#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 * 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); // Lighting void (APIENTRY * bglShadeModel)(GLenum mode); // 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); // 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 * 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 * 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 *); // 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 * 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); #ifdef RENDERTYPEWIN // Windows HGLRC(WINAPI * bwglCreateContext)(HDC); BOOL (WINAPI * bwglDeleteContext)(HGLRC); PROC(WINAPI * bwglGetProcAddress)(LPCSTR); BOOL (WINAPI * bwglMakeCurrent)(HDC,HGLRC); BOOL (WINAPI * bwglSwapBuffers)(HDC); int (WINAPI * bwglChoosePixelFormat)(HDC,CONST PIXELFORMATDESCRIPTOR*); int (WINAPI * bwglDescribePixelFormat)(HDC,int,UINT,LPPIXELFORMATDESCRIPTOR); int (WINAPI * bwglGetPixelFormat)(HDC); BOOL (WINAPI * bwglSetPixelFormat)(HDC,int,const PIXELFORMATDESCRIPTOR*); BOOL (WINAPI * bwglSwapIntervalEXT)(int); static HANDLE hGLDLL, hGLUDLL; #else #include static void *gluhandle = NULL; #endif char *gldriver = NULL, *glulibrary = NULL; static void * getproc_(const char *s, int *err, int fatal, int 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) int loadgldriver(const char *driver) { int 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 } initprintf("Loading %s\n",driver); #if defined RENDERTYPESDL if (SDL_GL_LoadLibrary(driver)) return -1; #elif defined _WIN32 hGLDLL = LoadLibrary(driver); if (!hGLDLL) return -1; #endif gldriver = strdup(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"); // Lighting bglShadeModel = GETPROC("glShadeModel"); // Raster funcs bglReadPixels = GETPROC("glReadPixels"); bglRasterPos4i = GETPROC("glRasterPos4i"); bglDrawPixels = GETPROC("glDrawPixels"); // 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"); 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; } int loadglextensions(void) { int err = 0; #ifdef RENDERTYPEWIN if (!hGLDLL) return 0; #endif 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"); #ifdef RENDERTYPEWIN bwglSwapIntervalEXT = GETPROCEXTSOFT("wglSwapIntervalEXT"); #endif return err; } int unloadgldriver(void) { unloadglulibrary(); #ifdef RENDERTYPEWIN if (!hGLDLL) return 0; #endif free(gldriver); gldriver = NULL; #ifdef RENDERTYPEWIN FreeLibrary(hGLDLL); hGLDLL = NULL; #endif bglClearColor = NULL; bglClear = NULL; bglColorMask = NULL; bglAlphaFunc = NULL; bglBlendFunc = 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; // Lighting bglShadeModel = NULL; // Raster funcs bglReadPixels = NULL; bglRasterPos4i = NULL; bglDrawPixels = NULL; // Texture mapping bglTexEnvf = NULL; bglGenTextures = NULL; bglDeleteTextures = NULL; bglBindTexture = NULL; bglTexImage2D = NULL; bglCopyTexImage2D = NULL; bglCopyTexSubImage2D= NULL; bglTexSubImage2D = NULL; bglTexParameterf = NULL; bglTexParameteri = 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; #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, int *err, int 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) int loadglulibrary(const char *driver) { int 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 } initprintf("Loading %s\n",driver); #if defined _WIN32 hGLUDLL = LoadLibrary(driver); if (!hGLUDLL) return -1; #else gluhandle = dlopen(driver, RTLD_NOW|RTLD_GLOBAL); if (!gluhandle) return -1; #endif glulibrary = strdup(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"); bgluPerspective = GLUGETPROC("gluPerspective"); bgluErrorString = GLUGETPROC("gluErrorString"); bgluProject = GLUGETPROC("gluProject"); if (err) unloadglulibrary(); return err; } int unloadglulibrary(void) { #ifdef RENDERTYPEWIN if (!hGLUDLL) return 0; #endif free(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; bgluPerspective = NULL; bgluErrorString = NULL; bgluProject = NULL; return 0; } #endif