mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2026-04-07 02:36:34 +00:00
Nuke opengl legacy
This commit is contained in:
parent
b6bf989c25
commit
c8ddf40dfe
2 changed files with 1 additions and 604 deletions
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@ -1,603 +0,0 @@
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#ifdef RAPI_GL_LEGACY
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#include <stdint.h>
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#include <stdbool.h>
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#include <assert.h>
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#include <unistd.h>
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#ifndef _LANGUAGE_C
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# define _LANGUAGE_C
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#endif
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#include <PR/gbi.h>
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#ifdef __MINGW32__
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# define FOR_WINDOWS 1
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#else
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# define FOR_WINDOWS 0
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#endif
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#if FOR_WINDOWS || defined(OSX_BUILD)
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# define GLEW_STATIC
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# include <GL/glew.h>
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#endif
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#define GL_GLEXT_PROTOTYPES 1
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#ifdef WAPI_SDL2
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# include <SDL2/SDL.h>
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# include <SDL2/SDL_opengl.h>
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#elif defined(WAPI_SDL1)
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# include <SDL/SDL.h>
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# ifndef GLEW_STATIC
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# include <SDL/SDL_opengl.h>
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# endif
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#endif
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#include "../platform.h"
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#include "gfx_cc.h"
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#include "gfx_rendering_api.h"
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#include "macros.h"
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enum MixType {
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SH_MT_NONE,
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SH_MT_TEXTURE,
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SH_MT_COLOR,
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SH_MT_TEXTURE_TEXTURE,
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SH_MT_TEXTURE_COLOR,
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SH_MT_COLOR_COLOR,
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};
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struct ShaderProgram {
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bool enabled;
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uint64_t hash;
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struct ColorCombiner cc;
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struct CCFeatures ccf;
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enum MixType mix;
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bool texture_used[2];
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int texture_ord[2];
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int num_inputs;
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};
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struct SamplerState {
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GLenum min_filter;
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GLenum mag_filter;
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GLenum wrap_s;
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GLenum wrap_t;
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GLuint tex;
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};
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static struct ShaderProgram shader_program_pool[64];
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static uint8_t shader_program_pool_size;
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static struct ShaderProgram *cur_shader = NULL;
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static struct SamplerState tmu_state[2];
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static const float *cur_buf = NULL;
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static const float *cur_fog_ofs = NULL;
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static size_t cur_buf_size = 0;
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static size_t cur_buf_num_tris = 0;
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static size_t cur_buf_stride = 0;
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static bool gl_blend = false;
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static bool gl_npot = false;
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static bool gl_multitexture = false;
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static void *scale_buf = NULL;
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static int scale_buf_size = 0;
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static float c_mix[] = { 0.f, 0.f, 0.f, 1.f };
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static float c_invmix[] = { 1.f, 1.f, 1.f, 1.f };
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static const float c_white[] = { 1.f, 1.f, 1.f, 1.f };
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// from https://github.com/z2442/sm64-port
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static void resample_32bit(const uint32_t *in, const int inwidth, const int inheight, uint32_t *out, const int outwidth, const int outheight) {
