Esempio n. 1
0
PDGL_API void pdglGetFloatv( GLenum pname, GLfloat *params )
{
	if(pglGetFloatv)
		{ pglGetFloatv(pname, params); return; }
	pglGetFloatv=pdglGetProcAddress("glGetFloatv");
	pglGetFloatv(pname, params);
}
// set depth buffer range
static void ogl_DepthRange( FLOAT fMin, FLOAT fMax)
{
  // check consistency
  ASSERT( _pGfx->gl_eCurrentAPI==GAT_OGL);
#ifndef NDEBUG
  GLfloat fDepths[2];
  pglGetFloatv( GL_DEPTH_RANGE, fDepths);
  OGL_CHECKERROR;
  ASSERT( fDepths[0]==GFX_fMinDepthRange && fDepths[1]==GFX_fMaxDepthRange);
#endif

  // cached?
  if( GFX_fMinDepthRange==fMin && GFX_fMaxDepthRange==fMax && gap_bOptimizeStateChanges) return;
  GFX_fMinDepthRange = fMin;
  GFX_fMaxDepthRange = fMax;

  _sfStats.StartTimer(CStatForm::STI_GFXAPI);

  pglDepthRange( fMin, fMax); 
  OGL_CHECKERROR;

  _sfStats.StopTimer(CStatForm::STI_GFXAPI);
}
Esempio n. 3
0
void GL_InitExtensions( void )
{
	// initialize gl extensions
	GL_CheckExtension( "OpenGL 1.1.0", opengl_110funcs, NULL, GL_OPENGL_110 );

	// get our various GL strings
	glConfig.vendor_string = pglGetString( GL_VENDOR );
	glConfig.renderer_string = pglGetString( GL_RENDERER );
	glConfig.version_string = pglGetString( GL_VERSION );
	glConfig.extensions_string = pglGetString( GL_EXTENSIONS );
	MsgDev( D_INFO, "Video: %s\n", glConfig.renderer_string );

	// initalize until base opengl functions loaded

	GL_CheckExtension( "glDrawRangeElements", drawrangeelementsfuncs, "gl_drawrangeelments", GL_DRAW_RANGEELEMENTS_EXT );

	if( !GL_Support( GL_DRAW_RANGEELEMENTS_EXT ))
		GL_CheckExtension( "GL_EXT_draw_range_elements", drawrangeelementsextfuncs, "gl_drawrangeelments", GL_DRAW_RANGEELEMENTS_EXT );

	// multitexture
	glConfig.max_texture_units = glConfig.max_texture_coords = glConfig.max_teximage_units = 1;
	GL_CheckExtension( "GL_ARB_multitexture", multitexturefuncs, "gl_arb_multitexture", GL_ARB_MULTITEXTURE );

	if( GL_Support( GL_ARB_MULTITEXTURE ))
	{
		pglGetIntegerv( GL_MAX_TEXTURE_UNITS_ARB, &glConfig.max_texture_units );
		GL_CheckExtension( "GL_ARB_texture_env_combine", NULL, "gl_texture_env_combine", GL_ENV_COMBINE_EXT );

		if( !GL_Support( GL_ENV_COMBINE_EXT ))
			GL_CheckExtension( "GL_EXT_texture_env_combine", NULL, "gl_texture_env_combine", GL_ENV_COMBINE_EXT );

		if( GL_Support( GL_ENV_COMBINE_EXT ))
			GL_CheckExtension( "GL_ARB_texture_env_dot3", NULL, "gl_texture_env_dot3", GL_DOT3_ARB_EXT );
	}
	else
	{
		GL_CheckExtension( "GL_SGIS_multitexture", sgis_multitexturefuncs, "gl_sgis_multitexture", GL_ARB_MULTITEXTURE );
		if( GL_Support( GL_ARB_MULTITEXTURE )) glConfig.max_texture_units = 2;
	}

	if( glConfig.max_texture_units == 1 )
		GL_SetExtension( GL_ARB_MULTITEXTURE, false );

	// 3d texture support
	GL_CheckExtension( "GL_EXT_texture3D", texture3dextfuncs, "gl_texture_3d", GL_TEXTURE_3D_EXT );

	if( GL_Support( GL_TEXTURE_3D_EXT ))
	{
		pglGetIntegerv( GL_MAX_3D_TEXTURE_SIZE, &glConfig.max_3d_texture_size );

		if( glConfig.max_3d_texture_size < 32 )
		{
			GL_SetExtension( GL_TEXTURE_3D_EXT, false );
			MsgDev( D_ERROR, "GL_EXT_texture3D reported bogus GL_MAX_3D_TEXTURE_SIZE, disabled\n" );
		}
	}

