Browse Source

Merge branch 'master' into compatibility

Conflicts:
	CMakeLists.txt
	src/CMakeLists.txt
Vladimír Vondruš 14 years ago
parent
commit
238447937e
  1. 34
      CMakeLists.txt
  2. 29
      PKGBUILD-nacl
  3. 18
      README.md
  4. 15
      doc/best-practices.dox
  5. 33
      doc/building.dox
  6. 1
      doc/features.dox
  7. 4
      doc/mainpage.dox
  8. 10
      doc/namespaces.dox
  9. 8
      doc/tips.dox
  10. 39
      external/GL/glcorearb.h
  11. 620
      external/GLES2/gl2.h
  12. 1808
      external/GLES2/gl2ext.h
  13. 4
      external/GLES3/gl3.h
  14. 56
      modules/FindMagnum.cmake
  15. 22
      src/AbstractShaderProgram.h
  16. 2
      src/AbstractTexture.cpp
  17. 23
      src/AbstractTexture.h
  18. 20
      src/Buffer.h
  19. 2
      src/BufferedImage.cpp
  20. 4
      src/BufferedImage.h
  21. 31
      src/CMakeLists.txt
  22. 5
      src/Context.cpp
  23. 52
      src/Contexts/AbstractWindowContext.h
  24. 93
      src/Contexts/CMakeLists.txt
  25. 2
      src/Framebuffer.cpp
  26. 46
      src/Framebuffer.h
  27. 16
      src/Implementation/BufferState.cpp
  28. 4
      src/Implementation/BufferState.h
  29. 5
      src/Magnum.h
  30. 8
      src/Platform/AbstractContextHandler.h
  31. 10
      src/Platform/AbstractXApplication.cpp
  32. 45
      src/Platform/AbstractXApplication.h
  33. 104
      src/Platform/CMakeLists.txt
  34. 2
      src/Platform/EglContextHandler.cpp
  35. 12
      src/Platform/EglContextHandler.h
  36. 2
      src/Platform/ExtensionWrangler.cpp
  37. 8
      src/Platform/ExtensionWrangler.h
  38. 10
      src/Platform/GlutApplication.cpp
  39. 48
      src/Platform/GlutApplication.h
  40. 31
      src/Platform/GlxApplication.h
  41. 2
      src/Platform/GlxContextHandler.cpp
  42. 12
      src/Platform/GlxContextHandler.h
  43. 97
      src/Platform/NaClApplication.cpp
  44. 175
      src/Platform/NaClApplication.h
  45. 10
      src/Platform/Sdl2Application.cpp
  46. 58
      src/Platform/Sdl2Application.h
  47. 31
      src/Platform/XEglApplication.h
  48. 2
      src/Profiler.h
  49. 22
      src/Query.h
  50. 2
      src/Renderbuffer.cpp
  51. 24
      src/Renderbuffer.h
  52. 3
      src/Shaders/CMakeLists.txt
  53. 4
      src/Shaders/FlatShader2D.frag
  54. 6
      src/Shaders/FlatShader2D.vert
  55. 28
      src/Shaders/PhongShader.frag
  56. 24
      src/Shaders/PhongShader.vert
  57. 75
      src/Shaders/VertexColorShader.cpp
  58. 69
      src/Shaders/VertexColorShader.h
  59. 14
      src/Shaders/VertexColorShader2D.frag
  60. 21
      src/Shaders/VertexColorShader2D.vert
  61. 7
      src/Shaders/compatibility.glsl
  62. 1
      src/magnumConfigure.h.cmake
  63. 2
      toolchains

34
CMakeLists.txt

@ -17,11 +17,13 @@ cmake_dependent_option(WITH_PRIMITIVES "Builf Primitives library" OFF "NOT WITH_
cmake_dependent_option(WITH_SCENEGRAPH "Build SceneGraph library" OFF "NOT WITH_EVERYTHING;NOT WITH_PHYSICS" ON)
cmake_dependent_option(WITH_SHADERS "Build Shaders library" OFF "NOT WITH_EVERYTHING;NOT WITH_PHYSICS" ON)
option(WITH_GLXWINDOWCONTEXT "Build GlxWindowContext library" OFF)
cmake_dependent_option(WITH_XEGLWINDOWCONTEXT "Build XEglWindowContext library" OFF "TARGET_GLES" OFF)
cmake_dependent_option(WITH_GLUTWINDOWCONTEXT "Build GlutWindowContext library" OFF "NOT TARGET_GLES" OFF)
option(WITH_SDL2WINDOWCONTEXT "Build Sdl2WindowContext library" OFF)
option(WITH_GLXAPPLICATION "Build GlxApplication library" OFF)
cmake_dependent_option(WITH_XEGLAPPLICATION "Build XEglApplication library" OFF "TARGET_GLES" OFF)
cmake_dependent_option(WITH_GLUTAPPLICATION "Build GlutApplication library" OFF "NOT TARGET_GLES" OFF)
option(WITH_SDL2APPLICATION "Build Sdl2Application library" OFF)
if(${CMAKE_SYSTEM_NAME} STREQUAL NaCl)
option(WITH_NACLAPPLICATION "Build NaClApplication library" OFF)
endif()
option(BUILD_TESTS "Build unit tests." OFF)
if(BUILD_TESTS)
@ -38,6 +40,13 @@ if(${CMAKE_MAJOR_VERSION}.${CMAKE_MINOR_VERSION}.${CMAKE_PATCH_VERSION} VERSION_
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${Magnum_SOURCE_DIR}/modules-compatibility/")
endif()
# If targetting NaCl, set explicit OpenGL ES 2.0 support
if(${CMAKE_SYSTEM_NAME} STREQUAL NaCl)
set(TARGET_GLES 1)
set(TARGET_GLES2 1)
set(MAGNUM_TARGET_NACL 1)
endif()
# Check dependencies
find_package(Corrade REQUIRED)
if(NOT TARGET_GLES)
@ -47,6 +56,21 @@ else()
find_package(OpenGLES2 REQUIRED)
endif()
# Configuration variables (saved later to corradeConfigure.h)
if(TARGET_GLES)
set(MAGNUM_TARGET_GLES 1)
endif()
if(TARGET_GLES2)
set(MAGNUM_TARGET_GLES2 1)
endif()
if(CORRADE_GCC45_COMPATIBILITY)
set(GCC46_COMPATIBILITY 1)
endif()
if(GCC46_COMPATIBILITY)
set(MAGNUM_GCC46_COMPATIBILITY 1)
endif()
# Installation paths
set(MAGNUM_LIBRARY_INSTALL_DIR ${CMAKE_INSTALL_PREFIX}/lib${LIB_SUFFIX})
set(MAGNUM_CMAKE_MODULE_INSTALL_DIR ${CMAKE_ROOT}/Modules)

29
PKGBUILD-nacl

@ -0,0 +1,29 @@
# Author: mosra <mosra@centrum.cz>
pkgname=nacl-magnum
pkgver=dev
pkgrel=1
pkgdesc="OpenGL 3 graphics engine (NaCl x86-64 version)"
arch=('x86_64')
url="https://github.com/mosra/magnum"
license=('LGPLv3')
depends=('nacl-corrade')
makedepends=('nacl-sdk' 'cmake')
options=(!makeflags !buildflags !strip)
build() {
mkdir -p "$startdir/build-nacl-x86-64"
cd "$startdir/build-nacl-x86-64"
cmake .. \
-DCMAKE_MODULE_PATH="$startdir/toolchains/modules" \
-DCMAKE_TOOLCHAIN_FILE="$startdir/toolchains/generic/NaCl-glibc-x86-64.cmake" \
-DCMAKE_BUILD_TYPE=Release \
-DCMAKE_INSTALL_PREFIX=/usr/nacl \
-DWITH_NACLAPPLICATION=ON
make
}
package() {
cd "$startdir/build-nacl-x86-64"
make DESTDIR="$pkgdir/" install
}

18
README.md

@ -13,8 +13,8 @@ Features:
* Plugin-based data exchange framework for importing image, mesh, material
and scene data in various formats.
* Collection of pre-made graphic primitives and shaders for testing purposes.
* Classes for easy creation of OpenGL context with various toolkits, methods
for querying supported OpenGL version and available extensions.
* Classes for creating OpenGL-enabled applications with various toolkits,
methods for querying supported OpenGL version and available extensions.
* Comprehensive use of C++11 features for safety, performance and ease of
development. All code which doesn't directly interact with OpenGL is
covered with unit tests.
@ -36,22 +36,20 @@ Minimal dependencies
which are tested to support everything needed: **GCC** >= 4.6 and **Clang**
>= 3.1.
* **CMake** >= 2.8.8 (needed for `OBJECT` library target)
* **OpenGL** headers, on Linux most probably shipped with Mesa or
**OpenGL ES 2** headers, if targeting OpenGL ES.
* **GLEW** - OpenGL extension wrangler
* **GLEW** - OpenGL extension wrangler (only if targeting desktop OpenGL)
* **Corrade** - Plugin management and utility library. You can get it at
http://github.com/mosra/corrade or at http://mosra.cz/blog/corrade.php.
Compilation, installation
-------------------------
The library (for example with GLUT window context) can be built and installed
using these four commands:
The library (for example with support for GLUT applications) can be built and
installed using these four commands:
mkdir -p build && cd build
cmake .. \
-DCMAKE_INSTALL_PREFIX=/usr \
-DWITH_GLUTWINDOWCONTEXT=ON
-DWITH_GLUTAPPLICATION=ON
make
make install
@ -59,8 +57,8 @@ Building and running unit tests
-------------------------------
If you want to build also unit tests (which are not built by default), pass
`-DBUILD_TESTS=True` to CMake. Unit tests use Corrade's TestSuite framework
and can be run using
`-DBUILD_TESTS=ON` to CMake. Unit tests use Corrade's TestSuite framework and
can be run using
ctest --output-on-failure

15
doc/best-practices.dox

@ -0,0 +1,15 @@
/** @page best-practices Best practices in OpenGL
@brief Platform-specific and general performance advices
Here is collection of carefully selected links to official guidelines and
other articles with valuable information to help developers create better
applications. Feel free to add one, if it contains new unique information.
@section best-practices-platform Platform-specific
- Mac OS - [Best Practices for Working with Vertex Data](https://developer.apple.com/library/mac/#documentation/graphicsimaging/Conceptual/OpenGL-MacProgGuide/opengl_vertexdata/opengl_vertexdata.html), [Best Practices for Working with Texture Data](https://developer.apple.com/library/mac/#documentation/graphicsimaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/opengl_texturedata.html)
- iOS - [Best Practices for Working with Vertex Data](http://developer.apple.com/library/ios/#documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/TechniquesforWorkingwithVertexData/TechniquesforWorkingwithVertexData.html), [Best Practices for Working with Texture Data](http://developer.apple.com/library/ios/#documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/TechniquesForWorkingWithTextureData/TechniquesForWorkingWithTextureData.html), [Best Practices for Shaders](http://developer.apple.com/library/ios/#documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/BestPracticesforShaders/BestPracticesforShaders.html#//apple_ref/doc/uid/TP40008793-CH7-SW3)
- Google Chrome Native Client - [Best practices for 3D graphics](https://developers.google.com/native-client/beta/devguide/coding/3D-graphics#best-practices)
*/

33
doc/building.dox

@ -15,9 +15,7 @@ Minimal set of tools and libraries required for building is:
which are tested to support everything needed: **GCC** >= 4.6 and **Clang**
>= 3.1.
- **CMake** >= 2.8.8 (needed for `OBJECT` library target)
- **OpenGL** headers, on Linux most probably shipped with Mesa, or
**OpenGL ES 2** headers, if targeting OpenGL ES (see below).
- **GLEW** - OpenGL extension wrangler
- **GLEW** - OpenGL extension wrangler (only if targeting desktop OpenGL)
- **Corrade** - Plugin management and utility library. You can get it at
http://github.com/mosra/corrade or at http://mosra.cz/blog/corrade.php.
@ -37,14 +35,14 @@ subdirectory:
git submodule update
@section building-compilation Compilation, installation
The library (for example with GLUT window context) can be built and installed
using these four commands. See below for more information about optional
features.
The library (for example with support for GLUT applications) can be built and
installed using these four commands. See below for more information about
optional features.
mkdir -p build && cd build
cmake .. \
-DCMAKE_INSTALL_PREFIX=/usr \
-DWITH_GLUTWINDOWCONTEXT=ON
-DWITH_GLUTAPPLICATION=ON
make
make install
@ -57,7 +55,7 @@ OpenGL ES, set `TARGET_GLES` to `ON` or pass `-DTARGET_GLES=ON` to CMake. Note
that some features are available for desktop OpenGL only, see @ref requires-gl.
By default the engine is built with everything except
@ref Contexts "context libraries". Using `WITH_*` CMake parameters you can
@ref Platform "application libraries". Using `WITH_*` CMake parameters you can
specify which parts will be built and which not:
- `WITH_EVERYTHING` - Defaults to `ON`, builds everything except window
@ -66,22 +64,23 @@ specify which parts will be built and which not:
- `WITH_MESHTOOLS` - MeshTools library.
- `WITH_PHYSICS` - Physics library.
- `WITH_PRIMITIVES` - Primitives library.
- `WITH_SCENEGRAPH` - SceneGraph library.
- `WITH_SHADERS` - Shaders library.
None of the window context libraries is built by default, regardless to
None of the application libraries is built by default, regardless to
`WITH_EVERYTHING` is enabled or not:
- `WITH_XEGLWINDOWCONTEXT` - X/EGL window context, available only if
targeting OpenGL ES (see above). Requires **X11** and **EGL** libraries.
- `WITH_GLXWINDOWCONTEXT` - GLX window context. Requires **X11** and **GLX**
- `WITH_XEGLAPPLICATION` - X/EGL application, available only if targeting
OpenGL ES (see above). Requires **X11** and **EGL** libraries.
- `WITH_GLXAPPLICATION` - GLX application. Requires **X11** and **GLX**
libraries.
- `WITH_GLUTWINDOWCONTEXT` - GLUT window context, available only if targeting
- `WITH_GLUTAPPLICATION` - GLUT application, available only if targeting
desktop OpenGL. Requires **GLUT** library.
- `WITH_SDL2WINDOWCONTEXT` - SDL2 window context. Requires **SDL2** library.
- `WITH_SDL2APPLICATION` - SDL2 application. Requires **SDL2** library.
@subsection building-tests Building and running unit tests
If you want to build also unit tests (which are not built by default), pass
`-DBUILD_TESTS=True` to CMake. Unit tests use Corrade's @ref Corrade::TestSuite
`-DBUILD_TESTS=ON` to CMake. Unit tests use Corrade's @ref Corrade::TestSuite
"TestSuite" framework and can be run using
ctest --output-on-failure
@ -122,8 +121,8 @@ unsupported CXX flags.
this system there is also prepared `mingw32-magnum` development package in
root, named `PKGBUILD-mingw32`.
You will need MinGW32 versions of the compiler and all libraries (OpenGL
headers, GLEW, Corrade), i.e. these ArchLinux packages:
You will need MinGW32 versions of the compiler and all libraries (GLEW,
Corrade), i.e. these ArchLinux packages:
- `mingw32-gcc`, which depends on `mingw32-w32api` containing OpenGL headers
- `mingw32-runtime`

1
doc/features.dox

@ -5,6 +5,5 @@ namespace Magnum {
- @subpage matrix-vector - @copybrief matrix-vector
- @subpage scenegraph - @copybrief scenegraph
- @subpage collision-detection - @copybrief collision-detection
- @subpage compilation-speedup - @copybrief compilation-speedup
*/
}

4
doc/mainpage.dox

@ -21,7 +21,7 @@ Features:
material and scene data in various formats.
- Collection of pre-made @ref Primitives "graphic primitives" and
@ref Shaders "shaders" for testing purposes.
- Classes for easy creation of OpenGL context with @ref Contexts
- Classes for creating OpenGL-enabled applications with @ref Platform
"various toolkits", methods for querying
@ref Context "supported OpenGL version and available extensions".
- Comprehensive use of C++11 features for safety, performance and ease of
@ -41,7 +41,7 @@ Guide @ref building "how to download and build Magnum" on different platforms.
To get up and running, you must first subclass one of the provided window
context classes and implement required functions. %Magnum provides
implementations for the most common toolkits (such as GLUT, Xlib, or SDL2) in
Contexts namespace.
Platform namespace.
Then you can either draw your meshes directly or use SceneGraph which will
help you with object hierarchy, transformations and resource management.