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int i, j;
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const uint32_t *inrow;
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uint32_t frac, fracstep;
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fracstep = inwidth * 0x10000 / outwidth;
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for (i = 0; i < outheight; i++, out += outwidth) {
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inrow = in + inwidth * (i * inheight / outheight);
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frac = fracstep >> 1;
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for (j = 0; j < outwidth; j += 4) {
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out[j] = inrow[frac >> 16];
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frac += fracstep;
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out[j + 1] = inrow[frac >> 16];
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frac += fracstep;
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out[j + 2] = inrow[frac >> 16];
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frac += fracstep;
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out[j + 3] = inrow[frac >> 16];
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frac += fracstep;
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}
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}
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}
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static inline uint32_t next_pot(uint32_t v) {
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v--;
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v |= v >> 1;
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v |= v >> 2;
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v |= v >> 4;
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v |= v >> 8;
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v |= v >> 16;
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v++;
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return v;
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}
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static inline uint32_t is_pot(const uint32_t v) {
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return (v & (v - 1)) == 0;
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}
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static bool gfx_opengl_z_is_from_0_to_1(void) {
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return false;
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}
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static inline GLenum texenv_set_color(UNUSED struct ShaderProgram *prg) {
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return GL_REPLACE;
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}
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static inline GLenum texenv_set_texture(UNUSED struct ShaderProgram *prg) {
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return GL_REPLACE;
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}
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static inline GLenum texenv_set_texture_color(struct ShaderProgram *prg) {
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// HACK: lord forgive me for this, but this is easier
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if (prg->cc.cm.rgb1 == color_comb_rgb(G_CCMUX_TEXEL0, G_CCMUX_SHADE, G_CCMUX_TEXEL0_ALPHA, G_CCMUX_SHADE, 0)) {
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return GL_DECAL;
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} else {
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return GL_MODULATE;
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}
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}
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static inline GLenum texenv_set_texture_texture(UNUSED struct ShaderProgram *prg) {
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return GL_MODULATE;
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}
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static void gfx_opengl_apply_shader(struct ShaderProgram *prg) {
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const float *ofs = cur_buf;
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// vertices are always there
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glVertexPointer(4, GL_FLOAT, cur_buf_stride, ofs);
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ofs += 4;
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// have texture(s), specify same texcoords for every active texture
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if (prg->texture_used[0] || prg->texture_used[1]) {
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glEnable(GL_TEXTURE_2D);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(2, GL_FLOAT, cur_buf_stride, ofs);
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ofs += 2;
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} else {
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisable(GL_TEXTURE_2D);
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}
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if (prg->cc.cm.use_fog) {
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// blend it on top of normal tris later
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cur_fog_ofs = ofs;
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ofs += 4;
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}
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if (prg->num_inputs) {
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// have colors
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// TODO: more than one color (maybe glSecondaryColorPointer?)
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// HACK: if there's a texture and two colors, one of them is likely for speculars or some shit (see mario head)
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// if there's two colors but no texture, the real color is likely the second one
