/* ** r_opengl.cpp ** ** OpenGL system interface ** **--------------------------------------------------------------------------- ** Copyright 2005 Tim Stump ** Copyright 2005-2013 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** 4. Full disclosure of the entire project's source code, except for third ** party libraries is mandatory. (NOTE: This clause is non-negotiable!) ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "gl/system/gl_system.h" #include "tarray.h" #include "doomtype.h" #include "m_argv.h" #include "zstring.h" #include "version.h" #include "i_system.h" #include "gl/system/gl_cvars.h" #if defined (unix) || defined (__APPLE__) #include #define wglGetProcAddress(x) (*SDL_GL_GetProcAddress)(x) #endif static void APIENTRY glBlendEquationDummy (GLenum mode); static TArray m_Extensions; #define gl pgl RenderContext * gl; int occlusion_type=0; //========================================================================== // // // //========================================================================== static void CollectExtensions() { const char *supported = NULL; char *extensions, *extension; supported = (char *)glGetString(GL_EXTENSIONS); if (supported) { extensions = new char[strlen(supported) + 1]; strcpy(extensions, supported); extension = strtok(extensions, " "); while(extension) { m_Extensions.Push(FString(extension)); extension = strtok(NULL, " "); } delete [] extensions; } } //========================================================================== // // // //========================================================================== static bool CheckExtension(const char *ext) { for (unsigned int i = 0; i < m_Extensions.Size(); ++i) { if (m_Extensions[i].CompareNoCase(ext) == 0) return true; } return false; } //========================================================================== // // // //========================================================================== static void APIENTRY LoadExtensions() { CollectExtensions(); const char *version = (const char*)glGetString(GL_VERSION); // Don't even start if it's lower than 1.2 if (strcmp(version, "1.2") < 0) { I_FatalError("Unsupported OpenGL version.\nAt least GL 1.2 is required to run "GAMENAME".\n"); } // This loads any function pointers and flags that require a vaild render context to // initialize properly gl->shadermodel = 0; // assume no shader support gl->vendorstring=(char*)glGetString(GL_VENDOR); // First try the regular function gl->BlendEquation = (PFNGLBLENDEQUATIONPROC)wglGetProcAddress("glBlendEquation"); // If that fails try the EXT version if (!gl->BlendEquation) gl->BlendEquation = (PFNGLBLENDEQUATIONPROC)wglGetProcAddress("glBlendEquationEXT"); // If that fails use a no-op dummy if (!gl->BlendEquation) gl->BlendEquation = glBlendEquationDummy; if (CheckExtension("GL_ARB_texture_non_power_of_two")) gl->flags|=RFL_NPOT_TEXTURE; if (CheckExtension("GL_ARB_texture_compression")) gl->flags|=RFL_TEXTURE_COMPRESSION; if (CheckExtension("GL_EXT_texture_compression_s3tc")) gl->flags|=RFL_TEXTURE_COMPRESSION_S3TC; if (strstr(gl->vendorstring, "NVIDIA")) gl->flags|=RFL_NVIDIA; else if (strstr(gl->vendorstring, "ATI Technologies")) gl->flags|=RFL_ATI; if (strcmp(version, "2.0") >= 0) gl->flags|=RFL_GL_20; if (strcmp(version, "2.1") >= 0) gl->flags|=RFL_GL_21; if (strcmp(version, "3.0") >= 0) gl->flags|=RFL_GL_30; glGetIntegerv(GL_MAX_TEXTURE_SIZE,&gl->max_texturesize); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); if (gl->flags & RFL_GL_20) { gl->DeleteShader = (PFNGLDELETESHADERPROC)wglGetProcAddress("glDeleteShader"); gl->DeleteProgram = (PFNGLDELETEPROGRAMPROC)wglGetProcAddress("glDeleteProgram"); gl->DetachShader = (PFNGLDETACHSHADERPROC)wglGetProcAddress("glDetachShader"); gl->CreateShader = (PFNGLCREATESHADERPROC)wglGetProcAddress("glCreateShader"); gl->ShaderSource = (PFNGLSHADERSOURCEPROC)wglGetProcAddress("glShaderSource"); gl->CompileShader = (PFNGLCOMPILESHADERPROC)wglGetProcAddress("glCompileShader"); gl->CreateProgram = (PFNGLCREATEPROGRAMPROC)wglGetProcAddress("glCreateProgram"); gl->AttachShader = (PFNGLATTACHSHADERPROC)wglGetProcAddress("glAttachShader"); gl->LinkProgram = (PFNGLLINKPROGRAMPROC)wglGetProcAddress("glLinkProgram"); gl->UseProgram = (PFNGLUSEPROGRAMPROC)wglGetProcAddress("glUseProgram"); gl->ValidateProgram = (PFNGLVALIDATEPROGRAMPROC)wglGetProcAddress("glValidateProgram"); gl->VertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC)wglGetProcAddress("glVertexAttrib1f"); gl->VertexAttrib2f = (PFNGLVERTEXATTRIB2FPROC)wglGetProcAddress("glVertexAttrib2f"); gl->VertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC)wglGetProcAddress("glVertexAttrib4f"); gl->VertexAttrib2fv = (PFNGLVERTEXATTRIB4FVPROC)wglGetProcAddress("glVertexAttrib2fv"); gl->VertexAttrib3fv = (PFNGLVERTEXATTRIB4FVPROC)wglGetProcAddress("glVertexAttrib3fv"); gl->VertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC)wglGetProcAddress("glVertexAttrib4fv"); gl->VertexAttrib4ubv = (PFNGLVERTEXATTRIB4UBVPROC)wglGetProcAddress("glVertexAttrib4ubv"); gl->GetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)wglGetProcAddress("glGetAttribLocation"); gl->BindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC)wglGetProcAddress("glBindAttribLocation"); gl->Uniform1f = (PFNGLUNIFORM1FPROC)wglGetProcAddress("glUniform1f"); gl->Uniform2f = (PFNGLUNIFORM2FPROC)wglGetProcAddress("glUniform2f"); gl->Uniform3f = (PFNGLUNIFORM3FPROC)wglGetProcAddress("glUniform3f"); gl->Uniform4f = (PFNGLUNIFORM4FPROC)wglGetProcAddress("glUniform4f"); gl->Uniform1i = (PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i"); gl->Uniform2i = (PFNGLUNIFORM2IPROC)wglGetProcAddress("glUniform2i"); gl->Uniform3i = (PFNGLUNIFORM3IPROC)wglGetProcAddress("glUniform3i"); gl->Uniform4i = (PFNGLUNIFORM4IPROC)wglGetProcAddress("glUniform4i"); gl->Uniform1fv = (PFNGLUNIFORM1FVPROC)wglGetProcAddress("glUniform1fv"); gl->Uniform2fv = (PFNGLUNIFORM2FVPROC)wglGetProcAddress("glUniform2fv"); gl->Uniform3fv = (PFNGLUNIFORM3FVPROC)wglGetProcAddress("glUniform3fv"); gl->Uniform4fv = (PFNGLUNIFORM4FVPROC)wglGetProcAddress("glUniform4fv"); gl->Uniform1iv = (PFNGLUNIFORM1IVPROC)wglGetProcAddress("glUniform1iv"); gl->Uniform2iv = (PFNGLUNIFORM2IVPROC)wglGetProcAddress("glUniform2iv"); gl->Uniform3iv = (PFNGLUNIFORM3IVPROC)wglGetProcAddress("glUniform3iv"); gl->Uniform4iv = (PFNGLUNIFORM4IVPROC)wglGetProcAddress("glUniform4iv"); gl->UniformMatrix2fv = (PFNGLUNIFORMMATRIX2FVPROC)wglGetProcAddress("glUniformMatrix2fv"); gl->UniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC)wglGetProcAddress("glUniformMatrix3fv"); gl->UniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)wglGetProcAddress("glUniformMatrix4fv"); gl->GetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)wglGetProcAddress("glGetProgramInfoLog"); gl->GetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)wglGetProcAddress("glGetShaderInfoLog"); gl->GetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)wglGetProcAddress("glGetUniformLocation"); gl->GetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC)wglGetProcAddress("glGetActiveUniform"); gl->GetUniformfv = (PFNGLGETUNIFORMFVPROC)wglGetProcAddress("glGetUniformfv"); gl->GetUniformiv = (PFNGLGETUNIFORMIVPROC)wglGetProcAddress("glGetUniformiv"); gl->GetShaderSource = (PFNGLGETSHADERSOURCEPROC)wglGetProcAddress("glGetShaderSource"); gl->EnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)wglGetProcAddress("glEnableVertexAttribArray"); gl->DisableVertexAttribArray= (PFNGLDISABLEVERTEXATTRIBARRAYPROC)wglGetProcAddress("glDisableVertexAttribArray"); gl->VertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)wglGetProcAddress("glVertexAttribPointer"); // what'S the equivalent of this in GL 2.0??? gl->GetObjectParameteriv = (PFNGLGETOBJECTPARAMETERIVARBPROC)wglGetProcAddress("glGetObjectParameterivARB"); // Rules: // SM4 will always use shaders. No option to switch them off is needed here. // 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.) 