2013-06-23 07:49:34 +00:00
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/*
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** r_opengl.cpp
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**
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** OpenGL system interface
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**
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**---------------------------------------------------------------------------
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** Copyright 2005 Tim Stump
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2013-08-18 12:16:33 +00:00
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** Copyright 2005-2013 Christoph Oelckers
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2013-06-23 07:49:34 +00:00
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. Full disclosure of the entire project's source code, except for third
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** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "gl/system/gl_system.h"
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#include "tarray.h"
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#include "doomtype.h"
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#include "m_argv.h"
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#include "zstring.h"
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#include "version.h"
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#include "i_system.h"
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#include "gl/system/gl_cvars.h"
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2013-08-28 06:33:11 +00:00
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#if defined (__unix__) || defined (__APPLE__)
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2013-06-23 07:49:34 +00:00
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#include <SDL.h>
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#define wglGetProcAddress(x) (*SDL_GL_GetProcAddress)(x)
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#endif
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static void APIENTRY glBlendEquationDummy (GLenum mode);
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static TArray<FString> m_Extensions;
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2013-08-18 13:41:52 +00:00
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RenderContext gl;
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2013-06-23 07:49:34 +00:00
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int occlusion_type=0;
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static void CollectExtensions()
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{
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const char *supported = NULL;
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char *extensions, *extension;
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supported = (char *)glGetString(GL_EXTENSIONS);
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if (supported)
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{
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extensions = new char[strlen(supported) + 1];
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strcpy(extensions, supported);
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extension = strtok(extensions, " ");
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while(extension)
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{
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m_Extensions.Push(FString(extension));
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extension = strtok(NULL, " ");
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}
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delete [] extensions;
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static bool CheckExtension(const char *ext)
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{
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for (unsigned int i = 0; i < m_Extensions.Size(); ++i)
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{
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if (m_Extensions[i].CompareNoCase(ext) == 0) return true;
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}
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return false;
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}
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2013-08-18 13:41:52 +00:00
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2013-06-23 07:49:34 +00:00
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//==========================================================================
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//
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//
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//
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//==========================================================================
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2013-08-18 13:41:52 +00:00
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static void InitContext()
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2013-06-23 07:49:34 +00:00
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{
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2013-08-18 13:41:52 +00:00
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gl.flags=0;
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gl.Begin = glBegin;
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gl.End = glEnd;
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gl.DrawArrays = glDrawArrays;
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gl.TexCoord2f = glTexCoord2f;
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gl.TexCoord2fv = glTexCoord2fv;
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gl.Vertex2f = glVertex2f;
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gl.Vertex2i = glVertex2i;
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gl.Vertex3f = glVertex3f;
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gl.Vertex3fv = glVertex3fv;
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gl.Vertex3d = glVertex3d;
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gl.Color4f = glColor4f;
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gl.Color4fv = glColor4fv;
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gl.Color3f = glColor3f;
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gl.Color3ub = glColor3ub;
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gl.Color4ub = glColor4ub;
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gl.ColorMask = glColorMask;
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gl.DepthFunc = glDepthFunc;
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gl.DepthMask = glDepthMask;
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gl.DepthRange = glDepthRange;
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gl.StencilFunc = glStencilFunc;
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gl.StencilMask = glStencilMask;
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gl.StencilOp = glStencilOp;
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gl.MatrixMode = glMatrixMode;
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gl.PushMatrix = glPushMatrix;
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gl.PopMatrix = glPopMatrix;
