mirror of
https://github.com/minetest/irrlicht.git
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191 lines
4.9 KiB
C++
191 lines
4.9 KiB
C++
// Copyright (C) 2015 Patryk Nadrowski
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// Copyright (C) 2009-2010 Amundis
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in Irrlicht.h
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#pragma once
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#ifdef _IRR_COMPILE_WITH_OGLES2_
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#include "EDriverFeatures.h"
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#include "irrTypes.h"
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#include "os.h"
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#include "COGLES2Common.h"
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#include "COGLESCoreExtensionHandler.h"
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namespace irr
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{
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namespace video
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{
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class COGLES2ExtensionHandler : public COGLESCoreExtensionHandler
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{
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public:
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COGLES2ExtensionHandler() : COGLESCoreExtensionHandler() {}
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void initExtensions();
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bool queryFeature(video::E_VIDEO_DRIVER_FEATURE feature) const
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{
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switch (feature)
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{
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case EVDF_RENDER_TO_TARGET:
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case EVDF_HARDWARE_TL:
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case EVDF_MULTITEXTURE:
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case EVDF_BILINEAR_FILTER:
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case EVDF_MIP_MAP:
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case EVDF_MIP_MAP_AUTO_UPDATE:
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case EVDF_VERTEX_SHADER_1_1:
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case EVDF_PIXEL_SHADER_1_1:
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case EVDF_PIXEL_SHADER_1_2:
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case EVDF_PIXEL_SHADER_2_0:
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case EVDF_VERTEX_SHADER_2_0:
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case EVDF_ARB_GLSL:
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case EVDF_TEXTURE_NSQUARE:
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case EVDF_TEXTURE_NPOT:
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case EVDF_FRAMEBUFFER_OBJECT:
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case EVDF_VERTEX_BUFFER_OBJECT:
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case EVDF_COLOR_MASK:
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case EVDF_ALPHA_TO_COVERAGE:
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case EVDF_POLYGON_OFFSET:
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case EVDF_BLEND_OPERATIONS:
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case EVDF_BLEND_SEPARATE:
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case EVDF_TEXTURE_MATRIX:
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case EVDF_TEXTURE_CUBEMAP:
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return true;
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case EVDF_ARB_VERTEX_PROGRAM_1:
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case EVDF_ARB_FRAGMENT_PROGRAM_1:
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case EVDF_GEOMETRY_SHADER:
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case EVDF_MULTIPLE_RENDER_TARGETS:
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case EVDF_MRT_BLEND:
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case EVDF_MRT_COLOR_MASK:
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case EVDF_MRT_BLEND_FUNC:
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case EVDF_OCCLUSION_QUERY:
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return false;
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case EVDF_TEXTURE_COMPRESSED_DXT:
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return false; // NV Tegra need improvements here
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case EVDF_TEXTURE_COMPRESSED_PVRTC:
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return FeatureAvailable[IRR_GL_IMG_texture_compression_pvrtc];
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case EVDF_TEXTURE_COMPRESSED_PVRTC2:
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return FeatureAvailable[IRR_GL_IMG_texture_compression_pvrtc2];
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case EVDF_TEXTURE_COMPRESSED_ETC1:
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return FeatureAvailable[IRR_GL_OES_compressed_ETC1_RGB8_texture];
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case EVDF_TEXTURE_COMPRESSED_ETC2:
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return false;
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case EVDF_STENCIL_BUFFER:
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return StencilBuffer;
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default:
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return false;
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};
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}
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inline void irrGlActiveTexture(GLenum texture)
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{
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glActiveTexture(texture);
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}
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inline void irrGlCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border,
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GLsizei imageSize, const void* data)
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{
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glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);
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}
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inline void irrGlCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
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GLenum format, GLsizei imageSize, const void* data)
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{
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glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);
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}
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inline void irrGlUseProgram(GLuint prog)
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{
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glUseProgram(prog);
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}
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inline void irrGlBindFramebuffer(GLenum target, GLuint framebuffer)
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{
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glBindFramebuffer(target, framebuffer);
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}
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inline void irrGlDeleteFramebuffers(GLsizei n, const GLuint *framebuffers)
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{
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glDeleteFramebuffers(n, framebuffers);
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}
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inline void irrGlGenFramebuffers(GLsizei n, GLuint *framebuffers)
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{
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glGenFramebuffers(n, framebuffers);
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}
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inline GLenum irrGlCheckFramebufferStatus(GLenum target)
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{
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return glCheckFramebufferStatus(target);
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}
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inline void irrGlFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
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{
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glFramebufferTexture2D(target, attachment, textarget, texture, level);
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}
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inline void irrGlGenerateMipmap(GLenum target)
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{
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glGenerateMipmap(target);
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}
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inline void irrGlActiveStencilFace(GLenum face)
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{
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}
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inline void irrGlDrawBuffer(GLenum mode)
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{
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}
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inline void irrGlDrawBuffers(GLsizei n, const GLenum *bufs)
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{
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}
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inline void irrGlBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)
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{
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glBlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha);
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}
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inline void irrGlBlendEquation(GLenum mode)
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{
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glBlendEquation(mode);
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}
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inline void irrGlEnableIndexed(GLenum target, GLuint index)
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{
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}
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inline void irrGlDisableIndexed(GLenum target, GLuint index)
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{
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}
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inline void irrGlColorMaskIndexed(GLuint buf, GLboolean r, GLboolean g, GLboolean b, GLboolean a)
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{
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}
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inline void irrGlBlendFuncIndexed(GLuint buf, GLenum src, GLenum dst)
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{
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}
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inline void irrGlBlendFuncSeparateIndexed(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
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{
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}
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inline void irrGlBlendEquationIndexed(GLuint buf, GLenum mode)
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{
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}
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inline void irrGlBlendEquationSeparateIndexed(GLuint buf, GLenum modeRGB, GLenum modeAlpha)
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{
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}
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};
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}
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}
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#endif
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