10
doc/namespaces.dox

@ -10,13 +10,13 @@
Contains classes for interacting with OpenGL.
*/
/** @dir Contexts
* @brief Namespace Magnum::Contexts
/** @dir Platform
* @brief Namespace Magnum::Platform
*/
/** @namespace Magnum::Contexts
@brief Context creation
/** @namespace Magnum::Platform
@brief Platform-specific application and context creation
Base classes for creating OpenGL contexts with various toolkits.
Base classes for creating applications with various toolkits.
*/
/** @dir Math

8
doc/tips.dox

@ -0,0 +1,8 @@
namespace Magnum {
/** @page tips Tips and tricks
@brief Hints for better productivity and performance
- @subpage compilation-speedup - @copybrief compilation-speedup
- @subpage best-practices - @copybrief best-practices
*/
}

39
external/GL/glcorearb.h vendored

@ -31,15 +31,15 @@ extern "C" {
/* glcorearb.h replaces gl3.h. It is for use with OpenGL core
* profile implementations.
*
* glcorearb.h last updated on $Date: 2012-08-13 16:18:01 -0700 (Mon, 13 Aug 2012) $
* glcorearb.h last updated on $Date: 2012-09-19 19:02:24 -0700 (Wed, 19 Sep 2012) $
*
* RELEASE NOTES - 2012/08/13
* RELEASE NOTES - 2012/09/19
*
* glcorearb.h should be placed in the same directory as gl.h and
* included as
* '<GL/glcorearb.h>'.
*
* gl3.h includes only APIs in the latest OpenGL core profile
* glcorearb.h includes only APIs in the latest OpenGL core profile
* implementation together with APIs in newer ARB extensions which can be
* can be supported by the core profile. It does not, and never will
* include functionality removed from the core profile, such as
@ -48,7 +48,7 @@ extern "C" {
* It is not possible to #include both <GL/glcorearb.h> and either of
* <GL/gl.h> or <GL/glext.h> in the same source file.
*
* Feedback can be given by register for the Khronos Bugzilla
* Feedback can be given by registering for the Khronos Bugzilla
* (www.khronos.org/bugzilla) and filing issues there under product
* "OpenGL", category "Registry".
*/
@ -107,6 +107,7 @@ typedef void GLvoid;
#define GL_TRIANGLES 0x0004
#define GL_TRIANGLE_STRIP 0x0005
#define GL_TRIANGLE_FAN 0x0006
#define GL_QUADS 0x0007
/* AlphaFunction */
#define GL_NEVER 0x0200
#define GL_LESS 0x0201
@ -157,6 +158,7 @@ typedef void GLvoid;
#define GL_LINE_WIDTH 0x0B21
#define GL_LINE_WIDTH_RANGE 0x0B22
#define GL_LINE_WIDTH_GRANULARITY 0x0B23
#define GL_POLYGON_MODE 0x0B40
#define GL_POLYGON_SMOOTH 0x0B41
#define GL_CULL_FACE 0x0B44
#define GL_CULL_FACE_MODE 0x0B45
@ -484,6 +486,7 @@ typedef void GLvoid;
#define GL_DYNAMIC_READ 0x88E9
#define GL_DYNAMIC_COPY 0x88EA
#define GL_SAMPLES_PASSED 0x8914
#define GL_SRC1_ALPHA 0x8589
#endif
#ifndef GL_VERSION_2_0
@ -827,7 +830,6 @@ typedef void GLvoid;
#define GL_MAX_TEXTURE_BUFFER_SIZE 0x8C2B
#define GL_TEXTURE_BINDING_BUFFER 0x8C2C
#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING 0x8C2D
#define GL_TEXTURE_BUFFER_FORMAT 0x8C2E
#define GL_TEXTURE_RECTANGLE 0x84F5
#define GL_TEXTURE_BINDING_RECTANGLE 0x84F6
#define GL_PROXY_TEXTURE_RECTANGLE 0x84F7
@ -1093,6 +1095,7 @@ typedef void GLvoid;
/* reuse GL_MEDIUM_INT */
/* reuse GL_HIGH_INT */
/* reuse GL_SHADER_COMPILER */
/* reuse GL_SHADER_BINARY_FORMATS */
/* reuse GL_NUM_SHADER_BINARY_FORMATS */
/* reuse GL_MAX_VERTEX_UNIFORM_VECTORS */
/* reuse GL_MAX_VARYING_VECTORS */
@ -1796,6 +1799,7 @@ typedef void GLvoid;
#ifndef GL_ARB_texture_gather
#define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET_ARB 0x8E5E
#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET_ARB 0x8E5F
#define GL_MAX_PROGRAM_TEXTURE_GATHER_COMPONENTS_ARB 0x8F9F
#endif
#ifndef GL_ARB_texture_query_lod
@ -1973,6 +1977,7 @@ typedef void GLvoid;
#define GL_MEDIUM_INT 0x8DF4
#define GL_HIGH_INT 0x8DF5
#define GL_SHADER_COMPILER 0x8DFA
#define GL_SHADER_BINARY_FORMATS 0x8DF8
#define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9
#define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB
#define GL_MAX_VARYING_VECTORS 0x8DFC
@ -4176,18 +4181,6 @@ typedef GLuint (APIENTRYP PFNGLGETDEBUGMESSAGELOGARBPROC) (GLuint count, GLsizei
#define GL_ARB_robustness 1
#ifdef GLCOREARB_PROTOTYPES
GLAPI GLenum APIENTRY glGetGraphicsResetStatusARB (void);
GLAPI void APIENTRY glGetnMapdvARB (GLenum target, GLenum query, GLsizei bufSize, GLdouble *v);
GLAPI void APIENTRY glGetnMapfvARB (GLenum target, GLenum query, GLsizei bufSize, GLfloat *v);
GLAPI void APIENTRY glGetnMapivARB (GLenum target, GLenum query, GLsizei bufSize, GLint *v);
GLAPI void APIENTRY glGetnPixelMapfvARB (GLenum map, GLsizei bufSize, GLfloat *values);
GLAPI void APIENTRY glGetnPixelMapuivARB (GLenum map, GLsizei bufSize, GLuint *values);
GLAPI void APIENTRY glGetnPixelMapusvARB (GLenum map, GLsizei bufSize, GLushort *values);
GLAPI void APIENTRY glGetnPolygonStippleARB (GLsizei bufSize, GLubyte *pattern);
GLAPI void APIENTRY glGetnColorTableARB (GLenum target, GLenum format, GLenum type, GLsizei bufSize, GLvoid *table);
GLAPI void APIENTRY glGetnConvolutionFilterARB (GLenum target, GLenum format, GLenum type, GLsizei bufSize, GLvoid *image);
GLAPI void APIENTRY glGetnSeparableFilterARB (GLenum target, GLenum format, GLenum type, GLsizei rowBufSize, GLvoid *row, GLsizei columnBufSize, GLvoid *column, GLvoid *span);
GLAPI void APIENTRY glGetnHistogramARB (GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, GLvoid *values);
GLAPI void APIENTRY glGetnMinmaxARB (GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, GLvoid *values);
GLAPI void APIENTRY glGetnTexImageARB (GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, GLvoid *img);
GLAPI void APIENTRY glReadnPixelsARB (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, GLvoid *data);
GLAPI void APIENTRY glGetnCompressedTexImageARB (GLenum target, GLint lod, GLsizei bufSize, GLvoid *img);
@ -4197,18 +4190,6 @@ GLAPI void APIENTRY glGetnUniformuivARB (GLuint program, GLint location, GLsizei
GLAPI void APIENTRY glGetnUniformdvARB (GLuint program, GLint location, GLsizei bufSize, GLdouble *params);
#endif /* GLCOREARB_PROTOTYPES */
typedef GLenum (APIENTRYP PFNGLGETGRAPHICSRESETSTATUSARBPROC) (void);
typedef void (APIENTRYP PFNGLGETNMAPDVARBPROC) (GLenum target, GLenum query, GLsizei bufSize, GLdouble *v);
typedef void (APIENTRYP PFNGLGETNMAPFVARBPROC) (GLenum target, GLenum query, GLsizei bufSize, GLfloat *v);
typedef void (APIENTRYP PFNGLGETNMAPIVARBPROC) (GLenum target, GLenum query, GLsizei bufSize, GLint *v);
typedef void (APIENTRYP PFNGLGETNPIXELMAPFVARBPROC) (GLenum map, GLsizei bufSize, GLfloat *values);
typedef void (APIENTRYP PFNGLGETNPIXELMAPUIVARBPROC) (GLenum map, GLsizei bufSize, GLuint *values);
typedef void (APIENTRYP PFNGLGETNPIXELMAPUSVARBPROC) (GLenum map, GLsizei bufSize, GLushort *values);
typedef void (APIENTRYP PFNGLGETNPOLYGONSTIPPLEARBPROC) (GLsizei bufSize, GLubyte *pattern);
typedef void (APIENTRYP PFNGLGETNCOLORTABLEARBPROC) (GLenum target, GLenum format, GLenum type, GLsizei bufSize, GLvoid *table);
typedef void (APIENTRYP PFNGLGETNCONVOLUTIONFILTERARBPROC) (GLenum target, GLenum format, GLenum type, GLsizei bufSize, GLvoid *image);
typedef void (APIENTRYP PFNGLGETNSEPARABLEFILTERARBPROC) (GLenum target, GLenum format, GLenum type, GLsizei rowBufSize, GLvoid *row, GLsizei columnBufSize, GLvoid *column, GLvoid *span);
typedef void (APIENTRYP PFNGLGETNHISTOGRAMARBPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, GLvoid *values);
typedef void (APIENTRYP PFNGLGETNMINMAXARBPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, GLvoid *values);
typedef void (APIENTRYP PFNGLGETNTEXIMAGEARBPROC) (GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, GLvoid *img);
typedef void (APIENTRYP PFNGLREADNPIXELSARBPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, GLvoid *data);
typedef void (APIENTRYP PFNGLGETNCOMPRESSEDTEXIMAGEARBPROC) (GLenum target, GLint lod, GLsizei bufSize, GLvoid *img);