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gl.LoadIdentity = glLoadIdentity;
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gl.MultMatrixd = glMultMatrixd;
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gl.Translatef = glTranslatef;
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gl.Ortho = glOrtho;
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gl.Scalef = glScalef;
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gl.Rotatef = glRotatef;
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gl.Viewport = glViewport;
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gl.Scissor = glScissor;
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gl.Clear = glClear;
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gl.ClearColor = glClearColor;
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gl.ClearDepth = glClearDepth;
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gl.ShadeModel = glShadeModel;
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gl.Hint = glHint;
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gl.DisableClientState = glDisableClientState;
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gl.EnableClientState = glEnableClientState;
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gl.Fogf = glFogf;
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gl.Fogi = glFogi;
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gl.Fogfv = glFogfv;
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gl.Enable = glEnable;
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gl.IsEnabled = glIsEnabled;
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gl.Disable = glDisable;
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gl.TexGeni = glTexGeni;
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gl.DeleteTextures = glDeleteTextures;
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gl.GenTextures = glGenTextures;
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gl.BindTexture = glBindTexture;
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gl.TexImage2D = glTexImage2D;
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gl.TexParameterf = glTexParameterf;
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gl.TexParameteri = glTexParameteri;
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gl.CopyTexSubImage2D = glCopyTexSubImage2D;
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gl.ReadPixels = glReadPixels;
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gl.PolygonOffset = glPolygonOffset;
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gl.ClipPlane = glClipPlane;
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gl.Finish = glFinish;
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gl.Flush = glFlush;
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gl.BlendEquation = glBlendEquationDummy;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void gl_LoadExtensions()
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{
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InitContext();
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2013-06-23 07:49:34 +00:00
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CollectExtensions();
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const char *version = (const char*)glGetString(GL_VERSION);
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2013-08-18 13:41:52 +00:00
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// Don't even start if it's lower than 1.4
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if (strcmp(version, "1.4") < 0)
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2013-06-23 07:49:34 +00:00
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{
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2013-08-28 06:33:11 +00:00
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I_FatalError("Unsupported OpenGL version.\nAt least GL 1.4 is required to run " GAMENAME ".\n");
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2013-06-23 07:49:34 +00:00
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}
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// This loads any function pointers and flags that require a vaild render context to
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// initialize properly
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2013-08-18 13:41:52 +00:00
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gl.shadermodel = 0; // assume no shader support
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gl.vendorstring=(char*)glGetString(GL_VENDOR);
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2013-06-23 07:49:34 +00:00
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// First try the regular function
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2013-08-18 13:41:52 +00:00
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gl.BlendEquation = (PFNGLBLENDEQUATIONPROC)wglGetProcAddress("glBlendEquation");
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2013-06-23 07:49:34 +00:00
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// If that fails try the EXT version
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2013-08-18 13:41:52 +00:00
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if (!gl.BlendEquation) gl.BlendEquation = (PFNGLBLENDEQUATIONPROC)wglGetProcAddress("glBlendEquationEXT");
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2013-06-23 07:49:34 +00:00
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// If that fails use a no-op dummy
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2013-08-18 13:41:52 +00:00
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if (!gl.BlendEquation) gl.BlendEquation = glBlendEquationDummy;
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2013-06-23 07:49:34 +00:00
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2013-08-18 13:41:52 +00:00
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if (CheckExtension("GL_ARB_texture_non_power_of_two")) gl.flags|=RFL_NPOT_TEXTURE;
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if (CheckExtension("GL_ARB_texture_compression")) gl.flags|=RFL_TEXTURE_COMPRESSION;
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if (CheckExtension("GL_EXT_texture_compression_s3tc")) gl.flags|=RFL_TEXTURE_COMPRESSION_S3TC;
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if (strstr(gl.vendorstring, "NVIDIA")) gl.flags|=RFL_NVIDIA;
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else if (strstr(gl.vendorstring, "ATI Technologies")) gl.flags|=RFL_ATI;
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2013-06-23 07:49:34 +00:00
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2013-08-18 13:41:52 +00:00
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if (strcmp(version, "2.0") >= 0) gl.flags|=RFL_GL_20;
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if (strcmp(version, "2.1") >= 0) gl.flags|=RFL_GL_21;
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if (strcmp(version, "3.0") >= 0) gl.flags|=RFL_GL_30;
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2013-06-23 07:49:34 +00:00
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2013-08-18 13:41:52 +00:00
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glGetIntegerv(GL_MAX_TEXTURE_SIZE,&gl.max_texturesize);
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2013-06-23 07:49:34 +00:00
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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2013-08-18 13:41:52 +00:00
