Vendor GL headers again

primary reason:
The unified GLES2 driver requires OpenGL headers (really), which Android does not provide.
This commit is contained in:
sfan5 2024-02-17 00:14:01 +01:00
parent 8189b2338a
commit 3e8d8440e3
5 changed files with 15014 additions and 134 deletions

@ -192,7 +192,6 @@ if(ENABLE_OPENGL)
add_definitions(-D_IRR_COMPILE_WITH_GLX_MANAGER_) add_definitions(-D_IRR_COMPILE_WITH_GLX_MANAGER_)
elseif(DEVICE STREQUAL "OSX") elseif(DEVICE STREQUAL "OSX")
add_definitions(-D_IRR_COMPILE_WITH_NSOGL_MANAGER_) add_definitions(-D_IRR_COMPILE_WITH_NSOGL_MANAGER_)
# FIXME broken due to missing glext.h now!
endif() endif()
endif() endif()

@ -6,137 +6,15 @@
#ifdef _IRR_COMPILE_WITH_OPENGL_ #ifdef _IRR_COMPILE_WITH_OPENGL_
#if defined(_IRR_COMPILE_WITH_WINDOWS_DEVICE_) #if defined(_IRR_COMPILE_WITH_SDL_DEVICE_)
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#define GL_GLEXT_LEGACY 1
#include <GL/gl.h>
#include <GL/glext.h>
#elif defined(_IRR_COMPILE_WITH_OSX_DEVICE_)
#define GL_GLEXT_LEGACY 1
#include <OpenGL/gl.h>
#error glext.h missing on OSX
#elif defined(_IRR_COMPILE_WITH_SDL_DEVICE_) && !defined(_IRR_COMPILE_WITH_X11_DEVICE_)
#define GL_GLEXT_LEGACY 1
#include <SDL_video.h> #include <SDL_video.h>
#include <SDL_opengl.h> #include <SDL_opengl.h>
#ifdef __APPLE__
#include <SDL_opengl_glext.h>
#else
#include <GL/glext.h>
#endif
#else #else
#define GL_GLEXT_LEGACY 1 #include "vendor/gl.h"
#include <GL/gl.h>
#include <GL/glext.h>
#endif #endif
#ifndef GL_ARB_shader_objects
typedef char GLcharARB;
typedef unsigned int GLhandleARB;
#endif
#ifndef GL_VERSION_2_0
typedef char GLchar;
#endif
// Blending definitions.
#if !defined(GL_VERSION_1_4)
#if defined(GL_EXT_blend_subtract) || defined(GL_EXT_blend_minmax) || defined(GL_EXT_blend_logic_op)
#define GL_FUNC_ADD GL_FUNC_ADD_EXT
#else
#define GL_FUNC_ADD 0
#endif
#endif
// FBO definitions.
#if !defined(GL_VERSION_3_0) && !defined(GL_ARB_framebuffer_object)
#ifdef GL_EXT_framebuffer_object
#define GL_FRAMEBUFFER GL_FRAMEBUFFER_EXT
#define GL_COLOR_ATTACHMENT0 GL_COLOR_ATTACHMENT0_EXT
#define GL_DEPTH_ATTACHMENT GL_DEPTH_ATTACHMENT_EXT
#define GL_STENCIL_ATTACHMENT GL_STENCIL_ATTACHMENT_EXT
#define GL_FRAMEBUFFER_COMPLETE GL_FRAMEBUFFER_COMPLETE_EXT
#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT
#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT
#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT
#define GL_FRAMEBUFFER_INCOMPLETE_FORMATS GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT #define GL_FRAMEBUFFER_INCOMPLETE_FORMATS GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT
#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT #define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT
#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT
#define GL_FRAMEBUFFER_UNSUPPORTED GL_FRAMEBUFFER_UNSUPPORTED_EXT
#else
#define GL_FRAMEBUFFER 0
#define GL_COLOR_ATTACHMENT0 0
#define GL_DEPTH_ATTACHMENT 0
#define GL_STENCIL_ATTACHMENT 0
#define GL_FRAMEBUFFER_COMPLETE 0
#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER 1
#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER 2
#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 3
#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 4
#define GL_FRAMEBUFFER_UNSUPPORTED 5
#endif
#endif
#ifdef GL_EXT_framebuffer_object
#define GL_FRAMEBUFFER_INCOMPLETE_FORMATS GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT
#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT
#else
#define GL_FRAMEBUFFER_INCOMPLETE_FORMATS 6
#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS 7
#endif
// MipMaps definitions.
#if !defined(GL_VERSION_1_4)
#ifdef GL_SGIS_generate_mipmap
#define GL_GENERATE_MIPMAP GL_GENERATE_MIPMAP_SGIS
#define GL_GENERATE_MIPMAP_HINT GL_GENERATE_MIPMAP_HINT_SGIS
#else
#define GL_GENERATE_MIPMAP 0
#define GL_GENERATE_MIPMAP_HINT 0
#endif
#endif
// Texture definitions.
#if !defined(GL_VERSION_1_3)
#ifdef GL_ARB_multitexture
#define GL_TEXTURE0 GL_TEXTURE0_ARB
#else
#define GL_TEXTURE0 0
#endif
#endif
#if !defined(GL_VERSION_1_3)
#ifdef GL_ARB_texture_cube_map
#define GL_TEXTURE_CUBE_MAP GL_TEXTURE_CUBE_MAP_ARB
#define GL_TEXTURE_CUBE_MAP_POSITIVE_X GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB
#elif defined(GL_EXT_texture_cube_map)
#define GL_TEXTURE_CUBE_MAP GL_TEXTURE_CUBE_MAP_EXT
#define GL_TEXTURE_CUBE_MAP_POSITIVE_X GL_TEXTURE_CUBE_MAP_POSITIVE_X_EXT
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X GL_TEXTURE_CUBE_MAP_NEGATIVE_X_EXT
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y GL_TEXTURE_CUBE_MAP_POSITIVE_Y_EXT
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z GL_TEXTURE_CUBE_MAP_POSITIVE_Z_EXT
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT
#else
#define GL_TEXTURE_CUBE_MAP 0
#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0
#endif
#endif
// To check if this header is in the current compile unit (different GL driver implementations use different "GLCommon" headers in Irrlicht) // To check if this header is in the current compile unit (different GL driver implementations use different "GLCommon" headers in Irrlicht)
#define IRR_COMPILE_GL_COMMON #define IRR_COMPILE_GL_COMMON

@ -7,18 +7,11 @@
#include "irrTypes.h" #include "irrTypes.h"
// even though we have mt_opengl.h our driver code still uses GL_* constants // even though we have mt_opengl.h our driver code still uses GL_* constants
#if defined(_IRR_COMPILE_WITH_WINDOWS_DEVICE_) #if defined(_IRR_COMPILE_WITH_SDL_DEVICE_)
#include <GL/gl.h>
#include <GL/glext.h>
#elif defined(_IRR_COMPILE_WITH_OSX_DEVICE_)
#include <OpenGL/gl.h>
// not sure if this works without glext.h?
#elif defined(_IRR_COMPILE_WITH_SDL_DEVICE_) && !defined(_IRR_COMPILE_WITH_X11_DEVICE_)
#include <SDL_video.h> #include <SDL_video.h>
#include <SDL_opengl.h> #include <SDL_opengl.h>
#else #else
#include <GL/gl.h> #include "vendor/gl.h"
#include <GL/glext.h>
#endif #endif
namespace irr namespace irr

2098
source/Irrlicht/vendor/gl.h vendored Normal file

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12912
source/Irrlicht/vendor/glext.h vendored Normal file

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