620
external/GLES2/gl2.h vendored

@ -0,0 +1,620 @@
#ifndef __gl2_h_
#define __gl2_h_
/* $Revision: 16803 $ on $Date:: 2012-02-02 09:49:18 -0800 #$ */
#include <GLES2/gl2platform.h>
#ifdef __cplusplus
extern "C" {
#endif
/*
* This document is licensed under the SGI Free Software B License Version
* 2.0. For details, see http://oss.sgi.com/projects/FreeB/ .
*/
/*-------------------------------------------------------------------------
* Data type definitions
*-----------------------------------------------------------------------*/
typedef void GLvoid;
typedef char GLchar;
typedef unsigned int GLenum;
typedef unsigned char GLboolean;
typedef unsigned int GLbitfield;
typedef khronos_int8_t GLbyte;
typedef short GLshort;
typedef int GLint;
typedef int GLsizei;
typedef khronos_uint8_t GLubyte;
typedef unsigned short GLushort;
typedef unsigned int GLuint;
typedef khronos_float_t GLfloat;
typedef khronos_float_t GLclampf;
typedef khronos_int32_t GLfixed;
/* GL types for handling large vertex buffer objects */
typedef khronos_intptr_t GLintptr;
typedef khronos_ssize_t GLsizeiptr;
/* OpenGL ES core versions */
#define GL_ES_VERSION_2_0 1
/* ClearBufferMask */
#define GL_DEPTH_BUFFER_BIT 0x00000100
#define GL_STENCIL_BUFFER_BIT 0x00000400
#define GL_COLOR_BUFFER_BIT 0x00004000
/* Boolean */
#define GL_FALSE 0
#define GL_TRUE 1
/* BeginMode */
#define GL_POINTS 0x0000
#define GL_LINES 0x0001
#define GL_LINE_LOOP 0x0002
#define GL_LINE_STRIP 0x0003
#define GL_TRIANGLES 0x0004
#define GL_TRIANGLE_STRIP 0x0005
#define GL_TRIANGLE_FAN 0x0006
/* AlphaFunction (not supported in ES20) */
/* GL_NEVER */
/* GL_LESS */
/* GL_EQUAL */
/* GL_LEQUAL */
/* GL_GREATER */
/* GL_NOTEQUAL */
/* GL_GEQUAL */
/* GL_ALWAYS */
/* BlendingFactorDest */
#define GL_ZERO 0
#define GL_ONE 1
#define GL_SRC_COLOR 0x0300
#define GL_ONE_MINUS_SRC_COLOR 0x0301
#define GL_SRC_ALPHA 0x0302
#define GL_ONE_MINUS_SRC_ALPHA 0x0303
#define GL_DST_ALPHA 0x0304
#define GL_ONE_MINUS_DST_ALPHA 0x0305
/* BlendingFactorSrc */
/* GL_ZERO */
/* GL_ONE */
#define GL_DST_COLOR 0x0306
#define GL_ONE_MINUS_DST_COLOR 0x0307
#define GL_SRC_ALPHA_SATURATE 0x0308
/* GL_SRC_ALPHA */
/* GL_ONE_MINUS_SRC_ALPHA */
/* GL_DST_ALPHA */
/* GL_ONE_MINUS_DST_ALPHA */
/* BlendEquationSeparate */
#define GL_FUNC_ADD 0x8006
#define GL_BLEND_EQUATION 0x8009
#define GL_BLEND_EQUATION_RGB 0x8009 /* same as BLEND_EQUATION */
#define GL_BLEND_EQUATION_ALPHA 0x883D
/* BlendSubtract */
#define GL_FUNC_SUBTRACT 0x800A
#define GL_FUNC_REVERSE_SUBTRACT 0x800B
/* Separate Blend Functions */
#define GL_BLEND_DST_RGB 0x80C8
#define GL_BLEND_SRC_RGB 0x80C9
#define GL_BLEND_DST_ALPHA 0x80CA
#define GL_BLEND_SRC_ALPHA 0x80CB
#define GL_CONSTANT_COLOR 0x8001
#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002
#define GL_CONSTANT_ALPHA 0x8003
#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004
#define GL_BLEND_COLOR 0x8005
/* Buffer Objects */
#define GL_ARRAY_BUFFER 0x8892
#define GL_ELEMENT_ARRAY_BUFFER 0x8893
#define GL_ARRAY_BUFFER_BINDING 0x8894
#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
#define GL_STREAM_DRAW 0x88E0
#define GL_STATIC_DRAW 0x88E4
#define GL_DYNAMIC_DRAW 0x88E8
#define GL_BUFFER_SIZE 0x8764
#define GL_BUFFER_USAGE 0x8765
#define GL_CURRENT_VERTEX_ATTRIB 0x8626
/* CullFaceMode */
#define GL_FRONT 0x0404
#define GL_BACK 0x0405
#define GL_FRONT_AND_BACK 0x0408
/* DepthFunction */
/* GL_NEVER */
/* GL_LESS */
/* GL_EQUAL */
/* GL_LEQUAL */
/* GL_GREATER */
/* GL_NOTEQUAL */
/* GL_GEQUAL */
/* GL_ALWAYS */
/* EnableCap */
#define GL_TEXTURE_2D 0x0DE1
#define GL_CULL_FACE 0x0B44
#define GL_BLEND 0x0BE2
#define GL_DITHER 0x0BD0
#define GL_STENCIL_TEST 0x0B90
#define GL_DEPTH_TEST 0x0B71
#define GL_SCISSOR_TEST 0x0C11
#define GL_POLYGON_OFFSET_FILL 0x8037
#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E
#define GL_SAMPLE_COVERAGE 0x80A0
/* ErrorCode */
#define GL_NO_ERROR 0
#define GL_INVALID_ENUM 0x0500
#define GL_INVALID_VALUE 0x0501
#define GL_INVALID_OPERATION 0x0502
#define GL_OUT_OF_MEMORY 0x0505
/* FrontFaceDirection */
#define GL_CW 0x0900
#define GL_CCW 0x0901
/* GetPName */
#define GL_LINE_WIDTH 0x0B21
#define GL_ALIASED_POINT_SIZE_RANGE 0x846D
#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E
#define GL_CULL_FACE_MODE 0x0B45
#define GL_FRONT_FACE 0x0B46
#define GL_DEPTH_RANGE 0x0B70
#define GL_DEPTH_WRITEMASK 0x0B72
#define GL_DEPTH_CLEAR_VALUE 0x0B73
#define GL_DEPTH_FUNC 0x0B74
#define GL_STENCIL_CLEAR_VALUE 0x0B91
#define GL_STENCIL_FUNC 0x0B92
#define GL_STENCIL_FAIL 0x0B94
#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95
#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96
#define GL_STENCIL_REF 0x0B97
#define GL_STENCIL_VALUE_MASK 0x0B93
#define GL_STENCIL_WRITEMASK 0x0B98
#define GL_STENCIL_BACK_FUNC 0x8800
#define GL_STENCIL_BACK_FAIL 0x8801
#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802
#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803
#define GL_STENCIL_BACK_REF 0x8CA3
#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4
#define GL_STENCIL_BACK_WRITEMASK 0x8CA5
#define GL_VIEWPORT 0x0BA2
#define GL_SCISSOR_BOX 0x0C10
/* GL_SCISSOR_TEST */
#define GL_COLOR_CLEAR_VALUE 0x0C22
#define GL_COLOR_WRITEMASK 0x0C23
#define GL_UNPACK_ALIGNMENT 0x0CF5
#define GL_PACK_ALIGNMENT 0x0D05
#define GL_MAX_TEXTURE_SIZE 0x0D33
#define GL_MAX_VIEWPORT_DIMS 0x0D3A
#define GL_SUBPIXEL_BITS 0x0D50
#define GL_RED_BITS 0x0D52
#define GL_GREEN_BITS 0x0D53
#define GL_BLUE_BITS 0x0D54
#define GL_ALPHA_BITS 0x0D55
#define GL_DEPTH_BITS 0x0D56
#define GL_STENCIL_BITS 0x0D57
#define GL_POLYGON_OFFSET_UNITS 0x2A00
/* GL_POLYGON_OFFSET_FILL */
#define GL_POLYGON_OFFSET_FACTOR 0x8038
#define GL_TEXTURE_BINDING_2D 0x8069
#define GL_SAMPLE_BUFFERS 0x80A8
#define GL_SAMPLES 0x80A9
#define GL_SAMPLE_COVERAGE_VALUE 0x80AA
#define GL_SAMPLE_COVERAGE_INVERT 0x80AB
/* GetTextureParameter */
/* GL_TEXTURE_MAG_FILTER */
/* GL_TEXTURE_MIN_FILTER */
/* GL_TEXTURE_WRAP_S */
/* GL_TEXTURE_WRAP_T */
#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2
#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3
/* HintMode */
#define GL_DONT_CARE 0x1100
#define GL_FASTEST 0x1101
#define GL_NICEST 0x1102
/* HintTarget */
#define GL_GENERATE_MIPMAP_HINT 0x8192
/* DataType */
#define GL_BYTE 0x1400
#define GL_UNSIGNED_BYTE 0x1401
#define GL_SHORT 0x1402
#define GL_UNSIGNED_SHORT 0x1403
#define GL_INT 0x1404
#define GL_UNSIGNED_INT 0x1405
#define GL_FLOAT 0x1406
#define GL_FIXED 0x140C
/* PixelFormat */
#define GL_DEPTH_COMPONENT 0x1902
#define GL_ALPHA 0x1906
#define GL_RGB 0x1907
#define GL_RGBA 0x1908
#define GL_LUMINANCE 0x1909
#define GL_LUMINANCE_ALPHA 0x190A
/* PixelType */
/* GL_UNSIGNED_BYTE */
#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
#define GL_UNSIGNED_SHORT_5_6_5 0x8363
/* Shaders */
#define GL_FRAGMENT_SHADER 0x8B30
#define GL_VERTEX_SHADER 0x8B31
#define GL_MAX_VERTEX_ATTRIBS 0x8869
#define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB
#define GL_MAX_VARYING_VECTORS 0x8DFC
#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D
#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C
#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872
#define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD
#define GL_SHADER_TYPE 0x8B4F
#define GL_DELETE_STATUS 0x8B80
#define GL_LINK_STATUS 0x8B82
#define GL_VALIDATE_STATUS 0x8B83
#define GL_ATTACHED_SHADERS 0x8B85
#define GL_ACTIVE_UNIFORMS 0x8B86
#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87
#define GL_ACTIVE_ATTRIBUTES 0x8B89
#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A
#define GL_SHADING_LANGUAGE_VERSION 0x8B8C
#define GL_CURRENT_PROGRAM 0x8B8D
/* StencilFunction */
#define GL_NEVER 0x0200
#define GL_LESS 0x0201
#define GL_EQUAL 0x0202
#define GL_LEQUAL 0x0203
#define GL_GREATER 0x0204
#define GL_NOTEQUAL 0x0205
#define GL_GEQUAL 0x0206
#define GL_ALWAYS 0x0207
/* StencilOp */
/* GL_ZERO */
#define GL_KEEP 0x1E00
#define GL_REPLACE 0x1E01
#define GL_INCR 0x1E02
#define GL_DECR 0x1E03
#define GL_INVERT 0x150A
#define GL_INCR_WRAP 0x8507
#define GL_DECR_WRAP 0x8508
/* StringName */
#define GL_VENDOR 0x1F00
#define GL_RENDERER 0x1F01
#define GL_VERSION 0x1F02
#define GL_EXTENSIONS 0x1F03
/* TextureMagFilter */
#define GL_NEAREST 0x2600
#define GL_LINEAR 0x2601
/* TextureMinFilter */
/* GL_NEAREST */
/* GL_LINEAR */
#define GL_NEAREST_MIPMAP_NEAREST 0x2700
#define GL_LINEAR_MIPMAP_NEAREST 0x2701
#define GL_NEAREST_MIPMAP_LINEAR 0x2702
#define GL_LINEAR_MIPMAP_LINEAR 0x2703
/* TextureParameterName */
#define GL_TEXTURE_MAG_FILTER 0x2800
#define GL_TEXTURE_MIN_FILTER 0x2801
#define GL_TEXTURE_WRAP_S 0x2802
#define GL_TEXTURE_WRAP_T 0x2803
/* TextureTarget */
/* GL_TEXTURE_2D */
#define GL_TEXTURE 0x1702
#define GL_TEXTURE_CUBE_MAP 0x8513
#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514
#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A
#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C
/* TextureUnit */
#define GL_TEXTURE0 0x84C0
#define GL_TEXTURE1 0x84C1
#define GL_TEXTURE2 0x84C2
#define GL_TEXTURE3 0x84C3
#define GL_TEXTURE4 0x84C4
#define GL_TEXTURE5 0x84C5
#define GL_TEXTURE6 0x84C6
#define GL_TEXTURE7 0x84C7
#define GL_TEXTURE8 0x84C8
#define GL_TEXTURE9 0x84C9
#define GL_TEXTURE10 0x84CA
#define GL_TEXTURE11 0x84CB
#define GL_TEXTURE12 0x84CC
#define GL_TEXTURE13 0x84CD
#define GL_TEXTURE14 0x84CE
#define GL_TEXTURE15 0x84CF
#define GL_TEXTURE16 0x84D0
#define GL_TEXTURE17 0x84D1
#define GL_TEXTURE18 0x84D2
#define GL_TEXTURE19 0x84D3
#define GL_TEXTURE20 0x84D4
#define GL_TEXTURE21 0x84D5
#define GL_TEXTURE22 0x84D6
#define GL_TEXTURE23 0x84D7
#define GL_TEXTURE24 0x84D8
#define GL_TEXTURE25 0x84D9
#define GL_TEXTURE26 0x84DA
#define GL_TEXTURE27 0x84DB
#define GL_TEXTURE28 0x84DC
#define GL_TEXTURE29 0x84DD
#define GL_TEXTURE30 0x84DE
#define GL_TEXTURE31 0x84DF
#define GL_ACTIVE_TEXTURE 0x84E0
/* TextureWrapMode */
#define GL_REPEAT 0x2901
#define GL_CLAMP_TO_EDGE 0x812F
#define GL_MIRRORED_REPEAT 0x8370
/* Uniform Types */
#define GL_FLOAT_VEC2 0x8B50
#define GL_FLOAT_VEC3 0x8B51
#define GL_FLOAT_VEC4 0x8B52
#define GL_INT_VEC2 0x8B53
#define GL_INT_VEC3 0x8B54
#define GL_INT_VEC4 0x8B55
#define GL_BOOL 0x8B56
#define GL_BOOL_VEC2 0x8B57
#define GL_BOOL_VEC3 0x8B58
#define GL_BOOL_VEC4 0x8B59
#define GL_FLOAT_MAT2 0x8B5A
#define GL_FLOAT_MAT3 0x8B5B
#define GL_FLOAT_MAT4 0x8B5C
#define GL_SAMPLER_2D 0x8B5E
#define GL_SAMPLER_CUBE 0x8B60
/* Vertex Arrays */
#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F
/* Read Format */
#define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A
#define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B
/* Shader Source */
#define GL_COMPILE_STATUS 0x8B81
#define GL_INFO_LOG_LENGTH 0x8B84
#define GL_SHADER_SOURCE_LENGTH 0x8B88
#define GL_SHADER_COMPILER 0x8DFA
/* Shader Binary */
#define GL_SHADER_BINARY_FORMATS 0x8DF8
#define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9
/* Shader Precision-Specified Types */
#define GL_LOW_FLOAT 0x8DF0
#define GL_MEDIUM_FLOAT 0x8DF1
#define GL_HIGH_FLOAT 0x8DF2
#define GL_LOW_INT 0x8DF3
#define GL_MEDIUM_INT 0x8DF4
#define GL_HIGH_INT 0x8DF5
/* Framebuffer Object. */
#define GL_FRAMEBUFFER 0x8D40
#define GL_RENDERBUFFER 0x8D41
#define GL_RGBA4 0x8056
#define GL_RGB5_A1 0x8057
#define GL_RGB565 0x8D62
#define GL_DEPTH_COMPONENT16 0x81A5
#define GL_STENCIL_INDEX8 0x8D48
#define GL_RENDERBUFFER_WIDTH 0x8D42
#define GL_RENDERBUFFER_HEIGHT 0x8D43
#define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44
#define GL_RENDERBUFFER_RED_SIZE 0x8D50
#define GL_RENDERBUFFER_GREEN_SIZE 0x8D51
#define GL_RENDERBUFFER_BLUE_SIZE 0x8D52
#define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53
#define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54
#define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3
#define GL_COLOR_ATTACHMENT0 0x8CE0
#define GL_DEPTH_ATTACHMENT 0x8D00
#define GL_STENCIL_ATTACHMENT 0x8D20
#define GL_NONE 0
#define GL_FRAMEBUFFER_COMPLETE 0x8CD5
#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6
#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7
#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS 0x8CD9
#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD
#define GL_FRAMEBUFFER_BINDING 0x8CA6
#define GL_RENDERBUFFER_BINDING 0x8CA7
#define GL_MAX_RENDERBUFFER_SIZE 0x84E8
#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506
/*-------------------------------------------------------------------------
* GL core functions.
*-----------------------------------------------------------------------*/
GL_APICALL void GL_APIENTRY glActiveTexture (GLenum texture);
GL_APICALL void GL_APIENTRY glAttachShader (GLuint program, GLuint shader);
GL_APICALL void GL_APIENTRY glBindAttribLocation (GLuint program, GLuint index, const GLchar* name);
GL_APICALL void GL_APIENTRY glBindBuffer (GLenum target, GLuint buffer);
GL_APICALL void GL_APIENTRY glBindFramebuffer (GLenum target, GLuint framebuffer);
GL_APICALL void GL_APIENTRY glBindRenderbuffer (GLenum target, GLuint renderbuffer);
GL_APICALL void GL_APIENTRY glBindTexture (GLenum target, GLuint texture);
GL_APICALL void GL_APIENTRY glBlendColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
GL_APICALL void GL_APIENTRY glBlendEquation ( GLenum mode );
GL_APICALL void GL_APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha);
GL_APICALL void GL_APIENTRY glBlendFunc (GLenum sfactor, GLenum dfactor);
GL_APICALL void GL_APIENTRY glBlendFuncSeparate (GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
GL_APICALL void GL_APIENTRY glBufferData (GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage);
GL_APICALL void GL_APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data);
GL_APICALL GLenum GL_APIENTRY glCheckFramebufferStatus (GLenum target);
GL_APICALL void GL_APIENTRY glClear (GLbitfield mask);
GL_APICALL void GL_APIENTRY glClearColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
GL_APICALL void GL_APIENTRY glClearDepthf (GLclampf depth);
GL_APICALL void GL_APIENTRY glClearStencil (GLint s);
GL_APICALL void GL_APIENTRY glColorMask (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
GL_APICALL void GL_APIENTRY glCompileShader (GLuint shader);
GL_APICALL void GL_APIENTRY glCompressedTexImage2D (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid* data);
GL_APICALL void GL_APIENTRY glCompressedTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid* data);
GL_APICALL void GL_APIENTRY glCopyTexImage2D (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
GL_APICALL void GL_APIENTRY glCopyTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
GL_APICALL GLuint GL_APIENTRY glCreateProgram (void);
GL_APICALL GLuint GL_APIENTRY glCreateShader (GLenum type);
GL_APICALL void GL_APIENTRY glCullFace (GLenum mode);
GL_APICALL void GL_APIENTRY glDeleteBuffers (GLsizei n, const GLuint* buffers);
GL_APICALL void GL_APIENTRY glDeleteFramebuffers (GLsizei n, const GLuint* framebuffers);
GL_APICALL void GL_APIENTRY glDeleteProgram (GLuint program);
GL_APICALL void GL_APIENTRY glDeleteRenderbuffers (GLsizei n, const GLuint* renderbuffers);
GL_APICALL void GL_APIENTRY glDeleteShader (GLuint shader);
GL_APICALL void GL_APIENTRY glDeleteTextures (GLsizei n, const GLuint* textures);
GL_APICALL void GL_APIENTRY glDepthFunc (GLenum func);
GL_APICALL void GL_APIENTRY glDepthMask (GLboolean flag);
GL_APICALL void GL_APIENTRY glDepthRangef (GLclampf zNear, GLclampf zFar);
GL_APICALL void GL_APIENTRY glDetachShader (GLuint program, GLuint shader);
GL_APICALL void GL_APIENTRY glDisable (GLenum cap);
GL_APICALL void GL_APIENTRY glDisableVertexAttribArray (GLuint index);
GL_APICALL void GL_APIENTRY glDrawArrays (GLenum mode, GLint first, GLsizei count);
GL_APICALL void GL_APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const GLvoid* indices);
GL_APICALL void GL_APIENTRY glEnable (GLenum cap);
GL_APICALL void GL_APIENTRY glEnableVertexAttribArray (GLuint index);
GL_APICALL void GL_APIENTRY glFinish (void);
GL_APICALL void GL_APIENTRY glFlush (void);
GL_APICALL void GL_APIENTRY glFramebufferRenderbuffer (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
GL_APICALL void GL_APIENTRY glFramebufferTexture2D (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
GL_APICALL void GL_APIENTRY glFrontFace (GLenum mode);
GL_APICALL void GL_APIENTRY glGenBuffers (GLsizei n, GLuint* buffers);
GL_APICALL void GL_APIENTRY glGenerateMipmap (GLenum target);
GL_APICALL void GL_APIENTRY glGenFramebuffers (GLsizei n, GLuint* framebuffers);
GL_APICALL void GL_APIENTRY glGenRenderbuffers (GLsizei n, GLuint* renderbuffers);
GL_APICALL void GL_APIENTRY glGenTextures (GLsizei n, GLuint* textures);
GL_APICALL void GL_APIENTRY glGetActiveAttrib (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
GL_APICALL void GL_APIENTRY glGetActiveUniform (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
GL_APICALL void GL_APIENTRY glGetAttachedShaders (GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders);
GL_APICALL int GL_APIENTRY glGetAttribLocation (GLuint program, const GLchar* name);
GL_APICALL void GL_APIENTRY glGetBooleanv (GLenum pname, GLboolean* params);
GL_APICALL void GL_APIENTRY glGetBufferParameteriv (GLenum target, GLenum pname, GLint* params);
GL_APICALL GLenum GL_APIENTRY glGetError (void);
GL_APICALL void GL_APIENTRY glGetFloatv (GLenum pname, GLfloat* params);
GL_APICALL void GL_APIENTRY glGetFramebufferAttachmentParameteriv (GLenum target, GLenum attachment, GLenum pname, GLint* params);
GL_APICALL void GL_APIENTRY glGetIntegerv (GLenum pname, GLint* params);
GL_APICALL void GL_APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint* params);
GL_APICALL void GL_APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog);
GL_APICALL void GL_APIENTRY glGetRenderbufferParameteriv (GLenum target, GLenum pname, GLint* params);
GL_APICALL void GL_APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint* params);
GL_APICALL void GL_APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog);
GL_APICALL void GL_APIENTRY glGetShaderPrecisionFormat (GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision);
GL_APICALL void GL_APIENTRY glGetShaderSource (GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source);
GL_APICALL const GLubyte* GL_APIENTRY glGetString (GLenum name);
GL_APICALL void GL_APIENTRY glGetTexParameterfv (GLenum target, GLenum pname, GLfloat* params);
GL_APICALL void GL_APIENTRY glGetTexParameteriv (GLenum target, GLenum pname, GLint* params);
GL_APICALL void GL_APIENTRY glGetUniformfv (GLuint program, GLint location, GLfloat* params);
GL_APICALL void GL_APIENTRY glGetUniformiv (GLuint program, GLint location, GLint* params);
GL_APICALL int GL_APIENTRY glGetUniformLocation (GLuint program, const GLchar* name);
GL_APICALL void GL_APIENTRY glGetVertexAttribfv (GLuint index, GLenum pname, GLfloat* params);
GL_APICALL void GL_APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint* params);
GL_APICALL void GL_APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, GLvoid** pointer);
GL_APICALL void GL_APIENTRY glHint (GLenum target, GLenum mode);
GL_APICALL GLboolean GL_APIENTRY glIsBuffer (GLuint buffer);
GL_APICALL GLboolean GL_APIENTRY glIsEnabled (GLenum cap);
GL_APICALL GLboolean GL_APIENTRY glIsFramebuffer (GLuint framebuffer);
GL_APICALL GLboolean GL_APIENTRY glIsProgram (GLuint program);
GL_APICALL GLboolean GL_APIENTRY glIsRenderbuffer (GLuint renderbuffer);
GL_APICALL GLboolean GL_APIENTRY glIsShader (GLuint shader);
GL_APICALL GLboolean GL_APIENTRY glIsTexture (GLuint texture);
GL_APICALL void GL_APIENTRY glLineWidth (GLfloat width);
GL_APICALL void GL_APIENTRY glLinkProgram (GLuint program);
GL_APICALL void GL_APIENTRY glPixelStorei (GLenum pname, GLint param);
GL_APICALL void GL_APIENTRY glPolygonOffset (GLfloat factor, GLfloat units);
GL_APICALL void GL_APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels);
GL_APICALL void GL_APIENTRY glReleaseShaderCompiler (void);
GL_APICALL void GL_APIENTRY glRenderbufferStorage (GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
GL_APICALL void GL_APIENTRY glSampleCoverage (GLclampf value, GLboolean invert);
GL_APICALL void GL_APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height);
GL_APICALL void GL_APIENTRY glShaderBinary (GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length);
GL_APICALL void GL_APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length);
GL_APICALL void GL_APIENTRY glStencilFunc (GLenum func, GLint ref, GLuint mask);
GL_APICALL void GL_APIENTRY glStencilFuncSeparate (GLenum face, GLenum func, GLint ref, GLuint mask);
GL_APICALL void GL_APIENTRY glStencilMask (GLuint mask);
GL_APICALL void GL_APIENTRY glStencilMaskSeparate (GLenum face, GLuint mask);
GL_APICALL void GL_APIENTRY glStencilOp (GLenum fail, GLenum zfail, GLenum zpass);
GL_APICALL void GL_APIENTRY glStencilOpSeparate (GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
GL_APICALL void GL_APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels);
GL_APICALL void GL_APIENTRY glTexParameterf (GLenum target, GLenum pname, GLfloat param);
GL_APICALL void GL_APIENTRY glTexParameterfv (GLenum target, GLenum pname, const GLfloat* params);
GL_APICALL void GL_APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param);
GL_APICALL void GL_APIENTRY glTexParameteriv (GLenum target, GLenum pname, const GLint* params);
GL_APICALL void GL_APIENTRY glTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels);
GL_APICALL void GL_APIENTRY glUniform1f (GLint location, GLfloat x);
GL_APICALL void GL_APIENTRY glUniform1fv (GLint location, GLsizei count, const GLfloat* v);
GL_APICALL void GL_APIENTRY glUniform1i (GLint location, GLint x);
GL_APICALL void GL_APIENTRY glUniform1iv (GLint location, GLsizei count, const GLint* v);
GL_APICALL void GL_APIENTRY glUniform2f (GLint location, GLfloat x, GLfloat y);
GL_APICALL void GL_APIENTRY glUniform2fv (GLint location, GLsizei count, const GLfloat* v);
GL_APICALL void GL_APIENTRY glUniform2i (GLint location, GLint x, GLint y);
GL_APICALL void GL_APIENTRY glUniform2iv (GLint location, GLsizei count, const GLint* v);
GL_APICALL void GL_APIENTRY glUniform3f (GLint location, GLfloat x, GLfloat y, GLfloat z);
GL_APICALL void GL_APIENTRY glUniform3fv (GLint location, GLsizei count, const GLfloat* v);
GL_APICALL void GL_APIENTRY glUniform3i (GLint location, GLint x, GLint y, GLint z);
GL_APICALL void GL_APIENTRY glUniform3iv (GLint location, GLsizei count, const GLint* v);
GL_APICALL void GL_APIENTRY glUniform4f (GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
GL_APICALL void GL_APIENTRY glUniform4fv (GLint location, GLsizei count, const GLfloat* v);
GL_APICALL void GL_APIENTRY glUniform4i (GLint location, GLint x, GLint y, GLint z, GLint w);
GL_APICALL void GL_APIENTRY glUniform4iv (GLint location, GLsizei count, const GLint* v);
GL_APICALL void GL_APIENTRY glUniformMatrix2fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
GL_APICALL void GL_APIENTRY glUniformMatrix3fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
GL_APICALL void GL_APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
GL_APICALL void GL_APIENTRY glUseProgram (GLuint program);
GL_APICALL void GL_APIENTRY glValidateProgram (GLuint program);
GL_APICALL void GL_APIENTRY glVertexAttrib1f (GLuint indx, GLfloat x);
GL_APICALL void GL_APIENTRY glVertexAttrib1fv (GLuint indx, const GLfloat* values);
GL_APICALL void GL_APIENTRY glVertexAttrib2f (GLuint indx, GLfloat x, GLfloat y);
GL_APICALL void GL_APIENTRY glVertexAttrib2fv (GLuint indx, const GLfloat* values);
GL_APICALL void GL_APIENTRY glVertexAttrib3f (GLuint indx, GLfloat x, GLfloat y, GLfloat z);
GL_APICALL void GL_APIENTRY glVertexAttrib3fv (GLuint indx, const GLfloat* values);
GL_APICALL void GL_APIENTRY glVertexAttrib4f (GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
GL_APICALL void GL_APIENTRY glVertexAttrib4fv (GLuint indx, const GLfloat* values);
GL_APICALL void GL_APIENTRY glVertexAttribPointer (GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr);
GL_APICALL void GL_APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height);
#ifdef __cplusplus
}
#endif
#endif /* __gl2_h_ */

