mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-29 03:33:48 +00:00
f19011e3dd
Nothing was pointing at BBGE/glext. Only the VS project was pointing at ExternalLibs/GL. I have pointed it at the headers under BBGE/GL instead. I have also adjusted the includes to use the GL prefix as is standard practise. These will still work as BBGE is in the include path. This allows users to build against their system GL headers simply by deleting the BBGE/GL directory.
193 lines
9 KiB
C++
193 lines
9 KiB
C++
#include "Base.h"
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#include "RenderBase.h"
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#include "GLLoad.h"
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#include <sstream>
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#ifdef GLAPIENTRY
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#undef GLAPIENTRY
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#endif
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#ifdef BBGE_BUILD_WINDOWS
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#define GLAPIENTRY __stdcall
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#else
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#define GLAPIENTRY
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#endif
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#include <GL/glext.h>
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PFNGLGENERATEMIPMAPEXTPROC glGenerateMipmapEXT = NULL;
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// GL_ARB_shader_objects
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PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB = NULL;
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PFNGLDELETEOBJECTARBPROC glDeleteObjectARB = NULL;
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PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB = NULL;
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PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB = NULL;
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PFNGLSHADERSOURCEARBPROC glShaderSourceARB = NULL;
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PFNGLCOMPILESHADERARBPROC glCompileShaderARB = NULL;
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PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB = NULL;
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PFNGLATTACHOBJECTARBPROC glAttachObjectARB = NULL;
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PFNGLGETINFOLOGARBPROC glGetInfoLogARB = NULL;
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PFNGLLINKPROGRAMARBPROC glLinkProgramARB = NULL;
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PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB = NULL;
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PFNGLGETACTIVEUNIFORMARBPROC glGetActiveUniformARB = NULL;
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PFNGLUNIFORM1FVARBPROC glUniform1fvARB = NULL;
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PFNGLUNIFORM2FVARBPROC glUniform2fvARB = NULL;
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PFNGLUNIFORM3FVARBPROC glUniform3fvARB = NULL;
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PFNGLUNIFORM4FVARBPROC glUniform4fvARB = NULL;
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PFNGLUNIFORM1IVARBPROC glUniform1ivARB = NULL;
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PFNGLUNIFORM2IVARBPROC glUniform2ivARB = NULL;
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PFNGLUNIFORM3IVARBPROC glUniform3ivARB = NULL;
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PFNGLUNIFORM4IVARBPROC glUniform4ivARB = NULL;
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PFNGLISRENDERBUFFEREXTPROC glIsRenderbufferEXT = NULL;
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PFNGLBINDRENDERBUFFEREXTPROC glBindRenderbufferEXT = NULL;
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PFNGLDELETERENDERBUFFERSEXTPROC glDeleteRenderbuffersEXT = NULL;
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PFNGLGENRENDERBUFFERSEXTPROC glGenRenderbuffersEXT = NULL;
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PFNGLRENDERBUFFERSTORAGEEXTPROC glRenderbufferStorageEXT = NULL;
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PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC glGetRenderbufferParameterivEXT = NULL;
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PFNGLISFRAMEBUFFEREXTPROC glIsFramebufferEXT = NULL;
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PFNGLBINDFRAMEBUFFEREXTPROC glBindFramebufferEXT = NULL;
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PFNGLDELETEFRAMEBUFFERSEXTPROC glDeleteFramebuffersEXT = NULL;
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PFNGLGENFRAMEBUFFERSEXTPROC glGenFramebuffersEXT = NULL;
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PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC glCheckFramebufferStatusEXT = NULL;
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PFNGLFRAMEBUFFERTEXTURE1DEXTPROC glFramebufferTexture1DEXT = NULL;
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PFNGLFRAMEBUFFERTEXTURE2DEXTPROC glFramebufferTexture2DEXT = NULL;
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PFNGLFRAMEBUFFERTEXTURE3DEXTPROC glFramebufferTexture3DEXT = NULL;
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PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC glFramebufferRenderbufferEXT = NULL;
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PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC glGetFramebufferAttachmentParameterivEXT = NULL;
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unsigned g_dbg_numRenderCalls = 0; // extern
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#define GL_FUNC(ret,fn,params,call,rt) \
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extern "C" { \
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static ret (GLAPIENTRY *p##fn) params = NULL; \
