}
loadingscreencleared = clear;
+#ifdef USE_GLES2
+ SCR_DrawLoadingScreen_SharedSetup(clear);
+ SCR_DrawLoadingScreen(clear);
+#else
if (qglDrawBuffer)
qglDrawBuffer(GL_BACK);
SCR_DrawLoadingScreen_SharedSetup(clear);
qglDrawBuffer(GL_BACK);
SCR_DrawLoadingScreen(clear);
}
+#endif
SCR_DrawLoadingScreen_SharedFinish(clear);
// this goes into the event loop, and should prevent unresponsive cursor on vista
SCR_SetUpToDrawConsole();
+#ifndef USE_GLES2
if (qglDrawBuffer)
{
CHECKGLERROR
qglDisable(GL_DITHER);CHECKGLERROR
}
}
+#endif
R_Viewport_InitOrtho(&viewport, &identitymatrix, 0, 0, vid.width, vid.height, 0, 0, vid_conwidth.integer, vid_conheight.integer, -10, 100, NULL);
R_Mesh_ResetRenderTargets();
f = pow((float)cl_updatescreen_quality, cl_minfps_qualitypower.value) * cl_minfps_qualityscale.value;
r_refdef.view.quality = bound(cl_minfps_qualitymin.value, f, cl_minfps_qualitymax.value);
+#ifndef USE_GLES2
if (qglPolygonStipple)
{
if(scr_stipple.integer)
qglDisable(GL_POLYGON_STIPPLE);CHECKGLERROR
}
}
+#endif
if (r_viewscale_fpsscaling.integer)
GL_Finish();
drawscreenstart = Sys_DoubleTime();
+#ifndef USE_GLES2
if (R_Stereo_Active())
{
r_stereo_side = 0;
SCR_DrawScreen();
}
else
+#endif
SCR_DrawScreen();
if (r_viewscale_fpsscaling.integer)
GL_Finish();
if (cl_video_stipple.integer || px != 0 || py != 0 || sx != vid_conwidth.integer || sy != vid_conheight.integer)
DrawQ_Fill(0, 0, vid_conwidth.integer, vid_conheight.integer, 0, 0, 0, 1, 0);
+#ifndef USE_GLES2
// enable video-only polygon stipple (of global stipple is not active)
if (qglPolygonStipple && !scr_stipple.integer && cl_video_stipple.integer)
{
}
qglPolygonStipple(stipple);CHECKGLERROR
}
+#endif
// draw video
DrawQ_SuperPic(px, py, &video->cpif, sx, sy, st[0], st[1], b, b, b, 1, st[2], st[3], b, b, b, 1, st[4], st[5], b, b, b, 1, st[6], st[7], b, b, b, 1, 0);
+#ifndef USE_GLES2
// disable video-only stipple
if (qglPolygonStipple && !scr_stipple.integer && cl_video_stipple.integer)
qglDisable(GL_POLYGON_STIPPLE);CHECKGLERROR
+#endif
// VorteX: draw subtitle_text
if (!video->subtitles || !cl_video_subtitles.integer)
data[x*4+2] = b;
}
Image_WriteTGABGRA(va("%s.tga", map_identifier), w, h, data);
+#ifndef USE_GLES2
if (r_font_compress.integer && qglGetCompressedTexImageARB && tex)
R_SaveTextureDDSFile(tex, va("dds/%s.dds", map_identifier), r_texture_dds_save.integer < 2, true);
+#endif
}
}
extern D3DCAPS9 vid_d3d9caps;
#endif
+// on GLES we have to use some proper #define's
+#ifndef GL_FRAMEBUFFER
+#define GL_FRAMEBUFFER 0x8D40
+#define GL_DEPTH_ATTACHMENT 0x8D00
+#define GL_COLOR_ATTACHMENT0 0x8CE0
+#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506
+#endif
+#ifndef GL_COLOR_ATTACHMENT1
+#define GL_COLOR_ATTACHMENT1 0x8CE1
+#define GL_COLOR_ATTACHMENT2 0x8CE2
+#define GL_COLOR_ATTACHMENT3 0x8CE3
+#define GL_COLOR_ATTACHMENT4 0x8CE4
+#define GL_COLOR_ATTACHMENT5 0x8CE5
+#define GL_COLOR_ATTACHMENT6 0x8CE6
+#define GL_COLOR_ATTACHMENT7 0x8CE7
+#define GL_COLOR_ATTACHMENT8 0x8CE8
+#define GL_COLOR_ATTACHMENT9 0x8CE9
+#define GL_COLOR_ATTACHMENT10 0x8CEA
+#define GL_COLOR_ATTACHMENT11 0x8CEB
+#define GL_COLOR_ATTACHMENT12 0x8CEC
+#define GL_COLOR_ATTACHMENT13 0x8CED
+#define GL_COLOR_ATTACHMENT14 0x8CEE
+#define GL_COLOR_ATTACHMENT15 0x8CEF
+#endif
+#ifndef GL_ARRAY_BUFFER
+#define GL_ARRAY_BUFFER 0x8892
+#define GL_ELEMENT_ARRAY_BUFFER 0x8893
+#endif
+//#ifndef GL_VERTEX_ARRAY
+//#define GL_VERTEX_ARRAY 0x8074
+//#define GL_COLOR_ARRAY 0x8076
+//#define GL_TEXTURE_COORD_ARRAY 0x8078
+//#endif
+#ifndef GL_TEXTURE0
+#define GL_TEXTURE0 0x84C0
+#define GL_TEXTURE1 0x84C1
+#define GL_TEXTURE2 0x84C2
+#define GL_TEXTURE3 0x84C3
+#define GL_TEXTURE4 0x84C4
+#define GL_TEXTURE5 0x84C5
+#define GL_TEXTURE6 0x84C6
+#define GL_TEXTURE7 0x84C7
+#define GL_TEXTURE8 0x84C8
+#define GL_TEXTURE9 0x84C9
+#define GL_TEXTURE10 0x84CA
+#define GL_TEXTURE11 0x84CB
+#define GL_TEXTURE12 0x84CC
+#define GL_TEXTURE13 0x84CD
+#define GL_TEXTURE14 0x84CE
+#define GL_TEXTURE15 0x84CF
+#define GL_TEXTURE16 0x84D0
+#define GL_TEXTURE17 0x84D1
+#define GL_TEXTURE18 0x84D2
+#define GL_TEXTURE19 0x84D3
+#define GL_TEXTURE20 0x84D4
+#define GL_TEXTURE21 0x84D5
+#define GL_TEXTURE22 0x84D6
+#define GL_TEXTURE23 0x84D7
+#define GL_TEXTURE24 0x84D8
+#define GL_TEXTURE25 0x84D9
+#define GL_TEXTURE26 0x84DA
+#define GL_TEXTURE27 0x84DB
+#define GL_TEXTURE28 0x84DC
+#define GL_TEXTURE29 0x84DD
+#define GL_TEXTURE30 0x84DE
+#define GL_TEXTURE31 0x84DF
+#endif
+
+#ifndef GL_TEXTURE_3D
+#define GL_TEXTURE_3D 0x806F
+#endif
+#ifndef GL_TEXTURE_CUBE_MAP
+#define GL_TEXTURE_CUBE_MAP 0x8513
+#endif
+//#ifndef GL_MODELVIEW
+//#define GL_MODELVIEW 0x1700
+//#endif
+//#ifndef GL_PROJECTION
+//#define GL_PROJECTION 0x1701
+//#endif
+//#ifndef GL_DECAL
+//#define GL_DECAL 0x2101
+//#endif
+//#ifndef GL_INTERPOLATE
+//#define GL_INTERPOLATE 0x8575
+//#endif
+
+
#define MAX_RENDERTARGETS 4
cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"};
Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
break;
#endif
-#ifdef GL_INVALID_FRAMEBUFFER_OPERATION_EXT
- case GL_INVALID_FRAMEBUFFER_OPERATION_EXT:
+#ifdef GL_INVALID_FRAMEBUFFER_OPERATION
+ case GL_INVALID_FRAMEBUFFER_OPERATION:
Con_Printf("GL_INVALID_FRAMEBUFFER_OPERATION at %s:%i\n", filename, linenumber);
break;
#endif
case RENDERPATH_GLES2:
// fetch current fbo here (default fbo is not 0 on some GLES devices)
if (vid.support.ext_framebuffer_object)
- qglGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &gl_state.defaultframebufferobject);
+ qglGetIntegerv(GL_FRAMEBUFFER_BINDING, &gl_state.defaultframebufferobject);
break;
case RENDERPATH_D3D9:
#ifdef SUPPORTD3D
case RENDERPATH_GL13:
case RENDERPATH_GL11:
case RENDERPATH_GLES1:
+#ifdef GL_PROJECTION
CHECKGLERROR
qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
// Load the projection matrix into OpenGL
Matrix4x4_ToArrayFloatGL(&gl_projectionmatrix, m);
qglLoadMatrixf(m);CHECKGLERROR
qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+#endif
break;
case RENDERPATH_D3D9:
#ifdef SUPPORTD3D
{
gl_state.vertexbufferobject = bufferobject;
CHECKGLERROR
- qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject);CHECKGLERROR
+ qglBindBufferARB(GL_ARRAY_BUFFER, bufferobject);CHECKGLERROR
}
}
{
gl_state.elementbufferobject = bufferobject;
CHECKGLERROR
- qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject);CHECKGLERROR
+ qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, bufferobject);CHECKGLERROR
}
}
return 0;
qglGenFramebuffersEXT(1, (GLuint*)&temp);CHECKGLERROR
R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
- if (depthtexture) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, depthtexture->gltexturetypeenum, R_GetTexture(depthtexture), 0);CHECKGLERROR
- if (colortexture) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, colortexture->gltexturetypeenum, R_GetTexture(colortexture), 0);CHECKGLERROR
- if (colortexture2) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, colortexture2->gltexturetypeenum, R_GetTexture(colortexture2), 0);CHECKGLERROR
- if (colortexture3) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT2_EXT, colortexture3->gltexturetypeenum, R_GetTexture(colortexture3), 0);CHECKGLERROR
- if (colortexture4) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT3_EXT, colortexture4->gltexturetypeenum, R_GetTexture(colortexture4), 0);CHECKGLERROR
+ if (depthtexture) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthtexture->gltexturetypeenum, R_GetTexture(depthtexture), 0);CHECKGLERROR
+ if (colortexture) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, colortexture->gltexturetypeenum, R_GetTexture(colortexture), 0);CHECKGLERROR
+ if (colortexture2) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, colortexture2->gltexturetypeenum, R_GetTexture(colortexture2), 0);CHECKGLERROR
+ if (colortexture3) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, colortexture3->gltexturetypeenum, R_GetTexture(colortexture3), 0);CHECKGLERROR
+ if (colortexture4) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, colortexture4->gltexturetypeenum, R_GetTexture(colortexture4), 0);CHECKGLERROR
return temp;
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
if (gl_state.framebufferobject)
{
gl_state.framebufferobject = 0;
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.defaultframebufferobject);
+ qglBindFramebufferEXT(GL_FRAMEBUFFER, gl_state.defaultframebufferobject);
}
break;
case RENDERPATH_D3D9:
if (gl_state.framebufferobject != fbo)
{
gl_state.framebufferobject = fbo;
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject);
+ qglBindFramebufferEXT(GL_FRAMEBUFFER, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject);
}
break;
case RENDERPATH_D3D9:
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GLES1:
+#ifdef GL_ALPHA_TEST
CHECKGLERROR
qglColorMask(1, 1, 1, 1);CHECKGLERROR
if (vid.support.arb_vertex_buffer_object)
{
- qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
- qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
+ qglBindBufferARB(GL_ARRAY_BUFFER, 0);
+ qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0);
}
if (vid.support.ext_framebuffer_object)
{
- //qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+ //qglBindRenderbufferEXT(GL_RENDERBUFFER, 0);
+ qglBindFramebufferEXT(GL_FRAMEBUFFER, 0);
}
qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
qglColor4f(1, 1, 1, 1);CHECKGLERROR
if (vid.support.ext_framebuffer_object)
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject);
+ qglBindFramebufferEXT(GL_FRAMEBUFFER, gl_state.framebufferobject);
gl_state.unit = MAX_TEXTUREUNITS;
gl_state.clientunit = MAX_TEXTUREUNITS;
}
if (vid.support.arb_texture_cube_map)
{
- qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
- qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
+ qglDisable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
+ qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR
}
GL_BindVBO(0);
qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
}
CHECKGLERROR
+#endif
break;
case RENDERPATH_SOFT:
DPSOFTRAST_ColorMask(1,1,1,1);
qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
if (vid.support.arb_vertex_buffer_object)
{
- qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
- qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
+ qglBindBufferARB(GL_ARRAY_BUFFER, 0);
+ qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0);
}
if (vid.support.ext_framebuffer_object)
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.defaultframebufferobject);
+ qglBindFramebufferEXT(GL_FRAMEBUFFER, gl_state.defaultframebufferobject);
qglEnableVertexAttribArray(GLSLATTRIB_POSITION);
qglVertexAttribPointer(GLSLATTRIB_POSITION, 3, GL_FLOAT, false, sizeof(float[3]), NULL);CHECKGLERROR
qglDisableVertexAttribArray(GLSLATTRIB_COLOR);
}
if (vid.support.arb_texture_cube_map)
{
- qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
+ qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR
}
}
for (i = 0;i < vid.texarrayunits;i++)
if (qglActiveTexture)
{
CHECKGLERROR
- qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
+ qglActiveTexture(GL_TEXTURE0 + gl_state.unit);
CHECKGLERROR
}
break;
if (qglActiveTexture)
{
CHECKGLERROR
- qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
+ qglClientActiveTexture(GL_TEXTURE0 + gl_state.clientunit);
CHECKGLERROR
}
break;
case RENDERPATH_GL20:
case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
+#ifdef USE_GLES2
+ qglDepthRangef(gl_state.depthrange[0], gl_state.depthrange[1]);
+#else
qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
+#endif
break;
case RENDERPATH_D3D9:
#ifdef SUPPORTD3D
}
else if (vid.support.ext_stencil_two_side)
{
+#ifdef GL_STENCIL_TEST_TWO_SIDE_EXT
qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR
qglStencilMask(writemask);CHECKGLERROR
qglStencilMask(writemask);CHECKGLERROR
qglStencilOp(backfail, backzfail, backzpass);CHECKGLERROR
qglStencilFunc(backcompare, comparereference, comparemask);CHECKGLERROR
+#endif
}
break;
case RENDERPATH_D3D9:
}
if (vid.support.ext_stencil_two_side)
{
+#ifdef GL_STENCIL_TEST_TWO_SIDE_EXT
qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
+#endif
}
qglStencilMask(writemask);CHECKGLERROR
qglStencilOp(fail, zfail, zpass);CHECKGLERROR
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GLES1:
+#ifdef GL_ALPHA_TEST
// only fixed function uses alpha test, other paths use pixel kill capability in shaders
CHECKGLERROR
if (gl_state.alphatest)
{
qglDisable(GL_ALPHA_TEST);CHECKGLERROR
}
+#endif
break;
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
case RENDERPATH_SOFT:
break;
case RENDERPATH_GL20:
+#ifdef GL_SAMPLE_ALPHA_TO_COVERAGE_ARB
// alpha to coverage turns the alpha value of the pixel into 0%, 25%, 50%, 75% or 100% by masking the multisample fragments accordingly
CHECKGLERROR
if (gl_state.alphatocoverage)
qglDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
// qglDisable(GL_MULTISAMPLE_ARB);CHECKGLERROR
}
+#endif
break;
}
}
}
if (mask & GL_DEPTH_BUFFER_BIT)
{
+#ifdef USE_GLES2
+ qglClearDepthf(depthvalue);CHECKGLERROR
+#else
qglClearDepth(depthvalue);CHECKGLERROR
+#endif
}
if (mask & GL_STENCIL_BUFFER_BIT)
{
qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD5, "Attrib_TexCoord5");
qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD6, "Attrib_TexCoord6");
qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD7, "Attrib_TexCoord7");
+#ifndef USE_GLES2
if(vid.support.gl20shaders130)
qglBindFragDataLocation(programobject, 0, "dp_FragColor");
+#endif
if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER, "vertex", vertexstrings_count, vertexstrings_list))
goto cleanup;
CHECKGLERROR
if (gl_mesh_testmanualfeeding.integer)
{
+#ifndef USE_GLES2
unsigned int i, j, element;
const GLfloat *p;
qglBegin(GL_TRIANGLES);
if (vid.texarrayunits > 1)
{
if (gl_state.units[j].pointer_texcoord_components == 4)
- qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
+ qglMultiTexCoord4f(GL_TEXTURE0 + j, p[0], p[1], p[2], p[3]);
else if (gl_state.units[j].pointer_texcoord_components == 3)
- qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
+ qglMultiTexCoord3f(GL_TEXTURE0 + j, p[0], p[1], p[2]);
else if (gl_state.units[j].pointer_texcoord_components == 2)
- qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
+ qglMultiTexCoord2f(GL_TEXTURE0 + j, p[0], p[1]);
else
- qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
+ qglMultiTexCoord1f(GL_TEXTURE0 + j, p[0]);
}
else
{
if (vid.texarrayunits > 1)
{
if (gl_state.units[j].pointer_texcoord_components == 4)
- qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, s[0], s[1], s[2], s[3]);
+ qglMultiTexCoord4f(GL_TEXTURE0 + j, s[0], s[1], s[2], s[3]);
else if (gl_state.units[j].pointer_texcoord_components == 3)
- qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, s[0], s[1], s[2]);
+ qglMultiTexCoord3f(GL_TEXTURE0 + j, s[0], s[1], s[2]);
else if (gl_state.units[j].pointer_texcoord_components == 2)
- qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, s[0], s[1]);
+ qglMultiTexCoord2f(GL_TEXTURE0 + j, s[0], s[1]);
else if (gl_state.units[j].pointer_texcoord_components == 1)
- qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, s[0]);
+ qglMultiTexCoord1f(GL_TEXTURE0 + j, s[0]);
}
else
{
if (vid.texarrayunits > 1)
{
if (gl_state.units[j].pointer_texcoord_components == 4)
- qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, sb[0], sb[1], sb[2], sb[3]);
+ qglMultiTexCoord4f(GL_TEXTURE0 + j, sb[0], sb[1], sb[2], sb[3]);
else if (gl_state.units[j].pointer_texcoord_components == 3)
- qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, sb[0], sb[1], sb[2]);
+ qglMultiTexCoord3f(GL_TEXTURE0 + j, sb[0], sb[1], sb[2]);
else if (gl_state.units[j].pointer_texcoord_components == 2)
- qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, sb[0], sb[1]);
+ qglMultiTexCoord2f(GL_TEXTURE0 + j, sb[0], sb[1]);
else if (gl_state.units[j].pointer_texcoord_components == 1)
- qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, sb[0]);
+ qglMultiTexCoord1f(GL_TEXTURE0 + j, sb[0]);
}
else
{
}
qglEnd();
CHECKGLERROR
+#endif
}
else if (bufferobject3s)
{
GL_BindEBO(bufferobject3s);
+#ifndef USE_GLES2
if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
{
qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
CHECKGLERROR
}
else
+#endif
{
qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
CHECKGLERROR
else if (bufferobject3i)
{
GL_BindEBO(bufferobject3i);
+#ifndef USE_GLES2
if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
{
qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
CHECKGLERROR
}
else
+#endif
{
qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
CHECKGLERROR
else if (element3s)
{
GL_BindEBO(0);
+#ifndef USE_GLES2
if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
{
qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s);
CHECKGLERROR
}
else
+#endif
{
qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
CHECKGLERROR
else if (element3i)
{
GL_BindEBO(0);
+#ifndef USE_GLES2
if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
{
qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i);
CHECKGLERROR
}
else
+#endif
{
qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
CHECKGLERROR
GLint attribsize;
GLenum attribtype;
GLchar attribname[1024];
- r = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
- if (r != GL_FRAMEBUFFER_COMPLETE_EXT)
+ r = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
+ if (r != GL_FRAMEBUFFER_COMPLETE)
Con_DPrintf("fbo %i not complete (default %i)\n", gl_state.framebufferobject, gl_state.defaultframebufferobject);
#ifndef GL_CURRENT_PROGRAM
#define GL_CURRENT_PROGRAM 0x8B8D
GL_BindEBO(buffer->bufferobject);
else
GL_BindVBO(buffer->bufferobject);
- qglBufferDataARB(buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER_ARB : GL_ARRAY_BUFFER_ARB, size, data, buffer->isdynamic ? GL_STREAM_DRAW_ARB : GL_STATIC_DRAW_ARB);
+ qglBufferDataARB(buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER, size, data, buffer->isdynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
break;
case RENDERPATH_D3D9:
#ifdef SUPPORTD3D
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GLES1:
+#ifdef GL_MODELVIEW
CHECKGLERROR
if (pointer)
{
qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
}
}
+#endif
break;
case RENDERPATH_GL20:
case RENDERPATH_GLES2:
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GLES1:
+#ifdef GL_MODELVIEW
CHECKGLERROR
if (pointer)
{
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
}
}
+#endif
break;
case RENDERPATH_GL20:
case RENDERPATH_GLES2:
return unit->t2d;
if (id == GL_TEXTURE_3D)
return unit->t3d;
- if (id == GL_TEXTURE_CUBE_MAP_ARB)
+ if (id == GL_TEXTURE_CUBE_MAP)
return unit->tcubemap;
return 0;
}
{
case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break;
case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break;
- case GL_TEXTURE_CUBE_MAP_ARB: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR}break;
+ case GL_TEXTURE_CUBE_MAP: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR}break;
}
break;
case RENDERPATH_GL11:
case GL_TEXTURE_3D:
tex3d = texnum;
break;
- case GL_TEXTURE_CUBE_MAP_ARB:
+ case GL_TEXTURE_CUBE_MAP:
texcubemap = texnum;
break;
}
{
if (unit->tcubemap == 0)
{
- qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+ qglEnable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
}
}
else
{
if (unit->tcubemap)
{
- qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+ qglDisable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
}
}
unit->tcubemap = texcubemap;
- qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
+ qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR
}
break;
case RENDERPATH_D3D9:
case RENDERPATH_GL20:
case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
+#ifdef GL_MODELVIEW
if (matrix && matrix->m[3][3])
{
// texmatrix specified, check if it is different
qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
}
}
+#endif
break;
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
break;
case RENDERPATH_GL13:
case RENDERPATH_GLES1:
+#ifdef GL_TEXTURE_ENV
// GL_ARB_texture_env_combine
if (!combinergb)
combinergb = GL_MODULATE;
if (combinergb != combinealpha || rgbscale != 1 || alphascale != 1)
{
if (combinergb == GL_DECAL)
- combinergb = GL_INTERPOLATE_ARB;
- if (unit->combine != GL_COMBINE_ARB)
+ combinergb = GL_INTERPOLATE;
+ if (unit->combine != GL_COMBINE)
{
- unit->combine = GL_COMBINE_ARB;
+ unit->combine = GL_COMBINE;
GL_ActiveTexture(unitnum);
- qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
+ qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE mode
}
if (unit->combinergb != combinergb)
{
unit->combinergb = combinergb;
GL_ActiveTexture(unitnum);
- qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, unit->combinergb);CHECKGLERROR
}
if (unit->combinealpha != combinealpha)
{
unit->combinealpha = combinealpha;
GL_ActiveTexture(unitnum);
- qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, unit->combinealpha);CHECKGLERROR
}
if (unit->rgbscale != rgbscale)
{
unit->rgbscale = rgbscale;
GL_ActiveTexture(unitnum);
- qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, unit->rgbscale);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, unit->rgbscale);CHECKGLERROR
}
if (unit->alphascale != alphascale)
{
qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
}
}
+#endif
break;
case RENDERPATH_GL11:
// normal GL texenv
+#ifdef GL_TEXTURE_ENV
if (!combinergb)
combinergb = GL_MODULATE;
if (unit->combine != combinergb)
GL_ActiveTexture(unitnum);
qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
}
+#endif
break;
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
case RENDERPATH_GL20:
case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
- qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
+ qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT);
break;
case RENDERPATH_D3D9:
#ifdef SUPPORTD3D
case RENDERPATH_GL20:
case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
- qglBlendEquationEXT(GL_FUNC_ADD_EXT);
+ qglBlendEquationEXT(GL_FUNC_ADD);
break;
case RENDERPATH_D3D9:
#ifdef SUPPORTD3D
if (!pic->autoload)
{
pic->tex = R_LoadTexture2D(drawtexturepool, pic->name, image_width, image_height, pixels, vid.sRGB2D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, pic->texflags & (pic->hasalpha ? ~0 : ~TEXF_ALPHA), -1, NULL);
+#ifndef USE_GLES2
if (r_texture_dds_save.integer && qglGetCompressedTexImageARB && pic->tex)
R_SaveTextureDDSFile(pic->tex, va("dds/%s.dds", pic->name), r_texture_dds_save.integer < 2, pic->hasalpha);
+#endif
}
}
if (!loaded)
if (pic->tex == NULL)
{
pic->tex = loadtextureimage(drawtexturepool, pic->name, false, pic->texflags, true, vid.sRGB2D);
+#ifndef USE_GLES2
if (r_texture_dds_save.integer && qglGetCompressedTexImageARB && pic->tex)
R_SaveTextureDDSFile(pic->tex, va("dds/%s.dds", pic->name), r_texture_dds_save.integer < 2, pic->hasalpha);
+#endif
}
if (pic->tex == NULL && !strncmp(pic->name, "gfx/", 4))
{
pic->tex = loadtextureimage(drawtexturepool, pic->name+4, false, pic->texflags, true, vid.sRGB2D);
+#ifndef USE_GLES2
if (r_texture_dds_save.integer && qglGetCompressedTexImageARB && pic->tex)
R_SaveTextureDDSFile(pic->tex, va("dds/%s.dds", pic->name), r_texture_dds_save.integer < 2, pic->hasalpha);
+#endif
}
if (pic->tex == NULL)
pic->tex = draw_generatepic(pic->name, true);
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
+#ifndef USE_GLES2
CHECKGLERROR
qglBegin(GL_LINE_LOOP);
for (num = 0;num < mesh->num_vertices;num++)
}
qglEnd();
CHECKGLERROR
+#endif
break;
case RENDERPATH_D3D9:
//Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
+#ifndef USE_GLES2
CHECKGLERROR
//qglLineWidth(width);CHECKGLERROR
qglVertex2f(x2, y2);
qglEnd();
CHECKGLERROR
+#endif
break;
case RENDERPATH_D3D9:
//Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
{
{"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
{"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
- {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
+ {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
{"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
{"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
{"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
}
}
R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
+#ifndef USE_GLES2
//Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
+#endif
}
if (r_loaddds)
skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
Mem_Free(pixels);
}
+#ifndef USE_GLES2
if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
+#endif
}
// _luma is supported only for tenebrae compatibility
if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
{
skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+#ifndef USE_GLES2
if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
+#endif
Mem_Free(pixels);pixels = NULL;
}
if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
{
skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+#ifndef USE_GLES2
if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
+#endif
Mem_Free(pixels);
pixels = NULL;
}
if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
{
skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+#ifndef USE_GLES2
if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
+#endif
Mem_Free(pixels);
pixels = NULL;
}
if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
{
skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+#ifndef USE_GLES2
if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
+#endif
Mem_Free(pixels);
pixels = NULL;
}
if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
{
skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+#ifndef USE_GLES2
if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
+#endif
Mem_Free(pixels);
pixels = NULL;
}
case RENDERPATH_GL20:
case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
+#ifdef GL_SAMPLES_PASSED_ARB
if (r_maxqueries)
qglDeleteQueriesARB(r_maxqueries, r_queries);
+#endif
break;
case RENDERPATH_D3D9:
//Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
GL_Init
===============
*/
+#ifndef USE_GLES2
extern char *ENGINE_EXTENSIONS;
void GL_Init (void)
{
// clear to black (loading plaque will be seen over this)
GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
}
+#endif
int R_CullBox(const vec3_t mins, const vec3_t maxs)
{
r_bloomstate.texture_framebuffercolor = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
r_bloomstate.fbo_framebuffer = R_Mesh_CreateFramebufferObject(r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
R_Mesh_SetRenderTargets(r_bloomstate.fbo_framebuffer, r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
+#ifndef USE_GLES2
// render depth into one texture and normalmap into the other
if (qglDrawBuffer)
{
int status;
- qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
- qglReadBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
- status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
- if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
+ qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
+ qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
+ status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
+ if (status != GL_FRAMEBUFFER_COMPLETE)
Con_Printf("R_Bloom_StartFrame: glCheckFramebufferStatusEXT returned %i\n", status);
}
+#endif
}
r_bloomstate.bloomtexturewidth = bloomtexturewidth;
r_bloomstate.bloomtextureheight = bloomtextureheight;
GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
+#ifndef USE_GLES2
if (r_showtris.integer && qglPolygonMode)
{
if (r_showdisabledepthtest.integer)
}
rsurface.texture = NULL;
}
+#endif
}
extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
#include "intoverflow.h"
#include "dpsoftrast.h"
+#ifndef GL_TEXTURE_3D
+#define GL_TEXTURE_3D 0x806F
+#endif
+
cvar_t gl_max_size = {CVAR_SAVE, "gl_max_size", "2048", "maximum allowed texture size, can be used to reduce video memory usage, limited by hardware capabilities (typically 2048, 4096, or 8192)"};
cvar_t gl_max_lightmapsize = {CVAR_SAVE, "gl_max_lightmapsize", "1024", "maximum allowed texture size for lightmap textures, use larger values to improve rendering speed, as long as there is enough video memory available (setting it too high for the hardware will cause very bad performance)"};
cvar_t gl_picmip = {CVAR_SAVE, "gl_picmip", "0", "reduces resolution of textures by powers of 2, for example 1 will halve width/height, reducing texture memory usage by 75%"};
}
textypeinfo_t;
+#ifdef USE_GLES2
+// framebuffer texture formats
+// GLES2 devices rarely support depth textures, so we actually use a renderbuffer there
+static textypeinfo_t textype_shadowmap16 = {"shadowmap16", TEXTYPE_SHADOWMAP , 2, 2, 2.0f, GL_DEPTH_COMPONENT16 , GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT};
+static textypeinfo_t textype_shadowmap24 = {"shadowmap24", TEXTYPE_SHADOWMAP , 2, 2, 2.0f, GL_DEPTH_COMPONENT16 , GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT};
+static textypeinfo_t textype_colorbuffer = {"colorbuffer", TEXTYPE_COLORBUFFER , 4, 4, 4.0f, GL_RGBA , GL_BGRA , GL_UNSIGNED_BYTE };
+static textypeinfo_t textype_colorbuffer16f = {"colorbuffer16f", TEXTYPE_COLORBUFFER16F, 8, 8, 8.0f, GL_RGBA , GL_RGBA , GL_FLOAT };
+static textypeinfo_t textype_colorbuffer32f = {"colorbuffer32f", TEXTYPE_COLORBUFFER32F, 16, 16, 16.0f, GL_RGBA , GL_RGBA , GL_FLOAT };
+
+// image formats:
+static textypeinfo_t textype_alpha = {"alpha", TEXTYPE_ALPHA , 1, 4, 4.0f, GL_ALPHA , GL_ALPHA , GL_UNSIGNED_BYTE };
+static textypeinfo_t textype_palette = {"palette", TEXTYPE_PALETTE , 1, 4, 4.0f, GL_RGBA , GL_BGRA , GL_UNSIGNED_BYTE };
+static textypeinfo_t textype_palette_alpha = {"palette_alpha", TEXTYPE_PALETTE , 1, 4, 4.0f, GL_RGBA , GL_BGRA , GL_UNSIGNED_BYTE };
+static textypeinfo_t textype_rgba = {"rgba", TEXTYPE_RGBA , 4, 4, 4.0f, GL_RGBA , GL_RGBA , GL_UNSIGNED_BYTE };
+static textypeinfo_t textype_rgba_alpha = {"rgba_alpha", TEXTYPE_RGBA , 4, 4, 4.0f, GL_RGBA , GL_RGBA , GL_UNSIGNED_BYTE };
+static textypeinfo_t textype_bgra = {"bgra", TEXTYPE_BGRA , 4, 4, 4.0f, GL_RGBA , GL_BGRA , GL_UNSIGNED_BYTE };
+static textypeinfo_t textype_bgra_alpha = {"bgra_alpha", TEXTYPE_BGRA , 4, 4, 4.0f, GL_RGBA , GL_BGRA , GL_UNSIGNED_BYTE };
+#else
// framebuffer texture formats
static textypeinfo_t textype_shadowmap16 = {"shadowmap16", TEXTYPE_SHADOWMAP , 2, 2, 2.0f, GL_DEPTH_COMPONENT16_ARB , GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT};
static textypeinfo_t textype_shadowmap24 = {"shadowmap24", TEXTYPE_SHADOWMAP , 4, 4, 4.0f, GL_DEPTH_COMPONENT24_ARB , GL_DEPTH_COMPONENT, GL_UNSIGNED_INT };
static textypeinfo_t textype_sRGB_dxt1a = {"sRGB_dxt1a", TEXTYPE_DXT1A , 4, 0, 0.5f, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0 , 0 };
static textypeinfo_t textype_sRGB_dxt3 = {"sRGB_dxt3", TEXTYPE_DXT3 , 4, 0, 1.0f, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0 , 0 };
static textypeinfo_t textype_sRGB_dxt5 = {"sRGB_dxt5", TEXTYPE_DXT5 , 4, 0, 1.0f, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0 , 0 };
+#endif
typedef enum gltexturetype_e
{
}
gltexturetype_t;
-static int gltexturetypeenums[GLTEXTURETYPE_TOTAL] = {GL_TEXTURE_2D, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP_ARB};
+static int gltexturetypeenums[GLTEXTURETYPE_TOTAL] = {GL_TEXTURE_2D, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP};
static int gltexturetypedimensions[GLTEXTURETYPE_TOTAL] = {2, 3, 2};
static int cubemapside[6] =
{
- GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
- GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
- GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
- GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
- GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
- GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB
+ GL_TEXTURE_CUBE_MAP_POSITIVE_X,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
};
typedef struct gltexture_s
static textypeinfo_t *R_GetTexTypeInfo(textype_t textype, int flags)
{
+#ifdef USE_GLES2
+ switch(textype)
+ {
+ case TEXTYPE_PALETTE: return (flags & TEXF_ALPHA) ? &textype_palette_alpha : &textype_palette;
+ case TEXTYPE_RGBA: return ((flags & TEXF_ALPHA) ? &textype_rgba_alpha : &textype_rgba);
+ case TEXTYPE_BGRA: return ((flags & TEXF_ALPHA) ? &textype_bgra_alpha : &textype_bgra);
+ case TEXTYPE_ALPHA: return &textype_alpha;
+ case TEXTYPE_SHADOWMAP: return (flags & TEXF_LOWPRECISION) ? &textype_shadowmap16 : &textype_shadowmap24;
+ case TEXTYPE_COLORBUFFER: return &textype_colorbuffer;
+ case TEXTYPE_COLORBUFFER16F: return &textype_colorbuffer16f;
+ case TEXTYPE_COLORBUFFER32F: return &textype_colorbuffer32f;
+ default:
+ Host_Error("R_GetTexTypeInfo: unknown texture format");
+ break;
+ }
+#else
switch(textype)
{
case TEXTYPE_DXT1: return &textype_dxt1;
Host_Error("R_GetTexTypeInfo: unknown texture format");
break;
}
+#endif
return NULL;
}
}
qglTexParameteri(textureenum, GL_TEXTURE_WRAP_S, wrapmode);CHECKGLERROR
qglTexParameteri(textureenum, GL_TEXTURE_WRAP_T, wrapmode);CHECKGLERROR
+#ifdef GL_TEXTURE_WRAP_R
if (gltexturetypedimensions[texturetype] >= 3)
{
qglTexParameteri(textureenum, GL_TEXTURE_WRAP_R, wrapmode);CHECKGLERROR
}
+#endif
CHECKGLERROR
if (!gl_filter_force && flags & TEXF_FORCENEAREST)
qglTexParameteri(textureenum, GL_TEXTURE_MAG_FILTER, gl_filter_mag);CHECKGLERROR
}
+#ifndef USE_GLES2
if (textype == TEXTYPE_SHADOWMAP)
{
if (vid.support.arb_shadow)
}
qglTexParameteri(textureenum, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);CHECKGLERROR
}
+#endif
CHECKGLERROR
}
oldbindtexnum = R_Mesh_TexBound(0, gltexturetypeenums[glt->texturetype]);
qglBindTexture(gltexturetypeenums[glt->texturetype], glt->texnum);CHECKGLERROR
+#ifdef GL_TEXTURE_COMPRESSION_HINT_ARB
if (qglGetCompressedTexImageARB)
{
if (gl_texturecompression.integer >= 2)
qglHint(GL_TEXTURE_COMPRESSION_HINT_ARB, GL_FASTEST);
CHECKGLERROR
}
+#endif
switch(glt->texturetype)
{
case GLTEXTURETYPE_2D:
}
break;
case GLTEXTURETYPE_3D:
+#ifndef USE_GLES2
qglTexImage3D(GL_TEXTURE_3D, mip++, glt->glinternalformat, width, height, depth, 0, glt->glformat, glt->gltype, prevbuffer);CHECKGLERROR
if (glt->flags & TEXF_MIPMAP)
{
qglTexImage3D(GL_TEXTURE_3D, mip++, glt->glinternalformat, width, height, depth, 0, glt->glformat, glt->gltype, prevbuffer);CHECKGLERROR
}
}
+#endif
break;
case GLTEXTURETYPE_CUBEMAP:
// convert and upload each side in turn,
return NULL;
// see if we need to swap red and blue (BGRA <-> RGBA conversion)
+ if (textype == TEXTYPE_PALETTE && vid.forcetextype == TEXTYPE_RGBA)
+ {
+ int numpixels = width * height * depth * sides;
+ size = numpixels * 4;
+ temppixels = (unsigned char *)Mem_Alloc(tempmempool, size);
+ if (data)
+ {
+ const unsigned char *p;
+ unsigned char *o = temppixels;
+ for (i = 0;i < numpixels;i++, o += 4)
+ {
+ p = (const unsigned char *)palette + 4*data[i];
+ o[0] = p[2];
+ o[1] = p[1];
+ o[2] = p[0];
+ o[3] = p[3];
+ }
+ }
+ data = temppixels;
+ textype = TEXTYPE_RGBA;
+ }
swaprb = false;
switch(textype)
{
static int rgbaswapindices[4] = {2, 1, 0, 3};
size = width * height * depth * sides * 4;
temppixels = (unsigned char *)Mem_Alloc(tempmempool, size);
- Image_CopyMux(temppixels, data, width, height*depth*sides, false, false, false, 4, 4, rgbaswapindices);
+ if (data)
+ Image_CopyMux(temppixels, data, width, height*depth*sides, false, false, false, 4, 4, rgbaswapindices);
data = temppixels;
}
int R_SaveTextureDDSFile(rtexture_t *rt, const char *filename, qboolean skipuncompressed, qboolean hasalpha)
{
+#ifdef USE_GLES2
+ return -1; // unsupported on this platform
+#else
gltexture_t *glt = (gltexture_t *)rt;
unsigned char *dds;
int oldbindtexnum;
ret = FS_WriteFile(filename, dds, ddssize);
Mem_Free(dds);
return ret ? ddssize : -5;
+#endif
}
rtexture_t *R_LoadTextureDDSFile(rtexturepool_t *rtexturepool, const char *filename, int flags, qboolean *hasalphaflag, float *avgcolor, int miplevel) // DDS textures are opaque, so miplevel isn't a pointer but just seen as a hint
case RENDERPATH_GL20:
case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
+#ifdef GL_TEXTURE_MAX_LEVEL
if (dds_miplevels >= 1 && !mipcomplete)
{
// need to set GL_TEXTURE_MAX_LEVEL
qglTexParameteri(gltexturetypeenums[glt->texturetype], GL_TEXTURE_MAX_LEVEL, dds_miplevels - 1);CHECKGLERROR
}
+#endif
GL_SetupTextureParameters(glt->flags, glt->textype->textype, glt->texturetype);
qglBindTexture(gltexturetypeenums[glt->texturetype], oldbindtexnum);CHECKGLERROR
break;
#ifndef GLQUAKE_H
#define GLQUAKE_H
+#ifdef USE_GLES2
+#ifdef __IPHONEOS__
+#include <OpenGLES/ES2/gl.h>
+#else
+#include <SDL_opengles2.h>
+#endif
+// used in R_SetupShader_Generic calls, not actually passed to GL
+#ifndef GL_MODULATE
+#define GL_MODULATE 0x2100
+#define GL_DECAL 0x2101
+#define GL_ADD 0x0104
+#endif
+#endif
+
// disable data conversion warnings
#ifdef _MSC_VER
//====================================================
+#ifndef USE_GLES2
// wgl uses APIENTRY
#ifndef APIENTRY
#define APIENTRY
extern void (GLAPIENTRY *qglMultiTexCoord4f) (GLenum, GLfloat, GLfloat, GLfloat, GLfloat);
extern void (GLAPIENTRY *qglActiveTexture) (GLenum);
extern void (GLAPIENTRY *qglClientActiveTexture) (GLenum);
-#ifndef GL_ACTIVE_TEXTURE_ARB
-#define GL_ACTIVE_TEXTURE_ARB 0x84E0
-#define GL_CLIENT_ACTIVE_TEXTURE_ARB 0x84E1
-#define GL_MAX_TEXTURE_UNITS_ARB 0x84E2
-#define GL_TEXTURE0_ARB 0x84C0
-#define GL_TEXTURE1_ARB 0x84C1
-#define GL_TEXTURE2_ARB 0x84C2
-#define GL_TEXTURE3_ARB 0x84C3
-#define GL_TEXTURE4_ARB 0x84C4
-#define GL_TEXTURE5_ARB 0x84C5
-#define GL_TEXTURE6_ARB 0x84C6
-#define GL_TEXTURE7_ARB 0x84C7
-#define GL_TEXTURE8_ARB 0x84C8
-#define GL_TEXTURE9_ARB 0x84C9
-#define GL_TEXTURE10_ARB 0x84CA
-#define GL_TEXTURE11_ARB 0x84CB
-#define GL_TEXTURE12_ARB 0x84CC
-#define GL_TEXTURE13_ARB 0x84CD
-#define GL_TEXTURE14_ARB 0x84CE
-#define GL_TEXTURE15_ARB 0x84CF
-#define GL_TEXTURE16_ARB 0x84D0
-#define GL_TEXTURE17_ARB 0x84D1
-#define GL_TEXTURE18_ARB 0x84D2
-#define GL_TEXTURE19_ARB 0x84D3
-#define GL_TEXTURE20_ARB 0x84D4
-#define GL_TEXTURE21_ARB 0x84D5
-#define GL_TEXTURE22_ARB 0x84D6
-#define GL_TEXTURE23_ARB 0x84D7
-#define GL_TEXTURE24_ARB 0x84D8
-#define GL_TEXTURE25_ARB 0x84D9
-#define GL_TEXTURE26_ARB 0x84DA
-#define GL_TEXTURE27_ARB 0x84DB
-#define GL_TEXTURE28_ARB 0x84DC
-#define GL_TEXTURE29_ARB 0x84DD
-#define GL_TEXTURE30_ARB 0x84DE
-#define GL_TEXTURE31_ARB 0x84DF
+#ifndef GL_ACTIVE_TEXTURE
+#define GL_ACTIVE_TEXTURE 0x84E0
+#define GL_CLIENT_ACTIVE_TEXTURE 0x84E1
+#define GL_MAX_TEXTURE_UNITS 0x84E2
+#define GL_TEXTURE0 0x84C0
+#define GL_TEXTURE1 0x84C1
+#define GL_TEXTURE2 0x84C2
+#define GL_TEXTURE3 0x84C3
+#define GL_TEXTURE4 0x84C4
+#define GL_TEXTURE5 0x84C5
+#define GL_TEXTURE6 0x84C6
+#define GL_TEXTURE7 0x84C7
+#define GL_TEXTURE8 0x84C8
+#define GL_TEXTURE9 0x84C9
+#define GL_TEXTURE10 0x84CA
+#define GL_TEXTURE11 0x84CB
+#define GL_TEXTURE12 0x84CC
+#define GL_TEXTURE13 0x84CD
+#define GL_TEXTURE14 0x84CE
+#define GL_TEXTURE15 0x84CF
+#define GL_TEXTURE16 0x84D0
+#define GL_TEXTURE17 0x84D1
+#define GL_TEXTURE18 0x84D2
+#define GL_TEXTURE19 0x84D3
+#define GL_TEXTURE20 0x84D4
+#define GL_TEXTURE21 0x84D5
+#define GL_TEXTURE22 0x84D6
+#define GL_TEXTURE23 0x84D7
+#define GL_TEXTURE24 0x84D8
+#define GL_TEXTURE25 0x84D9
+#define GL_TEXTURE26 0x84DA
+#define GL_TEXTURE27 0x84DB
+#define GL_TEXTURE28 0x84DC
+#define GL_TEXTURE29 0x84DD
+#define GL_TEXTURE30 0x84DE
+#define GL_TEXTURE31 0x84DF
#endif
// GL_ARB_texture_env_combine
-#ifndef GL_COMBINE_ARB
-#define GL_COMBINE_ARB 0x8570
-#define GL_COMBINE_RGB_ARB 0x8571
-#define GL_COMBINE_ALPHA_ARB 0x8572
-#define GL_SOURCE0_RGB_ARB 0x8580
-#define GL_SOURCE1_RGB_ARB 0x8581
-#define GL_SOURCE2_RGB_ARB 0x8582
-#define GL_SOURCE0_ALPHA_ARB 0x8588
-#define GL_SOURCE1_ALPHA_ARB 0x8589
-#define GL_SOURCE2_ALPHA_ARB 0x858A
-#define GL_OPERAND0_RGB_ARB 0x8590
-#define GL_OPERAND1_RGB_ARB 0x8591
-#define GL_OPERAND2_RGB_ARB 0x8592
-#define GL_OPERAND0_ALPHA_ARB 0x8598
-#define GL_OPERAND1_ALPHA_ARB 0x8599
-#define GL_OPERAND2_ALPHA_ARB 0x859A
-#define GL_RGB_SCALE_ARB 0x8573
-#define GL_ADD_SIGNED_ARB 0x8574
-#define GL_INTERPOLATE_ARB 0x8575
-#define GL_SUBTRACT_ARB 0x84E7
-#define GL_CONSTANT_ARB 0x8576
-#define GL_PRIMARY_COLOR_ARB 0x8577
-#define GL_PREVIOUS_ARB 0x8578
+#ifndef GL_COMBINE
+#define GL_COMBINE 0x8570
+#define GL_COMBINE_RGB 0x8571
+#define GL_COMBINE_ALPHA 0x8572
+#define GL_SOURCE0_RGB 0x8580
+#define GL_SOURCE1_RGB 0x8581
+#define GL_SOURCE2_RGB 0x8582
+#define GL_SOURCE0_ALPHA 0x8588
+#define GL_SOURCE1_ALPHA 0x8589
+#define GL_SOURCE2_ALPHA 0x858A
+#define GL_OPERAND0_RGB 0x8590
+#define GL_OPERAND1_RGB 0x8591
+#define GL_OPERAND2_RGB 0x8592
+#define GL_OPERAND0_ALPHA 0x8598
+#define GL_OPERAND1_ALPHA 0x8599
+#define GL_OPERAND2_ALPHA 0x859A
+#define GL_RGB_SCALE 0x8573
+#define GL_ADD_SIGNED 0x8574
+#define GL_INTERPOLATE 0x8575
+#define GL_SUBTRACT 0x84E7
+#define GL_CONSTANT 0x8576
+#define GL_PRIMARY_COLOR 0x8577
+#define GL_PREVIOUS 0x8578
#endif
#ifndef GL_MAX_ELEMENTS_VERTICES
extern void (GLAPIENTRY *qglCopyTexSubImage3D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
#endif
-#ifndef GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB
-#define GL_NORMAL_MAP_ARB 0x8511
-#define GL_REFLECTION_MAP_ARB 0x8512
-#define GL_TEXTURE_CUBE_MAP_ARB 0x8513
-#define GL_TEXTURE_BINDING_CUBE_MAP_ARB 0x8514
-#define GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB 0x8515
-#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB 0x8516
-#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB 0x8517
-#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB 0x8518
-#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB 0x8519
-#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB 0x851A
-#define GL_PROXY_TEXTURE_CUBE_MAP_ARB 0x851B
-#define GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB 0x851C
+#ifndef GL_TEXTURE_CUBE_MAP_POSITIVE_X
+#define GL_NORMAL_MAP 0x8511
+#define GL_REFLECTION_MAP 0x8512
+#define GL_TEXTURE_CUBE_MAP 0x8513
+#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A
+#define GL_PROXY_TEXTURE_CUBE_MAP 0x851B
+#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C
#endif
#ifndef GL_DEPTH_COMPONENT16_ARB
extern void (GLAPIENTRY *qglActiveStencilFaceEXT)(GLenum);
//GL_EXT_blend_minmax
-#ifndef GL_FUNC_ADD_EXT
-#define GL_FUNC_ADD_EXT 0x8006 // also supplied by GL_EXT_blend_subtract
-#define GL_MIN_EXT 0x8007
-#define GL_MAX_EXT 0x8008
-#define GL_BLEND_EQUATION_EXT 0x8009 // also supplied by GL_EXT_blend_subtract
-extern void (GLAPIENTRY *qglBlendEquationEXT)(GLenum); // also supplied by GL_EXT_blend_subtract
+#ifndef GL_FUNC_ADD
+#define GL_FUNC_ADD 0x8006 // also supplied by GL_blend_subtract
+#define GL_MIN 0x8007
+#define GL_MAX 0x8008
+#define GL_BLEND_EQUATION 0x8009 // also supplied by GL_blend_subtract
+extern void (GLAPIENTRY *qglBlendEquationEXT)(GLenum); // also supplied by GL_blend_subtract
#endif
//GL_EXT_blend_subtract
-#ifndef GL_FUNC_SUBTRACT_EXT
-#define GL_FUNC_SUBTRACT_EXT 0x800A
-#define GL_FUNC_REVERSE_SUBTRACT_EXT 0x800B
-extern void (GLAPIENTRY *qglBlendEquationEXT)(GLenum); // also supplied by GL_EXT_blend_subtract
+#ifndef GL_FUNC_SUBTRACT
+#define GL_FUNC_SUBTRACT 0x800A
+#define GL_FUNC_REVERSE_SUBTRACT 0x800B
+extern void (GLAPIENTRY *qglBlendEquationEXT)(GLenum); // also supplied by GL_blend_subtract
#endif
//GL_ARB_texture_non_power_of_two
//GL_ARB_vertex_buffer_object
-#ifndef GL_ARRAY_BUFFER_ARB
-#define GL_ARRAY_BUFFER_ARB 0x8892
-#define GL_ELEMENT_ARRAY_BUFFER_ARB 0x8893
-#define GL_ARRAY_BUFFER_BINDING_ARB 0x8894
-#define GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB 0x8895
-#define GL_VERTEX_ARRAY_BUFFER_BINDING_ARB 0x8896
-#define GL_NORMAL_ARRAY_BUFFER_BINDING_ARB 0x8897
-#define GL_COLOR_ARRAY_BUFFER_BINDING_ARB 0x8898
-#define GL_INDEX_ARRAY_BUFFER_BINDING_ARB 0x8899
-#define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB 0x889A
-#define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB 0x889B
-#define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB 0x889C
-#define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB 0x889D
-#define GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB 0x889E
-#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB 0x889F
-#define GL_STREAM_DRAW_ARB 0x88E0
-#define GL_STREAM_READ_ARB 0x88E1
-#define GL_STREAM_COPY_ARB 0x88E2
-#define GL_STATIC_DRAW_ARB 0x88E4
-#define GL_STATIC_READ_ARB 0x88E5
-#define GL_STATIC_COPY_ARB 0x88E6
-#define GL_DYNAMIC_DRAW_ARB 0x88E8
-#define GL_DYNAMIC_READ_ARB 0x88E9
-#define GL_DYNAMIC_COPY_ARB 0x88EA
-#define GL_READ_ONLY_ARB 0x88B8
-#define GL_WRITE_ONLY_ARB 0x88B9
-#define GL_READ_WRITE_ARB 0x88BA
-#define GL_BUFFER_SIZE_ARB 0x8764
-#define GL_BUFFER_USAGE_ARB 0x8765
-#define GL_BUFFER_ACCESS_ARB 0x88BB
-#define GL_BUFFER_MAPPED_ARB 0x88BC
-#define GL_BUFFER_MAP_POINTER_ARB 0x88BD
+#ifndef GL_ARRAY_BUFFER
+#define GL_ARRAY_BUFFER 0x8892
+#define GL_ELEMENT_ARRAY_BUFFER 0x8893
+#define GL_ARRAY_BUFFER_BINDING 0x8894
+#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
+#define GL_VERTEX_ARRAY_BUFFER_BINDING 0x8896
+#define GL_NORMAL_ARRAY_BUFFER_BINDING 0x8897
+#define GL_COLOR_ARRAY_BUFFER_BINDING 0x8898
+#define GL_INDEX_ARRAY_BUFFER_BINDING 0x8899
+#define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING 0x889A
+#define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING 0x889B
+#define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING 0x889C
+#define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING 0x889D
+#define GL_WEIGHT_ARRAY_BUFFER_BINDING 0x889E
+#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F
+#define GL_STREAM_DRAW 0x88E0
+#define GL_STREAM_READ 0x88E1
+#define GL_STREAM_COPY 0x88E2
+#define GL_STATIC_DRAW 0x88E4
+#define GL_STATIC_READ 0x88E5
+#define GL_STATIC_COPY 0x88E6
+#define GL_DYNAMIC_DRAW 0x88E8
+#define GL_DYNAMIC_READ 0x88E9
+#define GL_DYNAMIC_COPY 0x88EA
+#define GL_READ_ONLY 0x88B8
+#define GL_WRITE_ONLY 0x88B9
+#define GL_READ_WRITE 0x88BA
+#define GL_BUFFER_SIZE 0x8764
+#define GL_BUFFER_USAGE 0x8765
+#define GL_BUFFER_ACCESS 0x88BB
+#define GL_BUFFER_MAPPED 0x88BC
+#define GL_BUFFER_MAP_POINTER 0x88BD
#endif
extern void (GLAPIENTRY *qglBindBufferARB) (GLenum target, GLuint buffer);
extern void (GLAPIENTRY *qglDeleteBuffersARB) (GLsizei n, const GLuint *buffers);
extern void (GLAPIENTRY *qglBufferSubDataARB) (GLenum target, GLintptrARB offset, GLsizeiptrARB size, const GLvoid *data);
//GL_EXT_framebuffer_object
-#ifndef GL_FRAMEBUFFER_EXT
-#define GL_FRAMEBUFFER_EXT 0x8D40
-#define GL_RENDERBUFFER_EXT 0x8D41
-#define GL_STENCIL_INDEX1_EXT 0x8D46
-#define GL_STENCIL_INDEX4_EXT 0x8D47
-#define GL_STENCIL_INDEX8_EXT 0x8D48
-#define GL_STENCIL_INDEX16_EXT 0x8D49
-#define GL_RENDERBUFFER_WIDTH_EXT 0x8D42
-#define GL_RENDERBUFFER_HEIGHT_EXT 0x8D43
-#define GL_RENDERBUFFER_INTERNAL_FORMAT_EXT 0x8D44
-#define GL_RENDERBUFFER_RED_SIZE_EXT 0x8D50
-#define GL_RENDERBUFFER_GREEN_SIZE_EXT 0x8D51
-#define GL_RENDERBUFFER_BLUE_SIZE_EXT 0x8D52
-#define GL_RENDERBUFFER_ALPHA_SIZE_EXT 0x8D53
-#define GL_RENDERBUFFER_DEPTH_SIZE_EXT 0x8D54
-#define GL_RENDERBUFFER_STENCIL_SIZE_EXT 0x8D55
-#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE_EXT 0x8CD0
-#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT 0x8CD1
-#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL_EXT 0x8CD2
-#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE_EXT 0x8CD3
-#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_EXT 0x8CD4
-#define GL_COLOR_ATTACHMENT0_EXT 0x8CE0
-#define GL_COLOR_ATTACHMENT1_EXT 0x8CE1
-#define GL_COLOR_ATTACHMENT2_EXT 0x8CE2
-#define GL_COLOR_ATTACHMENT3_EXT 0x8CE3
-#define GL_COLOR_ATTACHMENT4_EXT 0x8CE4
-#define GL_COLOR_ATTACHMENT5_EXT 0x8CE5
-#define GL_COLOR_ATTACHMENT6_EXT 0x8CE6
-#define GL_COLOR_ATTACHMENT7_EXT 0x8CE7
-#define GL_COLOR_ATTACHMENT8_EXT 0x8CE8
-#define GL_COLOR_ATTACHMENT9_EXT 0x8CE9
-#define GL_COLOR_ATTACHMENT10_EXT 0x8CEA
-#define GL_COLOR_ATTACHMENT11_EXT 0x8CEB
-#define GL_COLOR_ATTACHMENT12_EXT 0x8CEC
-#define GL_COLOR_ATTACHMENT13_EXT 0x8CED
-#define GL_COLOR_ATTACHMENT14_EXT 0x8CEE
-#define GL_COLOR_ATTACHMENT15_EXT 0x8CEF
-#define GL_DEPTH_ATTACHMENT_EXT 0x8D00
-#define GL_STENCIL_ATTACHMENT_EXT 0x8D20
-#define GL_FRAMEBUFFER_COMPLETE_EXT 0x8CD5
-#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT 0x8CD6
-#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT 0x8CD7
-#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT 0x8CD9
-#define GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT 0x8CDA
-#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT 0x8CDB
-#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT 0x8CDC
-#define GL_FRAMEBUFFER_UNSUPPORTED_EXT 0x8CDD
-#define GL_FRAMEBUFFER_BINDING_EXT 0x8CA6
-#define GL_RENDERBUFFER_BINDING_EXT 0x8CA7
-#define GL_MAX_COLOR_ATTACHMENTS_EXT 0x8CDF
-#define GL_MAX_RENDERBUFFER_SIZE_EXT 0x84E8
-#define GL_INVALID_FRAMEBUFFER_OPERATION_EXT 0x0506
+#ifndef GL_FRAMEBUFFER
+#define GL_FRAMEBUFFER 0x8D40
+#define GL_RENDERBUFFER 0x8D41
+#define GL_STENCIL_INDEX1 0x8D46
+#define GL_STENCIL_INDEX4 0x8D47
+#define GL_STENCIL_INDEX8 0x8D48
+#define GL_STENCIL_INDEX16 0x8D49
+#define GL_RENDERBUFFER_WIDTH 0x8D42
+#define GL_RENDERBUFFER_HEIGHT 0x8D43
+#define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44
+#define GL_RENDERBUFFER_RED_SIZE 0x8D50
+#define GL_RENDERBUFFER_GREEN_SIZE 0x8D51
+#define GL_RENDERBUFFER_BLUE_SIZE 0x8D52
+#define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53
+#define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54
+#define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55
+#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0
+#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1
+#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2
+#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3
+#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET 0x8CD4
+#define GL_COLOR_ATTACHMENT0 0x8CE0
+#define GL_COLOR_ATTACHMENT1 0x8CE1
+#define GL_COLOR_ATTACHMENT2 0x8CE2
+#define GL_COLOR_ATTACHMENT3 0x8CE3
+#define GL_COLOR_ATTACHMENT4 0x8CE4
+#define GL_COLOR_ATTACHMENT5 0x8CE5
+#define GL_COLOR_ATTACHMENT6 0x8CE6
+#define GL_COLOR_ATTACHMENT7 0x8CE7
+#define GL_COLOR_ATTACHMENT8 0x8CE8
+#define GL_COLOR_ATTACHMENT9 0x8CE9
+#define GL_COLOR_ATTACHMENT10 0x8CEA
+#define GL_COLOR_ATTACHMENT11 0x8CEB
+#define GL_COLOR_ATTACHMENT12 0x8CEC
+#define GL_COLOR_ATTACHMENT13 0x8CED
+#define GL_COLOR_ATTACHMENT14 0x8CEE
+#define GL_COLOR_ATTACHMENT15 0x8CEF
+#define GL_DEPTH_ATTACHMENT 0x8D00
+#define GL_STENCIL_ATTACHMENT 0x8D20
+#define GL_FRAMEBUFFER_COMPLETE 0x8CD5
+#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6
+#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7
+#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS 0x8CD9
+#define GL_FRAMEBUFFER_INCOMPLETE_FORMATS 0x8CDA
+#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER 0x8CDB
+#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER 0x8CDC
+#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD
+#define GL_FRAMEBUFFER_BINDING 0x8CA6
+#define GL_RENDERBUFFER_BINDING 0x8CA7
+#define GL_MAX_COLOR_ATTACHMENTS 0x8CDF
+#define GL_MAX_RENDERBUFFER_SIZE 0x84E8
+#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506
#endif
extern GLboolean (GLAPIENTRY *qglIsRenderbufferEXT)(GLuint renderbuffer);
extern void (GLAPIENTRY *qglBindRenderbufferEXT)(GLenum target, GLuint renderbuffer);
extern void (GLAPIENTRY *qglDepthFunc)(GLenum func);
extern void (GLAPIENTRY *qglDepthMask)(GLboolean flag);
extern void (GLAPIENTRY *qglDepthRange)(GLclampd near_val, GLclampd far_val);
+extern void (GLAPIENTRY *qglDepthRangef)(GLclampf near_val, GLclampf far_val);
extern void (GLAPIENTRY *qglColorMask)(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
extern void (GLAPIENTRY *qglDrawRangeElements)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices);
extern void (GLAPIENTRY *qglSampleCoverageARB)(GLclampf value, GLboolean invert);
extern void (GLAPIENTRY *qglPointSize)(GLfloat size);
+#endif
#define DEBUGGL
#define CHECKGLERROR
#endif
+#ifdef USE_GLES2
+#define qglIsBufferARB glIsBuffer
+#define qglIsEnabled glIsEnabled
+#define qglIsFramebufferEXT glIsFramebuffer
+//#define qglIsQueryARB glIsQuery
+#define qglIsRenderbufferEXT glIsRenderbuffer
+//#define qglUnmapBufferARB glUnmapBuffer
+#define qglCheckFramebufferStatusEXT glCheckFramebufferStatus
+#define qglGetError glGetError
+#define qglCreateProgram glCreateProgram
+#define qglCreateShader glCreateShader
+//#define qglGetHandleARB glGetHandle
+#define qglGetAttribLocation glGetAttribLocation
+#define qglGetUniformLocation glGetUniformLocation
+//#define qglMapBufferARB glMapBuffer
+#define qglGetString glGetString
+//#define qglActiveStencilFaceEXT glActiveStencilFace
+#define qglActiveTexture glActiveTexture
+#define qglAlphaFunc glAlphaFunc
+#define qglArrayElement glArrayElement
+#define qglAttachShader glAttachShader
+//#define qglBegin glBegin
+//#define qglBeginQueryARB glBeginQuery
+#define qglBindAttribLocation glBindAttribLocation
+//#define qglBindFragDataLocation glBindFragDataLocation
+#define qglBindBufferARB glBindBuffer
+#define qglBindFramebufferEXT glBindFramebuffer
+#define qglBindRenderbufferEXT glBindRenderbuffer
+#define qglBindTexture glBindTexture
+#define qglBlendEquationEXT glBlendEquation
+#define qglBlendFunc glBlendFunc
+#define qglBufferDataARB glBufferData
+#define qglBufferSubDataARB glBufferSubData
+#define qglClear glClear
+#define qglClearColor glClearColor
+#define qglClearDepthf glClearDepthf
+#define qglClearStencil glClearStencil
+#define qglClientActiveTexture glClientActiveTexture
+#define qglColor4f glColor4f
+#define qglColor4ub glColor4ub
+#define qglColorMask glColorMask
+#define qglColorPointer glColorPointer
+#define qglCompileShader glCompileShader
+#define qglCompressedTexImage2DARB glCompressedTexImage2D
+#define qglCompressedTexImage3DARB glCompressedTexImage3D
+#define qglCompressedTexSubImage2DARB glCompressedTexSubImage2D
+#define qglCompressedTexSubImage3DARB glCompressedTexSubImage3D
+#define qglCopyTexImage2D glCopyTexImage2D
+#define qglCopyTexSubImage2D glCopyTexSubImage2D
+#define qglCopyTexSubImage3D glCopyTexSubImage3D
+#define qglCullFace glCullFace
+#define qglDeleteBuffersARB glDeleteBuffers
+#define qglDeleteFramebuffersEXT glDeleteFramebuffers
+#define qglDeleteProgram glDeleteProgram
+#define qglDeleteShader glDeleteShader
+//#define qglDeleteQueriesARB glDeleteQueries
+#define qglDeleteRenderbuffersEXT glDeleteRenderbuffers
+#define qglDeleteTextures glDeleteTextures
+#define qglDepthFunc glDepthFunc
+#define qglDepthMask glDepthMask
+#define qglDepthRangef glDepthRangef
+#define qglDetachShader glDetachShader
+#define qglDisable glDisable
+#define qglDisableClientState glDisableClientState
+#define qglDisableVertexAttribArray glDisableVertexAttribArray
+#define qglDrawArrays glDrawArrays
+//#define qglDrawBuffer glDrawBuffer
+//#define qglDrawBuffersARB glDrawBuffers
+#define qglDrawElements glDrawElements
+//#define qglDrawRangeElements glDrawRangeElements
+#define qglEnable glEnable
+#define qglEnableClientState glEnableClientState
+#define qglEnableVertexAttribArray glEnableVertexAttribArray
+//#define qglEnd glEnd
+//#define qglEndQueryARB glEndQuery
+#define qglFinish glFinish
+#define qglFlush glFlush
+#define qglFramebufferRenderbufferEXT glFramebufferRenderbuffer
+#define qglFramebufferTexture2DEXT glFramebufferTexture2D
+#define qglFramebufferTexture3DEXT glFramebufferTexture3D
+#define qglGenBuffersARB glGenBuffers
+#define qglGenFramebuffersEXT glGenFramebuffers
+//#define qglGenQueriesARB glGenQueries
+#define qglGenRenderbuffersEXT glGenRenderbuffers
+#define qglGenTextures glGenTextures
+#define qglGenerateMipmapEXT glGenerateMipmap
+#define qglGetActiveAttrib glGetActiveAttrib
+#define qglGetActiveUniform glGetActiveUniform
+#define qglGetAttachedShaders glGetAttachedShaders
+#define qglGetBooleanv glGetBooleanv
+//#define qglGetCompressedTexImageARB glGetCompressedTexImage
+#define qglGetDoublev glGetDoublev
+#define qglGetFloatv glGetFloatv
+#define qglGetFramebufferAttachmentParameterivEXT glGetFramebufferAttachmentParameteriv
+#define qglGetProgramInfoLog glGetProgramInfoLog
+#define qglGetShaderInfoLog glGetShaderInfoLog
+#define qglGetIntegerv glGetIntegerv
+#define qglGetShaderiv glGetShaderiv
+#define qglGetProgramiv glGetProgramiv
+//#define qglGetQueryObjectivARB glGetQueryObjectiv
+//#define qglGetQueryObjectuivARB glGetQueryObjectuiv
+//#define qglGetQueryivARB glGetQueryiv
+#define qglGetRenderbufferParameterivEXT glGetRenderbufferParameteriv
+#define qglGetShaderSource glGetShaderSource
+#define qglGetTexImage glGetTexImage
+#define qglGetTexLevelParameterfv glGetTexLevelParameterfv
+#define qglGetTexLevelParameteriv glGetTexLevelParameteriv
+#define qglGetTexParameterfv glGetTexParameterfv
+#define qglGetTexParameteriv glGetTexParameteriv
+#define qglGetUniformfv glGetUniformfv
+#define qglGetUniformiv glGetUniformiv
+#define qglHint glHint
+#define qglLineWidth glLineWidth
+#define qglLinkProgram glLinkProgram
+#define qglLoadIdentity glLoadIdentity
+#define qglLoadMatrixf glLoadMatrixf
+#define qglMatrixMode glMatrixMode
+#define qglMultiTexCoord1f glMultiTexCoord1f
+#define qglMultiTexCoord2f glMultiTexCoord2f
+#define qglMultiTexCoord3f glMultiTexCoord3f
+#define qglMultiTexCoord4f glMultiTexCoord4f
+#define qglNormalPointer glNormalPointer
+#define qglPixelStorei glPixelStorei
+#define qglPointSize glPointSize
+//#define qglPolygonMode glPolygonMode
+#define qglPolygonOffset glPolygonOffset
+//#define qglPolygonStipple glPolygonStipple
+#define qglReadBuffer glReadBuffer
+#define qglReadPixels glReadPixels
+#define qglRenderbufferStorageEXT glRenderbufferStorage
+#define qglScissor glScissor
+#define qglShaderSource glShaderSource
+#define qglStencilFunc glStencilFunc
+#define qglStencilFuncSeparate glStencilFuncSeparate
+#define qglStencilMask glStencilMask
+#define qglStencilOp glStencilOp
+#define qglStencilOpSeparate glStencilOpSeparate
+#define qglTexCoord1f glTexCoord1f
+#define qglTexCoord2f glTexCoord2f
+#define qglTexCoord3f glTexCoord3f
+#define qglTexCoord4f glTexCoord4f
+#define qglTexCoordPointer glTexCoordPointer
+#define qglTexEnvf glTexEnvf
+#define qglTexEnvfv glTexEnvfv
+#define qglTexEnvi glTexEnvi
+#define qglTexImage2D glTexImage2D
+#define qglTexImage3D glTexImage3D
+#define qglTexParameterf glTexParameterf
+#define qglTexParameterfv glTexParameterfv
+#define qglTexParameteri glTexParameteri
+#define qglTexSubImage2D glTexSubImage2D
+#define qglTexSubImage3D glTexSubImage3D
+#define qglUniform1f glUniform1f
+#define qglUniform1fv glUniform1fv
+#define qglUniform1i glUniform1i
+#define qglUniform1iv glUniform1iv
+#define qglUniform2f glUniform2f
+#define qglUniform2fv glUniform2fv
+#define qglUniform2i glUniform2i
+#define qglUniform2iv glUniform2iv
+#define qglUniform3f glUniform3f
+#define qglUniform3fv glUniform3fv
+#define qglUniform3i glUniform3i
+#define qglUniform3iv glUniform3iv
+#define qglUniform4f glUniform4f
+#define qglUniform4fv glUniform4fv
+#define qglUniform4i glUniform4i
+#define qglUniform4iv glUniform4iv
+#define qglUniformMatrix2fv glUniformMatrix2fv
+#define qglUniformMatrix3fv glUniformMatrix3fv
+#define qglUniformMatrix4fv glUniformMatrix4fv
+#define qglUseProgram glUseProgram
+#define qglValidateProgram glValidateProgram
+#define qglVertex2f glVertex2f
+#define qglVertex3f glVertex3f
+#define qglVertex4f glVertex4f
+#define qglVertexAttribPointer glVertexAttribPointer
+#define qglVertexPointer glVertexPointer
+#define qglViewport glViewport
+#define qglVertexAttrib1f glVertexAttrib1f
+//#define qglVertexAttrib1s glVertexAttrib1s
+//#define qglVertexAttrib1d glVertexAttrib1d
+#define qglVertexAttrib2f glVertexAttrib2f
+//#define qglVertexAttrib2s glVertexAttrib2s
+//#define qglVertexAttrib2d glVertexAttrib2d
+#define qglVertexAttrib3f glVertexAttrib3f
+//#define qglVertexAttrib3s glVertexAttrib3s
+//#define qglVertexAttrib3d glVertexAttrib3d
+#define qglVertexAttrib4f glVertexAttrib4f
+//#define qglVertexAttrib4s glVertexAttrib4s
+//#define qglVertexAttrib4d glVertexAttrib4d
+//#define qglVertexAttrib4Nub glVertexAttrib4Nub
+#define qglVertexAttrib1fv glVertexAttrib1fv
+//#define qglVertexAttrib1sv glVertexAttrib1sv
+//#define qglVertexAttrib1dv glVertexAttrib1dv
+#define qglVertexAttrib2fv glVertexAttrib2fv
+//#define qglVertexAttrib2sv glVertexAttrib2sv
+//#define qglVertexAttrib2dv glVertexAttrib2dv
+#define qglVertexAttrib3fv glVertexAttrib3fv
+//#define qglVertexAttrib3sv glVertexAttrib3sv
+//#define qglVertexAttrib3dv glVertexAttrib3dv
+#define qglVertexAttrib4fv glVertexAttrib4fv
+//#define qglVertexAttrib4sv glVertexAttrib4sv
+//#define qglVertexAttrib4dv glVertexAttrib4dv
+//#define qglVertexAttrib4iv glVertexAttrib4iv
+//#define qglVertexAttrib4bv glVertexAttrib4bv
+//#define qglVertexAttrib4ubv glVertexAttrib4ubv
+//#define qglVertexAttrib4usv glVertexAttrib4usv
+//#define qglVertexAttrib4uiv glVertexAttrib4uiv
+//#define qglVertexAttrib4Nbv glVertexAttrib4Nbv
+//#define qglVertexAttrib4Nsv glVertexAttrib4Nsv
+//#define qglVertexAttrib4Niv glVertexAttrib4Niv
+//#define qglVertexAttrib4Nubv glVertexAttrib4Nubv
+//#define qglVertexAttrib4Nusv glVertexAttrib4Nusv
+//#define qglVertexAttrib4Nuiv glVertexAttrib4Nuiv
+//#define qglGetVertexAttribdv glGetVertexAttribdv
+#define qglGetVertexAttribfv glGetVertexAttribfv
+#define qglGetVertexAttribiv glGetVertexAttribiv
+#define qglGetVertexAttribPointerv glGetVertexAttribPointerv
+#endif
+
#endif
pend = (unsigned char *)bufferend;
if (pbase + sizeof(iqmheader_t) > pend)
- Host_Error ("Mod_INTERQUAKEMODEL_Load: %s is not an Inter-Quake Model %d", loadmodel->name, pend - pbase);
+ Host_Error ("Mod_INTERQUAKEMODEL_Load: %s is not an Inter-Quake Model %d", loadmodel->name, (int)(pend - pbase));
// copy struct (otherwise it may be misaligned)
// LordHavoc: okay it's definitely not misaligned here, but for consistency...
#include "console.h"
#include "menu.h"
-#include "glquake.h"
-
-#include "palette.h"
-
extern qboolean noclip_anglehack;
extern cvar_t developer;
#define Sys_HaveSSE2() false
#endif
+#include "glquake.h"
+
+#include "palette.h"
+
/// incremented every frame, never reset
extern int host_framecount;
/// not bounded in any way, changed at start of every frame, never reset
// used only for light filters (cubemaps)
rtexturepool_t *r_shadow_filters_texturepool;
-static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
+#ifndef USE_GLES2
+static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
+#endif
cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
return;
}
+#ifndef USE_GLES2
// render depth into the fbo, do not render color at all
// validate the fbo now
if (qglDrawBuffer)
int status;
qglDrawBuffer(GL_NONE);CHECKGLERROR
qglReadBuffer(GL_NONE);CHECKGLERROR
- status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
- if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
+ status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
+ if (status != GL_FRAMEBUFFER_COMPLETE && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
{
Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
Cvar_SetValueQuick(&r_shadow_deferred, 0);
}
}
+#endif
}
void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
case RENDERPATH_SOFT:
- case RENDERPATH_GLES2:
+#ifndef USE_GLES2
if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
{
r_shadow_usingdeferredprepass = false;
// render depth into one texture and normalmap into the other
if (qglDrawBuffersARB)
{
- qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
+ qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
qglReadBuffer(GL_NONE);CHECKGLERROR
- status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
- if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
+ status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
+ if (status != GL_FRAMEBUFFER_COMPLETE)
{
Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
Cvar_SetValueQuick(&r_shadow_deferred, 0);
{
qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
qglReadBuffer(GL_NONE);CHECKGLERROR
- status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
- if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
+ status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
+ if (status != GL_FRAMEBUFFER_COMPLETE)
{
Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
Cvar_SetValueQuick(&r_shadow_deferred, 0);
// with depth bound as attachment as well
if (qglDrawBuffersARB)
{
- qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
+ qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
qglReadBuffer(GL_NONE);CHECKGLERROR
- status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
- if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
+ status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
+ if (status != GL_FRAMEBUFFER_COMPLETE)
{
Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
Cvar_SetValueQuick(&r_shadow_deferred, 0);
}
}
}
+#endif
break;
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
r_shadow_usingdeferredprepass = false;
break;
}
case RENDERPATH_GL20:
case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
+#ifdef GL_SAMPLES_PASSED_ARB
CHECKGLERROR
// NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
CHECKGLERROR
+#endif
break;
case RENDERPATH_D3D9:
Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
case RENDERPATH_GL20:
case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
+#ifdef GL_SAMPLES_PASSED_ARB
CHECKGLERROR
qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
CHECKGLERROR
+#endif
break;
case RENDERPATH_D3D9:
Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
+#ifdef GL_SAMPLES_PASSED_ARB
if (usequery)
{
GL_ColorMask(0,0,0,0);
R_Mesh_ResetTextureState();
R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
}
+#endif
break;
case RENDERPATH_D3D9:
usequery = false;
"#endif\n"
"}\n"
"#endif\n"
+"\n"
+"#ifdef FRAGMENT_SHADER\n"
+"void main(void)\n"
+"{\n"
+" dp_FragColor = vec4(1.0,1.0,1.0,1.0);\n"
+"}\n"
+"#endif\n"
"#else // !MODE_DEPTH_ORSHADOW\n"
"\n"
"\n"
////
#ifdef USE_GLES2
+#ifndef qglClear
#ifdef __IPHONEOS__
#include <OpenGLES/ES2/gl.h>
#else
#include <SDL_opengles.h>
#endif
-GLboolean wrapglIsBuffer(GLuint buffer) {return glIsBuffer(buffer);}
-GLboolean wrapglIsEnabled(GLenum cap) {return glIsEnabled(cap);}
-GLboolean wrapglIsFramebuffer(GLuint framebuffer) {return glIsFramebuffer(framebuffer);}
-//GLboolean wrapglIsQuery(GLuint qid) {return glIsQuery(qid);}
-GLboolean wrapglIsRenderbuffer(GLuint renderbuffer) {return glIsRenderbuffer(renderbuffer);}
-//GLboolean wrapglUnmapBuffer(GLenum target) {return glUnmapBuffer(target);}
-GLenum wrapglCheckFramebufferStatus(GLenum target) {return glCheckFramebufferStatus(target);}
-GLenum wrapglGetError(void) {return glGetError();}
-GLuint wrapglCreateProgram(void) {return glCreateProgram();}
-GLuint wrapglCreateShader(GLenum shaderType) {return glCreateShader(shaderType);}
-//GLuint wrapglGetHandle(GLenum pname) {return glGetHandle(pname);}
-GLint wrapglGetAttribLocation(GLuint programObj, const GLchar *name) {return glGetAttribLocation(programObj, name);}
-GLint wrapglGetUniformLocation(GLuint programObj, const GLchar *name) {return glGetUniformLocation(programObj, name);}
-//GLvoid* wrapglMapBuffer(GLenum target, GLenum access) {return glMapBuffer(target, access);}
-const GLubyte* wrapglGetString(GLenum name) {return glGetString(name);}
-void wrapglActiveStencilFace(GLenum e) {Con_Printf("glActiveStencilFace(e)\n");}
-void wrapglActiveTexture(GLenum e) {glActiveTexture(e);}
-void wrapglAlphaFunc(GLenum func, GLclampf ref) {Con_Printf("glAlphaFunc(func, ref)\n");}
-void wrapglArrayElement(GLint i) {Con_Printf("glArrayElement(i)\n");}
-void wrapglAttachShader(GLuint containerObj, GLuint obj) {glAttachShader(containerObj, obj);}
-//void wrapglBegin(GLenum mode) {Con_Printf("glBegin(mode)\n");}
-//void wrapglBeginQuery(GLenum target, GLuint qid) {glBeginQuery(target, qid);}
-void wrapglBindAttribLocation(GLuint programObj, GLuint index, const GLchar *name) {glBindAttribLocation(programObj, index, name);}
-void wrapglBindFragDataLocation(GLuint programObj, GLuint index, const GLchar *name) {glBindFragDataLocation(programObj, index, name);}
-void wrapglBindBuffer(GLenum target, GLuint buffer) {glBindBuffer(target, buffer);}
-void wrapglBindFramebuffer(GLenum target, GLuint framebuffer) {glBindFramebuffer(target, framebuffer);}
-void wrapglBindRenderbuffer(GLenum target, GLuint renderbuffer) {glBindRenderbuffer(target, renderbuffer);}
-void wrapglBindTexture(GLenum target, GLuint texture) {glBindTexture(target, texture);}
-void wrapglBlendEquation(GLenum e) {glBlendEquation(e);}
-void wrapglBlendFunc(GLenum sfactor, GLenum dfactor) {glBlendFunc(sfactor, dfactor);}
-void wrapglBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage) {glBufferData(target, size, data, usage);}
-void wrapglBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data) {glBufferSubData(target, offset, size, data);}
-void wrapglClear(GLbitfield mask) {glClear(mask);}
-void wrapglClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) {glClearColor(red, green, blue, alpha);}
-void wrapglClearDepth(GLclampd depth) {glClearDepthf((float)depth);}
-void wrapglClearStencil(GLint s) {glClearStencil(s);}
-void wrapglClientActiveTexture(GLenum target) {Con_Printf("glClientActiveTexture(target)\n");}
-void wrapglColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {Con_Printf("glColor4f(red, green, blue, alpha)\n");}
-void wrapglColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha) {Con_Printf("glColor4ub(red, green, blue, alpha)\n");}
-void wrapglColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) {glColorMask(red, green, blue, alpha);}
-void wrapglColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) {Con_Printf("glColorPointer(size, type, stride, ptr)\n");}
-void wrapglCompileShader(GLuint shaderObj) {glCompileShader(shaderObj);}
-void wrapglCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data) {glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);}
-void wrapglCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data) {Con_Printf("glCompressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, data)\n");}
-void wrapglCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data) {glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);}
-void wrapglCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data) {Con_Printf("glCompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data)\n");}
-void wrapglCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) {glCopyTexImage2D(target, level, internalformat, x, y, width, height, border);}
-void wrapglCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) {glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);}
-void wrapglCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) {Con_Printf("glCopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height)\n");}
-void wrapglCullFace(GLenum mode) {glCullFace(mode);}
-void wrapglDeleteBuffers(GLsizei n, const GLuint *buffers) {glDeleteBuffers(n, buffers);}
-void wrapglDeleteFramebuffers(GLsizei n, const GLuint *framebuffers) {glDeleteFramebuffers(n, framebuffers);}
-void wrapglDeleteShader(GLuint obj) {glDeleteShader(obj);}
-void wrapglDeleteProgram(GLuint obj) {glDeleteProgram(obj);}
-//void wrapglDeleteQueries(GLsizei n, const GLuint *ids) {glDeleteQueries(n, ids);}
-void wrapglDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers) {glDeleteRenderbuffers(n, renderbuffers);}
-void wrapglDeleteTextures(GLsizei n, const GLuint *textures) {glDeleteTextures(n, textures);}
-void wrapglDepthFunc(GLenum func) {glDepthFunc(func);}
-void wrapglDepthMask(GLboolean flag) {glDepthMask(flag);}
-void wrapglDepthRange(GLclampd near_val, GLclampd far_val) {glDepthRangef((float)near_val, (float)far_val);}
-void wrapglDetachShader(GLuint containerObj, GLuint attachedObj) {glDetachShader(containerObj, attachedObj);}
-void wrapglDisable(GLenum cap) {glDisable(cap);}
-void wrapglDisableClientState(GLenum cap) {Con_Printf("glDisableClientState(cap)\n");}
-void wrapglDisableVertexAttribArray(GLuint index) {glDisableVertexAttribArray(index);}
-void wrapglDrawArrays(GLenum mode, GLint first, GLsizei count) {glDrawArrays(mode, first, count);}
-void wrapglDrawBuffer(GLenum mode) {Con_Printf("glDrawBuffer(mode)\n");}
-void wrapglDrawBuffers(GLsizei n, const GLenum *bufs) {Con_Printf("glDrawBuffers(n, bufs)\n");}
-void wrapglDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices) {glDrawElements(mode, count, type, indices);}
-//void wrapglDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices) {glDrawRangeElements(mode, start, end, count, type, indices);}
-//void wrapglDrawRangeElementsEXT(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices) {glDrawRangeElements(mode, start, end, count, type, indices);}
-void wrapglEnable(GLenum cap) {glEnable(cap);}
-void wrapglEnableClientState(GLenum cap) {Con_Printf("glEnableClientState(cap)\n");}
-void wrapglEnableVertexAttribArray(GLuint index) {glEnableVertexAttribArray(index);}
-//void wrapglEnd(void) {Con_Printf("glEnd()\n");}
-//void wrapglEndQuery(GLenum target) {glEndQuery(target);}
-void wrapglFinish(void) {glFinish();}
-void wrapglFlush(void) {glFlush();}
-void wrapglFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) {glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);}
-void wrapglFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) {glFramebufferTexture2D(target, attachment, textarget, texture, level);}
-void wrapglFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset) {Con_Printf("glFramebufferTexture3D()\n");}
-void wrapglGenBuffers(GLsizei n, GLuint *buffers) {glGenBuffers(n, buffers);}
-void wrapglGenFramebuffers(GLsizei n, GLuint *framebuffers) {glGenFramebuffers(n, framebuffers);}
-//void wrapglGenQueries(GLsizei n, GLuint *ids) {glGenQueries(n, ids);}
-void wrapglGenRenderbuffers(GLsizei n, GLuint *renderbuffers) {glGenRenderbuffers(n, renderbuffers);}
-void wrapglGenTextures(GLsizei n, GLuint *textures) {glGenTextures(n, textures);}
-void wrapglGenerateMipmap(GLenum target) {glGenerateMipmap(target);}
-void wrapglGetActiveAttrib(GLuint programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLchar *name) {glGetActiveAttrib(programObj, index, maxLength, length, size, type, name);}
-void wrapglGetActiveUniform(GLuint programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLchar *name) {glGetActiveUniform(programObj, index, maxLength, length, size, type, name);}
-void wrapglGetAttachedShaders(GLuint containerObj, GLsizei maxCount, GLsizei *count, GLuint *obj) {glGetAttachedShaders(containerObj, maxCount, count, obj);}
-void wrapglGetBooleanv(GLenum pname, GLboolean *params) {glGetBooleanv(pname, params);}
-void wrapglGetCompressedTexImage(GLenum target, GLint lod, void *img) {Con_Printf("glGetCompressedTexImage(target, lod, img)\n");}
-void wrapglGetDoublev(GLenum pname, GLdouble *params) {Con_Printf("glGetDoublev(pname, params)\n");}
-void wrapglGetFloatv(GLenum pname, GLfloat *params) {glGetFloatv(pname, params);}
-void wrapglGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params) {glGetFramebufferAttachmentParameteriv(target, attachment, pname, params);}
-void wrapglGetShaderInfoLog(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *infoLog) {glGetShaderInfoLog(obj, maxLength, length, infoLog);}
-void wrapglGetProgramInfoLog(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *infoLog) {glGetProgramInfoLog(obj, maxLength, length, infoLog);}
-void wrapglGetIntegerv(GLenum pname, GLint *params) {glGetIntegerv(pname, params);}
-void wrapglGetShaderiv(GLuint obj, GLenum pname, GLint *params) {glGetShaderiv(obj, pname, params);}
-void wrapglGetProgramiv(GLuint obj, GLenum pname, GLint *params) {glGetProgramiv(obj, pname, params);}
-//void wrapglGetQueryObjectiv(GLuint qid, GLenum pname, GLint *params) {glGetQueryObjectiv(qid, pname, params);}
-//void wrapglGetQueryObjectuiv(GLuint qid, GLenum pname, GLuint *params) {glGetQueryObjectuiv(qid, pname, params);}
-//void wrapglGetQueryiv(GLenum target, GLenum pname, GLint *params) {glGetQueryiv(target, pname, params);}
-void wrapglGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params) {glGetRenderbufferParameteriv(target, pname, params);}
-void wrapglGetShaderSource(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *source) {glGetShaderSource(obj, maxLength, length, source);}
-void wrapglGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels) {Con_Printf("glGetTexImage(target, level, format, type, pixels)\n");}
-void wrapglGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params) {Con_Printf("glGetTexLevelParameterfv(target, level, pname, params)\n");}
-void wrapglGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params) {Con_Printf("glGetTexLevelParameteriv(target, level, pname, params)\n");}
-void wrapglGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params) {glGetTexParameterfv(target, pname, params);}
-void wrapglGetTexParameteriv(GLenum target, GLenum pname, GLint *params) {glGetTexParameteriv(target, pname, params);}
-void wrapglGetUniformfv(GLuint programObj, GLint location, GLfloat *params) {glGetUniformfv(programObj, location, params);}
-void wrapglGetUniformiv(GLuint programObj, GLint location, GLint *params) {glGetUniformiv(programObj, location, params);}
-void wrapglHint(GLenum target, GLenum mode) {glHint(target, mode);}
-void wrapglLineWidth(GLfloat width) {glLineWidth(width);}
-void wrapglLinkProgram(GLuint programObj) {glLinkProgram(programObj);}
-void wrapglLoadIdentity(void) {Con_Printf("glLoadIdentity()\n");}
-void wrapglLoadMatrixf(const GLfloat *m) {Con_Printf("glLoadMatrixf(m)\n");}
-void wrapglMatrixMode(GLenum mode) {Con_Printf("glMatrixMode(mode)\n");}
-void wrapglMultiTexCoord1f(GLenum target, GLfloat s) {Con_Printf("glMultiTexCoord1f(target, s)\n");}
-void wrapglMultiTexCoord2f(GLenum target, GLfloat s, GLfloat t) {Con_Printf("glMultiTexCoord2f(target, s, t)\n");}
-void wrapglMultiTexCoord3f(GLenum target, GLfloat s, GLfloat t, GLfloat r) {Con_Printf("glMultiTexCoord3f(target, s, t, r)\n");}
-void wrapglMultiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q) {Con_Printf("glMultiTexCoord4f(target, s, t, r, q)\n");}
-void wrapglNormalPointer(GLenum type, GLsizei stride, const GLvoid *ptr) {Con_Printf("glNormalPointer(type, stride, ptr)\n");}
-void wrapglPixelStorei(GLenum pname, GLint param) {glPixelStorei(pname, param);}
-void wrapglPointSize(GLfloat size) {Con_Printf("glPointSize(size)\n");}
-//void wrapglPolygonMode(GLenum face, GLenum mode) {Con_Printf("glPolygonMode(face, mode)\n");}
-void wrapglPolygonOffset(GLfloat factor, GLfloat units) {glPolygonOffset(factor, units);}
-void wrapglPolygonStipple(const GLubyte *mask) {Con_Printf("glPolygonStipple(mask)\n");}
-void wrapglReadBuffer(GLenum mode) {Con_Printf("glReadBuffer(mode)\n");}
-void wrapglReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels) {glReadPixels(x, y, width, height, format, type, pixels);}
-void wrapglRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) {glRenderbufferStorage(target, internalformat, width, height);}
-void wrapglScissor(GLint x, GLint y, GLsizei width, GLsizei height) {glScissor(x, y, width, height);}
-void wrapglShaderSource(GLuint shaderObj, GLsizei count, const GLchar **string, const GLint *length) {glShaderSource(shaderObj, count, string, length);}
-void wrapglStencilFunc(GLenum func, GLint ref, GLuint mask) {glStencilFunc(func, ref, mask);}
-void wrapglStencilFuncSeparate(GLenum func1, GLenum func2, GLint ref, GLuint mask) {Con_Printf("glStencilFuncSeparate(func1, func2, ref, mask)\n");}
-void wrapglStencilMask(GLuint mask) {glStencilMask(mask);}
-void wrapglStencilOp(GLenum fail, GLenum zfail, GLenum zpass) {glStencilOp(fail, zfail, zpass);}
-void wrapglStencilOpSeparate(GLenum e1, GLenum e2, GLenum e3, GLenum e4) {Con_Printf("glStencilOpSeparate(e1, e2, e3, e4)\n");}
-void wrapglTexCoord1f(GLfloat s) {Con_Printf("glTexCoord1f(s)\n");}
-void wrapglTexCoord2f(GLfloat s, GLfloat t) {Con_Printf("glTexCoord2f(s, t)\n");}
-void wrapglTexCoord3f(GLfloat s, GLfloat t, GLfloat r) {Con_Printf("glTexCoord3f(s, t, r)\n");}
-void wrapglTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q) {Con_Printf("glTexCoord4f(s, t, r, q)\n");}
-void wrapglTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) {Con_Printf("glTexCoordPointer(size, type, stride, ptr)\n");}
-void wrapglTexEnvf(GLenum target, GLenum pname, GLfloat param) {Con_Printf("glTexEnvf(target, pname, param)\n");}
-void wrapglTexEnvfv(GLenum target, GLenum pname, const GLfloat *params) {Con_Printf("glTexEnvfv(target, pname, params)\n");}
-void wrapglTexEnvi(GLenum target, GLenum pname, GLint param) {Con_Printf("glTexEnvi(target, pname, param)\n");}
-void wrapglTexImage2D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels) {glTexImage2D(target, level, internalFormat, width, height, border, format, type, pixels);}
-void wrapglTexImage3D(GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels) {Con_Printf("glTexImage3D(target, level, internalformat, width, height, depth, border, format, type, pixels)\n");}
-void wrapglTexParameterf(GLenum target, GLenum pname, GLfloat param) {glTexParameterf(target, pname, param);}
-void wrapglTexParameterfv(GLenum target, GLenum pname, GLfloat *params) {glTexParameterfv(target, pname, params);}
-void wrapglTexParameteri(GLenum target, GLenum pname, GLint param) {glTexParameteri(target, pname, param);}
-void wrapglTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels) {glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);}
-void wrapglTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels) {Con_Printf("glTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels)\n");}
-void wrapglUniform1f(GLint location, GLfloat v0) {glUniform1f(location, v0);}
-void wrapglUniform1fv(GLint location, GLsizei count, const GLfloat *value) {glUniform1fv(location, count, value);}
-void wrapglUniform1i(GLint location, GLint v0) {glUniform1i(location, v0);}
-void wrapglUniform1iv(GLint location, GLsizei count, const GLint *value) {glUniform1iv(location, count, value);}
-void wrapglUniform2f(GLint location, GLfloat v0, GLfloat v1) {glUniform2f(location, v0, v1);}
-void wrapglUniform2fv(GLint location, GLsizei count, const GLfloat *value) {glUniform2fv(location, count, value);}
-void wrapglUniform2i(GLint location, GLint v0, GLint v1) {glUniform2i(location, v0, v1);}
-void wrapglUniform2iv(GLint location, GLsizei count, const GLint *value) {glUniform2iv(location, count, value);}
-void wrapglUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) {glUniform3f(location, v0, v1, v2);}
-void wrapglUniform3fv(GLint location, GLsizei count, const GLfloat *value) {glUniform3fv(location, count, value);}
-void wrapglUniform3i(GLint location, GLint v0, GLint v1, GLint v2) {glUniform3i(location, v0, v1, v2);}
-void wrapglUniform3iv(GLint location, GLsizei count, const GLint *value) {glUniform3iv(location, count, value);}
-void wrapglUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) {glUniform4f(location, v0, v1, v2, v3);}
-void wrapglUniform4fv(GLint location, GLsizei count, const GLfloat *value) {glUniform4fv(location, count, value);}
-void wrapglUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) {glUniform4i(location, v0, v1, v2, v3);}
-void wrapglUniform4iv(GLint location, GLsizei count, const GLint *value) {glUniform4iv(location, count, value);}
-void wrapglUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {glUniformMatrix2fv(location, count, transpose, value);}
-void wrapglUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {glUniformMatrix3fv(location, count, transpose, value);}
-void wrapglUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {glUniformMatrix4fv(location, count, transpose, value);}
-void wrapglUseProgram(GLuint programObj) {glUseProgram(programObj);}
-void wrapglValidateProgram(GLuint programObj) {glValidateProgram(programObj);}
-void wrapglVertex2f(GLfloat x, GLfloat y) {Con_Printf("glVertex2f(x, y)\n");}
-void wrapglVertex3f(GLfloat x, GLfloat y, GLfloat z) {Con_Printf("glVertex3f(x, y, z)\n");}
-void wrapglVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w) {Con_Printf("glVertex4f(x, y, z, w)\n");}
-void wrapglVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer) {glVertexAttribPointer(index, size, type, normalized, stride, pointer);}
-void wrapglVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) {Con_Printf("glVertexPointer(size, type, stride, ptr)\n");}
-void wrapglViewport(GLint x, GLint y, GLsizei width, GLsizei height) {glViewport(x, y, width, height);}
-void wrapglVertexAttrib1f(GLuint index, GLfloat v0) {glVertexAttrib1f(index, v0);}
-//void wrapglVertexAttrib1s(GLuint index, GLshort v0) {glVertexAttrib1s(index, v0);}
-//void wrapglVertexAttrib1d(GLuint index, GLdouble v0) {glVertexAttrib1d(index, v0);}
-void wrapglVertexAttrib2f(GLuint index, GLfloat v0, GLfloat v1) {glVertexAttrib2f(index, v0, v1);}
-//void wrapglVertexAttrib2s(GLuint index, GLshort v0, GLshort v1) {glVertexAttrib2s(index, v0, v1);}
-//void wrapglVertexAttrib2d(GLuint index, GLdouble v0, GLdouble v1) {glVertexAttrib2d(index, v0, v1);}
-void wrapglVertexAttrib3f(GLuint index, GLfloat v0, GLfloat v1, GLfloat v2) {glVertexAttrib3f(index, v0, v1, v2);}
-//void wrapglVertexAttrib3s(GLuint index, GLshort v0, GLshort v1, GLshort v2) {glVertexAttrib3s(index, v0, v1, v2);}
-//void wrapglVertexAttrib3d(GLuint index, GLdouble v0, GLdouble v1, GLdouble v2) {glVertexAttrib3d(index, v0, v1, v2);}
-void wrapglVertexAttrib4f(GLuint index, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) {glVertexAttrib4f(index, v0, v1, v2, v3);}
-//void wrapglVertexAttrib4s(GLuint index, GLshort v0, GLshort v1, GLshort v2, GLshort v3) {glVertexAttrib4s(index, v0, v1, v2, v3);}
-//void wrapglVertexAttrib4d(GLuint index, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3) {glVertexAttrib4d(index, v0, v1, v2, v3);}
-//void wrapglVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w) {glVertexAttrib4Nub(index, x, y, z, w);}
-void wrapglVertexAttrib1fv(GLuint index, const GLfloat *v) {glVertexAttrib1fv(index, v);}
-//void wrapglVertexAttrib1sv(GLuint index, const GLshort *v) {glVertexAttrib1sv(index, v);}
-//void wrapglVertexAttrib1dv(GLuint index, const GLdouble *v) {glVertexAttrib1dv(index, v);}
-void wrapglVertexAttrib2fv(GLuint index, const GLfloat *v) {glVertexAttrib2fv(index, v);}
-//void wrapglVertexAttrib2sv(GLuint index, const GLshort *v) {glVertexAttrib2sv(index, v);}
-//void wrapglVertexAttrib2dv(GLuint index, const GLdouble *v) {glVertexAttrib2dv(index, v);}
-void wrapglVertexAttrib3fv(GLuint index, const GLfloat *v) {glVertexAttrib3fv(index, v);}
-//void wrapglVertexAttrib3sv(GLuint index, const GLshort *v) {glVertexAttrib3sv(index, v);}
-//void wrapglVertexAttrib3dv(GLuint index, const GLdouble *v) {glVertexAttrib3dv(index, v);}
-void wrapglVertexAttrib4fv(GLuint index, const GLfloat *v) {glVertexAttrib4fv(index, v);}
-//void wrapglVertexAttrib4sv(GLuint index, const GLshort *v) {glVertexAttrib4sv(index, v);}
-//void wrapglVertexAttrib4dv(GLuint index, const GLdouble *v) {glVertexAttrib4dv(index, v);}
-//void wrapglVertexAttrib4iv(GLuint index, const GLint *v) {glVertexAttrib4iv(index, v);}
-//void wrapglVertexAttrib4bv(GLuint index, const GLbyte *v) {glVertexAttrib4bv(index, v);}
-//void wrapglVertexAttrib4ubv(GLuint index, const GLubyte *v) {glVertexAttrib4ubv(index, v);}
-//void wrapglVertexAttrib4usv(GLuint index, const GLushort *v) {glVertexAttrib4usv(index, GLushort v);}
-//void wrapglVertexAttrib4uiv(GLuint index, const GLuint *v) {glVertexAttrib4uiv(index, v);}
-//void wrapglVertexAttrib4Nbv(GLuint index, const GLbyte *v) {glVertexAttrib4Nbv(index, v);}
-//void wrapglVertexAttrib4Nsv(GLuint index, const GLshort *v) {glVertexAttrib4Nsv(index, v);}
-//void wrapglVertexAttrib4Niv(GLuint index, const GLint *v) {glVertexAttrib4Niv(index, v);}
-//void wrapglVertexAttrib4Nubv(GLuint index, const GLubyte *v) {glVertexAttrib4Nubv(index, v);}
-//void wrapglVertexAttrib4Nusv(GLuint index, const GLushort *v) {glVertexAttrib4Nusv(index, GLushort v);}
-//void wrapglVertexAttrib4Nuiv(GLuint index, const GLuint *v) {glVertexAttrib4Nuiv(index, v);}
-//void wrapglGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params) {glGetVertexAttribdv(index, pname, params);}
-void wrapglGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params) {glGetVertexAttribfv(index, pname, params);}
-void wrapglGetVertexAttribiv(GLuint index, GLenum pname, GLint *params) {glGetVertexAttribiv(index, pname, params);}
-void wrapglGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid **pointer) {glGetVertexAttribPointerv(index, pname, pointer);}
+//#define PRECALL //Con_Printf("GLCALL %s:%i\n", __FILE__, __LINE__)
+#define PRECALL
+#define POSTCALL
+GLboolean wrapglIsBuffer(GLuint buffer) {PRECALL;return glIsBuffer(buffer);POSTCALL;}
+GLboolean wrapglIsEnabled(GLenum cap) {PRECALL;return glIsEnabled(cap);POSTCALL;}
+GLboolean wrapglIsFramebuffer(GLuint framebuffer) {PRECALL;return glIsFramebuffer(framebuffer);POSTCALL;}
+//GLboolean wrapglIsQuery(GLuint qid) {PRECALL;return glIsQuery(qid);POSTCALL;}
+GLboolean wrapglIsRenderbuffer(GLuint renderbuffer) {PRECALL;return glIsRenderbuffer(renderbuffer);POSTCALL;}
+//GLboolean wrapglUnmapBuffer(GLenum target) {PRECALL;return glUnmapBuffer(target);POSTCALL;}
+GLenum wrapglCheckFramebufferStatus(GLenum target) {PRECALL;return glCheckFramebufferStatus(target);POSTCALL;}
+GLenum wrapglGetError(void) {PRECALL;return glGetError();POSTCALL;}
+GLuint wrapglCreateProgram(void) {PRECALL;return glCreateProgram();POSTCALL;}
+GLuint wrapglCreateShader(GLenum shaderType) {PRECALL;return glCreateShader(shaderType);POSTCALL;}
+//GLuint wrapglGetHandle(GLenum pname) {PRECALL;return glGetHandle(pname);POSTCALL;}
+GLint wrapglGetAttribLocation(GLuint programObj, const GLchar *name) {PRECALL;return glGetAttribLocation(programObj, name);POSTCALL;}
+GLint wrapglGetUniformLocation(GLuint programObj, const GLchar *name) {PRECALL;return glGetUniformLocation(programObj, name);POSTCALL;}
+//GLvoid* wrapglMapBuffer(GLenum target, GLenum access) {PRECALL;return glMapBuffer(target, access);POSTCALL;}
+const GLubyte* wrapglGetString(GLenum name) {PRECALL;return (const GLubyte*)glGetString(name);POSTCALL;}
+void wrapglActiveStencilFace(GLenum e) {PRECALL;Con_Printf("glActiveStencilFace(e)\n");POSTCALL;}
+void wrapglActiveTexture(GLenum e) {PRECALL;glActiveTexture(e);POSTCALL;}
+void wrapglAlphaFunc(GLenum func, GLclampf ref) {PRECALL;Con_Printf("glAlphaFunc(func, ref)\n");POSTCALL;}
+void wrapglArrayElement(GLint i) {PRECALL;Con_Printf("glArrayElement(i)\n");POSTCALL;}
+void wrapglAttachShader(GLuint containerObj, GLuint obj) {PRECALL;glAttachShader(containerObj, obj);POSTCALL;}
+//void wrapglBegin(GLenum mode) {PRECALL;Con_Printf("glBegin(mode)\n");POSTCALL;}
+//void wrapglBeginQuery(GLenum target, GLuint qid) {PRECALL;glBeginQuery(target, qid);POSTCALL;}
+void wrapglBindAttribLocation(GLuint programObj, GLuint index, const GLchar *name) {PRECALL;glBindAttribLocation(programObj, index, name);POSTCALL;}
+//void wrapglBindFragDataLocation(GLuint programObj, GLuint index, const GLchar *name) {PRECALL;glBindFragDataLocation(programObj, index, name);POSTCALL;}
+void wrapglBindBuffer(GLenum target, GLuint buffer) {PRECALL;glBindBuffer(target, buffer);POSTCALL;}
+void wrapglBindFramebuffer(GLenum target, GLuint framebuffer) {PRECALL;glBindFramebuffer(target, framebuffer);POSTCALL;}
+void wrapglBindRenderbuffer(GLenum target, GLuint renderbuffer) {PRECALL;glBindRenderbuffer(target, renderbuffer);POSTCALL;}
+void wrapglBindTexture(GLenum target, GLuint texture) {PRECALL;glBindTexture(target, texture);POSTCALL;}
+void wrapglBlendEquation(GLenum e) {PRECALL;glBlendEquation(e);POSTCALL;}
+void wrapglBlendFunc(GLenum sfactor, GLenum dfactor) {PRECALL;glBlendFunc(sfactor, dfactor);POSTCALL;}
+void wrapglBufferData(GLenum target, GLsizeiptrARB size, const GLvoid *data, GLenum usage) {PRECALL;glBufferData(target, size, data, usage);POSTCALL;}
+void wrapglBufferSubData(GLenum target, GLintptrARB offset, GLsizeiptrARB size, const GLvoid *data) {PRECALL;glBufferSubData(target, offset, size, data);POSTCALL;}
+void wrapglClear(GLbitfield mask) {PRECALL;glClear(mask);POSTCALL;}
+void wrapglClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) {PRECALL;glClearColor(red, green, blue, alpha);POSTCALL;}
+void wrapglClearDepth(GLclampd depth) {PRECALL;/*Con_Printf("glClearDepth(%f)\n", depth);glClearDepthf((float)depth);*/POSTCALL;}
+void wrapglClearStencil(GLint s) {PRECALL;glClearStencil(s);POSTCALL;}
+void wrapglClientActiveTexture(GLenum target) {PRECALL;Con_Printf("glClientActiveTexture(target)\n");POSTCALL;}
+void wrapglColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {PRECALL;Con_Printf("glColor4f(red, green, blue, alpha)\n");POSTCALL;}
+void wrapglColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha) {PRECALL;Con_Printf("glColor4ub(red, green, blue, alpha)\n");POSTCALL;}
+void wrapglColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) {PRECALL;glColorMask(red, green, blue, alpha);POSTCALL;}
+void wrapglColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) {PRECALL;Con_Printf("glColorPointer(size, type, stride, ptr)\n");POSTCALL;}
+void wrapglCompileShader(GLuint shaderObj) {PRECALL;glCompileShader(shaderObj);POSTCALL;}
+void wrapglCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data) {PRECALL;glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);POSTCALL;}
+void wrapglCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data) {PRECALL;Con_Printf("glCompressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, data)\n");POSTCALL;}
+void wrapglCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data) {PRECALL;glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);POSTCALL;}
+void wrapglCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data) {PRECALL;Con_Printf("glCompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data)\n");POSTCALL;}
+void wrapglCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) {PRECALL;glCopyTexImage2D(target, level, internalformat, x, y, width, height, border);POSTCALL;}
+void wrapglCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) {PRECALL;glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);POSTCALL;}
+void wrapglCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) {PRECALL;Con_Printf("glCopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height)\n");POSTCALL;}
+void wrapglCullFace(GLenum mode) {PRECALL;glCullFace(mode);POSTCALL;}
+void wrapglDeleteBuffers(GLsizei n, const GLuint *buffers) {PRECALL;glDeleteBuffers(n, buffers);POSTCALL;}
+void wrapglDeleteFramebuffers(GLsizei n, const GLuint *framebuffers) {PRECALL;glDeleteFramebuffers(n, framebuffers);POSTCALL;}
+void wrapglDeleteShader(GLuint obj) {PRECALL;glDeleteShader(obj);POSTCALL;}
+void wrapglDeleteProgram(GLuint obj) {PRECALL;glDeleteProgram(obj);POSTCALL;}
+//void wrapglDeleteQueries(GLsizei n, const GLuint *ids) {PRECALL;glDeleteQueries(n, ids);POSTCALL;}
+void wrapglDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers) {PRECALL;glDeleteRenderbuffers(n, renderbuffers);POSTCALL;}
+void wrapglDeleteTextures(GLsizei n, const GLuint *textures) {PRECALL;glDeleteTextures(n, textures);POSTCALL;}
+void wrapglDepthFunc(GLenum func) {PRECALL;glDepthFunc(func);POSTCALL;}
+void wrapglDepthMask(GLboolean flag) {PRECALL;glDepthMask(flag);POSTCALL;}
+//void wrapglDepthRange(GLclampd near_val, GLclampd far_val) {PRECALL;glDepthRangef((float)near_val, (float)far_val);POSTCALL;}
+void wrapglDepthRangef(GLclampf near_val, GLclampf far_val) {PRECALL;glDepthRangef(near_val, far_val);POSTCALL;}
+void wrapglDetachShader(GLuint containerObj, GLuint attachedObj) {PRECALL;glDetachShader(containerObj, attachedObj);POSTCALL;}
+void wrapglDisable(GLenum cap) {PRECALL;glDisable(cap);POSTCALL;}
+void wrapglDisableClientState(GLenum cap) {PRECALL;Con_Printf("glDisableClientState(cap)\n");POSTCALL;}
+void wrapglDisableVertexAttribArray(GLuint index) {PRECALL;glDisableVertexAttribArray(index);POSTCALL;}
+void wrapglDrawArrays(GLenum mode, GLint first, GLsizei count) {PRECALL;glDrawArrays(mode, first, count);POSTCALL;}
+void wrapglDrawBuffer(GLenum mode) {PRECALL;Con_Printf("glDrawBuffer(mode)\n");POSTCALL;}
+void wrapglDrawBuffers(GLsizei n, const GLenum *bufs) {PRECALL;Con_Printf("glDrawBuffers(n, bufs)\n");POSTCALL;}
+void wrapglDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices) {PRECALL;glDrawElements(mode, count, type, indices);POSTCALL;}
+//void wrapglDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices) {PRECALL;glDrawRangeElements(mode, start, end, count, type, indices);POSTCALL;}
+//void wrapglDrawRangeElementsEXT(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices) {PRECALL;glDrawRangeElements(mode, start, end, count, type, indices);POSTCALL;}
+void wrapglEnable(GLenum cap) {PRECALL;glEnable(cap);POSTCALL;}
+void wrapglEnableClientState(GLenum cap) {PRECALL;Con_Printf("glEnableClientState(cap)\n");POSTCALL;}
+void wrapglEnableVertexAttribArray(GLuint index) {PRECALL;glEnableVertexAttribArray(index);POSTCALL;}
+//void wrapglEnd(void) {PRECALL;Con_Printf("glEnd()\n");POSTCALL;}
+//void wrapglEndQuery(GLenum target) {PRECALL;glEndQuery(target);POSTCALL;}
+void wrapglFinish(void) {PRECALL;glFinish();POSTCALL;}
+void wrapglFlush(void) {PRECALL;glFlush();POSTCALL;}
+void wrapglFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) {PRECALL;glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);POSTCALL;}
+void wrapglFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) {PRECALL;glFramebufferTexture2D(target, attachment, textarget, texture, level);POSTCALL;}
+void wrapglFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset) {PRECALL;Con_Printf("glFramebufferTexture3D()\n");POSTCALL;}
+void wrapglGenBuffers(GLsizei n, GLuint *buffers) {PRECALL;glGenBuffers(n, buffers);POSTCALL;}
+void wrapglGenFramebuffers(GLsizei n, GLuint *framebuffers) {PRECALL;glGenFramebuffers(n, framebuffers);POSTCALL;}
+//void wrapglGenQueries(GLsizei n, GLuint *ids) {PRECALL;glGenQueries(n, ids);POSTCALL;}
+void wrapglGenRenderbuffers(GLsizei n, GLuint *renderbuffers) {PRECALL;glGenRenderbuffers(n, renderbuffers);POSTCALL;}
+void wrapglGenTextures(GLsizei n, GLuint *textures) {PRECALL;glGenTextures(n, textures);POSTCALL;}
+void wrapglGenerateMipmap(GLenum target) {PRECALL;glGenerateMipmap(target);POSTCALL;}
+void wrapglGetActiveAttrib(GLuint programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLchar *name) {PRECALL;glGetActiveAttrib(programObj, index, maxLength, length, size, type, name);POSTCALL;}
+void wrapglGetActiveUniform(GLuint programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLchar *name) {PRECALL;glGetActiveUniform(programObj, index, maxLength, length, size, type, name);POSTCALL;}
+void wrapglGetAttachedShaders(GLuint containerObj, GLsizei maxCount, GLsizei *count, GLuint *obj) {PRECALL;glGetAttachedShaders(containerObj, maxCount, count, obj);POSTCALL;}
+void wrapglGetBooleanv(GLenum pname, GLboolean *params) {PRECALL;glGetBooleanv(pname, params);POSTCALL;}
+void wrapglGetCompressedTexImage(GLenum target, GLint lod, void *img) {PRECALL;Con_Printf("glGetCompressedTexImage(target, lod, img)\n");POSTCALL;}
+void wrapglGetDoublev(GLenum pname, GLdouble *params) {PRECALL;Con_Printf("glGetDoublev(pname, params)\n");POSTCALL;}
+void wrapglGetFloatv(GLenum pname, GLfloat *params) {PRECALL;glGetFloatv(pname, params);POSTCALL;}
+void wrapglGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params) {PRECALL;glGetFramebufferAttachmentParameteriv(target, attachment, pname, params);POSTCALL;}
+void wrapglGetShaderInfoLog(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *infoLog) {PRECALL;glGetShaderInfoLog(obj, maxLength, length, infoLog);POSTCALL;}
+void wrapglGetProgramInfoLog(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *infoLog) {PRECALL;glGetProgramInfoLog(obj, maxLength, length, infoLog);POSTCALL;}
+void wrapglGetIntegerv(GLenum pname, GLint *params) {PRECALL;glGetIntegerv(pname, params);POSTCALL;}
+void wrapglGetShaderiv(GLuint obj, GLenum pname, GLint *params) {PRECALL;glGetShaderiv(obj, pname, params);POSTCALL;}
+void wrapglGetProgramiv(GLuint obj, GLenum pname, GLint *params) {PRECALL;glGetProgramiv(obj, pname, params);POSTCALL;}
+//void wrapglGetQueryObjectiv(GLuint qid, GLenum pname, GLint *params) {PRECALL;glGetQueryObjectiv(qid, pname, params);POSTCALL;}
+//void wrapglGetQueryObjectuiv(GLuint qid, GLenum pname, GLuint *params) {PRECALL;glGetQueryObjectuiv(qid, pname, params);POSTCALL;}
+//void wrapglGetQueryiv(GLenum target, GLenum pname, GLint *params) {PRECALL;glGetQueryiv(target, pname, params);POSTCALL;}
+void wrapglGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params) {PRECALL;glGetRenderbufferParameteriv(target, pname, params);POSTCALL;}
+void wrapglGetShaderSource(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *source) {PRECALL;glGetShaderSource(obj, maxLength, length, source);POSTCALL;}
+void wrapglGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels) {PRECALL;Con_Printf("glGetTexImage(target, level, format, type, pixels)\n");POSTCALL;}
+void wrapglGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params) {PRECALL;Con_Printf("glGetTexLevelParameterfv(target, level, pname, params)\n");POSTCALL;}
+void wrapglGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params) {PRECALL;Con_Printf("glGetTexLevelParameteriv(target, level, pname, params)\n");POSTCALL;}
+void wrapglGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params) {PRECALL;glGetTexParameterfv(target, pname, params);POSTCALL;}
+void wrapglGetTexParameteriv(GLenum target, GLenum pname, GLint *params) {PRECALL;glGetTexParameteriv(target, pname, params);POSTCALL;}
+void wrapglGetUniformfv(GLuint programObj, GLint location, GLfloat *params) {PRECALL;glGetUniformfv(programObj, location, params);POSTCALL;}
+void wrapglGetUniformiv(GLuint programObj, GLint location, GLint *params) {PRECALL;glGetUniformiv(programObj, location, params);POSTCALL;}
+void wrapglHint(GLenum target, GLenum mode) {PRECALL;glHint(target, mode);POSTCALL;}
+void wrapglLineWidth(GLfloat width) {PRECALL;glLineWidth(width);POSTCALL;}
+void wrapglLinkProgram(GLuint programObj) {PRECALL;glLinkProgram(programObj);POSTCALL;}
+void wrapglLoadIdentity(void) {PRECALL;Con_Printf("glLoadIdentity()\n");POSTCALL;}
+void wrapglLoadMatrixf(const GLfloat *m) {PRECALL;Con_Printf("glLoadMatrixf(m)\n");POSTCALL;}
+void wrapglMatrixMode(GLenum mode) {PRECALL;Con_Printf("glMatrixMode(mode)\n");POSTCALL;}
+void wrapglMultiTexCoord1f(GLenum target, GLfloat s) {PRECALL;Con_Printf("glMultiTexCoord1f(target, s)\n");POSTCALL;}
+void wrapglMultiTexCoord2f(GLenum target, GLfloat s, GLfloat t) {PRECALL;Con_Printf("glMultiTexCoord2f(target, s, t)\n");POSTCALL;}
+void wrapglMultiTexCoord3f(GLenum target, GLfloat s, GLfloat t, GLfloat r) {PRECALL;Con_Printf("glMultiTexCoord3f(target, s, t, r)\n");POSTCALL;}
+void wrapglMultiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q) {PRECALL;Con_Printf("glMultiTexCoord4f(target, s, t, r, q)\n");POSTCALL;}
+void wrapglNormalPointer(GLenum type, GLsizei stride, const GLvoid *ptr) {PRECALL;Con_Printf("glNormalPointer(type, stride, ptr)\n");POSTCALL;}
+void wrapglPixelStorei(GLenum pname, GLint param) {PRECALL;glPixelStorei(pname, param);POSTCALL;}
+void wrapglPointSize(GLfloat size) {PRECALL;Con_Printf("glPointSize(size)\n");POSTCALL;}
+//void wrapglPolygonMode(GLenum face, GLenum mode) {PRECALL;Con_Printf("glPolygonMode(face, mode)\n");POSTCALL;}
+void wrapglPolygonOffset(GLfloat factor, GLfloat units) {PRECALL;glPolygonOffset(factor, units);POSTCALL;}
+void wrapglPolygonStipple(const GLubyte *mask) {PRECALL;Con_Printf("glPolygonStipple(mask)\n");POSTCALL;}
+void wrapglReadBuffer(GLenum mode) {PRECALL;Con_Printf("glReadBuffer(mode)\n");POSTCALL;}
+void wrapglReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels) {PRECALL;glReadPixels(x, y, width, height, format, type, pixels);POSTCALL;}
+void wrapglRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) {PRECALL;glRenderbufferStorage(target, internalformat, width, height);POSTCALL;}
+void wrapglScissor(GLint x, GLint y, GLsizei width, GLsizei height) {PRECALL;glScissor(x, y, width, height);POSTCALL;}
+void wrapglShaderSource(GLuint shaderObj, GLsizei count, const GLchar **string, const GLint *length) {PRECALL;glShaderSource(shaderObj, count, string, length);POSTCALL;}
+void wrapglStencilFunc(GLenum func, GLint ref, GLuint mask) {PRECALL;glStencilFunc(func, ref, mask);POSTCALL;}
+void wrapglStencilFuncSeparate(GLenum func1, GLenum func2, GLint ref, GLuint mask) {PRECALL;Con_Printf("glStencilFuncSeparate(func1, func2, ref, mask)\n");POSTCALL;}
+void wrapglStencilMask(GLuint mask) {PRECALL;glStencilMask(mask);POSTCALL;}
+void wrapglStencilOp(GLenum fail, GLenum zfail, GLenum zpass) {PRECALL;glStencilOp(fail, zfail, zpass);POSTCALL;}
+void wrapglStencilOpSeparate(GLenum e1, GLenum e2, GLenum e3, GLenum e4) {PRECALL;Con_Printf("glStencilOpSeparate(e1, e2, e3, e4)\n");POSTCALL;}
+void wrapglTexCoord1f(GLfloat s) {PRECALL;Con_Printf("glTexCoord1f(s)\n");POSTCALL;}
+void wrapglTexCoord2f(GLfloat s, GLfloat t) {PRECALL;Con_Printf("glTexCoord2f(s, t)\n");POSTCALL;}
+void wrapglTexCoord3f(GLfloat s, GLfloat t, GLfloat r) {PRECALL;Con_Printf("glTexCoord3f(s, t, r)\n");POSTCALL;}
+void wrapglTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q) {PRECALL;Con_Printf("glTexCoord4f(s, t, r, q)\n");POSTCALL;}
+void wrapglTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) {PRECALL;Con_Printf("glTexCoordPointer(size, type, stride, ptr)\n");POSTCALL;}
+void wrapglTexEnvf(GLenum target, GLenum pname, GLfloat param) {PRECALL;Con_Printf("glTexEnvf(target, pname, param)\n");POSTCALL;}
+void wrapglTexEnvfv(GLenum target, GLenum pname, const GLfloat *params) {PRECALL;Con_Printf("glTexEnvfv(target, pname, params)\n");POSTCALL;}
+void wrapglTexEnvi(GLenum target, GLenum pname, GLint param) {PRECALL;Con_Printf("glTexEnvi(target, pname, param)\n");POSTCALL;}
+void wrapglTexImage2D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels) {PRECALL;glTexImage2D(target, level, internalFormat, width, height, border, format, type, pixels);POSTCALL;}
+void wrapglTexImage3D(GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels) {PRECALL;Con_Printf("glTexImage3D(target, level, internalformat, width, height, depth, border, format, type, pixels)\n");POSTCALL;}
+void wrapglTexParameterf(GLenum target, GLenum pname, GLfloat param) {PRECALL;glTexParameterf(target, pname, param);POSTCALL;}
+void wrapglTexParameterfv(GLenum target, GLenum pname, GLfloat *params) {PRECALL;glTexParameterfv(target, pname, params);POSTCALL;}
+void wrapglTexParameteri(GLenum target, GLenum pname, GLint param) {PRECALL;glTexParameteri(target, pname, param);POSTCALL;}
+void wrapglTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels) {PRECALL;glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);POSTCALL;}
+void wrapglTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels) {PRECALL;Con_Printf("glTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels)\n");POSTCALL;}
+void wrapglUniform1f(GLint location, GLfloat v0) {PRECALL;glUniform1f(location, v0);POSTCALL;}
+void wrapglUniform1fv(GLint location, GLsizei count, const GLfloat *value) {PRECALL;glUniform1fv(location, count, value);POSTCALL;}
+void wrapglUniform1i(GLint location, GLint v0) {PRECALL;glUniform1i(location, v0);POSTCALL;}
+void wrapglUniform1iv(GLint location, GLsizei count, const GLint *value) {PRECALL;glUniform1iv(location, count, value);POSTCALL;}
+void wrapglUniform2f(GLint location, GLfloat v0, GLfloat v1) {PRECALL;glUniform2f(location, v0, v1);POSTCALL;}
+void wrapglUniform2fv(GLint location, GLsizei count, const GLfloat *value) {PRECALL;glUniform2fv(location, count, value);POSTCALL;}
+void wrapglUniform2i(GLint location, GLint v0, GLint v1) {PRECALL;glUniform2i(location, v0, v1);POSTCALL;}
+void wrapglUniform2iv(GLint location, GLsizei count, const GLint *value) {PRECALL;glUniform2iv(location, count, value);POSTCALL;}
+void wrapglUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) {PRECALL;glUniform3f(location, v0, v1, v2);POSTCALL;}
+void wrapglUniform3fv(GLint location, GLsizei count, const GLfloat *value) {PRECALL;glUniform3fv(location, count, value);POSTCALL;}
+void wrapglUniform3i(GLint location, GLint v0, GLint v1, GLint v2) {PRECALL;glUniform3i(location, v0, v1, v2);POSTCALL;}
+void wrapglUniform3iv(GLint location, GLsizei count, const GLint *value) {PRECALL;glUniform3iv(location, count, value);POSTCALL;}
+void wrapglUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) {PRECALL;glUniform4f(location, v0, v1, v2, v3);POSTCALL;}
+void wrapglUniform4fv(GLint location, GLsizei count, const GLfloat *value) {PRECALL;glUniform4fv(location, count, value);POSTCALL;}
+void wrapglUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) {PRECALL;glUniform4i(location, v0, v1, v2, v3);POSTCALL;}
+void wrapglUniform4iv(GLint location, GLsizei count, const GLint *value) {PRECALL;glUniform4iv(location, count, value);POSTCALL;}
+void wrapglUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {PRECALL;glUniformMatrix2fv(location, count, transpose, value);POSTCALL;}
+void wrapglUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {PRECALL;glUniformMatrix3fv(location, count, transpose, value);POSTCALL;}
+void wrapglUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {PRECALL;glUniformMatrix4fv(location, count, transpose, value);POSTCALL;}
+void wrapglUseProgram(GLuint programObj) {PRECALL;glUseProgram(programObj);POSTCALL;}
+void wrapglValidateProgram(GLuint programObj) {PRECALL;glValidateProgram(programObj);POSTCALL;}
+void wrapglVertex2f(GLfloat x, GLfloat y) {PRECALL;Con_Printf("glVertex2f(x, y)\n");POSTCALL;}
+void wrapglVertex3f(GLfloat x, GLfloat y, GLfloat z) {PRECALL;Con_Printf("glVertex3f(x, y, z)\n");POSTCALL;}
+void wrapglVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w) {PRECALL;Con_Printf("glVertex4f(x, y, z, w)\n");POSTCALL;}
+void wrapglVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer) {PRECALL;glVertexAttribPointer(index, size, type, normalized, stride, pointer);POSTCALL;}
+void wrapglVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) {PRECALL;Con_Printf("glVertexPointer(size, type, stride, ptr)\n");POSTCALL;}
+void wrapglViewport(GLint x, GLint y, GLsizei width, GLsizei height) {PRECALL;glViewport(x, y, width, height);POSTCALL;}
+void wrapglVertexAttrib1f(GLuint index, GLfloat v0) {PRECALL;glVertexAttrib1f(index, v0);POSTCALL;}
+//void wrapglVertexAttrib1s(GLuint index, GLshort v0) {PRECALL;glVertexAttrib1s(index, v0);POSTCALL;}
+//void wrapglVertexAttrib1d(GLuint index, GLdouble v0) {PRECALL;glVertexAttrib1d(index, v0);POSTCALL;}
+void wrapglVertexAttrib2f(GLuint index, GLfloat v0, GLfloat v1) {PRECALL;glVertexAttrib2f(index, v0, v1);POSTCALL;}
+//void wrapglVertexAttrib2s(GLuint index, GLshort v0, GLshort v1) {PRECALL;glVertexAttrib2s(index, v0, v1);POSTCALL;}
+//void wrapglVertexAttrib2d(GLuint index, GLdouble v0, GLdouble v1) {PRECALL;glVertexAttrib2d(index, v0, v1);POSTCALL;}
+void wrapglVertexAttrib3f(GLuint index, GLfloat v0, GLfloat v1, GLfloat v2) {PRECALL;glVertexAttrib3f(index, v0, v1, v2);POSTCALL;}
+//void wrapglVertexAttrib3s(GLuint index, GLshort v0, GLshort v1, GLshort v2) {PRECALL;glVertexAttrib3s(index, v0, v1, v2);POSTCALL;}
+//void wrapglVertexAttrib3d(GLuint index, GLdouble v0, GLdouble v1, GLdouble v2) {PRECALL;glVertexAttrib3d(index, v0, v1, v2);POSTCALL;}
+void wrapglVertexAttrib4f(GLuint index, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) {PRECALL;glVertexAttrib4f(index, v0, v1, v2, v3);POSTCALL;}
+//void wrapglVertexAttrib4s(GLuint index, GLshort v0, GLshort v1, GLshort v2, GLshort v3) {PRECALL;glVertexAttrib4s(index, v0, v1, v2, v3);POSTCALL;}
+//void wrapglVertexAttrib4d(GLuint index, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3) {PRECALL;glVertexAttrib4d(index, v0, v1, v2, v3);POSTCALL;}
+//void wrapglVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w) {PRECALL;glVertexAttrib4Nub(index, x, y, z, w);POSTCALL;}
+void wrapglVertexAttrib1fv(GLuint index, const GLfloat *v) {PRECALL;glVertexAttrib1fv(index, v);POSTCALL;}
+//void wrapglVertexAttrib1sv(GLuint index, const GLshort *v) {PRECALL;glVertexAttrib1sv(index, v);POSTCALL;}
+//void wrapglVertexAttrib1dv(GLuint index, const GLdouble *v) {PRECALL;glVertexAttrib1dv(index, v);POSTCALL;}
+void wrapglVertexAttrib2fv(GLuint index, const GLfloat *v) {PRECALL;glVertexAttrib2fv(index, v);POSTCALL;}
+//void wrapglVertexAttrib2sv(GLuint index, const GLshort *v) {PRECALL;glVertexAttrib2sv(index, v);POSTCALL;}
+//void wrapglVertexAttrib2dv(GLuint index, const GLdouble *v) {PRECALL;glVertexAttrib2dv(index, v);POSTCALL;}
+void wrapglVertexAttrib3fv(GLuint index, const GLfloat *v) {PRECALL;glVertexAttrib3fv(index, v);POSTCALL;}
+//void wrapglVertexAttrib3sv(GLuint index, const GLshort *v) {PRECALL;glVertexAttrib3sv(index, v);POSTCALL;}
+//void wrapglVertexAttrib3dv(GLuint index, const GLdouble *v) {PRECALL;glVertexAttrib3dv(index, v);POSTCALL;}
+void wrapglVertexAttrib4fv(GLuint index, const GLfloat *v) {PRECALL;glVertexAttrib4fv(index, v);POSTCALL;}
+//void wrapglVertexAttrib4sv(GLuint index, const GLshort *v) {PRECALL;glVertexAttrib4sv(index, v);POSTCALL;}
+//void wrapglVertexAttrib4dv(GLuint index, const GLdouble *v) {PRECALL;glVertexAttrib4dv(index, v);POSTCALL;}
+//void wrapglVertexAttrib4iv(GLuint index, const GLint *v) {PRECALL;glVertexAttrib4iv(index, v);POSTCALL;}
+//void wrapglVertexAttrib4bv(GLuint index, const GLbyte *v) {PRECALL;glVertexAttrib4bv(index, v);POSTCALL;}
+//void wrapglVertexAttrib4ubv(GLuint index, const GLubyte *v) {PRECALL;glVertexAttrib4ubv(index, v);POSTCALL;}
+//void wrapglVertexAttrib4usv(GLuint index, const GLushort *v) {PRECALL;glVertexAttrib4usv(index, GLushort v);POSTCALL;}
+//void wrapglVertexAttrib4uiv(GLuint index, const GLuint *v) {PRECALL;glVertexAttrib4uiv(index, v);POSTCALL;}
+//void wrapglVertexAttrib4Nbv(GLuint index, const GLbyte *v) {PRECALL;glVertexAttrib4Nbv(index, v);POSTCALL;}
+//void wrapglVertexAttrib4Nsv(GLuint index, const GLshort *v) {PRECALL;glVertexAttrib4Nsv(index, v);POSTCALL;}
+//void wrapglVertexAttrib4Niv(GLuint index, const GLint *v) {PRECALL;glVertexAttrib4Niv(index, v);POSTCALL;}
+//void wrapglVertexAttrib4Nubv(GLuint index, const GLubyte *v) {PRECALL;glVertexAttrib4Nubv(index, v);POSTCALL;}
+//void wrapglVertexAttrib4Nusv(GLuint index, const GLushort *v) {PRECALL;glVertexAttrib4Nusv(index, GLushort v);POSTCALL;}
+//void wrapglVertexAttrib4Nuiv(GLuint index, const GLuint *v) {PRECALL;glVertexAttrib4Nuiv(index, v);POSTCALL;}
+//void wrapglGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params) {PRECALL;glGetVertexAttribdv(index, pname, params);POSTCALL;}
+void wrapglGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params) {PRECALL;glGetVertexAttribfv(index, pname, params);POSTCALL;}
+void wrapglGetVertexAttribiv(GLuint index, GLenum pname, GLint *params) {PRECALL;glGetVertexAttribiv(index, pname, params);POSTCALL;}
+void wrapglGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid **pointer) {PRECALL;glGetVertexAttribPointerv(index, pname, pointer);POSTCALL;}
+#endif
void GLES_Init(void)
{
+#ifndef qglClear
qglIsBufferARB = wrapglIsBuffer;
qglIsEnabled = wrapglIsEnabled;
qglIsFramebufferEXT = wrapglIsFramebuffer;
// qglBegin = wrapglBegin;
// qglBeginQueryARB = wrapglBeginQuery;
qglBindAttribLocation = wrapglBindAttribLocation;
- qglBindFragDataLocation = wrapglBindFragDataLocation;
+// qglBindFragDataLocation = wrapglBindFragDataLocation;
qglBindBufferARB = wrapglBindBuffer;
qglBindFramebufferEXT = wrapglBindFramebuffer;
qglBindRenderbufferEXT = wrapglBindRenderbuffer;
qglDeleteTextures = wrapglDeleteTextures;
qglDepthFunc = wrapglDepthFunc;
qglDepthMask = wrapglDepthMask;
- qglDepthRange = wrapglDepthRange;
+ qglDepthRangef = wrapglDepthRangef;
qglDetachShader = wrapglDetachShader;
qglDisable = wrapglDisable;
qglDisableClientState = wrapglDisableClientState;
qglGetVertexAttribfv = wrapglGetVertexAttribfv;
qglGetVertexAttribiv = wrapglGetVertexAttribiv;
qglGetVertexAttribPointerv = wrapglGetVertexAttribPointerv;
+#endif
gl_renderer = (const char *)qglGetString(GL_RENDERER);
gl_vendor = (const char *)qglGetString(GL_VENDOR);
vid.support.ext_draw_range_elements = true;
vid.support.ext_framebuffer_object = false;//true;
vid.support.ext_stencil_two_side = false;
- vid.support.ext_texture_3d = false;//SDL_GL_ExtensionSupported("GL_OES_texture_3D"); // iPhoneOS does not support 3D textures, odd...
- vid.support.ext_texture_compression_s3tc = false;
+ vid.support.ext_texture_3d = SDL_GL_ExtensionSupported("GL_OES_texture_3D");
+ vid.support.ext_texture_compression_s3tc = SDL_GL_ExtensionSupported("GL_EXT_texture_compression_s3tc");
vid.support.ext_texture_edge_clamp = true;
vid.support.ext_texture_filter_anisotropic = false; // probably don't want to use it...
vid.support.ext_texture_srgb = false;
if (vid.support.ext_texture_filter_anisotropic)
qglGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, (GLint*)&vid.max_anisotropy);
if (vid.support.arb_texture_cube_map)
- qglGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, (GLint*)&vid.maxtexturesize_cubemap);
+ qglGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_cubemap);
+#ifdef GL_MAX_3D_TEXTURE_SIZE
if (vid.support.ext_texture_3d)
qglGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_3d);
+#endif
Con_Printf("GL_MAX_CUBE_MAP_TEXTURE_SIZE = %i\n", vid.maxtexturesize_cubemap);
Con_Printf("GL_MAX_3D_TEXTURE_SIZE = %i\n", vid.maxtexturesize_3d);
+ {
+#define GL_ALPHA_BITS 0x0D55
+#define GL_RED_BITS 0x0D52
+#define GL_GREEN_BITS 0x0D53
+#define GL_BLUE_BITS 0x0D54
+#define GL_DEPTH_BITS 0x0D56
+#define GL_STENCIL_BITS 0x0D57
+ int fb_r = -1, fb_g = -1, fb_b = -1, fb_a = -1, fb_d = -1, fb_s = -1;
+ qglGetIntegerv(GL_RED_BITS , &fb_r);
+ qglGetIntegerv(GL_GREEN_BITS , &fb_g);
+ qglGetIntegerv(GL_BLUE_BITS , &fb_b);
+ qglGetIntegerv(GL_ALPHA_BITS , &fb_a);
+ qglGetIntegerv(GL_DEPTH_BITS , &fb_d);
+ qglGetIntegerv(GL_STENCIL_BITS, &fb_s);
+ Con_Printf("Framebuffer depth is R%iG%iB%iA%iD%iS%i\n", fb_r, fb_g, fb_b, fb_a, fb_d, fb_s);
+ }
// verify that cubemap textures are really supported
if (vid.support.arb_texture_cube_map && vid.maxtexturesize_cubemap < 256)
int bpp = SDL_GetVideoInfo()->vfmt->BitsPerPixel;
k = 0;
- for(vidmodes = SDL_ListModes(NULL, SDL_FULLSCREEN|SDL_HWSURFACE); vidmodes && *vidmodes; ++vidmodes)
+ for(vidmodes = SDL_ListModes(NULL, SDL_FULLSCREEN|SDL_HWSURFACE); vidmodes && vidmodes != (SDL_Rect**)(-1) && *vidmodes; ++vidmodes)
{
if(k >= maxcount)
break;
// name of driver library (opengl32.dll, libGL.so.1, or whatever)
char gl_driver[256];
+#ifndef USE_GLES2
// GL_ARB_multitexture
void (GLAPIENTRY *qglMultiTexCoord1f) (GLenum, GLfloat);
void (GLAPIENTRY *qglMultiTexCoord2f) (GLenum, GLfloat, GLfloat);
void (GLAPIENTRY *qglDepthFunc)(GLenum func);
void (GLAPIENTRY *qglDepthMask)(GLboolean flag);
void (GLAPIENTRY *qglDepthRange)(GLclampd near_val, GLclampd far_val);
+void (GLAPIENTRY *qglDepthRangef)(GLclampf near_val, GLclampf far_val);
void (GLAPIENTRY *qglColorMask)(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
void (GLAPIENTRY *qglDrawRangeElements)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices);
void (GLAPIENTRY *qglGetQueryObjectuivARB)(GLuint qid, GLenum pname, GLuint *params);
void (GLAPIENTRY *qglSampleCoverageARB)(GLclampf value, GLboolean invert);
+#endif
#if _MSC_VER >= 1400
#define sscanf sscanf_s
return true;
}
+#ifndef USE_GLES2
static dllfunction_t opengl110funcs[] =
{
{"glClearColor", (void **) &qglClearColor},
{"glSampleCoverageARB", (void **) &qglSampleCoverageARB},
{NULL, NULL}
};
+#endif
void VID_ClearExtensions(void)
{
vid.max_anisotropy = 1;
vid.maxdrawbuffers = 1;
+#ifndef USE_GLES2
// this is a complete list of all functions that are directly checked in the renderer
qglDrawRangeElements = NULL;
qglDrawBuffer = NULL;
qglGetCompressedTexImageARB = NULL;
qglFramebufferTexture2DEXT = NULL;
qglDrawBuffersARB = NULL;
+#endif
}
+#ifndef USE_GLES2
void VID_CheckExtensions(void)
{
if (!GL_CheckExtension("glbase", opengl110funcs, NULL, false))
if (vid.support.ext_texture_filter_anisotropic)
qglGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, (GLint*)&vid.max_anisotropy);
if (vid.support.arb_texture_cube_map)
- qglGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, (GLint*)&vid.maxtexturesize_cubemap);
+ qglGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_cubemap);
if (vid.support.ext_texture_3d)
qglGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_3d);
vid.texunits = vid.teximageunits = vid.texarrayunits = 1;
if (vid.support.arb_multitexture)
- qglGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, (GLint*)&vid.texunits);
+ qglGetIntegerv(GL_MAX_TEXTURE_UNITS, (GLint*)&vid.texunits);
if (vid_gl20.integer && vid.support.gl20shaders)
{
- qglGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, (GLint*)&vid.texunits);
+ qglGetIntegerv(GL_MAX_TEXTURE_UNITS, (GLint*)&vid.texunits);
qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, (int *)&vid.teximageunits);CHECKGLERROR
qglGetIntegerv(GL_MAX_TEXTURE_COORDS, (int *)&vid.texarrayunits);CHECKGLERROR
vid.texunits = bound(4, vid.texunits, MAX_TEXTUREUNITS);
}
else if (vid.support.arb_texture_env_combine && vid.texunits >= 2 && vid_gl13.integer)
{
- qglGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, (GLint*)&vid.texunits);
+ qglGetIntegerv(GL_MAX_TEXTURE_UNITS, (GLint*)&vid.texunits);
vid.texunits = bound(1, vid.texunits, MAX_TEXTUREUNITS);
vid.teximageunits = vid.texunits;
vid.texarrayunits = vid.texunits;
Cvar_SetQuick(&gl_info_platform, gl_platform ? gl_platform : "");
Cvar_SetQuick(&gl_info_driver, gl_driver);
}
+#endif
float VID_JoyState_GetAxis(const vid_joystate_t *joystate, int axis, float sensitivity, float deadzone)
{