1808
external/GLES2/gl2ext.h vendored

File diff suppressed because it is too large Load Diff

4
external/GLES3/gl3.h vendored

@ -2,7 +2,7 @@
#define __gl3_h_
/*
* gl3.h last updated on $Date: 2012-07-23 03:53:52 -0700 (Mon, 23 Jul 2012) $
* gl3.h last updated on $Date: 2012-09-12 10:13:02 -0700 (Wed, 12 Sep 2012) $
*/
#include <GLES3/gl3platform.h>
@ -507,8 +507,6 @@ typedef struct __GLsync *GLsync;
#define GL_RGBA8 0x8058
#define GL_RGB10_A2 0x8059
#define GL_TEXTURE_BINDING_3D 0x806A
#define GL_PACK_SKIP_IMAGES 0x806B
#define GL_PACK_IMAGE_HEIGHT 0x806C
#define GL_UNPACK_SKIP_IMAGES 0x806D
#define GL_UNPACK_IMAGE_HEIGHT 0x806E
#define GL_TEXTURE_3D 0x806F

56
modules/FindMagnum.cmake

@ -21,13 +21,15 @@
# Primitives - Library with stock geometric primitives (static)
# SceneGraph - Scene graph library
# Shaders - Library with stock shaders
# GlxContext - GLX context (depends on X11 libraries)
# XEglContext - X/EGL context (depends on EGL and X11 libraries)
# GlutContext - GLUT context (depends on GLUT library)
# Sdl2Context - SDL2 context (depends on SDL2 library)
# GlxApplication - GLX application (depends on X11 libraries)
# XEglApplication - X/EGL application (depends on EGL and X11 libraries)
# GlutApplication - GLUT application (depends on GLUT library)
# Sdl2Application - SDL2 application (depends on SDL2 library)
# NaClApplication - NaCl application (only if targetting Google Chrome
# Native Client)
# Example usage with specifying additional components is:
# find_package(Magnum [REQUIRED|COMPONENTS]
# MeshTools Primitives GlutContext)
# MeshTools Primitives GlutApplication)
# For each component is then defined:
# MAGNUM_*_FOUND - Whether the component was found
# MAGNUM_*_LIBRARIES - Component library and dependent libraries
@ -65,11 +67,25 @@ find_path(MAGNUM_INCLUDE_DIR
# Configuration
file(READ ${MAGNUM_INCLUDE_DIR}/magnumConfigure.h _magnumConfigure)
# Built for OpenGL ES?
# Compatibility?
string(FIND "${_magnumConfigure}" "#define MAGNUM_GCC46_COMPATIBILITY" _GCC46_COMPATIBILITY)
if(NOT _GCC46_COMPATIBILITY EQUAL -1)
set(MAGNUM_GCC46_COMPATIBILITY 1)
endif()
# Built for specific target?
string(FIND "${_magnumConfigure}" "#define MAGNUM_TARGET_GLES" _TARGET_GLES)
if(NOT _TARGET_GLES EQUAL -1)
set(MAGNUM_TARGET_GLES 1)
endif()
string(FIND "${_magnumConfigure}" "#define MAGNUM_TARGET_GLES2" _TARGET_GLES2)
if(NOT _TARGET_GLES2 EQUAL -1)
set(MAGNUM_TARGET_GLES2 1)
endif()
string(FIND "${_magnumConfigure}" "#define MAGNUM_TARGET_NACL" _TARGET_NACL)
if(NOT _TARGET_NACL EQUAL -1)
set(MAGNUM_TARGET_NACL 1)
endif()
if(NOT MAGNUM_TARGET_GLES)
find_package(OpenGL REQUIRED)
@ -78,8 +94,8 @@ else()
find_package(OpenGLES2 REQUIRED)
endif()
# On Windows, *WindowContext libraries need to have ${MAGNUM_LIBRARY} listed
# in dependencies also after *WindowContext.lib static library name to avoid
# On Windows, *Application libraries need to have ${MAGNUM_LIBRARY} listed
# in dependencies also after *Application.lib static library name to avoid
# linker errors
if(WIN32)
set(_WINDOWCONTEXT_MAGNUM_LIBRARY_DEPENDENCY ${MAGNUM_LIBRARY})
@ -94,13 +110,13 @@ foreach(component ${Magnum_FIND_COMPONENTS})
set(_MAGNUM_${_COMPONENT}_INCLUDE_PATH_SUFFIX ${component})
# Window contexts
if(${component} MATCHES .+WindowContext)
set(_MAGNUM_${_COMPONENT}_INCLUDE_PATH_SUFFIX Contexts)
# Applications
if(${component} MATCHES .+Application)
set(_MAGNUM_${_COMPONENT}_INCLUDE_PATH_SUFFIX Platform)
set(_MAGNUM_${_COMPONENT}_INCLUDE_PATH_NAMES ${component}.h)
# GLUT window context dependencies
if(${component} STREQUAL GlutWindowContext)
# GLUT application dependencies
if(${component} STREQUAL GlutApplication)
find_package(GLUT)
if(GLUT_FOUND)
set(_MAGNUM_${_COMPONENT}_LIBRARIES ${GLUT_LIBRARIES} ${_WINDOWCONTEXT_MAGNUM_LIBRARY_DEPENDENCY})
@ -109,8 +125,8 @@ foreach(component ${Magnum_FIND_COMPONENTS})
endif()
endif()
# SDL2 window context dependencies
if(${component} STREQUAL Sdl2WindowContext)
# SDL2 application dependencies
if(${component} STREQUAL Sdl2Application)
find_package(SDL2)
if(SDL2_FOUND)
set(_MAGNUM_${_COMPONENT}_LIBRARIES ${SDL2_LIBRARY} ${_WINDOWCONTEXT_MAGNUM_LIBRARY_DEPENDENCY})
@ -120,8 +136,10 @@ foreach(component ${Magnum_FIND_COMPONENTS})
endif()
endif()
# GLX window context dependencies
if(${component} STREQUAL GlxWindowContext)
# NaCl application has no additional dependencies
# GLX application dependencies
if(${component} STREQUAL GlxApplication)
find_package(X11)
if(X11_FOUND)
set(_MAGNUM_${_COMPONENT}_LIBRARIES ${X11_LIBRARIES} ${_WINDOWCONTEXT_MAGNUM_LIBRARY_DEPENDENCY})
@ -130,8 +148,8 @@ foreach(component ${Magnum_FIND_COMPONENTS})
endif()
endif()
# X/EGL window context dependencies
if(${component} STREQUAL XEglWindowContext)
# X/EGL application dependencies
if(${component} STREQUAL XEglApplication)
find_package(EGL)
find_package(X11)
if(EGL_FOUND AND X11_FOUND)

22
src/AbstractShaderProgram.h

@ -361,6 +361,7 @@ class MAGNUM_EXPORT AbstractShaderProgram {
/* GL_FIXED not supported */
#ifndef MAGNUM_TARGET_GLES2
/**
* Unsigned 2.10.10.10 packed integer. Only for
* four-component float vector attribute type.
@ -377,6 +378,7 @@ class MAGNUM_EXPORT AbstractShaderProgram {
* @requires_gles30 (no extension providing this functionality)
*/
Int2101010REV = GL_INT_2_10_10_10_REV
#endif
};
#else
typedef typename Implementation::Attribute<T>::DataType DataType;
@ -465,6 +467,7 @@ class MAGNUM_EXPORT AbstractShaderProgram {
bool use();
protected:
#ifndef MAGNUM_TARGET_GLES2
/**
* @brief Allow retrieving program binary
*
@ -478,6 +481,7 @@ class MAGNUM_EXPORT AbstractShaderProgram {
inline void setRetrievableBinary(bool enabled) {
glProgramParameteri(_id, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, enabled ? GL_TRUE : GL_FALSE);
}
#endif
/**
* @brief Allow the program to be bound to individual pipeline stages
@ -1054,7 +1058,11 @@ template<> struct Attribute<GLfloat> {
Short = GL_SHORT,
UnsignedInt = GL_UNSIGNED_INT,
Int = GL_INT,
#ifndef MAGNUM_TARGET_GLES2
HalfFloat = GL_HALF_FLOAT,
#else
HalfFloat = GL_HALF_FLOAT_OES,
#endif
Float = GL_FLOAT
#ifndef MAGNUM_TARGET_GLES
@ -1100,13 +1108,21 @@ template<> struct Attribute<Math::Vector<4, GLfloat>> {
Short = GL_SHORT,
UnsignedInt = GL_UNSIGNED_INT,
Int = GL_INT,
Half = GL_HALF_FLOAT,
Float = GL_FLOAT,
#ifndef MAGNUM_TARGET_GLES2
HalfFloat = GL_HALF_FLOAT,
#else
HalfFloat = GL_HALF_FLOAT_OES,
#endif
Float = GL_FLOAT
#ifndef MAGNUM_TARGET_GLES
Double = GL_DOUBLE,
,
Double = GL_DOUBLE
#endif
#ifndef MAGNUM_TARGET_GLES2
,
UnsignedAlpha2RGB10 = GL_UNSIGNED_INT_2_10_10_10_REV,
Alpha2RGB10 = GL_INT_2_10_10_10_REV
#endif
};
enum class DataOption: std::uint8_t {

2
src/AbstractTexture.cpp

@ -313,6 +313,7 @@ void AbstractTexture::subImageImplementationDSA(GLenum target, GLint mipLevel, c
}
#endif
#ifndef MAGNUM_TARGET_GLES2
AbstractTexture::InternalFormat::InternalFormat(AbstractTexture::Components components, AbstractTexture::ComponentType type) {
#ifndef MAGNUM_TARGET_GLES
#define internalFormatSwitch(c) switch(type) { \
@ -375,6 +376,7 @@ AbstractTexture::InternalFormat::InternalFormat(AbstractTexture::Components comp
internalFormatSwitch(RGBA)
#undef internalFormatSwitch
}
#endif
#ifndef DOXYGEN_GENERATING_OUTPUT
void AbstractTexture::DataHelper<2>::setWrapping(AbstractTexture* texture, const Math::Vector2<Wrapping>& wrapping) {

23
src/AbstractTexture.h

@ -141,6 +141,7 @@ class MAGNUM_EXPORT AbstractTexture {
/** @{ @name Internal texture formats */
#ifndef MAGNUM_TARGET_GLES2
/**
* @brief Color components
*
@ -253,6 +254,7 @@ class MAGNUM_EXPORT AbstractTexture {
NormalizedShort
#endif
};
#endif
/**
* @brief Internal format
@ -261,6 +263,7 @@ class MAGNUM_EXPORT AbstractTexture {
* normalization see enums Components and ComponentType.
*/
enum class Format: GLenum {
#ifndef MAGNUM_TARGET_GLES2
/**
* One-component (red channel), unsigned normalized, probably
* 8bit.
@ -276,6 +279,7 @@ class MAGNUM_EXPORT AbstractTexture {
* @requires_gles30 (no extension providing this functionality)
*/
RedGreen = GL_RG,
#endif
/**
* Three-component RGB, unsigned normalized, each component
@ -311,6 +315,7 @@ class MAGNUM_EXPORT AbstractTexture {
BGRA = GL_BGRA,
#endif
#ifndef MAGNUM_TARGET_GLES2
/**
* Four-component sRGBA, unsigned normalized, each component
* 8bit, 32bit total.
@ -339,6 +344,7 @@ class MAGNUM_EXPORT AbstractTexture {
* @requires_gles30 (no extension providing this functionality)
*/
RGB10Alpha2Unsigned = GL_RGB10_A2UI,
#endif
/**
* Four-component RGBA, unsigned normalized, each RGB component
@ -352,6 +358,7 @@ class MAGNUM_EXPORT AbstractTexture {
*/
RGBA4 = GL_RGBA4,
#ifndef MAGNUM_TARGET_GLES2
/**
* Three-component RGB, float, red and green 11bit, blue 10bit,
* 32bit total.
@ -359,6 +366,7 @@ class MAGNUM_EXPORT AbstractTexture {
* @requires_gles30 (no extension providing this functionality)
*/
RG11B10Float = GL_R11F_G11F_B10F,
#endif
/* 1.5.6 <= GLEW < 1.8.0 doesn't have this, even if there is
GL_ARB_ES2_compatibility */
@ -367,9 +375,11 @@ class MAGNUM_EXPORT AbstractTexture {
* Three-component RGB, unsigned normalized, red and blue 5bit,
* green 6bit, 16bit total.
*/
RGB565 = GL_RGB565,
RGB565 = GL_RGB565
#endif
#ifndef MAGNUM_TARGET_GLES2
,
/**
* Three-component RGB, unsigned with exponent, each component
* 9bit, exponent 5bit, 32bit total.
@ -377,6 +387,7 @@ class MAGNUM_EXPORT AbstractTexture {
* @requires_gles30 (no extension providing this functionality)
*/
RGB9Exponent5 = GL_RGB9_E5,
#endif
#ifndef MAGNUM_TARGET_GLES
/**
@ -487,6 +498,7 @@ class MAGNUM_EXPORT AbstractTexture {
DepthStencil = GL_DEPTH_STENCIL,
#endif
#ifndef MAGNUM_TARGET_GLES2
/**
* 16bit depth component.
* @requires_gles30 (no extension providing this functionality)
@ -519,6 +531,7 @@ class MAGNUM_EXPORT AbstractTexture {
* @requires_gles30 (no extension providing this functionality)
*/
Depth32FloatStencil8 = GL_DEPTH32F_STENCIL8
#endif
};
/**
@ -539,12 +552,14 @@ class MAGNUM_EXPORT AbstractTexture {
*/
class MAGNUM_EXPORT InternalFormat {
public:
#ifndef MAGNUM_TARGET_GLES2
/**
* @brief Constructor from component count and data type per component
*
* @requires_gles30 (no extension providing this functionality)
*/
InternalFormat(Components components, ComponentType type);
#endif
/** @brief Constructor from named internal format */
inline constexpr InternalFormat(Format format): internalFormat(static_cast<GLint>(format)) {}
@ -791,6 +806,7 @@ class MAGNUM_EXPORT AbstractTexture {
GLuint _id;
};
#ifndef MAGNUM_TARGET_GLES2
/** @relates AbstractTexture
@brief Convertor of component count and data type to InternalFormat
@ -806,6 +822,7 @@ inline AbstractTexture::InternalFormat operator|(AbstractTexture::Components com
inline AbstractTexture::InternalFormat operator|(AbstractTexture::ComponentType type, AbstractTexture::Components components) {
return AbstractTexture::InternalFormat(components, type);
}
#endif
#ifndef DOXYGEN_GENERATING_OUTPUT
#ifndef MAGNUM_TARGET_GLES
@ -857,8 +874,12 @@ template<> struct MAGNUM_EXPORT AbstractTexture::DataHelper<2> {
};
template<> struct MAGNUM_EXPORT AbstractTexture::DataHelper<3> {
enum class Target: GLenum {
#ifndef MAGNUM_TARGET_GLES2
Texture3D = GL_TEXTURE_3D,
Texture2DArray = GL_TEXTURE_2D_ARRAY
#else
Texture3D = GL_TEXTURE_3D_OES
#endif
};
inline constexpr static Target target() { return Target::Texture3D; }

20
src/Buffer.h

@ -105,6 +105,7 @@ class MAGNUM_EXPORT Buffer {
AtomicCounter = GL_ATOMIC_COUNTER_BUFFER,
#endif
#ifndef MAGNUM_TARGET_GLES2
/**
* Source for copies. See copy().
* @requires_gl31 Extension @extension{ARB,copy_buffer}
@ -120,6 +121,7 @@ class MAGNUM_EXPORT Buffer {
* 2.0.
*/
CopyWrite = GL_COPY_WRITE_BUFFER,
#endif
#ifndef MAGNUM_TARGET_GLES
/**
@ -138,7 +140,10 @@ class MAGNUM_EXPORT Buffer {
#endif
/** Used for storing vertex indices. */
ElementArray = GL_ELEMENT_ARRAY_BUFFER,
ElementArray = GL_ELEMENT_ARRAY_BUFFER
#ifndef MAGNUM_TARGET_GLES2
,
/**
* Target for pixel pack operations.
@ -153,6 +158,7 @@ class MAGNUM_EXPORT Buffer {
* OpenGL ES 2.0.
*/
PixelUnpack = GL_PIXEL_UNPACK_BUFFER,
#endif
#ifndef MAGNUM_TARGET_GLES
/**
@ -170,6 +176,7 @@ class MAGNUM_EXPORT Buffer {
Texture = GL_TEXTURE_BUFFER,
#endif
#ifndef MAGNUM_TARGET_GLES2
/**
* Target for transform feedback.
* @requires_gl30 Extension @extension{EXT,transform_feedback}
@ -185,6 +192,7 @@ class MAGNUM_EXPORT Buffer {
* 2.0.
*/
Uniform = GL_UNIFORM_BUFFER
#endif
};
/**
@ -198,6 +206,7 @@ class MAGNUM_EXPORT Buffer {
*/
StreamDraw = GL_STREAM_DRAW,
#ifndef MAGNUM_TARGET_GLES2
/**
* Set once as output from an OpenGL command and used infequently
* for drawing.
@ -213,12 +222,14 @@ class MAGNUM_EXPORT Buffer {
* is available in OpenGL ES 2.0.
*/
StreamCopy = GL_STREAM_COPY,
#endif
/**
* Set once by the application and used frequently for drawing.
*/
StaticDraw = GL_STATIC_DRAW,
#ifndef MAGNUM_TARGET_GLES2
/**
* Set once as output from an OpenGL command and queried many
* times by the application.
@ -234,12 +245,16 @@ class MAGNUM_EXPORT Buffer {
* is available in OpenGL ES 2.0.
*/
StaticCopy = GL_STATIC_COPY,
#endif
/**
* Updated frequently by the application and used frequently
* for drawing or copying to other images.
*/
DynamicDraw = GL_DYNAMIC_DRAW,
DynamicDraw = GL_DYNAMIC_DRAW
#ifndef MAGNUM_TARGET_GLES2
,
/**
* Updated frequently as output from OpenGL command and queried
@ -256,6 +271,7 @@ class MAGNUM_EXPORT Buffer {
* is available in OpenGL ES 2.0.
*/
DynamicCopy = GL_DYNAMIC_COPY
#endif
};
/**

2
src/BufferedImage.cpp

@ -17,6 +17,7 @@
namespace Magnum {
#ifndef MAGNUM_TARGET_GLES2
template<std::uint8_t dimensions> void BufferedImage<dimensions>::setData(const typename DimensionTraits<Dimensions, GLsizei>::VectorType& size, Components components, ComponentType type, const GLvoid* data, Buffer::Usage usage) {
_components = components;
_type = type;
@ -27,5 +28,6 @@ template<std::uint8_t dimensions> void BufferedImage<dimensions>::setData(const
template class BufferedImage<1>;
template class BufferedImage<2>;
template class BufferedImage<3>;
#endif
}

