Use glew instead of GLee.
Not sure if 1.5.4 is actually the minimal version we need. Conflicts: configure.ac lib/ivis_common/tex.h lib/ivis_opengl/pieblitfunc.c lib/ivis_opengl/piefunc.c lib/ivis_opengl/piematrix.c lib/ivis_opengl/screen.cmaster
parent
3481d2e0f6
commit
c80e14ca35
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@ -340,7 +340,7 @@ AS_IF([test "x$enable_sound" = "xyes"],[
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PKG_CHECK_MODULES([OPENGLC], [quesoglc >= 0.7.2])
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PKG_CHECK_MODULES([GLee], [glee >= 5.4.0])
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PKG_CHECK_MODULES([GLEW], [glew >= 1.5.4])
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# Checks for libraries:
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@ -24,31 +24,6 @@
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#ifndef __INCLUDED_LIB_FRAMEWORK_OPENGL_H__
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#define __INCLUDED_LIB_FRAMEWORK_OPENGL_H__
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#include "wzglobal.h"
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#if defined(__glext_h_)
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# define FRAMEWORK_GLEXT_INCLUDED
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#else
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// Prevent inclusion of glext.h by gl.h, requiring explicit inclusion by the user
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# define __glext_h_
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#endif
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#if defined(WZ_OS_MAC)
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# include <OpenGL/gl.h>
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#else
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# include <GL/gl.h>
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#endif
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// Restore the previous definition state of the __glext_h_ symbol
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#if defined(FRAMEWORK_GLEXT_INCLUDED)
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# undef FRAMEWORK_GLEXT_INCLUDED
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#else
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# undef __glext_h_
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#endif
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// Workaround X11 headers #defining Status
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#ifdef Status
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# undef Status
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#endif
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#include <GL/glew.h>
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#endif
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@ -1,4 +1,4 @@
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AM_CPPFLAGS = $(SDL_CFLAGS) $(PNG_CFLAGS) $(OPENGLC_CFLAGS) $(OPENGL_CFLAGS) $(WZ_CPPFLAGS) $(GLee_CFLAGS)
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AM_CPPFLAGS = $(SDL_CFLAGS) $(PNG_CFLAGS) $(OPENGLC_CFLAGS) $(OPENGL_CFLAGS) $(WZ_CPPFLAGS) $(GLEW_CFLAGS)
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AM_CFLAGS = $(WZ_CFLAGS) -Wno-missing-declarations
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AM_CXXFLAGS = $(WZ_CXXFLAGS)
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@ -21,7 +21,7 @@
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* Render routines for 3D coloured and shaded transparency rendering.
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*/
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#include <GLee.h>
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#include <GL/glew.h>
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#include <string.h>
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#include "lib/framework/frame.h"
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@ -594,14 +594,14 @@ static void pie_DrawShadows(void)
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glEnable(GL_STENCIL_TEST);
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// Check if we have the required extensions
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if (GLEE_EXT_stencil_wrap)
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if (GL_EXT_stencil_wrap)
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{
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op_depth_pass_front = GL_INCR_WRAP_EXT;
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op_depth_pass_back = GL_DECR_WRAP_EXT;
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}
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// generic 1-pass version
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if (GLEE_EXT_stencil_two_side)
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if (GL_EXT_stencil_two_side)
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{
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glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
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glDisable(GL_CULL_FACE);
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@ -618,7 +618,7 @@ static void pie_DrawShadows(void)
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glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
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}
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// check for ATI-specific 1-pass version
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else if (GLEE_ATI_separate_stencil)
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else if (GL_ATI_separate_stencil)
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{
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glDisable(GL_CULL_FACE);
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glStencilMask(~0);
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@ -26,7 +26,7 @@
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*/
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/***************************************************************************/
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#include <GLee.h>
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#include <GL/glew.h>
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#include "lib/framework/frame.h"
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#include <SDL.h>
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@ -54,7 +54,7 @@ bool pie_Initialise(void)
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pie_TexInit();
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/* Find texture compression extension */
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if (GLEE_ARB_texture_compression)
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if (GL_ARB_texture_compression)
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{
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debug(LOG_TEXTURE, "Texture compression: Yes");
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wz_texture_compression = GL_COMPRESSED_RGBA_ARB;
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@ -21,7 +21,7 @@
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* Renderer setup and state control routines for 3D rendering.
