/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield * Copyright (C) 2003 3Dlabs Inc. Ltd. * * 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/osgGL2/Extensions * author: Mike Weiblen 2003-07-14 * * See http://www.3dlabs.com/opengl2/ for more information regarding * the OpenGL Shading Language. */ #ifndef OSGGL2_EXTENSIONS #define OSGGL2_EXTENSIONS 1 #include #include #include // If not defined by gl.h use the definitions found in the // arb_shader_objects, arb_vertex_shader, and arb_fragment_shader // specificiations. #if !defined(GL_ARB_vertex_shader) && !defined(GL_ARB_fragment_shader) && !defined(GL_ARB_shader_objects) //( typedef int GLhandleARB; typedef char GLcharARB; #define GL_PROGRAM_OBJECT_ARB 0x8B40 #define GL_OBJECT_TYPE_ARB 0x8B4E #define GL_OBJECT_SUBTYPE_ARB 0x8B4F #define GL_SHADER_OBJECT_ARB 0x8B48 #define GL_FLOAT_VEC2_ARB 0x8B50 #define GL_FLOAT_VEC3_ARB 0x8B51 #define GL_FLOAT_VEC4_ARB 0x8B52 #define GL_INT_VEC2_ARB 0x8B53 #define GL_INT_VEC3_ARB 0x8B54 #define GL_INT_VEC4_ARB 0x8B55 #define GL_BOOL_ARB 0x8B56 #define GL_BOOL_VEC2_ARB 0x8B57 #define GL_BOOL_VEC3_ARB 0x8B58 #define GL_BOOL_VEC4_ARB 0x8B59 #define GL_FLOAT_MAT2_ARB 0x8B5A #define GL_FLOAT_MAT3_ARB 0x8B5B #define GL_FLOAT_MAT4_ARB 0x8B5C #define GL_VERTEX_SHADER_ARB 0x8B31 #define GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB 0x8B4A #define GL_MAX_VERTEX_ATTRIBS_ARB 0x8869 #define GL_MAX_TEXTURE_IMAGE_UNITS_ARB 0x8872 #define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB 0x8B4C #define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB 0x8B4D #define GL_MAX_TEXTURE_COORDS_ARB 0x8871 #define GL_VERTEX_ATTRIB_ARRAY_ENABLED_ARB 0x8622 #define GL_VERTEX_ATTRIB_ARRAY_SIZE_ARB 0x8623 #define GL_VERTEX_ATTRIB_ARRAY_STRIDE_ARB 0x8624 #define GL_VERTEX_ATTRIB_ARRAY_TYPE_ARB 0x8625 #define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED_ARB 0x886A #define GL_CURRENT_VERTEX_ATTRIB_ARB 0x8626 #define GL_VERTEX_ATTRIB_ARRAY_POINTER_ARB 0x8645 #define GL_FRAGMENT_SHADER_ARB 0x8B30 #define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB 0x8B49 #define GL_MAX_VARYING_FLOATS_ARB 0x8B4B #define GL_VERTEX_PROGRAM_POINT_SIZE_ARB 0x8642 #define GL_VERTEX_PROGRAM_TWO_SIDE_ARB 0x8643 #define GL_OBJECT_DELETE_STATUS_ARB 0x8B80 #define GL_OBJECT_COMPILE_STATUS_ARB 0x8B81 #define GL_OBJECT_LINK_STATUS_ARB 0x8B82 #define GL_OBJECT_VALIDATE_STATUS_ARB 0x8B83 #define GL_OBJECT_INFO_LOG_LENGTH_ARB 0x8B84 #define GL_OBJECT_ATTACHED_OBJECTS_ARB 0x8B85 #define GL_OBJECT_ACTIVE_UNIFORMS_ARB 0x8B86 #define GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB 0x8B87 #define GL_OBJECT_SHADER_SOURCE_LENGTH_ARB 0x8B88 #define GL_OBJECT_ACTIVE_ATTRIBUTE_MAX_LENGTH_ARB 0x8B8A #define GL_OBJECT_ACTIVE_ATTRIBUTES_ARB 0x8B89 #endif //) namespace osgGL2 { /** Extensions class which encapsulates the querying of extensions and * associated function pointers, and provide convenience wrappers to * check for the extensions or use the associated functions.