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 "v_text.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_cvars.h"
2013-08-28 06:33:11 +00:00
#if defined (__unix__) || defined (__APPLE__)
#define PROC void*
#define LPCSTR const char*
#include <SDL.h>
#define wglGetProcAddress(x) (*SDL_GL_GetProcAddress)(x)
#endif
static void APIENTRY glBlendEquationDummy (GLenum mode);
static TArray<FString> m_Extensions;
RenderContext gl;
int occlusion_type=0;
PROC myGetProcAddress(LPCSTR proc)
{
PROC p = wglGetProcAddress(proc);
if (p == NULL) I_Error("Fatal: GL function '%s' not found.", proc);
return p;
}
//==========================================================================
//
//
//
//==========================================================================
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 InitContext()
{
gl.flags=0;
glBlendEquation = glBlendEquationDummy;
}
//==========================================================================
//
//
//
//==========================================================================
void gl_LoadExtensions()
{
InitContext();
CollectExtensions();
const char *version = (const char*)glGetString(GL_VERSION);
// Don't even start if it's lower than 1.3
if (strcmp(version, "1.3") < 0)
{
I_FatalError("Unsupported OpenGL version.\nAt least GL 1.3 is required to run " GAMENAME ".\n");
}
else if (strcmp(version, "1.4") < 0)
{
// 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
// on most 1.3 cards this is present but let's print a warning that not everything may work as intended.
Printf(TEXTCOLOR_RED "The current graphics driver implements a OpenGL version lower than 1.4 and may not support all features " GAMENAME " requires.\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
glBlendEquation = (PFNGLBLENDEQUATIONPROC)wglGetProcAddress("glBlendEquation");
// If that fails try the EXT version
if (!glBlendEquation) glBlendEquation = (PFNGLBLENDEQUATIONPROC)wglGetProcAddress("glBlendEquationEXT");
// If that fails use a no-op dummy
if (!glBlendEquation) glBlendEquation = 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)
{
glDeleteShader = (PFNGLDELETESHADERPROC)myGetProcAddress("glDeleteShader");
glDeleteProgram = (PFNGLDELETEPROGRAMPROC)myGetProcAddress("glDeleteProgram");
glDetachShader = (PFNGLDETACHSHADERPROC)myGetProcAddress("glDetachShader");
glCreateShader = (PFNGLCREATESHADERPROC)myGetProcAddress("glCreateShader");
glShaderSource = (PFNGLSHADERSOURCEPROC)myGetProcAddress("glShaderSource");
glCompileShader = (PFNGLCOMPILESHADERPROC)myGetProcAddress("glCompileShader");
glCreateProgram = (PFNGLCREATEPROGRAMPROC)myGetProcAddress("glCreateProgram");
glAttachShader = (PFNGLATTACHSHADERPROC)myGetProcAddress("glAttachShader");
glLinkProgram = (PFNGLLINKPROGRAMPROC)myGetProcAddress("glLinkProgram");
glUseProgram = (PFNGLUSEPROGRAMPROC)myGetProcAddress("glUseProgram");
glValidateProgram = (PFNGLVALIDATEPROGRAMPROC)myGetProcAddress("glValidateProgram");
glVertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC)myGetProcAddress("glVertexAttrib1f");
glVertexAttrib2f = (PFNGLVERTEXATTRIB2FPROC)myGetProcAddress("glVertexAttrib2f");
glVertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC)myGetProcAddress("glVertexAttrib4f");
glVertexAttrib2fv = (PFNGLVERTEXATTRIB4FVPROC)myGetProcAddress("glVertexAttrib2fv");
glVertexAttrib3fv = (PFNGLVERTEXATTRIB4FVPROC)myGetProcAddress("glVertexAttrib3fv");
glVertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC)myGetProcAddress("glVertexAttrib4fv");
glVertexAttrib4ubv = (PFNGLVERTEXATTRIB4UBVPROC)myGetProcAddress("glVertexAttrib4ubv");
glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)myGetProcAddress("glGetAttribLocation");
glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC)myGetProcAddress("glBindAttribLocation");
glUniform1f = (PFNGLUNIFORM1FPROC)myGetProcAddress("glUniform1f");
glUniform2f = (PFNGLUNIFORM2FPROC)myGetProcAddress("glUniform2f");
glUniform3f = (PFNGLUNIFORM3FPROC)myGetProcAddress("glUniform3f");
glUniform4f = (PFNGLUNIFORM4FPROC)myGetProcAddress("glUniform4f");
glUniform1i = (PFNGLUNIFORM1IPROC)myGetProcAddress("glUniform1i");
glUniform2i = (PFNGLUNIFORM2IPROC)myGetProcAddress("glUniform2i");
glUniform3i = (PFNGLUNIFORM3IPROC)myGetProcAddress("glUniform3i");
glUniform4i = (PFNGLUNIFORM4IPROC)myGetProcAddress("glUniform4i");
glUniform1fv = (PFNGLUNIFORM1FVPROC)myGetProcAddress("glUniform1fv");
glUniform2fv = (PFNGLUNIFORM2FVPROC)myGetProcAddress("glUniform2fv");
glUniform3fv = (PFNGLUNIFORM3FVPROC)myGetProcAddress("glUniform3fv");
glUniform4fv = (PFNGLUNIFORM4FVPROC)myGetProcAddress("glUniform4fv");
glUniform1iv = (PFNGLUNIFORM1IVPROC)myGetProcAddress("glUniform1iv");
glUniform2iv = (PFNGLUNIFORM2IVPROC)myGetProcAddress("glUniform2iv");
glUniform3iv = (PFNGLUNIFORM3IVPROC)myGetProcAddress("glUniform3iv");
glUniform4iv = (PFNGLUNIFORM4IVPROC)myGetProcAddress("glUniform4iv");
glUniformMatrix2fv = (PFNGLUNIFORMMATRIX2FVPROC)myGetProcAddress("glUniformMatrix2fv");
glUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC)myGetProcAddress("glUniformMatrix3fv");
glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)myGetProcAddress("glUniformMatrix4fv");
glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)myGetProcAddress("glGetProgramInfoLog");
glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)myGetProcAddress("glGetShaderInfoLog");
glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)myGetProcAddress("glGetUniformLocation");
glGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC)myGetProcAddress("glGetActiveUniform");
glGetUniformfv = (PFNGLGETUNIFORMFVPROC)myGetProcAddress("glGetUniformfv");
glGetUniformiv = (PFNGLGETUNIFORMIVPROC)myGetProcAddress("glGetUniformiv");
glGetShaderSource = (PFNGLGETSHADERSOURCEPROC)myGetProcAddress("glGetShaderSource");
glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)myGetProcAddress("glEnableVertexAttribArray");
glDisableVertexAttribArray= (PFNGLDISABLEVERTEXATTRIBARRAYPROC)myGetProcAddress("glDisableVertexAttribArray");
glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)myGetProcAddress("glVertexAttribPointer");
// what'S the equivalent of this in GL 2.0???