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*/
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#include <GLee.h>
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#include <GL/glew.h>
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#include "lib/framework/frame.h"
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#include <SDL.h>
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@ -24,7 +24,7 @@
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*
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*/
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#include <GLee.h>
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#include "lib/framework/opengl.h"
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#include "lib/framework/frame.h"
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#include "lib/exceptionhandler/dumpinfo.h"
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#include <SDL.h>
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@ -76,6 +76,8 @@ bool screenInitialise(
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int bpp = 0, value;
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char buf[512];
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GLint glMaxTUs;
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GLenum err;
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// Fetch the video info.
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const SDL_VideoInfo* video_info = SDL_GetVideoInfo();
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@ -169,7 +171,16 @@ bool screenInitialise(
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debug( LOG_FATAL, "Double buffering is required for this game!");
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exit(1);
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}
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err = glewInit();
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if (GLEW_OK != err)
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{
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/* Problem: glewInit failed, something is seriously wrong. */
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debug(LOG_FATAL, "Error: %s", glewGetErrorString(err));
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exit(1);
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}
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info("Status: Using GLEW %s", glewGetString(GLEW_VERSION));
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/* Dump general information about OpenGL implementation to the console and the dump file */
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ssprintf(buf, "OpenGL Vendor : %s", glGetString(GL_VENDOR));
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addDumpInfo(buf);
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@ -187,27 +198,27 @@ bool screenInitialise(
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/* Dump extended information about OpenGL implementation to the console */
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debug(LOG_3D, "OpenGL Extensions : %s", glGetString(GL_EXTENSIONS)); // FIXME This is too much for MAX_LEN_LOG_LINE
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debug(LOG_3D, "Supported OpenGL extensions:");
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debug(LOG_3D, " * OpenGL 1.2 %s supported!", GLEE_VERSION_1_2 ? "is" : "is NOT");
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debug(LOG_3D, " * OpenGL 1.3 %s supported!", GLEE_VERSION_1_3 ? "is" : "is NOT");
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debug(LOG_3D, " * OpenGL 1.4 %s supported!", GLEE_VERSION_1_4 ? "is" : "is NOT");
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debug(LOG_3D, " * OpenGL 1.5 %s supported!", GLEE_VERSION_1_5 ? "is" : "is NOT");
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debug(LOG_3D, " * OpenGL 2.0 %s supported!", GLEE_VERSION_2_0 ? "is" : "is NOT");
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debug(LOG_3D, " * OpenGL 2.1 %s supported!", GLEE_VERSION_2_1 ? "is" : "is NOT");
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debug(LOG_3D, " * OpenGL 3.0 %s supported!", GLEE_VERSION_3_0 ? "is" : "is NOT");
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debug(LOG_3D, " * Texture compression %s supported.", GLEE_ARB_texture_compression ? "is" : "is NOT");
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debug(LOG_3D, " * Two side stencil %s supported.", GLEE_EXT_stencil_two_side ? "is" : "is NOT");
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debug(LOG_3D, " * ATI separate stencil is%s supported.", GLEE_ATI_separate_stencil ? "" : " NOT");
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debug(LOG_3D, " * Stencil wrap %s supported.", GLEE_EXT_stencil_wrap ? "is" : "is NOT");
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debug(LOG_3D, " * Anisotropic filtering %s supported.", GLEE_EXT_texture_filter_anisotropic ? "is" : "is NOT");
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debug(LOG_3D, " * Rectangular texture %s supported.", GLEE_ARB_texture_rectangle ? "is" : "is NOT");
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debug(LOG_3D, " * FrameBuffer Object (FBO) %s supported.", GLEE_EXT_framebuffer_object ? "is" : "is NOT");
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debug(LOG_3D, " * Vertex Buffer Object (VBO) %s supported.", GLEE_ARB_vertex_buffer_object ? "is" : "is NOT");
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debug(LOG_3D, " * NPOT %s supported.", GLEE_ARB_texture_non_power_of_two ? "is" : "is NOT");
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debug(LOG_3D, " * texture cube_map %s supported.", GLEE_ARB_texture_cube_map ? "is" : "is NOT");
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debug(LOG_3D, " * OpenGL 1.2 %s supported!", GL_VERSION_1_2 ? "is" : "is NOT");
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debug(LOG_3D, " * OpenGL 1.3 %s supported!", GL_VERSION_1_3 ? "is" : "is NOT");
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debug(LOG_3D, " * OpenGL 1.4 %s supported!", GL_VERSION_1_4 ? "is" : "is NOT");
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debug(LOG_3D, " * OpenGL 1.5 %s supported!", GL_VERSION_1_5 ? "is" : "is NOT");
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debug(LOG_3D, " * OpenGL 2.0 %s supported!", GL_VERSION_2_0 ? "is" : "is NOT");
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debug(LOG_3D, " * OpenGL 2.1 %s supported!", GL_VERSION_2_1 ? "is" : "is NOT");
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debug(LOG_3D, " * OpenGL 3.0 %s supported!", GL_VERSION_3_0 ? "is" : "is NOT");
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debug(LOG_3D, " * Texture compression %s supported.", GL_ARB_texture_compression ? "is" : "is NOT");
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debug(LOG_3D, " * Two side stencil %s supported.", GL_EXT_stencil_two_side ? "is" : "is NOT");
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debug(LOG_3D, " * ATI separate stencil is%s supported.", GL_ATI_separate_stencil ? "" : " NOT");
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debug(LOG_3D, " * Stencil wrap %s supported.", GL_EXT_stencil_wrap ? "is" : "is NOT");
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debug(LOG_3D, " * Anisotropic filtering %s supported.", GL_EXT_texture_filter_anisotropic ? "is" : "is NOT");
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debug(LOG_3D, " * Rectangular texture %s supported.", GL_ARB_texture_rectangle ? "is" : "is NOT");
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debug(LOG_3D, " * FrameBuffer Object (FBO) %s supported.", GL_EXT_framebuffer_object ? "is" : "is NOT");
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debug(LOG_3D, " * Vertex Buffer Object (VBO) %s supported.", GL_ARB_vertex_buffer_object ? "is" : "is NOT");
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debug(LOG_3D, " * NPOT %s supported.", GL_ARB_texture_non_power_of_two ? "is" : "is NOT");
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debug(LOG_3D, " * texture cube_map %s supported.", GL_ARB_texture_cube_map ? "is" : "is NOT");
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glGetIntegerv(GL_MAX_TEXTURE_UNITS, &glMaxTUs);
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debug(LOG_3D, " * Total number of Texture Units (TUs) supported is %d.", (int) glMaxTUs);
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if (!GLEE_VERSION_1_4)
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if (!GL_VERSION_1_4)
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{
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debug(LOG_FATAL, "OpenGL 1.4 + VBO extension is required for this game!");
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exit(1);
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#ifndef WZ_OS_MAC
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// Make OpenGL's VBO functions available under the core names for
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// implementations that have them only as extensions, namely Mesa.
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if (!GLEE_VERSION_1_5)
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if (!GL_VERSION_1_5)
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{
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if (GLEE_ARB_vertex_buffer_object)
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if (GL_ARB_vertex_buffer_object)
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{
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info("Using VBO extension functions under the core names.");
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GLeeFuncPtr_glBindBuffer = GLeeFuncPtr_glBindBufferARB;
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GLeeFuncPtr_glDeleteBuffers = GLeeFuncPtr_glDeleteBuffersARB;
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GLeeFuncPtr_glGenBuffers = GLeeFuncPtr_glGenBuffersARB;
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GLeeFuncPtr_glIsBuffer = GLeeFuncPtr_glIsBufferARB;
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GLeeFuncPtr_glBufferData = GLeeFuncPtr_glBufferDataARB;
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GLeeFuncPtr_glBufferSubData = GLeeFuncPtr_glBufferSubDataARB;
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GLeeFuncPtr_glGetBufferSubData = GLeeFuncPtr_glGetBufferSubDataARB;
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GLeeFuncPtr_glMapBuffer = GLeeFuncPtr_glMapBufferARB;
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GLeeFuncPtr_glUnmapBuffer = GLeeFuncPtr_glUnmapBufferARB;
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GLeeFuncPtr_glGetBufferParameteriv = GLeeFuncPtr_glGetBufferParameterivARB;
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GLeeFuncPtr_glGetBufferPointerv = GLeeFuncPtr_glGetBufferPointervARB;
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__glewBindBuffer = __glewBindBufferARB;
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__glewDeleteBuffers = __glewDeleteBuffersARB;
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__glewGenBuffers = __glewGenBuffersARB;
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__glewIsBuffer = __glewIsBufferARB;
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__glewBufferData = __glewBufferDataARB;
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__glewBufferSubData = __glewBufferSubDataARB;
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__glewGetBufferSubData = __glewGetBufferSubDataARB;
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__glewMapBuffer = __glewMapBufferARB;
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__glewUnmapBuffer = __glewUnmapBufferARB;
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__glewGetBufferParameteriv = __glewGetBufferParameterivARB;
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__glewGetBufferPointerv = __glewGetBufferPointervARB;
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}
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else
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{
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#endif
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/* Dump information about OpenGL 2.0+ implementation to the console and the dump file */
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if (GLEE_VERSION_2_0)
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if (GL_VERSION_2_0)
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{
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GLint glMaxTIUs;
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@ -18,7 +18,7 @@
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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#include <GLee.h>
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#include <GL/glew.h>
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#include "lib/framework/frame.h"
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#if defined(WZ_OS_MAC)
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@ -154,7 +154,7 @@ int pie_AddTexPage(iV_Image *s, const char* filename, int slot, int maxTextureSi
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// Use anisotropic filtering, if available, but only max 4.0 to reduce processor burden
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if (GLEE_EXT_texture_filter_anisotropic)
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if (GL_EXT_texture_filter_anisotropic)
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{
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GLfloat max;
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@ -1,4 +1,4 @@
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AM_CPPFLAGS = $(SDL_CFLAGS) $(THEORA_CFLAGS) $(OPENAL_CFLAGS) $(WZ_CPPFLAGS) $(GLee_CFLAGS)
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AM_CPPFLAGS = $(SDL_CFLAGS) $(THEORA_CFLAGS) $(WZ_CPPFLAGS)
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AM_CFLAGS = $(WZ_CFLAGS)
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AM_CXXFLAGS = $(WZ_CXXFLAGS)
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@ -4,7 +4,7 @@
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%.lex.hpp %.lex.cpp:: %.l
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$(LEX) $(LFLAGS) $(AM_LFLAGS) -o$@ $<
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AM_CPPFLAGS = -DYY_NO_INPUT $(SDL_CFLAGS) $(PHYSFS_CFLAGS) $(PNG_CFLAGS) $(OGGVORBIS_CFLAGS) $(OPENAL_CFLAGS) $(OPENGLC_CFLAGS) $(OPENGL_CFLAGS) $(WZ_CPPFLAGS) $(GLee_CFLAGS)
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AM_CPPFLAGS = -DYY_NO_INPUT $(SDL_CFLAGS) $(PHYSFS_CFLAGS) $(PNG_CFLAGS) $(OGGVORBIS_CFLAGS) $(OPENAL_CFLAGS) $(OPENGLC_CFLAGS) $(OPENGL_CFLAGS) $(WZ_CPPFLAGS) $(GLEW_CFLAGS)
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AM_CFLAGS = $(WZ_CFLAGS)
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AM_CXXFLAGS = $(WZ_CXXFLAGS)
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AM_LFLAGS = $(FLEX_FLAGS)
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@ -297,7 +297,7 @@ warzone2100_LIBS = \
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$(top_builddir)/lib/iniparser/libiniparser.a \
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$(top_builddir)/lib/exceptionhandler/libexceptionhandler.a
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warzone2100_LDADD = $(warzone2100_LIBS) $(LTLIBINTL) $(SDL_LIBS) $(PHYSFS_LIBS) $(PNG_LIBS) $(OGGVORBIS_LIBS) $(THEORA_LIBS) $(OPENAL_LIBS) $(OPENGLC_LIBS) $(OPENGL_LIBS) $(X11_LIBS) $(GLee_LIBS)
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warzone2100_LDADD = $(warzone2100_LIBS) $(LTLIBINTL) $(SDL_LIBS) $(PHYSFS_LIBS) $(PNG_LIBS) $(OGGVORBIS_LIBS) $(THEORA_LIBS) $(OPENAL_LIBS) $(OPENGLC_LIBS) $(OPENGL_LIBS) $(X11_LIBS) $(GLEW_LIBS)
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if MINGW32
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warzone2100_LDADD += $(top_builddir)/win32/warzone2100.o $(WIN32_LIBS)
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@ -29,7 +29,7 @@
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* The water is drawn using the hardcoded page-80 and page-81 textures.
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*/
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#include <GLee.h>
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#include <GL/glew.h>
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#include <string.h>
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#include "lib/framework/frame.h"
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@ -23,7 +23,7 @@
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* This is where we do texture atlas generation.
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*/
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#include <GLee.h>
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#include <GL/glew.h>
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#include "lib/framework/frame.h"
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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// Use anisotropic filtering, if available, but only max 4.0 to reduce processor burden
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if (GLEE_EXT_texture_filter_anisotropic)
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if (GL_EXT_texture_filter_anisotropic)
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{
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GLfloat max;
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Loading…
Reference in New Issue