- bumped minimum supported OpenGL version to 1.4. The engine was already using several 1.3 and 1.4 features which would have caused problems on 1.2.
- removed gl_vid_compatibility. With the bump to 1.4 no hardware requiring this flag is supported anymore. - disabled 16 bit framebuffers for the same reason. As a conseqence all code for rendering without stencil could also be removed.
This commit is contained in:
parent
761ab4ab78
commit
b61ef3a107
16 changed files with 343 additions and 486 deletions
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@ -53,9 +53,7 @@ static void APIENTRY glBlendEquationDummy (GLenum mode);
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static TArray<FString> m_Extensions;
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#define gl pgl
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RenderContext * gl;
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RenderContext gl;
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int occlusion_type=0;
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@ -107,201 +105,6 @@ static bool CheckExtension(const char *ext)
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static void APIENTRY LoadExtensions()
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{
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CollectExtensions();
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const char *version = (const char*)glGetString(GL_VERSION);
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// Don't even start if it's lower than 1.2
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if (strcmp(version, "1.2") < 0)
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{
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I_FatalError("Unsupported OpenGL version.\nAt least GL 1.2 is required to run "GAMENAME".\n");
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}
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// This loads any function pointers and flags that require a vaild render context to
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// initialize properly
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gl->shadermodel = 0; // assume no shader support
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gl->vendorstring=(char*)glGetString(GL_VENDOR);
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// First try the regular function
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gl->BlendEquation = (PFNGLBLENDEQUATIONPROC)wglGetProcAddress("glBlendEquation");
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// If that fails try the EXT version
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if (!gl->BlendEquation) gl->BlendEquation = (PFNGLBLENDEQUATIONPROC)wglGetProcAddress("glBlendEquationEXT");
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// If that fails use a no-op dummy
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if (!gl->BlendEquation) gl->BlendEquation = glBlendEquationDummy;
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if (CheckExtension("GL_ARB_texture_non_power_of_two")) gl->flags|=RFL_NPOT_TEXTURE;
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if (CheckExtension("GL_ARB_texture_compression")) gl->flags|=RFL_TEXTURE_COMPRESSION;
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if (CheckExtension("GL_EXT_texture_compression_s3tc")) gl->flags|=RFL_TEXTURE_COMPRESSION_S3TC;
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if (strstr(gl->vendorstring, "NVIDIA")) gl->flags|=RFL_NVIDIA;
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else if (strstr(gl->vendorstring, "ATI Technologies")) gl->flags|=RFL_ATI;
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if (strcmp(version, "2.0") >= 0) gl->flags|=RFL_GL_20;
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if (strcmp(version, "2.1") >= 0) gl->flags|=RFL_GL_21;
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if (strcmp(version, "3.0") >= 0) gl->flags|=RFL_GL_30;
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glGetIntegerv(GL_MAX_TEXTURE_SIZE,&gl->max_texturesize);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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if (gl->flags & RFL_GL_20)
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{
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gl->DeleteShader = (PFNGLDELETESHADERPROC)wglGetProcAddress("glDeleteShader");
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gl->DeleteProgram = (PFNGLDELETEPROGRAMPROC)wglGetProcAddress("glDeleteProgram");
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gl->DetachShader = (PFNGLDETACHSHADERPROC)wglGetProcAddress("glDetachShader");
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gl->CreateShader = (PFNGLCREATESHADERPROC)wglGetProcAddress("glCreateShader");
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gl->ShaderSource = (PFNGLSHADERSOURCEPROC)wglGetProcAddress("glShaderSource");
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gl->CompileShader = (PFNGLCOMPILESHADERPROC)wglGetProcAddress("glCompileShader");
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gl->CreateProgram = (PFNGLCREATEPROGRAMPROC)wglGetProcAddress("glCreateProgram");
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gl->AttachShader = (PFNGLATTACHSHADERPROC)wglGetProcAddress("glAttachShader");
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gl->LinkProgram = (PFNGLLINKPROGRAMPROC)wglGetProcAddress("glLinkProgram");
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gl->UseProgram = (PFNGLUSEPROGRAMPROC)wglGetProcAddress("glUseProgram");
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gl->ValidateProgram = (PFNGLVALIDATEPROGRAMPROC)wglGetProcAddress("glValidateProgram");
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gl->VertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC)wglGetProcAddress("glVertexAttrib1f");
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gl->VertexAttrib2f = (PFNGLVERTEXATTRIB2FPROC)wglGetProcAddress("glVertexAttrib2f");
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gl->VertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC)wglGetProcAddress("glVertexAttrib4f");
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gl->VertexAttrib2fv = (PFNGLVERTEXATTRIB4FVPROC)wglGetProcAddress("glVertexAttrib2fv");
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gl->VertexAttrib3fv = (PFNGLVERTEXATTRIB4FVPROC)wglGetProcAddress("glVertexAttrib3fv");
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gl->VertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC)wglGetProcAddress("glVertexAttrib4fv");
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gl->VertexAttrib4ubv = (PFNGLVERTEXATTRIB4UBVPROC)wglGetProcAddress("glVertexAttrib4ubv");
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gl->GetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)wglGetProcAddress("glGetAttribLocation");
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gl->BindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC)wglGetProcAddress("glBindAttribLocation");
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gl->Uniform1f = (PFNGLUNIFORM1FPROC)wglGetProcAddress("glUniform1f");
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gl->Uniform2f = (PFNGLUNIFORM2FPROC)wglGetProcAddress("glUniform2f");
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gl->Uniform3f = (PFNGLUNIFORM3FPROC)wglGetProcAddress("glUniform3f");
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gl->Uniform4f = (PFNGLUNIFORM4FPROC)wglGetProcAddress("glUniform4f");
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gl->Uniform1i = (PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i");
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gl->Uniform2i = (PFNGLUNIFORM2IPROC)wglGetProcAddress("glUniform2i");
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gl->Uniform3i = (PFNGLUNIFORM3IPROC)wglGetProcAddress("glUniform3i");
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gl->Uniform4i = (PFNGLUNIFORM4IPROC)wglGetProcAddress("glUniform4i");
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gl->Uniform1fv = (PFNGLUNIFORM1FVPROC)wglGetProcAddress("glUniform1fv");
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gl->Uniform2fv = (PFNGLUNIFORM2FVPROC)wglGetProcAddress("glUniform2fv");
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gl->Uniform3fv = (PFNGLUNIFORM3FVPROC)wglGetProcAddress("glUniform3fv");
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gl->Uniform4fv = (PFNGLUNIFORM4FVPROC)wglGetProcAddress("glUniform4fv");
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gl->Uniform1iv = (PFNGLUNIFORM1IVPROC)wglGetProcAddress("glUniform1iv");
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gl->Uniform2iv = (PFNGLUNIFORM2IVPROC)wglGetProcAddress("glUniform2iv");
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gl->Uniform3iv = (PFNGLUNIFORM3IVPROC)wglGetProcAddress("glUniform3iv");
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gl->Uniform4iv = (PFNGLUNIFORM4IVPROC)wglGetProcAddress("glUniform4iv");
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gl->UniformMatrix2fv = (PFNGLUNIFORMMATRIX2FVPROC)wglGetProcAddress("glUniformMatrix2fv");
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gl->UniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC)wglGetProcAddress("glUniformMatrix3fv");
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gl->UniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)wglGetProcAddress("glUniformMatrix4fv");
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gl->GetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)wglGetProcAddress("glGetProgramInfoLog");
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gl->GetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)wglGetProcAddress("glGetShaderInfoLog");
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gl->GetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)wglGetProcAddress("glGetUniformLocation");
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gl->GetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC)wglGetProcAddress("glGetActiveUniform");
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gl->GetUniformfv = (PFNGLGETUNIFORMFVPROC)wglGetProcAddress("glGetUniformfv");
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gl->GetUniformiv = (PFNGLGETUNIFORMIVPROC)wglGetProcAddress("glGetUniformiv");
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gl->GetShaderSource = (PFNGLGETSHADERSOURCEPROC)wglGetProcAddress("glGetShaderSource");
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gl->EnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)wglGetProcAddress("glEnableVertexAttribArray");
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gl->DisableVertexAttribArray= (PFNGLDISABLEVERTEXATTRIBARRAYPROC)wglGetProcAddress("glDisableVertexAttribArray");
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gl->VertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)wglGetProcAddress("glVertexAttribPointer");
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// what'S the equivalent of this in GL 2.0???
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gl->GetObjectParameteriv = (PFNGLGETOBJECTPARAMETERIVARBPROC)wglGetProcAddress("glGetObjectParameterivARB");
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// Rules:
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// SM4 will always use shaders. No option to switch them off is needed here.
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// SM3 has shaders optional but they are off by default (they will have a performance impact
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// SM2 only uses shaders for colormaps on camera textures and has no option to use them in general.
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// On SM2 cards the shaders will be too slow and show visual bugs (at least on GF 6800.)
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if (strcmp((const char*)glGetString(GL_SHADING_LANGUAGE_VERSION), "1.3") >= 0) gl->shadermodel = 4;
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else if (CheckExtension("GL_NV_GPU_shader4")) gl->shadermodel = 4; // for pre-3.0 drivers that support GF8xxx.
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else if (CheckExtension("GL_EXT_GPU_shader4")) gl->shadermodel = 4; // for pre-3.0 drivers that support GF8xxx.
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else if (CheckExtension("GL_NV_vertex_program3")) gl->shadermodel = 3;
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else if (!strstr(gl->vendorstring, "NVIDIA")) gl->shadermodel = 3;
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else gl->shadermodel = 2; // Only for older NVidia cards which had notoriously bad shader support.
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// Command line overrides for testing and problem cases.
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if (Args->CheckParm("-sm2") && gl->shadermodel > 2) gl->shadermodel = 2;
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else if (Args->CheckParm("-sm3") && gl->shadermodel > 3) gl->shadermodel = 3;
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}
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if (CheckExtension("GL_ARB_occlusion_query"))
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{
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gl->GenQueries = (PFNGLGENQUERIESARBPROC)wglGetProcAddress("glGenQueriesARB");
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gl->DeleteQueries = (PFNGLDELETEQUERIESARBPROC)wglGetProcAddress("glDeleteQueriesARB");
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gl->GetQueryObjectuiv = (PFNGLGETQUERYOBJECTUIVARBPROC)wglGetProcAddress("glGetQueryObjectuivARB");
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gl->BeginQuery = (PFNGLBEGINQUERYARBPROC)wglGetProcAddress("glBeginQueryARB");
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gl->EndQuery = (PFNGLENDQUERYPROC)wglGetProcAddress("glEndQueryARB");
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gl->flags|=RFL_OCCLUSION_QUERY;
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}
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if (gl->flags & RFL_GL_21)
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{
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gl->BindBuffer = (PFNGLBINDBUFFERPROC)wglGetProcAddress("glBindBuffer");
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gl->DeleteBuffers = (PFNGLDELETEBUFFERSPROC)wglGetProcAddress("glDeleteBuffers");
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gl->GenBuffers = (PFNGLGENBUFFERSPROC)wglGetProcAddress("glGenBuffers");
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gl->BufferData = (PFNGLBUFFERDATAPROC)wglGetProcAddress("glBufferData");
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gl->BufferSubData = (PFNGLBUFFERSUBDATAPROC)wglGetProcAddress("glBufferSubData");
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gl->MapBuffer = (PFNGLMAPBUFFERPROC)wglGetProcAddress("glMapBuffer");
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gl->UnmapBuffer = (PFNGLUNMAPBUFFERPROC)wglGetProcAddress("glUnmapBuffer");
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gl->flags |= RFL_VBO;
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}
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else if (CheckExtension("GL_ARB_vertex_buffer_object"))
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{
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gl->BindBuffer = (PFNGLBINDBUFFERPROC)wglGetProcAddress("glBindBufferARB");
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gl->DeleteBuffers = (PFNGLDELETEBUFFERSPROC)wglGetProcAddress("glDeleteBuffersARB");
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gl->GenBuffers = (PFNGLGENBUFFERSPROC)wglGetProcAddress("glGenBuffersARB");
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gl->BufferData = (PFNGLBUFFERDATAPROC)wglGetProcAddress("glBufferDataARB");
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gl->BufferSubData = (PFNGLBUFFERSUBDATAPROC)wglGetProcAddress("glBufferSubDataARB");
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gl->MapBuffer = (PFNGLMAPBUFFERPROC)wglGetProcAddress("glMapBufferARB");
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gl->UnmapBuffer = (PFNGLUNMAPBUFFERPROC)wglGetProcAddress("glUnmapBufferARB");
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gl->flags |= RFL_VBO;
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}
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if (CheckExtension("GL_ARB_map_buffer_range"))
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{
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gl->MapBufferRange = (PFNGLMAPBUFFERRANGEPROC)wglGetProcAddress("glMapBufferRange");
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gl->FlushMappedBufferRange = (PFNGLFLUSHMAPPEDBUFFERRANGEPROC)wglGetProcAddress("glFlushMappedBufferRange");
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gl->flags|=RFL_MAP_BUFFER_RANGE;
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}
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if (CheckExtension("GL_ARB_framebuffer_object"))
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{
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gl->GenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)wglGetProcAddress("glGenFramebuffers");
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gl->DeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)wglGetProcAddress("glDeleteFramebuffers");
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gl->BindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)wglGetProcAddress("glBindFramebuffer");
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gl->FramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)wglGetProcAddress("glFramebufferTexture2D");
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gl->GenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)wglGetProcAddress("glGenRenderbuffers");
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gl->DeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)wglGetProcAddress("glDeleteRenderbuffers");
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gl->BindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)wglGetProcAddress("glBindRenderbuffer");
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gl->RenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)wglGetProcAddress("glRenderbufferStorage");
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gl->FramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)wglGetProcAddress("glFramebufferRenderbuffer");
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gl->flags|=RFL_FRAMEBUFFER;
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}
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#if 0
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if (CheckExtension("GL_ARB_texture_buffer_object") &&
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CheckExtension("GL_ARB_texture_float") &&
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CheckExtension("GL_EXT_GPU_Shader4") &&
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CheckExtension("GL_ARB_texture_rg") &&
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gl->shadermodel == 4)
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{
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gl->TexBufferARB = (PFNGLTEXBUFFERARBPROC)wglGetProcAddress("glTexBufferARB");
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gl->flags|=RFL_TEXTUREBUFFER;
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}
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#endif
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gl->ActiveTexture = (PFNGLACTIVETEXTUREPROC)wglGetProcAddress("glActiveTextureARB");
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gl->MultiTexCoord2f = (PFNGLMULTITEXCOORD2FPROC) wglGetProcAddress("glMultiTexCoord2fARB");
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gl->MultiTexCoord2fv = (PFNGLMULTITEXCOORD2FVPROC) wglGetProcAddress("glMultiTexCoord2fvARB");
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}
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//==========================================================================
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//
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@ -309,141 +112,10 @@ static void APIENTRY LoadExtensions()
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//
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//==========================================================================
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static void APIENTRY PrintStartupLog()
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static void InitContext()
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{
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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 ("GL_EXTENSIONS: %s\n", glGetString(GL_EXTENSIONS));
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int v;
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glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &v);
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Printf ("Max. texture units: %d\n", v);
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glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, &v);
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Printf ("Max. fragment uniforms: %d\n", v);
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if (gl->shadermodel == 4) gl->maxuniforms = v;
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glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS, &v);
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Printf ("Max. vertex uniforms: %d\n", v);
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glGetIntegerv(GL_MAX_VARYING_FLOATS, &v);
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Printf ("Max. varying: %d\n", v);
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glGetIntegerv(GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS, &v);
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Printf ("Max. combined uniforms: %d\n", v);
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glGetIntegerv(GL_MAX_COMBINED_UNIFORM_BLOCKS, &v);
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Printf ("Max. combined uniform blocks: %d\n", v);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static void APIENTRY glBlendEquationDummy (GLenum mode)
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{
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// If this is not supported all non-existent modes are
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// made to draw nothing.
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if (mode == GL_FUNC_ADD)
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{
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glColorMask(true, true, true, true);
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}
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else
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{
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glColorMask(false, false, false, false);
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static void APIENTRY SetTextureMode(int type)
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{
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static float white[] = {1.f,1.f,1.f,1.f};
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if (gl_vid_compatibility)
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{
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type = TM_MODULATE;
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}
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if (type == TM_MASK)
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{
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_TEXTURE0);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
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}
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else if (type == TM_OPAQUE)
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{
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
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}
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else if (type == TM_INVERT)
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{
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_ONE_MINUS_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_TEXTURE0);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
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}
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else if (type == TM_INVERTOPAQUE)
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{
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_ONE_MINUS_SRC_COLOR);
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||||
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
|
||||
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
|
||||
}
|
||||
else // if (type == TM_MODULATE)
|
||||
{
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void APIENTRY GetContext(RenderContext & gl)
|
||||
{
|
||||
::gl=≷
|
||||
|
||||
gl.flags=0;
|
||||
|
||||
gl.LoadExtensions = LoadExtensions;
|
||||
gl.SetTextureMode = SetTextureMode;
|
||||
gl.PrintStartupLog = PrintStartupLog;
|
||||
|
||||
gl.Begin = glBegin;
|
||||
gl.End = glEnd;
|
||||
gl.DrawArrays = glDrawArrays;
|
||||
|
|
@ -522,6 +194,322 @@ void APIENTRY GetContext(RenderContext & gl)
|
|||
gl.BlendEquation = glBlendEquationDummy;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void gl_LoadExtensions()
|
||||
{
|
||||
InitContext();
|
||||
CollectExtensions();
|
||||
|
||||
const char *version = (const char*)glGetString(GL_VERSION);
|
||||
|
||||
// Don't even start if it's lower than 1.4
|
||||
if (strcmp(version, "1.4") < 0)
|
||||
{
|
||||
I_FatalError("Unsupported OpenGL version.\nAt least GL 1.4 is required to run "GAMENAME".\n");
|
||||
}
|
||||
|
||||
// This loads any function pointers and flags that require a vaild render context to
|
||||
// initialize properly
|
||||
|
||||
gl.shadermodel = 0; // assume no shader support
|
||||
gl.vendorstring=(char*)glGetString(GL_VENDOR);
|
||||
|
||||
// First try the regular function
|
||||
gl.BlendEquation = (PFNGLBLENDEQUATIONPROC)wglGetProcAddress("glBlendEquation");
|
||||
// If that fails try the EXT version
|
||||
if (!gl.BlendEquation) gl.BlendEquation = (PFNGLBLENDEQUATIONPROC)wglGetProcAddress("glBlendEquationEXT");
|
||||
// If that fails use a no-op dummy
|
||||
if (!gl.BlendEquation) gl.BlendEquation = glBlendEquationDummy;
|
||||
|
||||
if (CheckExtension("GL_ARB_texture_non_power_of_two")) gl.flags|=RFL_NPOT_TEXTURE;
|
||||
if (CheckExtension("GL_ARB_texture_compression")) gl.flags|=RFL_TEXTURE_COMPRESSION;
|
||||
if (CheckExtension("GL_EXT_texture_compression_s3tc")) gl.flags|=RFL_TEXTURE_COMPRESSION_S3TC;
|
||||
if (strstr(gl.vendorstring, "NVIDIA")) gl.flags|=RFL_NVIDIA;
|
||||
else if (strstr(gl.vendorstring, "ATI Technologies")) gl.flags|=RFL_ATI;
|
||||
|
||||
if (strcmp(version, "2.0") >= 0) gl.flags|=RFL_GL_20;
|
||||
if (strcmp(version, "2.1") >= 0) gl.flags|=RFL_GL_21;
|
||||
if (strcmp(version, "3.0") >= 0) gl.flags|=RFL_GL_30;
|
||||
|
||||
glGetIntegerv(GL_MAX_TEXTURE_SIZE,&gl.max_texturesize);
|
||||
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
||||
|
||||
if (gl.flags & RFL_GL_20)
|
||||
{
|
||||
gl.DeleteShader = (PFNGLDELETESHADERPROC)wglGetProcAddress("glDeleteShader");
|
||||
gl.DeleteProgram = (PFNGLDELETEPROGRAMPROC)wglGetProcAddress("glDeleteProgram");
|
||||
gl.DetachShader = (PFNGLDETACHSHADERPROC)wglGetProcAddress("glDetachShader");
|
||||
gl.CreateShader = (PFNGLCREATESHADERPROC)wglGetProcAddress("glCreateShader");
|
||||
gl.ShaderSource = (PFNGLSHADERSOURCEPROC)wglGetProcAddress("glShaderSource");
|
||||
gl.CompileShader = (PFNGLCOMPILESHADERPROC)wglGetProcAddress("glCompileShader");
|
||||
gl.CreateProgram = (PFNGLCREATEPROGRAMPROC)wglGetProcAddress("glCreateProgram");
|
||||
gl.AttachShader = (PFNGLATTACHSHADERPROC)wglGetProcAddress("glAttachShader");
|
||||
gl.LinkProgram = (PFNGLLINKPROGRAMPROC)wglGetProcAddress("glLinkProgram");
|
||||
gl.UseProgram = (PFNGLUSEPROGRAMPROC)wglGetProcAddress("glUseProgram");
|
||||
gl.ValidateProgram = (PFNGLVALIDATEPROGRAMPROC)wglGetProcAddress("glValidateProgram");
|
||||
|
||||
gl.VertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC)wglGetProcAddress("glVertexAttrib1f");
|
||||
gl.VertexAttrib2f = (PFNGLVERTEXATTRIB2FPROC)wglGetProcAddress("glVertexAttrib2f");
|
||||
gl.VertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC)wglGetProcAddress("glVertexAttrib4f");
|
||||
gl.VertexAttrib2fv = (PFNGLVERTEXATTRIB4FVPROC)wglGetProcAddress("glVertexAttrib2fv");
|
||||
gl.VertexAttrib3fv = (PFNGLVERTEXATTRIB4FVPROC)wglGetProcAddress("glVertexAttrib3fv");
|
||||
gl.VertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC)wglGetProcAddress("glVertexAttrib4fv");
|
||||
gl.VertexAttrib4ubv = (PFNGLVERTEXATTRIB4UBVPROC)wglGetProcAddress("glVertexAttrib4ubv");
|
||||
gl.GetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)wglGetProcAddress("glGetAttribLocation");
|
||||
gl.BindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC)wglGetProcAddress("glBindAttribLocation");
|
||||
|
||||
|
||||
gl.Uniform1f = (PFNGLUNIFORM1FPROC)wglGetProcAddress("glUniform1f");
|
||||
gl.Uniform2f = (PFNGLUNIFORM2FPROC)wglGetProcAddress("glUniform2f");
|
||||
gl.Uniform3f = (PFNGLUNIFORM3FPROC)wglGetProcAddress("glUniform3f");
|
||||
gl.Uniform4f = (PFNGLUNIFORM4FPROC)wglGetProcAddress("glUniform4f");
|
||||
gl.Uniform1i = (PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i");
|
||||
gl.Uniform2i = (PFNGLUNIFORM2IPROC)wglGetProcAddress("glUniform2i");
|
||||
gl.Uniform3i = (PFNGLUNIFORM3IPROC)wglGetProcAddress("glUniform3i");
|
||||
gl.Uniform4i = (PFNGLUNIFORM4IPROC)wglGetProcAddress("glUniform4i");
|
||||
gl.Uniform1fv = (PFNGLUNIFORM1FVPROC)wglGetProcAddress("glUniform1fv");
|
||||
gl.Uniform2fv = (PFNGLUNIFORM2FVPROC)wglGetProcAddress("glUniform2fv");
|
||||
gl.Uniform3fv = (PFNGLUNIFORM3FVPROC)wglGetProcAddress("glUniform3fv");
|
||||
gl.Uniform4fv = (PFNGLUNIFORM4FVPROC)wglGetProcAddress("glUniform4fv");
|
||||
gl.Uniform1iv = (PFNGLUNIFORM1IVPROC)wglGetProcAddress("glUniform1iv");
|
||||
gl.Uniform2iv = (PFNGLUNIFORM2IVPROC)wglGetProcAddress("glUniform2iv");
|
||||
gl.Uniform3iv = (PFNGLUNIFORM3IVPROC)wglGetProcAddress("glUniform3iv");
|
||||
gl.Uniform4iv = (PFNGLUNIFORM4IVPROC)wglGetProcAddress("glUniform4iv");
|
||||
|
||||
gl.UniformMatrix2fv = (PFNGLUNIFORMMATRIX2FVPROC)wglGetProcAddress("glUniformMatrix2fv");
|
||||
gl.UniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC)wglGetProcAddress("glUniformMatrix3fv");
|
||||
gl.UniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)wglGetProcAddress("glUniformMatrix4fv");
|
||||
|
||||
gl.GetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)wglGetProcAddress("glGetProgramInfoLog");
|
||||
gl.GetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)wglGetProcAddress("glGetShaderInfoLog");
|
||||
gl.GetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)wglGetProcAddress("glGetUniformLocation");
|
||||
gl.GetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC)wglGetProcAddress("glGetActiveUniform");
|
||||
gl.GetUniformfv = (PFNGLGETUNIFORMFVPROC)wglGetProcAddress("glGetUniformfv");
|
||||
gl.GetUniformiv = (PFNGLGETUNIFORMIVPROC)wglGetProcAddress("glGetUniformiv");
|
||||
gl.GetShaderSource = (PFNGLGETSHADERSOURCEPROC)wglGetProcAddress("glGetShaderSource");
|
||||
|
||||
gl.EnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)wglGetProcAddress("glEnableVertexAttribArray");
|
||||
gl.DisableVertexAttribArray= (PFNGLDISABLEVERTEXATTRIBARRAYPROC)wglGetProcAddress("glDisableVertexAttribArray");
|
||||
gl.VertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)wglGetProcAddress("glVertexAttribPointer");
|
||||
|
||||
// what'S the equivalent of this in GL 2.0???
|
||||
gl.GetObjectParameteriv = (PFNGLGETOBJECTPARAMETERIVARBPROC)wglGetProcAddress("glGetObjectParameterivARB");
|
||||
|
||||
// Rules:
|
||||
// SM4 will always use shaders. No option to switch them off is needed here.
|
||||
// SM3 has shaders optional but they are off by default (they will have a performance impact
|
||||
// SM2 only uses shaders for colormaps on camera textures and has no option to use them in general.
|
||||
// On SM2 cards the shaders will be too slow and show visual bugs (at least on GF 6800.)
|
||||
if (strcmp((const char*)glGetString(GL_SHADING_LANGUAGE_VERSION), "1.3") >= 0) gl.shadermodel = 4;
|
||||
else if (CheckExtension("GL_NV_GPU_shader4")) gl.shadermodel = 4; // for pre-3.0 drivers that support GF8xxx.
|
||||
else if (CheckExtension("GL_EXT_GPU_shader4")) gl.shadermodel = 4; // for pre-3.0 drivers that support GF8xxx.
|
||||
else if (CheckExtension("GL_NV_vertex_program3")) gl.shadermodel = 3;
|
||||
else if (!strstr(gl.vendorstring, "NVIDIA")) gl.shadermodel = 3;
|
||||
else gl.shadermodel = 2; // Only for older NVidia cards which had notoriously bad shader support.
|
||||
|
||||
// Command line overrides for testing and problem cases.
|
||||
if (Args->CheckParm("-sm2") && gl.shadermodel > 2) gl.shadermodel = 2;
|
||||
else if (Args->CheckParm("-sm3") && gl.shadermodel > 3) gl.shadermodel = 3;
|
||||
}
|
||||
|
||||
if (CheckExtension("GL_ARB_occlusion_query"))
|
||||
{
|
||||
gl.GenQueries = (PFNGLGENQUERIESARBPROC)wglGetProcAddress("glGenQueriesARB");
|
||||
gl.DeleteQueries = (PFNGLDELETEQUERIESARBPROC)wglGetProcAddress("glDeleteQueriesARB");
|
||||
gl.GetQueryObjectuiv = (PFNGLGETQUERYOBJECTUIVARBPROC)wglGetProcAddress("glGetQueryObjectuivARB");
|
||||
gl.BeginQuery = (PFNGLBEGINQUERYARBPROC)wglGetProcAddress("glBeginQueryARB");
|
||||
gl.EndQuery = (PFNGLENDQUERYPROC)wglGetProcAddress("glEndQueryARB");
|
||||
gl.flags|=RFL_OCCLUSION_QUERY;
|
||||
}
|
||||
|
||||
if (gl.flags & RFL_GL_21)
|
||||
{
|
||||
gl.BindBuffer = (PFNGLBINDBUFFERPROC)wglGetProcAddress("glBindBuffer");
|
||||
gl.DeleteBuffers = (PFNGLDELETEBUFFERSPROC)wglGetProcAddress("glDeleteBuffers");
|
||||
gl.GenBuffers = (PFNGLGENBUFFERSPROC)wglGetProcAddress("glGenBuffers");
|
||||
gl.BufferData = (PFNGLBUFFERDATAPROC)wglGetProcAddress("glBufferData");
|
||||
gl.BufferSubData = (PFNGLBUFFERSUBDATAPROC)wglGetProcAddress("glBufferSubData");
|
||||
gl.MapBuffer = (PFNGLMAPBUFFERPROC)wglGetProcAddress("glMapBuffer");
|
||||
gl.UnmapBuffer = (PFNGLUNMAPBUFFERPROC)wglGetProcAddress("glUnmapBuffer");
|
||||
gl.flags |= RFL_VBO;
|
||||
}
|
||||
else if (CheckExtension("GL_ARB_vertex_buffer_object"))
|
||||
{
|
||||
gl.BindBuffer = (PFNGLBINDBUFFERPROC)wglGetProcAddress("glBindBufferARB");
|
||||
gl.DeleteBuffers = (PFNGLDELETEBUFFERSPROC)wglGetProcAddress("glDeleteBuffersARB");
|
||||
gl.GenBuffers = (PFNGLGENBUFFERSPROC)wglGetProcAddress("glGenBuffersARB");
|
||||
gl.BufferData = (PFNGLBUFFERDATAPROC)wglGetProcAddress("glBufferDataARB");
|
||||
gl.BufferSubData = (PFNGLBUFFERSUBDATAPROC)wglGetProcAddress("glBufferSubDataARB");
|
||||
gl.MapBuffer = (PFNGLMAPBUFFERPROC)wglGetProcAddress("glMapBufferARB");
|
||||
gl.UnmapBuffer = (PFNGLUNMAPBUFFERPROC)wglGetProcAddress("glUnmapBufferARB");
|
||||
gl.flags |= RFL_VBO;
|
||||
}
|
||||
|
||||
if (CheckExtension("GL_ARB_map_buffer_range"))
|
||||
{
|
||||
gl.MapBufferRange = (PFNGLMAPBUFFERRANGEPROC)wglGetProcAddress("glMapBufferRange");
|
||||
gl.FlushMappedBufferRange = (PFNGLFLUSHMAPPEDBUFFERRANGEPROC)wglGetProcAddress("glFlushMappedBufferRange");
|
||||
gl.flags|=RFL_MAP_BUFFER_RANGE;
|
||||
}
|
||||
|
||||
if (CheckExtension("GL_ARB_framebuffer_object"))
|
||||
{
|
||||
gl.GenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)wglGetProcAddress("glGenFramebuffers");
|
||||
gl.DeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)wglGetProcAddress("glDeleteFramebuffers");
|
||||
gl.BindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)wglGetProcAddress("glBindFramebuffer");
|
||||
gl.FramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)wglGetProcAddress("glFramebufferTexture2D");
|
||||
gl.GenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)wglGetProcAddress("glGenRenderbuffers");
|
||||
gl.DeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)wglGetProcAddress("glDeleteRenderbuffers");
|
||||
gl.BindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)wglGetProcAddress("glBindRenderbuffer");
|
||||
gl.RenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)wglGetProcAddress("glRenderbufferStorage");
|
||||
gl.FramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)wglGetProcAddress("glFramebufferRenderbuffer");