glGetObjectParameteriv = (PFNGLGETOBJECTPARAMETERIVARBPROC)myGetProcAddress("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"))
{
glGenQueries = (PFNGLGENQUERIESARBPROC)myGetProcAddress("glGenQueriesARB");
glDeleteQueries = (PFNGLDELETEQUERIESARBPROC)myGetProcAddress("glDeleteQueriesARB");
glGetQueryObjectuiv = (PFNGLGETQUERYOBJECTUIVARBPROC)myGetProcAddress("glGetQueryObjectuivARB");
glBeginQuery = (PFNGLBEGINQUERYARBPROC)myGetProcAddress("glBeginQueryARB");
glEndQuery = (PFNGLENDQUERYPROC)myGetProcAddress("glEndQueryARB");
gl.flags|=RFL_OCCLUSION_QUERY;
}
if (gl.flags & RFL_GL_21)
{
glBindBuffer = (PFNGLBINDBUFFERPROC)myGetProcAddress("glBindBuffer");
glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)myGetProcAddress("glDeleteBuffers");
glGenBuffers = (PFNGLGENBUFFERSPROC)myGetProcAddress("glGenBuffers");
glBufferData = (PFNGLBUFFERDATAPROC)myGetProcAddress("glBufferData");
glBufferSubData = (PFNGLBUFFERSUBDATAPROC)myGetProcAddress("glBufferSubData");
glMapBuffer = (PFNGLMAPBUFFERPROC)myGetProcAddress("glMapBuffer");
glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)myGetProcAddress("glUnmapBuffer");
gl.flags |= RFL_VBO;
}
else if (CheckExtension("GL_ARB_vertex_buffer_object"))
{
glBindBuffer = (PFNGLBINDBUFFERPROC)myGetProcAddress("glBindBufferARB");
glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)myGetProcAddress("glDeleteBuffersARB");
glGenBuffers = (PFNGLGENBUFFERSPROC)myGetProcAddress("glGenBuffersARB");
glBufferData = (PFNGLBUFFERDATAPROC)myGetProcAddress("glBufferDataARB");
glBufferSubData = (PFNGLBUFFERSUBDATAPROC)myGetProcAddress("glBufferSubDataARB");
glMapBuffer = (PFNGLMAPBUFFERPROC)myGetProcAddress("glMapBufferARB");
glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)myGetProcAddress("glUnmapBufferARB");
gl.flags |= RFL_VBO;
}
if (CheckExtension("GL_ARB_map_buffer_range"))
{
glMapBufferRange = (PFNGLMAPBUFFERRANGEPROC)myGetProcAddress("glMapBufferRange");
glFlushMappedBufferRange = (PFNGLFLUSHMAPPEDBUFFERRANGEPROC)myGetProcAddress("glFlushMappedBufferRange");
gl.flags|=RFL_MAP_BUFFER_RANGE;
}
if (CheckExtension("GL_ARB_framebuffer_object"))
{
glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)myGetProcAddress("glGenFramebuffers");
glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)myGetProcAddress("glDeleteFramebuffers");
glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)myGetProcAddress("glBindFramebuffer");
glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)myGetProcAddress("glFramebufferTexture2D");
glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)myGetProcAddress("glGenRenderbuffers");
glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)myGetProcAddress("glDeleteRenderbuffers");
glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)myGetProcAddress("glBindRenderbuffer");
glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)myGetProcAddress("glRenderbufferStorage");
glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)myGetProcAddress("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)
{
glTexBufferARB = (PFNGLTEXBUFFERARBPROC)myGetProcAddress("glTexBufferARB");
gl.flags|=RFL_TEXTUREBUFFER;
}
#endif
glActiveTexture = (PFNGLACTIVETEXTUREPROC)myGetProcAddress("glActiveTextureARB");
glMultiTexCoord2f = (PFNGLMULTITEXCOORD2FPROC) myGetProcAddress("glMultiTexCoord2fARB");
glMultiTexCoord2fv = (PFNGLMULTITEXCOORD2FVPROC) myGetProcAddress("glMultiTexCoord2fvARB");
}
//==========================================================================
//
//
//
//==========================================================================
void gl_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);
}
}
//==========================================================================
//
//
//
//==========================================================================
void gl_SetTextureMode(int type)
{
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"