	GL_CheckExtension( "GL_SGIS_generate_mipmap", NULL, "gl_sgis_generate_mipmaps", GL_SGIS_MIPMAPS_EXT );

	// hardware cubemaps
	GL_CheckExtension( "GL_ARB_texture_cube_map", NULL, "gl_texture_cubemap", GL_TEXTURECUBEMAP_EXT );

	if( GL_Support( GL_TEXTURECUBEMAP_EXT ))
	{
		pglGetIntegerv( GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, &glConfig.max_cubemap_size );

		// check for seamless cubemaps too
		GL_CheckExtension( "GL_ARB_seamless_cube_map", NULL, "gl_seamless_cubemap", GL_ARB_SEAMLESS_CUBEMAP );
	}

	// point particles extension
	GL_CheckExtension( "GL_EXT_point_parameters", pointparametersfunc, NULL, GL_EXT_POINTPARAMETERS );

	GL_CheckExtension( "GL_ARB_texture_non_power_of_two", NULL, "gl_texture_npot", GL_ARB_TEXTURE_NPOT_EXT );
	GL_CheckExtension( "GL_ARB_texture_compression", texturecompressionfuncs, "gl_dds_hardware_support", GL_TEXTURE_COMPRESSION_EXT );
	GL_CheckExtension( "GL_EXT_compiled_vertex_array", compiledvertexarrayfuncs, "gl_cva_support", GL_CUSTOM_VERTEX_ARRAY_EXT );

	if( !GL_Support( GL_CUSTOM_VERTEX_ARRAY_EXT ))
		GL_CheckExtension( "GL_SGI_compiled_vertex_array", compiledvertexarrayfuncs, "gl_cva_support", GL_CUSTOM_VERTEX_ARRAY_EXT );

	GL_CheckExtension( "GL_EXT_texture_edge_clamp", NULL, "gl_clamp_to_edge", GL_CLAMPTOEDGE_EXT );

	if( !GL_Support( GL_CLAMPTOEDGE_EXT ))
		GL_CheckExtension("GL_SGIS_texture_edge_clamp", NULL, "gl_clamp_to_edge", GL_CLAMPTOEDGE_EXT );

	glConfig.max_texture_anisotropy = 0.0f;
	GL_CheckExtension( "GL_EXT_texture_filter_anisotropic", NULL, "gl_ext_anisotropic_filter", GL_ANISOTROPY_EXT );

	if( GL_Support( GL_ANISOTROPY_EXT ))
		pglGetFloatv( GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &glConfig.max_texture_anisotropy );

	GL_CheckExtension( "GL_EXT_texture_lod_bias", NULL, "gl_ext_texture_lodbias", GL_TEXTURE_LODBIAS );
	if( GL_Support( GL_TEXTURE_LODBIAS ))
		pglGetFloatv( GL_MAX_TEXTURE_LOD_BIAS_EXT, &glConfig.max_texture_lodbias );

	GL_CheckExtension( "GL_ARB_texture_border_clamp", NULL, "gl_ext_texborder_clamp", GL_CLAMP_TEXBORDER_EXT );

	GL_CheckExtension( "GL_EXT_blend_minmax", blendequationfuncs, "gl_ext_customblend", GL_BLEND_MINMAX_EXT );
	GL_CheckExtension( "GL_EXT_blend_subtract", blendequationfuncs, "gl_ext_customblend", GL_BLEND_SUBTRACT_EXT );

	GL_CheckExtension( "glStencilOpSeparate", gl2separatestencilfuncs, "gl_separate_stencil", GL_SEPARATESTENCIL_EXT );

	if( !GL_Support( GL_SEPARATESTENCIL_EXT ))
		GL_CheckExtension("GL_ATI_separate_stencil", atiseparatestencilfuncs, "gl_separate_stencil", GL_SEPARATESTENCIL_EXT );

	GL_CheckExtension( "GL_EXT_stencil_two_side", stenciltwosidefuncs, "gl_stenciltwoside", GL_STENCILTWOSIDE_EXT );
	GL_CheckExtension( "GL_ARB_vertex_buffer_object", vbofuncs, "gl_vertex_buffer_object", GL_ARB_VERTEX_BUFFER_OBJECT_EXT );

