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#include <stdlib.h>
#include <string.h>
#include "SDL.h"
#include "oglfunc.h"
PFNGLALPHAFUNCPROC pglAlphaFunc;
PFNGLBINDTEXTUREPROC pglBindTexture;
PFNGLBLENDFUNCPROC pglBlendFunc;
PFNGLCLEARPROC pglClear;
PFNGLCLEARCOLORPROC pglClearColor;
PFNGLCOLOR4FPROC pglColor4f;
PFNGLCOLORPOINTERPROC pglColorPointer;
PFNGLCULLFACEPROC pglCullFace;
PFNGLDELETETEXTURESPROC pglDeleteTextures;
PFNGLDEPTHFUNCPROC pglDepthFunc;
PFNGLDEPTHMASKPROC pglDepthMask;
PFNGLDEPTHRANGEPROC pglDepthRange;
PFNGLDISABLEPROC pglDisable;
PFNGLDISABLECLIENTSTATEPROC pglDisableClientState;
PFNGLDRAWELEMENTSPROC pglDrawElements;
PFNGLENABLEPROC pglEnable;
PFNGLENABLECLIENTSTATEPROC pglEnableClientState;
PFNGLFRONTFACEPROC pglFrontFace;
PFNGLGENTEXTURESPROC pglGenTextures;
PFNGLGETERRORPROC pglGetError;
PFNGLGETFLOATVPROC pglGetFloatv;
PFNGLGETINTEGERVPROC pglGetIntegerv;
PFNGLGETSTRINGPROC pglGetString;
PFNGLGETTEXPARAMETERFVPROC pglGetTexParameterfv;
PFNGLHINTPROC pglHint;
PFNGLPIXELSTOREIPROC pglPixelStorei;
PFNGLPOLYGONOFFSETPROC pglPolygonOffset;
PFNGLREADPIXELSPROC pglReadPixels;
PFNGLSHADEMODELPROC pglShadeModel;
PFNGLTEXCOORDPOINTERPROC pglTexCoordPointer;
PFNGLTEXENVFPROC pglTexEnvf;
PFNGLTEXENVFVPROC pglTexEnvfv;
PFNGLTEXENVIPROC pglTexEnvi;
PFNGLTEXIMAGE2DPROC pglTexImage2D;
PFNGLTEXPARAMETERFPROC pglTexParameterf;
PFNGLTEXPARAMETERIPROC pglTexParameteri;
PFNGLTEXSUBIMAGE2DPROC pglTexSubImage2D;
PFNGLVERTEXPOINTERPROC pglVertexPointer;
PFNGLVIEWPORTPROC pglViewport;
int ogl_have_multisample_filter_hint;
int ogl_have_texture_filter_anisotropic;
int ogl_use_multisample_filter_hint;
int ogl_use_texture_filter_anisotropic;
static void dummyfunc()
{
}
#define LoadOGLProc_(type, func, name) { \
if (!mode) p##func = (type) dummyfunc; else \
p##func = (type) SDL_GL_GetProcAddress(#name); \
if (p##func == NULL) { \
if (!ogl_missing_func) ogl_missing_func = #func; \
} \
}
#define LoadOGLProc(type, func) \
LoadOGLProc_(type, func, func)
#define LoadOGLProc2(type, func1, func2) \
LoadOGLProc_(type, func1, func1); \
if (p##func1 == NULL) { \
ogl_missing_func = NULL; \
LoadOGLProc_(type, func1, func2); \
}
static int check_token(const char *string, const char *token)
{
const char *s = string;
int len = strlen(token);
while ((s = strstr(s, token)) != NULL) {
const char *next = s + len;
if ((s == string || *(s-1) == ' ') &&
(*next == 0 || *next == ' ')) {
return 1;
}
s = next;
}
return 0;
}
void load_ogl_functions(int mode)
{
const char* ogl_missing_func;
const char* ext;
ogl_missing_func = NULL;
LoadOGLProc(PFNGLALPHAFUNCPROC, glAlphaFunc);
LoadOGLProc(PFNGLBINDTEXTUREPROC, glBindTexture);
LoadOGLProc(PFNGLBLENDFUNCPROC, glBlendFunc);
LoadOGLProc(PFNGLCLEARPROC, glClear);
LoadOGLProc(PFNGLCLEARCOLORPROC, glClearColor);
LoadOGLProc(PFNGLCOLOR4FPROC, glColor4f);