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if (gl.flags & RFL_GL_20)
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2013-06-23 07:49:34 +00:00
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{
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2013-08-18 13:41:52 +00:00
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gl.DeleteShader = (PFNGLDELETESHADERPROC)wglGetProcAddress("glDeleteShader");
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gl.DeleteProgram = (PFNGLDELETEPROGRAMPROC)wglGetProcAddress("glDeleteProgram");
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gl.DetachShader = (PFNGLDETACHSHADERPROC)wglGetProcAddress("glDetachShader");
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gl.CreateShader = (PFNGLCREATESHADERPROC)wglGetProcAddress("glCreateShader");
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gl.ShaderSource = (PFNGLSHADERSOURCEPROC)wglGetProcAddress("glShaderSource");
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gl.CompileShader = (PFNGLCOMPILESHADERPROC)wglGetProcAddress("glCompileShader");
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gl.CreateProgram = (PFNGLCREATEPROGRAMPROC)wglGetProcAddress("glCreateProgram");
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gl.AttachShader = (PFNGLATTACHSHADERPROC)wglGetProcAddress("glAttachShader");
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gl.LinkProgram = (PFNGLLINKPROGRAMPROC)wglGetProcAddress("glLinkProgram");
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gl.UseProgram = (PFNGLUSEPROGRAMPROC)wglGetProcAddress("glUseProgram");
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gl.ValidateProgram = (PFNGLVALIDATEPROGRAMPROC)wglGetProcAddress("glValidateProgram");
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gl.VertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC)wglGetProcAddress("glVertexAttrib1f");
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gl.VertexAttrib2f = (PFNGLVERTEXATTRIB2FPROC)wglGetProcAddress("glVertexAttrib2f");
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gl.VertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC)wglGetProcAddress("glVertexAttrib4f");
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gl.VertexAttrib2fv = (PFNGLVERTEXATTRIB4FVPROC)wglGetProcAddress("glVertexAttrib2fv");
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gl.VertexAttrib3fv = (PFNGLVERTEXATTRIB4FVPROC)wglGetProcAddress("glVertexAttrib3fv");
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gl.VertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC)wglGetProcAddress("glVertexAttrib4fv");
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gl.VertexAttrib4ubv = (PFNGLVERTEXATTRIB4UBVPROC)wglGetProcAddress("glVertexAttrib4ubv");
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gl.GetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)wglGetProcAddress("glGetAttribLocation");
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gl.BindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC)wglGetProcAddress("glBindAttribLocation");
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gl.Uniform1f = (PFNGLUNIFORM1FPROC)wglGetProcAddress("glUniform1f");
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gl.Uniform2f = (PFNGLUNIFORM2FPROC)wglGetProcAddress("glUniform2f");
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gl.Uniform3f = (PFNGLUNIFORM3FPROC)wglGetProcAddress("glUniform3f");
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gl.Uniform4f = (PFNGLUNIFORM4FPROC)wglGetProcAddress("glUniform4f");
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gl.Uniform1i = (PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i");
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gl.Uniform2i = (PFNGLUNIFORM2IPROC)wglGetProcAddress("glUniform2i");
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gl.Uniform3i = (PFNGLUNIFORM3IPROC)wglGetProcAddress("glUniform3i");
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gl.Uniform4i = (PFNGLUNIFORM4IPROC)wglGetProcAddress("glUniform4i");
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gl.Uniform1fv = (PFNGLUNIFORM1FVPROC)wglGetProcAddress("glUniform1fv");
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gl.Uniform2fv = (PFNGLUNIFORM2FVPROC)wglGetProcAddress("glUniform2fv");
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gl.Uniform3fv = (PFNGLUNIFORM3FVPROC)wglGetProcAddress("glUniform3fv");
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gl.Uniform4fv = (PFNGLUNIFORM4FVPROC)wglGetProcAddress("glUniform4fv");
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gl.Uniform1iv = (PFNGLUNIFORM1IVPROC)wglGetProcAddress("glUniform1iv");
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gl.Uniform2iv = (PFNGLUNIFORM2IVPROC)wglGetProcAddress("glUniform2iv");
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gl.Uniform3iv = (PFNGLUNIFORM3IVPROC)wglGetProcAddress("glUniform3iv");
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gl.Uniform4iv = (PFNGLUNIFORM4IVPROC)wglGetProcAddress("glUniform4iv");
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2013-06-23 07:49:34 +00:00
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2013-08-18 13:41:52 +00:00
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gl.UniformMatrix2fv = (PFNGLUNIFORMMATRIX2FVPROC)wglGetProcAddress("glUniformMatrix2fv");
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gl.UniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC)wglGetProcAddress("glUniformMatrix3fv");
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gl.UniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)wglGetProcAddress("glUniformMatrix4fv");
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2013-06-23 07:49:34 +00:00
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2013-08-18 13:41:52 +00:00
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gl.GetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)wglGetProcAddress("glGetProgramInfoLog");
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gl.GetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)wglGetProcAddress("glGetShaderInfoLog");
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gl.GetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)wglGetProcAddress("glGetUniformLocation");
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gl.GetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC)wglGetProcAddress("glGetActiveUniform");
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gl.GetUniformfv = (PFNGLGETUNIFORMFVPROC)wglGetProcAddress("glGetUniformfv");
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gl.GetUniformiv = (PFNGLGETUNIFORMIVPROC)wglGetProcAddress("glGetUniformiv");
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gl.GetShaderSource = (PFNGLGETSHADERSOURCEPROC)wglGetProcAddress("glGetShaderSource");
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gl.EnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)wglGetProcAddress("glEnableVertexAttribArray");
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gl.DisableVertexAttribArray= (PFNGLDISABLEVERTEXATTRIBARRAYPROC)wglGetProcAddress("glDisableVertexAttribArray");
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gl.VertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)wglGetProcAddress("glVertexAttribPointer");
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2013-06-23 07:49:34 +00:00
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// what'S the equivalent of this in GL 2.0???
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2013-08-18 13:41:52 +00:00
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gl.GetObjectParameteriv = (PFNGLGETOBJECTPARAMETERIVARBPROC)wglGetProcAddress("glGetObjectParameterivARB");
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2013-06-23 07:49:34 +00:00
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// Rules:
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// SM4 will always use shaders. No option to switch them off is needed here.
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// SM3 has shaders optional but they are off by default (they will have a performance impact
|
|
|
|
// SM2 only uses shaders for colormaps on camera textures and has no option to use them in general.
|
|
|
|
// On SM2 cards the shaders will be too slow and show visual bugs (at least on GF 6800.)
|
2013-08-18 13:41:52 +00:00
|
|
|
if (strcmp((const char*)glGetString(GL_SHADING_LANGUAGE_VERSION), "1.3") >= 0) gl.shadermodel = 4;
|
|
|
|
else if (CheckExtension("GL_NV_GPU_shader4")) gl.shadermodel = 4; // for pre-3.0 drivers that support GF8xxx.
|
|
|
|
else if (CheckExtension("GL_EXT_GPU_shader4")) gl.shadermodel = 4; // for pre-3.0 drivers that support GF8xxx.
|
|
|
|
else if (CheckExtension("GL_NV_vertex_program3")) gl.shadermodel = 3;
|
|
|
|
else if (!strstr(gl.vendorstring, "NVIDIA")) gl.shadermodel = 3;
|
|
|
|
else gl.shadermodel = 2; // Only for older NVidia cards which had notoriously bad shader support.
|
2013-06-23 07:49:34 +00:00
|
|
|
|
|
|
|
// Command line overrides for testing and problem cases.
|
2013-08-18 13:41:52 +00:00
|
|
|
if (Args->CheckParm("-sm2") && gl.shadermodel > 2) gl.shadermodel = 2;
|
|
|
|
else if (Args->CheckParm("-sm3") && gl.shadermodel > 3) gl.shadermodel = 3;
|
2013-06-23 07:49:34 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if (CheckExtension("GL_ARB_occlusion_query"))
|
|
|
|
{
|
2013-08-18 13:41:52 +00:00
|
|
|
gl.GenQueries = (PFNGLGENQUERIESARBPROC)wglGetProcAddress("glGenQueriesARB");
|
|
|
|
gl.DeleteQueries = (PFNGLDELETEQUERIESARBPROC)wglGetProcAddress("glDeleteQueriesARB");
|
|
|
|
gl.GetQueryObjectuiv = (PFNGLGETQUERYOBJECTUIVARBPROC)wglGetProcAddress("glGetQueryObjectuivARB");
|
|
|
|
gl.BeginQuery = (PFNGLBEGINQUERYARBPROC)wglGetProcAddress("glBeginQueryARB");
|
|
|
|
gl.EndQuery = (PFNGLENDQUERYPROC)wglGetProcAddress("glEndQueryARB");
|
|
|
|
gl.flags|=RFL_OCCLUSION_QUERY;
|
2013-06-23 07:49:34 +00:00
|
|
|
}
|
|
|
|
|
2013-08-18 13:41:52 +00:00
|
|
|
if (gl.flags & RFL_GL_21)
|
2013-06-23 07:49:34 +00:00
|
|
|
{
|
2013-08-18 13:41:52 +00:00
|
|
|
gl.BindBuffer = (PFNGLBINDBUFFERPROC)wglGetProcAddress("glBindBuffer");
|
|
|
|
gl.DeleteBuffers = (PFNGLDELETEBUFFERSPROC)wglGetProcAddress("glDeleteBuffers");
|
|
|
|
gl.GenBuffers = (PFNGLGENBUFFERSPROC)wglGetProcAddress("glGenBuffers");
|
|
|
|
gl.BufferData = (PFNGLBUFFERDATAPROC)wglGetProcAddress("glBufferData");
|
|
|
|
gl.BufferSubData = (PFNGLBUFFERSUBDATAPROC)wglGetProcAddress("glBufferSubData");
|
|
|
|
gl.MapBuffer = (PFNGLMAPBUFFERPROC)wglGetProcAddress("glMapBuffer");
|
|
|
|
gl.UnmapBuffer = (PFNGLUNMAPBUFFERPROC)wglGetProcAddress("glUnmapBuffer");
|
|
|
|
gl.flags |= RFL_VBO;
|
