mirror of
https://github.com/ZDoom/gzdoom.git
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447 lines
19 KiB
C++
447 lines
19 KiB
C++
/*
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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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** Copyright 2005-2013 Christoph Oelckers
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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 "v_text.h"
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_cvars.h"
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#if defined (__unix__) || defined (__APPLE__)
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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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RenderContext gl;
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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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//==========================================================================
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//
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//
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//
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//==========================================================================
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static void InitContext()
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{
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gl.flags=0;
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glBlendEquation = 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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CollectExtensions();
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const char *version = (const char*)glGetString(GL_VERSION);
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// Don't even start if it's lower than 1.3
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if (strcmp(version, "1.3") < 0)
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{
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I_FatalError("Unsupported OpenGL version.\nAt least GL 1.3 is required to run " GAMENAME ".\n");
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}
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else if (strcmp(version, "1.4") < 0)
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{
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// The engine will still assume 1.4 but the only 1.4 feature being used is GL_GENERATE_MIPMAP which should be supported as an extension
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// on most 1.3 cards this is present but let's print a warning that not everything may work as intended.
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Printf(TEXTCOLOR_RED "The current graphics driver implements a OpenGL version lower than 1.4 and may not support all features " GAMENAME " requires.\n");
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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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gl.shadermodel = 0; // assume no shader support
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gl.vendorstring=(char*)glGetString(GL_VENDOR);
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// First try the regular function
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glBlendEquation = (PFNGLBLENDEQUATIONPROC)wglGetProcAddress("glBlendEquation");
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// If that fails try the EXT version
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if (!glBlendEquation) glBlendEquation = (PFNGLBLENDEQUATIONPROC)wglGetProcAddress("glBlendEquationEXT");
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// If that fails use a no-op dummy
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if (!glBlendEquation) glBlendEquation = glBlendEquationDummy;
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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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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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glGetIntegerv(GL_MAX_TEXTURE_SIZE,&gl.max_texturesize);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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if (gl.flags & RFL_GL_20)
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{
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glDeleteShader = (PFNGLDELETESHADERPROC)wglGetProcAddress("glDeleteShader");
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glDeleteProgram = (PFNGLDELETEPROGRAMPROC)wglGetProcAddress("glDeleteProgram");
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glDetachShader = (PFNGLDETACHSHADERPROC)wglGetProcAddress("glDetachShader");
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glCreateShader = (PFNGLCREATESHADERPROC)wglGetProcAddress("glCreateShader");
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glShaderSource = (PFNGLSHADERSOURCEPROC)wglGetProcAddress("glShaderSource");
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glCompileShader = (PFNGLCOMPILESHADERPROC)wglGetProcAddress("glCompileShader");
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glCreateProgram = (PFNGLCREATEPROGRAMPROC)wglGetProcAddress("glCreateProgram");
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glAttachShader = (PFNGLATTACHSHADERPROC)wglGetProcAddress("glAttachShader");
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glLinkProgram = (PFNGLLINKPROGRAMPROC)wglGetProcAddress("glLinkProgram");
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glUseProgram = (PFNGLUSEPROGRAMPROC)wglGetProcAddress("glUseProgram");
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glValidateProgram = (PFNGLVALIDATEPROGRAMPROC)wglGetProcAddress("glValidateProgram");
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glVertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC)wglGetProcAddress("glVertexAttrib1f");
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glVertexAttrib2f = (PFNGLVERTEXATTRIB2FPROC)wglGetProcAddress("glVertexAttrib2f");
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glVertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC)wglGetProcAddress("glVertexAttrib4f");
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glVertexAttrib2fv = (PFNGLVERTEXATTRIB4FVPROC)wglGetProcAddress("glVertexAttrib2fv");
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glVertexAttrib3fv = (PFNGLVERTEXATTRIB4FVPROC)wglGetProcAddress("glVertexAttrib3fv");
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glVertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC)wglGetProcAddress("glVertexAttrib4fv");
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glVertexAttrib4ubv = (PFNGLVERTEXATTRIB4UBVPROC)wglGetProcAddress("glVertexAttrib4ubv");
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glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)wglGetProcAddress("glGetAttribLocation");
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glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC)wglGetProcAddress("glBindAttribLocation");
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glUniform1f = (PFNGLUNIFORM1FPROC)wglGetProcAddress("glUniform1f");
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glUniform2f = (PFNGLUNIFORM2FPROC)wglGetProcAddress("glUniform2f");
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glUniform3f = (PFNGLUNIFORM3FPROC)wglGetProcAddress("glUniform3f");
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glUniform4f = (PFNGLUNIFORM4FPROC)wglGetProcAddress("glUniform4f");
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glUniform1i = (PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i");
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glUniform2i = (PFNGLUNIFORM2IPROC)wglGetProcAddress("glUniform2i");
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glUniform3i = (PFNGLUNIFORM3IPROC)wglGetProcAddress("glUniform3i");
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glUniform4i = (PFNGLUNIFORM4IPROC)wglGetProcAddress("glUniform4i");
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glUniform1fv = (PFNGLUNIFORM1FVPROC)wglGetProcAddress("glUniform1fv");
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glUniform2fv = (PFNGLUNIFORM2FVPROC)wglGetProcAddress("glUniform2fv");
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glUniform3fv = (PFNGLUNIFORM3FVPROC)wglGetProcAddress("glUniform3fv");
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glUniform4fv = (PFNGLUNIFORM4FVPROC)wglGetProcAddress("glUniform4fv");
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glUniform1iv = (PFNGLUNIFORM1IVPROC)wglGetProcAddress("glUniform1iv");
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glUniform2iv = (PFNGLUNIFORM2IVPROC)wglGetProcAddress("glUniform2iv");
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glUniform3iv = (PFNGLUNIFORM3IVPROC)wglGetProcAddress("glUniform3iv");
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glUniform4iv = (PFNGLUNIFORM4IVPROC)wglGetProcAddress("glUniform4iv");
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glUniformMatrix2fv = (PFNGLUNIFORMMATRIX2FVPROC)wglGetProcAddress("glUniformMatrix2fv");
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glUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC)wglGetProcAddress("glUniformMatrix3fv");
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glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)wglGetProcAddress("glUniformMatrix4fv");
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glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)wglGetProcAddress("glGetProgramInfoLog");
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glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)wglGetProcAddress("glGetShaderInfoLog");
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glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)wglGetProcAddress("glGetUniformLocation");
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glGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC)wglGetProcAddress("glGetActiveUniform");
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glGetUniformfv = (PFNGLGETUNIFORMFVPROC)wglGetProcAddress("glGetUniformfv");
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glGetUniformiv = (PFNGLGETUNIFORMIVPROC)wglGetProcAddress("glGetUniformiv");
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glGetShaderSource = (PFNGLGETSHADERSOURCEPROC)wglGetProcAddress("glGetShaderSource");
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glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)wglGetProcAddress("glEnableVertexAttribArray");
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glDisableVertexAttribArray= (PFNGLDISABLEVERTEXATTRIBARRAYPROC)wglGetProcAddress("glDisableVertexAttribArray");
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glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)wglGetProcAddress("glVertexAttribPointer");
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// what'S the equivalent of this in GL 2.0???
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glGetObjectParameteriv = (PFNGLGETOBJECTPARAMETERIVARBPROC)wglGetProcAddress("glGetObjectParameterivARB");
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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
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// SM2 only uses shaders for colormaps on camera textures and has no option to use them in general.
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// On SM2 cards the shaders will be too slow and show visual bugs (at least on GF 6800.)
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if (strcmp((const char*)glGetString(GL_SHADING_LANGUAGE_VERSION), "1.3") >= 0) gl.shadermodel = 4;
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else if (CheckExtension("GL_NV_GPU_shader4")) gl.shadermodel = 4; // for pre-3.0 drivers that support GF8xxx.
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else if (CheckExtension("GL_EXT_GPU_shader4")) gl.shadermodel = 4; // for pre-3.0 drivers that support GF8xxx.
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else if (CheckExtension("GL_NV_vertex_program3")) gl.shadermodel = 3;
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else if (!strstr(gl.vendorstring, "NVIDIA")) gl.shadermodel = 3;
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else gl.shadermodel = 2; // Only for older NVidia cards which had notoriously bad shader support.
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// Command line overrides for testing and problem cases.
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if (Args->CheckParm("-sm2") && gl.shadermodel > 2) gl.shadermodel = 2;
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else if (Args->CheckParm("-sm3") && gl.shadermodel > 3) gl.shadermodel = 3;
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}
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if (CheckExtension("GL_ARB_occlusion_query"))
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{
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glGenQueries = (PFNGLGENQUERIESARBPROC)wglGetProcAddress("glGenQueriesARB");
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glDeleteQueries = (PFNGLDELETEQUERIESARBPROC)wglGetProcAddress("glDeleteQueriesARB");
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glGetQueryObjectuiv = (PFNGLGETQUERYOBJECTUIVARBPROC)wglGetProcAddress("glGetQueryObjectuivARB");
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glBeginQuery = (PFNGLBEGINQUERYARBPROC)wglGetProcAddress("glBeginQueryARB");
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glEndQuery = (PFNGLENDQUERYPROC)wglGetProcAddress("glEndQueryARB");
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gl.flags|=RFL_OCCLUSION_QUERY;
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}
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if (gl.flags & RFL_GL_21)
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{
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glBindBuffer = (PFNGLBINDBUFFERPROC)wglGetProcAddress("glBindBuffer");
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glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)wglGetProcAddress("glDeleteBuffers");
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glGenBuffers = (PFNGLGENBUFFERSPROC)wglGetProcAddress("glGenBuffers");
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glBufferData = (PFNGLBUFFERDATAPROC)wglGetProcAddress("glBufferData");
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glBufferSubData = (PFNGLBUFFERSUBDATAPROC)wglGetProcAddress("glBufferSubData");
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glMapBuffer = (PFNGLMAPBUFFERPROC)wglGetProcAddress("glMapBuffer");
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glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)wglGetProcAddress("glUnmapBuffer");
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gl.flags |= RFL_VBO;
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}
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else if (CheckExtension("GL_ARB_vertex_buffer_object"))
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{
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glBindBuffer = (PFNGLBINDBUFFERPROC)wglGetProcAddress("glBindBufferARB");
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glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)wglGetProcAddress("glDeleteBuffersARB");
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glGenBuffers = (PFNGLGENBUFFERSPROC)wglGetProcAddress("glGenBuffersARB");
