147 lines
4.6 KiB
C++
147 lines
4.6 KiB
C++
/*
|
|
Copyright 2016-2020 Arisotura
|
|
|
|
This file is part of melonDS.
|
|
|
|
melonDS 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 3 of the License, or (at your option)
|
|
any later version.
|
|
|
|
melonDS 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 melonDS. If not, see http://www.gnu.org/licenses/.
|
|
*/
|
|
|
|
#ifndef OPENGLSUPPORT_H
|
|
#define OPENGLSUPPORT_H
|
|
|
|
#include <stdio.h>
|
|
#include <string.h>
|
|
|
|
// TODO: different includes for each platform
|
|
#include <GL/gl.h>
|
|
#include <GL/glext.h>
|
|
|
|
#include "Platform.h"
|
|
|
|
|
|
// here, have some macro magic
|
|
// we at the melonDS company really love macro magic
|
|
// also, suggestion to the fine folks who write the OpenGL headers:
|
|
// pls make the type names follow the same capitalization as their
|
|
// matching function names, so this is more convenient to deal with
|
|
|
|
#define DECLPROC(type, name) \
|
|
PFN##type##PROC name ;
|
|
|
|
#define DECLPROC_EXT(type, name) \
|
|
extern PFN##type##PROC name ;
|
|
|
|
#define LOADPROC(type, name) \
|
|
name = (PFN##type##PROC)Platform::GL_GetProcAddress(#name); \
|
|
if (!name) { printf("OpenGL: " #name " not found\n"); return false; }
|
|
|
|
|
|
// if you need more OpenGL functions, add them to the macronator here
|
|
|
|
|
|
#ifdef __WIN32__
|
|
|
|
#define DO_PROCLIST_1_3(func) \
|
|
func(GLACTIVETEXTURE, glActiveTexture); \
|
|
func(GLBLENDCOLOR, glBlendColor); \
|
|
|
|
#else
|
|
|
|
#define DO_PROCLIST_1_3(func)
|
|
|
|
#endif
|
|
|
|
|
|
#define DO_PROCLIST(func) \
|
|
DO_PROCLIST_1_3(func) \
|
|
\
|
|
func(GLGENFRAMEBUFFERS, glGenFramebuffers); \
|
|
func(GLDELETEFRAMEBUFFERS, glDeleteFramebuffers); \
|
|
func(GLBINDFRAMEBUFFER, glBindFramebuffer); \
|
|
func(GLFRAMEBUFFERTEXTURE, glFramebufferTexture); \
|
|
func(GLBLITFRAMEBUFFER, glBlitFramebuffer); \
|
|
func(GLCHECKFRAMEBUFFERSTATUS, glCheckFramebufferStatus); \
|
|
\
|
|
func(GLGENBUFFERS, glGenBuffers); \
|
|
func(GLDELETEBUFFERS, glDeleteBuffers); \
|
|
func(GLBINDBUFFER, glBindBuffer); \
|
|
func(GLMAPBUFFER, glMapBuffer); \
|
|
func(GLMAPBUFFERRANGE, glMapBufferRange); \
|
|
func(GLUNMAPBUFFER, glUnmapBuffer); \
|
|
func(GLBUFFERDATA, glBufferData); \
|
|
func(GLBUFFERSUBDATA, glBufferSubData); \
|
|
func(GLBINDBUFFERBASE, glBindBufferBase); \
|
|
\
|
|
func(GLGENVERTEXARRAYS, glGenVertexArrays); \
|
|
func(GLDELETEVERTEXARRAYS, glDeleteVertexArrays); \
|
|
func(GLBINDVERTEXARRAY, glBindVertexArray); \
|
|
func(GLENABLEVERTEXATTRIBARRAY, glEnableVertexAttribArray); \
|
|
func(GLDISABLEVERTEXATTRIBARRAY, glDisableVertexAttribArray); \
|
|
func(GLVERTEXATTRIBPOINTER, glVertexAttribPointer); \
|
|
func(GLVERTEXATTRIBIPOINTER, glVertexAttribIPointer); \
|
|
func(GLBINDATTRIBLOCATION, glBindAttribLocation); \
|
|
func(GLBINDFRAGDATALOCATION, glBindFragDataLocation); \
|
|
\
|
|
func(GLCREATESHADER, glCreateShader); \
|
|
func(GLSHADERSOURCE, glShaderSource); \
|
|
func(GLCOMPILESHADER, glCompileShader); \
|
|
func(GLCREATEPROGRAM, glCreateProgram); \
|
|
func(GLATTACHSHADER, glAttachShader); \
|
|
func(GLLINKPROGRAM, glLinkProgram); \
|
|
func(GLUSEPROGRAM, glUseProgram); \
|
|
func(GLGETSHADERIV, glGetShaderiv); \
|
|
func(GLGETSHADERINFOLOG, glGetShaderInfoLog); \
|
|
func(GLGETPROGRAMIV, glGetProgramiv); \
|
|
func(GLGETPROGRAMINFOLOG, glGetProgramInfoLog); \
|
|
func(GLDELETESHADER, glDeleteShader); \
|
|
func(GLDELETEPROGRAM, glDeleteProgram); \
|
|
\
|
|
func(GLUNIFORM1I, glUniform1i); \
|
|
func(GLUNIFORM1UI, glUniform1ui); \
|
|
func(GLUNIFORM2I, glUniform2i); \
|
|
func(GLUNIFORM4UI, glUniform4ui); \
|
|
func(GLUNIFORMBLOCKBINDING, glUniformBlockBinding); \
|
|
func(GLGETUNIFORMLOCATION, glGetUniformLocation); \
|
|
func(GLGETUNIFORMBLOCKINDEX, glGetUniformBlockIndex); \
|
|
\
|
|
func(GLFENCESYNC, glFenceSync); \
|
|
func(GLDELETESYNC, glDeleteSync); \
|
|
func(GLWAITSYNC, glWaitSync); \
|
|
func(GLCLIENTWAITSYNC, glClientWaitSync); \
|
|
\
|
|
func(GLDRAWBUFFERS, glDrawBuffers); \
|
|
\
|
|
func(GLBLENDFUNCSEPARATE, glBlendFuncSeparate); \
|
|
func(GLBLENDEQUATIONSEPARATE, glBlendEquationSeparate); \
|
|
\
|
|
func(GLCOLORMASKI, glColorMaski); \
|
|
\
|
|
func(GLGETSTRINGI, glGetStringi); \
|
|
|
|
|
|
namespace OpenGL
|
|
{
|
|
|
|
DO_PROCLIST(DECLPROC_EXT);
|
|
|
|
bool Init();
|
|
|
|
bool BuildShaderProgram(const char* vs, const char* fs, GLuint* ids, const char* name);
|
|
bool LinkShaderProgram(GLuint* ids);
|
|
void DeleteShaderProgram(GLuint* ids);
|
|
void UseShaderProgram(GLuint* ids);
|
|
|
|
}
|
|
|
|
#endif // OPENGLSUPPORT_H
|