raze/polymer/eduke32/build/src/glbuild.c

1134 lines
50 KiB
C

#include "compat.h"
#include "glbuild.h"
#include "baselayer.h"
#include <stdlib.h>
#include <string.h>
#include <stdio.h>
#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 <dlfcn.h>
#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<n; i++)
if (textures[i] < texnameallocsize && (texnameused[textures[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<n; i++)
maxtexname = max(maxtexname, textures[i]);
texdbg_realloc(maxtexname);
for (i=0; i<n; i++)
{
texnameused[textures[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<n; i++)
if (textures[i] < texnameallocsize)
{
if ((texnameused[textures[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<n; i++)
{
texnameused[textures[i]>>3] &= ~(1<<(textures[i]&7));
texnamefromwhere[textures[i]] = 0;
}
}
# endif // defined DEBUGGINGAIDS
#endif