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#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "SDL.h"
#include "oglfunc.h"
// Base OpenGL / OpenGL ES
avpPFNGLACTIVETEXTUREPROC pglActiveTexture;
avpPFNGLBINDTEXTUREPROC pglBindTexture;
avpPFNGLBLENDFUNCPROC pglBlendFunc;
avpPFNGLCLEARPROC pglClear;
avpPFNGLCLEARCOLORPROC pglClearColor;
avpPFNGLCULLFACEPROC pglCullFace;
avpPFNGLDELETETEXTURESPROC pglDeleteTextures;
avpPFNGLDEPTHFUNCPROC pglDepthFunc;
avpPFNGLDEPTHMASKPROC pglDepthMask;
avpPFNGLDEPTHRANGEPROC pglDepthRange;
avpPFNGLDISABLEPROC pglDisable;
avpPFNGLDRAWELEMENTSPROC pglDrawElements;
avpPFNGLENABLEPROC pglEnable;
avpPFNGLFRONTFACEPROC pglFrontFace;
avpPFNGLGENTEXTURESPROC pglGenTextures;
avpPFNGLGETERRORPROC pglGetError;
avpPFNGLGETFLOATVPROC pglGetFloatv;
avpPFNGLGETINTEGERVPROC pglGetIntegerv;
avpPFNGLGETSTRINGPROC pglGetString;
avpPFNGLGETTEXPARAMETERFVPROC pglGetTexParameterfv;
avpPFNGLHINTPROC pglHint;
avpPFNGLPIXELSTOREIPROC pglPixelStorei;
avpPFNGLPOLYGONOFFSETPROC pglPolygonOffset;
avpPFNGLREADPIXELSPROC pglReadPixels;
avpPFNGLTEXIMAGE2DPROC pglTexImage2D;
avpPFNGLTEXPARAMETERFPROC pglTexParameterf;
avpPFNGLTEXPARAMETERIPROC pglTexParameteri;
avpPFNGLTEXSUBIMAGE2DPROC pglTexSubImage2D;
avpPFNGLVIEWPORTPROC pglViewport;
// OpenGL 2.1 / OpenGL ES 2.0
avpPFNGLATTACHSHADERPROC pglAttachShader;
avpPFNGLBINDATTRIBLOCATIONPROC pglBindAttribLocation;
avpPFNGLBINDBUFFERPROC pglBindBuffer;
avpPFNGLBUFFERDATAPROC pglBufferData;
avpPFNGLBUFFERSUBDATAPROC pglBufferSubData;
avpPFNGLCREATEPROGRAMPROC pglCreateProgram;
avpPFNGLCREATESHADERPROC pglCreateShader;
avpPFNGLCOMPILESHADERPROC pglCompileShader;
avpPFNGLDELETEBUFFERSPROC pglDeleteBuffers;
avpPFNGLDELETEPROGRAMPROC pglDeleteProgram;
avpPFNGLDELETESHADERPROC pglDeleteShader;
avpPFNGLDISABLEVERTEXATTRIBARRAYPROC pglDisableVertexAttribArray;
avpPFNGLENABLEVERTEXATTRIBARRAYPROC pglEnableVertexAttribArray;
avpPFNGLGENBUFFERSPROC pglGenBuffers;
avpPFNGLGETATTRIBLOCATIONPROC pglGetAttribLocation;
avpPFNGLGETPROGRAMINFOLOGPROC pglGetProgramInfoLog;
avpPFNGLGETPROGRAMIVPROC pglGetProgramiv;
avpPFNGLGETSHADERINFOLOGPROC pglGetShaderInfoLog;
avpPFNGLGETSHADERIVPROC pglGetShaderiv;
avpPFNGLGETUNIFORMLOCATIONPROC pglGetUniformLocation;
avpPFNGLLINKPROGRAMPROC pglLinkProgram;
avpPFNGLSHADERSOURCEPROC pglShaderSource;
avpPFNGLVALIDATEPROGRAMPROC pglValidateProgram;
avpPFNGLVERTEXATTRIBPOINTERPROC pglVertexAttribPointer;
avpPFNGLUNIFORM1IPROC pglUniform1i;
avpPFNGLUNIFORMMATRIX4FVPROC pglUniformMatrix4fv;