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// HACKHACK: alpha is 0 in the transition shader (0x01A00045), maybe figure out the flags instead
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const int vlen = (prg->cc.cm.use_alpha /*&& prg->shader_id != 0x01A00045*/) ? 4 : 3;
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const int hack = vlen * (prg->num_inputs > 1);
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if (prg->texture_used[1] && prg->ccf.do_mix[0]) {
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// HACK: when two textures are mixed by vertex color, store the color
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// it will be used later when rendering two texture passes
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c_mix[0] = *(ofs + hack + 0);
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c_mix[1] = *(ofs + hack + 1);
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c_mix[2] = *(ofs + hack + 2);
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c_invmix[0] = 1.f - c_mix[0];
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c_invmix[1] = 1.f - c_mix[1];
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c_invmix[2] = 1.f - c_mix[2];
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glDisableClientState(GL_COLOR_ARRAY);
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glColor3f(c_mix[0], c_mix[1], c_mix[2]);
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} else {
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// otherwise use vertex colors as normal
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glEnableClientState(GL_COLOR_ARRAY);
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glColorPointer(vlen, GL_FLOAT, cur_buf_stride, ofs + hack);
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}
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ofs += prg->num_inputs * vlen;
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} else {
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glDisableClientState(GL_COLOR_ARRAY);
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}
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if (!prg->enabled) {
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// we only need to do this once
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prg->enabled = true;
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if (prg->cc.cm.texture_edge) {
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// (horrible) alpha discard
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glEnable(GL_ALPHA_TEST);
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glAlphaFunc(GL_GREATER, 0.666f);
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} else {
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glDisable(GL_ALPHA_TEST);
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}
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// configure texenv
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GLenum mode;
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switch (prg->mix) {
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case SH_MT_TEXTURE: mode = texenv_set_texture(prg); break;
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case SH_MT_TEXTURE_TEXTURE: mode = texenv_set_texture_texture(prg); break;
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case SH_MT_TEXTURE_COLOR: mode = texenv_set_texture_color(prg); break;
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default: mode = texenv_set_color(prg); break;
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}
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, mode);
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}
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}
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static void gfx_opengl_unload_shader(struct ShaderProgram *old_prg) {
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if (cur_shader && (cur_shader == old_prg || !old_prg)) {
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cur_shader->enabled = false;
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cur_shader = NULL;
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}
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cur_fog_ofs = NULL; // clear fog colors
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}
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static void gfx_opengl_load_shader(struct ShaderProgram *new_prg) {
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cur_shader = new_prg;
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if (cur_shader)
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cur_shader->enabled = false;
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}
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static void gfx_opengl_remove_shaders(void) {
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}
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static struct ShaderProgram *gfx_opengl_create_and_load_new_shader(struct ColorCombiner* cc) {
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struct ShaderProgram *prg = &shader_program_pool[shader_program_pool_size++];
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struct CCFeatures ccf = { 0 };
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gfx_cc_get_features(cc, &ccf);
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prg->hash = cc->hash;
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prg->cc = *cc;
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prg->ccf = ccf;
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prg->num_inputs = ccf.num_inputs;
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prg->texture_used[0] = ccf.used_textures[0];
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prg->texture_used[1] = ccf.used_textures[1];
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if (ccf.used_textures[0] && ccf.used_textures[1]) {
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prg->mix = SH_MT_TEXTURE_TEXTURE;
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if (ccf.do_single[1]) {
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prg->texture_ord[0] = 1;