4
src/BufferedImage.h

@ -15,9 +15,11 @@
GNU Lesser General Public License version 3 for more details.
*/
#ifndef MAGNUM_TARGET_GLES2
/** @file
* @brief Class Magnum::BufferedImage, typedef Magnum::BufferedImage1D, Magnum::BufferedImage2D, Magnum::BufferedImage3D
*/
#endif
#include "Math/Vector3.h"
#include "AbstractImage.h"
@ -27,6 +29,7 @@
namespace Magnum {
#ifndef MAGNUM_TARGET_GLES2
/**
@brief %Buffered image
@ -117,6 +120,7 @@ typedef BufferedImage<2> BufferedImage2D;
/** @brief Three-dimensional buffered image */
typedef BufferedImage<3> BufferedImage3D;
#endif
}

31
src/CMakeLists.txt

@ -6,21 +6,6 @@ if("${CMAKE_CXX_COMPILER_ID}" STREQUAL "GNU" AND NOT "${CMAKE_CXX_COMPILER_VERSI
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wdouble-promotion")
endif()
# If targeting GLES, save it into configuration header
if(TARGET_GLES)
set(MAGNUM_TARGET_GLES 1)
endif()
if(TARGET_GLES2)
set(MAGNUM_TARGET_GLES2 1)
endif()
if(CORRADE_GCC44_COMPATIBILITY)
set(GCC46_COMPATIBILITY 1)
endif()
if(GCC46_COMPATIBILITY)
set(MAGNUM_GCC46_COMPATIBILITY 1)
endif()
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/magnumConfigure.h.cmake
${CMAKE_CURRENT_BINARY_DIR}/magnumConfigure.h)
@ -32,7 +17,6 @@ set(Magnum_SRCS
AbstractTexture.cpp
AbstractShaderProgram.cpp
Buffer.cpp
BufferedImage.cpp
Context.cpp
Framebuffer.cpp
Image.cpp
@ -59,11 +43,16 @@ if(NOT TARGET_GLES)
BufferedTexture.cpp)
endif()
# Not-ES2 code
if(NOT TARGET_GLES2)
set(Magnum_SRCS ${Magnum_SRCS}
BufferedImage.cpp)
endif()
set(Magnum_HEADERS
AbstractImage.h
AbstractShaderProgram.h
AbstractTexture.h
BufferedImage.h
Buffer.h
Color.h
Context.h
@ -97,6 +86,12 @@ if(NOT TARGET_GLES)
CubeMapTextureArray.h)
endif()
# Not-ES2 headers
if(NOT TARGET_GLES2)
set(Magnum_HEADERS ${Magnum_HEADERS}
BufferedImage.h)
endif()
if(NOT CMAKE_NO_OBJECT_TARGET)
add_library(MagnumObjects OBJECT ${Magnum_SRCS})
endif()
@ -143,7 +138,7 @@ install(FILES ${Magnum_HEADERS} DESTINATION ${MAGNUM_INCLUDE_INSTALL_DIR})
# Install also configure file
install(FILES ${CMAKE_CURRENT_BINARY_DIR}/magnumConfigure.h DESTINATION ${MAGNUM_INCLUDE_INSTALL_DIR})
add_subdirectory(Contexts)
add_subdirectory(Platform)
add_subdirectory(Math)
add_subdirectory(Trade)

5
src/Context.cpp

@ -160,8 +160,13 @@ Context* Context::_current = nullptr;
Context::Context() {
/* Version */
#ifndef MAGNUM_TARGET_GLES2
glGetIntegerv(GL_MAJOR_VERSION, &_majorVersion);
glGetIntegerv(GL_MINOR_VERSION, &_minorVersion);
#else
_majorVersion = 2;
_minorVersion = 0;
#endif
_version = static_cast<Version>(_majorVersion*100+_minorVersion*10);
/* Get first future (not supported) version */

52
src/Contexts/AbstractWindowContext.h

@ -1,52 +0,0 @@
#ifndef Magnum_Contexts_AbstractWindowContext_h
#define Magnum_Contexts_AbstractWindowContext_h
/*
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
This file is part of Magnum.
Magnum is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License version 3
only, as published by the Free Software Foundation.
Magnum is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License version 3 for more details.
*/
/** @file
* @brief Class Magnum::Contexts::AbstractWindowContext
*/
namespace Magnum { namespace Contexts {
/**
@brief Base class for context creation
See subclasses documentation for more information. Context classes subclasses
are meant to be used directly in `main()`, for example:
@code
class MyContext: public Magnum::Contexts::GlutWindowContext {
// implement required methods...
};
int main(int argc, char** argv) {
MyContext c(argc, argv);
return c.exec();
}
@endcode
*/
class AbstractWindowContext {
public:
virtual inline ~AbstractWindowContext() {}
/**
* @brief Execute main loop
* @return Value for returning from `main()`.
*/
virtual int exec() = 0;
};
}}
#endif

93
src/Contexts/CMakeLists.txt

@ -1,93 +0,0 @@
# Extension wrangler
add_library(MagnumContextsExtensionWrangler OBJECT ExtensionWrangler.cpp)
set(MagnumContexts_HEADERS
AbstractContextHandler.h
AbstractWindowContext.h
ExtensionWrangler.h)
install(FILES ${MagnumContexts_HEADERS} DESTINATION ${MAGNUM_INCLUDE_INSTALL_DIR}/Contexts)
# GLUT window context
if(WITH_GLUTWINDOWCONTEXT)
find_package(GLUT)
if(GLUT_FOUND)
add_library(MagnumGlutWindowContext STATIC
GlutWindowContext.cpp
$<TARGET_OBJECTS:MagnumContextsExtensionWrangler>)
install(FILES GlutWindowContext.h DESTINATION ${MAGNUM_INCLUDE_INSTALL_DIR}/Contexts)
install(TARGETS MagnumGlutWindowContext DESTINATION ${MAGNUM_LIBRARY_INSTALL_DIR})
else()
message(FATAL_ERROR "GLUT library, required by GlutWindowContext, was not found. Set WITH_GLUTWINDOWCONTEXT to OFF to skip building it.")
endif()
endif()
# SDL2 window context
if(WITH_SDL2WINDOWCONTEXT)
find_package(SDL2)
if(SDL2_FOUND)
include_directories(${SDL2_INCLUDE_DIR})
add_library(MagnumSdl2WindowContext STATIC
Sdl2WindowContext.cpp
$<TARGET_OBJECTS:MagnumContextsExtensionWrangler>)
install(FILES Sdl2WindowContext.h DESTINATION ${MAGNUM_INCLUDE_INSTALL_DIR}/Contexts)
install(TARGETS MagnumSdl2WindowContext DESTINATION ${MAGNUM_LIBRARY_INSTALL_DIR})
else()
message(FATAL_ERROR "SDL2 library, required by Sdl2WindowContext, was not found. Set WITH_SDL2WINDOWCONTEXT to OFF to skip building it.")
endif()
endif()
# GLX window context
if(WITH_GLXWINDOWCONTEXT)
set(NEED_ABSTRACTXWINDOWCONTEXT 1)
set(NEED_GLXCONTEXT 1)
add_library(MagnumGlxWindowContext STATIC
$<TARGET_OBJECTS:MagnumAbstractXWindowContext>
$<TARGET_OBJECTS:MagnumGlxContextHandler>
$<TARGET_OBJECTS:MagnumContextsExtensionWrangler>)
install(FILES GlxWindowContext.h DESTINATION ${MAGNUM_INCLUDE_INSTALL_DIR}/Contexts)
install(TARGETS MagnumGlxWindowContext DESTINATION ${MAGNUM_LIBRARY_INSTALL_DIR})
endif()
# X/EGL window context
if(WITH_XEGLWINDOWCONTEXT)
set(NEED_ABSTRACTXWINDOWCONTEXT 1)
set(NEED_EGLCONTEXT 1)
add_library(MagnumXEglWindowContext STATIC
$<TARGET_OBJECTS:MagnumAbstractXWindowContext>
$<TARGET_OBJECTS:MagnumEglContextHandler>
$<TARGET_OBJECTS:MagnumContextsExtensionWrangler>)
install(FILES XEglWindowContext.h DESTINATION ${MAGNUM_INCLUDE_INSTALL_DIR}/Contexts)
install(TARGETS MagnumXEglWindowContext DESTINATION ${MAGNUM_LIBRARY_INSTALL_DIR})
endif()
# Abstract X window context
if(NEED_ABSTRACTXWINDOWCONTEXT)
find_package(X11)
if(NOT X11_FOUND)
message(FATAL_ERROR "X11 library, required by some contexts, was not found. Set WITH_*X*WINDOWCONTEXT to OFF to skip building them.")
endif()
add_library(MagnumAbstractXWindowContext OBJECT AbstractXWindowContext.cpp)
# X11 macros are a mess, disable warnings for C-style casts
set_target_properties(MagnumAbstractXWindowContext PROPERTIES COMPILE_FLAGS "-Wno-old-style-cast")
install(FILES AbstractXWindowContext.h DESTINATION ${MAGNUM_INCLUDE_INSTALL_DIR}/Contexts)
endif()
# GLX context
if(NEED_GLXCONTEXT)
add_library(MagnumGlxContextHandler OBJECT GlxContextHandler.cpp)
# X11 macros are a mess, disable warnings for C-style casts
set_target_properties(MagnumGlxContextHandler PROPERTIES COMPILE_FLAGS "-Wno-old-style-cast")
install(FILES GlxContextHandler.h DESTINATION ${MAGNUM_INCLUDE_INSTALL_DIR}/Contexts)
endif()
# EGL context
if(NEED_EGLCONTEXT)
find_package(EGL)
if(NOT EGL_FOUND)
message(FATAL_ERROR "EGL library, required by some window contexts, was not found. Set WITH_*EGL*WINDOWCONTEXT to OFF to skip building them.")
endif()
add_library(MagnumEglContextHandler OBJECT EglContextHandler.cpp)
# X11 macros are a mess, disable warnings for C-style casts
set_target_properties(MagnumEglContextHandler PROPERTIES COMPILE_FLAGS "-Wno-old-style-cast")
install(FILES EglContextHandler.h DESTINATION ${MAGNUM_INCLUDE_INSTALL_DIR}/Contexts)
endif()

2
src/Framebuffer.cpp

@ -51,6 +51,7 @@ void Framebuffer::read(const Math::Vector2<GLint>& offset, const Math::Vector2<G
image->setData(size, components, type, data);
}
#ifndef MAGNUM_TARGET_GLES2
void Framebuffer::read(const Math::Vector2<GLint>& offset, const Math::Vector2<GLsizei>& size, AbstractImage::Components components, AbstractImage::ComponentType type, BufferedImage2D* image, Buffer::Usage usage) {
/* If the buffer doesn't have sufficient size, resize it */
/** @todo Explicitly reset also when buffer usage changes */
@ -60,5 +61,6 @@ void Framebuffer::read(const Math::Vector2<GLint>& offset, const Math::Vector2<G
image->buffer()->bind(Buffer::Target::PixelPack);
glReadPixels(offset.x(), offset.y(), size.x(), size.y(), static_cast<GLenum>(components), static_cast<GLenum>(type), nullptr);
}
#endif
}

46
src/Framebuffer.h

@ -29,12 +29,16 @@
namespace Magnum {
#ifndef MAGNUM_TARGET_GLES2
template<std::uint8_t> class BufferedImage;
#endif
template<std::uint8_t> class Image;
#ifndef MAGNUM_TARGET_GLES2
typedef BufferedImage<1> BufferedImage1D;
typedef BufferedImage<2> BufferedImage2D;
typedef BufferedImage<3> BufferedImage3D;
#endif
typedef Image<1> Image1D;
typedef Image<2> Image2D;
typedef Image<3> Image3D;
@ -433,8 +437,10 @@ class MAGNUM_EXPORT Framebuffer {
enum class BlendEquation: GLenum {
Add = GL_FUNC_ADD, /**< `source + destination` */
Subtract = GL_FUNC_SUBTRACT, /**< `source - destination` */
ReverseSubtract = GL_FUNC_REVERSE_SUBTRACT, /**< `destination - source` */
ReverseSubtract = GL_FUNC_REVERSE_SUBTRACT /**< `destination - source` */
#ifndef MAGNUM_TARGET_GLES2
,
/**
* `min(source, destination)`
* @requires_gles30 %Extension @es_extension2{EXT,blend_minmax,blend_minmax}
@ -446,6 +452,7 @@ class MAGNUM_EXPORT Framebuffer {
* @requires_gles30 %Extension @es_extension2{EXT,blend_minmax,blend_minmax}
*/
Max = GL_MAX
#endif
};
/**
@ -703,7 +710,11 @@ class MAGNUM_EXPORT Framebuffer {
* @requires_gles30 %Extension @es_extension{APPLE,framebuffer_multisample}
* or @es_extension{ANGLE,framebuffer_blit}
*/
#ifndef MAGNUM_TARGET_GLES2
Read = GL_READ_FRAMEBUFFER,
#else
Read = GL_READ_FRAMEBUFFER_APPLE,
#endif
/**
* For drawing only.
@ -711,7 +722,11 @@ class MAGNUM_EXPORT Framebuffer {
* @requires_gles30 %Extension @es_extension{APPLE,framebuffer_multisample}
* or @es_extension{ANGLE,framebuffer_blit}
*/
#ifndef MAGNUM_TARGET_GLES2
Draw = GL_DRAW_FRAMEBUFFER,
#else
Draw = GL_DRAW_FRAMEBUFFER_APPLE,
#endif
ReadDraw = GL_FRAMEBUFFER /**< For both reading and drawing. */
};
@ -938,7 +953,12 @@ class MAGNUM_EXPORT Framebuffer {
*/
inline static void mapDefaultForRead(DefaultReadAttachment attachment) {
bindDefault(Target::Read);
/** @todo Get some extension wrangler instead to avoid undeclared glReadBuffer() on ES2 */
#ifndef MAGNUM_TARGET_GLES2
glReadBuffer(static_cast<GLenum>(attachment));
#else
static_cast<void>(attachment);
#endif
}
/**
@ -953,7 +973,12 @@ class MAGNUM_EXPORT Framebuffer {
*/
inline void mapForRead(std::uint8_t colorAttachment) {
bind(Target::Read);
/** @todo Get some extension wrangler instead to avoid undeclared glReadBuffer() on ES2 */
#ifndef MAGNUM_TARGET_GLES2
glReadBuffer(GL_COLOR_ATTACHMENT0 + colorAttachment);
#else
static_cast<void>(colorAttachment);
#endif
}
/*@}*/
@ -1225,7 +1250,17 @@ class MAGNUM_EXPORT Framebuffer {
* @requires_gles30 %Extension @es_extension{ANGLE,framebuffer_blit}
*/
inline static void blit(const Math::Vector2<GLint>& bottomLeft, const Math::Vector2<GLint>& topRight, const Math::Vector2<GLint>& destinationBottomLeft, const Math::Vector2<GLint>& destinationTopRight, BlitMask blitMask, AbstractTexture::Filter filter) {
/** @todo Get some extension wrangler instead to avoid undeclared glBlitFramebuffer() on ES2 */
#ifndef MAGNUM_TARGET_GLES2
glBlitFramebuffer(bottomLeft.x(), bottomLeft.y(), topRight.x(), topRight.y(), destinationBottomLeft.x(), destinationBottomLeft.y(), destinationTopRight.x(), destinationTopRight.y(), static_cast<GLbitfield>(blitMask), static_cast<GLenum>(filter));
#else
static_cast<void>(bottomLeft);
static_cast<void>(topRight);
static_cast<void>(destinationBottomLeft);
static_cast<void>(destinationTopRight);
static_cast<void>(blitMask);
static_cast<void>(filter);
#endif
}
/**
@ -1246,7 +1281,14 @@ class MAGNUM_EXPORT Framebuffer {
* @requires_gles30 %Extension @es_extension{ANGLE,framebuffer_blit}
*/
inline static void blit(const Math::Vector2<GLint>& bottomLeft, const Math::Vector2<GLint>& topRight, BlitMask blitMask) {
/** @todo Get some extension wrangler instead to avoid undeclared glBlitFramebuffer() on ES2 */
#ifndef MAGNUM_TARGET_GLES2
glBlitFramebuffer(bottomLeft.x(), bottomLeft.y(), topRight.x(), topRight.y(), bottomLeft.x(), bottomLeft.y(), topRight.x(), topRight.y(), static_cast<GLbitfield>(blitMask), static_cast<GLenum>(AbstractTexture::Filter::NearestNeighbor));
#else
static_cast<void>(bottomLeft);
static_cast<void>(topRight);
static_cast<void>(blitMask);
#endif
}
/**
@ -1262,6 +1304,7 @@ class MAGNUM_EXPORT Framebuffer {
*/
static void read(const Math::Vector2<GLint>& offset, const Math::Vector2<GLsizei>& size, AbstractImage::Components components, AbstractImage::ComponentType type, Image2D* image);
#ifndef MAGNUM_TARGET_GLES2
/**
* @brief Read block of pixels from framebuffer to buffered image
* @param offset Offset in the framebuffer
@ -1276,6 +1319,7 @@ class MAGNUM_EXPORT Framebuffer {
* @requires_gles30 Pixel buffer objects are not available in OpenGL ES 2.0.
*/
static void read(const Math::Vector2<GLint>& offset, const Math::Vector2<GLsizei>& size, AbstractImage::Components components, AbstractImage::ComponentType type, BufferedImage2D* image, Buffer::Usage usage);
#endif
/*@}*/

16
src/Implementation/BufferState.cpp

@ -21,14 +21,18 @@ namespace Magnum { namespace Implementation {
const Buffer::Target BufferState::targetForIndex[] = {
Buffer::Target::Array,
Buffer::Target::ElementArray
#ifndef MAGNUM_TARGET_GLES2
,
Buffer::Target::CopyRead,
Buffer::Target::CopyWrite,
Buffer::Target::ElementArray,
Buffer::Target::PixelPack,
Buffer::Target::PixelUnpack,
Buffer::Target::TransformFeedback,
Buffer::Target::Uniform,
Buffer::Target::Uniform
#endif
#ifndef MAGNUM_TARGET_GLES
,
Buffer::Target::AtomicCounter,
Buffer::Target::DispatchIndirect,
Buffer::Target::DrawIndirect,
@ -40,13 +44,15 @@ const Buffer::Target BufferState::targetForIndex[] = {
std::size_t BufferState::indexForTarget(Buffer::Target target) {
switch(target) {
case Buffer::Target::Array: return 1;
case Buffer::Target::CopyRead: return 2;
case Buffer::Target::CopyWrite: return 3;
case Buffer::Target::ElementArray: return 4;
case Buffer::Target::ElementArray: return 2;
#ifndef MAGNUM_TARGET_GLES2
case Buffer::Target::CopyRead: return 3;
case Buffer::Target::CopyWrite: return 4;
case Buffer::Target::PixelPack: return 5;
case Buffer::Target::PixelUnpack: return 6;
case Buffer::Target::TransformFeedback: return 7;
case Buffer::Target::Uniform: return 8;
#endif
#ifndef MAGNUM_TARGET_GLES
case Buffer::Target::AtomicCounter: return 9;
case Buffer::Target::DispatchIndirect: return 10;

4
src/Implementation/BufferState.h

@ -25,7 +25,11 @@ struct BufferState {
#ifndef MAGNUM_TARGET_GLES
static const std::size_t TargetCount = 13+1;
#else
#ifndef MAGNUM_TARGET_GLES2
static const std::size_t TargetCount = 8+1;
#else
static const std::size_t TargetCount = 2+1;
#endif
#endif
/* Target <-> index mapping */

5
src/Magnum.h

@ -26,7 +26,12 @@
#include <GL/glew.h>
#include <GL/glcorearb.h>
#else
#ifndef MAGNUM_TARGET_GLES2
#include <GLES3/gl3.h>
#else
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#endif
#endif
/**

8
src/Contexts/AbstractContextHandler.h → src/Platform/AbstractContextHandler.h

@ -1,5 +1,5 @@
#ifndef Magnum_Contexts_AbstractContextHandler_h
#define Magnum_Contexts_AbstractContextHandler_h
#ifndef Magnum_Platform_AbstractContextHandler_h
#define Magnum_Platform_AbstractContextHandler_h
/*
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
@ -16,12 +16,12 @@
*/
/** @file
* @brief Class Magnum::Contexts::AbstractContextHandler
* @brief Class Magnum::Platform::AbstractContextHandler
*/
#include "ExtensionWrangler.h"
namespace Magnum { namespace Contexts {
namespace Magnum { namespace Platform {
/** @brief Base for OpenGL context handlers */
template<class Display, class VisualId, class Window> class AbstractContextHandler {

10
src/Contexts/AbstractXWindowContext.cpp → src/Platform/AbstractXApplication.cpp

@ -13,7 +13,7 @@
GNU Lesser General Public License version 3 for more details.
*/
#include "AbstractXWindowContext.h"
#include "AbstractXApplication.h"
#include "Context.h"
#include "ExtensionWrangler.h"
@ -25,9 +25,9 @@
using namespace std;
namespace Magnum { namespace Contexts {
namespace Magnum { namespace Platform {
AbstractXWindowContext::AbstractXWindowContext(AbstractContextHandler<Display*, VisualID, Window>* contextHandler, int&, char**, const string& title, const Math::Vector2<GLsizei>& size): contextHandler(contextHandler), viewportSize(size), flags(Flag::Redraw) {
AbstractXApplication::AbstractXApplication(AbstractContextHandler<Display*, VisualID, Window>* contextHandler, int&, char**, const string& title, const Math::Vector2<GLsizei>& size): contextHandler(contextHandler), viewportSize(size), flags(Flag::Redraw) {
/* Get default X display */
display = XOpenDisplay(0);
@ -75,7 +75,7 @@ AbstractXWindowContext::AbstractXWindowContext(AbstractContextHandler<Display*,
c = new Context;
}
AbstractXWindowContext::~AbstractXWindowContext() {
AbstractXApplication::~AbstractXApplication() {
delete c;
/* Shut down context handler */
@ -86,7 +86,7 @@ AbstractXWindowContext::~AbstractXWindowContext() {
XCloseDisplay(display);
}
int AbstractXWindowContext::exec() {
int AbstractXApplication::exec() {
/* Show window */
XMapWindow(display, window);

45
src/Contexts/AbstractXWindowContext.h → src/Platform/AbstractXApplication.h

@ -1,5 +1,5 @@
#ifndef Magnum_Contexts_AbstractXWindowContext_h
#define Magnum_Contexts_AbstractXWindowContext_h
#ifndef Magnum_Platform_AbstractXApplication_h
#define Magnum_Platform_AbstractXApplication_h
/*
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
@ -16,7 +16,7 @@
*/
/** @file
* @brief Class Magnum::Contexts::AbstractXWindowContext
* @brief Class Magnum::Platform::AbstractXApplication
*/
#include <Containers/EnumSet.h>
@ -30,7 +30,6 @@
#undef Always
#include "Math/Vector2.h"
#include "AbstractWindowContext.h"
#include "AbstractContextHandler.h"
#include "magnumCompatibility.h"
@ -39,16 +38,16 @@ namespace Magnum {
class Context;
namespace Contexts {
namespace Platform {
/** @nosubgrouping
@brief Base for X11-based contexts
@brief Base for X11-based applications
Supports keyboard and mouse handling.
@note Not meant to be used directly, see subclasses.
*/
class AbstractXWindowContext: public AbstractWindowContext {
class AbstractXApplication {
public:
/**
* @brief Constructor
@ -60,16 +59,20 @@ class AbstractXWindowContext: public AbstractWindowContext {
*
* Creates window with double-buffered OpenGL ES 2 context.
*/
AbstractXWindowContext(AbstractContextHandler<Display*, VisualID, Window>* contextHandler, int& argc, char** argv, const std::string& title = "Magnum X window context", const Math::Vector2<GLsizei>& size = Math::Vector2<GLsizei>(800, 600));
AbstractXApplication(AbstractContextHandler<Display*, VisualID, Window>* contextHandler, int& argc, char** argv, const std::string& title = "Magnum X application", const Math::Vector2<GLsizei>& size = Math::Vector2<GLsizei>(800, 600));
/**
* @brief Destructor
*
* Deletes context and destroys the window.
*/
virtual ~AbstractXWindowContext() = 0;
virtual ~AbstractXApplication() = 0;
int exec() override;
/**
* @brief Execute main loop
* @return Value for returning from `main()`.
*/
int exec();
/** @brief Exit application main loop */
inline void exit() { flags |= Flag::Exit; }
@ -77,16 +80,16 @@ class AbstractXWindowContext: public AbstractWindowContext {
/** @{ @name Drawing functions */
protected:
/** @copydoc GlutWindowContext::viewportEvent() */
/** @copydoc GlutApplication::viewportEvent() */
virtual void viewportEvent(const Math::Vector2<GLsizei>& size) = 0;
/** @copydoc GlutWindowContext::drawEvent() */
/** @copydoc GlutApplication::drawEvent() */
virtual void drawEvent() = 0;
/** @copydoc GlutWindowContext::swapBuffers() */
/** @copydoc GlutApplication::swapBuffers() */
inline void swapBuffers() { contextHandler->swapBuffers(); }
/** @copydoc GlutWindowContext::redraw() */
/** @copydoc GlutApplication::redraw() */
inline void redraw() { flags |= Flag::Redraw; }
/*@}*/
@ -293,15 +296,15 @@ class AbstractXWindowContext: public AbstractWindowContext {
Flags flags;
};
CORRADE_ENUMSET_OPERATORS(AbstractXWindowContext::Modifiers)
CORRADE_ENUMSET_OPERATORS(AbstractXWindowContext::Flags)
CORRADE_ENUMSET_OPERATORS(AbstractXApplication::Modifiers)
CORRADE_ENUMSET_OPERATORS(AbstractXApplication::Flags)
/* Implementations for inline functions with unused parameters */
inline void AbstractXWindowContext::keyPressEvent(Key, Modifiers, const Math::Vector2<int>&) {}
inline void AbstractXWindowContext::keyReleaseEvent(Key, Modifiers, const Math::Vector2<int>&) {}
inline void AbstractXWindowContext::mousePressEvent(MouseButton, Modifiers, const Math::Vector2<int>&) {}
inline void AbstractXWindowContext::mouseReleaseEvent(MouseButton, Modifiers, const Math::Vector2<int>&) {}
inline void AbstractXWindowContext::mouseMotionEvent(Modifiers, const Math::Vector2<int>&) {}
inline void AbstractXApplication::keyPressEvent(Key, Modifiers, const Math::Vector2<int>&) {}
inline void AbstractXApplication::keyReleaseEvent(Key, Modifiers, const Math::Vector2<int>&) {}
inline void AbstractXApplication::mousePressEvent(MouseButton, Modifiers, const Math::Vector2<int>&) {}
inline void AbstractXApplication::mouseReleaseEvent(MouseButton, Modifiers, const Math::Vector2<int>&) {}
inline void AbstractXApplication::mouseMotionEvent(Modifiers, const Math::Vector2<int>&) {}
}}

104
src/Platform/CMakeLists.txt

@ -0,0 +1,104 @@
# Extension wrangler
add_library(MagnumPlatformExtensionWrangler OBJECT ExtensionWrangler.cpp)
set(MagnumPlatform_HEADERS
AbstractContextHandler.h
ExtensionWrangler.h)
install(FILES ${MagnumPlatform_HEADERS} DESTINATION ${MAGNUM_INCLUDE_INSTALL_DIR}/Platform)
# GLUT application
if(WITH_GLUTAPPLICATION)
find_package(GLUT)
if(GLUT_FOUND)
add_library(MagnumGlutApplication STATIC
GlutApplication.cpp
$<TARGET_OBJECTS:MagnumPlatformExtensionWrangler>)
install(FILES GlutApplication.h DESTINATION ${MAGNUM_INCLUDE_INSTALL_DIR}/Platform)
install(TARGETS MagnumGlutApplication DESTINATION ${MAGNUM_LIBRARY_INSTALL_DIR})
else()
message(FATAL_ERROR "GLUT library, required by GlutApplication, was not found. Set WITH_GLUTWINDOWCONTEXT to OFF to skip building it.")
endif()
endif()
# SDL2 application
if(WITH_SDL2APPLICATION)
find_package(SDL2)
if(SDL2_FOUND)
include_directories(${SDL2_INCLUDE_DIR})
add_library(MagnumSdl2Application STATIC
Sdl2Application.cpp
$<TARGET_OBJECTS:MagnumPlatformExtensionWrangler>)
install(FILES Sdl2Application.h DESTINATION ${MAGNUM_INCLUDE_INSTALL_DIR}/Platform)
install(TARGETS MagnumSdl2Application DESTINATION ${MAGNUM_LIBRARY_INSTALL_DIR})
else()
message(FATAL_ERROR "SDL2 library, required by Sdl2Application, was not found. Set WITH_SDL2WINDOWCONTEXT to OFF to skip building it.")
endif()
endif()
# NaCl application
if(WITH_NACLAPPLICATION)
if(NOT ${CMAKE_SYSTEM_NAME} STREQUAL NaCl)
message(FATAL_ERROR "NaClApplication is available only when targetting Google Chrome Native Client. Set WITH_NACLAPPLICATION to OFF to skip building it.")
endif()
add_library(MagnumNaClApplication STATIC
NaClApplication.cpp)
install(FILES NaClApplication.h DESTINATION ${MAGNUM_INCLUDE_INSTALL_DIR}/Platform)
install(TARGETS MagnumNaClApplication DESTINATION ${MAGNUM_LIBRARY_INSTALL_DIR})
endif()
# GLX application
if(WITH_GLXAPPLICATION)
set(NEED_ABSTRACTXAPPLICATION 1)
set(NEED_GLXCONTEXT 1)
add_library(MagnumGlxApplication STATIC
$<TARGET_OBJECTS:MagnumAbstractXApplication>
$<TARGET_OBJECTS:MagnumGlxContextHandler>
$<TARGET_OBJECTS:MagnumPlatformExtensionWrangler>)
install(FILES GlxApplication.h DESTINATION ${MAGNUM_INCLUDE_INSTALL_DIR}/Platform)
install(TARGETS MagnumGlxApplication DESTINATION ${MAGNUM_LIBRARY_INSTALL_DIR})
endif()
# X/EGL window context
if(WITH_XEGLWINDOWCONTEXT)
set(NEED_ABSTRACTXAPPLICATION 1)
set(NEED_EGLCONTEXT 1)
add_library(MagnumXEglApplication STATIC
$<TARGET_OBJECTS:MagnumAbstractXApplication>
$<TARGET_OBJECTS:MagnumEglContextHandler>
$<TARGET_OBJECTS:MagnumPlatformExtensionWrangler>)
install(FILES XEglApplication.h DESTINATION ${MAGNUM_INCLUDE_INSTALL_DIR}/Platform)
install(TARGETS MagnumXEglApplication DESTINATION ${MAGNUM_LIBRARY_INSTALL_DIR})
endif()
# Abstract X application
if(NEED_ABSTRACTXAPPLICATION)
find_package(X11)
if(NOT X11_FOUND)
message(FATAL_ERROR "X11 library, required by some contexts, was not found. Set WITH_*X*WINDOWCONTEXT to OFF to skip building them.")
endif()
add_library(MagnumAbstractXApplication OBJECT AbstractXApplication.cpp)
# X11 macros are a mess, disable warnings for C-style casts
set_target_properties(MagnumAbstractXApplication PROPERTIES COMPILE_FLAGS "-Wno-old-style-cast")
install(FILES AbstractXApplication.h DESTINATION ${MAGNUM_INCLUDE_INSTALL_DIR}/Platform)
endif()
# GLX context
if(NEED_GLXCONTEXT)
add_library(MagnumGlxContextHandler OBJECT GlxContextHandler.cpp)
# X11 macros are a mess, disable warnings for C-style casts
set_target_properties(MagnumGlxContextHandler PROPERTIES COMPILE_FLAGS "-Wno-old-style-cast")
install(FILES GlxContextHandler.h DESTINATION ${MAGNUM_INCLUDE_INSTALL_DIR}/Platform)
endif()
# EGL context
if(NEED_EGLCONTEXT)
find_package(EGL)
if(NOT EGL_FOUND)
message(FATAL_ERROR "EGL library, required by some window contexts, was not found. Set WITH_*EGL*WINDOWCONTEXT to OFF to skip building them.")
endif()
add_library(MagnumEglContextHandler OBJECT EglContextHandler.cpp)
# X11 macros are a mess, disable warnings for C-style casts
set_target_properties(MagnumEglContextHandler PROPERTIES COMPILE_FLAGS "-Wno-old-style-cast")
install(FILES EglContextHandler.h DESTINATION ${MAGNUM_INCLUDE_INSTALL_DIR}/Platform)
endif()

2
src/Contexts/EglContextHandler.cpp → src/Platform/EglContextHandler.cpp

@ -19,7 +19,7 @@
#include "Context.h"
namespace Magnum { namespace Contexts {
namespace Magnum { namespace Platform {
EglContextHandler::~EglContextHandler() {
eglDestroyContext(display, context);

12
src/Contexts/EglContextHandler.h → src/Platform/EglContextHandler.h

@ -1,5 +1,5 @@
#ifndef Magnum_Contexts_EglContextHandler_h
#define Magnum_Contexts_EglContextHandler_h
#ifndef Magnum_Platform_EglContextHandler_h
#define Magnum_Platform_EglContextHandler_h
/*
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
@ -16,7 +16,7 @@
*/
/** @file
* @brief Class Magnum::Contexts::EglContextHandler
* @brief Class Magnum::Platform::EglContextHandler
*/
#include "Magnum.h"
@ -33,7 +33,7 @@
#include "magnumCompatibility.h"
namespace Magnum { namespace Contexts {
namespace Magnum { namespace Platform {
#ifndef DOXYGEN_GENERATING_OUTPUT
/* EGL returns visual ID as int, but Xorg expects long unsigned int */
@ -45,9 +45,9 @@ typedef EGLInt VisualId;
#endif
/**
@brief EGL interface
@brief EGL context
Used in XEglWindowContext.
Used in XEglApplication.
*/
class EglContextHandler: public AbstractContextHandler<EGLNativeDisplayType, VisualId, EGLNativeWindowType> {
public:

2
src/Contexts/ExtensionWrangler.cpp → src/Platform/ExtensionWrangler.cpp

@ -19,7 +19,7 @@
#include "Magnum.h"
namespace Magnum { namespace Contexts {
namespace Magnum { namespace Platform {
void ExtensionWrangler::initialize(ExperimentalFeatures experimentalFeatures) {
#ifndef MAGNUM_TARGET_GLES

8
src/Contexts/ExtensionWrangler.h → src/Platform/ExtensionWrangler.h

@ -1,5 +1,5 @@
#ifndef Magnum_Contexts_ExtensionWrangler_h
#define Magnum_Contexts_ExtensionWrangler_h
#ifndef Magnum_Platform_ExtensionWrangler_h
#define Magnum_Platform_ExtensionWrangler_h
/*
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
@ -16,10 +16,10 @@
*/
/** @file
* @brief Class Magnum::Contexts::ExtensionWrangler
* @brief Class Magnum::Platform::ExtensionWrangler
*/
namespace Magnum { namespace Contexts {
namespace Magnum { namespace Platform {
/** @brief Extension wrangler interface */
class ExtensionWrangler {

10
src/Contexts/GlutWindowContext.cpp → src/Platform/GlutApplication.cpp

@ -13,16 +13,16 @@
GNU Lesser General Public License version 3 for more details.
*/
#include "GlutWindowContext.h"
#include "GlutApplication.h"
#include "Context.h"
#include "ExtensionWrangler.h"
namespace Magnum { namespace Contexts {
namespace Magnum { namespace Platform {
GlutWindowContext* GlutWindowContext::instance = nullptr;
GlutApplication* GlutApplication::instance = nullptr;
GlutWindowContext::GlutWindowContext(int& argc, char** argv, const std::string& title, const Math::Vector2<GLsizei>& size) {
GlutApplication::GlutApplication(int& argc, char** argv, const std::string& title, const Math::Vector2<GLsizei>& size) {
/* Save global instance */
instance = this;
@ -43,7 +43,7 @@ GlutWindowContext::GlutWindowContext(int& argc, char** argv, const std::string&
c = new Context;
}
GlutWindowContext::~GlutWindowContext() {
GlutApplication::~GlutApplication() {
delete c;
}

48
src/Contexts/GlutWindowContext.h → src/Platform/GlutApplication.h

@ -1,5 +1,5 @@
#ifndef Magnum_Contexts_GlutWindowContext_h
#define Magnum_Contexts_GlutWindowContext_h
#ifndef Magnum_Platform_GlutApplication_h
#define Magnum_Platform_GlutApplication_h
/*
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
@ -16,7 +16,7 @@
*/
/** @file
* @brief Class Magnum::Contexts::GlutWindowContext
* @brief Class Magnum::Platform::GlutApplication
*/
#include <string>
@ -26,26 +26,36 @@
#include <GL/freeglut.h>
#include "AbstractWindowContext.h"
#include "magnumCompatibility.h"
namespace Magnum {
class Context;
namespace Contexts {
namespace Platform {
/** @nosubgrouping
@brief GLUT context
@brief GLUT application
Supports keyboard handling for limited subset of keys, mouse handling with
support for changing cursor and mouse tracking and warping.
@section GlutApplication-usage Usage
You need to implement at least drawEvent() and viewportEvent() to be able to
draw on the screen.
draw on the screen. The subclass can be then used directly in `main()`, for
example:
@code
class MyApplication: public Magnum::Platform::GlutApplication {
// implement required methods...
};
int main(int argc, char** argv) {
MyApplication c(argc, argv);
return c.exec();
}
@endcode
*/
class GlutWindowContext: public AbstractWindowContext {
class GlutApplication {
public:
/**
* @brief Constructor
@ -56,11 +66,15 @@ class GlutWindowContext: public AbstractWindowContext {
*
* Creates double-buffered RGBA window with depth and stencil buffers.
*/
GlutWindowContext(int& argc, char** argv, const std::string& title = "Magnum GLUT window context", const Math::Vector2<GLsizei>& size = Math::Vector2<GLsizei>(800, 600));
GlutApplication(int& argc, char** argv, const std::string& title = "Magnum GLUT application", const Math::Vector2<GLsizei>& size = Math::Vector2<GLsizei>(800, 600));
~GlutWindowContext();
virtual ~GlutApplication();
inline int exec() override {
/**
* @brief Execute main loop
* @return Value for returning from `main()`.
*/
inline int exec() {
glutMainLoop();
return 0;
}
@ -250,16 +264,16 @@ class GlutWindowContext: public AbstractWindowContext {
instance->drawEvent();
}
static GlutWindowContext* instance;
static GlutApplication* instance;
Context* c;
};
/* Implementations for inline functions with unused parameters */
inline void GlutWindowContext::keyPressEvent(Key, const Math::Vector2<int>&) {}
inline void GlutWindowContext::mousePressEvent(MouseButton, const Math::Vector2<int>&) {}
inline void GlutWindowContext::mouseReleaseEvent(MouseButton, const Math::Vector2<int>&) {}
inline void GlutWindowContext::mouseMotionEvent(const Math::Vector2<int>&) {}
inline void GlutApplication::keyPressEvent(Key, const Math::Vector2<int>&) {}
inline void GlutApplication::mousePressEvent(MouseButton, const Math::Vector2<int>&) {}
inline void GlutApplication::mouseReleaseEvent(MouseButton, const Math::Vector2<int>&) {}
inline void GlutApplication::mouseMotionEvent(const Math::Vector2<int>&) {}
}}

31
src/Contexts/GlxWindowContext.h → src/Platform/GlxApplication.h

@ -1,5 +1,5 @@
#ifndef Magnum_Contexts_GlxWindowContext_h
#define Magnum_Contexts_GlxWindowContext_h
#ifndef Magnum_Platform_GlxApplication_h
#define Magnum_Platform_GlxApplication_h
/*
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
@ -16,20 +16,35 @@
*/
/** @file
* @brief Class Magnum::Contexts::GlxWindowContext
* @brief Class Magnum::Platform::GlxApplication
*/
#include "AbstractXWindowContext.h"
#include "AbstractXApplication.h"
#include "GlxContextHandler.h"
namespace Magnum { namespace Contexts {
namespace Magnum { namespace Platform {
/**
@brief GLX context
@brief GLX application
Uses GlxContextHandler.
@section GlxApplication-usage Usage
You need to implement at least drawEvent() and viewportEvent() to be able to
draw on the screen. The subclass can be then used directly in `main()`, for
example:
@code
class MyApplication: public Magnum::Platform::GlxApplication {
// implement required methods...
};
int main(int argc, char** argv) {
MyApplication c(argc, argv);
return c.exec();
}
@endcode
*/
class GlxWindowContext: public AbstractXWindowContext {
class GlxApplication: public AbstractXApplication {
public:
/**
* @brief Constructor
@ -41,7 +56,7 @@ class GlxWindowContext: public AbstractXWindowContext {
* Creates window with double-buffered OpenGL 3.2 core context or
* OpenGL ES 2.0 context, if targetting OpenGL ES.
*/
inline GlxWindowContext(int& argc, char** argv, const std::string& title = "Magnum GLX window context", const Math::Vector2<GLsizei>& size = Math::Vector2<GLsizei>(800, 600)): AbstractXWindowContext(new GlxContextHandler, argc, argv, title, size) {}
inline GlxApplication(int& argc, char** argv, const std::string& title = "Magnum GLX application", const Math::Vector2<GLsizei>& size = Math::Vector2<GLsizei>(800, 600)): AbstractXApplication(new GlxContextHandler, argc, argv, title, size) {}
};
}}

2
src/Contexts/GlxContextHandler.cpp → src/Platform/GlxContextHandler.cpp

@ -22,7 +22,7 @@
#define None 0L // redef Xlib nonsense
namespace Magnum { namespace Contexts {
namespace Magnum { namespace Platform {
VisualID GlxContextHandler::getVisualId(Display* nativeDisplay) {
display = nativeDisplay;

12
src/Contexts/GlxContextHandler.h → src/Platform/GlxContextHandler.h

@ -1,5 +1,5 @@
#ifndef Magnum_Contexts_GlxContextHandler_h
#define Magnum_Contexts_GlxContextHandler_h
#ifndef Magnum_Platform_GlxContextHandler_h
#define Magnum_Platform_GlxContextHandler_h
/*
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
@ -16,7 +16,7 @@
*/
/** @file
* @brief Class Magnum::Contexts::GlxContextHandler
* @brief Class Magnum::Platform::GlxContextHandler
*/
#include "Magnum.h"
@ -29,15 +29,15 @@
#include "magnumCompatibility.h"
namespace Magnum { namespace Contexts {
namespace Magnum { namespace Platform {
/**
@brief GLX interface
@brief GLX context
Creates OpenGL 3.2 core context or OpenGL ES 2.0 context, if targetting
OpenGL ES.
Used in GlxWindowContext.
Used in GlxApplication.
*/
class GlxContextHandler: public AbstractContextHandler<Display*, VisualID, Window> {
public:

97
src/Platform/NaClApplication.cpp

@ -0,0 +1,97 @@
/*
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
This file is part of Magnum.
Magnum is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License version 3
only, as published by the Free Software Foundation.
Magnum is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License version 3 for more details.
*/
#include "NaClApplication.h"
#include <ppapi/cpp/graphics_3d.h>
#include <ppapi/lib/gl/gles2/gl2ext_ppapi.h>
#include <ppapi/cpp/completion_callback.h>
#include "Context.h"
namespace Magnum { namespace Platform {
NaClApplication::NaClApplication(PP_Instance instance, const Math::Vector2<GLsizei>& size): Instance(instance), Graphics3DClient(this), viewportSize(size) {
int32_t attributes[] = {
PP_GRAPHICS3DATTRIB_ALPHA_SIZE, 8,
PP_GRAPHICS3DATTRIB_DEPTH_SIZE, 24,
PP_GRAPHICS3DATTRIB_STENCIL_SIZE, 8,
PP_GRAPHICS3DATTRIB_SAMPLES, 0,
PP_GRAPHICS3DATTRIB_SAMPLE_BUFFERS, 0,
PP_GRAPHICS3DATTRIB_WIDTH, size.x(),
PP_GRAPHICS3DATTRIB_HEIGHT, size.y(),
PP_GRAPHICS3DATTRIB_NONE
};
graphics = new pp::Graphics3D(this, attributes);
if(graphics->is_null()) {
Error() << "Platform::NaClApplication::NaClApplication(): cannot create graphics";
exit(1);
}
if(!BindGraphics(*graphics)) {
Error() << "Platform::NaClApplication::NaClApplication(): cannot bind graphics";
exit(1);
}
glSetCurrentContextPPAPI(graphics->pp_resource());
c = new Context;
}
NaClApplication::~NaClApplication() {
delete c;
delete graphics;
}
void NaClApplication::DidChangeView(const pp::View& view) {
Math::Vector2<GLsizei> size(view.GetRect().width(), view.GetRect().height());
/* Canvas resized */
if(viewportSize != size) {
graphics->ResizeBuffers(size.x(), size.y());
viewportSize = size;
flags |= Flag::ViewportUpdated;
}
/* Update viewport, if changed */
if(!(flags & Flag::ViewportUpdated)) {
flags &= ~Flag::ViewportUpdated;
viewportEvent(size);
}
drawEvent();
}
void NaClApplication::swapBuffers() {
/* Swap already in progress, do nothing */
if(flags & Flag::SwapInProgress) return;
/* Swap buffers and call swapCallback() when done */
flags |= Flag::SwapInProgress;
graphics->SwapBuffers(pp::CompletionCallback(&swapCallback, this));
}
void NaClApplication::swapCallback(void* applicationInstance, std::int32_t) {
NaClApplication* instance = static_cast<NaClApplication*>(applicationInstance);
instance->flags &= ~Flag::SwapInProgress;
/* Redraw, if requested */
if(instance->flags & Flag::Redraw) {
instance->flags &= ~Flag::Redraw;
instance->drawEvent();
}
}
}}

175
src/Platform/NaClApplication.h

@ -0,0 +1,175 @@
#ifndef Magnum_Platform_NaClApplication_h
#define Magnum_Platform_NaClApplication_h
/*
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
This file is part of Magnum.
Magnum is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License version 3
only, as published by the Free Software Foundation.
Magnum is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License version 3 for more details.
*/
/** @file
* @brief Class Magnum::Platform::NaClApplication
*/
#include <string>
#include <Containers/EnumSet.h>
#include <ppapi/cpp/instance.h>
#include <ppapi/cpp/instance_handle.h>
#include <ppapi/cpp/module.h>
#include <ppapi/cpp/graphics_3d_client.h>
#include <ppapi/gles2/gl2ext_ppapi.h>
#include "Math/Vector2.h"
#include "Magnum.h"
#include "magnumCompatibility.h"
namespace pp {
class Graphics3D;
}
namespace Magnum {
class Context;
namespace Platform {
/** @nosubgrouping
@brief NaCl application
@section NaClApplication-usage Usage
You need to implement at least drawEvent() and viewportEvent() to be able to
draw on the screen. The subclass must be then registered to NaCl API using
MAGNUM_NACLAPPLICATION_MAIN() macro.
@code
class MyApplication: public Magnum::Platform::Sdl2Application {
// implement required methods...
};
MAGNUM_NACLAPPLICATION_MAIN(MyApplication)
@endcode
*/
class NaClApplication: public pp::Instance, public pp::Graphics3DClient {
public:
/**
* @brief Constructor
* @param instance Module instance
* @param size Rendering size
*
* Creates double-buffered RGBA canvas with depth and stencil buffers.
*/
explicit NaClApplication(PP_Instance instance, const Math::Vector2<GLsizei>& size = Math::Vector2<GLsizei>(640, 480));
~NaClApplication();
/** @{ @name Drawing functions */
protected:
/**
* @brief Viewport event
*
* Called when viewport size changes. You should pass the new size to
* Framebuffer::setViewport() or SceneGraph::Camera::setViewport(),
* if using scene graph.
*/
virtual void viewportEvent(const Math::Vector2<GLsizei>& size) = 0;
/**
* @brief Draw event
*
* Here implement your drawing functions, such as calling
* SceneGraph::Camera::draw(). After drawing is finished, call
* swapBuffers(). If you want to draw immediately again, call also
* redraw().
*/
virtual void drawEvent() = 0;
/**
* @brief Swap buffers
*
* Paints currently rendered framebuffer on screen.
*/
void swapBuffers();
/**
* @brief Redraw immediately
*
* Marks the window for redrawing, resulting in call of drawEvent()
* in the next iteration.
*/
inline void redraw() {
flags |= Flag::Redraw;
}
/*@}*/
private:
enum class Flag: std::uint8_t {
ViewportUpdated = 1 << 0,
SwapInProgress = 1 << 1,
Redraw = 1 << 2
};
typedef Corrade::Containers::EnumSet<Flag, std::uint8_t> Flags;
inline void Graphics3DContextLost() override {
CORRADE_ASSERT(false, "NaClApplication: context unexpectedly lost", );
}
void DidChangeView(const pp::View& view) override;
static void swapCallback(void* applicationInstance, std::int32_t);
pp::Graphics3D* graphics;
Context* c;
Math::Vector2<GLsizei> viewportSize;
Flags flags;
CORRADE_ENUMSET_FRIEND_OPERATORS(Flags)
};
CORRADE_ENUMSET_OPERATORS(NaClApplication::Flags)
#ifndef DOXYGEN_GENERATING_OUTPUT
namespace Implementation {
template<class Application> class NaClModule: public pp::Module {
public:
inline ~NaClModule() {
glTerminatePPAPI();
}
inline bool Init() override {
return glInitializePPAPI(get_browser_interface()) == GL_TRUE;
}
inline pp::Instance* CreateInstance(PP_Instance instance) {
return new Application(instance);
}
};
}
#endif
/** @hideinitializer
@brief Entry point for NaCl application
@param application Application class name
See NaClApplication for more information.
*/
/* look at that insane placement of __attribute__. WTF. */
#define MAGNUM_NACLAPPLICATION_MAIN(application) \
namespace pp { \
Module __attribute__ ((visibility ("default"))) * CreateModule() { \
return new Magnum::Platform::Implementation::NaClModule<application>(); \
} \
}
}}
#endif

10
src/Contexts/Sdl2WindowContext.cpp → src/Platform/Sdl2Application.cpp

@ -13,14 +13,14 @@
GNU Lesser General Public License version 3 for more details.
*/
#include "Sdl2WindowContext.h"
#include "Sdl2Application.h"
#include "Context.h"
#include "ExtensionWrangler.h"
namespace Magnum { namespace Contexts {
namespace Magnum { namespace Platform {
Sdl2WindowContext::Sdl2WindowContext(int, char**, const std::string& name, const Math::Vector2<GLsizei>& size): _redraw(true) {
Sdl2Application::Sdl2Application(int, char**, const std::string& name, const Math::Vector2<GLsizei>& size): _redraw(true) {
if(SDL_Init(SDL_INIT_VIDEO) < 0) {
Error() << "Cannot initialize SDL.";
exit(1);
@ -58,7 +58,7 @@ Sdl2WindowContext::Sdl2WindowContext(int, char**, const std::string& name, const
c = new Context;
}
Sdl2WindowContext::~Sdl2WindowContext() {
Sdl2Application::~Sdl2Application() {
delete c;
SDL_GL_DeleteContext(context);
@ -66,7 +66,7 @@ Sdl2WindowContext::~Sdl2WindowContext() {
SDL_Quit();
}
int Sdl2WindowContext::exec() {
int Sdl2Application::exec() {
for(;;) {
SDL_Event event;

58
src/Contexts/Sdl2WindowContext.h → src/Platform/Sdl2Application.h

@ -1,5 +1,5 @@
#ifndef Magnum_Contexts_Sdl2WindowContext_h
#define Magnum_Contexts_Sdl2WindowContext_h
#ifndef Magnum_Platform_Sdl2Application_h
#define Magnum_Platform_Sdl2Application_h
/*
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
@ -16,7 +16,7 @@
*/
/** @file
* @brief Class Magnum::Contexts::Sdl2WindowContext
* @brief Class Magnum::Platform::Sdl2Application
*/
#include "Math/Vector2.h"
@ -26,25 +26,35 @@
#include <SDL2/SDL_scancode.h>
#include <Corrade/Containers/EnumSet.h>
#include "AbstractWindowContext.h"
#include "magnumCompatibility.h"
namespace Magnum {
class Context;
namespace Contexts {
namespace Platform {
/** @nosubgrouping
@brief SDL2 context
@brief SDL2 application
Supports keyboard and mouse handling.
@section Sdl2Application-usage Usage
You need to implement at least drawEvent() and viewportEvent() to be able to
draw on the screen.
draw on the screen. The subclass can be then used directly in `main()`, for
example:
@code
class MyApplication: public Magnum::Platform::Sdl2Application {
// implement required methods...
};
int main(int argc, char** argv) {
MyApplication c(argc, argv);
return c.exec();
}
@endcode
*/
class Sdl2WindowContext: public AbstractWindowContext {
class Sdl2Application {
public:
/**
* @brief Constructor
@ -56,30 +66,34 @@ class Sdl2WindowContext: public AbstractWindowContext {
* Creates centered non-resizable window with double-buffered
* OpenGL 3.2 context with 24bit depth buffer.
*/
Sdl2WindowContext(int argc, char** argv, const std::string& title = "Magnum SDL2 window context", const Math::Vector2<GLsizei>& size = Math::Vector2<GLsizei>(800, 600));
Sdl2Application(int argc, char** argv, const std::string& title = "Magnum SDL2 application", const Math::Vector2<GLsizei>& size = Math::Vector2<GLsizei>(800, 600));
/**
* @brief Destructor
*
* Deletes context and destroys the window.
*/
~Sdl2WindowContext();
virtual ~Sdl2Application();
int exec() override;
/**
* @brief Execute main loop
* @return Value for returning from `main()`.
*/
int exec();
/** @{ @name Drawing functions */
protected:
/** @copydoc GlutWindowContext::viewportEvent() */
/** @copydoc GlutApplication::viewportEvent() */
virtual void viewportEvent(const Math::Vector2<GLsizei>& size) = 0;
/** @copydoc GlutWindowContext::drawEvent() */
/** @copydoc GlutApplication::drawEvent() */
virtual void drawEvent() = 0;
/** @copydoc GlutWindowContext::swapBuffers() */
/** @copydoc GlutApplication::swapBuffers() */
inline void swapBuffers() { SDL_GL_SwapWindow(window); }
/** @copydoc GlutWindowContext::redraw() */
/** @copydoc GlutApplication::redraw() */
inline void redraw() { _redraw = true; }
/*@}*/
@ -203,14 +217,14 @@ class Sdl2WindowContext: public AbstractWindowContext {
bool _redraw;
};
CORRADE_ENUMSET_OPERATORS(Sdl2WindowContext::Modifiers)
CORRADE_ENUMSET_OPERATORS(Sdl2Application::Modifiers)
/* Implementations for inline functions with unused parameters */
inline void Sdl2WindowContext::keyPressEvent(Key, Modifiers, const Math::Vector2<int>&) {}
inline void Sdl2WindowContext::keyReleaseEvent(Key, Modifiers, const Math::Vector2<int>&) {}
inline void Sdl2WindowContext::mousePressEvent(MouseButton, Modifiers, const Math::Vector2<int>&) {}
inline void Sdl2WindowContext::mouseReleaseEvent(MouseButton, Modifiers, const Math::Vector2<int>&) {}
inline void Sdl2WindowContext::mouseMotionEvent(Modifiers, const Math::Vector2<int>&) {}
inline void Sdl2Application::keyPressEvent(Key, Modifiers, const Math::Vector2<int>&) {}
inline void Sdl2Application::keyReleaseEvent(Key, Modifiers, const Math::Vector2<int>&) {}
inline void Sdl2Application::mousePressEvent(MouseButton, Modifiers, const Math::Vector2<int>&) {}
inline void Sdl2Application::mouseReleaseEvent(MouseButton, Modifiers, const Math::Vector2<int>&) {}
inline void Sdl2Application::mouseMotionEvent(Modifiers, const Math::Vector2<int>&) {}
}}

