mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-12-01 15:35:47 +00:00
209 lines
9.2 KiB
C++
209 lines
9.2 KiB
C++
#include "Base.h"
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#if BBGE_BUILD_OPENGL_DYNAMIC
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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 "glext.h"
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PFNGLGENERATEMIPMAPEXTPROC glGenerateMipmapEXT = NULL;
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#ifdef BBGE_BUILD_SHADERS
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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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#endif
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#ifdef BBGE_BUILD_FRAMEBUFFER
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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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#endif
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unsigned g_dbg_numRenderCalls = 0; // extern
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#ifdef BBGE_BUILD_OPENGL_DYNAMIC
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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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glGenerateMipmapEXT = (PFNGLGENERATEMIPMAPEXTPROC)SDL_GL_GetProcAddress("glGenerateMipmapEXT");
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#if defined(BBGE_BUILD_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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#endif
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#if defined(BBGE_BUILD_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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#endif
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return retval;
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}
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#endif
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void unload_all_glsyms()
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{
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#if BBGE_BUILD_OPENGL_DYNAMIC
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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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#endif
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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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#if defined(BBGE_BUILD_SHADERS)
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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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#endif
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}
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#endif
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