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ret GLAPIENTRY fn params { ++g_dbg_numRenderCalls; rt p##fn call; } \
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}
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#include "OpenGLStubs.h"
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#undef GL_FUNC
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static bool lookup_glsym(const char *funcname, void **func)
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{
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*func = SDL_GL_GetProcAddress(funcname);
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if (*func == NULL)
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{
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std::ostringstream os;
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os << "Failed to find OpenGL symbol \"" << funcname << "\"\n";
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errorLog(os.str());
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return false;
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}
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return true;
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}
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bool lookup_all_glsyms()
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{
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bool retval = true;
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#define GL_FUNC(ret,fn,params,call,rt) \
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if (!lookup_glsym(#fn, (void **) &p##fn)) retval = false;
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#include "OpenGLStubs.h"
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#undef GL_FUNC
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// optional functions
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// mipmaps
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glGenerateMipmapEXT = (PFNGLGENERATEMIPMAPEXTPROC)SDL_GL_GetProcAddress("glGenerateMipmapEXT");
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// framebuffer
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glIsRenderbufferEXT = (PFNGLISRENDERBUFFEREXTPROC)SDL_GL_GetProcAddress("glIsRenderbufferEXT");
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glBindRenderbufferEXT = (PFNGLBINDRENDERBUFFEREXTPROC)SDL_GL_GetProcAddress("glBindRenderbufferEXT");
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glDeleteRenderbuffersEXT = (PFNGLDELETERENDERBUFFERSEXTPROC)SDL_GL_GetProcAddress("glDeleteRenderbuffersEXT");
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glGenRenderbuffersEXT = (PFNGLGENRENDERBUFFERSEXTPROC)SDL_GL_GetProcAddress("glGenRenderbuffersEXT");
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glRenderbufferStorageEXT = (PFNGLRENDERBUFFERSTORAGEEXTPROC)SDL_GL_GetProcAddress("glRenderbufferStorageEXT");
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glGetRenderbufferParameterivEXT = (PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC)SDL_GL_GetProcAddress("glGetRenderbufferParameterivEXT");
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glIsFramebufferEXT = (PFNGLISFRAMEBUFFEREXTPROC)SDL_GL_GetProcAddress("glIsFramebufferEXT");
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glBindFramebufferEXT = (PFNGLBINDFRAMEBUFFEREXTPROC)SDL_GL_GetProcAddress("glBindFramebufferEXT");
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glDeleteFramebuffersEXT = (PFNGLDELETEFRAMEBUFFERSEXTPROC)SDL_GL_GetProcAddress("glDeleteFramebuffersEXT");
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glGenFramebuffersEXT = (PFNGLGENFRAMEBUFFERSEXTPROC)SDL_GL_GetProcAddress("glGenFramebuffersEXT");
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glCheckFramebufferStatusEXT = (PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC)SDL_GL_GetProcAddress("glCheckFramebufferStatusEXT");
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glFramebufferTexture1DEXT = (PFNGLFRAMEBUFFERTEXTURE1DEXTPROC)SDL_GL_GetProcAddress("glFramebufferTexture1DEXT");
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glFramebufferTexture2DEXT = (PFNGLFRAMEBUFFERTEXTURE2DEXTPROC)SDL_GL_GetProcAddress("glFramebufferTexture2DEXT");
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glFramebufferTexture3DEXT = (PFNGLFRAMEBUFFERTEXTURE3DEXTPROC)SDL_GL_GetProcAddress("glFramebufferTexture3DEXT");
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glFramebufferRenderbufferEXT = (PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC)SDL_GL_GetProcAddress("glFramebufferRenderbufferEXT");
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glGetFramebufferAttachmentParameterivEXT = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC)SDL_GL_GetProcAddress("glGetFramebufferAttachmentParameterivEXT");
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// shaders
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glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glCreateProgramObjectARB");
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glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC)SDL_GL_GetProcAddress("glDeleteObjectARB");
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glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glUseProgramObjectARB");
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glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC)SDL_GL_GetProcAddress("glCreateShaderObjectARB");
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glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC)SDL_GL_GetProcAddress("glShaderSourceARB");
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glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC)SDL_GL_GetProcAddress("glCompileShaderARB");
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glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC)SDL_GL_GetProcAddress("glGetObjectParameterivARB");
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glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC)SDL_GL_GetProcAddress("glAttachObjectARB");
