232 lines
9.1 KiB
C++
232 lines
9.1 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
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* Copyright (C) 2003 3Dlabs Inc. Ltd.
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*
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* This application is open source and may be redistributed and/or modified
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* freely and without restriction, both in commericial and non commericial
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* applications, as long as this copyright notice is maintained.
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*
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* This application is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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*/
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/* file: include/osgGL2/Extensions
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* author: Mike Weiblen 2003-07-14
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*
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* See http://www.3dlabs.com/opengl2/ for more information regarding
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* the OpenGL Shading Language.
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*/
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#ifndef OSGGL2_EXTENSIONS
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#define OSGGL2_EXTENSIONS 1
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#include <osg/Referenced>
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#include <osg/GL>
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#include <osgGL2/Export>
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// If not defined by gl.h use the definitions found in the
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// arb_shader_objects, arb_vertex_shader, and arb_fragment_shader
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// specificiations.
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#if !defined(GL_ARB_vertex_shader) && !defined(GL_ARB_fragment_shader) && !defined(GL_ARB_shader_objects) //(
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typedef int GLhandleARB;
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typedef char GLcharARB;
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#define GL_PROGRAM_OBJECT_ARB 0x8B40
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#define GL_OBJECT_TYPE_ARB 0x8B4E
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#define GL_OBJECT_SUBTYPE_ARB 0x8B4F
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#define GL_SHADER_OBJECT_ARB 0x8B48
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#define GL_FLOAT_VEC2_ARB 0x8B50
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#define GL_FLOAT_VEC3_ARB 0x8B51
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#define GL_FLOAT_VEC4_ARB 0x8B52
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#define GL_INT_VEC2_ARB 0x8B53
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#define GL_INT_VEC3_ARB 0x8B54
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#define GL_INT_VEC4_ARB 0x8B55
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#define GL_BOOL_ARB 0x8B56
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#define GL_BOOL_VEC2_ARB 0x8B57
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#define GL_BOOL_VEC3_ARB 0x8B58
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#define GL_BOOL_VEC4_ARB 0x8B59
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#define GL_FLOAT_MAT2_ARB 0x8B5A
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#define GL_FLOAT_MAT3_ARB 0x8B5B
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#define GL_FLOAT_MAT4_ARB 0x8B5C
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#define GL_VERTEX_SHADER_ARB 0x8B31
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#define GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB 0x8B4A
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#define GL_MAX_VERTEX_ATTRIBS_ARB 0x8869
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#define GL_MAX_TEXTURE_IMAGE_UNITS_ARB 0x8872
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#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB 0x8B4C
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#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB 0x8B4D
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#define GL_MAX_TEXTURE_COORDS_ARB 0x8871
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#define GL_VERTEX_ATTRIB_ARRAY_ENABLED_ARB 0x8622
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#define GL_VERTEX_ATTRIB_ARRAY_SIZE_ARB 0x8623
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#define GL_VERTEX_ATTRIB_ARRAY_STRIDE_ARB 0x8624
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#define GL_VERTEX_ATTRIB_ARRAY_TYPE_ARB 0x8625
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#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED_ARB 0x886A
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#define GL_CURRENT_VERTEX_ATTRIB_ARB 0x8626
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#define GL_VERTEX_ATTRIB_ARRAY_POINTER_ARB 0x8645
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#define GL_FRAGMENT_SHADER_ARB 0x8B30
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#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB 0x8B49
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#define GL_MAX_VARYING_FLOATS_ARB 0x8B4B
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#define GL_VERTEX_PROGRAM_POINT_SIZE_ARB 0x8642
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#define GL_VERTEX_PROGRAM_TWO_SIDE_ARB 0x8643
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#define GL_OBJECT_DELETE_STATUS_ARB 0x8B80
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#define GL_OBJECT_COMPILE_STATUS_ARB 0x8B81
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#define GL_OBJECT_LINK_STATUS_ARB 0x8B82
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#define GL_OBJECT_VALIDATE_STATUS_ARB 0x8B83
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#define GL_OBJECT_INFO_LOG_LENGTH_ARB 0x8B84
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#define GL_OBJECT_ATTACHED_OBJECTS_ARB 0x8B85
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#define GL_OBJECT_ACTIVE_UNIFORMS_ARB 0x8B86
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#define GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB 0x8B87
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#define GL_OBJECT_SHADER_SOURCE_LENGTH_ARB 0x8B88
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#define GL_OBJECT_ACTIVE_ATTRIBUTE_MAX_LENGTH_ARB 0x8B8A
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#define GL_OBJECT_ACTIVE_ATTRIBUTES_ARB 0x8B89
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#endif //)
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namespace osgGL2 {
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/** Extensions class which encapsulates the querying of extensions and
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* associated function pointers, and provide convenience wrappers to
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* check for the extensions or use the associated functions.*/
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class OSGGL2_EXPORT Extensions : public osg::Referenced
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{
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public:
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Extensions();
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Extensions(const Extensions& rhs);
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void lowestCommonDenominator(const Extensions& rhs);
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void setupGLExtensions();
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void setShaderObjectsSupported(bool flag) { _isShaderObjectsSupported = flag; }
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bool isShaderObjectsSupported() const { return _isShaderObjectsSupported; }
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void setVertexShaderSupported(bool flag) { _isVertexShaderSupported = flag; }
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bool isVertexShaderSupported() const { return _isVertexShaderSupported; }
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void setFragmentShaderSupported(bool flag) { _isFragmentShaderSupported = flag; }
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bool isFragmentShaderSupported() const { return _isFragmentShaderSupported; }
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/** Function to call to get the extension of a specified context.
