qzdoom/src/gl/system/gl_interface.cpp

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/*
** 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 <SDL.h>
#define wglGetProcAddress(x) (*SDL_GL_GetProcAddress)(x)
#endif
static void APIENTRY glBlendEquationDummy (GLenum mode);
static TArray<FString> 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;
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"