avpPFNGLUSEPROGRAMPROC pglUseProgram;
// GL_EXT_framebuffer_object / GL_ARB_framebuffer_object / OpenGL ES 2.0
avpPFNGLBINDFRAMEBUFFERPROC pglBindFramebuffer;
avpPFNGLBINDRENDERBUFFERPROC pglBindRenderbuffer;
avpPFNGLCHECKFRAMEBUFFERSTATUSPROC pglCheckFramebufferStatus;
avpPFNGLDELETEFRAMEBUFFERSPROC pglDeleteFramebuffers;
avpPFNGLDELETERENDERBUFFERSPROC pglDeleteRenderbuffers;
avpPFNGLFRAMEBUFFERRENDERBUFFERPROC pglFramebufferRenderbuffer;
avpPFNGLFRAMEBUFFERTEXTURE2DPROC pglFramebufferTexture2D;
avpPFNGLGENERATEMIPMAPPROC pglGenerateMipmap;
avpPFNGLGENFRAMEBUFFERSPROC pglGenFramebuffers;
avpPFNGLGENRENDERBUFFERSPROC pglGenRenderbuffers;
avpPFNGLRENDERBUFFERSTORAGEPROC pglRenderbufferStorage;
int ogl_have_multisample_filter_hint;
int ogl_have_texture_filter_anisotropic;
int ogl_have_framebuffer_object;
int ogl_use_multisample_filter_hint;
int ogl_use_texture_filter_anisotropic;
int ogl_use_framebuffer_object;
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); \
}
#define LoadOGLExtProc(e, type, func) \
if ((e)) { \
LoadOGLProc(type, func); \
} else { \
p##func = NULL; \
}
#define LoadOGLExtProc2(e, type, func1, func2) \
if ((e)) { \
LoadOGLProc2(type, func1, func2); \
} else { \
p##func = NULL; \
}
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;
int base_framebuffer_object;
int ext_framebuffer_object;
int arb_framebuffer_object;
ogl_missing_func = NULL;
// Base OpenGL / OpenGL ES
LoadOGLProc(avpPFNGLACTIVETEXTUREPROC, glActiveTexture);
LoadOGLProc(avpPFNGLBINDTEXTUREPROC, glBindTexture);
LoadOGLProc(avpPFNGLBLENDFUNCPROC, glBlendFunc);
LoadOGLProc(avpPFNGLCLEARPROC, glClear);
LoadOGLProc(avpPFNGLCLEARCOLORPROC, glClearColor);
LoadOGLProc(avpPFNGLCULLFACEPROC, glCullFace);
LoadOGLProc(avpPFNGLDELETETEXTURESPROC, glDeleteTextures);
LoadOGLProc(avpPFNGLDEPTHFUNCPROC, glDepthFunc);
LoadOGLProc(avpPFNGLDEPTHMASKPROC, glDepthMask);
LoadOGLProc2(avpPFNGLDEPTHRANGEPROC, glDepthRange, glDepthRangef);
LoadOGLProc(avpPFNGLDISABLEPROC, glDisable);
LoadOGLProc(avpPFNGLDRAWELEMENTSPROC, glDrawElements);
LoadOGLProc(avpPFNGLENABLEPROC, glEnable);
LoadOGLProc(avpPFNGLFRONTFACEPROC, glFrontFace);
LoadOGLProc(avpPFNGLGENTEXTURESPROC, glGenTextures);
LoadOGLProc(avpPFNGLGETERRORPROC, glGetError);
LoadOGLProc(avpPFNGLGETFLOATVPROC, glGetFloatv);
LoadOGLProc(avpPFNGLGETINTEGERVPROC, glGetIntegerv);
LoadOGLProc(avpPFNGLGETSTRINGPROC, glGetString);
LoadOGLProc(avpPFNGLGETTEXPARAMETERFVPROC, glGetTexParameterfv);
LoadOGLProc(avpPFNGLHINTPROC, glHint);
