raze/polymer/build/src/glbuild.c

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#include "glbuild.h"
#include "baselayer.h"
#include <stdlib.h>
#include <string.h>
#include <stdio.h>
#if defined USE_OPENGL
#ifdef RENDERTYPESDL
# ifdef __APPLE__
# include <SDL/SDL.h>
# else
#include "SDL.h"
#endif
#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 * 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 );
// 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 * 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 * 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 );
// 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 );
// 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 * 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);
// 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 * 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);
#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*);
static HANDLE hGLDLL;
#endif
char *gldriver = NULL;
static void * getproc_(const char *s, int *err, int fatal, int extension)
{
void *t;
#if defined RENDERTYPESDL
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)
{
void *t;
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";
#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");
bglGetFloatv = GETPROC("glGetFloatv");
bglGetIntegerv = GETPROC("glGetIntegerv");
bglPushAttrib = GETPROC("glPushAttrib");
bglPopAttrib = GETPROC("glPopAttrib");
bglGetError = GETPROC("glGetError");
bglGetString = GETPROC("glGetString");
bglHint = GETPROC("glHint");
// 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");
bglRotatef = GETPROC("glRotatef");
bglScalef = GETPROC("glScalef");
bglTranslatef = GETPROC("glTranslatef");
// Drawing
bglBegin = GETPROC("glBegin");
bglEnd = GETPROC("glEnd");
bglVertex2f = GETPROC("glVertex2f");
bglVertex2i = GETPROC("glVertex2i");
bglVertex3d = GETPROC("glVertex3d");
bglVertex3fv = GETPROC("glVertex3fv");
bglVertex3dv = GETPROC("glVertex3dv");
bglColor4f = GETPROC("glColor4f");
bglColor4ub = GETPROC("glColor4ub");
bglTexCoord2d = GETPROC("glTexCoord2d");
bglTexCoord2f = GETPROC("glTexCoord2f");
// Lighting
bglShadeModel = GETPROC("glShadeModel");
// Raster funcs
bglReadPixels = GETPROC("glReadPixels");
// Texture mapping
bglTexEnvf = GETPROC("glTexEnvf");
bglGenTextures = GETPROC("glGenTextures");
bglDeleteTextures = GETPROC("glDeleteTextures");
bglBindTexture = GETPROC("glBindTexture");
bglTexImage2D = GETPROC("glTexImage2D");
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");
// Vertex Arrays
bglEnableClientState = GETPROC("glEnableClientState");
bglDisableClientState = GETPROC("glDisableClientState");
bglVertexPointer = GETPROC("glVertexPointer");
bglTexCoordPointer = GETPROC("glTexCoordPointer");
bglDrawArrays = GETPROC("glDrawArrays");
bglDrawElements = GETPROC("glDrawElements");
loadglextensions();
if (err) unloadgldriver();
return err;
}
int loadglextensions(void)
{
int err = 0;
#ifdef RENDERTYPEWIN
if (!hGLDLL) return 0;
#endif
bglCompressedTexImage2DARB = GETPROCEXTSOFT("glCompressedTexImage2DARB");
bglGetCompressedTexImageARB = GETPROCEXTSOFT("glGetCompressedTexImageARB");
return err;
}
int unloadgldriver(void)
{
#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;
bglGetFloatv = NULL;
bglGetIntegerv = NULL;
bglPushAttrib = NULL;
bglPopAttrib = NULL;
bglGetError = NULL;
bglGetString = NULL;
bglHint = 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;
// Drawing
bglBegin = NULL;
bglEnd = NULL;
bglVertex2f = NULL;
bglVertex2i = NULL;
bglVertex3d = NULL;
bglVertex3fv = NULL;
bglColor4f = NULL;
bglColor4ub = NULL;
bglTexCoord2d = NULL;
bglTexCoord2f = NULL;
// Lighting
bglShadeModel = NULL;
// Raster funcs
bglReadPixels = NULL;
// Texture mapping
bglTexEnvf = NULL;
bglGenTextures = NULL;
bglDeleteTextures = NULL;
bglBindTexture = NULL;
bglTexImage2D = 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;
// Vertex Arrays
bglEnableClientState = NULL;
bglDisableClientState = NULL;
bglVertexPointer = NULL;
bglTexCoordPointer = NULL;
bglDrawElements = NULL;
#ifdef RENDERTYPEWIN
bwglCreateContext = NULL;
bwglDeleteContext = NULL;
bwglGetProcAddress = NULL;
bwglMakeCurrent = NULL;
bwglSwapBuffers = NULL;
bwglChoosePixelFormat = NULL;
bwglDescribePixelFormat = NULL;
bwglGetPixelFormat = NULL;
bwglSetPixelFormat = NULL;
#endif
return 0;
}
#endif