mirror of
https://github.com/UberGames/ioef.git
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287 lines
8.3 KiB
C
287 lines
8.3 KiB
C
/*
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===========================================================================
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Copyright (C) 2016 James Canete
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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===========================================================================
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*/
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#include "tr_local.h"
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#include "tr_dsa.h"
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static struct
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{
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GLuint textures[NUM_TEXTURE_BUNDLES];
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GLenum texunit;
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GLuint program;
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GLuint drawFramebuffer;
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GLuint readFramebuffer;
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GLuint renderbuffer;
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}
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glDsaState;
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void GL_BindNullTextures()
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{
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int i;
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if (glRefConfig.directStateAccess)
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{
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for (i = 0; i < NUM_TEXTURE_BUNDLES; i++)
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{
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qglBindMultiTexture(GL_TEXTURE0_ARB + i, GL_TEXTURE_2D, 0);
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glDsaState.textures[i] = 0;
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}
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}
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else
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{
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for (i = 0; i < NUM_TEXTURE_BUNDLES; i++)
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{
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qglActiveTextureARB(GL_TEXTURE0_ARB + i);
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qglBindTexture(GL_TEXTURE_2D, 0);
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glDsaState.textures[i] = 0;
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}
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qglActiveTextureARB(GL_TEXTURE0_ARB);
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glDsaState.texunit = GL_TEXTURE0_ARB;
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}
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}
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int GL_BindMultiTexture(GLenum texunit, GLenum target, GLuint texture)
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{
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GLuint tmu = texunit - GL_TEXTURE0_ARB;
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if (glDsaState.textures[tmu] == texture)
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return 0;
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if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X && target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z)
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target = GL_TEXTURE_CUBE_MAP;
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qglBindMultiTexture(texunit, target, texture);
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glDsaState.textures[tmu] = texture;
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return 1;
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}
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GLvoid APIENTRY GLDSA_BindMultiTexture(GLenum texunit, GLenum target, GLuint texture)
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{
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if (glDsaState.texunit != texunit)
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{
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qglActiveTextureARB(texunit);
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glDsaState.texunit = texunit;
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}
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qglBindTexture(target, texture);
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}
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GLvoid APIENTRY GLDSA_TextureParameterf(GLuint texture, GLenum target, GLenum pname, GLfloat param)
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{
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GL_BindMultiTexture(glDsaState.texunit, target, texture);
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qglTexParameterf(target, pname, param);
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}
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GLvoid APIENTRY GLDSA_TextureParameteri(GLuint texture, GLenum target, GLenum pname, GLint param)
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{
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GL_BindMultiTexture(glDsaState.texunit, target, texture);
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qglTexParameteri(target, pname, param);
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}
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GLvoid APIENTRY GLDSA_TextureImage2D(GLuint texture, GLenum target, GLint level, GLint internalformat,
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GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
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{
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GL_BindMultiTexture(glDsaState.texunit, target, texture);
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qglTexImage2D(target, level, internalformat, width, height, border, format, type, pixels);
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}
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GLvoid APIENTRY GLDSA_TextureSubImage2D(GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset,
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GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)
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{
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GL_BindMultiTexture(glDsaState.texunit, target, texture);
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qglTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);
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}
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GLvoid APIENTRY GLDSA_CopyTextureImage2D(GLuint texture, GLenum target, GLint level, GLenum internalformat,
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GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
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{
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GL_BindMultiTexture(glDsaState.texunit, target, texture);
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qglCopyTexImage2D(target, level, internalformat, x, y, width, height, border);
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}
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GLvoid APIENTRY GLDSA_CompressedTextureImage2D(GLuint texture, GLenum target, GLint level, GLenum internalformat,
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GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data)
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{
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GL_BindMultiTexture(glDsaState.texunit, target, texture);
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qglCompressedTexImage2DARB(target, level, internalformat, width, height, border, imageSize, data);
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}
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GLvoid APIENTRY GLDSA_CompressedTextureSubImage2D(GLuint texture, GLenum target, GLint level,
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GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format,
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GLsizei imageSize, const GLvoid *data)
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{
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GL_BindMultiTexture(glDsaState.texunit, target, texture);
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qglCompressedTexSubImage2DARB(target, level, xoffset, yoffset, width, height, format, imageSize, data);
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}
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GLvoid APIENTRY GLDSA_GenerateTextureMipmap(GLuint texture, GLenum target)
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{
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GL_BindMultiTexture(glDsaState.texunit, target, texture);
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qglGenerateMipmapEXT(target);
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}
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void GL_BindNullProgram()
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{
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qglUseProgramObjectARB(0);
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glDsaState.program = 0;
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}
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int GL_UseProgramObject(GLuint program)
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{
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if (glDsaState.program == program)
