormal = (bgluTessNormalProcPtr) GLUGETPROC("gluTessNormal"); bgluTessProperty = (bgluTessPropertyProcPtr) GLUGETPROC("gluTessProperty"); bgluTessVertex = (bgluTessVertexProcPtr) GLUGETPROC("gluTessVertex"); bgluNewTess = (bgluNewTessProcPtr) GLUGETPROC("gluNewTess"); bgluDeleteTess = (bgluDeleteTessProcPtr) GLUGETPROC("gluDeleteTess"); bgluPerspective = (bgluPerspectiveProcPtr) GLUGETPROC("gluPerspective"); bgluErrorString = (bgluErrorStringProcPtr) GLUGETPROC("gluErrorString"); bgluProject = (bgluProjectProcPtr) GLUGETPROC("gluProject"); bgluUnProject = (bgluUnProjectProcPtr) GLUGETPROC("gluUnProject"); if (err) unloadglulibrary(); return err; fail: initprintf("Failed loading \"%s\"\n",driver); return -1; } int32_t unloadglulibrary(void) { #if defined _WIN32 if (!hGLUDLL) return 0; #endif Bfree(glulibrary); glulibrary = NULL; #if defined _WIN32 FreeLibrary(hGLUDLL); hGLUDLL = NULL; #else if (gluhandle) dlclose(gluhandle); gluhandle = NULL; #endif bgluTessBeginContour = (bgluTessBeginContourProcPtr) NULL; bgluTessBeginPolygon = (bgluTessBeginPolygonProcPtr) NULL; bgluTessCallback = (bgluTessCallbackProcPtr) NULL; bgluTessEndContour = (bgluTessEndContourProcPtr) NULL; bgluTessEndPolygon = (bgluTessEndPolygonProcPtr) NULL; bgluTessNormal = (bgluTessNormalProcPtr) NULL; bgluTessProperty = (bgluTessPropertyProcPtr) NULL; bgluTessVertex = (bgluTessVertexProcPtr) NULL; bgluNewTess = (bgluNewTessProcPtr) NULL; bgluDeleteTess = (bgluDeleteTessProcPtr) NULL; bgluPerspective = (bgluPerspectiveProcPtr) NULL; bgluErrorString = (bgluErrorStringProcPtr) NULL; bgluProject = (bgluProjectProcPtr) NULL; bgluUnProject = (bgluUnProjectProcPtr) NULL; return 0; } //////// glGenTextures/glDeleteTextures debugging //////// # if defined DEBUGGINGAIDS && defined DEBUG_TEXTURE_NAMES static uint8_t *texnameused; // bitmap static uint32_t *texnamefromwhere; // hash of __FILE__ static uint32_t texnameallocsize; // djb3 algorithm static inline uint32_t texdbg_getcode(const char *s) { uint32_t h = 5381; int32_t ch; while ((ch = *s++) != '\0') h = ((h << 5) + h) ^ ch; return h; } static void texdbg_realloc(uint32_t maxtexname) { uint32_t newsize = texnameallocsize ? texnameallocsize : 64; if (maxtexname < texnameallocsize) return; while (maxtexname >= newsize) newsize <<= 1; // initprintf("texdebug: new size %u\n", newsize); texnameused = Brealloc(texnameused, newsize>>3); texnamefromwhere = Brealloc(texnamefromwhere, newsize*sizeof(uint32_t)); Bmemset(texnameused + (texnameallocsize>>3), 0, (newsize-texnameallocsize)>>3); Bmemset(texnamefromwhere + texnameallocsize, 0, (newsize-texnameallocsize)*sizeof(uint32_t)); texnameallocsize = newsize; } #undef bglGenTextures void texdbg_bglGenTextures(GLsizei n, GLuint *textures, const char *srcfn) { int32_t i; uint32_t hash = srcfn ? texdbg_getcode(srcfn) : 0; for (i=0; i>3]&(1<<(textures[i]&7)))) initprintf("texdebug %x Gen: overwriting used tex name %u from %x\n", hash, textures[i], texnamefromwhere[textures[i]]); bglGenTextures(n, textures); { GLuint maxtexname = 0; for (i=0; i>3] |= (1<<(textures[i]&7)); texnamefromwhere[textures[i]] = hash; } } } #undef bglDeleteTextures void texdbg_bglDeleteTextures(GLsizei n, const GLuint *textures, const char *srcfn) { int32_t i; uint32_t hash = srcfn ? texdbg_getcode(srcfn) : 0; for (i=0; i>3]&(1<<(textures[i]&7)))==0) initprintf("texdebug %x Del: deleting unused tex name %u\n", hash, textures[i]); else if ((texnameused[textures[i]>>3]&(1<<(textures[i]&7))) && texnamefromwhere[textures[i]] != hash) initprintf("texdebug %x Del: deleting foreign tex name %u from %x\n", hash, textures[i], texnamefromwhere[textures[i]]); } bglDeleteTextures(n, textures); if (texnameallocsize) for (i=0; i>3] &= ~(1<<(textures[i]&7)); texnamefromwhere[textures[i]] = 0; } } # endif // defined DEBUGGINGAIDS #endif