mirror of https://github.com/axmolengine/axmol.git
305 lines
9.6 KiB
C++
305 lines
9.6 KiB
C++
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#ifndef __EFFEKSEERRENDERER_GL_GLEXTENSION_H__
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#define __EFFEKSEERRENDERER_GL_GLEXTENSION_H__
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//----------------------------------------------------------------------------------
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// Include
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//----------------------------------------------------------------------------------
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// #if defined(_WIN32)
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// #include <windows.h>
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// #endif
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// #if defined(__EFFEKSEER_RENDERER_GLES2__)
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// #if defined(__APPLE__)
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// #include <OpenGLES/ES2/gl.h>
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// #include <OpenGLES/ES2/glext.h>
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// #else
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// #include <GLES2/gl2.h>
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// #include <GLES2/gl2ext.h>
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// #endif
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// #elif defined(__EFFEKSEER_RENDERER_GLES3__)
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// #if defined(__APPLE__)
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// #include <OpenGLES/ES3/gl.h>
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// #else
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// #define GL_GLEXT_PROTOTYPES
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// #include <GLES3/gl3.h>
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// #endif
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// #elif defined(__EFFEKSEER_RENDERER_GL2__)
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// #if _WIN32
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// #include <GL/gl.h>
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// #elif defined(__APPLE__)
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// #define GL_SILENCE_DEPRECATION
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// #include <OpenGL/gl.h>
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// #else
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// #include <GL/gl.h>
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// #endif
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// #else
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// #ifdef EMSCRIPTEN
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// #define GL_GLEXT_PROTOTYPES
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// #define EGL_EGLEXT_PROTOTYPES
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// #endif // EMSCRIPTEN
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// #if defined(_WIN32)
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// #include <GL/gl.h>
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// #elif defined(__APPLE__)
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// #define GL_SILENCE_DEPRECATION
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// #include <OpenGL/gl3.h>
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// #else
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// #define GL_GLEXT_PROTOTYPES
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// #include <GL/gl.h>
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// #endif
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// #endif
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#include "platform/CCGL.h"
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#include "EffekseerRendererGL.Base.Pre.h"
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#include <stddef.h>
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// #if defined(_WIN32) || defined(EMSCRIPTEN)
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// typedef ptrdiff_t GLsizeiptr;
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// typedef ptrdiff_t GLintptr;
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// #endif
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// #if defined(_WIN32) || defined(EMSCRIPTEN) || defined(__ANDROID__) || (defined(__APPLE__) && (defined(__EFFEKSEER_RENDERER_GLES2__) || defined(__EFFEKSEER_RENDERER_GLES3__)))
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// #define GL_BGRA 0x80E1
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// #define GL_DEPTH_COMPONENT32 0x81A7
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// #endif
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// #if defined(_WIN32) || defined(EMSCRIPTEN) || defined(__ANDROID__) || (defined(__APPLE__) && defined(__EFFEKSEER_RENDERER_GLES2__))
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// typedef char GLchar;
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// #define GL_ELEMENT_ARRAY_BUFFER 0x8893
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// #define GL_STREAM_DRAW 0x88E0
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// #define GL_DYNAMIC_DRAW 0x88E8
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// #define GL_FUNC_ADD 0x8006
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// #define GL_MIN 0x8007
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// #define GL_MAX 0x8008
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// #define GL_FUNC_SUBTRACT 0x800A
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// #define GL_FUNC_REVERSE_SUBTRACT 0x800B
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// #define GL_CLAMP_TO_EDGE 0x812F
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// #define GL_TEXTURE0 0x84C0
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// #define GL_BLEND_SRC_ALPHA 0x80CB
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// #define GL_BLEND_DST_ALPHA 0x80CA
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// #define GL_BLEND_SRC_RGB 0x80C9
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// #define GL_BLEND_DST_RGB 0x80C8
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// #define GL_BLEND_EQUATION 0x8009
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// #define GL_ARRAY_BUFFER 0x8892
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// #define GL_STATIC_DRAW 0x88E4
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// #define GL_VERTEX_SHADER 0x8B31
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// #define GL_FRAGMENT_SHADER 0x8B30
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// #define GL_COMPILE_STATUS 0x8B81
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// #define GL_LINK_STATUS 0x8B82
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// #define GL_CURRENT_PROGRAM 0x8B8D
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// #define GL_VERTEX_ARRAY_BINDING 0x85B5
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// #define GL_ARRAY_BUFFER_BINDING 0x8894
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// #define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
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// #define GL_SRGB8_ALPHA8 0x8C43
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// #define GL_FRAMEBUFFER_SRGB 0x8DB9
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// #define GL_MAP_READ_BIT 0x0001
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// #define GL_MAP_WRITE_BIT 0x0002
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// #define GL_MAP_INVALIDATE_RANGE_BIT 0x0004
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// #define GL_MAP_INVALIDATE_BUFFER_BIT 0x0008
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// #define GL_MAP_FLUSH_EXPLICIT_BIT 0x0010
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// #define GL_MAP_UNSYNCHRONIZED_BIT 0x0020
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// #define GL_R8 0x8229
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// #define GL_R16F 0x822D
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// #define GL_R32F 0x822E
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// #define GL_RG 0x8227
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// #define GL_RG16F 0x822f
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// #define GL_HALF_FLOAT 0x140b
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// #define GL_RGBA16F 0x881a
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// #define GL_RGBA32F 0x8814
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// #define GL_DEPTH24_STENCIL8 0x88F0
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// #define GL_DEPTH32F_STENCIL8 0x8CAD
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// #define GL_DEPTH_COMPONENT24 0x81A6
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// #define GL_DEPTH_STENCIL 0x84F9
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// #define GL_FRAMEBUFFER 0x8D40
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// #define GL_FRAMEBUFFER_BINDING 0x8CA6
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// #define GL_RENDERBUFFER 0x8D41
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// #define GL_RENDERBUFFER_BINDING 0x8CA7
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// #define GL_COLOR_ATTACHMENT0 0x8CE0
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// #define GL_COLOR_ATTACHMENT1 0x8CE1
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// #define GL_COLOR_ATTACHMENT2 0x8CE2
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// #define GL_COLOR_ATTACHMENT3 0x8CE3
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// #define GL_COLOR_ATTACHMENT4 0x8CE4
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// #define GL_COLOR_ATTACHMENT5 0x8CE5
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// #define GL_COLOR_ATTACHMENT6 0x8CE6
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// #define GL_COLOR_ATTACHMENT7 0x8CE7
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// #define GL_COLOR_ATTACHMENT8 0x8CE8
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// #define GL_COLOR_ATTACHMENT9 0x8CE9
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// #define GL_COLOR_ATTACHMENT10 0x8CEA
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// #define GL_COLOR_ATTACHMENT11 0x8CEB
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// #define GL_COLOR_ATTACHMENT12 0x8CEC
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// #define GL_COLOR_ATTACHMENT13 0x8CED
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// #define GL_COLOR_ATTACHMENT14 0x8CEE
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// #define GL_COLOR_ATTACHMENT15 0x8CEF
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// #define GL_DEPTH_ATTACHMENT 0x8D00
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// #define GL_STENCIL_ATTACHMENT 0x8D20
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// #define GL_RED 0x1903
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// #define GL_MAX_VARYING_VECTORS 0x8DFC
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// #define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB
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// #define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD
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// #define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C
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// #define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872
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// #endif
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// #define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
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// #define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
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// #define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
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// #define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT 0x8C4D
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// #define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT 0x8C4E
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// #define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT 0x8C4F
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// #define GL_TEXTURE_2D_ARRAY 0x8C1A
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// #define GL_TEXTURE_BINDING_2D_ARRAY 0x8C1D
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// #define GL_TEXTURE_3D 0x806F
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// #define GL_TEXTURE_BINDING_3D 0x806A
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// // TODO why redifinition
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// //#ifndef GL_WRITE_ONLY
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// #define GL_WRITE_ONLY 0x000088b9
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// //#endif
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namespace EffekseerRendererGL
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{
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namespace GLExt
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{
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OpenGLDeviceType GetDeviceType();
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bool Initialize(OpenGLDeviceType deviceType, bool isExtensionsEnabled);
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bool IsSupportedVertexArray();
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bool IsSupportedBufferRange();
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bool IsSupportedMapBuffer();
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//! for some devices to avoid a bug
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void MakeMapBufferInvalid();
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void glDeleteBuffers(GLsizei n, const GLuint* buffers);
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GLuint glCreateShader(GLenum type);
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void glBindBuffer(GLenum target, GLuint buffer);
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void glGenBuffers(GLsizei n, GLuint* buffers);
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void glBufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage);
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void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
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void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
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void glBlendEquation(GLenum mode);
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void glActiveTexture(GLenum texture);
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void glUniform1i(GLint location, GLint v0);
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void glShaderSource(GLuint shader, GLsizei count, const GLchar** strings, const GLint* lengths);
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void glCompileShader(GLuint shader);
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void glGetShaderiv(GLuint shader, GLenum pname, GLint* param);
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GLuint glCreateProgram(void);
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void glAttachShader(GLuint program, GLuint shader);
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void glDeleteProgram(GLuint program);
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void glDeleteShader(GLuint shader);
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void glLinkProgram(GLuint program);
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void glGetProgramiv(GLuint program, GLenum pname, GLint* param);
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void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* infoLog);
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void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei* length, GLchar* infoLog);
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GLint glGetAttribLocation(GLuint program, const GLchar* name);
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GLint glGetUniformLocation(GLuint program, const GLchar* name);
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void glUseProgram(GLuint program);
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void glEnableVertexAttribArray(GLuint index);
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void glDisableVertexAttribArray(GLuint index);
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void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* pointer);
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void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
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void glUniform4fv(GLint location, GLsizei count, const GLfloat* value);
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void glGenerateMipmap(GLenum target);
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void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data);
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void glGenVertexArrays(GLsizei n, GLuint* arrays);
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void glDeleteVertexArrays(GLsizei n, const GLuint* arrays);
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void glBindVertexArray(GLuint array);
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void glGenSamplers(GLsizei n, GLuint* samplers);
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void glDeleteSamplers(GLsizei n, const GLuint* samplers);
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void glSamplerParameteri(GLuint sampler, GLenum pname, GLint param);
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void glBindSampler(GLuint unit, GLuint sampler);
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void* glMapBuffer(GLenum target, GLenum access);
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void* glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access);
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GLboolean glUnmapBuffer(GLenum target);
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void glDrawElementsInstanced(GLenum mode,
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GLsizei count,
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GLenum type,
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const void* indices,
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GLsizei primcount);
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void glCompressedTexImage2D(
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GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data);
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void glGenFramebuffers(GLsizei n, GLuint* ids);
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void glBindFramebuffer(GLenum target, GLuint framebuffer);
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void glDeleteFramebuffers(GLsizei n, GLuint* framebuffers);
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void glFramebufferTexture2D(GLenum target,
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GLenum attachment,
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GLenum textarget,
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GLuint texture,
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GLint level);
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void glGenRenderbuffers(GLsizei n, GLuint* renderbuffers);
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void glBindRenderbuffer(GLenum target, GLuint renderbuffer);
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void glDeleteRenderbuffers(GLsizei n, GLuint* renderbuffers);
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void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
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void glDrawBuffers(GLsizei n, const GLenum* bufs);
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void glTexImage3D(GLenum target,
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GLint level,
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GLint internalformat,
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GLsizei width,
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GLsizei height,
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GLsizei depth,
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GLint border,
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GLenum format,
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GLenum type,
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const void* data);
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void glCopyTexSubImage3D(GLenum target,
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GLint level,
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GLint xoffset,
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GLint yoffset,
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GLint zoffset,
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GLint x,
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GLint y,
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GLsizei width,
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GLsizei height);
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//----------------------------------------------------------------------------------
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//
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//----------------------------------------------------------------------------------
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} // namespace GLExt
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} // namespace EffekseerRendererGL
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//----------------------------------------------------------------------------------
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//
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//----------------------------------------------------------------------------------
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#endif // __EFFEKSEERRENDERER_GL_GLEXTENSION_H__
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