mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-15 17:01:28 +00:00
6e49f0bf8f
Bone model support in GLES and ZScript quaternions.
208 lines
4.4 KiB
C++
208 lines
4.4 KiB
C++
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#include "gles_system.h"
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#include "tarray.h"
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#include "v_video.h"
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#include "printf.h"
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CVAR(Bool, gles_use_mapped_buffer, false, 0);
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CVAR(Bool, gles_force_glsl_v100, false, 0);
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CVAR(Int, gles_max_lights_per_surface, 32, 0);
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EXTERN_CVAR(Bool, gl_customshader);
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void setGlVersion(double glv);
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#if USE_GLES2
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PFNGLMAPBUFFERRANGEEXTPROC glMapBufferRange = NULL;
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PFNGLUNMAPBUFFEROESPROC glUnmapBuffer = NULL;
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PFNGLVERTEXATTRIBIPOINTERPROC glVertexAttribIPointer = NULL;
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#ifdef __ANDROID__
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#include <dlfcn.h>
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static void* LoadGLES2Proc(const char* name)
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{
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static void *glesLib = NULL;
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if(!glesLib)
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{
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int flags = RTLD_LOCAL | RTLD_NOW;
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glesLib = dlopen("libGLESv2_CM.so", flags);
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if(!glesLib)
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{
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glesLib = dlopen("libGLESv2.so", flags);
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}
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if(!glesLib)
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{
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glesLib = dlopen("libGLESv2.so.2", flags);
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}
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}
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void * ret = NULL;
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ret = dlsym(glesLib, name);
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if(!ret)
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{
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//LOGI("Failed to load: %s", name);
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}
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else
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{
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//LOGI("Loaded %s func OK", name);
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}
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return ret;
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}
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#elif defined _WIN32
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#include <windows.h>
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static HMODULE opengl32dll;
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static PROC(WINAPI* getprocaddress)(LPCSTR name);
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static void* LoadGLES2Proc(const char* name)
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{
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HINSTANCE hGetProcIDDLL = LoadLibraryA("libGLESv2.dll");
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int error = GetLastError();
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void* addr = GetProcAddress(hGetProcIDDLL, name);
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if (!addr)
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{
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//exit(1);
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return nullptr;
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}
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else
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{
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return addr;
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}
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}
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#endif
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#endif // USE_GLES2
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static TArray<FString> m_Extensions;
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static void CollectExtensions()
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{
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const char* supported = (char*)glGetString(GL_EXTENSIONS);
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if (nullptr != supported)
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{
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char* extensions = new char[strlen(supported) + 1];
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strcpy(extensions, supported);
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char* extension = strtok(extensions, " ");
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while (extension)
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{
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m_Extensions.Push(FString(extension));
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extension = strtok(nullptr, " ");
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}
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delete[] extensions;
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}
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}
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static bool CheckExtension(const char* ext)
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{
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for (unsigned int i = 0; i < m_Extensions.Size(); ++i)
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{
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if (m_Extensions[i].CompareNoCase(ext) == 0) return true;
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}
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return false;
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}
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namespace OpenGLESRenderer
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{
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RenderContextGLES gles;
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void InitGLES()
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{
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#if USE_GLES2
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if (!gladLoadGLES2Loader(&LoadGLES2Proc))
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{
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exit(-1);
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}
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glMapBufferRange = (PFNGLMAPBUFFERRANGEEXTPROC)LoadGLES2Proc("glMapBufferRange");
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glUnmapBuffer = (PFNGLUNMAPBUFFEROESPROC)LoadGLES2Proc("glUnmapBuffer");
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glVertexAttribIPointer = (PFNGLVERTEXATTRIBIPOINTERPROC)LoadGLES2Proc("glVertexAttribIPointer");
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#else
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static bool first = true;
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if (first)
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{
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if (ogl_LoadFunctions() == ogl_LOAD_FAILED)
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{
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//I_FatalError("Failed to load OpenGL functions.");
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}
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}
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GLuint vao;
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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#endif
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CollectExtensions();
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Printf("GL_VENDOR: %s\n", glGetString(GL_VENDOR));
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Printf("GL_RENDERER: %s\n", glGetString(GL_RENDERER));
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Printf("GL_VERSION: %s\n", glGetString(GL_VERSION));
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Printf("GL_SHADING_LANGUAGE_VERSION: %s\n", glGetString(GL_SHADING_LANGUAGE_VERSION));
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Printf(PRINT_LOG, "GL_EXTENSIONS:\n");
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for (unsigned i = 0; i < m_Extensions.Size(); i++)
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{
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Printf(" %s\n", m_Extensions[i].GetChars());
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}
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gles.flags = RFL_NO_CLIP_PLANES;
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gles.useMappedBuffers = gles_use_mapped_buffer;
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gles.forceGLSLv100 = gles_force_glsl_v100;
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gles.maxlights = gles_max_lights_per_surface;
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gles.modelstring = (char*)glGetString(GL_RENDERER);
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gles.vendorstring = (char*)glGetString(GL_VENDOR);
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gl_customshader = false;
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GLint maxTextureSize[1];
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, maxTextureSize);
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gles.max_texturesize = maxTextureSize[0];
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Printf("GL_MAX_TEXTURE_SIZE: %d\n", gles.max_texturesize);
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#if USE_GLES2
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gles.gles3Features = false; // Enales IQM bones
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gles.shaderVersionString = "100";
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gles.depthStencilAvailable = CheckExtension("GL_OES_packed_depth_stencil");
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gles.npotAvailable = CheckExtension("GL_OES_texture_npot");
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gles.depthClampAvailable = CheckExtension("GL_EXT_depth_clamp");
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gles.anistropicFilterAvailable = CheckExtension("GL_EXT_texture_filter_anisotropic");
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#else
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gles.gles3Features = true;
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gles.shaderVersionString = "330";
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gles.depthStencilAvailable = true;
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gles.npotAvailable = true;
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gles.useMappedBuffers = true;
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gles.depthClampAvailable = true;
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gles.anistropicFilterAvailable = true;
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#endif
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gles.numlightvectors = (gles.maxlights * LIGHT_VEC4_NUM);
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const char* glversion = (const char*)glGetString(GL_VERSION);
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setGlVersion( strtod(glversion, NULL));
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}
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}
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