Extension function pointers are renamed from glXyzARB to pglXyzARB

to avoid conflicts with system header files.

This was SVN commit r3054.
This commit is contained in:
prefect 2005-10-30 01:18:15 +00:00
parent 5582e4b890
commit 501acc65f5
15 changed files with 192 additions and 192 deletions

View File

@ -313,7 +313,7 @@ public:
void Unset()
{
glDisable(GL_TEXTURE_2D);
glActiveTextureARB(GL_TEXTURE0);
pglActiveTextureARB(GL_TEXTURE0);
}
};

View File

@ -23,132 +23,132 @@ The names are made accessible to engine code only via the ARB name, to make it
obvious that care must be taken (i.e. by being certain that the extension is
actually supported).
Function names are in the form that is used in the OpenGL and extensions
specifications, i.e. without the 'gl' prefix. The FUNC/FUNC2 macro add an
appropriate prefix ('pgl' to avoid conflict with the system's GL headers).
*/
// were these defined as real functions in gl.h already?
#ifndef REAL_GL_1_2
// GL_EXT_draw_range_elements / GL1.2:
FUNC2(void, glDrawRangeElementsEXT, glDrawRangeElements, "1.2", (GLenum, GLuint, GLuint, GLsizei, GLenum, GLvoid*))
#endif
FUNC2(void, DrawRangeElementsEXT, DrawRangeElements, "1.2", (GLenum, GLuint, GLuint, GLsizei, GLenum, GLvoid*))
#ifndef REAL_GL_1_3
// GL_ARB_multitexture / GL1.3:
FUNC2(void, glMultiTexCoord2fARB, glMultiTexCoord2f, "1.3", (int, float, float))
FUNC2(void, glActiveTextureARB, glActiveTexture, "1.3", (int))
FUNC2(void, glClientActiveTextureARB, glClientActiveTexture, "1.3", (int))
#endif
FUNC2(void, MultiTexCoord2fARB, MultiTexCoord2f, "1.3", (int, float, float))
FUNC2(void, ActiveTextureARB, ActiveTexture, "1.3", (int))
FUNC2(void, ClientActiveTextureARB, ClientActiveTexture, "1.3", (int))
// GL_ARB_vertex_buffer_object / GL1.5:
FUNC2(void, glBindBufferARB, glBindBuffer, "1.5", (int target, GLuint buffer))
FUNC2(void, glDeleteBuffersARB, glDeleteBuffers, "1.5", (GLsizei n, const GLuint* buffers))
FUNC2(void, glGenBuffersARB, glGenBuffers, "1.5", (GLsizei n, GLuint* buffers))
FUNC2(bool, glIsBufferARB, glIsBuffer, "1.5", (GLuint buffer))
FUNC2(void, glBufferDataARB, glBufferData, "1.5", (int target, GLsizeiptrARB size, const void* data, int usage))
FUNC2(void, glBufferSubDataARB, glBufferSubData, "1.5", (int target, GLintptrARB offset, GLsizeiptrARB size, const void* data))
FUNC2(void, glGetBufferSubDataARB, glGetBufferSubData, "1.5", (int target, GLintptrARB offset, GLsizeiptrARB size, void* data))
FUNC2(void*, glMapBufferARB, glMapBuffer, "1.5", (int target, int access))
FUNC2(bool, glUnmapBufferARB, glUnmapBuffer, "1.5", (int target))
FUNC2(void, glGetBufferParameterivARB, glGetBufferParameteriv, "1.5", (int target, int pname, int* params))
FUNC2(void, glGetBufferPointervARB, glGetBufferPointerv, "1.5", (int target, int pname, void** params))
FUNC2(void, BindBufferARB, BindBuffer, "1.5", (int target, GLuint buffer))
FUNC2(void, DeleteBuffersARB, DeleteBuffers, "1.5", (GLsizei n, const GLuint* buffers))
FUNC2(void, GenBuffersARB, GenBuffers, "1.5", (GLsizei n, GLuint* buffers))
FUNC2(bool, IsBufferARB, IsBuffer, "1.5", (GLuint buffer))
FUNC2(void, BufferDataARB, BufferData, "1.5", (int target, GLsizeiptrARB size, const void* data, int usage))
FUNC2(void, BufferSubDataARB, BufferSubData, "1.5", (int target, GLintptrARB offset, GLsizeiptrARB size, const void* data))
FUNC2(void, GetBufferSubDataARB, GetBufferSubData, "1.5", (int target, GLintptrARB offset, GLsizeiptrARB size, void* data))
FUNC2(void*, MapBufferARB, MapBuffer, "1.5", (int target, int access))
FUNC2(bool, UnmapBufferARB, UnmapBuffer, "1.5", (int target))
FUNC2(void, GetBufferParameterivARB, GetBufferParameteriv, "1.5", (int target, int pname, int* params))
FUNC2(void, GetBufferPointervARB, GetBufferPointerv, "1.5", (int target, int pname, void** params))
// GL_ARB_texture_compression / GL1.3
FUNC2(void, glCompressedTexImage3DARB, glCompressedTexImage3D, "1.3", (GLenum, GLint, GLenum, GLsizei, GLsizei, GLsizei, GLint, GLsizei, const GLvoid*))
FUNC2(void, glCompressedTexImage2DARB, glCompressedTexImage2D, "1.3", (GLenum, GLint, GLenum, GLsizei, GLsizei, GLint, GLsizei, const GLvoid*))
FUNC2(void, glCompressedTexImage1DARB, glCompressedTexImage1D, "1.3", (GLenum, GLint, GLenum, GLsizei, GLint, GLsizei, const GLvoid*))
FUNC2(void, glCompressedTexSubImage3DARB, glCompressedTexSubImage3D, "1.3", (GLenum, GLint, GLint, GLint, GLint, GLsizei, GLsizei, GLsizei, GLenum, GLsizei, const GLvoid*))
FUNC2(void, glCompressedTexSubImage2DARB, glCompressedTexSubImage2D, "1.3", (GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLsizei, const GLvoid*))
FUNC2(void, glCompressedTexSubImage1DARB, glCompressedTexSubImage1D, "1.3", (GLenum, GLint, GLint, GLsizei, GLenum, GLsizei, const GLvoid*))
FUNC2(void, glGetCompressedTexImageARB, glGetCompressedTexImage, "1.3", (GLenum, GLint, GLvoid*))
FUNC2(void, CompressedTexImage3DARB, CompressedTexImage3D, "1.3", (GLenum, GLint, GLenum, GLsizei, GLsizei, GLsizei, GLint, GLsizei, const GLvoid*))
FUNC2(void, CompressedTexImage2DARB, CompressedTexImage2D, "1.3", (GLenum, GLint, GLenum, GLsizei, GLsizei, GLint, GLsizei, const GLvoid*))
FUNC2(void, CompressedTexImage1DARB, CompressedTexImage1D, "1.3", (GLenum, GLint, GLenum, GLsizei, GLint, GLsizei, const GLvoid*))
FUNC2(void, CompressedTexSubImage3DARB, CompressedTexSubImage3D, "1.3", (GLenum, GLint, GLint, GLint, GLint, GLsizei, GLsizei, GLsizei, GLenum, GLsizei, const GLvoid*))
FUNC2(void, CompressedTexSubImage2DARB, CompressedTexSubImage2D, "1.3", (GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLsizei, const GLvoid*))
FUNC2(void, CompressedTexSubImage1DARB, CompressedTexSubImage1D, "1.3", (GLenum, GLint, GLint, GLsizei, GLenum, GLsizei, const GLvoid*))
FUNC2(void, GetCompressedTexImageARB, GetCompressedTexImage, "1.3", (GLenum, GLint, GLvoid*))
// GL_ARB_shader_objects
FUNC2(void, glDeleteObjectARB, glDeleteObject, "2.0", (GLhandleARB obj))
FUNC2(GLhandleARB, glGetHandleARB, glGetHandle, "2.0", (GLenum pname))
FUNC2(void, glDetachObjectARB, glDetachObject, "2.0", (GLhandleARB containerObj, GLhandleARB attachedObj))
FUNC2(GLhandleARB, glCreateShaderObjectARB, glCreateShaderObject, "2.0", (GLenum shaderType))
FUNC2(void, glShaderSourceARB, glShaderSource, "2.0", (GLhandleARB shaderObj, GLsizei count, const char **string, const GLint *length))
FUNC2(void, glCompileShaderARB, glCompileShader, "2.0", (GLhandleARB shaderObj))
FUNC2(GLhandleARB, glCreateProgramObjectARB, glCreateProgramObject, "2.0", (void))
FUNC2(void, glAttachObjectARB, glAttachObject, "2.0", (GLhandleARB containerObj, GLhandleARB obj))
FUNC2(void, glLinkProgramARB, glLinkProgram, "2.0", (GLhandleARB programObj))
FUNC2(void, glUseProgramObjectARB, glUseProgramObject, "2.0", (GLhandleARB programObj))
FUNC2(void, glValidateProgramARB, glValidateProgram, "2.0", (GLhandleARB programObj))
FUNC2(void, glUniform1fARB, glUniform1f, "2.0", (GLint location, GLfloat v0))
FUNC2(void, glUniform2fARB, glUniform2f, "2.0", (GLint location, GLfloat v0, GLfloat v1))
FUNC2(void, glUniform3fARB, glUniform3f, "2.0", (GLint location, GLfloat v0, GLfloat v1, GLfloat v2))
FUNC2(void, glUniform4fARB, glUniform4f, "2.0", (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3))
FUNC2(void, glUniform1iARB, glUniform1i, "2.0", (GLint location, GLint v0))
FUNC2(void, glUniform2iARB, glUniform2i, "2.0", (GLint location, GLint v0, GLint v1))
FUNC2(void, glUniform3iARB, glUniform3i, "2.0", (GLint location, GLint v0, GLint v1, GLint v2))
FUNC2(void, glUniform4iARB, glUniform4i, "2.0", (GLint location, GLint v0, GLint v1, GLint v2, GLint v3))
FUNC2(void, glUniform1fvARB, glUniform1fv, "2.0", (GLint location, GLsizei count, const GLfloat *value))
FUNC2(void, glUniform2fvARB, glUniform2fv, "2.0", (GLint location, GLsizei count, const GLfloat *value))
FUNC2(void, glUniform3fvARB, glUniform3fv, "2.0", (GLint location, GLsizei count, const GLfloat *value))
FUNC2(void, glUniform4fvARB, glUniform4fv, "2.0", (GLint location, GLsizei count, const GLfloat *value))
FUNC2(void, glUniform1ivARB, glUniform1iv, "2.0", (GLint location, GLsizei count, const GLint *value))
FUNC2(void, glUniform2ivARB, glUniform2iv, "2.0", (GLint location, GLsizei count, const GLint *value))
FUNC2(void, glUniform3ivARB, glUniform3iv, "2.0", (GLint location, GLsizei count, const GLint *value))
FUNC2(void, glUniform4ivARB, glUniform4iv, "2.0", (GLint location, GLsizei count, const GLint *value))
FUNC2(void, glUniformMatrix2fvARB, glUniformMatrix2fv, "2.0", (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value))
FUNC2(void, glUniformMatrix3fvARB, glUniformMatrix3fv, "2.0", (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value))
FUNC2(void, glUniformMatrix4fvARB, glUniformMatrix4fv, "2.0", (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value))
FUNC2(void, glGetObjectParameterfvARB, glGetObjectParameterfv, "2.0", (GLhandleARB obj, GLenum pname, GLfloat *params))
FUNC2(void, glGetObjectParameterivARB, glGetObjectParameteriv, "2.0", (GLhandleARB obj, GLenum pname, GLint *params))
FUNC2(void, glGetInfoLogARB, glGetInfoLog, "2.0", (GLhandleARB obj, GLsizei maxLength, GLsizei *length, char *infoLog))
FUNC2(void, glGetAttachedObjectsARB, glGetAttachedObjects, "2.0", (GLhandleARB containerObj, GLsizei maxCount, GLsizei *count, GLhandleARB *obj))
FUNC2(GLint, glGetUniformLocationARB, glGetUniformLocation, "2.0", (GLhandleARB programObj, const char *name))
FUNC2(void, glGetActiveUniformARB, glGetActiveUniform, "2.0", (GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, char *name))
FUNC2(void, glGetUniformfvARB, glGetUniformfv, "2.0", (GLhandleARB programObj, GLint location, GLfloat *params))
FUNC2(void, glGetUniformivARB, glGetUniformiv, "2.0", (GLhandleARB programObj, GLint location, GLint *params))
FUNC2(void, glGetShaderSourceARB, glGetShaderSource, "2.0", (GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *source))
FUNC2(void, DeleteObjectARB, DeleteObject, "2.0", (GLhandleARB obj))
FUNC2(GLhandleARB, GetHandleARB, GetHandle, "2.0", (GLenum pname))
FUNC2(void, DetachObjectARB, DetachObject, "2.0", (GLhandleARB containerObj, GLhandleARB attachedObj))
FUNC2(GLhandleARB, CreateShaderObjectARB, CreateShaderObject, "2.0", (GLenum shaderType))
FUNC2(void, ShaderSourceARB, ShaderSource, "2.0", (GLhandleARB shaderObj, GLsizei count, const char **string, const GLint *length))
FUNC2(void, CompileShaderARB, CompileShader, "2.0", (GLhandleARB shaderObj))
FUNC2(GLhandleARB, CreateProgramObjectARB, CreateProgramObject, "2.0", (void))
FUNC2(void, AttachObjectARB, AttachObject, "2.0", (GLhandleARB containerObj, GLhandleARB obj))
FUNC2(void, LinkProgramARB, LinkProgram, "2.0", (GLhandleARB programObj))
FUNC2(void, UseProgramObjectARB, UseProgramObject, "2.0", (GLhandleARB programObj))
FUNC2(void, ValidateProgramARB, ValidateProgram, "2.0", (GLhandleARB programObj))
FUNC2(void, Uniform1fARB, Uniform1f, "2.0", (GLint location, GLfloat v0))
FUNC2(void, Uniform2fARB, Uniform2f, "2.0", (GLint location, GLfloat v0, GLfloat v1))
FUNC2(void, Uniform3fARB, Uniform3f, "2.0", (GLint location, GLfloat v0, GLfloat v1, GLfloat v2))
FUNC2(void, Uniform4fARB, Uniform4f, "2.0", (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3))
FUNC2(void, Uniform1iARB, Uniform1i, "2.0", (GLint location, GLint v0))
FUNC2(void, Uniform2iARB, Uniform2i, "2.0", (GLint location, GLint v0, GLint v1))
FUNC2(void, Uniform3iARB, Uniform3i, "2.0", (GLint location, GLint v0, GLint v1, GLint v2))
FUNC2(void, Uniform4iARB, Uniform4i, "2.0", (GLint location, GLint v0, GLint v1, GLint v2, GLint v3))