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glBufferData = (PFNGLBUFFERDATAPROC)wglGetProcAddress("glBufferDataARB");
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glBufferSubData = (PFNGLBUFFERSUBDATAPROC)wglGetProcAddress("glBufferSubDataARB");
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glMapBuffer = (PFNGLMAPBUFFERPROC)wglGetProcAddress("glMapBufferARB");
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glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)wglGetProcAddress("glUnmapBufferARB");
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gl.flags |= RFL_VBO;
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}
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if (CheckExtension("GL_ARB_map_buffer_range"))
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{
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glMapBufferRange = (PFNGLMAPBUFFERRANGEPROC)wglGetProcAddress("glMapBufferRange");
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glFlushMappedBufferRange = (PFNGLFLUSHMAPPEDBUFFERRANGEPROC)wglGetProcAddress("glFlushMappedBufferRange");
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gl.flags|=RFL_MAP_BUFFER_RANGE;
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}
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if (CheckExtension("GL_ARB_framebuffer_object"))
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{
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glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)wglGetProcAddress("glGenFramebuffers");
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glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)wglGetProcAddress("glDeleteFramebuffers");
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glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)wglGetProcAddress("glBindFramebuffer");
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glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)wglGetProcAddress("glFramebufferTexture2D");
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glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)wglGetProcAddress("glGenRenderbuffers");
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glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)wglGetProcAddress("glDeleteRenderbuffers");
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glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)wglGetProcAddress("glBindRenderbuffer");
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glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)wglGetProcAddress("glRenderbufferStorage");
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glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)wglGetProcAddress("glFramebufferRenderbuffer");
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gl.flags|=RFL_FRAMEBUFFER;
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}
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#if 0
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if (CheckExtension("GL_ARB_texture_buffer_object") &&
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CheckExtension("GL_ARB_texture_float") &&
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CheckExtension("GL_EXT_GPU_Shader4") &&
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CheckExtension("GL_ARB_texture_rg") &&
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gl.shadermodel == 4)
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{
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glTexBufferARB = (PFNGLTEXBUFFERARBPROC)wglGetProcAddress("glTexBufferARB");
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gl.flags|=RFL_TEXTUREBUFFER;
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}
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#endif
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glActiveTexture = (PFNGLACTIVETEXTUREPROC)wglGetProcAddress("glActiveTextureARB");
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glMultiTexCoord2f = (PFNGLMULTITEXCOORD2FPROC) wglGetProcAddress("glMultiTexCoord2fARB");
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glMultiTexCoord2fv = (PFNGLMULTITEXCOORD2FVPROC) wglGetProcAddress("glMultiTexCoord2fvARB");
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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_PrintStartupLog()
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{
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Printf ("GL_VENDOR: %s\n", glGetString(GL_VENDOR));
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Printf ("GL_RENDERER: %s\n", glGetString(GL_RENDERER));
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Printf ("GL_VERSION: %s\n", glGetString(GL_VERSION));
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Printf ("GL_SHADING_LANGUAGE_VERSION: %s\n", glGetString(GL_SHADING_LANGUAGE_VERSION));
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Printf ("GL_EXTENSIONS: %s\n", glGetString(GL_EXTENSIONS));
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int v;
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glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &v);
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Printf ("Max. texture units: %d\n", v);
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glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, &v);
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Printf ("Max. fragment uniforms: %d\n", v);
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if (gl.shadermodel == 4) gl.maxuniforms = v;
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glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS, &v);
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Printf ("Max. vertex uniforms: %d\n", v);
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glGetIntegerv(GL_MAX_VARYING_FLOATS, &v);
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Printf ("Max. varying: %d\n", v);
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glGetIntegerv(GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS, &v);
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Printf ("Max. combined uniforms: %d\n", v);
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glGetIntegerv(GL_MAX_COMBINED_UNIFORM_BLOCKS, &v);
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Printf ("Max. combined uniform blocks: %d\n", v);
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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 void APIENTRY glBlendEquationDummy (GLenum mode)
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{
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// If this is not supported all non-existent modes are
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// made to draw nothing.
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if (mode == GL_FUNC_ADD)
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{
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glColorMask(true, true, true, true);
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}
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else
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{
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glColorMask(false, false, false, false);
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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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void gl_SetTextureMode(int type)
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{
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static float white[] = {1.f,1.f,1.f,1.f};
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if (type == TM_MASK)
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{
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR);
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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"
|