	// we don't care if it's an extension or not, they are identical functions, so keep it simple in the rendering code
#ifndef __ANDROID__
	if( pglDrawRangeElementsEXT == NULL ) pglDrawRangeElementsEXT = pglDrawRangeElements;
#endif
	GL_CheckExtension( "GL_ARB_texture_env_add", NULL, "gl_texture_env_add", GL_TEXTURE_ENV_ADD_EXT );

	// vp and fp shaders
	GL_CheckExtension( "GL_ARB_shader_objects", shaderobjectsfuncs, "gl_shaderobjects", GL_SHADER_OBJECTS_EXT );
	GL_CheckExtension( "GL_ARB_shading_language_100", NULL, "gl_glslprogram", GL_SHADER_GLSL100_EXT );
	GL_CheckExtension( "GL_ARB_vertex_shader", vertexshaderfuncs, "gl_vertexshader", GL_VERTEX_SHADER_EXT );
	GL_CheckExtension( "GL_ARB_fragment_shader", NULL, "gl_pixelshader", GL_FRAGMENT_SHADER_EXT );

	GL_CheckExtension( "GL_ARB_depth_texture", NULL, "gl_depthtexture", GL_DEPTH_TEXTURE );
	GL_CheckExtension( "GL_ARB_shadow", NULL, "gl_arb_shadow", GL_SHADOW_EXT );

	GL_CheckExtension( "GL_ARB_texture_float", NULL, "gl_arb_texture_float", GL_ARB_TEXTURE_FLOAT_EXT );
	GL_CheckExtension( "GL_ARB_depth_buffer_float", NULL, "gl_arb_depth_float", GL_ARB_DEPTH_FLOAT_EXT );

	// occlusion queries
	GL_CheckExtension( "GL_ARB_occlusion_query", occlusionfunc, "gl_occlusion_queries", GL_OCCLUSION_QUERIES_EXT );

	if( GL_Support( GL_SHADER_GLSL100_EXT ))
	{
		pglGetIntegerv( GL_MAX_TEXTURE_COORDS_ARB, &glConfig.max_texture_coords );
		pglGetIntegerv( GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &glConfig.max_teximage_units );
	}
	else
	{
		// just get from multitexturing
		glConfig.max_texture_coords = glConfig.max_teximage_units = glConfig.max_texture_units;
	}

	// rectangle textures support
	if( Q_strstr( glConfig.extensions_string, "GL_NV_texture_rectangle" ))
	{
		glConfig.texRectangle = GL_TEXTURE_RECTANGLE_NV;
		pglGetIntegerv( GL_MAX_RECTANGLE_TEXTURE_SIZE_NV, &glConfig.max_2d_rectangle_size );
	}
#ifndef __ANDROID__
	else if( Q_strstr( glConfig.extensions_string, "GL_EXT_texture_rectangle" ))
	{
		glConfig.texRectangle = GL_TEXTURE_RECTANGLE_EXT;
		pglGetIntegerv( GL_MAX_RECTANGLE_TEXTURE_SIZE_EXT, &glConfig.max_2d_rectangle_size );
	}
#endif
	else glConfig.texRectangle = glConfig.max_2d_rectangle_size = 0; // no rectangle

	glConfig.max_2d_texture_size = 0;
	pglGetIntegerv( GL_MAX_TEXTURE_SIZE, &glConfig.max_2d_texture_size );
	if( glConfig.max_2d_texture_size <= 0 ) glConfig.max_2d_texture_size = 256;

	Cvar_Get( "gl_max_texture_size", "0", CVAR_INIT, "opengl texture max dims" );
	Cvar_Set( "gl_max_texture_size", va( "%i", glConfig.max_2d_texture_size ));

	pglGetIntegerv( GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &glConfig.max_vertex_uniforms );
	pglGetIntegerv( GL_MAX_VERTEX_ATTRIBS_ARB, &glConfig.max_vertex_attribs );

	// MCD has buffering issues
	if(Q_strstr( glConfig.renderer_string, "gdi" ))
		Cvar_SetFloat( "gl_finish", 1 );

	Cvar_Set( "gl_anisotropy", va( "%f", bound( 0, gl_texture_anisotropy->value, glConfig.max_texture_anisotropy )));

	// software mipmap generator does wrong result with NPOT textures ...
	if( !GL_Support( GL_SGIS_MIPMAPS_EXT ))
		GL_SetExtension( GL_ARB_TEXTURE_NPOT_EXT, false );

	if( GL_Support( GL_TEXTURE_COMPRESSION_EXT ))
		Image_AddCmdFlags( IL_DDS_HARDWARE );

	glw_state.initialized = true;

	tr.framecount = tr.visframecount = 1;
}