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prg->texture_ord[1] = 0;
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} else {
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prg->texture_ord[0] = 0;
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prg->texture_ord[1] = 1;
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}
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} else if (ccf.used_textures[0] && ccf.num_inputs) {
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prg->mix = SH_MT_TEXTURE_COLOR;
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} else if (ccf.used_textures[0]) {
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prg->mix = SH_MT_TEXTURE;
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} else if (ccf.num_inputs > 1) {
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prg->mix = SH_MT_COLOR_COLOR;
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} else if (ccf.num_inputs) {
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prg->mix = SH_MT_COLOR;
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}
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prg->enabled = false;
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gfx_opengl_load_shader(prg);
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return prg;
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}
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static struct ShaderProgram *gfx_opengl_lookup_shader(struct ColorCombiner* cc) {
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for (size_t i = 0; i < shader_program_pool_size; i++)
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if (shader_program_pool[i].hash == cc->hash)
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return &shader_program_pool[i];
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return NULL;
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}
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static struct ShaderProgram *gfx_opengl_lookup_shader_using_index(u8 shaderIndex) {
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if (shaderIndex >= shader_program_pool_size) return NULL;
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return &shader_program_pool[shaderIndex];
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}
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static void gfx_opengl_shader_get_info(struct ShaderProgram *prg, uint8_t *num_inputs, bool used_textures[2]) {
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*num_inputs = prg->num_inputs;
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used_textures[0] = prg->texture_used[0];
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used_textures[1] = prg->texture_used[1];
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}
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static GLuint gfx_opengl_new_texture(void) {
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GLuint ret;
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glGenTextures(1, &ret);
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return ret;
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}
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static void gfx_opengl_select_texture(int tile, GLuint texture_id) {
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tmu_state[tile].tex = texture_id; // remember this for multitexturing later
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glBindTexture(GL_TEXTURE_2D, texture_id);
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}
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static inline void *gfx_opengl_scale_texture(const uint8_t *data, const int w, const int h, const int to_w, const int to_h) {
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const int psize = to_w * to_h * 4;
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// realloc scale buffer if it's too small
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if (psize > scale_buf_size) {
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scale_buf = realloc(scale_buf, psize);
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if (!scale_buf) sys_fatal("Out of memory allocating NPOT scale buffer\n");
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scale_buf_size = psize;
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}
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resample_32bit((const uint32_t *)data, w, h, scale_buf, to_w, to_h);
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return scale_buf;
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}
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static void gfx_opengl_upload_texture(const uint8_t *rgba32_buf, int width, int height) {
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if (!gl_npot) {
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// we don't support non power of two textures, scale to next power of two if necessary
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if (!is_pot(width) || !is_pot(height)) {
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const int pwidth = next_pot(width);
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const int pheight = next_pot(height);
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rgba32_buf = gfx_opengl_scale_texture(rgba32_buf, width, height, pwidth, pheight);
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width = pwidth;
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height = pheight;
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}
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}
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, rgba32_buf);
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}
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static inline GLenum gfx_cm_to_opengl(uint32_t val) {
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if (val & G_TX_CLAMP) return GL_CLAMP_TO_EDGE;
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return (val & G_TX_MIRROR) ? GL_MIRRORED_REPEAT : GL_REPEAT;
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}
