X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=vid_sdl.c;h=0aba7111c4fbfdd7bd4e388a0061d9fdb507c833;hp=4fb37539e4a4117ae4c95e8e0a69a6d93e61e2e7;hb=3584e00e83c35175f014b20aa1880a0048384d43;hpb=5737591d891d69836735abb645a1b173baaabe96 diff --git a/vid_sdl.c b/vid_sdl.c index 4fb37539..0aba7111 100644 --- a/vid_sdl.c +++ b/vid_sdl.c @@ -18,7 +18,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #undef WIN32_LEAN_AND_MEAN //hush a warning, SDL.h redefines this #include -#include #include #include "quakedef.h" @@ -66,25 +65,12 @@ int cl_available = true; qboolean vid_supportrefreshrate = false; -#ifdef USE_GLES2 -# define SETVIDEOMODE 0 -#else -# if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2 -# define SETVIDEOMODE 1 -# else -// LordHavoc: SDL 1.3's SDL_CreateWindow API is not finished enough to use yet, but you can set this to 0 if you want to try it... -# ifndef SETVIDEOMODE -# define SETVIDEOMODE 1 -# endif -# endif -#endif - static qboolean vid_usingmouse = false; +static qboolean vid_usingmouse_relativeworks = false; // SDL2 workaround for unimplemented RelativeMouse mode static qboolean vid_usinghidecursor = false; static qboolean vid_hasfocus = false; static qboolean vid_isfullscreen; -#if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2 -#else +#if SDL_MAJOR_VERSION != 1 static qboolean vid_usingvsync = false; #endif static SDL_Joystick *vid_sdljoystick = NULL; @@ -93,7 +79,7 @@ static int win_half_width = 50; static int win_half_height = 50; static int video_bpp; -#if SETVIDEOMODE +#if SDL_MAJOR_VERSION == 1 static SDL_Surface *screen; static int video_flags; #else @@ -213,8 +199,10 @@ static int MapKey( unsigned int sdlkey ) case SDLK_F10: return K_F10; case SDLK_F11: return K_F11; case SDLK_F12: return K_F12; +#if SDL_MAJOR_VERSION == 1 case SDLK_PRINTSCREEN: return K_PRINTSCREEN; case SDLK_SCROLLLOCK: return K_SCROLLOCK; +#endif case SDLK_PAUSE: return K_PAUSE; case SDLK_INSERT: return K_INS; case SDLK_HOME: return K_HOME; @@ -230,12 +218,15 @@ static int MapKey( unsigned int sdlkey ) case SDLK_LEFT: return K_LEFTARROW; case SDLK_DOWN: return K_DOWNARROW; case SDLK_UP: return K_UPARROW; +#if SDL_MAJOR_VERSION == 1 case SDLK_NUMLOCKCLEAR: return K_NUMLOCK; +#endif case SDLK_KP_DIVIDE: return K_KP_DIVIDE; case SDLK_KP_MULTIPLY: return K_KP_MULTIPLY; case SDLK_KP_MINUS: return K_KP_MINUS; case SDLK_KP_PLUS: return K_KP_PLUS; case SDLK_KP_ENTER: return K_KP_ENTER; +#if SDL_MAJOR_VERSION == 1 case SDLK_KP_1: return K_KP_1; case SDLK_KP_2: return K_KP_2; case SDLK_KP_3: return K_KP_3; @@ -246,6 +237,7 @@ static int MapKey( unsigned int sdlkey ) case SDLK_KP_8: return K_KP_8; case SDLK_KP_9: return K_KP_9; case SDLK_KP_0: return K_KP_0; +#endif case SDLK_KP_PERIOD: return K_KP_PERIOD; // case SDLK_APPLICATION: return K_APPLICATION; // case SDLK_POWER: return K_POWER; @@ -380,7 +372,7 @@ SDL_bool SDL_iPhoneKeyboardIsShown(SDL_Window * window); // returns whether or int SDL_iPhoneKeyboardToggle(SDL_Window * window); // toggles the visibility of the onscreen keyboard. Returns 0 on success and -1 on error. #endif -void VID_ShowKeyboard(qboolean show) +static void VID_ShowKeyboard(qboolean show) { #ifdef __IPHONEOS__ if (show) @@ -415,10 +407,11 @@ void VID_SetMouse(qboolean fullscreengrab, qboolean relative, qboolean hidecurso { vid_usingmouse = relative; cl_ignoremousemoves = 2; -#if SETVIDEOMODE +#if SDL_MAJOR_VERSION == 1 SDL_WM_GrabInput( relative ? SDL_GRAB_ON : SDL_GRAB_OFF ); #else - SDL_SetRelativeMouseMode(relative ? SDL_TRUE : SDL_FALSE); + vid_usingmouse_relativeworks = SDL_SetRelativeMouseMode(relative ? SDL_TRUE : SDL_FALSE) == 0; +// Con_Printf("VID_SetMouse(%i, %i, %i) relativeworks = %i\n", (int)fullscreengrab, (int)relative, (int)hidecursor, (int)vid_usingmouse_relativeworks); #endif #ifdef MACOSX if(relative) @@ -486,7 +479,7 @@ void VID_SetMouse(qboolean fullscreengrab, qboolean relative, qboolean hidecurso #define MAXFINGERS 11 int multitouch[MAXFINGERS][3]; -qboolean VID_TouchscreenArea(int corner, float px, float py, float pwidth, float pheight, const char *icon, float *resultmove, qboolean *resultbutton, keynum_t key) +static qboolean VID_TouchscreenArea(int corner, float px, float py, float pwidth, float pheight, const char *icon, float *resultmove, qboolean *resultbutton, keynum_t key) { int finger; float fx, fy, fwidth, fheight; @@ -580,7 +573,7 @@ void IN_Move( void ) scr_numtouchscreenareas = 0; if (vid_touchscreen.integer) { - vec3_t move, aim, click; + float move[3], aim[3], click[3]; static qboolean buttons[16]; static keydest_t oldkeydest; keydest_t keydest = (key_consoleactive & KEY_CONSOLEACTIVE_USER) ? key_console : key_dest; @@ -667,7 +660,7 @@ void IN_Move( void ) { if (vid_usingmouse) { - if (vid_stick_mouse.integer) + if (vid_stick_mouse.integer || !vid_usingmouse_relativeworks) { // have the mouse stuck in the middle, example use: prevent expose effect of beryl during the game when not using // window grabbing. --blub @@ -675,7 +668,7 @@ void IN_Move( void ) // we need 2 frames to initialize the center position if(!stuck) { -#if SETVIDEOMODE +#if SDL_MAJOR_VERSION == 1 SDL_WarpMouse(win_half_width, win_half_height); #else SDL_WarpMouseInWindow(window, win_half_width, win_half_height); @@ -690,7 +683,7 @@ void IN_Move( void ) SDL_GetMouseState(&x, &y); old_x = x - win_half_width; old_y = y - win_half_height; -#if SETVIDEOMODE +#if SDL_MAJOR_VERSION == 1 SDL_WarpMouse(win_half_width, win_half_height); #else SDL_WarpMouseInWindow(window, win_half_width, win_half_height); @@ -754,8 +747,8 @@ static keynum_t buttonremap[18] = }; #endif -#if SETVIDEOMODE -// SDL 1.2 +#if SDL_MAJOR_VERSION == 1 +// SDL void Sys_SendKeyEvents( void ) { static qboolean sound_active = true; @@ -825,13 +818,10 @@ void Sys_SendKeyEvents( void ) #endif } break; -#if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2 -#else +#if SDL_MAJOR_VERSION != 1 case SDL_TEXTEDITING: - // unused when SETVIDEOMODE API is used break; case SDL_TEXTINPUT: - // this occurs with SETVIDEOMODE but we are not using it break; #endif case SDL_MOUSEMOTION: @@ -862,11 +852,10 @@ void Sys_SendKeyEvents( void ) #else -// SDL 1.3 +// SDL2 void Sys_SendKeyEvents( void ) { static qboolean sound_active = true; - static qboolean missingunicodehack = true; int keycode; int i; int j; @@ -898,8 +887,6 @@ void Sys_SendKeyEvents( void ) case SDL_JOYBALLMOTION: case SDL_JOYHATMOTION: break; - case SDL_VIDEOEXPOSE: - break; case SDL_WINDOWEVENT: //if (event.window.windowID == window) // how to compare? { @@ -925,7 +912,6 @@ void Sys_SendKeyEvents( void ) SDL_FreeSurface(vid_softsurface); vid_softsurface = SDL_CreateRGBSurface(SDL_SWSURFACE, vid.width, vid.height, 32, 0x00FF0000, 0x0000FF00, 0x000000FF, 0xFF000000); vid.softpixels = (unsigned int *)vid_softsurface->pixels; - SDL_SetAlpha(vid_softsurface, 0, 255); if (vid.softdepthpixels) free(vid.softdepthpixels); vid.softdepthpixels = (unsigned int*)calloc(1, vid.width * vid.height * 4); @@ -968,7 +954,6 @@ void Sys_SendKeyEvents( void ) break; case SDL_TEXTINPUT: // we have some characters to parse - missingunicodehack = false; { unicode = 0; for (i = 0;event.text.text[i];) @@ -1073,234 +1058,245 @@ void Sys_SendKeyEvents( void ) //// #ifdef USE_GLES2 +#ifndef qglClear #ifdef __IPHONEOS__ #include #else #include #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 + +#if SDL_MAJOR_VERSION == 1 +#define SDL_GL_ExtensionSupported(x) (strstr(gl_extensions, x) || strstr(gl_platformextensions, x)) +#endif void GLES_Init(void) { +#ifndef qglClear qglIsBufferARB = wrapglIsBuffer; qglIsEnabled = wrapglIsEnabled; qglIsFramebufferEXT = wrapglIsFramebuffer; @@ -1324,7 +1320,7 @@ void GLES_Init(void) // qglBegin = wrapglBegin; // qglBeginQueryARB = wrapglBeginQuery; qglBindAttribLocation = wrapglBindAttribLocation; - qglBindFragDataLocation = wrapglBindFragDataLocation; +// qglBindFragDataLocation = wrapglBindFragDataLocation; qglBindBufferARB = wrapglBindBuffer; qglBindFramebufferEXT = wrapglBindFramebuffer; qglBindRenderbufferEXT = wrapglBindRenderbuffer; @@ -1360,7 +1356,7 @@ void GLES_Init(void) qglDeleteTextures = wrapglDeleteTextures; qglDepthFunc = wrapglDepthFunc; qglDepthMask = wrapglDepthMask; - qglDepthRange = wrapglDepthRange; + qglDepthRangef = wrapglDepthRangef; qglDetachShader = wrapglDetachShader; qglDisable = wrapglDisable; qglDisableClientState = wrapglDisableClientState; @@ -1519,6 +1515,7 @@ void GLES_Init(void) qglGetVertexAttribfv = wrapglGetVertexAttribfv; qglGetVertexAttribiv = wrapglGetVertexAttribiv; qglGetVertexAttribPointerv = wrapglGetVertexAttribPointerv; +#endif gl_renderer = (const char *)qglGetString(GL_RENDERER); gl_vendor = (const char *)qglGetString(GL_VENDOR); @@ -1560,9 +1557,11 @@ void GLES_Init(void) vid.support.ext_blend_subtract = true; vid.support.ext_draw_range_elements = true; vid.support.ext_framebuffer_object = false;//true; + + vid.support.ext_packed_depth_stencil = false; 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; @@ -1571,11 +1570,29 @@ void GLES_Init(void) 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) @@ -1690,10 +1707,11 @@ void VID_EnableJoystick(qboolean enable) if (sdlindex >= 0) success = true; - Cvar_SetValueQuick(&joy_active, success ? 1 : 0); + if (joy_active.integer != (success ? 1 : 0)) + Cvar_SetValueQuick(&joy_active, success ? 1 : 0); } -#if SETVIDEOMODE +#if SDL_MAJOR_VERSION == 1 // set the icon (we dont use SDL here since it would be too much a PITA) #ifdef WIN32 #include "resource.h" @@ -1741,6 +1759,11 @@ static SDL_Surface *VID_WrapSDL_SetVideoMode(int screenwidth, int screenheight, // Adding the OS independent XPM version --blub #include "darkplaces.xpm" #include "nexuiz.xpm" +#if SDL_MAJOR_VERSION == 1 +#if SDL_VIDEO_DRIVER_X11 && !SDL_VIDEO_DRIVER_QUARTZ +#include +#endif +#endif static SDL_Surface *icon = NULL; static SDL_Surface *VID_WrapSDL_SetVideoMode(int screenwidth, int screenheight, int screenbpp, int screenflags) { @@ -1779,7 +1802,7 @@ static SDL_Surface *VID_WrapSDL_SetVideoMode(int screenwidth, int screenheight, // reallocate with malloc, as this is in tempmempool (do not want) xpm = data; - data = malloc(width * height * 4); + data = (char *) malloc(width * height * 4); memcpy(data, xpm, width * height * 4); Mem_Free(xpm); xpm = NULL; @@ -1911,7 +1934,7 @@ static SDL_Surface *VID_WrapSDL_SetVideoMode(int screenwidth, int screenheight, SDL_WM_SetCaption( gamename, NULL ); screen = SDL_SetVideoMode(screenwidth, screenheight, screenbpp, screenflags); -#if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2 +#if SDL_MAJOR_VERSION == 1 // LordHavoc: info.info.x11.lock_func and accompanying code do not seem to compile with SDL 1.3 #if SDL_VIDEO_DRIVER_X11 && !SDL_VIDEO_DRIVER_QUARTZ @@ -1933,6 +1956,7 @@ static SDL_Surface *VID_WrapSDL_SetVideoMode(int screenwidth, int screenheight, static long netwm_icon[MAX_NETWM_ICON]; int pos = 0; int i = 1; + char vabuf[1024]; while(data) { @@ -1950,7 +1974,7 @@ static SDL_Surface *VID_WrapSDL_SetVideoMode(int screenwidth, int screenheight, } ++i; Mem_Free(data); - data = (char *) loadimagepixelsbgra(va("darkplaces-icon%d", i), false, false, false, NULL); + data = (char *) loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "darkplaces-icon%d", i), false, false, false, NULL); } info.info.x11.lock_func(); @@ -1972,18 +1996,22 @@ static SDL_Surface *VID_WrapSDL_SetVideoMode(int screenwidth, int screenheight, static void VID_OutputVersion(void) { - const SDL_version *version; - version = SDL_Linked_Version(); + SDL_version version; +#if SDL_MAJOR_VERSION == 1 + version = *SDL_Linked_Version(); +#else + SDL_GetVersion(&version); +#endif Con_Printf( "Linked against SDL version %d.%d.%d\n" "Using SDL library version %d.%d.%d\n", SDL_MAJOR_VERSION, SDL_MINOR_VERSION, SDL_PATCHLEVEL, - version->major, version->minor, version->patch ); + version.major, version.minor, version.patch ); } -qboolean VID_InitModeGL(viddef_mode_t *mode) +static qboolean VID_InitModeGL(viddef_mode_t *mode) { int i; -#if SETVIDEOMODE +#if SDL_MAJOR_VERSION == 1 static int notfirstvideomode = false; int flags = SDL_OPENGL; #else @@ -1995,7 +2023,7 @@ qboolean VID_InitModeGL(viddef_mode_t *mode) win_half_height = mode->height>>1; if(vid_resizable.integer) -#if SETVIDEOMODE +#if SDL_MAJOR_VERSION == 1 flags |= SDL_RESIZABLE; #else windowflags |= SDL_WINDOW_RESIZABLE; @@ -2003,7 +2031,7 @@ qboolean VID_InitModeGL(viddef_mode_t *mode) VID_OutputVersion(); -#if SETVIDEOMODE +#if SDL_MAJOR_VERSION == 1 /* SDL 1.2 Hack We cant switch from one OpenGL video mode to another. @@ -2014,6 +2042,7 @@ qboolean VID_InitModeGL(viddef_mode_t *mode) notfirstvideomode = true; #endif +#ifndef USE_GLES2 // SDL usually knows best drivername = NULL; @@ -2026,6 +2055,7 @@ qboolean VID_InitModeGL(viddef_mode_t *mode) Con_Printf("Unable to load GL driver \"%s\": %s\n", drivername, SDL_GetError()); return false; } +#endif #ifdef __IPHONEOS__ // mobile platforms are always fullscreen, we'll get the resolution after opening the window @@ -2046,7 +2076,7 @@ qboolean VID_InitModeGL(viddef_mode_t *mode) vid_isfullscreen = false; if (mode->fullscreen) { -#if SETVIDEOMODE +#if SDL_MAJOR_VERSION == 1 flags |= SDL_FULLSCREEN; #else windowflags |= SDL_WINDOW_FULLSCREEN; @@ -2080,7 +2110,7 @@ qboolean VID_InitModeGL(viddef_mode_t *mode) SDL_GL_SetAttribute (SDL_GL_MULTISAMPLESAMPLES, mode->samples); } -#if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2 +#if SDL_MAJOR_VERSION == 1 if (vid_vsync.integer) SDL_GL_SetAttribute (SDL_GL_SWAP_CONTROL, 1); else @@ -2094,7 +2124,7 @@ qboolean VID_InitModeGL(viddef_mode_t *mode) #endif video_bpp = mode->bitsperpixel; -#if SETVIDEOMODE +#if SDL_MAJOR_VERSION == 1 video_flags = flags; screen = VID_WrapSDL_SetVideoMode(mode->width, mode->height, mode->bitsperpixel, flags); if (screen == NULL) @@ -2127,12 +2157,14 @@ qboolean VID_InitModeGL(viddef_mode_t *mode) vid_softsurface = NULL; vid.softpixels = NULL; +#if SDL_MAJOR_VERSION == 1 // init keyboard SDL_EnableUNICODE( SDL_ENABLE ); // enable key repeat since everyone expects it SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL); +#endif -#if !(SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2) +#if SDL_MAJOR_VERSION != 1 SDL_GL_SetSwapInterval(vid_vsync.integer != 0); vid_usingvsync = (vid_vsync.integer != 0); #endif @@ -2152,7 +2184,7 @@ qboolean VID_InitModeGL(viddef_mode_t *mode) vid_usingmouse = false; vid_usinghidecursor = false; -#if SETVIDEOMODE +#if SDL_MAJOR_VERSION == 1 SDL_WM_GrabInput(SDL_GRAB_OFF); #endif return true; @@ -2165,9 +2197,9 @@ extern cvar_t gl_info_version; extern cvar_t gl_info_platform; extern cvar_t gl_info_driver; -qboolean VID_InitModeSoft(viddef_mode_t *mode) +static qboolean VID_InitModeSoft(viddef_mode_t *mode) { -#if SETVIDEOMODE +#if SDL_MAJOR_VERSION == 1 int flags = SDL_HWSURFACE; if(!COM_CheckParm("-noasyncblit")) flags |= SDL_ASYNCBLIT; #else @@ -2178,7 +2210,7 @@ qboolean VID_InitModeSoft(viddef_mode_t *mode) win_half_height = mode->height>>1; if(vid_resizable.integer) -#if SETVIDEOMODE +#if SDL_MAJOR_VERSION == 1 flags |= SDL_RESIZABLE; #else windowflags |= SDL_WINDOW_RESIZABLE; @@ -2188,7 +2220,7 @@ qboolean VID_InitModeSoft(viddef_mode_t *mode) vid_isfullscreen = false; if (mode->fullscreen) { -#if SETVIDEOMODE +#if SDL_MAJOR_VERSION == 1 flags |= SDL_FULLSCREEN; #else windowflags |= SDL_WINDOW_FULLSCREEN; @@ -2197,7 +2229,7 @@ qboolean VID_InitModeSoft(viddef_mode_t *mode) } video_bpp = mode->bitsperpixel; -#if SETVIDEOMODE +#if SDL_MAJOR_VERSION == 1 video_flags = flags; screen = VID_WrapSDL_SetVideoMode(mode->width, mode->height, mode->bitsperpixel, flags); if (screen == NULL) @@ -2228,7 +2260,9 @@ qboolean VID_InitModeSoft(viddef_mode_t *mode) VID_Shutdown(); return false; } +#if SDL_MAJOR_VERSION == 1 SDL_SetAlpha(vid_softsurface, 0, 255); +#endif vid.softpixels = (unsigned int *)vid_softsurface->pixels; vid.softdepthpixels = (unsigned int *)calloc(1, mode->width * mode->height * 4); @@ -2239,10 +2273,12 @@ qboolean VID_InitModeSoft(viddef_mode_t *mode) return false; } +#if SDL_MAJOR_VERSION == 1 // init keyboard SDL_EnableUNICODE( SDL_ENABLE ); // enable key repeat since everyone expects it SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL); +#endif VID_Soft_SharedSetup(); @@ -2252,7 +2288,7 @@ qboolean VID_InitModeSoft(viddef_mode_t *mode) vid_usingmouse = false; vid_usinghidecursor = false; -#if SETVIDEOMODE +#if SDL_MAJOR_VERSION == 1 SDL_WM_GrabInput(SDL_GRAB_OFF); #endif return true; @@ -2276,7 +2312,7 @@ void VID_Shutdown (void) VID_SetMouse(false, false, false); VID_RestoreSystemGamma(); -#if SETVIDEOMODE +#if SDL_MAJOR_VERSION == 1 #ifndef WIN32 #ifndef MACOSX if (icon) @@ -2294,8 +2330,7 @@ void VID_Shutdown (void) free(vid.softdepthpixels); vid.softdepthpixels = NULL; -#if SETVIDEOMODE -#else +#if SDL_MAJOR_VERSION != 1 SDL_DestroyWindow(window); window = NULL; #endif @@ -2310,17 +2345,25 @@ void VID_Shutdown (void) int VID_SetGamma (unsigned short *ramps, int rampsize) { +#if SDL_MAJOR_VERSION == 1 return !SDL_SetGammaRamp (ramps, ramps + rampsize, ramps + rampsize*2); +#else + return !SDL_SetWindowGammaRamp (window, ramps, ramps + rampsize, ramps + rampsize*2); +#endif } int VID_GetGamma (unsigned short *ramps, int rampsize) { +#if SDL_MAJOR_VERSION == 1 return !SDL_GetGammaRamp (ramps, ramps + rampsize, ramps + rampsize*2); +#else + return !SDL_GetWindowGammaRamp (window, ramps, ramps + rampsize, ramps + rampsize*2); +#endif } void VID_Finish (void) { -#if SETVIDEOMODE +#if SDL_MAJOR_VERSION == 1 Uint8 appstate; //react on appstate changes @@ -2345,8 +2388,7 @@ void VID_Finish (void) CHECKGLERROR if (r_speeds.integer == 2 || gl_finish.integer) GL_Finish(); -#if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2 -#else +#if SDL_MAJOR_VERSION != 1 { qboolean vid_usevsync; vid_usevsync = (vid_vsync.integer && !cls.timedemo); @@ -2359,7 +2401,7 @@ void VID_Finish (void) } } #endif -#if SETVIDEOMODE +#if SDL_MAJOR_VERSION == 1 SDL_GL_SwapBuffers(); #else SDL_GL_SwapWindow(window); @@ -2367,7 +2409,7 @@ void VID_Finish (void) break; case RENDERPATH_SOFT: DPSOFTRAST_Finish(); -#if SETVIDEOMODE +#if SDL_MAJOR_VERSION == 1 // if (!r_test.integer) { SDL_BlitSurface(vid_softsurface, NULL, screen, NULL); @@ -2393,12 +2435,12 @@ void VID_Finish (void) size_t VID_ListModes(vid_mode_t *modes, size_t maxcount) { - size_t k; + size_t k = 0; +#if SDL_MAJOR_VERSION == 1 SDL_Rect **vidmodes; 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; @@ -2410,5 +2452,24 @@ size_t VID_ListModes(vid_mode_t *modes, size_t maxcount) modes[k].pixelheight_denom = 1; // SDL does not provide this ++k; } +#else + int modenum; + int nummodes = SDL_GetNumDisplayModes(0); + SDL_DisplayMode mode; + for (modenum = 0;modenum < nummodes;modenum++) + { + if (k >= maxcount) + break; + if (SDL_GetDisplayMode(0, modenum, &mode)) + continue; + modes[k].width = mode.w; + modes[k].height = mode.h; + modes[k].refreshrate = mode.refresh_rate; + modes[k].pixelheight_num = 1; + modes[k].pixelheight_num = 1; + modes[k].pixelheight_denom = 1; // SDL does not provide this + k++; + } +#endif return k; }