#include "compat.h" #include "glbuild.h" #include "baselayer.h" #include #include #include #if defined USE_OPENGL #ifdef RENDERTYPESDL #include "sdl_inc.h" #endif void (APIENTRY *bglClearColor)(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); void (APIENTRY *bglClear)(GLbitfield mask); void (APIENTRY *bglColorMask)(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); void (APIENTRY *bglAlphaFunc)(GLenum func, GLclampf ref); void (APIENTRY *bglBlendFunc)(GLenum sfactor, GLenum dfactor); void (APIENTRY *bglBlendEquation)(GLenum mode); void (APIENTRY *bglCullFace)(GLenum mode); void (APIENTRY *bglFrontFace)(GLenum mode); void (APIENTRY *bglPolygonOffset)(GLfloat factor, GLfloat units); void (APIENTRY *bglPolygonMode)(GLenum face, GLenum mode); void (APIENTRY *bglEnable)(GLenum cap); void (APIENTRY *bglDisable)(GLenum cap); void (APIENTRY *bglGetDoublev)(GLenum pname, GLdouble *params); void (APIENTRY *bglGetFloatv)(GLenum pname, GLfloat *params); void (APIENTRY *bglGetIntegerv)(GLenum pname, GLint *params); void (APIENTRY *bglPushAttrib)(GLbitfield mask); void (APIENTRY *bglPopAttrib)(void); GLenum(APIENTRY *bglGetError)(void); const GLubyte *(APIENTRY *bglGetString)(GLenum name); void (APIENTRY *bglHint)(GLenum target, GLenum mode); void (APIENTRY *bglDrawBuffer)(GLenum mode); void (APIENTRY *bglReadBuffer)(GLenum mode); void (APIENTRY *bglScissor)(GLint x, GLint y, GLsizei width, GLsizei height); void (APIENTRY *bglClipPlane)(GLenum plane, const GLdouble *equation); // Depth void (APIENTRY *bglDepthFunc)(GLenum func); void (APIENTRY *bglDepthMask)(GLboolean flag); void (APIENTRY *bglDepthRange)(GLclampd near_val, GLclampd far_val); // Matrix void (APIENTRY *bglMatrixMode)(GLenum mode); void (APIENTRY *bglOrtho)(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val); void (APIENTRY *bglFrustum)(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val); void (APIENTRY *bglViewport)(GLint x, GLint y, GLsizei width, GLsizei height); void (APIENTRY *bglPushMatrix)(void); void (APIENTRY *bglPopMatrix)(void); void (APIENTRY *bglLoadIdentity)(void); void (APIENTRY *bglLoadMatrixf)(const GLfloat *m); void (APIENTRY *bglLoadMatrixd)(const GLdouble *m); void (APIENTRY *bglMultMatrixf)(const GLfloat *m); void (APIENTRY *bglMultMatrixd)(const GLdouble *m); void (APIENTRY *bglRotatef)(GLfloat angle, GLfloat x, GLfloat y, GLfloat z); void (APIENTRY *bglScalef)(GLfloat x, GLfloat y, GLfloat z); void (APIENTRY *bglTranslatef)(GLfloat x, GLfloat y, GLfloat z); // Drawing void (APIENTRY *bglBegin)(GLenum mode); void (APIENTRY *bglEnd)(void); void (APIENTRY *bglVertex2f)(GLfloat x, GLfloat y); void (APIENTRY *bglVertex2i)(GLint x, GLint y); void (APIENTRY *bglVertex3f)(GLfloat x, GLfloat y, GLfloat z); void (APIENTRY *bglVertex3d)(GLdouble x, GLdouble y, GLdouble z); void (APIENTRY *bglVertex3fv)(const GLfloat *v); void (APIENTRY *bglVertex3dv)(const GLdouble *v); void (APIENTRY *bglColor4f)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); void (APIENTRY *bglColor4ub)(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha); void (APIENTRY *bglTexCoord2d)(GLdouble s, GLdouble t); void (APIENTRY *bglTexCoord2f)(GLfloat s, GLfloat t); void (APIENTRY *bglTexCoord2i)(GLint s, GLint t); void (APIENTRY *bglNormal3f)(GLfloat x, GLfloat y, GLfloat z); // Lighting void (APIENTRY *bglShadeModel)(GLenum mode); void (APIENTRY *bglLightfv)(GLenum light, GLenum pname, const GLfloat *params); // Raster funcs void (APIENTRY *bglReadPixels)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels); void (APIENTRY *bglRasterPos4i)(GLint x, GLint y, GLint z, GLint w); void (APIENTRY *bglDrawPixels)(GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels); void (APIENTRY *bglPixelStorei)(GLenum pname, GLint param); // Texture mapping void (APIENTRY *bglTexEnvf)(GLenum target, GLenum pname, GLfloat param); void (APIENTRY *bglGenTextures)(GLsizei n, GLuint *textures); // 1.1 void (APIENTRY *bglDeleteTextures)(GLsizei n, const GLuint *textures); // 1.1 void (APIENTRY *bglBindTexture)(GLenum target, GLuint texture); // 1.1 void (APIENTRY *bglTexImage2D)(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels); void (APIENTRY *bglTexImage3D)(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels); void (APIENTRY *bglCopyTexImage2D)(GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); void (APIENTRY *bglCopyTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); void (APIENTRY *bglTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels); // 1.1 void (APIENTRY *bglTexParameterf)(GLenum target, GLenum pname, GLfloat param); void (APIENTRY *bglTexParameteri)(GLenum target, GLenum pname, GLint param); void (APIENTRY *bglGetTexParameteriv)(GLenum target, GLenum pname, GLint *params); void (APIENTRY *bglGetTexLevelParameteriv)(GLenum target, GLint level, GLenum pname, GLint *params); void (APIENTRY *bglCompressedTexImage2DARB)(GLenum, GLint, GLenum, GLsizei, GLsizei, GLint, GLsizei, const GLvoid *); void (APIENTRY *bglGetCompressedTexImageARB)(GLenum, GLint, GLvoid *); void (APIENTRY *bglTexGenfv)(GLenum coord, GLenum pname, const GLfloat *params); // Fog void (APIENTRY *bglFogf)(GLenum pname, GLfloat param); void (APIENTRY *bglFogi)(GLenum pname, GLint param); void (APIENTRY *bglFogfv)(GLenum pname, const GLfloat *params); // Display Lists void (APIENTRY *bglNewList)(GLuint list, GLenum mode); void (APIENTRY *bglEndList)(void); void (APIENTRY *bglCallList)(GLuint list); void (APIENTRY *bglDeleteLists)(GLuint list, GLsizei range); // Vertex Arrays void (APIENTRY *bglEnableClientState)(GLenum cap); void (APIENTRY *bglDisableClientState)(GLenum cap); void (APIENTRY *bglVertexPointer)(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer); void (APIENTRY *bglNormalPointer)(GLenum type, GLsizei stride, const GLvoid *pointer); void (APIENTRY *bglTexCoordPointer)(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer); void (APIENTRY *bglDrawArrays)(GLenum mode, GLint first, GLsizei count); void (APIENTRY *bglDrawElements)(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices); // Stencil Buffer void (APIENTRY *bglClearStencil)(GLint s); void (APIENTRY *bglStencilOp)(GLenum fail, GLenum zfail, GLenum zpass); void (APIENTRY *bglStencilFunc)(GLenum func, GLint ref, GLuint mask); // GPU Programs void (APIENTRY *bglGenProgramsARB)(GLsizei, GLuint *); void (APIENTRY *bglBindProgramARB)(GLenum, GLuint); void (APIENTRY *bglProgramStringARB)(GLenum, GLenum, GLsizei, const GLvoid *); void (APIENTRY *bglDeleteProgramsARB)(GLsizei n, const GLuint *programs); // Multitexturing void (APIENTRY *bglActiveTextureARB)(GLenum texture); void (APIENTRY *bglClientActiveTextureARB)(GLenum texture); void (APIENTRY *bglMultiTexCoord2dARB)(GLenum target, GLdouble s, GLdouble t); void (APIENTRY *bglMultiTexCoord2fARB)(GLenum target, GLfloat s, GLfloat t); // Frame Buffer Objects void (APIENTRY *bglGenFramebuffersEXT)(GLsizei n, GLuint *framebuffers); void (APIENTRY *bglBindFramebufferEXT)(GLenum target, GLuint framebuffer); void (APIENTRY *bglFramebufferTexture2DEXT)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); GLenum(APIENTRY *bglCheckFramebufferStatusEXT)(GLenum target); void (APIENTRY *bglDeleteFramebuffersEXT)(GLsizei n, const GLuint *framebuffers); // Vertex Buffer Objects void (APIENTRY *bglGenBuffersARB)(GLsizei n, GLuint *buffers); void (APIENTRY *bglBindBufferARB)(GLenum target, GLuint buffer); void (APIENTRY *bglDeleteBuffersARB)(GLsizei n, const GLuint *buffers); void (APIENTRY *bglBufferDataARB)(GLenum target, GLsizeiptrARB size, const GLvoid *data, GLenum usage); void (APIENTRY *bglBufferSubDataARB)(GLenum target, GLintptrARB offset, GLsizeiptrARB size, const GLvoid *data); void *(APIENTRY *bglMapBufferARB)(GLenum target, GLenum access); GLboolean(APIENTRY *bglUnmapBufferARB)(GLenum target); // Occlusion queries void (APIENTRY *bglGenQueriesARB)(GLsizei n, GLuint *ids); void (APIENTRY *bglDeleteQueriesARB)(GLsizei n, const GLuint *ids); GLboolean(APIENTRY *bglIsQueryARB)(GLuint id); void (APIENTRY *bglBeginQueryARB)(GLenum target, GLuint id); void (APIENTRY *bglEndQueryARB)(GLenum target); void (APIENTRY *bglGetQueryivARB)(GLenum target, GLenum pname, GLint *params); void (APIENTRY *bglGetQueryObjectivARB)(GLuint id, GLenum pname, GLint *params); void (APIENTRY *bglGetQueryObjectuivARB)(GLuint id, GLenum pname, GLuint *params); // Shader Objects void (APIENTRY *bglDeleteObjectARB)(GLhandleARB); GLhandleARB(APIENTRY *bglGetHandleARB)(GLenum); void (APIENTRY *bglDetachObjectARB)(GLhandleARB, GLhandleARB); GLhandleARB(APIENTRY *bglCreateShaderObjectARB)(GLenum); void (APIENTRY *bglShaderSourceARB)(GLhandleARB, GLsizei, const GLcharARB* *, const GLint *); void (APIENTRY *bglCompileShaderARB)(GLhandleARB); GLhandleARB(APIENTRY *bglCreateProgramObjectARB)(void); void (APIENTRY *bglAttachObjectARB)(GLhandleARB, GLhandleARB); void (APIENTRY *bglLinkProgramARB)(GLhandleARB); void (APIENTRY *bglUseProgramObjectARB)(GLhandleARB); void (APIENTRY *bglValidateProgramARB)(GLhandleARB); void (APIENTRY *bglUniform1fARB)(GLint, GLfloat); void (APIENTRY *bglUniform2fARB)(GLint, GLfloat, GLfloat); void (APIENTRY *bglUniform3fARB)(GLint, GLfloat, GLfloat, GLfloat); void (APIENTRY *bglUniform4fARB)(GLint, GLfloat, GLfloat, GLfloat, GLfloat); void (APIENTRY *bglUniform1iARB)(GLint, GLint); void (APIENTRY *bglUniform2iARB)(GLint, GLint, GLint); void (APIENTRY *bglUniform3iARB)(GLint, GLint, GLint, GLint); void (APIENTRY *bglUniform4iARB)(GLint, GLint, GLint, GLint, GLint); void (APIENTRY *bglUniform1fvARB)(GLint, GLsizei, const GLfloat *); void (APIENTRY *bglUniform2fvARB)(GLint, GLsizei, const GLfloat *); void (APIENTRY *bglUniform3fvARB)(GLint, GLsizei, const GLfloat *); void (APIENTRY *bglUniform4fvARB)(GLint, GLsizei, const GLfloat *); void (APIENTRY *bglUniform1ivARB)(GLint, GLsizei, const GLint *); void (APIENTRY *bglUniform2ivARB)(GLint, GLsizei, const GLint *); void (APIENTRY *bglUniform3ivARB)(GLint, GLsizei, const GLint *); void (APIENTRY *bglUniform4ivARB)(GLint, GLsizei, const GLint *); void (APIENTRY *bglUniformMatrix2fvARB)(GLint, GLsizei, GLboolean, const GLfloat *); void (APIENTRY *bglUniformMatrix3fvARB)(GLint, GLsizei, GLboolean, const GLfloat *); void (APIENTRY *bglUniformMatrix4fvARB)(GLint, GLsizei, GLboolean, const GLfloat *); void (APIENTRY *bglGetObjectParameterfvARB)(GLhandleARB, GLenum, GLfloat *); void (APIENTRY *bglGetObjectParameterivARB)(GLhandleARB, GLenum, GLint *); void (APIENTRY *bglGetInfoLogARB)(GLhandleARB, GLsizei, GLsizei *, GLcharARB *); void (APIENTRY *bglGetAttachedObjectsARB)(GLhandleARB, GLsizei, GLsizei *, GLhandleARB *); GLint(APIENTRY *bglGetUniformLocationARB)(GLhandleARB, const GLcharARB *); void (APIENTRY *bglGetActiveUniformARB)(GLhandleARB, GLuint, GLsizei, GLsizei *, GLint *, GLenum *, GLcharARB *); void (APIENTRY *bglGetUniformfvARB)(GLhandleARB, GLint, GLfloat *); void (APIENTRY *bglGetUniformivARB)(GLhandleARB, GLint, GLint *); void (APIENTRY *bglGetShaderSourceARB)(GLhandleARB, GLsizei, GLsizei *, GLcharARB *); // Vertex Shaders void (APIENTRY *bglVertexAttrib1dARB)(GLuint, GLdouble); void (APIENTRY *bglVertexAttrib1dvARB)(GLuint, const GLdouble *); void (APIENTRY *bglVertexAttrib1fARB)(GLuint, GLfloat); void (APIENTRY *bglVertexAttrib1fvARB)(GLuint, const GLfloat *); void (APIENTRY *bglVertexAttrib1sARB)(GLuint, GLshort); void (APIENTRY *bglVertexAttrib1svARB)(GLuint, const GLshort *); void (APIENTRY *bglVertexAttrib2dARB)(GLuint, GLdouble, GLdouble); void (APIENTRY *bglVertexAttrib2dvARB)(GLuint, const GLdouble *); void (APIENTRY *bglVertexAttrib2fARB)(GLuint, GLfloat, GLfloat); void (APIENTRY *bglVertexAttrib2fvARB)(GLuint, const GLfloat *); void (APIENTRY *bglVertexAttrib2sARB)(GLuint, GLshort, GLshort); void (APIENTRY *bglVertexAttrib2svARB)(GLuint, const GLshort *); void (APIENTRY *bglVertexAttrib3dARB)(GLuint, GLdouble, GLdouble, GLdouble); void (APIENTRY *bglVertexAttrib3dvARB)(GLuint, const GLdouble *); void (APIENTRY *bglVertexAttrib3fARB)(GLuint, GLfloat, GLfloat, GLfloat); void (APIENTRY *bglVertexAttrib3fvARB)(GLuint, const GLfloat *); void (APIENTRY *bglVertexAttrib3sARB)(GLuint, GLshort, GLshort, GLshort); void (APIENTRY *bglVertexAttrib3svARB)(GLuint, const GLshort *); void (APIENTRY *bglVertexAttrib4NbvARB)(GLuint, const GLbyte *); void (APIENTRY *bglVertexAttrib4NivARB)(GLuint, const GLint *); void (APIENTRY *bglVertexAttrib4NsvARB)(GLuint, const GLshort *); void (APIENTRY *bglVertexAttrib4NubARB)(GLuint, GLubyte, GLubyte, GLubyte, GLubyte); void (APIENTRY *bglVertexAttrib4NubvARB)(GLuint, const GLubyte *); void (APIENTRY *bglVertexAttrib4NuivARB)(GLuint, const GLuint *); void (APIENTRY *bglVertexAttrib4NusvARB)(GLuint, const GLushort *); void (APIENTRY *bglVertexAttrib4bvARB)(GLuint, const GLbyte *); void (APIENTRY *bglVertexAttrib4dARB)(GLuint, GLdouble, GLdouble, GLdouble, GLdouble); void (APIENTRY *bglVertexAttrib4dvARB)(GLuint, const GLdouble *); void (APIENTRY *bglVertexAttrib4fARB)(GLuint, GLfloat, GLfloat, GLfloat, GLfloat); void (APIENTRY *bglVertexAttrib4fvARB)(GLuint, const GLfloat *); void (APIENTRY *bglVertexAttrib4ivARB)(GLuint, const GLint *); void (APIENTRY *bglVertexAttrib4sARB)(GLuint, GLshort, GLshort, GLshort, GLshort); void (APIENTRY *bglVertexAttrib4svARB)(GLuint, const GLshort *); void (APIENTRY *bglVertexAttrib4ubvARB)(GLuint, const GLubyte *); void (APIENTRY *bglVertexAttrib4uivARB)(GLuint, const GLuint *); void (APIENTRY *bglVertexAttrib4usvARB)(GLuint, const GLushort *); void (APIENTRY *bglVertexAttribPointerARB)(GLuint, GLint, GLenum, GLboolean, GLsizei, const GLvoid *); void (APIENTRY *bglEnableVertexAttribArrayARB)(GLuint); void (APIENTRY *bglDisableVertexAttribArrayARB)(GLuint); void (APIENTRY *bglGetVertexAttribdvARB)(GLuint, GLenum, GLdouble *); void (APIENTRY *bglGetVertexAttribfvARB)(GLuint, GLenum, GLfloat *); void (APIENTRY *bglGetVertexAttribivARB)(GLuint, GLenum, GLint *); void (APIENTRY *bglGetVertexAttribPointervARB)(GLuint, GLenum, GLvoid* *); void (APIENTRY *bglBindAttribLocationARB)(GLhandleARB, GLuint, const GLcharARB *); void (APIENTRY *bglGetActiveAttribARB)(GLhandleARB, GLuint, GLsizei, GLsizei *, GLint *, GLenum *, GLcharARB *); GLint(APIENTRY *bglGetAttribLocationARB)(GLhandleARB, const GLcharARB *); // Debug Output #ifndef __APPLE__ void (APIENTRY * bglDebugMessageControlARB)(GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled); void (APIENTRY * bglDebugMessageCallbackARB)(GLDEBUGPROCARB callback, const GLvoid *userParam); #endif // GLU void (APIENTRY *bgluTessBeginContour)(GLUtesselator *tess); void (APIENTRY *bgluTessBeginPolygon)(GLUtesselator *tess, GLvoid *data); void (APIENTRY *bgluTessCallback)(GLUtesselator *tess, GLenum which, void (PR_CALLBACK CallBackFunc)()); void (APIENTRY *bgluTessEndContour)(GLUtesselator *tess); void (APIENTRY *bgluTessEndPolygon)(GLUtesselator *tess); void (APIENTRY *bgluTessNormal)(GLUtesselator *tess, GLdouble valueX, GLdouble valueY, GLdouble valueZ); void (APIENTRY *bgluTessProperty)(GLUtesselator *tess, GLenum which, GLdouble data); void (APIENTRY *bgluTessVertex)(GLUtesselator *tess, GLdouble *location, GLvoid *data); GLUtesselator *(APIENTRY *bgluNewTess)(void); void (APIENTRY * bgluDeleteTess)(GLUtesselator *tess); void (APIENTRY *bgluPerspective)(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar); const GLubyte *(APIENTRY *bgluErrorString)(GLenum error); GLint(APIENTRY *bgluProject)(GLdouble objX, GLdouble objY, GLdouble objZ, const GLdouble *model, const GLdouble *proj, const GLint *view, GLdouble *winX, GLdouble *winY, GLdouble *winZ); GLint(APIENTRY *bgluUnProject)(GLdouble winX, GLdouble winY, GLdouble winZ, const GLdouble *model, const GLdouble *proj, const GLint *view, GLdouble *objX, GLdouble *objY, GLdouble *objZ); #ifdef RENDERTYPEWIN // Windows HGLRC(WINAPI *bwglCreateContext)(HDC); BOOL (WINAPI *bwglDeleteContext)(HGLRC); PROC(WINAPI *bwglGetProcAddress)(LPCSTR); BOOL (WINAPI *bwglMakeCurrent)(HDC,HGLRC); BOOL (WINAPI *bwglSwapBuffers)(HDC); int32_t (WINAPI *bwglChoosePixelFormat)(HDC,CONST PIXELFORMATDESCRIPTOR *); int32_t (WINAPI *bwglDescribePixelFormat)(HDC,int32_t,UINT,LPPIXELFORMATDESCRIPTOR); int32_t (WINAPI *bwglGetPixelFormat)(HDC); BOOL (WINAPI *bwglSetPixelFormat)(HDC,int32_t,const PIXELFORMATDESCRIPTOR *); BOOL (WINAPI *bwglSwapIntervalEXT)(int32_t); HGLRC (WINAPI * bwglCreateContextAttribsARB)(HDC hDC, HGLRC hShareContext, const int *attribList); static HANDLE hGLDLL, hGLUDLL; #else #include static void *gluhandle = NULL; #endif char *gldriver = NULL, *glulibrary = NULL; static void *getproc_(const char *s, int32_t *err, int32_t fatal, int32_t extension) { void *t; #if defined RENDERTYPESDL UNREFERENCED_PARAMETER(extension); t = (void *)SDL_GL_GetProcAddress(s); #elif defined _WIN32 if (extension) t = (void *)bwglGetProcAddress(s); else t = (void *)GetProcAddress(hGLDLL,s); #else #error Need a dynamic loader for this platform... #endif if (!t && fatal) { initprintf("Failed to find %s in %s\n", s, gldriver); *err = 1; } return t; } #define GETPROC(s) getproc_(s,&err,1,0) #define GETPROCSOFT(s) getproc_(s,&err,0,0) #define GETPROCEXT(s) getproc_(s,&err,1,1) #define GETPROCEXTSOFT(s) getproc_(s,&err,0,1) int32_t loadgldriver(const char *driver) { int32_t err=0; #ifdef RENDERTYPEWIN if (hGLDLL) return 0; #endif if (!driver) { #ifdef _WIN32 driver = "opengl32.dll"; #elif defined __APPLE__ driver = "/System/Library/Frameworks/OpenGL.framework/OpenGL"; #else driver = "libGL.so.1"; #endif } #if defined RENDERTYPESDL if (SDL_GL_LoadLibrary(driver)) goto fail; #elif defined _WIN32 hGLDLL = LoadLibrary(driver); if (!hGLDLL) goto fail; #endif gldriver = Bstrdup(driver); #ifdef RENDERTYPEWIN bwglCreateContext = GETPROC("wglCreateContext"); bwglDeleteContext = GETPROC("wglDeleteContext"); bwglGetProcAddress = GETPROC("wglGetProcAddress"); bwglMakeCurrent = GETPROC("wglMakeCurrent"); bwglSwapBuffers = GETPROC("wglSwapBuffers"); bwglChoosePixelFormat = GETPROC("wglChoosePixelFormat"); bwglDescribePixelFormat = GETPROC("wglDescribePixelFormat"); bwglGetPixelFormat = GETPROC("wglGetPixelFormat"); bwglSetPixelFormat = GETPROC("wglSetPixelFormat"); #endif bglClearColor = GETPROC("glClearColor"); bglClear = GETPROC("glClear"); bglColorMask = GETPROC("glColorMask"); bglAlphaFunc = GETPROC("glAlphaFunc"); bglBlendFunc = GETPROC("glBlendFunc"); bglCullFace = GETPROC("glCullFace"); bglFrontFace = GETPROC("glFrontFace"); bglPolygonOffset = GETPROC("glPolygonOffset"); bglPolygonMode = GETPROC("glPolygonMode"); bglEnable = GETPROC("glEnable"); bglDisable = GETPROC("glDisable"); bglGetDoublev = GETPROC("glGetDoublev"); bglGetFloatv = GETPROC("glGetFloatv"); bglGetIntegerv = GETPROC("glGetIntegerv"); bglPushAttrib = GETPROC("glPushAttrib"); bglPopAttrib = GETPROC("glPopAttrib"); bglGetError = GETPROC("glGetError"); bglGetString = GETPROC("glGetString"); bglHint = GETPROC("glHint"); bglDrawBuffer = GETPROC("glDrawBuffer"); bglReadBuffer = GETPROC("glDrawBuffer"); bglScissor = GETPROC("glScissor"); bglClipPlane = GETPROC("glClipPlane"); // Depth bglDepthFunc = GETPROC("glDepthFunc"); bglDepthMask = GETPROC("glDepthMask"); bglDepthRange = GETPROC("glDepthRange"); // Matrix bglMatrixMode = GETPROC("glMatrixMode"); bglOrtho = GETPROC("glOrtho"); bglFrustum = GETPROC("glFrustum"); bglViewport = GETPROC("glViewport"); bglPushMatrix = GETPROC("glPushMatrix"); bglPopMatrix = GETPROC("glPopMatrix"); bglLoadIdentity = GETPROC("glLoadIdentity"); bglLoadMatrixf = GETPROC("glLoadMatrixf"); bglLoadMatrixd = GETPROC("glLoadMatrixd"); bglMultMatrixf = GETPROC("glMultMatrixf"); bglMultMatrixd = GETPROC("glMultMatrixd"); bglRotatef = GETPROC("glRotatef"); bglScalef = GETPROC("glScalef"); bglTranslatef = GETPROC("glTranslatef"); // Drawing bglBegin = GETPROC("glBegin"); bglEnd = GETPROC("glEnd"); bglVertex2f = GETPROC("glVertex2f"); bglVertex2i = GETPROC("glVertex2i"); bglVertex3f = GETPROC("glVertex3f"); bglVertex3d = GETPROC("glVertex3d"); bglVertex3fv = GETPROC("glVertex3fv"); bglVertex3dv = GETPROC("glVertex3dv"); bglColor4f = GETPROC("glColor4f"); bglColor4ub = GETPROC("glColor4ub"); bglTexCoord2d = GETPROC("glTexCoord2d"); bglTexCoord2f = GETPROC("glTexCoord2f"); bglTexCoord2i = GETPROC("glTexCoord2i"); bglNormal3f = GETPROC("glNormal3f"); // Lighting bglShadeModel = GETPROC("glShadeModel"); bglLightfv = GETPROC("glLightfv"); // Raster funcs bglReadPixels = GETPROC("glReadPixels"); bglRasterPos4i = GETPROC("glRasterPos4i"); bglDrawPixels = GETPROC("glDrawPixels"); bglPixelStorei = GETPROC("glPixelStorei"); // Texture mapping bglTexEnvf = GETPROC("glTexEnvf"); bglGenTextures = GETPROC("glGenTextures"); bglDeleteTextures = GETPROC("glDeleteTextures"); bglBindTexture = GETPROC("glBindTexture"); bglTexImage2D = GETPROC("glTexImage2D"); bglCopyTexImage2D = GETPROC("glCopyTexImage2D"); bglCopyTexSubImage2D= GETPROC("glCopyTexSubImage2D"); bglTexSubImage2D = GETPROC("glTexSubImage2D"); bglTexParameterf = GETPROC("glTexParameterf"); bglTexParameteri = GETPROC("glTexParameteri"); bglGetTexParameteriv = GETPROC("glGetTexParameteriv"); bglGetTexLevelParameteriv = GETPROC("glGetTexLevelParameteriv"); bglTexGenfv = GETPROC("glTexGenfv"); // Fog bglFogf = GETPROC("glFogf"); bglFogi = GETPROC("glFogi"); bglFogfv = GETPROC("glFogfv"); // Display Lists bglNewList = GETPROC("glNewList"); bglEndList = GETPROC("glEndList"); bglCallList = GETPROC("glCallList"); bglDeleteLists = GETPROC("glDeleteLists"); // Vertex Arrays bglEnableClientState = GETPROC("glEnableClientState"); bglDisableClientState = GETPROC("glDisableClientState"); bglVertexPointer = GETPROC("glVertexPointer"); bglNormalPointer = GETPROC("glNormalPointer"); bglTexCoordPointer = GETPROC("glTexCoordPointer"); bglDrawArrays = GETPROC("glDrawArrays"); bglDrawElements = GETPROC("glDrawElements"); // Stencil Buffer bglClearStencil = GETPROC("glClearStencil"); bglStencilOp = GETPROC("glStencilOp"); bglStencilFunc = GETPROC("glStencilFunc"); loadglextensions(); loadglulibrary(getenv("BUILD_GLULIB")); if (err) unloadgldriver(); return err; fail: initprintf("Failed loading \"%s\"\n",driver); return -1; } int32_t loadglextensions(void) { int32_t err = 0; #ifdef RENDERTYPEWIN if (!hGLDLL) return 0; #endif bglBlendEquation = GETPROCEXTSOFT("glBlendEquation"); bglTexImage3D = GETPROCEXTSOFT("glTexImage3D"); bglCompressedTexImage2DARB = GETPROCEXTSOFT("glCompressedTexImage2DARB"); bglGetCompressedTexImageARB = GETPROCEXTSOFT("glGetCompressedTexImageARB"); // GPU Programs bglGenProgramsARB = GETPROCEXTSOFT("glGenProgramsARB"); bglBindProgramARB = GETPROCEXTSOFT("glBindProgramARB"); bglProgramStringARB = GETPROCEXTSOFT("glProgramStringARB"); bglDeleteProgramsARB= GETPROCEXTSOFT("glDeleteProgramsARB"); // Multitexturing bglActiveTextureARB = GETPROCEXTSOFT("glActiveTextureARB"); bglClientActiveTextureARB = GETPROCEXTSOFT("glClientActiveTextureARB"); bglMultiTexCoord2dARB = GETPROCEXTSOFT("glMultiTexCoord2dARB"); bglMultiTexCoord2fARB = GETPROCEXTSOFT("glMultiTexCoord2fARB"); // Frame Buffer Objects bglGenFramebuffersEXT = GETPROCEXTSOFT("glGenFramebuffersEXT"); bglBindFramebufferEXT = GETPROCEXTSOFT("glBindFramebufferEXT"); bglFramebufferTexture2DEXT = GETPROCEXTSOFT("glFramebufferTexture2DEXT"); bglCheckFramebufferStatusEXT = GETPROCEXTSOFT("glCheckFramebufferStatusEXT"); bglDeleteFramebuffersEXT = GETPROCEXTSOFT("glDeleteFramebuffersEXT"); // Vertex Buffer Objects bglGenBuffersARB = GETPROCEXTSOFT("glGenBuffersARB"); bglBindBufferARB = GETPROCEXTSOFT("glBindBufferARB"); bglDeleteBuffersARB = GETPROCEXTSOFT("glDeleteBuffersARB"); bglBufferDataARB = GETPROCEXTSOFT("glBufferDataARB"); bglBufferSubDataARB = GETPROCEXTSOFT("glBufferSubDataARB"); bglMapBufferARB = GETPROCEXTSOFT("glMapBufferARB"); bglUnmapBufferARB = GETPROCEXTSOFT("glUnmapBufferARB"); // Occlusion queries bglGenQueriesARB = GETPROCEXTSOFT("glGenQueriesARB"); bglDeleteQueriesARB = GETPROCEXTSOFT("glDeleteQueriesARB"); bglIsQueryARB = GETPROCEXTSOFT("glIsQueryARB"); bglBeginQueryARB = GETPROCEXTSOFT("glBeginQueryARB"); bglEndQueryARB = GETPROCEXTSOFT("glEndQueryARB"); bglGetQueryivARB = GETPROCEXTSOFT("glGetQueryivARB"); bglGetQueryObjectivARB = GETPROCEXTSOFT("glGetQueryObjectivARB"); bglGetQueryObjectuivARB = GETPROCEXTSOFT("glGetQueryObjectuivARB"); // Shader Objects bglDeleteObjectARB = GETPROCEXTSOFT("glDeleteObjectARB"); bglGetHandleARB = GETPROCEXTSOFT("glGetHandleARB"); bglDetachObjectARB = GETPROCEXTSOFT("glDetachObjectARB"); bglCreateShaderObjectARB = GETPROCEXTSOFT("glCreateShaderObjectARB"); bglShaderSourceARB = GETPROCEXTSOFT("glShaderSourceARB"); bglCompileShaderARB = GETPROCEXTSOFT("glCompileShaderARB"); bglCreateProgramObjectARB = GETPROCEXTSOFT("glCreateProgramObjectARB"); bglAttachObjectARB = GETPROCEXTSOFT("glAttachObjectARB"); bglLinkProgramARB = GETPROCEXTSOFT("glLinkProgramARB"); bglUseProgramObjectARB = GETPROCEXTSOFT("glUseProgramObjectARB"); bglValidateProgramARB = GETPROCEXTSOFT("glValidateProgramARB"); bglUniform1fARB = GETPROCEXTSOFT("glUniform1fARB"); bglUniform2fARB = GETPROCEXTSOFT("glUniform2fARB"); bglUniform3fARB = GETPROCEXTSOFT("glUniform3fARB"); bglUniform4fARB = GETPROCEXTSOFT("glUniform4fARB"); bglUniform1iARB = GETPROCEXTSOFT("glUniform1iARB"); bglUniform2iARB = GETPROCEXTSOFT("glUniform2iARB"); bglUniform3iARB = GETPROCEXTSOFT("glUniform3iARB"); bglUniform4iARB = GETPROCEXTSOFT("glUniform4iARB"); bglUniform1fvARB = GETPROCEXTSOFT("glUniform1fvARB"); bglUniform2fvARB = GETPROCEXTSOFT("glUniform2fvARB"); bglUniform3fvARB = GETPROCEXTSOFT("glUniform3fvARB"); bglUniform4fvARB = GETPROCEXTSOFT("glUniform4fvARB"); bglUniform1ivARB = GETPROCEXTSOFT("glUniform1ivARB"); bglUniform2ivARB = GETPROCEXTSOFT("glUniform2ivARB"); bglUniform3ivARB = GETPROCEXTSOFT("glUniform3ivARB"); bglUniform4ivARB = GETPROCEXTSOFT("glUniform4ivARB"); bglUniformMatrix2fvARB = GETPROCEXTSOFT("glUniformMatrix2fvARB"); bglUniformMatrix3fvARB = GETPROCEXTSOFT("glUniformMatrix3fvARB"); bglUniformMatrix4fvARB = GETPROCEXTSOFT("glUniformMatrix4fvARB"); bglGetObjectParameterfvARB = GETPROCEXTSOFT("glGetObjectParameterfvARB"); bglGetObjectParameterivARB = GETPROCEXTSOFT("glGetObjectParameterivARB"); bglGetInfoLogARB = GETPROCEXTSOFT("glGetInfoLogARB"); bglGetAttachedObjectsARB = GETPROCEXTSOFT("glGetAttachedObjectsARB"); bglGetUniformLocationARB = GETPROCEXTSOFT("glGetUniformLocationARB"); bglGetActiveUniformARB = GETPROCEXTSOFT("glGetActiveUniformARB"); bglGetUniformfvARB = GETPROCEXTSOFT("glGetUniformfvARB"); bglGetUniformivARB = GETPROCEXTSOFT("glGetUniformivARB"); bglGetShaderSourceARB = GETPROCEXTSOFT("glGetShaderSourceARB"); // Vertex Shaders bglVertexAttrib1dARB = GETPROCEXTSOFT("glVertexAttrib1dARB"); bglVertexAttrib1dvARB = GETPROCEXTSOFT("glVertexAttrib1dvARB"); bglVertexAttrib1fARB = GETPROCEXTSOFT("glVertexAttrib1fARB"); bglVertexAttrib1fvARB = GETPROCEXTSOFT("glVertexAttrib1fvARB"); bglVertexAttrib1sARB = GETPROCEXTSOFT("glVertexAttrib1sARB"); bglVertexAttrib1svARB = GETPROCEXTSOFT("glVertexAttrib1svARB"); bglVertexAttrib2dARB = GETPROCEXTSOFT("glVertexAttrib2dARB"); bglVertexAttrib2dvARB = GETPROCEXTSOFT("glVertexAttrib2dvARB"); bglVertexAttrib2fARB = GETPROCEXTSOFT("glVertexAttrib2fARB"); bglVertexAttrib2fvARB = GETPROCEXTSOFT("glVertexAttrib2fvARB"); bglVertexAttrib2sARB = GETPROCEXTSOFT("glVertexAttrib2sARB"); bglVertexAttrib2svARB = GETPROCEXTSOFT("glVertexAttrib2svARB"); bglVertexAttrib3dARB = GETPROCEXTSOFT("glVertexAttrib3dARB"); bglVertexAttrib3dvARB = GETPROCEXTSOFT("glVertexAttrib3dvARB"); bglVertexAttrib3fARB = GETPROCEXTSOFT("glVertexAttrib3fARB"); bglVertexAttrib3fvARB = GETPROCEXTSOFT("glVertexAttrib3fvARB"); bglVertexAttrib3sARB = GETPROCEXTSOFT("glVertexAttrib3sARB"); bglVertexAttrib3svARB = GETPROCEXTSOFT("glVertexAttrib3svARB"); bglVertexAttrib4NbvARB = GETPROCEXTSOFT("glVertexAttrib4NbvARB"); bglVertexAttrib4NivARB = GETPROCEXTSOFT("glVertexAttrib4NivARB"); bglVertexAttrib4NsvARB = GETPROCEXTSOFT("glVertexAttrib4NsvARB"); bglVertexAttrib4NubARB = GETPROCEXTSOFT("glVertexAttrib4NubARB"); bglVertexAttrib4NubvARB = GETPROCEXTSOFT("glVertexAttrib4NubvARB"); bglVertexAttrib4NuivARB = GETPROCEXTSOFT("glVertexAttrib4NuivARB"); bglVertexAttrib4NusvARB = GETPROCEXTSOFT("glVertexAttrib4NusvARB"); bglVertexAttrib4bvARB = GETPROCEXTSOFT("glVertexAttrib4bvARB"); bglVertexAttrib4dARB = GETPROCEXTSOFT("glVertexAttrib4dARB"); bglVertexAttrib4dvARB = GETPROCEXTSOFT("glVertexAttrib4dvARB"); bglVertexAttrib4fARB = GETPROCEXTSOFT("glVertexAttrib4fARB"); bglVertexAttrib4fvARB = GETPROCEXTSOFT("glVertexAttrib4fvARB"); bglVertexAttrib4ivARB = GETPROCEXTSOFT("glVertexAttrib4ivARB"); bglVertexAttrib4sARB = GETPROCEXTSOFT("glVertexAttrib4sARB"); bglVertexAttrib4svARB = GETPROCEXTSOFT("glVertexAttrib4svARB"); bglVertexAttrib4ubvARB = GETPROCEXTSOFT("glVertexAttrib4ubvARB"); bglVertexAttrib4uivARB = GETPROCEXTSOFT("glVertexAttrib4uivARB"); bglVertexAttrib4usvARB = GETPROCEXTSOFT("glVertexAttrib4usvARB"); bglVertexAttribPointerARB = GETPROCEXTSOFT("glVertexAttribPointerARB"); bglEnableVertexAttribArrayARB = GETPROCEXTSOFT("glEnableVertexAttribArrayARB"); bglDisableVertexAttribArrayARB = GETPROCEXTSOFT("glDisableVertexAttribArrayARB"); bglGetVertexAttribdvARB = GETPROCEXTSOFT("glGetVertexAttribdvARB"); bglGetVertexAttribfvARB = GETPROCEXTSOFT("glGetVertexAttribfvARB"); bglGetVertexAttribivARB = GETPROCEXTSOFT("glGetVertexAttribivARB"); bglGetVertexAttribPointervARB = GETPROCEXTSOFT("glGetVertexAttribPointervARB"); bglBindAttribLocationARB = GETPROCEXTSOFT("glBindAttribLocationARB"); bglGetActiveAttribARB = GETPROCEXTSOFT("glGetActiveAttribARB"); bglGetAttribLocationARB = GETPROCEXTSOFT("glGetAttribLocationARB"); // Debug Output #ifndef __APPLE__ bglDebugMessageControlARB = GETPROCEXTSOFT("glDebugMessageControlARB"); bglDebugMessageCallbackARB = GETPROCEXTSOFT("glDebugMessageCallbackARB"); #endif #ifdef RENDERTYPEWIN bwglSwapIntervalEXT = GETPROCEXTSOFT("wglSwapIntervalEXT"); bwglCreateContextAttribsARB = GETPROCEXTSOFT("wglCreateContextAttribsARB"); #endif return err; } int32_t unloadgldriver(void) { unloadglulibrary(); #ifdef RENDERTYPEWIN if (!hGLDLL) return 0; #endif Bfree(gldriver); gldriver = NULL; #ifdef RENDERTYPEWIN FreeLibrary(hGLDLL); hGLDLL = NULL; #endif bglClearColor = NULL; bglClear = NULL; bglColorMask = NULL; bglAlphaFunc = NULL; bglBlendFunc = NULL; bglBlendEquation = NULL; bglCullFace = NULL; bglFrontFace = NULL; bglPolygonOffset = NULL; bglPolygonMode = NULL; bglEnable = NULL; bglDisable = NULL; bglGetDoublev = NULL; bglGetFloatv = NULL; bglGetIntegerv = NULL; bglPushAttrib = NULL; bglPopAttrib = NULL; bglGetError = NULL; bglGetString = NULL; bglHint = NULL; bglDrawBuffer = NULL; bglReadBuffer = NULL; bglScissor = NULL; bglClipPlane = NULL; // Depth bglDepthFunc = NULL; bglDepthMask = NULL; bglDepthRange = NULL; // Matrix bglMatrixMode = NULL; bglOrtho = NULL; bglFrustum = NULL; bglViewport = NULL; bglPushMatrix = NULL; bglPopMatrix = NULL; bglLoadIdentity = NULL; bglLoadMatrixf = NULL; bglLoadMatrixd = NULL; bglMultMatrixf = NULL; bglMultMatrixd = NULL; bglRotatef = NULL; bglScalef = NULL; bglTranslatef = NULL; // Drawing bglBegin = NULL; bglEnd = NULL; bglVertex2f = NULL; bglVertex2i = NULL; bglVertex3f = NULL; bglVertex3d = NULL; bglVertex3fv = NULL; bglColor4f = NULL; bglColor4ub = NULL; bglTexCoord2d = NULL; bglTexCoord2f = NULL; bglTexCoord2i = NULL; bglNormal3f = NULL; // Lighting bglShadeModel = NULL; bglLightfv = NULL; // Raster funcs bglReadPixels = NULL; bglRasterPos4i = NULL; bglDrawPixels = NULL; bglPixelStorei = NULL; // Texture mapping bglTexEnvf = NULL; bglGenTextures = NULL; bglDeleteTextures = NULL; bglBindTexture = NULL; bglTexImage2D = NULL; bglTexImage3D = NULL; bglCopyTexImage2D = NULL; bglCopyTexSubImage2D= NULL; bglTexSubImage2D = NULL; bglTexParameterf = NULL; bglTexParameteri = NULL; bglGetTexParameteriv = NULL; bglGetTexLevelParameteriv = NULL; bglCompressedTexImage2DARB = NULL; bglGetCompressedTexImageARB = NULL; // Fog bglFogf = NULL; bglFogi = NULL; bglFogfv = NULL; // Display Lists bglNewList = NULL; bglEndList = NULL; bglCallList = NULL; bglDeleteLists = NULL; // Vertex Arrays bglEnableClientState = NULL; bglDisableClientState = NULL; bglVertexPointer = NULL; bglNormalPointer = NULL; bglTexCoordPointer = NULL; bglDrawElements = NULL; // Stencil Buffer bglClearStencil = NULL; bglStencilOp = NULL; bglStencilFunc = NULL; // GPU Programs bglGenProgramsARB = NULL; bglBindProgramARB = NULL; bglProgramStringARB = NULL; bglDeleteProgramsARB= NULL; // Multitexturing bglActiveTextureARB = NULL; bglClientActiveTextureARB = NULL; bglMultiTexCoord2dARB = NULL; bglMultiTexCoord2fARB = NULL; // Frame Buffer Objects bglGenFramebuffersEXT = NULL; bglBindFramebufferEXT = NULL; bglFramebufferTexture2DEXT = NULL; bglCheckFramebufferStatusEXT = NULL; bglDeleteFramebuffersEXT = NULL; // Vertex Buffer Objects bglGenBuffersARB = NULL; bglBindBufferARB = NULL; bglDeleteBuffersARB = NULL; bglBufferDataARB = NULL; bglBufferSubDataARB = NULL; bglMapBufferARB = NULL; bglUnmapBufferARB = NULL; // Occlusion queries bglGenQueriesARB = NULL; bglDeleteQueriesARB = NULL; bglIsQueryARB = NULL; bglBeginQueryARB = NULL; bglEndQueryARB = NULL; bglGetQueryivARB = NULL; bglGetQueryObjectivARB = NULL; bglGetQueryObjectuivARB = NULL; // Shader Objects bglDeleteObjectARB = NULL; bglGetHandleARB = NULL; bglDetachObjectARB = NULL; bglCreateShaderObjectARB = NULL; bglShaderSourceARB = NULL; bglCompileShaderARB = NULL; bglCreateProgramObjectARB = NULL; bglAttachObjectARB = NULL; bglLinkProgramARB = NULL; bglUseProgramObjectARB = NULL; bglValidateProgramARB = NULL; bglUniform1fARB = NULL; bglUniform2fARB = NULL; bglUniform3fARB = NULL; bglUniform4fARB = NULL; bglUniform1iARB = NULL; bglUniform2iARB = NULL; bglUniform3iARB = NULL; bglUniform4iARB = NULL; bglUniform1fvARB = NULL; bglUniform2fvARB = NULL; bglUniform3fvARB = NULL; bglUniform4fvARB = NULL; bglUniform1ivARB = NULL; bglUniform2ivARB = NULL; bglUniform3ivARB = NULL; bglUniform4ivARB = NULL; bglUniformMatrix2fvARB = NULL; bglUniformMatrix3fvARB = NULL; bglUniformMatrix4fvARB = NULL; bglGetObjectParameterfvARB = NULL; bglGetObjectParameterivARB = NULL; bglGetInfoLogARB = NULL; bglGetAttachedObjectsARB = NULL; bglGetUniformLocationARB = NULL; bglGetActiveUniformARB = NULL; bglGetUniformfvARB = NULL; bglGetUniformivARB = NULL; bglGetShaderSourceARB = NULL; // Vertex Shaders bglVertexAttrib1dARB = NULL; bglVertexAttrib1dvARB = NULL; bglVertexAttrib1fARB = NULL; bglVertexAttrib1fvARB = NULL; bglVertexAttrib1sARB = NULL; bglVertexAttrib1svARB = NULL; bglVertexAttrib2dARB = NULL; bglVertexAttrib2dvARB = NULL; bglVertexAttrib2fARB = NULL; bglVertexAttrib2fvARB = NULL; bglVertexAttrib2sARB = NULL; bglVertexAttrib2svARB = NULL; bglVertexAttrib3dARB = NULL; bglVertexAttrib3dvARB = NULL; bglVertexAttrib3fARB = NULL; bglVertexAttrib3fvARB = NULL; bglVertexAttrib3sARB = NULL; bglVertexAttrib3svARB = NULL; bglVertexAttrib4NbvARB = NULL; bglVertexAttrib4NivARB = NULL; bglVertexAttrib4NsvARB = NULL; bglVertexAttrib4NubARB = NULL; bglVertexAttrib4NubvARB = NULL; bglVertexAttrib4NuivARB = NULL; bglVertexAttrib4NusvARB = NULL; bglVertexAttrib4bvARB = NULL; bglVertexAttrib4dARB = NULL; bglVertexAttrib4dvARB = NULL; bglVertexAttrib4fARB = NULL; bglVertexAttrib4fvARB = NULL; bglVertexAttrib4ivARB = NULL; bglVertexAttrib4sARB = NULL; bglVertexAttrib4svARB = NULL; bglVertexAttrib4ubvARB = NULL; bglVertexAttrib4uivARB = NULL; bglVertexAttrib4usvARB = NULL; bglVertexAttribPointerARB = NULL; bglEnableVertexAttribArrayARB = NULL; bglDisableVertexAttribArrayARB = NULL; bglGetVertexAttribdvARB = NULL; bglGetVertexAttribfvARB = NULL; bglGetVertexAttribivARB = NULL; bglGetVertexAttribPointervARB = NULL; bglBindAttribLocationARB = NULL; bglGetActiveAttribARB = NULL; bglGetAttribLocationARB = NULL; #ifdef RENDERTYPEWIN bwglCreateContext = NULL; bwglDeleteContext = NULL; bwglGetProcAddress = NULL; bwglMakeCurrent = NULL; bwglSwapBuffers = NULL; bwglChoosePixelFormat = NULL; bwglDescribePixelFormat = NULL; bwglGetPixelFormat = NULL; bwglSetPixelFormat = NULL; bwglSwapIntervalEXT = NULL; #endif return 0; } static void *glugetproc_(const char *s, int32_t *err, int32_t fatal) { void *t; #if defined _WIN32 t = (void *)GetProcAddress(hGLUDLL,s); #else t = (void *)dlsym(gluhandle,s); #endif if (!t && fatal) { initprintf("Failed to find %s in %s\n", s, glulibrary); *err = 1; } return t; } #define GLUGETPROC(s) glugetproc_(s,&err,1) #define GLUGETPROCSOFT(s) glugetproc_(s,&err,0) int32_t loadglulibrary(const char *driver) { int32_t err=0; #ifdef RENDERTYPEWIN if (hGLUDLL) return 0; #endif if (!driver) { #ifdef _WIN32 driver = "glu32.dll"; #elif defined __APPLE__ driver = "/System/Library/Frameworks/OpenGL.framework/OpenGL"; // FIXME: like I know anything about Apple. Hah. #else driver = "libGLU.so.1"; #endif } #if defined _WIN32 hGLUDLL = LoadLibrary(driver); if (!hGLUDLL) goto fail; #else gluhandle = dlopen(driver, RTLD_NOW|RTLD_GLOBAL); if (!gluhandle) goto fail; #endif glulibrary = Bstrdup(driver); bgluTessBeginContour = GLUGETPROC("gluTessBeginContour"); bgluTessBeginPolygon = GLUGETPROC("gluTessBeginPolygon"); bgluTessCallback = GLUGETPROC("gluTessCallback"); bgluTessEndContour = GLUGETPROC("gluTessEndContour"); bgluTessEndPolygon = GLUGETPROC("gluTessEndPolygon"); bgluTessNormal = GLUGETPROC("gluTessNormal"); bgluTessProperty = GLUGETPROC("gluTessProperty"); bgluTessVertex = GLUGETPROC("gluTessVertex"); bgluNewTess = GLUGETPROC("gluNewTess"); bgluDeleteTess = GLUGETPROC("gluDeleteTess"); bgluPerspective = GLUGETPROC("gluPerspective"); bgluErrorString = GLUGETPROC("gluErrorString"); bgluProject = GLUGETPROC("gluProject"); bgluUnProject = GLUGETPROC("gluUnProject"); if (err) unloadglulibrary(); return err; fail: initprintf("Failed loading \"%s\"\n",driver); return -1; } int32_t unloadglulibrary(void) { #ifdef RENDERTYPEWIN if (!hGLUDLL) return 0; #endif Bfree(glulibrary); glulibrary = NULL; #ifdef RENDERTYPEWIN FreeLibrary(hGLUDLL); hGLUDLL = NULL; #else if (gluhandle) dlclose(gluhandle); gluhandle = NULL; #endif bgluTessBeginContour = NULL; bgluTessBeginPolygon = NULL; bgluTessCallback = NULL; bgluTessEndContour = NULL; bgluTessEndPolygon = NULL; bgluTessNormal = NULL; bgluTessProperty = NULL; bgluTessVertex = NULL; bgluNewTess = NULL; bgluDeleteTess = NULL; bgluPerspective = NULL; bgluErrorString = NULL; bgluProject = NULL; bgluUnProject = NULL; return 0; } //////// glGenTextures/glDeleteTextures debugging //////// # if defined DEBUGGINGAIDS && defined DEBUG_TEXTURE_NAMES static uint8_t *texnameused; // bitmap static uint32_t *texnamefromwhere; // hash of __FILE__ static uint32_t texnameallocsize; // djb3 algorithm static inline uint32_t texdbg_getcode(const char *s) { uint32_t h = 5381; int32_t ch; while ((ch = *s++) != '\0') h = ((h << 5) + h) ^ ch; return h; } static void texdbg_realloc(uint32_t maxtexname) { uint32_t newsize = texnameallocsize ? texnameallocsize : 64; if (maxtexname < texnameallocsize) return; while (maxtexname >= newsize) newsize <<= 1; // initprintf("texdebug: new size %u\n", newsize); texnameused = Brealloc(texnameused, newsize>>3); texnamefromwhere = Brealloc(texnamefromwhere, newsize*sizeof(uint32_t)); Bmemset(texnameused + (texnameallocsize>>3), 0, (newsize-texnameallocsize)>>3); Bmemset(texnamefromwhere + texnameallocsize, 0, (newsize-texnameallocsize)*sizeof(uint32_t)); texnameallocsize = newsize; } #undef bglGenTextures void texdbg_bglGenTextures(GLsizei n, GLuint *textures, const char *srcfn) { int32_t i; uint32_t hash = srcfn ? texdbg_getcode(srcfn) : 0; for (i=0; i>3]&(1<<(textures[i]&7)))) initprintf("texdebug %x Gen: overwriting used tex name %u from %x\n", hash, textures[i], texnamefromwhere[textures[i]]); bglGenTextures(n, textures); { GLuint maxtexname = 0; for (i=0; i>3] |= (1<<(textures[i]&7)); texnamefromwhere[textures[i]] = hash; } } } #undef bglDeleteTextures void texdbg_bglDeleteTextures(GLsizei n, const GLuint *textures, const char *srcfn) { int32_t i; uint32_t hash = srcfn ? texdbg_getcode(srcfn) : 0; for (i=0; i>3]&(1<<(textures[i]&7)))==0) initprintf("texdebug %x Del: deleting unused tex name %u\n", hash, textures[i]); else if ((texnameused[textures[i]>>3]&(1<<(textures[i]&7))) && texnamefromwhere[textures[i]] != hash) initprintf("texdebug %x Del: deleting foreign tex name %u from %x\n", hash, textures[i], texnamefromwhere[textures[i]]); } bglDeleteTextures(n, textures); if (texnameallocsize) for (i=0; i>3] &= ~(1<<(textures[i]&7)); texnamefromwhere[textures[i]] = 0; } } # endif // defined DEBUGGINGAIDS #endif