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static inline void gfx_opengl_apply_tmu_state(const int tile) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, tmu_state[tile].min_filter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, tmu_state[tile].mag_filter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, tmu_state[tile].wrap_s);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, tmu_state[tile].wrap_t);
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}
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static void gfx_opengl_set_sampler_parameters(int tile, bool linear_filter, uint32_t cms, uint32_t cmt) {
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const GLenum filter = linear_filter ? GL_LINEAR : GL_NEAREST;
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const GLenum wrap_s = gfx_cm_to_opengl(cms);
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const GLenum wrap_t = gfx_cm_to_opengl(cmt);
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tmu_state[tile].min_filter = filter;
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tmu_state[tile].mag_filter = filter;
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tmu_state[tile].wrap_s = wrap_s;
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tmu_state[tile].wrap_t = wrap_t;
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// set state for the first texture right away
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if (!tile) gfx_opengl_apply_tmu_state(tile);
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}
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static void gfx_opengl_set_depth_test(bool depth_test) {
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if (depth_test)
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glEnable(GL_DEPTH_TEST);
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else
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glDisable(GL_DEPTH_TEST);
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}
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static void gfx_opengl_set_depth_mask(bool z_upd) {
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glDepthMask(z_upd ? GL_TRUE : GL_FALSE);
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}
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static void gfx_opengl_set_zmode_decal(bool zmode_decal) {
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if (zmode_decal) {
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glPolygonOffset(-2, -2);
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glEnable(GL_POLYGON_OFFSET_FILL);
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} else {
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glPolygonOffset(0, 0);
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glDisable(GL_POLYGON_OFFSET_FILL);
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}
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}
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static void gfx_opengl_set_viewport(int x, int y, int width, int height) {
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glViewport(x, y, width, height);
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}
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static void gfx_opengl_set_scissor(int x, int y, int width, int height) {
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glScissor(x, y, width, height);
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}
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static void gfx_opengl_set_use_alpha(bool use_alpha) {
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gl_blend = use_alpha;
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if (use_alpha)
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glEnable(GL_BLEND);
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else
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glDisable(GL_BLEND);
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}
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// draws the same triangles as plain fog color + fog intensity as alpha
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// on top of the normal tris and blends them to achieve sort of the same effect
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// as fog would
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static inline void gfx_opengl_pass_fog(void) {
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// if texturing is enabled, disable it, since we're blending colors
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if (cur_shader->texture_used[0] || cur_shader->texture_used[1])
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glDisable(GL_TEXTURE_2D);
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glEnableClientState(GL_COLOR_ARRAY); // enable color array temporarily
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glColorPointer(4, GL_FLOAT, cur_buf_stride, cur_fog_ofs); // set fog colors as primary colors
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if (!gl_blend) glEnable(GL_BLEND); // enable blending temporarily
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glDepthFunc(GL_LEQUAL); // Z is the same as the base triangles
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glDrawArrays(GL_TRIANGLES, 0, 3 * cur_buf_num_tris);
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glDepthFunc(GL_LESS); // set back to default
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if (!gl_blend) glDisable(GL_BLEND); // disable blending if it was disabled
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glDisableClientState(GL_COLOR_ARRAY); // will get reenabled later anyway
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// if texturing was enabled, re-enable it
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if (cur_shader->texture_used[0] || cur_shader->texture_used[1])
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glEnable(GL_TEXTURE_2D);
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}
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|
||||
// this assumes the two textures are combined like so:
|
||||