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return 0;
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qglUseProgramObjectARB(program);
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glDsaState.program = program;
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return 1;
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}
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GLvoid APIENTRY GLDSA_ProgramUniform1i(GLuint program, GLint location, GLint v0)
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{
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GL_UseProgramObject(program);
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qglUniform1iARB(location, v0);
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}
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GLvoid APIENTRY GLDSA_ProgramUniform1f(GLuint program, GLint location, GLfloat v0)
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{
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GL_UseProgramObject(program);
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qglUniform1fARB(location, v0);
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}
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GLvoid APIENTRY GLDSA_ProgramUniform2f(GLuint program, GLint location,
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GLfloat v0, GLfloat v1)
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{
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GL_UseProgramObject(program);
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qglUniform2fARB(location, v0, v1);
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}
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GLvoid APIENTRY GLDSA_ProgramUniform3f(GLuint program, GLint location,
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GLfloat v0, GLfloat v1, GLfloat v2)
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{
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GL_UseProgramObject(program);
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qglUniform3fARB(location, v0, v1, v2);
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}
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GLvoid APIENTRY GLDSA_ProgramUniform4f(GLuint program, GLint location,
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GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
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{
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GL_UseProgramObject(program);
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qglUniform4fARB(location, v0, v1, v2, v3);
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}
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GLvoid APIENTRY GLDSA_ProgramUniform1fv(GLuint program, GLint location,
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GLsizei count, const GLfloat *value)
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{
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GL_UseProgramObject(program);
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qglUniform1fvARB(location, count, value);
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}
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GLvoid APIENTRY GLDSA_ProgramUniformMatrix4fv(GLuint program, GLint location,
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GLsizei count, GLboolean transpose,
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const GLfloat *value)
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{
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GL_UseProgramObject(program);
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qglUniformMatrix4fvARB(location, count, transpose, value);
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}
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void GL_BindNullFramebuffers()
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{
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qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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glDsaState.drawFramebuffer = glDsaState.readFramebuffer = 0;
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qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
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glDsaState.readFramebuffer = 0;
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}
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void GL_BindFramebuffer(GLenum target, GLuint framebuffer)
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{
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switch (target)
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{
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case GL_FRAMEBUFFER_EXT:
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if (framebuffer != glDsaState.drawFramebuffer || framebuffer != glDsaState.readFramebuffer)
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{
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qglBindFramebufferEXT(target, framebuffer);
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glDsaState.drawFramebuffer = glDsaState.readFramebuffer = framebuffer;
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}
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break;
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case GL_DRAW_FRAMEBUFFER_EXT:
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if (framebuffer != glDsaState.drawFramebuffer)
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{
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qglBindFramebufferEXT(target, framebuffer);
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glDsaState.drawFramebuffer = framebuffer;
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}
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break;
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case GL_READ_FRAMEBUFFER_EXT:
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if (framebuffer != glDsaState.readFramebuffer)
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{
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qglBindFramebufferEXT(target, framebuffer);
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glDsaState.readFramebuffer = framebuffer;
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}
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break;
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}
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}
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void GL_BindRenderbuffer(GLuint renderbuffer)
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{
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if (renderbuffer != glDsaState.renderbuffer)
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{
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qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, renderbuffer);
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glDsaState.renderbuffer = renderbuffer;
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}
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}
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GLvoid APIENTRY GLDSA_NamedRenderbufferStorage(GLuint renderbuffer,
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GLenum internalformat, GLsizei width, GLsizei height)
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{
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GL_BindRenderbuffer(renderbuffer);
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qglRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, internalformat, width, height);
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}
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GLvoid APIENTRY GLDSA_NamedRenderbufferStorageMultisample(GLuint renderbuffer,
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GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
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{
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GL_BindRenderbuffer(renderbuffer);
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qglRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, samples, internalformat, width, height);
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}
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GLenum APIENTRY GLDSA_CheckNamedFramebufferStatus(GLuint framebuffer, GLenum target)
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{
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GL_BindFramebuffer(target, framebuffer);
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return qglCheckFramebufferStatusEXT(target);
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}
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GLvoid APIENTRY GLDSA_NamedFramebufferTexture2D(GLuint framebuffer,
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GLenum attachment, GLenum textarget, GLuint texture, GLint level)
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{
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GL_BindFramebuffer(GL_FRAMEBUFFER_EXT, framebuffer);
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qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, attachment, textarget, texture, level);
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}
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GLvoid APIENTRY GLDSA_NamedFramebufferRenderbuffer(GLuint framebuffer,
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GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
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{
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GL_BindFramebuffer(GL_FRAMEBUFFER_EXT, framebuffer);
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qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, attachment, renderbuffertarget, renderbuffer);
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}
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