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. // Command line overrides for testing and problem cases. if (Args->CheckParm("-sm2") && gl->shadermodel > 2) gl->shadermodel = 2; else if (Args->CheckParm("-sm3") && gl->shadermodel > 3) gl->shadermodel = 3; } if (CheckExtension("GL_ARB_occlusion_query")) { 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; } if (gl->flags & RFL_GL_21) { 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; } else if (CheckExtension("GL_ARB_vertex_buffer_object")) { 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; } if (CheckExtension("GL_ARB_map_buffer_range")) { gl->MapBufferRange = (PFNGLMAPBUFFERRANGEPROC)wglGetProcAddress("glMapBufferRange"); gl->FlushMappedBufferRange = (PFNGLFLUSHMAPPEDBUFFERRANGEPROC)wglGetProcAddress("glFlushMappedBufferRange"); gl->flags|=RFL_MAP_BUFFER_RANGE; } if (CheckExtension("GL_ARB_framebuffer_object")) { 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; } #if 0 if (CheckExtension("GL_ARB_texture_buffer_object") && CheckExtension("GL_ARB_texture_float") && CheckExtension("GL_EXT_GPU_Shader4") && CheckExtension("GL_ARB_texture_rg") && gl->shadermodel == 4) { gl->TexBufferARB = (PFNGLTEXBUFFERARBPROC)wglGetProcAddress("glTexBufferARB"); gl->flags|=RFL_TEXTUREBUFFER; } #endif gl->ActiveTexture = (PFNGLACTIVETEXTUREPROC)wglGetProcAddress("glActiveTextureARB"); gl->MultiTexCoord2f = (PFNGLMULTITEXCOORD2FPROC) wglGetProcAddress("glMultiTexCoord2fARB"); gl->MultiTexCoord2fv = (PFNGLMULTITEXCOORD2FVPROC) wglGetProcAddress("glMultiTexCoord2fvARB"); } //========================================================================== // // // //========================================================================== static void APIENTRY PrintStartupLog() { 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); if (gl->shadermodel == 4) gl->maxuniforms = v; 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); } } //========================================================================== // // // //========================================================================== static void APIENTRY SetTextureMode(int type) { static float white[] = {1.f,1.f,1.f,1.f}; if (gl_vid_compatibility) { type = TM_MODULATE; } 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); } } //========================================================================== // // // //========================================================================== void APIENTRY GetContext(RenderContext & gl) { ::gl=≷ gl.flags=0; gl.LoadExtensions = LoadExtensions; gl.SetTextureMode = SetTextureMode; gl.PrintStartupLog = PrintStartupLog; gl.Begin = glBegin; gl.End = glEnd; gl.DrawArrays = glDrawArrays; gl.TexCoord2f = glTexCoord2f; gl.TexCoord2fv = glTexCoord2fv; gl.Vertex2f = glVertex2f; gl.Vertex2i = glVertex2i; gl.Vertex3f = glVertex3f; gl.Vertex3fv = glVertex3fv; gl.Vertex3d = glVertex3d; gl.Color4f = glColor4f; gl.Color4fv = glColor4fv; gl.Color3f = glColor3f; gl.Color3ub = glColor3ub; gl.Color4ub = glColor4ub; gl.ColorMask = glColorMask; gl.DepthFunc = glDepthFunc; gl.DepthMask = glDepthMask; gl.DepthRange = glDepthRange; gl.StencilFunc = glStencilFunc; gl.StencilMask = glStencilMask; gl.StencilOp = glStencilOp; gl.MatrixMode = glMatrixMode; gl.PushMatrix = glPushMatrix; gl.PopMatrix = glPopMatrix; gl.LoadIdentity = glLoadIdentity; gl.MultMatrixd = glMultMatrixd; gl.Translatef = glTranslatef; gl.Ortho = glOrtho; gl.Scalef = glScalef; gl.Rotatef = glRotatef; gl.Viewport = glViewport; gl.Scissor = glScissor; gl.Clear = glClear; gl.ClearColor = glClearColor; gl.ClearDepth = glClearDepth; gl.ShadeModel = glShadeModel; gl.Hint = glHint; gl.DisableClientState = glDisableClientState; gl.EnableClientState = glEnableClientState; gl.Fogf = glFogf; gl.Fogi = glFogi; gl.Fogfv = glFogfv; gl.Enable = glEnable; gl.IsEnabled = glIsEnabled; gl.Disable = glDisable; gl.TexGeni = glTexGeni; gl.DeleteTextures = glDeleteTextures; gl.GenTextures = glGenTextures; gl.BindTexture = glBindTexture; gl.TexImage2D = glTexImage2D; gl.TexParameterf = glTexParameterf; gl.TexParameteri = glTexParameteri; gl.CopyTexSubImage2D = glCopyTexSubImage2D; gl.ReadPixels = glReadPixels; gl.PolygonOffset = glPolygonOffset; gl.ClipPlane = glClipPlane; gl.Finish = glFinish; gl.Flush = glFlush; gl.BlendEquation = glBlendEquationDummy; } //} // extern "C"