// result = mix(tex0.rgb, tex1.rgb, vertex.rgb)
|
||||
static inline void gfx_opengl_pass_mix_texture(void) {
|
||||
// set second texture
|
||||
glBindTexture(GL_TEXTURE_2D, tmu_state[cur_shader->texture_ord[1]].tex);
|
||||
gfx_opengl_apply_tmu_state(cur_shader->texture_ord[1]);
|
||||
|
||||
if (!gl_blend) glEnable(GL_BLEND); // enable blending temporarily
|
||||
glBlendFunc(GL_ONE, GL_ONE); // additive blending
|
||||
glDepthFunc(GL_LEQUAL); // Z is the same as the base triangles
|
||||
|
||||
// draw the same triangles, but with the inverse of the mix color
|
||||
glColor3f(c_invmix[0], c_invmix[1], c_invmix[2]);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 3 * cur_buf_num_tris);
|
||||
glColor3f(1.f, 1.f, 1.f); // reset color
|
||||
|
||||
glDepthFunc(GL_LESS); // set back to default
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // same here
|
||||
if (!gl_blend) glDisable(GL_BLEND); // disable blending if it was disabled
|
||||
|
||||
// set old texture
|
||||
glBindTexture(GL_TEXTURE_2D, tmu_state[cur_shader->texture_ord[0]].tex);
|
||||
gfx_opengl_apply_tmu_state(cur_shader->texture_ord[0]);
|
||||
}
|
||||
|
||||
static void gfx_opengl_draw_triangles(float buf_vbo[], size_t buf_vbo_len, size_t buf_vbo_num_tris) {
|
||||
cur_buf = buf_vbo;
|
||||
cur_buf_size = buf_vbo_len * 4;
|
||||
cur_buf_num_tris = buf_vbo_num_tris;
|
||||
cur_buf_stride = cur_buf_size / (3 * cur_buf_num_tris);
|
||||
|
||||
gfx_opengl_apply_shader(cur_shader);
|
||||
|
||||
// if there's two textures, set primary texture first
|
||||
if (cur_shader->texture_used[1])
|
||||
glBindTexture(GL_TEXTURE_2D, tmu_state[cur_shader->texture_ord[0]].tex);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, 3 * cur_buf_num_tris);
|
||||
|
||||
// if there's two textures, draw polys with the second texture
|
||||
if (cur_shader->texture_used[1]) gfx_opengl_pass_mix_texture();
|
||||
|
||||
// cur_fog_ofs is only set if GL_EXT_fog_coord isn't used
|
||||
if (cur_fog_ofs) gfx_opengl_pass_fog();
|
||||
}
|
||||
|
||||
static inline bool gl_check_ext(const char *name) {
|
||||
static const char *extstr = NULL;
|
||||
|
||||
if (extstr == NULL)
|
||||
extstr = (const char *)glGetString(GL_EXTENSIONS);
|
||||
|
||||
if (!strstr(extstr, name)) {
|
||||
printf("GL extension not supported: %s\n", name);
|
||||
return false;
|
||||
}
|
||||
|
||||
printf("GL extension detected: %s\n", name);
|
||||
return true;
|
||||
}
|
||||
|
||||
static inline bool gl_get_version(int *major, int *minor, bool *is_es) {
|
||||
const char *vstr = (const char *)glGetString(GL_VERSION);
|
||||
if (!vstr || !vstr[0]) return false;
|
||||
|
||||
if (!strncmp(vstr, "OpenGL ES ", 10)) {
|
||||
vstr += 10;
|
||||
*is_es = true;
|
||||
} else if (!strncmp(vstr, "OpenGL ES-CM ", 13)) {
|
||||
vstr += 13;
|
||||
*is_es = true;
|
||||
}
|
||||
|
||||
return (sscanf(vstr, "%d.%d", major, minor) == 2);
|
||||
}
|
||||
|
||||
static void gfx_opengl_init(void) {
|
||||
#if FOR_WINDOWS || defined(OSX_BUILD)
|
||||
GLenum err;
|
||||
if ((err = glewInit()) != GLEW_OK)
|
||||
sys_fatal("could not init GLEW:\n%s", glewGetErrorString(err));
|
||||
#endif
|
||||
|
||||
// check GL version
|
||||
int vmajor, vminor;
|
||||
bool is_es = false;
|
||||
gl_get_version(&vmajor, &vminor, &is_es);
|
||||
if ((vmajor < 2 && vminor < 1) || is_es)
|
||||
sys_fatal("OpenGL 1.1+ is required.\nReported version: %s%d.%d\n", is_es ? "ES" : "", vmajor, vminor);
|
||||
|
||||
// check if we support non power of two textures
|
||||
gl_npot = gl_check_ext("GL_ARB_texture_non_power_of_two");
|
||||
if (!gl_npot) {
|
||||
// don't support NPOT textures, prepare buffer for rescaling
|
||||
// this will be realloc'd as necessary
|
||||
scale_buf_size = 64 * 64 * 4;
|
||||
scale_buf = malloc(scale_buf_size);
|
||||
if (!scale_buf) sys_fatal("Out of memory allocating for NPOT scale buffer\n");
|
||||
}
|
||||
|
||||
// check if we support multitexturing
|
||||
gl_multitexture = vmajor > 1 || vminor > 2 || gl_check_ext("GL_ARB_multitexture");
|
||||
|
||||
printf("GL_VERSION = %s\n", glGetString(GL_VERSION));
|
||||
printf("GL_EXTENSIONS =\n%s\n", glGetString(GL_EXTENSIONS));
|
||||
|
||||
// these also never change
|
||||
glDisable(GL_LIGHTING);
|
||||
glDisable(GL_CULL_FACE);
|
||||
// glDisable(GL_DITHER);
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, c_white);
|
||||
}
|
||||
|
||||
static void gfx_opengl_on_resize(void) {
|
||||
}
|
||||
|
||||
static void gfx_opengl_start_frame(void) {
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
glDepthMask(GL_TRUE); // Must be set to clear Z-buffer
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
}
|
||||
|
||||
static void gfx_opengl_end_frame(void) {
|
||||
}
|
||||
|
||||
static void gfx_opengl_finish_render(void) {
|
||||
}
|
||||
|
||||
static void gfx_opengl_shutdown(void) {
|
||||
}
|
||||
|
||||
struct GfxRenderingAPI gfx_opengl_api = {
|
||||
gfx_opengl_z_is_from_0_to_1,
|
||||
gfx_opengl_unload_shader,
|
||||
gfx_opengl_load_shader,
|
||||
gfx_opengl_remove_shaders,
|
||||
gfx_opengl_create_and_load_new_shader,
|
||||
gfx_opengl_lookup_shader,
|
||||
gfx_opengl_lookup_shader_using_index,
|
||||
gfx_opengl_shader_get_info,
|
||||
gfx_opengl_new_texture,
|
||||
gfx_opengl_select_texture,
|
||||
gfx_opengl_upload_texture,
|
||||
gfx_opengl_set_sampler_parameters,
|
||||
gfx_opengl_set_depth_test,
|
||||
gfx_opengl_set_depth_mask,
|
||||
gfx_opengl_set_zmode_decal,
|
||||
gfx_opengl_set_viewport,
|
||||
gfx_opengl_set_scissor,
|
||||
gfx_opengl_set_use_alpha,
|
||||
gfx_opengl_draw_triangles,
|
||||
gfx_opengl_init,
|
||||
gfx_opengl_on_resize,
|
||||
gfx_opengl_start_frame,
|
||||
gfx_opengl_end_frame,
|
||||
gfx_opengl_finish_render,
|
||||
gfx_opengl_shutdown
|
||||
};
|
||||
|
||||
#endif // RAPI_GL_LEGACY
|
||||
|
|
@ -27,7 +27,7 @@ extern "C" {
|
|||
#if defined(RAPI_D3D11)
|
||||
# define RAPI gfx_direct3d11_api
|
||||
# define RAPI_NAME "DirectX 11"
|
||||
#elif defined(RAPI_GL) || defined(RAPI_GL_LEGACY)
|
||||
#elif defined(RAPI_GL)
|
||||
# define RAPI gfx_opengl_api
|
||||
# ifdef USE_GLES
|
||||
# define RAPI_NAME "OpenGL ES"
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue