/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program 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. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #include "backends/graphics/opengl/opengl-sys.h" #include "backends/graphics/opengl/opengl-graphics.h" #include "backends/graphics/opengl/shader.h" #include "common/tokenizer.h" namespace OpenGL { #if USE_FORCED_GL #define HAS_SHADERS_CHECK shadersSupported #elif USE_FORCED_GLES #define HAS_SHADERS_CHECK false #elif USE_FORCED_GLES2 #define HAS_SHADERS_CHECK true #else #define HAS_SHADERS_CHECK (type == kContextGLES2 || shadersSupported) #endif void Context::reset() { NPOTSupported = false; #if !USE_FORCED_GLES && !USE_FORCED_GLES2 shadersSupported = false; #endif #define GL_FUNC_DEF(ret, name, param) name = nullptr; #include "backends/graphics/opengl/opengl-func.h" #undef GL_FUNC_DEF } void Context::initializePipeline() { #if !USE_FORCED_GL && !USE_FORCED_GLES && !USE_FORCED_GLES2 if (g_context.type != kContextGLES2) { #endif #if !USE_FORCED_GLES2 GL_CALL(glDisable(GL_LIGHTING)); GL_CALL(glDisable(GL_FOG)); GL_CALL(glShadeModel(GL_FLAT)); GL_CALL(glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)); #endif #if !USE_FORCED_GL && !USE_FORCED_GLES && !USE_FORCED_GLES2 } #endif // Enable rendering with vertex and coord arrays. #if !USE_FORCED_GLES && !USE_FORCED_GLES2 if (HAS_SHADERS_CHECK) { #endif #if !USE_FORCED_GLES GL_CALL(glEnableVertexAttribArray(kPositionAttribLocation)); GL_CALL(glEnableVertexAttribArray(kTexCoordAttribLocation)); #endif #if !USE_FORCED_GLES && !USE_FORCED_GLES2 } else { #endif #if !USE_FORCED_GLES2 GL_CALL(glEnableClientState(GL_VERTEX_ARRAY)); GL_CALL(glEnableClientState(GL_TEXTURE_COORD_ARRAY)); #endif #if !USE_FORCED_GLES && !USE_FORCED_GLES2 } #endif #if !USE_FORCED_GL && !USE_FORCED_GLES && !USE_FORCED_GLES2 if (g_context.type == kContextGLES2) { #endif #if !USE_FORCED_GL && !USE_FORCED_GLES GL_CALL(glActiveTexture(GL_TEXTURE0)); #endif #if !USE_FORCED_GL && !USE_FORCED_GLES && !USE_FORCED_GLES2 } else { #endif #if !USE_FORCED_GLES2 GL_CALL(glEnable(GL_TEXTURE_2D)); #endif #if !USE_FORCED_GL && !USE_FORCED_GLES && !USE_FORCED_GLES2 } #endif } void Context::setColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a) { #if !USE_FORCED_GLES && !USE_FORCED_GLES2 if (HAS_SHADERS_CHECK) { #endif #if !USE_FORCED_GLES GL_CALL(glVertexAttrib4f(kColorAttribLocation, r, g, b, a)); #endif #if !USE_FORCED_GLES && !USE_FORCED_GLES2 } else { #endif #if !USE_FORCED_GLES2 GL_CALL(glColor4f(r, g, b, a)); #endif #if !USE_FORCED_GLES && !USE_FORCED_GLES2 } #endif } void Context::setDrawCoordinates(const GLfloat *vertices, const GLfloat *texCoords) { #if !USE_FORCED_GLES && !USE_FORCED_GLES2 if (HAS_SHADERS_CHECK) { #endif #if !USE_FORCED_GLES GL_CALL(glVertexAttribPointer(kTexCoordAttribLocation, 2, GL_FLOAT, GL_FALSE, 0, texCoords)); GL_CALL(glVertexAttribPointer(kPositionAttribLocation, 2, GL_FLOAT, GL_FALSE, 0, vertices)); #endif #if !USE_FORCED_GLES && !USE_FORCED_GLES2 } else { #endif #if !USE_FORCED_GLES2 GL_CALL(glTexCoordPointer(2, GL_FLOAT, 0, texCoords)); GL_CALL(glVertexPointer(2, GL_FLOAT, 0, vertices)); #endif #if !USE_FORCED_GLES && !USE_FORCED_GLES2 } #endif } Context g_context; void OpenGLGraphicsManager::setContextType(ContextType type) { #if USE_FORCED_GL type = kContextGL; #elif USE_FORCED_GLES type = kContextGLES; #elif USE_FORCED_GLES2 type = kContextGLES2; #endif g_context.type = type; } void OpenGLGraphicsManager::initializeGLContext() { // Initialize default state. g_context.reset(); // Load all functions. // We use horrible trickery to silence C++ compilers. // See backends/plugins/sdl/sdl-provider.cpp for more information. assert(sizeof(void (*)()) == sizeof(void *)); void *fn = nullptr; #define LOAD_FUNC(name, loadName) \ fn = getProcAddress(#loadName); \ memcpy(&g_context.name, &fn, sizeof(fn)) #define GL_EXT_FUNC_DEF(ret, name, param) LOAD_FUNC(name, name) #ifdef USE_BUILTIN_OPENGL #define GL_FUNC_DEF(ret, name, param) g_context.name = &name #define GL_FUNC_2_DEF GL_FUNC_DEF #else #define GL_FUNC_DEF GL_EXT_FUNC_DEF #define GL_FUNC_2_DEF(ret, name, extName, param) \ if (g_context.type == kContextGL) { \ LOAD_FUNC(name, extName); \ } else { \ LOAD_FUNC(name, name); \ } #endif #include "backends/graphics/opengl/opengl-func.h" #undef GL_FUNC_2_DEF #undef GL_FUNC_DEF #undef GL_EXT_FUNC_DEF #undef LOAD_FUNC const char *extString = (const char *)g_context.glGetString(GL_EXTENSIONS); #if !USE_FORCED_GLES && !USE_FORCED_GLES2 bool ARBShaderObjects = false; bool ARBShadingLanguage100 = false; bool ARBVertexShader = false; bool ARBFragmentShader = false; #endif Common::StringTokenizer tokenizer(extString, " "); while (!tokenizer.empty()) { Common::String token = tokenizer.nextToken(); if (token == "GL_ARB_texture_non_power_of_two") { g_context.NPOTSupported = true; #if !USE_FORCED_GLES && !USE_FORCED_GLES2 } else if (token == "GL_ARB_shader_objects") { ARBShaderObjects = true; } else if (token == "GL_ARB_shading_language_100") { ARBShadingLanguage100 = true; } else if (token == "GL_ARB_vertex_shader") { ARBVertexShader = true; } else if (token == "GL_ARB_fragment_shader") { ARBFragmentShader = true; #endif } } #if !USE_FORCED_GLES && !USE_FORCED_GLES2 g_context.shadersSupported = ARBShaderObjects & ARBShadingLanguage100 & ARBVertexShader & ARBFragmentShader; #endif } } // End of namespace OpenGL