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glx.c
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glx.c
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/*
Copyright (c) 2017-2018 ByteBit
This file is part of BetterSpades.
BetterSpades is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
BetterSpades is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with BetterSpades. If not, see <http://www.gnu.org/licenses/>.
*/
#include "common.h"
//for future opengl-es abstraction layer
int glx_version = 0;
int glx_fog = 0;
PFNGLGENBUFFERSPROC glGenBuffers;
PFNGLBINDBUFFERPROC glBindBuffer;
PFNGLBUFFERDATAPROC glBufferData;
PFNGLCREATESHADERPROC glCreateShader;
PFNGLSHADERSOURCEPROC glShaderSource;
PFNGLCOMPILESHADERPROC glCompileShader;
PFNGLCREATEPROGRAMPROC glCreateProgram;
PFNGLATTACHSHADERPROC glAttachShader;
PFNGLLINKPROGRAMPROC glLinkProgram;
PFNGLUSEPROGRAMPROC glUseProgram;
PFNGLUNIFORM1FPROC glUniform1f;
PFNGLUNIFORM3FPROC glUniform3f;
PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv;
PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation;
static int glx_major_ver() {
return atoi(glGetString(GL_VERSION));
}
void glx_init() {
if(glx_major_ver()>=2) {
#ifdef OS_WINDOWS
glGenBuffers = (PFNGLGENBUFFERSPROC)wglGetProcAddress("glGenBuffers");
glBindBuffer = (PFNGLBINDBUFFERPROC)wglGetProcAddress("glBindBuffer");
glBufferData = (PFNGLBUFFERDATAPROC)wglGetProcAddress("glBufferData");
glCreateShader = (PFNGLCREATESHADERPROC)wglGetProcAddress("glCreateShader");
glShaderSource = (PFNGLSHADERSOURCEPROC)wglGetProcAddress("glShaderSource");
glCompileShader = (PFNGLCOMPILESHADERPROC)wglGetProcAddress("glCompileShader");
glCreateProgram = (PFNGLCREATEPROGRAMPROC)wglGetProcAddress("glCreateProgram");
glAttachShader = (PFNGLATTACHSHADERPROC)wglGetProcAddress("glAttachShader");
glLinkProgram = (PFNGLLINKPROGRAMPROC)wglGetProcAddress("glLinkProgram");
glUseProgram = (PFNGLUSEPROGRAMPROC)wglGetProcAddress("glUseProgram");
glUniform1f = (PFNGLUNIFORM1FPROC)wglGetProcAddress("glUniform1f");
glUniform3f = (PFNGLUNIFORM3FPROC)wglGetProcAddress("glUniform3f");
glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)wglGetProcAddress("glUniformMatrix4fv");
glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)wglGetProcAddress("glGetUniformLocation");
#endif
#if defined(OS_LINUX) || defined(OS_APPLE)
glGenBuffers = (PFNGLGENBUFFERSPROC)glXGetProcAddress("glGenBuffers");
glBindBuffer = (PFNGLBINDBUFFERPROC)glXGetProcAddress("glBindBuffer");
glBufferData = (PFNGLBUFFERDATAPROC)glXGetProcAddress("glBufferData");
#endif
glx_version = 1;
} else {
glx_version = 0;
}
}
int glx_vertex_shader(const char* s) {
int shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(shader,1,(const GLchar* const*)&s,NULL);
glCompileShader(shader);
int program = glCreateProgram();
glAttachShader(program,shader);
glLinkProgram(program);
return program;
}
int glx_displaylist_create() {
int ret;
if(!glx_version)
ret = glGenLists(1);
else
glGenBuffers(2,&ret);
return ret;
}
void glx_displaylist_update(int id, int size, unsigned char* color, short* vertex) {
if(!glx_version) {
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glNewList(id,GL_COMPILE);
if(size>0) {
glColorPointer(3,GL_UNSIGNED_BYTE,0,color);
glVertexPointer(3,GL_SHORT,0,vertex);
glDrawArrays(GL_QUADS,0,size);
}
glEndList();
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
} else {
glBindBuffer(GL_ARRAY_BUFFER,id);
glBufferData(GL_ARRAY_BUFFER,size*3*2,vertex,GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER,id+1);
glBufferData(GL_ARRAY_BUFFER,size*3,color,GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER,0);
}
}
void glx_displaylist_draw(int id, int size) {
if(!glx_version) {
glCallList(id);
} else {
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER,id);
glVertexPointer(3,GL_SHORT,0,NULL);
glBindBuffer(GL_ARRAY_BUFFER,id+1);
glColorPointer(3,GL_UNSIGNED_BYTE,0,NULL);
glDrawArrays(GL_QUADS,0,size);
glBindBuffer(GL_ARRAY_BUFFER,0);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
}
}
void glx_enable_sphericalfog() {
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_DECAL);
glBindTexture(GL_TEXTURE_2D,texture_gradient.texture_id);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP);
glTexGeni(GL_T,GL_TEXTURE_GEN_MODE,GL_EYE_LINEAR);
glTexGeni(GL_S,GL_TEXTURE_GEN_MODE,GL_EYE_LINEAR);
float t_plane[4] = {1.0F/settings.render_distance/2.0F,0.0F,0.0F,-camera_x/settings.render_distance/2.0F+0.5F};
float s_plane[4] = {0.0F,0.0F,1.0F/settings.render_distance/2.0F,-camera_z/settings.render_distance/2.0F+0.5F};
glTexGenfv(GL_T,GL_EYE_PLANE,t_plane);
glTexGenfv(GL_S,GL_EYE_PLANE,s_plane);
glEnable(GL_TEXTURE_GEN_T);
glEnable(GL_TEXTURE_GEN_S);
glx_fog = 1;
}
void glx_disable_sphericalfog() {
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_S);
glBindTexture(GL_TEXTURE_2D,0);
glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
glDisable(GL_TEXTURE_2D);
glx_fog = 0;
}