|
||||
|
||||
gl.flags|=RFL_FRAMEBUFFER;
|
||||
}
|
||||
|
||||
#if 0
|
||||
if (CheckExtension("GL_ARB_texture_buffer_object") &&
|
||||
CheckExtension("GL_ARB_texture_float") &&
|
||||
CheckExtension("GL_EXT_GPU_Shader4") &&
|
||||
CheckExtension("GL_ARB_texture_rg") &&
|
||||
gl.shadermodel == 4)
|
||||
{
|
||||
gl.TexBufferARB = (PFNGLTEXBUFFERARBPROC)wglGetProcAddress("glTexBufferARB");
|
||||
gl.flags|=RFL_TEXTUREBUFFER;
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
gl.ActiveTexture = (PFNGLACTIVETEXTUREPROC)wglGetProcAddress("glActiveTextureARB");
|
||||
gl.MultiTexCoord2f = (PFNGLMULTITEXCOORD2FPROC) wglGetProcAddress("glMultiTexCoord2fARB");
|
||||
gl.MultiTexCoord2fv = (PFNGLMULTITEXCOORD2FVPROC) wglGetProcAddress("glMultiTexCoord2fvARB");
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void gl_PrintStartupLog()
|
||||
{
|
||||
Printf ("GL_VENDOR: %s\n", glGetString(GL_VENDOR));
|
||||
Printf ("GL_RENDERER: %s\n", glGetString(GL_RENDERER));
|
||||
Printf ("GL_VERSION: %s\n", glGetString(GL_VERSION));
|
||||
Printf ("GL_SHADING_LANGUAGE_VERSION: %s\n", glGetString(GL_SHADING_LANGUAGE_VERSION));
|
||||
Printf ("GL_EXTENSIONS: %s\n", glGetString(GL_EXTENSIONS));
|
||||
int v;
|
||||
|
||||
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &v);
|
||||
Printf ("Max. texture units: %d\n", v);
|
||||
glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, &v);
|
||||
Printf ("Max. fragment uniforms: %d\n", v);
|
||||
if (gl.shadermodel == 4) gl.maxuniforms = v;
|
||||
glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS, &v);
|
||||
Printf ("Max. vertex uniforms: %d\n", v);
|
||||
glGetIntegerv(GL_MAX_VARYING_FLOATS, &v);
|
||||
Printf ("Max. varying: %d\n", v);
|
||||
glGetIntegerv(GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS, &v);
|
||||
Printf ("Max. combined uniforms: %d\n", v);
|
||||
glGetIntegerv(GL_MAX_COMBINED_UNIFORM_BLOCKS, &v);
|
||||
Printf ("Max. combined uniform blocks: %d\n", v);
|
||||
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
static void APIENTRY glBlendEquationDummy (GLenum mode)
|
||||
{
|
||||
// If this is not supported all non-existent modes are
|
||||
// made to draw nothing.
|
||||
if (mode == GL_FUNC_ADD)
|
||||
{
|
||||
glColorMask(true, true, true, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
glColorMask(false, false, false, false);
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void gl_SetTextureMode(int type)
|
||||
{
|
||||
static float white[] = {1.f,1.f,1.f,1.f};
|
||||
|
||||
if (type == TM_MASK)
|
||||
{
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PRIMARY_COLOR);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
|
||||
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_TEXTURE0);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
|
||||
}
|
||||
else if (type == TM_OPAQUE)
|
||||
{
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
|
||||
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
|
||||
}
|
||||
else if (type == TM_INVERT)
|
||||
{
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_ONE_MINUS_SRC_COLOR);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
|
||||
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_TEXTURE0);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
|
||||
}
|
||||
else if (type == TM_INVERTOPAQUE)
|
||||
{
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_ONE_MINUS_SRC_COLOR);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
|
||||
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
|
||||
}
|
||||
else // if (type == TM_MODULATE)
|
||||
{
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||||
}
|
||||
}
|
||||
|
||||
//} // extern "C"
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue