392 lines
19 KiB
C++
392 lines
19 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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* Copyright (C) 2003-2005 3Dlabs Inc. Ltd.
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* Copyright (C) 2004-2005 Nathan Cournia
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* Copyright (C) 2007 Art Tevs
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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/osg/GL2Extensions
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* author: Mike Weiblen 2005-05-05
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*/
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#ifndef OSG_GL2EXTENSIONS
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#define OSG_GL2EXTENSIONS 1
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#include <osg/Referenced>
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#include <osg/GL>
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#include <string>
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#ifndef GL_SAMPLER_2D_ARRAY_EXT
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#define GL_SAMPLER_1D_ARRAY_EXT 0x8DC0
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#define GL_SAMPLER_2D_ARRAY_EXT 0x8DC1
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#define GL_SAMPLER_1D_ARRAY_SHADOW_EXT 0x8DC3
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#define GL_SAMPLER_2D_ARRAY_SHADOW_EXT 0x8DC4
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#endif
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#ifndef GL_VERSION_2_0 //[
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#define GL_VERSION_2_0 1
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typedef char GLchar;
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#define GL_BLEND_EQUATION_RGB GL_BLEND_EQUATION
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#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
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#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
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#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
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#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
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#define GL_CURRENT_VERTEX_ATTRIB 0x8626
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#define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642
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#define GL_VERTEX_PROGRAM_TWO_SIDE 0x8643
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#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
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#define GL_STENCIL_BACK_FUNC 0x8800
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#define GL_STENCIL_BACK_FAIL 0x8801
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#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802
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#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803
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#define GL_MAX_DRAW_BUFFERS 0x8824
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#define GL_DRAW_BUFFER0 0x8825
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#define GL_DRAW_BUFFER1 0x8826
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#define GL_DRAW_BUFFER2 0x8827
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#define GL_DRAW_BUFFER3 0x8828
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#define GL_DRAW_BUFFER4 0x8829
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#define GL_DRAW_BUFFER5 0x882A
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#define GL_DRAW_BUFFER6 0x882B
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#define GL_DRAW_BUFFER7 0x882C
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#define GL_DRAW_BUFFER8 0x882D
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#define GL_DRAW_BUFFER9 0x882E
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#define GL_DRAW_BUFFER10 0x882F
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#define GL_DRAW_BUFFER11 0x8830
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#define GL_DRAW_BUFFER12 0x8831
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#define GL_DRAW_BUFFER13 0x8832
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#define GL_DRAW_BUFFER14 0x8833
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#define GL_DRAW_BUFFER15 0x8834
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#define GL_BLEND_EQUATION_ALPHA 0x883D
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#define GL_POINT_SPRITE 0x8861
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#define GL_COORD_REPLACE 0x8862
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#define GL_MAX_VERTEX_ATTRIBS 0x8869
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#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
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#define GL_MAX_TEXTURE_COORDS 0x8871
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#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872
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#define GL_FRAGMENT_SHADER 0x8B30
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#define GL_VERTEX_SHADER 0x8B31
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#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49
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#define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A
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#define GL_MAX_VARYING_FLOATS 0x8B4B
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#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C
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#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D
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#define GL_SHADER_TYPE 0x8B4F
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#define GL_FLOAT_VEC2 0x8B50
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#define GL_FLOAT_VEC3 0x8B51
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#define GL_FLOAT_VEC4 0x8B52
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#define GL_INT_VEC2 0x8B53
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#define GL_INT_VEC3 0x8B54
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#define GL_INT_VEC4 0x8B55
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#define GL_BOOL 0x8B56
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#define GL_BOOL_VEC2 0x8B57
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#define GL_BOOL_VEC3 0x8B58
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#define GL_BOOL_VEC4 0x8B59
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#define GL_FLOAT_MAT2 0x8B5A
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#define GL_FLOAT_MAT3 0x8B5B
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#define GL_FLOAT_MAT4 0x8B5C
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#define GL_SAMPLER_1D 0x8B5D
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#define GL_SAMPLER_2D 0x8B5E
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#define GL_SAMPLER_3D 0x8B5F
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#define GL_SAMPLER_CUBE 0x8B60
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#define GL_SAMPLER_1D_SHADOW 0x8B61
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#define GL_SAMPLER_2D_SHADOW 0x8B62
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#define GL_DELETE_STATUS 0x8B80
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#define GL_COMPILE_STATUS 0x8B81
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#define GL_LINK_STATUS 0x8B82
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#define GL_VALIDATE_STATUS 0x8B83
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#define GL_INFO_LOG_LENGTH 0x8B84
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#define GL_ATTACHED_SHADERS 0x8B85
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#define GL_ACTIVE_UNIFORMS 0x8B86
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#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87
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#define GL_SHADER_SOURCE_LENGTH 0x8B88
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#define GL_ACTIVE_ATTRIBUTES 0x8B89
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#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A
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#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B
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#define GL_SHADING_LANGUAGE_VERSION 0x8B8C
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#define GL_CURRENT_PROGRAM 0x8B8D
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#define GL_POINT_SPRITE_COORD_ORIGIN 0x8CA0
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#define GL_LOWER_LEFT 0x8CA1
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#define GL_UPPER_LEFT 0x8CA2
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#define GL_STENCIL_BACK_REF 0x8CA3
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#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4
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#define GL_STENCIL_BACK_WRITEMASK 0x8CA5
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#endif //]
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namespace osg {
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class OSG_EXPORT GL2Extensions : public osg::Referenced
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{
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public:
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GL2Extensions(unsigned int contextID);
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GL2Extensions(const GL2Extensions& rhs);
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void lowestCommonDenominator(const GL2Extensions& rhs);
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void setupGL2Extensions(unsigned int contextID);
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/** Does the GL driver support OpenGL Shading Language? */
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bool isGlslSupported() const;
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float getGlVersion() const { return _glVersion; }
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float getLanguageVersion() const { return _glslLanguageVersion; }
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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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void setLanguage100Supported(bool flag) { _isLanguage100Supported = flag; }
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bool isLanguage100Supported() const { return _isLanguage100Supported; }
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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 GL2Extensions* 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, GL2Extensions* extensions);
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void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) const;
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void glDrawBuffers(GLsizei n, const GLenum *bufs) const;
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void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) const;
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void glStencilFuncSeparate(GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask) const;
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void glStencilMaskSeparate(GLenum face, GLuint mask) const;
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void glAttachShader(GLuint program, GLuint shader) const;
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void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name) const;
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void glCompileShader(GLuint shader) const;
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GLuint glCreateProgram(void) const;
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GLuint glCreateShader(GLenum type) const;
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void glDeleteProgram(GLuint program) const;
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void glDeleteShader(GLuint shader) const;
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void glDetachShader(GLuint program, GLuint shader) const;
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void glDisableVertexAttribArray(GLuint index) const;
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void glEnableVertexAttribArray(GLuint index) const;
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void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const;
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void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const;
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void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj) const;
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GLint glGetAttribLocation(GLuint program, const GLchar *name) const;
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void glGetProgramiv(GLuint program, GLenum pname, GLint *params) const;
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void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog) const;
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void glGetShaderiv(GLuint shader, GLenum pname, GLint *params) const;
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void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog) const;
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void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source) const;
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GLint glGetUniformLocation(GLuint program, const GLchar *name) const;
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void glGetUniformfv(GLuint program, GLint location, GLfloat *params) const;
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void glGetUniformiv(GLuint program, GLint location, GLint *params) const;
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void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params) const;
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void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params) const;
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void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params) const;
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void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid* *pointer) const;
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GLboolean glIsProgram(GLuint program) const;
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GLboolean glIsShader(GLuint shader) const;
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void glLinkProgram(GLuint program) const;
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void glShaderSource(GLuint shader, GLsizei count, const GLchar* *string, const GLint *length) const;
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void glUseProgram(GLuint program) 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, const GLfloat *value) const;
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void glUniform2fv(GLint location, GLsizei count, const GLfloat *value) const;
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void glUniform3fv(GLint location, GLsizei count, const GLfloat *value) const;
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void glUniform4fv(GLint location, GLsizei count, const GLfloat *value) const;
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void glUniform1iv(GLint location, GLsizei count, const GLint *value) const;
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void glUniform2iv(GLint location, GLsizei count, const GLint *value) const;
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void glUniform3iv(GLint location, GLsizei count, const GLint *value) const;
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void glUniform4iv(GLint location, GLsizei count, const GLint *value) const;
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void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) const;
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void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) const;
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void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) const;
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void glValidateProgram(GLuint program) const;
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void glVertexAttrib1d(GLuint index, GLdouble x) const;
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void glVertexAttrib1dv(GLuint index, const GLdouble *v) const;
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void glVertexAttrib1f(GLuint index, GLfloat x) const;
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void glVertexAttrib1fv(GLuint index, const GLfloat *v) const;
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void glVertexAttrib1s(GLuint index, GLshort x) const;
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void glVertexAttrib1sv(GLuint index, const GLshort *v) const;
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void glVertexAttrib2d(GLuint index, GLdouble x, GLdouble y) const;
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void glVertexAttrib2dv(GLuint index, const GLdouble *v) const;
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void glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y) const;
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void glVertexAttrib2fv(GLuint index, const GLfloat *v) const;
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void glVertexAttrib2s(GLuint index, GLshort x, GLshort y) const;
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void glVertexAttrib2sv(GLuint index, const GLshort *v) const;
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void glVertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z) const;
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void glVertexAttrib3dv(GLuint index, const GLdouble *v) const;
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void glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z) const;
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void glVertexAttrib3fv(GLuint index, const GLfloat *v) const;
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void glVertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z) const;
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void glVertexAttrib3sv(GLuint index, const GLshort *v) const;
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void glVertexAttrib4Nbv(GLuint index, const GLbyte *v) const;
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void glVertexAttrib4Niv(GLuint index, const GLint *v) const;
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void glVertexAttrib4Nsv(GLuint index, const GLshort *v) const;
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void glVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w) const;
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void glVertexAttrib4Nubv(GLuint index, const GLubyte *v) const;
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void glVertexAttrib4Nuiv(GLuint index, const GLuint *v) const;
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void glVertexAttrib4Nusv(GLuint index, const GLushort *v) const;
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void glVertexAttrib4bv(GLuint index, const GLbyte *v) const;
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void glVertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w) const;
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void glVertexAttrib4dv(GLuint index, const GLdouble *v) const;
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void glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) const;
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void glVertexAttrib4fv(GLuint index, const GLfloat *v) const;
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void glVertexAttrib4iv(GLuint index, const GLint *v) const;
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void glVertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w) const;
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void glVertexAttrib4sv(GLuint index, const GLshort *v) const;
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void glVertexAttrib4ubv(GLuint index, const GLubyte *v) const;
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void glVertexAttrib4uiv(GLuint index, const GLuint *v) const;
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void glVertexAttrib4usv(GLuint index, const GLushort *v) const;
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void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer) const;
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// C++-friendly convenience wrapper methods
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GLuint getCurrentProgram() const;
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bool getProgramInfoLog( GLuint program, std::string& result ) const;
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bool getShaderInfoLog( GLuint shader, std::string& result ) const;
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bool getAttribLocation( const char* attribName, GLuint& slot ) const;
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bool getFragDataLocation( const char* fragDataName, GLuint& slot) const;
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//EXT_gpu_shader4 to support frag data binding
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void glBindFragDataLocation(GLuint program, GLuint colorNumber, const GLchar *name) const;
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GLint glGetFragDataLocation(GLuint program, const GLchar *name) const;
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protected:
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~GL2Extensions() {}
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float _glVersion;
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float _glslLanguageVersion;
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bool _isShaderObjectsSupported;
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bool _isVertexShaderSupported;
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bool _isFragmentShaderSupported;
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bool _isLanguage100Supported;
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void* _glBlendEquationSeparate;
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void* _glDrawBuffers;
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void* _glStencilOpSeparate;
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void* _glStencilFuncSeparate;
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void* _glStencilMaskSeparate;
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void* _glAttachShader;
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void* _glBindAttribLocation;
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void* _glCompileShader;
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void* _glCreateProgram;
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void* _glCreateShader;
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void* _glDeleteProgram;
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void* _glDeleteShader;
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void* _glDetachShader;
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void* _glDisableVertexAttribArray;
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void* _glEnableVertexAttribArray;
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void* _glGetActiveAttrib;
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void* _glGetActiveUniform;
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void* _glGetAttachedShaders;
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void* _glGetAttribLocation;
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void* _glGetProgramiv;
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void* _glGetProgramInfoLog;
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void* _glGetShaderiv;
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void* _glGetShaderInfoLog;
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void* _glGetShaderSource;
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void* _glGetUniformLocation;
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void* _glGetUniformfv;
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void* _glGetUniformiv;
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void* _glGetVertexAttribdv;
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void* _glGetVertexAttribfv;
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void* _glGetVertexAttribiv;
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void* _glGetVertexAttribPointerv;
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void* _glIsProgram;
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void* _glIsShader;
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void* _glLinkProgram;
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void* _glShaderSource;
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void* _glUseProgram;
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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* _glValidateProgram;
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void* _glVertexAttrib1d;
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void* _glVertexAttrib1dv;
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void* _glVertexAttrib1f;
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void* _glVertexAttrib1fv;
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void* _glVertexAttrib1s;
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void* _glVertexAttrib1sv;
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void* _glVertexAttrib2d;
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void* _glVertexAttrib2dv;
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void* _glVertexAttrib2f;
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void* _glVertexAttrib2fv;
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void* _glVertexAttrib2s;
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void* _glVertexAttrib2sv;
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void* _glVertexAttrib3d;
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void* _glVertexAttrib3dv;
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void* _glVertexAttrib3f;
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void* _glVertexAttrib3fv;
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void* _glVertexAttrib3s;
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void* _glVertexAttrib3sv;
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void* _glVertexAttrib4Nbv;
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void* _glVertexAttrib4Niv;
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void* _glVertexAttrib4Nsv;
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void* _glVertexAttrib4Nub;
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void* _glVertexAttrib4Nubv;
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void* _glVertexAttrib4Nuiv;
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void* _glVertexAttrib4Nusv;
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void* _glVertexAttrib4bv;
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void* _glVertexAttrib4d;
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void* _glVertexAttrib4dv;
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void* _glVertexAttrib4f;
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void* _glVertexAttrib4fv;
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void* _glVertexAttrib4iv;
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void* _glVertexAttrib4s;
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void* _glVertexAttrib4sv;
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void* _glVertexAttrib4ubv;
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void* _glVertexAttrib4uiv;
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void* _glVertexAttrib4usv;
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void* _glVertexAttribPointer;
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void* _glGetInfoLogARB;
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void* _glGetObjectParameterivARB;
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void* _glDeleteObjectARB;
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void* _glGetHandleARB;
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void* _glBindFragDataLocation;
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void* _glGetFragDataLocation;
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};
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}
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#endif
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/*EOF*/
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