LoadOGLProc(avpPFNGLPIXELSTOREIPROC, glPixelStorei);
LoadOGLProc(avpPFNGLPOLYGONOFFSETPROC, glPolygonOffset);
LoadOGLProc(avpPFNGLREADPIXELSPROC, glReadPixels);
LoadOGLProc(avpPFNGLTEXIMAGE2DPROC, glTexImage2D);
LoadOGLProc(avpPFNGLTEXPARAMETERFPROC, glTexParameterf);
LoadOGLProc(avpPFNGLTEXPARAMETERIPROC, glTexParameteri);
LoadOGLProc(avpPFNGLTEXSUBIMAGE2DPROC, glTexSubImage2D);
LoadOGLProc(avpPFNGLVIEWPORTPROC, glViewport);
// OpenGL 2.1 / OpenGL ES 2.0
LoadOGLProc(avpPFNGLATTACHSHADERPROC, glAttachShader);
LoadOGLProc(avpPFNGLBINDATTRIBLOCATIONPROC, glBindAttribLocation);
LoadOGLProc(avpPFNGLBINDBUFFERPROC, glBindBuffer);
LoadOGLProc(avpPFNGLBUFFERDATAPROC, glBufferData);
LoadOGLProc(avpPFNGLBUFFERSUBDATAPROC, glBufferSubData);
LoadOGLProc(avpPFNGLCREATEPROGRAMPROC, glCreateProgram);
LoadOGLProc(avpPFNGLCREATESHADERPROC, glCreateShader);
LoadOGLProc(avpPFNGLCOMPILESHADERPROC, glCompileShader);
LoadOGLProc(avpPFNGLDELETEBUFFERSPROC, glDeleteBuffers);
LoadOGLProc(avpPFNGLDELETEPROGRAMPROC, glDeleteProgram);
LoadOGLProc(avpPFNGLDELETESHADERPROC, glDeleteShader);
LoadOGLProc(avpPFNGLDISABLEVERTEXATTRIBARRAYPROC, glDisableVertexAttribArray);
LoadOGLProc(avpPFNGLENABLEVERTEXATTRIBARRAYPROC, glEnableVertexAttribArray);
LoadOGLProc(avpPFNGLGENBUFFERSPROC, glGenBuffers);
LoadOGLProc(avpPFNGLGETATTRIBLOCATIONPROC, glGetAttribLocation);
LoadOGLProc(avpPFNGLGETPROGRAMINFOLOGPROC, glGetProgramInfoLog);
LoadOGLProc(avpPFNGLGETPROGRAMIVPROC, glGetProgramiv);
LoadOGLProc(avpPFNGLGETSHADERINFOLOGPROC, glGetShaderInfoLog);
LoadOGLProc(avpPFNGLGETSHADERIVPROC, glGetShaderiv);
LoadOGLProc(avpPFNGLGETUNIFORMLOCATIONPROC, glGetUniformLocation);
LoadOGLProc(avpPFNGLLINKPROGRAMPROC, glLinkProgram);
LoadOGLProc(avpPFNGLSHADERSOURCEPROC, glShaderSource);
LoadOGLProc(avpPFNGLVALIDATEPROGRAMPROC, glValidateProgram);
LoadOGLProc(avpPFNGLVERTEXATTRIBPOINTERPROC, glVertexAttribPointer);
LoadOGLProc(avpPFNGLUNIFORM1IPROC, glUniform1i);
LoadOGLProc(avpPFNGLUNIFORMMATRIX4FVPROC, glUniformMatrix4fv);
LoadOGLProc(avpPFNGLUSEPROGRAMPROC, glUseProgram);
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);
// GL_EXT_framebuffer_object / GL_ARB_framebuffer_object / OpenGL ES 2.0
// figure out which version of framebuffer objects to use, if any
ext_framebuffer_object = check_token(ext, "GL_EXT_framebuffer_object");
arb_framebuffer_object = check_token(ext, "GL_ARB_framebuffer_object");
#if defined(USE_OPENGL_ES)
// not quite right as ARB fbo includes functionality not present in ES2.
