/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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 #include #include #ifndef GL_VERSION_2_0 //[ #define GL_VERSION_2_0 1 typedef char GLchar; #define GL_BLEND_EQUATION_RGB GL_BLEND_EQUATION #define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622 #define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623 #define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624 #define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625 #define GL_CURRENT_VERTEX_ATTRIB 0x8626 #define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642 #define GL_VERTEX_PROGRAM_TWO_SIDE 0x8643 #define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645 #define GL_STENCIL_BACK_FUNC 0x8800 #define GL_STENCIL_BACK_FAIL 0x8801 #define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802 #define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803 #define GL_MAX_DRAW_BUFFERS 0x8824 #define GL_DRAW_BUFFER0 0x8825 #define GL_DRAW_BUFFER1 0x8826 #define GL_DRAW_BUFFER2 0x8827 #define GL_DRAW_BUFFER3 0x8828 #define GL_DRAW_BUFFER4 0x8829 #define GL_DRAW_BUFFER5 0x882A #define GL_DRAW_BUFFER6 0x882B #define GL_DRAW_BUFFER7 0x882C #define GL_DRAW_BUFFER8 0x882D #define GL_DRAW_BUFFER9 0x882E #define GL_DRAW_BUFFER10 0x882F #define GL_DRAW_BUFFER11 0x8830 #define GL_DRAW_BUFFER12 0x8831 #define GL_DRAW_BUFFER13 0x8832 #define GL_DRAW_BUFFER14 0x8833 #define GL_DRAW_BUFFER15 0x8834 #define GL_BLEND_EQUATION_ALPHA 0x883D #define GL_POINT_SPRITE 0x8861 #define GL_COORD_REPLACE 0x8862 #define GL_MAX_VERTEX_ATTRIBS 0x8869 #define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A #define GL_MAX_TEXTURE_COORDS 0x8871 #define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872 #define GL_FRAGMENT_SHADER 0x8B30 #define GL_VERTEX_SHADER 0x8B31 #define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49 #define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A #define GL_MAX_VARYING_FLOATS 0x8B4B #define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C #define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D #define GL_SHADER_TYPE 0x8B4F #define GL_FLOAT_VEC2 0x8B50 #define GL_FLOAT_VEC3 0x8B51 #define GL_FLOAT_VEC4 0x8B52 #define GL_INT_VEC2 0x8B53 #define GL_INT_VEC3 0x8B54 #define GL_INT_VEC4 0x8B55 #define GL_BOOL 0x8B56 #define GL_BOOL_VEC2 0x8B57 #define GL_BOOL_VEC3 0x8B58 #define GL_BOOL_VEC4 0x8B59 #define GL_FLOAT_MAT2 0x8B5A #define GL_FLOAT_MAT3 0x8B5B #define GL_FLOAT_MAT4 0x8B5C #define GL_SAMPLER_1D 0x8B5D #define GL_SAMPLER_2D 0x8B5E #define GL_SAMPLER_3D 0x8B5F #define GL_SAMPLER_CUBE 0x8B60 #define GL_SAMPLER_1D_SHADOW 0x8B61 #define GL_SAMPLER_2D_SHADOW 0x8B62 #define GL_DELETE_STATUS 0x8B80 #define GL_COMPILE_STATUS 0x8B81 #define GL_LINK_STATUS 0x8B82 #define GL_VALIDATE_STATUS 0x8B83 #define GL_INFO_LOG_LENGTH 0x8B84 #define GL_ATTACHED_SHADERS 0x8B85 #define GL_ACTIVE_UNIFORMS 0x8B86 #define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87 #define GL_SHADER_SOURCE_LENGTH 0x8B88 #define GL_ACTIVE_ATTRIBUTES 0x8B89 #define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A #define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B #define GL_SHADING_LANGUAGE_VERSION 0x8B8C #define GL_CURRENT_PROGRAM 0x8B8D #define GL_POINT_SPRITE_COORD_ORIGIN 0x8CA0 #define GL_LOWER_LEFT 0x8CA1 #define GL_UPPER_LEFT 0x8CA2 #define GL_STENCIL_BACK_REF 0x8CA3 #define GL_STENCIL_BACK_VALUE_MASK 0x8CA4 #define GL_STENCIL_BACK_WRITEMASK 0x8CA5 #endif //] 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*/