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glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC)SDL_GL_GetProcAddress("glGetInfoLogARB");
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glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC)SDL_GL_GetProcAddress("glLinkProgramARB");
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glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC)SDL_GL_GetProcAddress("glGetUniformLocationARB");
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glGetActiveUniformARB = (PFNGLGETACTIVEUNIFORMARBPROC)SDL_GL_GetProcAddress("glGetActiveUniformARB");
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glUniform1fvARB = (PFNGLUNIFORM1FVARBPROC)SDL_GL_GetProcAddress("glUniform1fvARB");
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glUniform2fvARB = (PFNGLUNIFORM2FVARBPROC)SDL_GL_GetProcAddress("glUniform2fvARB");
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glUniform3fvARB = (PFNGLUNIFORM3FVARBPROC)SDL_GL_GetProcAddress("glUniform3fvARB");
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glUniform4fvARB = (PFNGLUNIFORM4FVARBPROC)SDL_GL_GetProcAddress("glUniform4fvARB");
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glUniform1ivARB = (PFNGLUNIFORM1IVARBPROC)SDL_GL_GetProcAddress("glUniform1ivARB");
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glUniform2ivARB = (PFNGLUNIFORM2IVARBPROC)SDL_GL_GetProcAddress("glUniform2ivARB");
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glUniform3ivARB = (PFNGLUNIFORM3IVARBPROC)SDL_GL_GetProcAddress("glUniform3ivARB");
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glUniform4ivARB = (PFNGLUNIFORM4IVARBPROC)SDL_GL_GetProcAddress("glUniform4ivARB");
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return retval;
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}
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void unload_all_glsyms()
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{
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// reset all the entry points to NULL, so we know exactly what happened
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// if we call a GL function after shutdown.
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#define GL_FUNC(ret,fn,params,call,rt) \
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p##fn = NULL;
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#include "OpenGLStubs.h"
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#undef GL_FUNC
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glGenerateMipmapEXT = NULL;
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#if defined(BBGE_BUILD_FRAMEBUFFER)
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// set these back to NULL and reload them upon reinit, otherwise they
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// might point to a bogus address when the shared library is reloaded.
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glIsRenderbufferEXT = NULL;
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glBindRenderbufferEXT = NULL;
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glDeleteRenderbuffersEXT = NULL;
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glGenRenderbuffersEXT = NULL;
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glRenderbufferStorageEXT = NULL;
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glGetRenderbufferParameterivEXT = NULL;
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glIsFramebufferEXT = NULL;
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glBindFramebufferEXT = NULL;
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glDeleteFramebuffersEXT = NULL;
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glGenFramebuffersEXT = NULL;
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glCheckFramebufferStatusEXT = NULL;
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glFramebufferTexture1DEXT = NULL;
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glFramebufferTexture2DEXT = NULL;
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glFramebufferTexture3DEXT = NULL;
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glFramebufferRenderbufferEXT = NULL;
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glGetFramebufferAttachmentParameterivEXT = NULL;
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#endif
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glCreateProgramObjectARB = NULL;
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glDeleteObjectARB = NULL;
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glUseProgramObjectARB = NULL;
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glCreateShaderObjectARB = NULL;
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glShaderSourceARB = NULL;
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glCompileShaderARB = NULL;
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glGetObjectParameterivARB = NULL;
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glAttachObjectARB = NULL;
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glGetInfoLogARB = NULL;
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glLinkProgramARB = NULL;
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glGetUniformLocationARB = NULL;
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glGetActiveUniformARB = NULL;
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glUniform1fvARB = NULL;
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glUniform2fvARB = NULL;
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glUniform3fvARB = NULL;
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glUniform4fvARB = NULL;
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glUniform1ivARB = NULL;
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glUniform2ivARB = NULL;
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glUniform3ivARB = NULL;
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glUniform4ivARB = NULL;
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}
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