base_framebuffer_object = 1;
#else
base_framebuffer_object = arb_framebuffer_object;
#endif
ogl_missing_func = NULL;
LoadOGLExtProc(base_framebuffer_object, avpPFNGLBINDFRAMEBUFFERPROC, glBindFramebuffer);
LoadOGLExtProc(base_framebuffer_object, avpPFNGLBINDRENDERBUFFERPROC, glBindRenderbuffer);
LoadOGLExtProc(base_framebuffer_object, avpPFNGLCHECKFRAMEBUFFERSTATUSPROC, glCheckFramebufferStatus);
LoadOGLExtProc(base_framebuffer_object, avpPFNGLDELETEFRAMEBUFFERSPROC, glDeleteFramebuffers);
LoadOGLExtProc(base_framebuffer_object, avpPFNGLDELETERENDERBUFFERSPROC, glDeleteRenderbuffers);
LoadOGLExtProc(base_framebuffer_object, avpPFNGLFRAMEBUFFERRENDERBUFFERPROC, glFramebufferRenderbuffer);
LoadOGLExtProc(base_framebuffer_object, avpPFNGLFRAMEBUFFERTEXTURE2DPROC, glFramebufferTexture2D);
LoadOGLExtProc(base_framebuffer_object, avpPFNGLGENERATEMIPMAPPROC, glGenerateMipmap);
LoadOGLExtProc(base_framebuffer_object, avpPFNGLGENFRAMEBUFFERSPROC, glGenFramebuffers);
LoadOGLExtProc(base_framebuffer_object, avpPFNGLGENRENDERBUFFERSPROC, glGenRenderbuffers);
LoadOGLExtProc(base_framebuffer_object, avpPFNGLRENDERBUFFERSTORAGEPROC, glRenderbufferStorage);
if (base_framebuffer_object != 0 && ogl_missing_func == NULL) {
ogl_have_framebuffer_object = 1;
#if !defined(NDEBUG)
printf("ARB/ES2 framebuffer objects enabled.\n");
#endif
}
if (ext_framebuffer_object != 0 && ogl_have_framebuffer_object == 0) {
// try the EXT suffixed functions
ogl_missing_func = NULL;
LoadOGLProc_(avpPFNGLBINDFRAMEBUFFERPROC, glBindFramebuffer, glBindFramebufferEXT);
LoadOGLProc_(avpPFNGLBINDRENDERBUFFERPROC, glBindRenderbuffer, glBindRenderbufferEXT);
LoadOGLProc_(avpPFNGLCHECKFRAMEBUFFERSTATUSPROC, glCheckFramebufferStatus, glCheckFramebufferStatusEXT);
LoadOGLProc_(avpPFNGLDELETEFRAMEBUFFERSPROC, glDeleteFramebuffers, glDeleteFramebuffersEXT);
LoadOGLProc_(avpPFNGLDELETERENDERBUFFERSPROC, glDeleteRenderbuffers, glDeleteRenderbuffersEXT);
LoadOGLProc_(avpPFNGLFRAMEBUFFERRENDERBUFFERPROC, glFramebufferRenderbuffer, glFramebufferRenderbufferEXT);
LoadOGLProc_(avpPFNGLFRAMEBUFFERTEXTURE2DPROC, glFramebufferTexture2D, glFramebufferTexture2DEXT);
LoadOGLProc_(avpPFNGLGENERATEMIPMAPPROC, glGenerateMipmap, glGenerateMipmapEXT);
LoadOGLProc_(avpPFNGLGENFRAMEBUFFERSPROC, glGenFramebuffers, glGenFramebuffersEXT);
LoadOGLProc_(avpPFNGLGENRENDERBUFFERSPROC, glGenRenderbuffers, glGenRenderbuffersEXT);
LoadOGLProc_(avpPFNGLRENDERBUFFERSTORAGEPROC, glRenderbufferStorage, glRenderbufferStorageEXT);
if (ogl_missing_func == NULL) {
ogl_have_framebuffer_object = 1;
#if !defined(NDEBUG)
printf("EXT framebuffer objects enabled.\n");
#endif
}
}
// other 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;
ogl_use_framebuffer_object = ogl_have_framebuffer_object;
}
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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