]> git.lizzy.rs Git - irrlicht.git/blobdiff - source/Irrlicht/OpenGL/ExtensionHandler.h
Merge branch 'opengl3' of https://github.com/numberZero/irrlicht
[irrlicht.git] / source / Irrlicht / OpenGL / ExtensionHandler.h
diff --git a/source/Irrlicht/OpenGL/ExtensionHandler.h b/source/Irrlicht/OpenGL/ExtensionHandler.h
new file mode 100644 (file)
index 0000000..6fb47b8
--- /dev/null
@@ -0,0 +1,187 @@
+// Copyright (C) 2023 Vitaliy Lobachevskiy
+// Copyright (C) 2015 Patryk Nadrowski
+// Copyright (C) 2009-2010 Amundis
+// This file is part of the "Irrlicht Engine".
+// For conditions of distribution and use, see copyright notice in Irrlicht.h
+
+#pragma once
+
+#include "EDriverFeatures.h"
+#include "irrTypes.h"
+#include "os.h"
+
+#include "Common.h"
+
+#include "COGLESCoreExtensionHandler.h"
+
+namespace irr
+{
+namespace video
+{
+
+       class COpenGL3ExtensionHandler : public COGLESCoreExtensionHandler
+       {
+       public:
+               COpenGL3ExtensionHandler() : COGLESCoreExtensionHandler() {}
+
+               void initExtensions();
+
+               bool queryFeature(video::E_VIDEO_DRIVER_FEATURE feature) const
+               {
+                       switch (feature)
+                       {
+                       case EVDF_RENDER_TO_TARGET:
+                       case EVDF_HARDWARE_TL:
+                       case EVDF_MULTITEXTURE:
+                       case EVDF_BILINEAR_FILTER:
+                       case EVDF_MIP_MAP:
+                       case EVDF_MIP_MAP_AUTO_UPDATE:
+                       case EVDF_VERTEX_SHADER_1_1:
+                       case EVDF_PIXEL_SHADER_1_1:
+                       case EVDF_PIXEL_SHADER_1_2:
+                       case EVDF_PIXEL_SHADER_2_0:
+                       case EVDF_VERTEX_SHADER_2_0:
+                       case EVDF_ARB_GLSL:
+                       case EVDF_TEXTURE_NSQUARE:
+                       case EVDF_TEXTURE_NPOT:
+                       case EVDF_FRAMEBUFFER_OBJECT:
+                       case EVDF_VERTEX_BUFFER_OBJECT:
+                       case EVDF_COLOR_MASK:
+                       case EVDF_ALPHA_TO_COVERAGE:
+                       case EVDF_POLYGON_OFFSET:
+                       case EVDF_BLEND_OPERATIONS:
+                       case EVDF_BLEND_SEPARATE:
+                       case EVDF_TEXTURE_MATRIX:
+                       case EVDF_TEXTURE_CUBEMAP:
+                               return true;
+                       case EVDF_ARB_VERTEX_PROGRAM_1:
+                       case EVDF_ARB_FRAGMENT_PROGRAM_1:
+                       case EVDF_GEOMETRY_SHADER:
+                       case EVDF_MULTIPLE_RENDER_TARGETS:
+                       case EVDF_MRT_BLEND:
+                       case EVDF_MRT_COLOR_MASK:
+                       case EVDF_MRT_BLEND_FUNC:
+                       case EVDF_OCCLUSION_QUERY:
+                               return false;
+                       case EVDF_TEXTURE_COMPRESSED_DXT:
+                               return false; // NV Tegra need improvements here
+                       case EVDF_TEXTURE_COMPRESSED_PVRTC:
+                               return FeatureAvailable[IRR_GL_IMG_texture_compression_pvrtc];
+                       case EVDF_TEXTURE_COMPRESSED_PVRTC2:
+                               return FeatureAvailable[IRR_GL_IMG_texture_compression_pvrtc2];
+                       case EVDF_TEXTURE_COMPRESSED_ETC1:
+                               return FeatureAvailable[IRR_GL_OES_compressed_ETC1_RGB8_texture];
+                       case EVDF_TEXTURE_COMPRESSED_ETC2:
+                               return false;
+                       case EVDF_STENCIL_BUFFER:
+                               return StencilBuffer;
+                       default:
+                               return false;
+                       };
+               }
+
+               inline void irrGlActiveTexture(GLenum texture)
+               {
+                       glActiveTexture(texture);
+               }
+
+               inline void irrGlCompressedTexImage2D(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);
+               }
+
+               inline void irrGlCompressedTexSubImage2D(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);
+               }
+
+               inline void irrGlUseProgram(GLuint prog)
+               {
+                       glUseProgram(prog);
+               }
+
+               inline void irrGlBindFramebuffer(GLenum target, GLuint framebuffer)
+               {
+                       glBindFramebuffer(target, framebuffer);
+               }
+
+               inline void irrGlDeleteFramebuffers(GLsizei n, const GLuint *framebuffers)
+               {
+                       glDeleteFramebuffers(n, framebuffers);
+               }
+
+               inline void irrGlGenFramebuffers(GLsizei n, GLuint *framebuffers)
+               {
+                       glGenFramebuffers(n, framebuffers);
+               }
+
+               inline GLenum irrGlCheckFramebufferStatus(GLenum target)
+               {
+                       return glCheckFramebufferStatus(target);
+               }
+
+               inline void irrGlFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
+               {
+                       glFramebufferTexture2D(target, attachment, textarget, texture, level);
+               }
+
+               inline void irrGlGenerateMipmap(GLenum target)
+               {
+                       glGenerateMipmap(target);
+               }
+
+               inline void irrGlActiveStencilFace(GLenum face)
+               {
+               }
+
+               inline void irrGlDrawBuffer(GLenum mode)
+               {
+               }
+
+               inline void irrGlDrawBuffers(GLsizei n, const GLenum *bufs)
+               {
+               }
+
+               inline void irrGlBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)
+               {
+                       glBlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha);
+               }
+
+               inline void irrGlBlendEquation(GLenum mode)
+               {
+                       glBlendEquation(mode);
+               }
+
+               inline void irrGlEnableIndexed(GLenum target, GLuint index)
+               {
+               }
+
+               inline void irrGlDisableIndexed(GLenum target, GLuint index)
+               {
+               }
+
+               inline void irrGlColorMaskIndexed(GLuint buf, GLboolean r, GLboolean g, GLboolean b, GLboolean a)
+               {
+               }
+
+               inline void irrGlBlendFuncIndexed(GLuint buf, GLenum src, GLenum dst)
+               {
+               }
+
+               inline void irrGlBlendFuncSeparateIndexed(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
+               {
+               }
+
+               inline void irrGlBlendEquationIndexed(GLuint buf, GLenum mode)
+               {
+               }
+
+               inline void irrGlBlendEquationSeparateIndexed(GLuint buf, GLenum modeRGB, GLenum modeAlpha)
+               {
+               }
+       };
+
+}
+}