OpenSceneGraph/include/osg/GL2Extensions

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
* Copyright (C) 2003-2005 3Dlabs Inc. Ltd.
* Copyright (C) 2004-2005 Nathan Cournia
*
* This application is open source and may be redistributed and/or modified
* freely and without restriction, both in commericial and non commericial
* applications, as long as this copyright notice is maintained.
*
* This application 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.
*/
/* file: include/osg/GL2Extensions
* author: Mike Weiblen 2005-05-05
*/
#ifndef OSG_GL2EXTENSIONS
#define OSG_GL2EXTENSIONS 1
#include <osg/GL>
namespace osg {
class OSG_EXPORT GL2Extensions : public osg::Referenced
{
public:
GL2Extensions(unsigned int contextID);
GL2Extensions(const GL2Extensions& rhs);
void lowestCommonDenominator(const GL2Extensions& rhs);
void setupGL2Extensions(unsigned int contextID);
/** Does the GL driver support OpenGL Shading Language? */
bool isGlslSupported() const;
float getGlVersion() const { return _glVersion; }
float getLanguageVersion() const { return _glslLanguageVersion; }
void setShaderObjectsSupported(bool flag) { _isShaderObjectsSupported = flag; }
bool isShaderObjectsSupported() const { return _isShaderObjectsSupported; }
void setVertexShaderSupported(bool flag) { _isVertexShaderSupported = flag; }
bool isVertexShaderSupported() const { return _isVertexShaderSupported; }
void setFragmentShaderSupported(bool flag) { _isFragmentShaderSupported = flag; }
bool isFragmentShaderSupported() const { return _isFragmentShaderSupported; }
void setLanguage100Supported(bool flag) { _isLanguage100Supported = flag; }
bool isLanguage100Supported() const { return _isLanguage100Supported; }
/** Function to call to get the extension of a specified context.
* If the Exentsion object for that context has not yet been created then
* and the 'createIfNotInitalized' flag been set to false then returns NULL.
* If 'createIfNotInitalized' is true then the Extensions object is
* automatically created. However, in this case the extension object
* only be created with the graphics context associated with ContextID..*/
static GL2Extensions* Get(unsigned int contextID,bool createIfNotInitalized);
/** allows users to override the extensions across graphics contexts.
* typically used when you have different extensions supported across graphics pipes
* but need to ensure that they all use the same low common denominator extensions.*/
static void Set(unsigned int contextID, GL2Extensions* extensions);
void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) const;
void glDrawBuffers(GLsizei n, const GLenum *bufs) const;
void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) const;
void glStencilFuncSeparate(GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask) const;
void glStencilMaskSeparate(GLenum face, GLuint mask) const;
void glAttachShader(GLuint program, GLuint shader) const;
void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name) const;
void glCompileShader(GLuint shader) const;
GLuint glCreateProgram(void) const;
GLuint glCreateShader(GLenum type) const;
void glDeleteProgram(GLuint program) const;
void glDeleteShader(GLuint shader) const;
void glDetachShader(GLuint program, GLuint shader) const;
void glDisableVertexAttribArray(GLuint index) const;
void glEnableVertexAttribArray(GLuint index) const;
void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const;
void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const;
void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj) const;
GLint glGetAttribLocation(GLuint program, const GLchar *name) const;
void glGetProgramiv(GLuint program, GLenum pname, GLint *params) const;
void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog) const;
void glGetShaderiv(GLuint shader, GLenum pname, GLint *params) const;