31
src/Contexts/XEglWindowContext.h → src/Platform/XEglApplication.h

@ -1,5 +1,5 @@
#ifndef Magnum_Contexts_XEglWindowContext_h
#define Magnum_Contexts_XEglWindowContext_h
#ifndef Magnum_Platform_XEglApplication_h
#define Magnum_Platform_XEglApplication_h
/*
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
@ -16,20 +16,35 @@
*/
/** @file
* @brief Class Magnum::Contexts::XEglWindowContext
* @brief Class Magnum::Platform::XEglApplication
*/
#include "AbstractXWindowContext.h"
#include "AbstractXApplication.h"
#include "EglContextHandler.h"
namespace Magnum { namespace Contexts {
namespace Magnum { namespace Platform {
/**
@brief X/EGL context
@brief X/EGL application
Uses EglContextHandler.
@section XEglApplication-usage Usage
You need to implement at least drawEvent() and viewportEvent() to be able to
draw on the screen. The subclass can be then used directly in `main()`, for
example:
@code
class MyApplication: public Magnum::Platform::XEglApplication {
// implement required methods...
};
int main(int argc, char** argv) {
MyApplication c(argc, argv);
return c.exec();
}
@endcode
*/
class XEglWindowContext: public AbstractXWindowContext {
class XEglApplication: public AbstractXApplication {
public:
/**
* @brief Constructor
@ -40,7 +55,7 @@ class XEglWindowContext: public AbstractXWindowContext {
*
* Creates window with double-buffered OpenGL ES 2 context.
*/
inline XEglWindowContext(int& argc, char** argv, const std::string& title = "Magnum X/EGL window context", const Math::Vector2<GLsizei>& size = Math::Vector2<GLsizei>(800, 600)): AbstractXWindowContext(new EglContextHandler, argc, argv, title, size) {}
inline XEglApplication(int& argc, char** argv, const std::string& title = "Magnum X/EGL application", const Math::Vector2<GLsizei>& size = Math::Vector2<GLsizei>(800, 600)): AbstractXApplication(new EglContextHandler, argc, argv, title, size) {}
};
}}

2
src/Profiler.h

@ -33,7 +33,7 @@ namespace Magnum {
@brief Measuring elapsed time in each frame
Measures time passed during specified sections of each frame. It's meant to be
used in rendering and event loops (e.g. Contexts::GlutContext::drawEvent()),
used in rendering and event loops (e.g. Platform::GlutApplication::drawEvent()),
but it's possible to use it standalone elsewhere. Example usage:
@code
Profiler p;

22
src/Query.h

@ -40,7 +40,12 @@ class MAGNUM_EXPORT AbstractQuery {
* Generates one OpenGL query.
* @see @fn_gl{GenQueries}
*/
inline AbstractQuery() { glGenQueries(1, &_id); }
inline AbstractQuery() {
/** @todo Get some extension wrangler instead to avoid undeclared glGenQueries() on ES2 */
#ifndef MAGNUM_TARGET_GLES2
glGenQueries(1, &_id);
#endif
}
/**
* @brief Destructor
@ -48,7 +53,12 @@ class MAGNUM_EXPORT AbstractQuery {
* Deletes assigned OpenGL query.
* @see @fn_gl{DeleteQueries}
*/
virtual inline ~AbstractQuery() { glDeleteQueries(1, &_id); }
virtual inline ~AbstractQuery() {
/** @todo Get some extension wrangler instead to avoid undeclared glGenQueries() on ES2 */
#ifndef MAGNUM_TARGET_GLES2
glDeleteQueries(1, &_id);
#endif
}
/** @brief OpenGL query ID */
inline GLuint id() const { return _id; }
@ -219,7 +229,11 @@ class MAGNUM_EXPORT SampleQuery: public AbstractQuery {
* Whether any samples passed from fragment shader
* @requires_gl33 Extension @extension{ARB,occlusion_query2}
*/
#ifndef MAGNUM_TARGET_GLES2
AnySamplesPassed = GL_ANY_SAMPLES_PASSED,
#else
AnySamplesPassed = GL_ANY_SAMPLES_PASSED_EXT,
#endif
/**
* Whether any samples passed from fragment shader (conservative)
@ -228,7 +242,11 @@ class MAGNUM_EXPORT SampleQuery: public AbstractQuery {
* test at the expense of some false positives.
* @requires_gl43 Extension @extension{ARB,ES3_compatibility}
*/
#ifndef MAGNUM_TARGET_GLES2
AnySamplesPassedConservative = GL_ANY_SAMPLES_PASSED_CONSERVATIVE
#else
AnySamplesPassedConservative = GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT
#endif
};
#ifndef MAGNUM_TARGET_GLES

2
src/Renderbuffer.cpp

@ -17,6 +17,7 @@
namespace Magnum {
#ifndef MAGNUM_TARGET_GLES2
Renderbuffer::InternalFormat::InternalFormat(Components components, ComponentType type) {
#ifndef MAGNUM_TARGET_GLES
#define internalFormatSwitch(c) switch(type) { \
@ -71,5 +72,6 @@ Renderbuffer::InternalFormat::InternalFormat(Components components, ComponentTyp
internalFormatSwitch(RGBA)
#undef internalFormatSwitch
}
#endif
}

24
src/Renderbuffer.h

@ -42,6 +42,7 @@ class Renderbuffer {
public:
/** @{ @name Internal renderbuffer formats */
#ifndef MAGNUM_TARGET_GLES2
/**
* @copybrief AbstractTexture::Components
*
@ -67,6 +68,7 @@ class Renderbuffer {
, NormalizedUnsignedShort
#endif
};
#endif
/**
* @copybrief AbstractTexture::Format
@ -76,15 +78,27 @@ class Renderbuffer {
* compressed formats, but with added separate stencil index.
*/
enum class Format: GLenum {
Red = GL_RED, RedGreen = GL_RG, RGBA = GL_RGBA,
#ifndef MAGNUM_TARGET_GLES2
Red = GL_RED, RedGreen = GL_RG,
#endif
RGBA = GL_RGBA,
#ifndef MAGNUM_TARGET_GLES
BGRA = GL_BGRA,
#endif
#ifndef MAGNUM_TARGET_GLES2
SRGBA = GL_SRGB8_ALPHA8, RGB10Alpha2 = GL_RGB10_A2,
RGB10AlphaUnsigned2 = GL_RGB10_A2UI, RGB5Alpha1 = GL_RGB5_A1,
RGBA4 = GL_RGBA4, RFloat11GFloat11BFloat10 = GL_R11F_G11F_B10F,
RGB10AlphaUnsigned2 = GL_RGB10_A2UI,
#endif
RGB5Alpha1 = GL_RGB5_A1,
RGBA4 = GL_RGBA4,
#ifndef MAGNUM_TARGET_GLES2
RFloat11GFloat11BFloat10 = GL_R11F_G11F_B10F,
#endif
/* 1.5.6 <= GLEW < 1.8.0 doesn't have this, even if there is
GL_ARB_ES2_compatibility */
@ -156,8 +170,10 @@ class Renderbuffer {
/** @copydoc AbstractTexture::InternalFormat */
class MAGNUM_EXPORT InternalFormat {
public:
#ifndef MAGNUM_TARGET_GLES2
/** @copydoc AbstractTexture::InternalFormat::InternalFormat(AbstractTexture::Components, AbstractTexture::ComponentType) */
InternalFormat(Components components, ComponentType type);
#endif
/** @copydoc AbstractTexture::InternalFormat::InternalFormat(AbstractTexture::Format) */
inline constexpr InternalFormat(Format format): internalFormat(static_cast<GLenum>(format)) {}
@ -223,6 +239,7 @@ class Renderbuffer {
GLuint renderbuffer;
};
#ifndef MAGNUM_TARGET_GLES2
/** @relates Renderbuffer
@brief Convertor of component count and data type to InternalFormat
@ -237,6 +254,7 @@ inline Renderbuffer::InternalFormat operator|(Renderbuffer::Components component
inline Renderbuffer::InternalFormat operator|(Renderbuffer::ComponentType type, Renderbuffer::Components components) {
return Renderbuffer::InternalFormat(components, type);
}
#endif
}

3
src/Shaders/CMakeLists.txt

@ -1,14 +1,17 @@
corrade_add_resource(MagnumShaders_RCS MagnumShaders
FlatShader2D.vert FlatShader2D.frag
PhongShader.vert PhongShader.frag
VertexColorShader2D.vert VertexColorShader2D.frag
compatibility.glsl)
set(MagnumShaders_SRCS
FlatShader.cpp
PhongShader.cpp
VertexColorShader.cpp
${MagnumShaders_RCS})
set(MagnumShaders_HEADERS
FlatShader.h
PhongShader.h
VertexColorShader.h
magnumShadersVisibility.h)

4
src/Shaders/FlatShader2D.frag

@ -2,10 +2,10 @@
#define fragmentColor gl_FragColor
#endif
uniform vec3 color;
uniform lowp vec3 color;
#ifndef NEW_GLSL
out vec4 fragmentColor;
out lowp vec4 fragmentColor;
#endif
void main() {

6
src/Shaders/FlatShader2D.vert

@ -2,12 +2,12 @@
#define in attribute
#endif
uniform mat3 transformationProjection;
uniform highp mat3 transformationProjection;
#ifdef EXPLICIT_ATTRIB_LOCATION
layout(location = 0) in vec3 position;
layout(location = 0) in highp vec3 position;
#else
in vec3 position;
in highp vec3 position;
#endif
void main() {

28
src/Shaders/PhongShader.frag

@ -3,35 +3,35 @@
#define color gl_FragColor
#endif
uniform vec3 ambientColor = vec3(0.0, 0.0, 0.0);
uniform vec3 diffuseColor;
uniform vec3 specularColor = vec3(1.0, 1.0, 1.0);
uniform vec3 lightColor = vec3(1.0, 1.0, 1.0);
uniform float shininess = 80.0;
uniform lowp vec3 ambientColor = vec3(0.0, 0.0, 0.0);
uniform lowp vec3 diffuseColor;
uniform lowp vec3 specularColor = vec3(1.0, 1.0, 1.0);
uniform lowp vec3 lightColor = vec3(1.0, 1.0, 1.0);
uniform mediump float shininess = 80.0;
in vec3 transformedNormal;
in vec3 lightDirection;
in vec3 cameraDirection;
in mediump vec3 transformedNormal;
in highp vec3 lightDirection;
in highp vec3 cameraDirection;
#ifdef NEW_GLSL
out vec4 color;
out lowp vec4 color;
#endif
void main() {
/* Ambient color */
color.rgb = ambientColor;
vec3 normalizedTransformedNormal = normalize(transformedNormal);
vec3 normalizedLightDirection = normalize(lightDirection);
mediump vec3 normalizedTransformedNormal = normalize(transformedNormal);
highp vec3 normalizedLightDirection = normalize(lightDirection);
/* Add diffuse color */
float intensity = max(0.0, dot(normalizedTransformedNormal, normalizedLightDirection));
lowp float intensity = max(0.0, dot(normalizedTransformedNormal, normalizedLightDirection));
color.rgb += diffuseColor*lightColor*intensity;
/* Add specular color, if needed */
if(intensity != 0) {
vec3 reflection = reflect(-normalizedLightDirection, normalizedTransformedNormal);
float specularity = pow(max(0.0, dot(normalize(cameraDirection), reflection)), shininess);
highp vec3 reflection = reflect(-normalizedLightDirection, normalizedTransformedNormal);
mediump float specularity = pow(max(0.0, dot(normalize(cameraDirection), reflection)), shininess);
color.rgb += specularColor*specularity;
}

24
src/Shaders/PhongShader.vert

@ -3,26 +3,26 @@
#define out varying
#endif
uniform mat4 transformationMatrix;
uniform mat4 projectionMatrix;
uniform vec3 light;
uniform highp mat4 transformationMatrix;
uniform highp mat4 projectionMatrix;
uniform highp vec3 light;
#ifdef EXPLICIT_ATTRIB_LOCATION
layout(location = 0) in vec4 position;
layout(location = 1) in vec3 normal;
layout(location = 0) in highp vec4 position;
layout(location = 1) in mediump vec3 normal;
#else
in vec4 position;
in vec3 normal;
in highp vec4 position;
in mediump vec3 normal;
#endif
out vec3 transformedNormal;
out vec3 lightDirection;
out vec3 cameraDirection;
out mediump vec3 transformedNormal;
out highp vec3 lightDirection;
out highp vec3 cameraDirection;
void main() {
/* Transformed vertex position */
vec4 transformedPosition4 = transformationMatrix*position;
vec3 transformedPosition = transformedPosition4.xyz/transformedPosition4.w;
highp vec4 transformedPosition4 = transformationMatrix*position;
highp vec3 transformedPosition = transformedPosition4.xyz/transformedPosition4.w;
/* Transformed normal vector */
transformedNormal = normalize(mat3x3(transformationMatrix)*normal);

75
src/Shaders/VertexColorShader.cpp

@ -0,0 +1,75 @@
/*
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
This file is part of Magnum.
Magnum is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License version 3
only, as published by the Free Software Foundation.
Magnum is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License version 3 for more details.
*/
#include "VertexColorShader.h"
#include <Utility/Resource.h>
#include "Extensions.h"
#include "Shader.h"
namespace Magnum { namespace Shaders {
namespace {
template<std::uint8_t dimensions> struct ShaderName {};
template<> struct ShaderName<2> {
constexpr static const char* vertex() { return "VertexColorShader2D.vert"; }
constexpr static const char* fragment() { return "VertexColorShader2D.frag"; }
};
template<> struct ShaderName<3> {
constexpr static const char* vertex() { return "VertexColorShader3D.vert"; }
constexpr static const char* fragment() { return "VertexColorShader3D.frag"; }
};
}
template<std::uint8_t dimensions> VertexColorShader<dimensions>::VertexColorShader() {
Corrade::Utility::Resource rs("MagnumShaders");
#ifndef MAGNUM_TARGET_GLES
Version v = Context::current()->supportedVersion({Version::GL320, Version::GL210});
#else
Version v = Context::current()->supportedVersion({Version::GLES300, Version::GLES200});
#endif
Shader vertexShader(v, Shader::Type::Vertex);
vertexShader.addSource(rs.get("compatibility.glsl"));
vertexShader.addSource(rs.get(ShaderName<dimensions>::vertex()));
attachShader(vertexShader);
Shader fragmentShader(v, Shader::Type::Fragment);
fragmentShader.addSource(rs.get("compatibility.glsl"));
fragmentShader.addSource(rs.get(ShaderName<dimensions>::fragment()));
attachShader(fragmentShader);
#ifndef MAGNUM_TARGET_GLES
if(!Context::current()->isExtensionSupported<Extensions::GL::ARB::explicit_attrib_location>()) {
#else
if(!Context::current()->isVersionSupported(Version::GLES300)) {
#endif
bindAttributeLocation(Position::Location, "position");
bindAttributeLocation(Color::Location, "color");
}
link();
transformationProjectionUniform = uniformLocation("transformationProjection");
}
template class VertexColorShader<2>;
template class VertexColorShader<3>;
}}

69
src/Shaders/VertexColorShader.h

@ -0,0 +1,69 @@
#ifndef Magnum_Shaders_VertexColorShader_h
#define Magnum_Shaders_VertexColorShader_h
/*
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
This file is part of Magnum.
Magnum is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License version 3
only, as published by the Free Software Foundation.
Magnum is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License version 3 for more details.
*/
/** @file
* @brief Class Magnum::Shaders::VertexColorShader
*/
#include "Math/Matrix3.h"
#include "Math/Matrix4.h"
#include "AbstractShaderProgram.h"
#include "Color.h"
#include "DimensionTraits.h"
#include "magnumShadersVisibility.h"
namespace Magnum { namespace Shaders {
/**
@brief Vertex color shader
Draws vertex-colored mesh.
@see VertexColorShader2D, VertexColorShader3D
*/
template<std::uint8_t dimensions> class SHADERS_EXPORT VertexColorShader: public AbstractShaderProgram {
public:
/** @brief Vertex position */
typedef Attribute<0, typename DimensionTraits<dimensions, GLfloat>::PointType> Position;
/** @brief Vertex color */
typedef Attribute<1, Math::Point2D<GLfloat>> Color;
VertexColorShader();
/**
* @brief Set transformation and projection
* @return Pointer to self (for method chaining)
*/
inline VertexColorShader<dimensions>* setTransformationProjection(const typename DimensionTraits<dimensions, GLfloat>::MatrixType& matrix) {
setUniform(transformationProjectionUniform, matrix);
return this;
}
private:
GLint transformationProjectionUniform;
};
/** @brief 2D vertex color shader */
typedef VertexColorShader<2> VertexColorShader2D;
/** @brief 3D vertex color shader */
typedef VertexColorShader<3> VertexColorShader3D;
}}
#endif

14
src/Shaders/VertexColorShader2D.frag

@ -0,0 +1,14 @@
#ifndef NEW_GLSL
#define in varying
#define fragmentColor gl_FragColor
#endif
in lowp vec3 interpolatedColor;
#ifdef NEW_GLSL
out lowp vec4 fragmentColor;
#endif
void main() {
fragmentColor = vec4(interpolatedColor, 1.0);
}

21
src/Shaders/VertexColorShader2D.vert

@ -0,0 +1,21 @@
#ifndef NEW_GLSL
#define in attribute
#define out varying
#endif
uniform highp mat3 transformationProjection;
#ifdef EXPLICIT_ATTRIB_LOCATION
layout(location = 0) in highp vec3 position;
layout(location = 1) in lowp vec3 color;
#else
in highp vec3 position;
in lowp vec3 color;
#endif
out lowp vec3 interpolatedColor;
void main() {
gl_Position.xywz = vec4(transformationProjection*position, 0.0);
interpolatedColor = color;
}

7
src/Shaders/compatibility.glsl

@ -12,3 +12,10 @@
#if defined(GL_ES) && __VERSION__ >= 300
#define EXPLICIT_ATTRIB_LOCATION
#endif
/* Precision qualifiers are not supported in GLSL 1.20 */
#if !defined(GL_ES) && __VERSION__ == 120
#define highp
#define mediump
#define lowp
#endif

1
src/magnumConfigure.h.cmake

@ -1,3 +1,4 @@
#cmakedefine MAGNUM_TARGET_NACL
#cmakedefine MAGNUM_TARGET_GLES
#cmakedefine MAGNUM_TARGET_GLES2
#cmakedefine MAGNUM_GCC46_COMPATIBILITY

2
toolchains

@ -1 +1 @@
Subproject commit d075b128dc209f5b172d9969ca36dc532cc31c2e
Subproject commit bbde1301797c86a87a93617a094d88ab4a0dda0a
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