*/ class OSGGL2_EXPORT Extensions : public osg::Referenced { public: Extensions(); Extensions(const Extensions& rhs); void lowestCommonDenominator(const Extensions& rhs); void setupGLExtensions(); 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; } /** 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 Extensions* 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,Extensions* extensions); GLhandleARB glCreateShaderObject(GLenum shaderType) const; GLhandleARB glCreateProgramObject() const; void glDeleteObject(GLhandleARB obj) const; void glAttachObject(GLhandleARB containerObj, GLhandleARB obj) const; void glDetachObject(GLhandleARB containerObj, GLhandleARB attachedObj) const; void glShaderSource(GLhandleARB shaderObj, GLsizei count, const GLcharARB **strings, const GLint *length) const; void glCompileShader(GLhandleARB shaderObj) const; void glBindAttribLocation(GLhandleARB programObj, GLuint index, const GLcharARB *name) const; void glLinkProgram(GLhandleARB programObj) const; void glUseProgramObject(GLhandleARB programObj) const; void glGetInfoLog(GLhandleARB obj,GLsizei maxLength, GLsizei *length, GLcharARB *infoLog) const; void glGetAttachedObjects(GLhandleARB containerObj, GLsizei maxCount, GLsizei *count, GLhandleARB *obj) const; void glGetShaderSource(GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *source) 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, GLfloat *value) const; void glUniform2fv(GLint location, GLsizei count, GLfloat *value) const; void glUniform3fv(GLint location, GLsizei count, GLfloat *value) const; void glUniform4fv(GLint location, GLsizei count, GLfloat *value) const; void glUniform1iv(GLint location, GLsizei count, GLint *value) const; void glUniform2iv(GLint location, GLsizei count, GLint *value) const; void glUniform3iv(GLint location, GLsizei count, GLint *value) const; void glUniform4iv(GLint location, GLsizei count, GLint *value) const; void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, GLfloat *value) const; void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, GLfloat *value) const; void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, GLfloat *value) const; GLint glGetUniformLocation(GLhandleARB programObject, const GLcharARB *name) const; GLint glGetAttribLocation(GLhandleARB programObj, const GLcharARB *name) const; void glGetActiveUniform(GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLint *type, GLcharARB *name) const; void glGetActiveAttribs(GLhandleARB programObj, GLint *count, const GLint **size, const GLenum **type, const GLcharARB* const **attributes) const; void glGetUniformfv(GLhandleARB programObj, GLint location, GLfloat *params) const; void glGetUniformiv(GLhandleARB programObj, GLint location, GLint *params) const; void glGetObjectParameterfv(GLhandleARB obj, GLenum pname, GLfloat *params) const; void glGetObjectParameteriv(GLhandleARB obj, GLenum pname, GLint *params) const; GLhandleARB glGetHandle(GLenum pname) const; protected: ~Extensions() {} bool _isShaderObjectsSupported; bool _isVertexShaderSupported; bool _isFragmentShaderSupported; void* _glCreateShaderObject; void* _glCreateProgramObject; void* _glDeleteObject; void* _glAttachObject; void* _glDetachObject; void* _glShaderSource; void* _glCompileShader; void* _glBindAttribLocation; void* _glLinkProgram; void* _glUseProgramObject; void* _glGetInfoLog; void* _glGetAttachedObjects; void* _glGetShaderSource; 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* _glGetUniformLocation; void* _glGetAttribLocation; void* _glGetActiveUniform; void* _glGetActiveAttribs; void* _glGetUniformfv; void* _glGetUniformiv; void* _glGetObjectParameterfv; void* _glGetObjectParameteriv; void* _glGetHandle; }; } #endif