2013-06-23 07:49:34 +00:00
|
|
|
}
|
|
|
|
else if (CheckExtension("GL_ARB_vertex_buffer_object"))
|
|
|
|
{
|
2013-08-18 13:41:52 +00:00
|
|
|
gl.BindBuffer = (PFNGLBINDBUFFERPROC)wglGetProcAddress("glBindBufferARB");
|
|
|
|
gl.DeleteBuffers = (PFNGLDELETEBUFFERSPROC)wglGetProcAddress("glDeleteBuffersARB");
|
|
|
|
gl.GenBuffers = (PFNGLGENBUFFERSPROC)wglGetProcAddress("glGenBuffersARB");
|
|
|
|
gl.BufferData = (PFNGLBUFFERDATAPROC)wglGetProcAddress("glBufferDataARB");
|
|
|
|
gl.BufferSubData = (PFNGLBUFFERSUBDATAPROC)wglGetProcAddress("glBufferSubDataARB");
|
|
|
|
gl.MapBuffer = (PFNGLMAPBUFFERPROC)wglGetProcAddress("glMapBufferARB");
|
|
|
|
gl.UnmapBuffer = (PFNGLUNMAPBUFFERPROC)wglGetProcAddress("glUnmapBufferARB");
|
|
|
|
gl.flags |= RFL_VBO;
|
2013-06-23 07:49:34 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if (CheckExtension("GL_ARB_map_buffer_range"))
|
|
|
|
{
|
2013-08-18 13:41:52 +00:00
|
|
|
gl.MapBufferRange = (PFNGLMAPBUFFERRANGEPROC)wglGetProcAddress("glMapBufferRange");
|
|
|
|
gl.FlushMappedBufferRange = (PFNGLFLUSHMAPPEDBUFFERRANGEPROC)wglGetProcAddress("glFlushMappedBufferRange");
|
|
|
|
gl.flags|=RFL_MAP_BUFFER_RANGE;
|
2013-06-23 07:49:34 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if (CheckExtension("GL_ARB_framebuffer_object"))
|
|
|
|
{
|
2013-08-18 13:41:52 +00:00
|
|
|
gl.GenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)wglGetProcAddress("glGenFramebuffers");
|
|
|
|
gl.DeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)wglGetProcAddress("glDeleteFramebuffers");
|
|
|
|
gl.BindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)wglGetProcAddress("glBindFramebuffer");
|
|
|
|
gl.FramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)wglGetProcAddress("glFramebufferTexture2D");
|
|
|
|
gl.GenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)wglGetProcAddress("glGenRenderbuffers");
|
|
|
|
gl.DeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)wglGetProcAddress("glDeleteRenderbuffers");
|
|
|
|
gl.BindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)wglGetProcAddress("glBindRenderbuffer");
|
|
|
|
gl.RenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)wglGetProcAddress("glRenderbufferStorage");
|
|
|
|
gl.FramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)wglGetProcAddress("glFramebufferRenderbuffer");
|
|
|
|
|
|
|
|
gl.flags|=RFL_FRAMEBUFFER;
|
2013-06-23 07:49:34 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
#if 0
|
|
|
|
if (CheckExtension("GL_ARB_texture_buffer_object") &&
|
|
|
|
CheckExtension("GL_ARB_texture_float") &&
|
|
|
|
CheckExtension("GL_EXT_GPU_Shader4") &&
|
|
|
|
CheckExtension("GL_ARB_texture_rg") &&
|
2013-08-18 13:41:52 +00:00
|
|
|
gl.shadermodel == 4)
|
2013-06-23 07:49:34 +00:00
|
|
|
{
|
2013-08-18 13:41:52 +00:00
|
|
|
gl.TexBufferARB = (PFNGLTEXBUFFERARBPROC)wglGetProcAddress("glTexBufferARB");
|
|
|
|
gl.flags|=RFL_TEXTUREBUFFER;
|
2013-06-23 07:49:34 +00:00
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
|
2013-08-18 13:41:52 +00:00
|
|
|
gl.ActiveTexture = (PFNGLACTIVETEXTUREPROC)wglGetProcAddress("glActiveTextureARB");
|
|
|
|
gl.MultiTexCoord2f = (PFNGLMULTITEXCOORD2FPROC) wglGetProcAddress("glMultiTexCoord2fARB");
|
|
|
|
