2017-04-17 06:17:10 -06:00

585 lines
22 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "platformWin32/platformWin32.h"
#include "platformWin32/platformGL.h"
#include "dgl/dgl.h"
#include "platform/platformVideo.h"
#include "core/unicode.h"
#include "console/console.h"
#include "console/consoleTypes.h"
GLState gGLState;
bool gOpenGLDisablePT = false;
bool gOpenGLDisableCVA = false;
bool gOpenGLDisableTEC = false;
bool gOpenGLDisableARBMT = false;
bool gOpenGLDisableFC = false;
bool gOpenGLDisableTCompress = false;
bool gOpenGLNoEnvColor = false;
float gOpenGLGammaCorrection = 0.5;
bool gOpenGLNoDrawArraysAlpha = false;
//------------------------------------------------------------------
//bind functions for each function prototype
//------------------------------------------------------------------
//GL_EXT/ARB
enum {
ARB_multitexture = BIT(0),
ARB_texture_compression = BIT(1),
EXT_compiled_vertex_array = BIT(2),
EXT_fog_coord = BIT(3),
EXT_paletted_texture = BIT(4),
NV_vertex_array_range = BIT(5),
EXT_blend_color = BIT(6),
EXT_blend_minmax = BIT(7)
};
//WGL_ARB
enum {
WGL_ARB_extensions_string = BIT(0),
WGL_EXT_swap_control = BIT(1),
WGL_3DFX_gamma_control = BIT(2)
};
//------------------------------------------------------------------
//create dummy functions and set real functions to dummies for:
// -core GL
// -core WGL
// -WGL extensions
//------------------------------------------------------------------
//defines...
//-------------
// we want to declare/define all GL functions here and set them all to a "stub"
// function so that if they're called before they're initialized, they'll spew
// some console spam to make it easier to debug. We also need to declare/define
// a "dll" version, which will ALWAYS point to the function defined in the dll.
// This for special functionality like wireframe, logging, and performance metrics
// that will override the normal function and do some additional work. We'll make
// the dll versions extern so that we can seperate out all the performance/logging
// functionality to a seperate file to keep this one a little bit cleaner. So,
// our macros look like this for the most part (although a lot uglier in practice):
// type name##_t(params) { console_warning; return ret; }
// type name(params) = name##_t;
// extern type dll##name(params = name##_t
#ifndef TORQUE_LIB
#define GL_FUNCTION(fn_type, fn_name, fn_args, fn_body) fn_type (APIENTRY fn_name##_t)fn_args \
{ Con::printf("Could not load this GL function: %s", #fn_name); fn_body } \
fn_type (APIENTRY * fn_name)fn_args = fn_name##_t; \
extern fn_type (APIENTRY * dll##fn_name)fn_args = fn_name##_t;
#define WGL_FUNCTION(fn_type, fn_name, fn_args, fn_body) fn_type (APIENTRY d##fn_name##_t)fn_args \
{ Con::printf("Could not load this WGL function: %s", #fn_name); fn_body } \
fn_type (APIENTRY * d##fn_name)fn_args = d##fn_name##_t; \
extern fn_type (APIENTRY * dlld##fn_name)fn_args = d##fn_name##_t;
#define WGLD3D_FUNCTION(fn_type, fn_name, fn_args, fn_body) fn_type (APIENTRY dwgl##fn_name##_t)fn_args \
{ Con::printf("Could not load this WGLD3D function: wgl%s", #fn_name); fn_body } \
fn_type (APIENTRY * dwgl##fn_name)fn_args = dwgl##fn_name##_t; \
extern fn_type (APIENTRY * dlldwgl##fn_name)fn_args = dwgl##fn_name##_t;
#define WGLEXT_FUNCTION(fn_type, fn_name, fn_args, fn_body) fn_type (APIENTRY d##fn_name##_t)fn_args \
{ Con::printf("Could not load this WGLEXT function: %s", #fn_name); fn_body } \
fn_type (APIENTRY * d##fn_name)fn_args = d##fn_name##_t;
#else
#define GL_FUNCTION(fn_type, fn_name, fn_args, fn_body) fn_type (APIENTRY fn_name##_t)fn_args \
{ fn_body } \
fn_type (APIENTRY * fn_name)fn_args = fn_name##_t; \
extern fn_type (APIENTRY * dll##fn_name)fn_args = fn_name##_t;
#define WGL_FUNCTION(fn_type, fn_name, fn_args, fn_body) fn_type (APIENTRY d##fn_name##_t)fn_args \
{ fn_body } \
fn_type (APIENTRY * d##fn_name)fn_args = d##fn_name##_t; \
extern fn_type (APIENTRY * dlld##fn_name)fn_args = d##fn_name##_t;
#define WGLD3D_FUNCTION(fn_type, fn_name, fn_args, fn_body) fn_type (APIENTRY dwgl##fn_name##_t)fn_args \
{ fn_body } \
fn_type (APIENTRY * dwgl##fn_name)fn_args = dwgl##fn_name##_t; \
extern fn_type (APIENTRY * dlldwgl##fn_name)fn_args = dwgl##fn_name##_t;
#define WGLEXT_FUNCTION(fn_type, fn_name, fn_args, fn_body) fn_type (APIENTRY d##fn_name##_t)fn_args \
{ fn_body } \
fn_type (APIENTRY * d##fn_name)fn_args = d##fn_name##_t;
#endif
//includes...
#include "platform/GLCoreFunc.h"
#include "platform/GLExtFunc.h"
#include "platform/GLUFunc.h"
#include "platformWin32/GLWinFunc.h"
#include "platformWin32/GLWinExtFunc.h"
//undefs...
#undef GL_FUNCTION
#undef WGL_FUNCTION
#undef WGLD3D_FUNCTION
#undef WGLEXT_FUNCTION
// These functions won't be in the normal OGL dll, so don't give
// errors about them because we know we'll be ok without them
static bool isFnOk(const char* name)
{
if (dStrcmp(name, "glAvailableVertexBufferEXT") == 0 ||
dStrcmp(name, "glAllocateVertexBufferEXT") == 0 ||
dStrcmp(name, "glLockVertexBufferEXT") == 0 ||
dStrcmp(name, "glUnlockVertexBufferEXT") == 0 ||
dStrcmp(name, "glSetVertexBufferEXT") == 0 ||
dStrcmp(name, "glOffsetVertexBufferEXT") == 0 ||
dStrcmp(name, "glFillVertexBufferEXT") == 0 ||
dStrcmp(name, "glFreeVertexBufferEXT") == 0)
return true;
return false;
}
//------------------------------------------------------------------
//bind functions for each function prototype
//------------------------------------------------------------------
static bool bindGLFunction( void *&fnAddress, const char *name )
{
void* addr = (void*)(GetProcAddress( winState.hinstOpenGL, name ));
bool ok = (bool)addr;
if( !ok )
{
if (!isFnOk(name))
Con::errorf(ConsoleLogEntry::General, " Missing OpenGL function '%s'", name);
else
ok = true;
}
else
fnAddress = addr;
return ok;
}
static bool bindGLUFunction( void *&fnAddress, const char *name )
{
void* addr = (void*)(GetProcAddress( winState.hinstGLU, name ));
if( !addr )
Con::errorf(ConsoleLogEntry::General, " Missing GLU function '%s'", name);
else
fnAddress = addr;
return (addr != NULL);
}
static bool bindEXTFunction( void *&fnAddress, const char *name )
{
void* addr = (void*)(dwglGetProcAddress( name ));
if( !addr )
Con::errorf(ConsoleLogEntry::General, " Missing OpenGL extension '%s'", name);
else
fnAddress = addr;
return (addr != NULL);
}
static bool bindWGLFunction( void *&fnAddress, const char *name )
{
void* addr = (void*)(GetProcAddress( winState.hinstOpenGL, name ));
if( !addr )
Con::errorf(ConsoleLogEntry::General, " Missing WGL function '%s'", name);
else
fnAddress = addr;
return (addr != NULL);
}
static bool bindWGLEXTFunction( void *&fnAddress, const char *name )
{
void* addr = (void*)(dwglGetProcAddress( name ));
if( !addr )
Con::errorf(ConsoleLogEntry::General, " Missing WGLEXT function '%s'", name);
else
fnAddress = addr;
return (addr != NULL);
}
//------------------------------------------------------------------
//binds for each function group
//------------------------------------------------------------------
static bool bindGLFunctions()
{
bool result = true;
#define GL_FUNCTION(fn_return, fn_name, fn_args, fn_value) \
result &= bindGLFunction( *(void**)&dll##fn_name, #fn_name); \
fn_name = dll##fn_name;
#include "platform/GLCoreFunc.h"
#undef GL_FUNCTION
return result;
}
static bool bindGLUFunctions()
{
bool result = true;
#define GL_FUNCTION(fn_return, fn_name, fn_args, fn_value) \
result &= bindGLUFunction( *(void**)&dll##fn_name, #fn_name); \
fn_name = dll##fn_name;
#include "platform/GLUFunc.h"
#undef GL_FUNCTION
return result;
}
static bool bindEXTFunctions(U32 extMask)
{
bool result = true;
#define GL_GROUP_BEGIN( flag ) \
if( extMask & flag ) {
#define GL_GROUP_END() }
#define GL_FUNCTION(fn_return, fn_name, fn_args, fn_value) \
result &= bindEXTFunction( *(void**)&dll##fn_name, #fn_name); \
fn_name = dll##fn_name;
#include "platform/GLExtFunc.h"
#undef GL_FUNCTION
#undef GL_GROUP_BEGIN
#undef GL_GROUP_END
return result;
}
static bool bindWGLFunctions(const char* prefix)
{
//ugh... the stupid D3D wrapper prefixes some functions
//with either wd3d or wgl, so we have to account for that
static char buff[200];
bool result = true;
#define WGLD3D_FUNCTION(fn_return, fn_name, fn_args, fn_value) \
dSprintf(buff, 200, "%s%s", prefix, #fn_name); \
result &= bindWGLFunction( *(void**)&dlldwgl##fn_name, buff); \
dwgl##fn_name = dlldwgl##fn_name;
#define WGL_FUNCTION(fn_return, fn_name, fn_args, fn_valud) \
result &= bindWGLFunction( *(void**)&dlld##fn_name, #fn_name); \
d##fn_name = dlld##fn_name;
#include "platformWin32/GLWinFunc.h"
#undef WGLD3D_FUNCTION
#undef WGL_FUNCTION
return result;
}
static bool bindWGLEXTFunctions(U32 extMask)
{
bool result = true;
#define WGL_GROUP_BEGIN( flag ) \
if( extMask & flag ) {
#define WGL_GROUP_END() }
#define WGLEXT_FUNCTION(fn_return, fn_name, fn_args, fn_value) result &= bindWGLEXTFunction( *(void**)&d##fn_name, #fn_name);
#include "platformWin32/GLWinExtFunc.h"
#undef WGLEXT_FUNCTION
#undef WGL_GROUP_BEGIN
#undef WGL_GROUP_END
return result;
}
//------------------------------------------------------------------
//unbind functions
//------------------------------------------------------------------
//GL core, GL_EXT/ARB, and GLU can all be done in one shot
static void unbindGLFunctions()
{
#define GL_FUNCTION(fn_type, fn_name, fn_args, fn_body) fn_name = dll##fn_name = fn_name##_t;
#include "platform/GLCoreFunc.h"
#include "platform/GLExtFunc.h"
#include "platform/GLUFunc.h"
#undef GL_FUNCTION
}
static void unbindWGLFunctions()
{
#define WGL_FUNCTION(fn_type, fn_name, fn_args, fn_body) d##fn_name = dlld##fn_name = d##fn_name##_t;
#define WGLD3D_FUNCTION(fn_type, fn_name, fn_args, fn_body) dwgl##fn_name = dlldwgl##fn_name = dwgl##fn_name##_t;
#include "platformWin32/GLWinFunc.h"
#undef WGLD3D_FUNCTION
#undef WGL_FUNCTION
}
static void unbindWGLEXTFunctions()
{
#define WGLEXT_FUNCTION(fn_type, fn_name, fn_args, fn_body) d##fn_name = d##fn_name##_t;
#include "platformWin32/GLWinExtFunc.h"
#undef WGLEXT_FUNCTION
}
//------------------------------------------------------------------
// GL_Shutdown - unbind all functions and unload libraries
//------------------------------------------------------------------
void GL_Shutdown( void )
{
if ( winState.hinstOpenGL )
FreeLibrary( winState.hinstOpenGL );
winState.hinstOpenGL = NULL;
if ( winState.hinstGLU )
FreeLibrary( winState.hinstGLU );
winState.hinstGLU = NULL;
unbindGLFunctions(); //we can do GL, GLU, and EXTs in the same function
unbindWGLFunctions();//these have to be seperate
unbindWGLEXTFunctions();
gGLState.suppSwapInterval = false;
}
//---------------------------------------------------------
// GL_Init - load OpenGL library and bind core GL/GLU/WGL functions
//---------------------------------------------------------
bool GL_Init( const char *dllname_gl, const char *dllname_glu )
{
if ( winState.hinstOpenGL && winState.hinstGLU)
return true;
#ifdef UNICODE
UTF16 dn_gl[1024], dn_glu[1024];
convertUTF8toUTF16((UTF8 *)dllname_gl, dn_gl, sizeof(dn_gl));
convertUTF8toUTF16((UTF8 *)dllname_glu, dn_glu, sizeof(dn_glu));
#endif
// Load OpenGL DLL
if (!winState.hinstOpenGL)
{
#ifdef UNICODE
if ( ( winState.hinstOpenGL = LoadLibrary( dn_gl ) ) == 0 )
#else
if ( ( winState.hinstOpenGL = LoadLibrary( dllname_gl ) ) == 0 )
#endif
return false;
}
// Load OpenGL GLU DLL
if ( !winState.hinstGLU )
{
#ifdef UNICODE
if ( ( winState.hinstGLU = LoadLibrary( dn_glu ) ) == 0 )
#else
if ( ( winState.hinstGLU = LoadLibrary( dllname_glu ) ) == 0 )
#endif
return false;
}
if (!bindGLFunctions())
Con::errorf("You are missing some OpenGL functions. That's bad.");
if (!bindGLUFunctions())
Con::errorf("You are missing some GLU functions. That's bad.");
// these will have already been bound thru the OGL version
if (dStrstr(dllname_gl, "d3d") == NULL)
{
if (!bindWGLFunctions("wgl"))
Con::errorf("You are missing some WGL Functions. That's REALLY bad.");
}
else
if (!bindWGLFunctions("wd3d"))
Con::errorf("You are missing some WGL Functions. That's REALLY bad.");
return true;
}
//---------------------------------------------------------
// GL_EXT_Init - Initialize all GL/WGL extensions
//---------------------------------------------------------
bool GL_EXT_Init( )
{
const char* d3dinfo = reinterpret_cast<const char*>(glGetString(GL_RENDERER));
gGLState.isDirect3D = d3dinfo? (dStrstr(d3dinfo, (const char*)"Direct3D") != NULL) : false;
// Load extensions...
//
const char* pExtString = reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS));
gGLState.primMode = 0;
U32 extBitMask = 0;
// GL_EXT_paletted_texture
if (pExtString && dStrstr(pExtString, (const char*)"GL_EXT_paletted_texture") != NULL)
{
extBitMask |= EXT_paletted_texture;
gGLState.suppPalettedTexture = true;
}
else
gGLState.suppPalettedTexture = false;
// EXT_compiled_vertex_array
if (pExtString && dStrstr(pExtString, (const char*)"GL_EXT_compiled_vertex_array") != NULL)
{
extBitMask |= EXT_compiled_vertex_array;
gGLState.suppLockedArrays = true;
}
else
{
gGLState.suppLockedArrays = false;
}
// ARB_multitexture
if (pExtString && dStrstr(pExtString, (const char*)"GL_ARB_multitexture") != NULL)
{
extBitMask |= ARB_multitexture;
gGLState.suppARBMultitexture = true;
} else {
gGLState.suppARBMultitexture = false;
}
// EXT_blend_color
if(pExtString && dStrstr(pExtString, (const char*)"GL_EXT_blend_color") != NULL)
{
extBitMask |= EXT_blend_color;
gGLState.suppEXTblendcolor = true;
} else {
gGLState.suppEXTblendcolor = false;
}
// EXT_blend_minmax
if(pExtString && dStrstr(pExtString, (const char*)"GL_EXT_blend_minmax") != NULL)
{
extBitMask |= EXT_blend_color;
gGLState.suppEXTblendminmax = true;
} else {
gGLState.suppEXTblendminmax = false;
}
// EXT_fog_coord
if (pExtString && dStrstr(pExtString, (const char*)"GL_EXT_fog_coord") != NULL)
{
extBitMask |= EXT_fog_coord;
gGLState.suppFogCoord = true;
} else {
gGLState.suppFogCoord = false;
}
// EXT_texture_compression_s3tc
if (pExtString && dStrstr(pExtString, (const char*)"GL_EXT_texture_compression_s3tc") != NULL)
gGLState.suppS3TC = true;
else
gGLState.suppS3TC = false;
// ARB_texture_compression
if (pExtString && dStrstr(pExtString, (const char*)"GL_ARB_texture_compression") != NULL)
{
extBitMask |= ARB_texture_compression;
gGLState.suppTextureCompression = true;
} else {
gGLState.suppTextureCompression = false;
}
// NV_vertex_array_range
if (pExtString && dStrstr(pExtString, (const char*)"NV_vertex_array_range") != NULL)
{
extBitMask |= NV_vertex_array_range;
gGLState.suppVertexArrayRange = true;
}
else
gGLState.suppVertexArrayRange = false;
// 3DFX_texture_compression_FXT1
if (pExtString && dStrstr(pExtString, (const char*)"3DFX_texture_compression_FXT1") != NULL)
gGLState.suppFXT1 = true;
else
gGLState.suppFXT1 = false;
if (!bindEXTFunctions(extBitMask))
Con::warnf("You are missing some OpenGL Extensions. This is bad.");
// Binary states, i.e., no supporting functions
// EXT_packed_pixels
// EXT_texture_env_combine
//
// dhc note: a number of these can have multiple matching 'versions', private, ext, and arb.
gGLState.suppPackedPixels = pExtString? (dStrstr(pExtString, (const char*)"GL_EXT_packed_pixels") != NULL) : false;
gGLState.suppTextureEnvCombine = pExtString? (dStrstr(pExtString, (const char*)"GL_EXT_texture_env_combine") != NULL) : false;
gGLState.suppEdgeClamp = pExtString? (dStrstr(pExtString, (const char*)"GL_EXT_texture_edge_clamp") != NULL) : false;
gGLState.suppEdgeClamp |= pExtString? (dStrstr(pExtString, (const char*)"GL_SGIS_texture_edge_clamp") != NULL) : false;
gGLState.suppTexEnvAdd = pExtString? (dStrstr(pExtString, (const char*)"GL_ARB_texture_env_add") != NULL) : false;
gGLState.suppTexEnvAdd |= pExtString? (dStrstr(pExtString, (const char*)"GL_EXT_texture_env_add") != NULL) : false;
// Anisotropic filtering
gGLState.suppTexAnisotropic = pExtString? (dStrstr(pExtString, (const char*)"GL_EXT_texture_filter_anisotropic") != NULL) : false;
if (gGLState.suppTexAnisotropic)
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gGLState.maxAnisotropy);
if (gGLState.suppARBMultitexture)
glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gGLState.maxTextureUnits);
else
gGLState.maxTextureUnits = 1;
//----------------------
//WGL extensions....
U32 wglExtMask = 0;
// Swap interval
if (pExtString && dStrstr(pExtString, (const char*)"WGL_EXT_swap_control") != NULL)
{
wglExtMask |= WGL_EXT_swap_control;
gGLState.suppSwapInterval = true;
}
else
{
gGLState.suppSwapInterval = false;
}
if (!bindWGLEXTFunctions(wglExtMask))
{
Con::warnf("You are missing some WGLEXT Functions. That's possibly VERY bad.");
}
Con::printf("OpenGL Init: Enabled Extensions");
if (gGLState.suppARBMultitexture) Con::printf(" ARB_multitexture (Max Texture Units: %d)", gGLState.maxTextureUnits);
if (gGLState.suppEXTblendcolor) Con::printf(" EXT_blend_color");
if (gGLState.suppEXTblendminmax) Con::printf(" EXT_blend_minmax");
if (gGLState.suppPalettedTexture) Con::printf(" EXT_paletted_texture");
if (gGLState.suppLockedArrays) Con::printf(" EXT_compiled_vertex_array");
if (gGLState.suppVertexArrayRange) Con::printf(" NV_vertex_array_range");
if (gGLState.suppTextureEnvCombine) Con::printf(" EXT_texture_env_combine");
if (gGLState.suppPackedPixels) Con::printf(" EXT_packed_pixels");
if (gGLState.suppFogCoord) Con::printf(" EXT_fog_coord");
if (gGLState.suppTextureCompression) Con::printf(" ARB_texture_compression");
if (gGLState.suppS3TC) Con::printf(" EXT_texture_compression_s3tc");
if (gGLState.suppFXT1) Con::printf(" 3DFX_texture_compression_FXT1");
if (gGLState.suppTexEnvAdd) Con::printf(" (ARB|EXT)_texture_env_add");
if (gGLState.suppTexAnisotropic) Con::printf(" EXT_texture_filter_anisotropic (Max anisotropy: %g)", gGLState.maxAnisotropy);
if (gGLState.suppSwapInterval) Con::printf(" WGL_EXT_swap_control");
Con::printf("OpenGL Init: Disabled Extensions");
if (!gGLState.suppARBMultitexture) Con::printf(" ARB_multitexture");
if (!gGLState.suppEXTblendcolor) Con::printf(" EXT_blend_color");
if (!gGLState.suppEXTblendminmax) Con::printf(" EXT_blend_minmax");
if (!gGLState.suppPalettedTexture) Con::printf(" EXT_paletted_texture");
if (!gGLState.suppLockedArrays) Con::printf(" EXT_compiled_vertex_array");
if (!gGLState.suppVertexArrayRange) Con::printf(" NV_vertex_array_range");
if (!gGLState.suppTextureEnvCombine) Con::printf(" EXT_texture_env_combine");
if (!gGLState.suppPackedPixels) Con::printf(" EXT_packed_pixels");
if (!gGLState.suppFogCoord) Con::printf(" EXT_fog_coord");
if (!gGLState.suppTextureCompression) Con::printf(" ARB_texture_compression");
if (!gGLState.suppS3TC) Con::printf(" EXT_texture_compression_s3tc");
if (!gGLState.suppFXT1) Con::printf(" 3DFX_texture_compression_FXT1");
if (!gGLState.suppTexEnvAdd) Con::printf(" (ARB|EXT)_texture_env_add");
if (!gGLState.suppTexAnisotropic) Con::printf(" EXT_texture_filter_anisotropic");
if (!gGLState.suppSwapInterval) Con::printf(" WGL_EXT_swap_control");
Con::printf("");
// Set some console variables:
Con::setBoolVariable( "$FogCoordSupported", gGLState.suppFogCoord );
Con::setBoolVariable( "$TextureCompressionSupported", gGLState.suppTextureCompression );
Con::setBoolVariable( "$AnisotropySupported", gGLState.suppTexAnisotropic );
Con::setBoolVariable( "$PalettedTextureSupported", gGLState.suppPalettedTexture );
Con::setBoolVariable( "$SwapIntervalSupported", gGLState.suppSwapInterval );
if (!gGLState.suppPalettedTexture && Con::getBoolVariable("$pref::OpenGL::forcePalettedTexture",false))
{
Con::setBoolVariable("$pref::OpenGL::forcePalettedTexture", false);
Con::setBoolVariable("$pref::OpenGL::force16BitTexture", true);
}
return true;
}