FUNC2(void, Uniform1fvARB, Uniform1fv, "2.0", (GLint location, GLsizei count, const GLfloat *value))
FUNC2(void, Uniform2fvARB, Uniform2fv, "2.0", (GLint location, GLsizei count, const GLfloat *value))
FUNC2(void, Uniform3fvARB, Uniform3fv, "2.0", (GLint location, GLsizei count, const GLfloat *value))
FUNC2(void, Uniform4fvARB, Uniform4fv, "2.0", (GLint location, GLsizei count, const GLfloat *value))
FUNC2(void, Uniform1ivARB, Uniform1iv, "2.0", (GLint location, GLsizei count, const GLint *value))
FUNC2(void, Uniform2ivARB, Uniform2iv, "2.0", (GLint location, GLsizei count, const GLint *value))
FUNC2(void, Uniform3ivARB, Uniform3iv, "2.0", (GLint location, GLsizei count, const GLint *value))
FUNC2(void, Uniform4ivARB, Uniform4iv, "2.0", (GLint location, GLsizei count, const GLint *value))
FUNC2(void, UniformMatrix2fvARB, UniformMatrix2fv, "2.0", (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value))
FUNC2(void, UniformMatrix3fvARB, UniformMatrix3fv, "2.0", (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value))
FUNC2(void, UniformMatrix4fvARB, UniformMatrix4fv, "2.0", (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value))
FUNC2(void, GetObjectParameterfvARB, GetObjectParameterfv, "2.0", (GLhandleARB obj, GLenum pname, GLfloat *params))
FUNC2(void, GetObjectParameterivARB, GetObjectParameteriv, "2.0", (GLhandleARB obj, GLenum pname, GLint *params))
FUNC2(void, GetInfoLogARB, GetInfoLog, "2.0", (GLhandleARB obj, GLsizei maxLength, GLsizei *length, char *infoLog))
FUNC2(void, GetAttachedObjectsARB, GetAttachedObjects, "2.0", (GLhandleARB containerObj, GLsizei maxCount, GLsizei *count, GLhandleARB *obj))
FUNC2(GLint, GetUniformLocationARB, GetUniformLocation, "2.0", (GLhandleARB programObj, const char *name))
FUNC2(void, GetActiveUniformARB, GetActiveUniform, "2.0", (GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, char *name))
FUNC2(void, GetUniformfvARB, GetUniformfv, "2.0", (GLhandleARB programObj, GLint location, GLfloat *params))
FUNC2(void, GetUniformivARB, GetUniformiv, "2.0", (GLhandleARB programObj, GLint location, GLint *params))
FUNC2(void, GetShaderSourceARB, GetShaderSource, "2.0", (GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *source))
// GL_ARB_vertex_shader
FUNC2(void, glVertexAttrib1fARB, glVertexAttrib1f, "2.0", (GLuint index, GLfloat v0))
FUNC2(void, glVertexAttrib1sARB, glVertexAttrib1s, "2.0", (GLuint index, GLshort v0))
FUNC2(void, glVertexAttrib1dARB, glVertexAttrib1d, "2.0", (GLuint index, GLdouble v0))
FUNC2(void, glVertexAttrib2fARB, glVertexAttrib2f, "2.0", (GLuint index, GLfloat v0, GLfloat v1))
FUNC2(void, glVertexAttrib2sARB, glVertexAttrib2s, "2.0", (GLuint index, GLshort v0, GLshort v1))
FUNC2(void, glVertexAttrib2dARB, glVertexAttrib2d, "2.0", (GLuint index, GLdouble v0, GLdouble v1))
FUNC2(void, glVertexAttrib3fARB, glVertexAttrib3f, "2.0", (GLuint index, GLfloat v0, GLfloat v1, GLfloat v2))
FUNC2(void, glVertexAttrib3sARB, glVertexAttrib3s, "2.0", (GLuint index, GLshort v0, GLshort v1, GLshort v2))
FUNC2(void, glVertexAttrib3dARB, glVertexAttrib3d, "2.0", (GLuint index, GLdouble v0, GLdouble v1, GLdouble v2))
FUNC2(void, glVertexAttrib4fARB, glVertexAttrib4f, "2.0", (GLuint index, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3))
FUNC2(void, glVertexAttrib4sARB, glVertexAttrib4s, "2.0", (GLuint index, GLshort v0, GLshort v1, GLshort v2, GLshort v3))
FUNC2(void, glVertexAttrib4dARB, glVertexAttrib4d, "2.0", (GLuint index, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3))
FUNC2(void, glVertexAttrib4NubARB, glVertexAttrib4Nub, "2.0", (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w))
FUNC2(void, glVertexAttrib1fvARB, glVertexAttrib1fv, "2.0", (GLuint index, const GLfloat *v))
FUNC2(void, glVertexAttrib1svARB, glVertexAttrib1sv, "2.0", (GLuint index, const GLshort *v))
FUNC2(void, glVertexAttrib1dvARB, glVertexAttrib1dv, "2.0", (GLuint index, const GLdouble *v))
FUNC2(void, glVertexAttrib2fvARB, glVertexAttrib2fv, "2.0", (GLuint index, const GLfloat *v))
FUNC2(void, glVertexAttrib2svARB, glVertexAttrib2sv, "2.0", (GLuint index, const GLshort *v))
FUNC2(void, glVertexAttrib2dvARB, glVertexAttrib2dv, "2.0", (GLuint index, const GLdouble *v))
FUNC2(void, glVertexAttrib3fvARB, glVertexAttrib3fv, "2.0", (GLuint index, const GLfloat *v))
FUNC2(void, glVertexAttrib3svARB, glVertexAttrib3sv, "2.0", (GLuint index, const GLshort *v))
FUNC2(void, glVertexAttrib3dvARB, glVertexAttrib3dv, "2.0", (GLuint index, const GLdouble *v))
FUNC2(void, glVertexAttrib4fvARB, glVertexAttrib4fv, "2.0", (GLuint index, const GLfloat *v))
FUNC2(void, glVertexAttrib4svARB, glVertexAttrib4sv, "2.0", (GLuint index, const GLshort *v))
FUNC2(void, glVertexAttrib4dvARB, glVertexAttrib4dv, "2.0", (GLuint index, const GLdouble *v))
FUNC2(void, glVertexAttrib4ivARB, glVertexAttrib4iv, "2.0", (GLuint index, const GLint *v))
FUNC2(void, glVertexAttrib4bvARB, glVertexAttrib4bv, "2.0", (GLuint index, const GLbyte *v))
FUNC2(void, glVertexAttrib4ubvARB, glVertexAttrib4ubv, "2.0", (GLuint index, const GLubyte *v))
FUNC2(void, glVertexAttrib4usvARB, glVertexAttrib4usv, "2.0", (GLuint index, const GLushort *v))
FUNC2(void, glVertexAttrib4uivARB, glVertexAttrib4uiv, "2.0", (GLuint index, const GLuint *v))
FUNC2(void, glVertexAttrib4NbvARB, glVertexAttrib4Nbv, "2.0", (GLuint index, const GLbyte *v))
FUNC2(void, glVertexAttrib4NsvARB, glVertexAttrib4Nsv, "2.0", (GLuint index, const GLshort *v))
FUNC2(void, glVertexAttrib4NivARB, glVertexAttrib4Niv, "2.0", (GLuint index, const GLint *v))
FUNC2(void, glVertexAttrib4NubvARB, glVertexAttrib4Nubv, "2.0", (GLuint index, const GLubyte *v))
FUNC2(void, glVertexAttrib4NusvARB, glVertexAttrib4Nusv, "2.0", (GLuint index, const GLushort *v))
FUNC2(void, glVertexAttrib4NuivARB, glVertexAttrib4Nuiv, "2.0", (GLuint index, const GLuint *v))
FUNC2(void, glVertexAttribPointerARB, glVertexAttribPointer, "2.0", (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer))
FUNC2(void, glEnableVertexAttribArrayARB, glEnableVertexAttribArray, "2.0", (GLuint index))
FUNC2(void, glDisableVertexAttribArrayARB, glDisableVertexAttribArray, "2.0", (GLuint index))
FUNC2(void, glBindAttribLocationARB, glBindAttribLocation, "2.0", (GLhandleARB programObj, GLuint index, const char *name))
FUNC2(void, glGetActiveAttribARB, glGetActiveAttrib, "2.0", (GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei *length, int *size, GLenum *type, char *name))
FUNC2(GLint, glGetAttribLocationARB, glGetAttribLocation, "2.0", (GLhandleARB programObj, const char *name))
FUNC2(void, glGetVertexAttribdvARB, glGetVertexAttribdv, "2.0", (GLuint index, GLenum pname, GLdouble *params))
FUNC2(void, glGetVertexAttribfvARB, glGetVertexAttribfv, "2.0", (GLuint index, GLenum pname, GLfloat *params))
FUNC2(void, glGetVertexAttribivARB, glGetVertexAttribiv, "2.0", (GLuint index, GLenum pname, GLint *params))
FUNC2(void, glGetVertexAttribPointervARB, glGetVertexAttribPointerv, "2.0", (GLuint index, GLenum pname, void **pointer))
FUNC2(void, VertexAttrib1fARB, VertexAttrib1f, "2.0", (GLuint index, GLfloat v0))
FUNC2(void, VertexAttrib1sARB, VertexAttrib1s, "2.0", (GLuint index, GLshort v0))
FUNC2(void, VertexAttrib1dARB, VertexAttrib1d, "2.0", (GLuint index, GLdouble v0))
FUNC2(void, VertexAttrib2fARB, VertexAttrib2f, "2.0", (GLuint index, GLfloat v0, GLfloat v1))
FUNC2(void, VertexAttrib2sARB, VertexAttrib2s, "2.0", (GLuint index, GLshort v0, GLshort v1))
FUNC2(void, VertexAttrib2dARB, VertexAttrib2d, "2.0", (GLuint index, GLdouble v0, GLdouble v1))
FUNC2(void, VertexAttrib3fARB, VertexAttrib3f, "2.0", (GLuint index, GLfloat v0, GLfloat v1, GLfloat v2))
FUNC2(void, VertexAttrib3sARB, VertexAttrib3s, "2.0", (GLuint index, GLshort v0, GLshort v1, GLshort v2))
FUNC2(void, VertexAttrib3dARB, VertexAttrib3d, "2.0", (GLuint index, GLdouble v0, GLdouble v1, GLdouble v2))
FUNC2(void, VertexAttrib4fARB, VertexAttrib4f, "2.0", (GLuint index, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3))
FUNC2(void, VertexAttrib4sARB, VertexAttrib4s, "2.0", (GLuint index, GLshort v0, GLshort v1, GLshort v2, GLshort v3))
FUNC2(void, VertexAttrib4dARB, VertexAttrib4d, "2.0", (GLuint index, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3))
FUNC2(void, VertexAttrib4NubARB, VertexAttrib4Nub, "2.0", (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w))
FUNC2(void, VertexAttrib1fvARB, VertexAttrib1fv, "2.0", (GLuint index, const GLfloat *v))
FUNC2(void, VertexAttrib1svARB, VertexAttrib1sv, "2.0", (GLuint index, const GLshort *v))
FUNC2(void, VertexAttrib1dvARB, VertexAttrib1dv, "2.0", (GLuint index, const GLdouble *v))
FUNC2(void, VertexAttrib2fvARB, VertexAttrib2fv, "2.0", (GLuint index, const GLfloat *v))
FUNC2(void, VertexAttrib2svARB, VertexAttrib2sv, "2.0", (GLuint index, const GLshort *v))
FUNC2(void, VertexAttrib2dvARB, VertexAttrib2dv, "2.0", (GLuint index, const GLdouble *v))
FUNC2(void, VertexAttrib3fvARB, VertexAttrib3fv, "2.0", (GLuint index, const GLfloat *v))
FUNC2(void, VertexAttrib3svARB, VertexAttrib3sv, "2.0", (GLuint index, const GLshort *v))
FUNC2(void, VertexAttrib3dvARB, VertexAttrib3dv, "2.0", (GLuint index, const GLdouble *v))
FUNC2(void, VertexAttrib4fvARB, VertexAttrib4fv, "2.0", (GLuint index, const GLfloat *v))
FUNC2(void, VertexAttrib4svARB, VertexAttrib4sv, "2.0", (GLuint index, const GLshort *v))
FUNC2(void, VertexAttrib4dvARB, VertexAttrib4dv, "2.0", (GLuint index, const GLdouble *v))
FUNC2(void, VertexAttrib4ivARB, VertexAttrib4iv, "2.0", (GLuint index, const GLint *v))
FUNC2(void, VertexAttrib4bvARB, VertexAttrib4bv, "2.0", (GLuint index, const GLbyte *v))
FUNC2(void, VertexAttrib4ubvARB, VertexAttrib4ubv, "2.0", (GLuint index, const GLubyte *v))
FUNC2(void, VertexAttrib4usvARB, VertexAttrib4usv, "2.0", (GLuint index, const GLushort *v))
FUNC2(void, VertexAttrib4uivARB, VertexAttrib4uiv, "2.0", (GLuint index, const GLuint *v))
FUNC2(void, VertexAttrib4NbvARB, VertexAttrib4Nbv, "2.0", (GLuint index, const GLbyte *v))
FUNC2(void, VertexAttrib4NsvARB, VertexAttrib4Nsv, "2.0", (GLuint index, const GLshort *v))
FUNC2(void, VertexAttrib4NivARB, VertexAttrib4Niv, "2.0", (GLuint index, const GLint *v))
FUNC2(void, VertexAttrib4NubvARB, VertexAttrib4Nubv, "2.0", (GLuint index, const GLubyte *v))
FUNC2(void, VertexAttrib4NusvARB, VertexAttrib4Nusv, "2.0", (GLuint index, const GLushort *v))
FUNC2(void, VertexAttrib4NuivARB, VertexAttrib4Nuiv, "2.0", (GLuint index, const GLuint *v))
FUNC2(void, VertexAttribPointerARB, VertexAttribPointer, "2.0", (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer))
FUNC2(void, EnableVertexAttribArrayARB, EnableVertexAttribArray, "2.0", (GLuint index))
FUNC2(void, DisableVertexAttribArrayARB, DisableVertexAttribArray, "2.0", (GLuint index))
FUNC2(void, BindAttribLocationARB, BindAttribLocation, "2.0", (GLhandleARB programObj, GLuint index, const char *name))
FUNC2(void, GetActiveAttribARB, GetActiveAttrib, "2.0", (GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei *length, int *size, GLenum *type, char *name))
FUNC2(GLint, GetAttribLocationARB, GetAttribLocation, "2.0", (GLhandleARB programObj, const char *name))
FUNC2(void, GetVertexAttribdvARB, GetVertexAttribdv, "2.0", (GLuint index, GLenum pname, GLdouble *params))
FUNC2(void, GetVertexAttribfvARB, GetVertexAttribfv, "2.0", (GLuint index, GLenum pname, GLfloat *params))
FUNC2(void, GetVertexAttribivARB, GetVertexAttribiv, "2.0", (GLuint index, GLenum pname, GLint *params))
FUNC2(void, GetVertexAttribPointervARB, GetVertexAttribPointerv, "2.0", (GLuint index, GLenum pname, void **pointer))
#if OS_WIN
// WGL_EXT_swap_control

View File

@ -46,8 +46,8 @@
// define extension function pointers
extern "C"
{
#define FUNC(ret, name, params) ret (CALL_CONV *name) params;
#define FUNC2(ret, nameARB, nameCore, version, params) ret (CALL_CONV *nameARB) params;
#define FUNC(ret, name, params) ret (CALL_CONV *pgl##name) params;
#define FUNC2(ret, nameARB, nameCore, version, params) ret (CALL_CONV *pgl##nameARB) params;
#include "glext_funcs.h"
#undef FUNC2
#undef FUNC
@ -237,13 +237,13 @@ static void importExtensionFunctions()
// It should be safe to load the ARB function pointers even if the
// extension isn't advertised, since we won't actually use them without
// checking for the extension.
#define FUNC(ret, name, params) *(void**)&name = SDL_GL_GetProcAddress(#name);
#define FUNC(ret, name, params) *(void**)&pgl##name = SDL_GL_GetProcAddress("gl" #name);
#define FUNC2(ret, nameARB, nameCore, version, params) \
nameARB = NULL; \
pgl##nameARB = NULL; \
if(oglHaveVersion(version)) \
*(void**)&nameARB = SDL_GL_GetProcAddress(#nameCore); \
if(!nameARB) /* use the ARB name if the driver lied about what version it supports */ \
*(void**)&nameARB = SDL_GL_GetProcAddress(#nameARB);
*(void**)&pgl##nameARB = SDL_GL_GetProcAddress("gl" #nameCore); \
if(!pgl##nameARB) /* use the ARB name if the driver lied about what version it supports */ \
*(void**)&pgl##nameARB = SDL_GL_GetProcAddress("gl" #nameARB);
#include "glext_funcs.h"
#undef FUNC2
#undef FUNC

View File

@ -81,8 +81,8 @@ extern const char* oglExtList(void);
# define CALL_CONV
#endif
#define FUNC(ret, name, params) extern ret (CALL_CONV *name) params;
#define FUNC2(ret, nameARB, nameCore, version, params) extern ret (CALL_CONV *nameARB) params;
#define FUNC(ret, name, params) extern ret (CALL_CONV *pgl##name) params;
#define FUNC2(ret, nameARB, nameCore, version, params) extern ret (CALL_CONV *pgl##nameARB) params;
#include "glext_funcs.h"
#undef FUNC2
#undef FUNC

View File

@ -90,7 +90,7 @@ static int Ogl_Shader_reload(Ogl_Shader* shdr, const char* filename, Handle UNUS
oglCheck();
shdr->id = glCreateShaderObjectARB(shdr->type);
shdr->id = pglCreateShaderObjectARB(shdr->type);
if (!shdr->id)
{
// May be out of memory, but bad shdr->type is also possible.
@ -102,17 +102,17 @@ static int Ogl_Shader_reload(Ogl_Shader* shdr, const char* filename, Handle UNUS
goto fail_fileloaded;
}
glShaderSourceARB(shdr->id, 1, (const char**)&file, (const GLint*)&file_size);
glCompileShaderARB(shdr->id);
pglShaderSourceARB(shdr->id, 1, (const char**)&file, (const GLint*)&file_size);
pglCompileShaderARB(shdr->id);
glGetObjectParameterivARB(shdr->id, GL_OBJECT_COMPILE_STATUS_ARB, &compile_success);
glGetObjectParameterivARB(shdr->id, GL_OBJECT_INFO_LOG_LENGTH_ARB, &log_length);
pglGetObjectParameterivARB(shdr->id, GL_OBJECT_COMPILE_STATUS_ARB, &compile_success);
pglGetObjectParameterivARB(shdr->id, GL_OBJECT_INFO_LOG_LENGTH_ARB, &log_length);
if (log_length > 1)
{
char typenamebuf[32];
char* infolog = new char[log_length];
glGetInfoLogARB(shdr->id, log_length, 0, infolog);
pglGetInfoLogARB(shdr->id, log_length, 0, infolog);
debug_printf("Compile log for shader %hs (type %hs):\n%hs",
filename,
@ -143,7 +143,7 @@ static int Ogl_Shader_reload(Ogl_Shader* shdr, const char* filename, Handle UNUS
return 0;
fail_shadercreated:
glDeleteObjectARB(shdr->id);
pglDeleteObjectARB(shdr->id);
shdr->id = 0;
fail_fileloaded:
mem_free_h(hm);
@ -157,7 +157,7 @@ static void Ogl_Shader_dtor(Ogl_Shader* shdr)
// shdr->id is 0 when reload has failed
if (shdr->id)
{
glDeleteObjectARB(shdr->id);
pglDeleteObjectARB(shdr->id);
shdr->id = 0;
}
}
@ -202,7 +202,7 @@ int ogl_shader_attach(GLhandleARB program, Handle& h)
if (!shdr->id)
return ERR_SHDR_NO_SHADER;
glAttachObjectARB(program, shdr->id);
pglAttachObjectARB(program, shdr->id);
return 0;
}
@ -287,7 +287,7 @@ static int Ogl_Program_reload(Ogl_Program* p, const char* filename, Handle h)
oglCheck();
p->id = glCreateProgramObjectARB();
p->id = pglCreateProgramObjectARB();
if (!p->id)
{
// The spec doesn't mention any error state that can be set
@ -349,17 +349,17 @@ static int Ogl_Program_reload(Ogl_Program* p, const char* filename, Handle h)
}
}
glLinkProgramARB(p->id);
pglLinkProgramARB(p->id);
GLint log_length;
GLint linked;
glGetObjectParameterivARB(p->id, GL_OBJECT_LINK_STATUS_ARB, &linked);
glGetObjectParameterivARB(p->id, GL_OBJECT_INFO_LOG_LENGTH_ARB, &log_length);
pglGetObjectParameterivARB(p->id, GL_OBJECT_LINK_STATUS_ARB, &linked);
pglGetObjectParameterivARB(p->id, GL_OBJECT_INFO_LOG_LENGTH_ARB, &log_length);
if (log_length > 1)
{
char* infolog = new char[log_length];
glGetInfoLogARB(p->id, log_length, 0, infolog);
pglGetInfoLogARB(p->id, log_length, 0, infolog);
debug_printf("Linker log for %hs:\n%hs\n", filename, infolog);
delete[] infolog;
@ -380,7 +380,7 @@ static void Ogl_Program_dtor(Ogl_Program* p)
{
if (p->id)
{
glDeleteObjectARB(p->id);
pglDeleteObjectARB(p->id);
p->id = 0;
}
}
@ -421,19 +421,19 @@ int ogl_program_use(Handle h)
{
if (!h)
{
glUseProgramObjectARB(0);
pglUseProgramObjectARB(0);
return 0;
}
Ogl_Program* p = H_USER_DATA(h, Ogl_Program);
if (!p || !p->id)
{
glUseProgramObjectARB(0);
pglUseProgramObjectARB(0);
CHECK_ERR(ERR_INVALID_HANDLE);
UNREACHABLE;
}
glUseProgramObjectARB(p->id);
pglUseProgramObjectARB(p->id);
return 0;
}
@ -443,7 +443,7 @@ GLint ogl_program_get_uniform_location(Handle h, const char* name)
{
H_DEREF(h, Ogl_Program, p);
return glGetUniformLocationARB(p->id, name);
return pglGetUniformLocationARB(p->id, name);
}
@ -452,5 +452,5 @@ GLint ogl_program_get_attrib_location(Handle h, const char* name)
{
H_DEREF(h, Ogl_Program, p);
return glGetAttribLocationARB(p->id, name);
return pglGetAttribLocationARB(p->id, name);
}

View File

@ -750,7 +750,7 @@ static void upload_compressed_level(uint level, uint level_w, uint level_h,
const u8* restrict level_data, size_t level_data_size, void* restrict ctx)
{
const UploadParams* up = (const UploadParams*)ctx;
glCompressedTexImage2DARB(GL_TEXTURE_2D, level, up->fmt,
pglCompressedTexImage2DARB(GL_TEXTURE_2D, level, up->fmt,
(GLsizei)level_w, (GLsizei)level_h, 0, (GLsizei)level_data_size, level_data);
}
@ -918,7 +918,7 @@ int ogl_tex_bind(Handle ht, uint unit)
{
// note: there are many call sites of glActiveTextureARB, so caching
// those and ignoring redundant sets isn't feasible.
glActiveTextureARB(GL_TEXTURE0+unit);
pglActiveTextureARB(GL_TEXTURE0+unit);
// special case: disable texturing
if(ht == 0)

View File

@ -254,7 +254,7 @@ void FixedFunctionModelRenderer::RenderModel(CModel* model, void* data)
// render the lot
size_t numFaces = mdldef->GetNumFaces();
glDrawRangeElementsEXT(GL_TRIANGLES, 0, mdldef->GetNumVertices(),
pglDrawRangeElementsEXT(GL_TRIANGLES, 0, mdldef->GetNumVertices(),
numFaces*3, GL_UNSIGNED_SHORT, m->ffmodeldef->m_Indices);
// bump stats

View File

@ -128,7 +128,7 @@ void HWLightingModelRenderer::Render(RenderModifierPtr modifier, u32 flags)
ogl_program_use(g_Renderer.m_VertexShader->m_ModelLight);
idx = g_Renderer.m_VertexShader->m_ModelLight_SHCoefficients;
glUniform3fvARB(idx, 9, (float*)coeffs);
pglUniform3fvARB(idx, 9, (float*)coeffs);
glEnableClientState(GL_NORMAL_ARRAY);
}
@ -138,7 +138,7 @@ void HWLightingModelRenderer::Render(RenderModifierPtr modifier, u32 flags)
if (m->streamflags & STREAM_UV0) glDisableClientState(GL_TEXTURE_COORD_ARRAY);
if (m->streamflags & STREAM_COLOR)
{
glUseProgramObjectARB(0);
pglUseProgramObjectARB(0);
glDisableClientState(GL_NORMAL_ARRAY);
}
@ -261,7 +261,7 @@ void HWLightingModelRenderer::RenderModel(CModel* model, void* data)
// render the lot
size_t numFaces = mdldef->GetNumFaces();
glDrawRangeElementsEXT(GL_TRIANGLES, 0, mdldef->GetNumVertices(),
pglDrawRangeElementsEXT(GL_TRIANGLES, 0, mdldef->GetNumVertices(),
numFaces*3, GL_UNSIGNED_SHORT, m->hwlmodeldef->m_Indices);
// bump stats

View File

@ -148,7 +148,7 @@ void InstancingModelRenderer::Render(RenderModifierPtr modifier, u32 flags)
ogl_program_use(g_Renderer.m_VertexShader->m_InstancingLight);
idx = g_Renderer.m_VertexShader->m_InstancingLight_SHCoefficients;
glUniform3fvARB(idx, 9, (float*)coeffs);
pglUniform3fvARB(idx, 9, (float*)coeffs);
glEnableClientState(GL_NORMAL_ARRAY);
}
@ -162,7 +162,7 @@ void InstancingModelRenderer::Render(RenderModifierPtr modifier, u32 flags)
if (m->streamflags & STREAM_UV0) glDisableClientState(GL_TEXTURE_COORD_ARRAY);
if (m->streamflags & STREAM_COLOR) glDisableClientState(GL_NORMAL_ARRAY);
glUseProgramObjectARB(0);
pglUseProgramObjectARB(0);
} while(!modifier->EndPass(m->pass++));
@ -241,20 +241,20 @@ void InstancingModelRenderer::RenderModel(CModel* model, void* data)
CColor sc = model->GetShadingColor();
glColor3f(sc.r, sc.g, sc.b);
glVertexAttrib4fARB(rpvs->m_InstancingLight_Instancing1, mat._11, mat._12, mat._13, mat._14);
glVertexAttrib4fARB(rpvs->m_InstancingLight_Instancing2, mat._21, mat._22, mat._23, mat._24);
glVertexAttrib4fARB(rpvs->m_InstancingLight_Instancing3, mat._31, mat._32, mat._33, mat._34);
pglVertexAttrib4fARB(rpvs->m_InstancingLight_Instancing1, mat._11, mat._12, mat._13, mat._14);
pglVertexAttrib4fARB(rpvs->m_InstancingLight_Instancing2, mat._21, mat._22, mat._23, mat._24);
pglVertexAttrib4fARB(rpvs->m_InstancingLight_Instancing3, mat._31, mat._32, mat._33, mat._34);
}
else
{
glVertexAttrib4fARB(rpvs->m_Instancing_Instancing1, mat._11, mat._12, mat._13, mat._14);
glVertexAttrib4fARB(rpvs->m_Instancing_Instancing2, mat._21, mat._22, mat._23, mat._24);
glVertexAttrib4fARB(rpvs->m_Instancing_Instancing3, mat._31, mat._32, mat._33, mat._34);
pglVertexAttrib4fARB(rpvs->m_Instancing_Instancing1, mat._11, mat._12, mat._13, mat._14);
pglVertexAttrib4fARB(rpvs->m_Instancing_Instancing2, mat._21, mat._22, mat._23, mat._24);
pglVertexAttrib4fARB(rpvs->m_Instancing_Instancing3, mat._31, mat._32, mat._33, mat._34);
}
// render the lot
size_t numFaces = mdldef->GetNumFaces();
glDrawRangeElementsEXT(GL_TRIANGLES, 0, mdldef->GetNumVertices(),
pglDrawRangeElementsEXT(GL_TRIANGLES, 0, mdldef->GetNumVertices(),
numFaces*3, GL_UNSIGNED_SHORT, m->imodeldef->m_Indices);
// bump stats

View File

@ -550,10 +550,10 @@ void CPatchRData::RenderBlends()
glVertexPointer(3,GL_FLOAT,stride,base+offsetof(SBlendVertex,m_Position));
glColorPointer(4,GL_UNSIGNED_BYTE,stride,base+offsetof(SBlendVertex,m_Color));
glClientActiveTextureARB(GL_TEXTURE0);
pglClientActiveTextureARB(GL_TEXTURE0);
glTexCoordPointer(2,GL_FLOAT,stride,base+offsetof(SBlendVertex,m_UVs[0]));
glClientActiveTextureARB(GL_TEXTURE1);
pglClientActiveTextureARB(GL_TEXTURE1);
glTexCoordPointer(2,GL_FLOAT,stride,base+offsetof(SBlendVertex,m_AlphaUVs[0]));
for (uint i=0;i<(uint)m_BlendSplats.size();i++) {
@ -652,8 +652,8 @@ void CPatchRData::RenderBaseSplats()
// set up texture environment for base pass
MICROLOG(L"base splat textures");
glActiveTextureARB(GL_TEXTURE0);
glClientActiveTextureARB(GL_TEXTURE0);
pglActiveTextureARB(GL_TEXTURE0);
pglClientActiveTextureARB(GL_TEXTURE0);
oglCheck();
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
@ -730,9 +730,9 @@ void CPatchRData::RenderBlendSplats()
uint i;
// switch on second uv set
glClientActiveTextureARB(GL_TEXTURE1);
pglClientActiveTextureARB(GL_TEXTURE1);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTextureARB(GL_TEXTURE0);
pglClientActiveTextureARB(GL_TEXTURE0);
// switch on the composite alpha map texture
(void)ogl_tex_bind(g_Renderer.m_hCompositeAlphaMap, 1);
@ -784,10 +784,10 @@ void CPatchRData::RenderBlendSplats()
u32 stride=sizeof(SBlendVertex);
glVertexPointer(3,GL_FLOAT,stride,base+offsetof(SBlendVertex,m_Position));
glColorPointer(4,GL_UNSIGNED_BYTE,stride,base+offsetof(SBlendVertex,m_Color));
glClientActiveTextureARB(GL_TEXTURE0);
pglClientActiveTextureARB(GL_TEXTURE0);
glTexCoordPointer(2,GL_FLOAT,stride,base+offsetof(SBlendVertex,m_UVs[0]));
glClientActiveTextureARB(GL_TEXTURE1);
pglClientActiveTextureARB(GL_TEXTURE1);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2,GL_FLOAT,stride,base+offsetof(SBlendVertex,m_AlphaUVs[0]));
@ -822,17 +822,17 @@ void CPatchRData::RenderBlendSplats()
glDisable(GL_BLEND);
// switch off second uv set
glClientActiveTextureARB(GL_TEXTURE1);
pglClientActiveTextureARB(GL_TEXTURE1);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTextureARB(GL_TEXTURE0);
pglClientActiveTextureARB(GL_TEXTURE0);
// switch off texture unit 1, make unit 0 active texture
g_Renderer.BindTexture(1,0);
glActiveTextureARB(GL_TEXTURE0);
pglActiveTextureARB(GL_TEXTURE0);
// tidy up client states
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTextureARB(GL_TEXTURE0);
pglClientActiveTextureARB(GL_TEXTURE0);
}
/////////////////////////////////////////////////////////////////////////////////////////////

View File

@ -49,7 +49,7 @@ u32 FastPlayerColorRender::BeginPass(uint pass)
// Result = (1 - ((1 - PlayerColor) * (1 - Texture.a)))*Texture*Color
// TexEnv #0
glActiveTextureARB(GL_TEXTURE0);
pglActiveTextureARB(GL_TEXTURE0);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE0);
@ -63,7 +63,7 @@ u32 FastPlayerColorRender::BeginPass(uint pass)
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
// TexEnv #1
glActiveTextureARB(GL_TEXTURE0+1);
pglActiveTextureARB(GL_TEXTURE0+1);
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
@ -78,7 +78,7 @@ u32 FastPlayerColorRender::BeginPass(uint pass)
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
// TexEnv #2
glActiveTextureARB(GL_TEXTURE0+2);
pglActiveTextureARB(GL_TEXTURE0+2);
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
@ -92,7 +92,7 @@ u32 FastPlayerColorRender::BeginPass(uint pass)
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
glActiveTextureARB(GL_TEXTURE0);
pglActiveTextureARB(GL_TEXTURE0);
return STREAM_POS|STREAM_COLOR|STREAM_UV0;
}
@ -101,11 +101,11 @@ u32 FastPlayerColorRender::BeginPass(uint pass)
bool FastPlayerColorRender::EndPass(uint pass)
{
// Restore state
glActiveTextureARB(GL_TEXTURE1);
pglActiveTextureARB(GL_TEXTURE1);
glDisable(GL_TEXTURE_2D);
glActiveTextureARB(GL_TEXTURE2);
pglActiveTextureARB(GL_TEXTURE2);
glDisable(GL_TEXTURE_2D);
glActiveTextureARB(GL_TEXTURE0);
pglActiveTextureARB(GL_TEXTURE0);
return true;
}
@ -147,7 +147,7 @@ u32 SlowPlayerColorRender::BeginPass(uint pass)
if (pass == 0)
{
// TexEnv #0
glActiveTextureARB(GL_TEXTURE0);
pglActiveTextureARB(GL_TEXTURE0);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
@ -179,7 +179,7 @@ u32 SlowPlayerColorRender::BeginPass(uint pass)
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
// TexEnv #1
glActiveTextureARB(GL_TEXTURE1);
pglActiveTextureARB(GL_TEXTURE1);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
@ -191,7 +191,7 @@ u32 SlowPlayerColorRender::BeginPass(uint pass)
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
glActiveTextureARB(GL_TEXTURE0);
pglActiveTextureARB(GL_TEXTURE0);
// Setup blending
glEnable(GL_BLEND);
@ -211,9 +211,9 @@ bool SlowPlayerColorRender::EndPass(uint pass)
return false; // need two passes
// Restore state
glActiveTextureARB(GL_TEXTURE1);
pglActiveTextureARB(GL_TEXTURE1);
glDisable(GL_TEXTURE_2D);
glActiveTextureARB(GL_TEXTURE0);
pglActiveTextureARB(GL_TEXTURE0);
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glDepthMask(1);

View File

@ -50,7 +50,7 @@ u32 PlainRenderModifier::BeginPass(uint pass)
debug_assert(pass == 0);
// set up texture environment for base pass - modulate texture and primary color
glActiveTextureARB(GL_TEXTURE0);
pglActiveTextureARB(GL_TEXTURE0);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);

View File

@ -960,7 +960,7 @@ void CRenderer::RenderWater()
float ty = fmod(time, 35.0f)/35.0f;
glTranslatef(tx, ty, 0);
glActiveTextureARB(GL_TEXTURE0);
pglActiveTextureARB(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
@ -1035,7 +1035,7 @@ void CRenderer::RenderWater()
}
glColor4f(m_WaterColor.r*losMod, m_WaterColor.g*losMod, m_WaterColor.b*losMod, alpha);
glMultiTexCoord2fARB(GL_TEXTURE0, vertX/16.0f, vertZ/16.0f);
pglMultiTexCoord2fARB(GL_TEXTURE0, vertX/16.0f, vertZ/16.0f);
glVertex3f(vertX, m_WaterHeight, vertZ);
}
} //end of x loop
@ -1381,7 +1381,7 @@ bool CRenderer::LoadTexture(CTexture* texture,u32 wrapflags)
// BindTexture: bind a GL texture object to current active unit
void CRenderer::BindTexture(int unit,GLuint tex)
{
glActiveTextureARB(GL_TEXTURE0+unit);
pglActiveTextureARB(GL_TEXTURE0+unit);
glBindTexture(GL_TEXTURE_2D,tex);
if (tex) {

View File

@ -373,7 +373,7 @@ void TransparencyRenderer::Render(RenderModifierPtr modifier, u32 flags)
// render the lot
size_t numFaces = mdef->GetNumFaces();
glDrawRangeElementsEXT(GL_TRIANGLES, 0, mdef->GetNumVertices(),
pglDrawRangeElementsEXT(GL_TRIANGLES, 0, mdef->GetNumVertices(),
numFaces*3, GL_UNSIGNED_SHORT, tmdl->m_Indices);
// bump stats

View File

@ -44,11 +44,11 @@ CVertexBuffer::CVertexBuffer(size_t vertexSize,bool dynamic)
glGetError(); // clear the error state
glGenBuffersARB(1,&m_Handle);
glBindBufferARB(GL_ARRAY_BUFFER_ARB,m_Handle);
pglGenBuffersARB(1,&m_Handle);
pglBindBufferARB(GL_ARRAY_BUFFER_ARB,m_Handle);
if (glGetError() != GL_NO_ERROR) throw PSERROR_Renderer_VBOFailed();
glBufferDataARB(GL_ARRAY_BUFFER_ARB,size,0,m_Dynamic ? GL_DYNAMIC_DRAW_ARB : GL_STATIC_DRAW_ARB);
pglBufferDataARB(GL_ARRAY_BUFFER_ARB,size,0,m_Dynamic ? GL_DYNAMIC_DRAW_ARB : GL_STATIC_DRAW_ARB);
if (glGetError() != GL_NO_ERROR) throw PSERROR_Renderer_VBOFailed();
} else {
@ -71,7 +71,7 @@ CVertexBuffer::CVertexBuffer(size_t vertexSize,bool dynamic)
CVertexBuffer::~CVertexBuffer()
{
if (m_Handle) {
glDeleteBuffersARB(1,&m_Handle);
pglDeleteBuffersARB(1,&m_Handle);
} else if (m_SysMem) {
delete[] m_SysMem;
}
@ -192,8 +192,8 @@ void CVertexBuffer::UpdateChunkVertices(VBChunk* chunk,void* data)
if (g_Renderer.m_Caps.m_VBO) {
debug_assert(m_Handle);
glGetError(); // clear the error state
glBindBufferARB(GL_ARRAY_BUFFER_ARB,m_Handle);
glBufferSubDataARB(GL_ARRAY_BUFFER_ARB,chunk->m_Index*m_VertexSize,chunk->m_Count*m_VertexSize,data);
pglBindBufferARB(GL_ARRAY_BUFFER_ARB,m_Handle);
pglBufferSubDataARB(GL_ARRAY_BUFFER_ARB,chunk->m_Index*m_VertexSize,chunk->m_Count*m_VertexSize,data);
if (glGetError() != GL_NO_ERROR) throw PSERROR_Renderer_VBOFailed();
} else {
debug_assert(m_SysMem);
@ -208,7 +208,7 @@ u8* CVertexBuffer::Bind()
{
u8* base;
if (g_Renderer.m_Caps.m_VBO) {
glBindBufferARB(GL_ARRAY_BUFFER_ARB,m_Handle);
pglBindBufferARB(GL_ARRAY_BUFFER_ARB,m_Handle);
base=(u8*) 0;
} else {
base=(u8*) m_SysMem;