LoadOGLProc(PFNGLCOLORPOINTERPROC, glColorPointer);
LoadOGLProc(PFNGLCULLFACEPROC, glCullFace);
LoadOGLProc(PFNGLDELETETEXTURESPROC, glDeleteTextures);
LoadOGLProc(PFNGLDEPTHFUNCPROC, glDepthFunc);
LoadOGLProc(PFNGLDEPTHMASKPROC, glDepthMask);
LoadOGLProc2(PFNGLDEPTHRANGEPROC, glDepthRange, glDepthRangef);
LoadOGLProc(PFNGLDISABLEPROC, glDisable);
LoadOGLProc(PFNGLDISABLECLIENTSTATEPROC, glDisableClientState);
LoadOGLProc(PFNGLDRAWELEMENTSPROC, glDrawElements);
LoadOGLProc(PFNGLENABLEPROC, glEnable);
LoadOGLProc(PFNGLENABLECLIENTSTATEPROC, glEnableClientState);
LoadOGLProc(PFNGLFRONTFACEPROC, glFrontFace);
LoadOGLProc(PFNGLGENTEXTURESPROC, glGenTextures);
LoadOGLProc(PFNGLGETERRORPROC, glGetError);
LoadOGLProc(PFNGLGETFLOATVPROC, glGetFloatv);
LoadOGLProc(PFNGLGETINTEGERVPROC, glGetIntegerv);
LoadOGLProc(PFNGLGETSTRINGPROC, glGetString);
LoadOGLProc(PFNGLGETTEXPARAMETERFVPROC, glGetTexParameterfv);
LoadOGLProc(PFNGLHINTPROC, glHint);
LoadOGLProc(PFNGLPIXELSTOREIPROC, glPixelStorei);
LoadOGLProc(PFNGLPOLYGONOFFSETPROC, glPolygonOffset);
LoadOGLProc(PFNGLREADPIXELSPROC, glReadPixels);
LoadOGLProc(PFNGLSHADEMODELPROC, glShadeModel);
LoadOGLProc(PFNGLTEXCOORDPOINTERPROC, glTexCoordPointer);
LoadOGLProc(PFNGLTEXENVFPROC, glTexEnvf);
LoadOGLProc(PFNGLTEXENVFVPROC, glTexEnvfv);
LoadOGLProc(PFNGLTEXENVIPROC, glTexEnvi);
LoadOGLProc(PFNGLTEXIMAGE2DPROC, glTexImage2D);
LoadOGLProc(PFNGLTEXPARAMETERFPROC, glTexParameterf);
LoadOGLProc(PFNGLTEXPARAMETERIPROC, glTexParameteri);
LoadOGLProc(PFNGLTEXSUBIMAGE2DPROC, glTexSubImage2D);
LoadOGLProc(PFNGLVERTEXPOINTERPROC, glVertexPointer);
LoadOGLProc(PFNGLVIEWPORTPROC, glViewport);
if (!mode) {
return;
}
if (ogl_missing_func) {
fprintf(stderr, "Unable to load OpenGL Library: missing function %s\n", ogl_missing_func);
exit(EXIT_FAILURE);
}
#if !defined(NDEBUG)
printf("GL_VENDOR: %s\n", pglGetString(GL_VENDOR));
printf("GL_RENDERER: %s\n", pglGetString(GL_RENDERER));
printf("GL_VERSION: %s\n", pglGetString(GL_VERSION));
//printf("GL_SHADING_LANGUAGE_VERSION: %s\n", pglGetString(GL_SHADING_LANGUAGE_VERSION));
printf("GL_EXTENSIONS: %s\n", pglGetString(GL_EXTENSIONS));
#endif
ext = (const char *) pglGetString(GL_EXTENSIONS);
ogl_have_multisample_filter_hint = check_token(ext, "GL_NV_multisample_filter_hint");
ogl_have_texture_filter_anisotropic = check_token(ext, "GL_EXT_texture_filter_anisotropic");
ogl_use_multisample_filter_hint = ogl_have_multisample_filter_hint;
ogl_use_texture_filter_anisotropic = ogl_have_texture_filter_anisotropic;
}
int check_for_errors_(const char *file, int line)
{
GLenum error;
int diderror = 0;
while ((error = pglGetError()) != GL_NO_ERROR) {
fprintf(stderr, "OPENGL ERROR: %04X (%s:%d)\n", error, file, line);
diderror = 1;
}
return diderror;
}
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