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/*
Copyright 2016-2020 Arisotura
This file is part of melonDS.
melonDS is free software: you can redistribute it and/or modify it under
the terms of the GNU General Public License as published by the Free
Software Foundation, either version 3 of the License, or (at your option)
any later version.
melonDS is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with melonDS. If not, see http://www.gnu.org/licenses/.
*/
#ifndef OPENGLSUPPORT_H
#define OPENGLSUPPORT_H
#include <stdio.h>
#include <string.h>
// TODO: different includes for each platform
#ifdef __APPLE__
#include <OpenGL/gl3.h>
#include <OpenGL/gl3ext.h>
#else
#include <GL/gl.h>
#include <GL/glext.h>
#endif
#include "Platform.h"
// here, have some macro magic
// we at the melonDS company really love macro magic
// also, suggestion to the fine folks who write the OpenGL headers:
// pls make the type names follow the same capitalization as their
// matching function names, so this is more convenient to deal with
#define DECLPROC(type, name) \
PFN##type##PROC name ;
#define DECLPROC_EXT(type, name) \
extern PFN##type##PROC name ;
#define LOADPROC(type, name) \
name = (PFN##type##PROC)Platform::GL_GetProcAddress(#name); \
if (!name) { printf("OpenGL: " #name " not found\n"); return false; }
// if you need more OpenGL functions, add them to the macronator here
#ifdef __WIN32__
#define DO_PROCLIST_1_3(func) \
func(GLACTIVETEXTURE, glActiveTexture); \
func(GLBLENDCOLOR, glBlendColor); \
#else
#define DO_PROCLIST_1_3(func)
#endif
#ifdef __APPLE__
#define DO_PROCLIST(func)
#else
#define DO_PROCLIST(func) \
DO_PROCLIST_1_3(func) \
\
func(GLGENFRAMEBUFFERS, glGenFramebuffers); \
func(GLDELETEFRAMEBUFFERS, glDeleteFramebuffers); \
func(GLBINDFRAMEBUFFER, glBindFramebuffer); \
func(GLFRAMEBUFFERTEXTURE, glFramebufferTexture); \
func(GLBLITFRAMEBUFFER, glBlitFramebuffer); \
func(GLCHECKFRAMEBUFFERSTATUS, glCheckFramebufferStatus); \
\
func(GLGENBUFFERS, glGenBuffers); \
func(GLDELETEBUFFERS, glDeleteBuffers); \
func(GLBINDBUFFER, glBindBuffer); \
func(GLMAPBUFFER, glMapBuffer); \
func(GLMAPBUFFERRANGE, glMapBufferRange); \
func(GLUNMAPBUFFER, glUnmapBuffer); \
func(GLBUFFERDATA, glBufferData); \
func(GLBUFFERSUBDATA, glBufferSubData); \
func(GLBINDBUFFERBASE, glBindBufferBase); \
\
func(GLGENVERTEXARRAYS, glGenVertexArrays); \
func(GLDELETEVERTEXARRAYS, glDeleteVertexArrays); \
func(GLBINDVERTEXARRAY, glBindVertexArray); \
func(GLENABLEVERTEXATTRIBARRAY, glEnableVertexAttribArray); \
func(GLDISABLEVERTEXATTRIBARRAY, glDisableVertexAttribArray); \
func(GLVERTEXATTRIBPOINTER, glVertexAttribPointer); \
func(GLVERTEXATTRIBIPOINTER, glVertexAttribIPointer); \
func(GLBINDATTRIBLOCATION, glBindAttribLocation); \
func(GLBINDFRAGDATALOCATION, glBindFragDataLocation); \
\
func(GLCREATESHADER, glCreateShader); \
func(GLSHADERSOURCE, glShaderSource); \
func(GLCOMPILESHADER, glCompileShader); \
func(GLCREATEPROGRAM, glCreateProgram); \
func(GLATTACHSHADER, glAttachShader); \
func(GLLINKPROGRAM, glLinkProgram); \
func(GLUSEPROGRAM, glUseProgram); \
func(GLGETSHADERIV, glGetShaderiv); \
func(GLGETSHADERINFOLOG, glGetShaderInfoLog); \
func(GLGETPROGRAMIV, glGetProgramiv); \
func(GLGETPROGRAMINFOLOG, glGetProgramInfoLog); \
func(GLDELETESHADER, glDeleteShader); \
func(GLDELETEPROGRAM, glDeleteProgram); \
\
func(GLUNIFORM1I, glUniform1i); \
func(GLUNIFORM1UI, glUniform1ui); \
func(GLUNIFORM2I, glUniform2i); \
func(GLUNIFORM4UI, glUniform4ui); \
func(GLUNIFORMBLOCKBINDING, glUniformBlockBinding); \
func(GLGETUNIFORMLOCATION, glGetUniformLocation); \
func(GLGETUNIFORMBLOCKINDEX, glGetUniformBlockIndex); \
\
func(GLFENCESYNC, glFenceSync); \
func(GLDELETESYNC, glDeleteSync); \
func(GLWAITSYNC, glWaitSync); \
func(GLCLIENTWAITSYNC, glClientWaitSync); \
\
func(GLDRAWBUFFERS, glDrawBuffers); \
\
func(GLBLENDFUNCSEPARATE, glBlendFuncSeparate); \
func(GLBLENDEQUATIONSEPARATE, glBlendEquationSeparate); \
\
func(GLCOLORMASKI, glColorMaski); \
\
func(GLGETSTRINGI, glGetStringi); \
#endif
namespace OpenGL
{
DO_PROCLIST(DECLPROC_EXT);
bool Init();
bool BuildShaderProgram(const char* vs, const char* fs, GLuint* ids, const char* name);
bool LinkShaderProgram(GLuint* ids);
void DeleteShaderProgram(GLuint* ids);
void UseShaderProgram(GLuint* ids);
}
#endif // OPENGLSUPPORT_H
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