/* ** 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" #if defined (__unix__) || defined (__APPLE__) #include #define wglGetProcAddress(x) (*SDL_GL_GetProcAddress)(x) #endif static void APIENTRY glBlendEquationDummy (GLenum mode); static TArray 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."); 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"