gl.MultiTexCoord2fv = (PFNGLMULTITEXCOORD2FVPROC) wglGetProcAddress("glMultiTexCoord2fvARB");
|
2013-06-23 07:49:34 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
2013-08-18 13:41:52 +00:00
|
|
|
void gl_PrintStartupLog()
|
2013-06-23 07:49:34 +00:00
|
|
|
{
|
|
|
|
Printf ("GL_VENDOR: %s\n", glGetString(GL_VENDOR));
|
|
|
|
Printf ("GL_RENDERER: %s\n", glGetString(GL_RENDERER));
|
|
|
|
Printf ("GL_VERSION: %s\n", glGetString(GL_VERSION));
|
|
|
|
Printf ("GL_SHADING_LANGUAGE_VERSION: %s\n", glGetString(GL_SHADING_LANGUAGE_VERSION));
|
|
|
|
Printf ("GL_EXTENSIONS: %s\n", glGetString(GL_EXTENSIONS));
|
|
|
|
int v;
|
|
|
|
|
|
|
|
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &v);
|
|
|
|
Printf ("Max. texture units: %d\n", v);
|
|
|
|
glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, &v);
|
|
|
|
Printf ("Max. fragment uniforms: %d\n", v);
|
2013-08-18 13:41:52 +00:00
|
|
|
if (gl.shadermodel == 4) gl.maxuniforms = v;
|
2013-06-23 07:49:34 +00:00
|
|
|
glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS, &v);
|
|
|
|
Printf ("Max. vertex uniforms: %d\n", v);
|
|
|
|
glGetIntegerv(GL_MAX_VARYING_FLOATS, &v);
|
|
|
|
Printf ("Max. varying: %d\n", v);
|
|
|
|
glGetIntegerv(GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS, &v);
|
|
|
|
Printf ("Max. combined uniforms: %d\n", v);
|
|
|
|
glGetIntegerv(GL_MAX_COMBINED_UNIFORM_BLOCKS, &v);
|
|
|
|
Printf ("Max. combined uniform blocks: %d\n", v);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
static void APIENTRY glBlendEquationDummy (GLenum mode)
|
|
|
|
{
|
|
|
|
// If this is not supported all non-existent modes are
|
|
|
|
// made to draw nothing.
|
|
|
|
if (mode == GL_FUNC_ADD)
|
|
|
|
{
|
|
|
|
glColorMask(true, true, true, true);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
glColorMask(false, false, false, false);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
2013-08-18 13:41:52 +00:00
|
|
|
void gl_SetTextureMode(int type)
|
2013-06-23 07:49:34 +00:00
|
|
|
{
|
|
|
|
static float white[] = {1.f,1.f,1.f,1.f};
|
|
|
|
|
|
|
|
if (type == TM_MASK)
|
|
|
|
{
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PRIMARY_COLOR);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
|
|
|
|
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_TEXTURE0);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
|
|
|
|
}
|
|
|
|
else if (type == TM_OPAQUE)
|
|
|
|
{
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
|
|
|
|
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
|
|
|
|
}
|
|
|
|
else if (type == TM_INVERT)
|
|
|
|
{
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_ONE_MINUS_SRC_COLOR);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
|
|
|
|
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_TEXTURE0);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
|
|
|
|
}
|
|
|
|
else if (type == TM_INVERTOPAQUE)
|
|
|
|
{
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_ONE_MINUS_SRC_COLOR);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
|
|
|
|
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
|
|
|
|
}
|
|
|
|
else // if (type == TM_MODULATE)
|
|
|
|
{
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//} // extern "C"
|