void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog) const;
void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source) const;
GLint glGetUniformLocation(GLuint program, const GLchar *name) const;
void glGetUniformfv(GLuint program, GLint location, GLfloat *params) const;
void glGetUniformiv(GLuint program, GLint location, GLint *params) const;
void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params) const;
void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params) const;
void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params) const;
void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid* *pointer) const;
GLboolean glIsProgram(GLuint program) const;
GLboolean glIsShader(GLuint shader) const;
void glLinkProgram(GLuint program) const;
void glShaderSource(GLuint shader, GLsizei count, const GLchar* *string, const GLint *length) const;
void glUseProgram(GLuint program) const;
void glUniform1f(GLint location, GLfloat v0) const;
void glUniform2f(GLint location, GLfloat v0, GLfloat v1) const;
void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) const;
void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) const;
void glUniform1i(GLint location, GLint v0) const;
void glUniform2i(GLint location, GLint v0, GLint v1) const;
void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2) const;
void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) const;
void glUniform1fv(GLint location, GLsizei count, const GLfloat *value) const;
void glUniform2fv(GLint location, GLsizei count, const GLfloat *value) const;
void glUniform3fv(GLint location, GLsizei count, const GLfloat *value) const;
void glUniform4fv(GLint location, GLsizei count, const GLfloat *value) const;
void glUniform1iv(GLint location, GLsizei count, const GLint *value) const;
void glUniform2iv(GLint location, GLsizei count, const GLint *value) const;
void glUniform3iv(GLint location, GLsizei count, const GLint *value) const;
void glUniform4iv(GLint location, GLsizei count, const GLint *value) const;
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) const;
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) const;
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) const;
void glValidateProgram(GLuint program) const;
void glVertexAttrib1d(GLuint index, GLdouble x) const;
void glVertexAttrib1dv(GLuint index, const GLdouble *v) const;
void glVertexAttrib1f(GLuint index, GLfloat x) const;
void glVertexAttrib1fv(GLuint index, const GLfloat *v) const;
void glVertexAttrib1s(GLuint index, GLshort x) const;
void glVertexAttrib1sv(GLuint index, const GLshort *v) const;
void glVertexAttrib2d(GLuint index, GLdouble x, GLdouble y) const;
void glVertexAttrib2dv(GLuint index, const GLdouble *v) const;
void glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y) const;
void glVertexAttrib2fv(GLuint index, const GLfloat *v) const;
void glVertexAttrib2s(GLuint index, GLshort x, GLshort y) const;
void glVertexAttrib2sv(GLuint index, const GLshort *v) const;
void glVertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z) const;
void glVertexAttrib3dv(GLuint index, const GLdouble *v) const;
void glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z) const;
void glVertexAttrib3fv(GLuint index, const GLfloat *v) const;
void glVertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z) const;
void glVertexAttrib3sv(GLuint index, const GLshort *v) const;
void glVertexAttrib4Nbv(GLuint index, const GLbyte *v) const;
void glVertexAttrib4Niv(GLuint index, const GLint *v) const;
void glVertexAttrib4Nsv(GLuint index, const GLshort *v) const;
void glVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w) const;
void glVertexAttrib4Nubv(GLuint index, const GLubyte *v) const;
void glVertexAttrib4Nuiv(GLuint index, const GLuint *v) const;