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* If the Exentsion object for that context has not yet been created then
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* and the 'createIfNotInitalized' flag been set to false then returns NULL.
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* If 'createIfNotInitalized' is true then the Extensions object is
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* automatically created. However, in this case the extension object
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* only be created with the graphics context associated with ContextID..*/
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static Extensions* Get(unsigned int contextID,bool createIfNotInitalized);
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/** allows users to override the extensions across graphics contexts.
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* typically used when you have different extensions supported across graphics pipes
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* but need to ensure that they all use the same low common denominator extensions.*/
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static void Set(unsigned int contextID,Extensions* extensions);
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GLhandleARB glCreateShaderObject(GLenum shaderType) const;
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GLhandleARB glCreateProgramObject() const;
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void glDeleteObject(GLhandleARB obj) const;
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void glAttachObject(GLhandleARB containerObj, GLhandleARB obj) const;
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void glDetachObject(GLhandleARB containerObj, GLhandleARB attachedObj) const;
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void glShaderSource(GLhandleARB shaderObj, GLsizei count, const GLcharARB **strings, const GLint *length) const;
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void glCompileShader(GLhandleARB shaderObj) const;
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void glBindAttribLocation(GLhandleARB programObj, GLuint index, const GLcharARB *name) const;
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void glLinkProgram(GLhandleARB programObj) const;
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void glUseProgramObject(GLhandleARB programObj) const;
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void glGetInfoLog(GLhandleARB obj,GLsizei maxLength, GLsizei *length, GLcharARB *infoLog) const;
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void glGetAttachedObjects(GLhandleARB containerObj, GLsizei maxCount, GLsizei *count, GLhandleARB *obj) const;
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void glGetShaderSource(GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *source) const;
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void glUniform1f(GLint location, GLfloat v0) const;
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void glUniform2f(GLint location, GLfloat v0, GLfloat v1) const;
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void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) const;
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void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) const;
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void glUniform1i(GLint location, GLint v0) const;
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void glUniform2i(GLint location, GLint v0, GLint v1) const;
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void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2) const;
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void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) const;
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void glUniform1fv(GLint location, GLsizei count, GLfloat *value) const;
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void glUniform2fv(GLint location, GLsizei count, GLfloat *value) const;
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void glUniform3fv(GLint location, GLsizei count, GLfloat *value) const;
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void glUniform4fv(GLint location, GLsizei count, GLfloat *value) const;
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void glUniform1iv(GLint location, GLsizei count, GLint *value) const;
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void glUniform2iv(GLint location, GLsizei count, GLint *value) const;
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void glUniform3iv(GLint location, GLsizei count, GLint *value) const;
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void glUniform4iv(GLint location, GLsizei count, GLint *value) const;
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void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, GLfloat *value) const;
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void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, GLfloat *value) const;
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void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, GLfloat *value) const;
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GLint glGetUniformLocation(GLhandleARB programObject, const GLcharARB *name) const;
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GLint glGetAttribLocation(GLhandleARB programObj, const GLcharARB *name) const;
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void glGetActiveUniform(GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLint *type, GLcharARB *name) const;
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void glGetActiveAttribs(GLhandleARB programObj, GLint *count, const GLint **size, const GLenum **type, const GLcharARB* const **attributes) const;
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void glGetUniformfv(GLhandleARB programObj, GLint location, GLfloat *params) const;
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void glGetUniformiv(GLhandleARB programObj, GLint location, GLint *params) const;
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void glGetObjectParameterfv(GLhandleARB obj, GLenum pname, GLfloat *params) const;
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void glGetObjectParameteriv(GLhandleARB obj, GLenum pname, GLint *params) const;
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GLhandleARB glGetHandle(GLenum pname) const;
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protected:
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~Extensions() {}
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bool _isShaderObjectsSupported;
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bool _isVertexShaderSupported;
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bool _isFragmentShaderSupported;
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void* _glCreateShaderObject;
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void* _glCreateProgramObject;
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void* _glDeleteObject;
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void* _glAttachObject;
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void* _glDetachObject;
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void* _glShaderSource;
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void* _glCompileShader;
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void* _glBindAttribLocation;
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void* _glLinkProgram;
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void* _glUseProgramObject;
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void* _glGetInfoLog;
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void* _glGetAttachedObjects;
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void* _glGetShaderSource;
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void* _glUniform1f;
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void* _glUniform2f;
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void* _glUniform3f;
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void* _glUniform4f;
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void* _glUniform1i;
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void* _glUniform2i;
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void* _glUniform3i;
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void* _glUniform4i;
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void* _glUniform1fv;
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void* _glUniform2fv;
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void* _glUniform3fv;
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void* _glUniform4fv;
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void* _glUniform1iv;
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void* _glUniform2iv;
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void* _glUniform3iv;
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void* _glUniform4iv;
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void* _glUniformMatrix2fv;
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void* _glUniformMatrix3fv;
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void* _glUniformMatrix4fv;
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void* _glGetUniformLocation;
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void* _glGetAttribLocation;
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void* _glGetActiveUniform;
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void* _glGetActiveAttribs;
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void* _glGetUniformfv;
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void* _glGetUniformiv;
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void* _glGetObjectParameterfv;
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void* _glGetObjectParameteriv;
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void* _glGetHandle;
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};
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}
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#endif
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