void glVertexAttrib4Nusv(GLuint index, const GLushort *v) const;
void glVertexAttrib4bv(GLuint index, const GLbyte *v) const;
void glVertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w) const;
void glVertexAttrib4dv(GLuint index, const GLdouble *v) const;
void glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) const;
void glVertexAttrib4fv(GLuint index, const GLfloat *v) const;
void glVertexAttrib4iv(GLuint index, const GLint *v) const;
void glVertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w) const;
void glVertexAttrib4sv(GLuint index, const GLshort *v) const;
void glVertexAttrib4ubv(GLuint index, const GLubyte *v) const;
void glVertexAttrib4uiv(GLuint index, const GLuint *v) const;
void glVertexAttrib4usv(GLuint index, const GLushort *v) const;
void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer) const;
// C++-friendly convenience wrapper methods
GLuint getCurrentProgram() const;
bool getProgramInfoLog( GLuint program, std::string& result ) const;
bool getShaderInfoLog( GLuint shader, std::string& result ) const;
bool getAttribLocation( const char* attribName, GLuint& slot ) const;
protected:
~GL2Extensions() {}
float _glVersion;
float _glslLanguageVersion;
bool _isShaderObjectsSupported;
bool _isVertexShaderSupported;
bool _isFragmentShaderSupported;
bool _isLanguage100Supported;
void* _glBlendEquationSeparate;
void* _glDrawBuffers;
void* _glStencilOpSeparate;
void* _glStencilFuncSeparate;
void* _glStencilMaskSeparate;
void* _glAttachShader;
void* _glBindAttribLocation;
void* _glCompileShader;
void* _glCreateProgram;
void* _glCreateShader;
void* _glDeleteProgram;
void* _glDeleteShader;
void* _glDetachShader;
void* _glDisableVertexAttribArray;
void* _glEnableVertexAttribArray;
void* _glGetActiveAttrib;
void* _glGetActiveUniform;
void* _glGetAttachedShaders;
void* _glGetAttribLocation;
void* _glGetProgramiv;
void* _glGetProgramInfoLog;
void* _glGetShaderiv;
void* _glGetShaderInfoLog;
void* _glGetShaderSource;
void* _glGetUniformLocation;
void* _glGetUniformfv;
void* _glGetUniformiv;
void* _glGetVertexAttribdv;
void* _glGetVertexAttribfv;
void* _glGetVertexAttribiv;
void* _glGetVertexAttribPointerv;
void* _glIsProgram;
void* _glIsShader;
void* _glLinkProgram;
void* _glShaderSource;
void* _glUseProgram;
void* _glUniform1f;
void* _glUniform2f;
void* _glUniform3f;
void* _glUniform4f;
void* _glUniform1i;
void* _glUniform2i;
void* _glUniform3i;
void* _glUniform4i;
void* _glUniform1fv;
void* _glUniform2fv;
void* _glUniform3fv;
void* _glUniform4fv;
void* _glUniform1iv;
void* _glUniform2iv;
void* _glUniform3iv;
void* _glUniform4iv;
void* _glUniformMatrix2fv;
void* _glUniformMatrix3fv;
void* _glUniformMatrix4fv;
void* _glValidateProgram;
void* _glVertexAttrib1d;
void* _glVertexAttrib1dv;
void* _glVertexAttrib1f;
void* _glVertexAttrib1fv;
void* _glVertexAttrib1s;
void* _glVertexAttrib1sv;
void* _glVertexAttrib2d;
void* _glVertexAttrib2dv;
void* _glVertexAttrib2f;
void* _glVertexAttrib2fv;
void* _glVertexAttrib2s;
void* _glVertexAttrib2sv;
void* _glVertexAttrib3d;
void* _glVertexAttrib3dv;
void* _glVertexAttrib3f;
void* _glVertexAttrib3fv;
void* _glVertexAttrib3s;
void* _glVertexAttrib3sv;
void* _glVertexAttrib4Nbv;
void* _glVertexAttrib4Niv;
void* _glVertexAttrib4Nsv;
void* _glVertexAttrib4Nub;
void* _glVertexAttrib4Nubv;
void* _glVertexAttrib4Nuiv;
void* _glVertexAttrib4Nusv;
void* _glVertexAttrib4bv;
void* _glVertexAttrib4d;
void* _glVertexAttrib4dv;
void* _glVertexAttrib4f;
void* _glVertexAttrib4fv;
void* _glVertexAttrib4iv;
void* _glVertexAttrib4s;
void* _glVertexAttrib4sv;
void* _glVertexAttrib4ubv;
void* _glVertexAttrib4uiv;
void* _glVertexAttrib4usv;
void* _glVertexAttribPointer;
void* _glGetInfoLogARB;
void* _glGetObjectParameterivARB;
void* _glDeleteObjectARB;
void* _glGetHandleARB;
};
}
#endif
/*EOF*/