blender/extern/glew/include/GL/glew.h

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Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/*
** The OpenGL Extension Wrangler Library
** Copyright (C) 2002-2008, Milan Ikits <milan ikits[]ieee org>
** Copyright (C) 2002-2008, Marcelo E. Magallon <mmagallo[]debian org>
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
** Copyright (C) 2002, Lev Povalahev
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are met:
**
** * Redistributions of source code must retain the above copyright notice,
** this list of conditions and the following disclaimer.
** * Redistributions in binary form must reproduce the above copyright notice,
** this list of conditions and the following disclaimer in the documentation
** and/or other materials provided with the distribution.
** * The name of the author may be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
** AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
** IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
** ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
** LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
** CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
** SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
** INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
** CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
** ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
** THE POSSIBILITY OF SUCH DAMAGE.
*/
/*
* Mesa 3-D graphics library
* Version: 7.0
*
* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
/*
** Copyright (c) 2007 The Khronos Group Inc.
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
*/
#ifndef __glew_h__
#define __glew_h__
#define __GLEW_H__
#if defined(__gl_h_) || defined(__GL_H__) || defined(__X_GL_H)
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
#error gl.h included before glew.h
#endif
#if defined(__glext_h_) || defined(__GLEXT_H_)
#error glext.h included before glew.h
#endif
#if defined(__gl_ATI_h_)
#error glATI.h included before glew.h
#endif
#define __gl_h_
#define __GL_H__
#define __X_GL_H
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
#define __glext_h_
#define __GLEXT_H_
#define __gl_ATI_h_
#if defined(_WIN32)
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/*
* GLEW does not include <windows.h> to avoid name space pollution.
* GL needs GLAPI and GLAPIENTRY, GLU needs APIENTRY, CALLBACK, and wchar_t
* defined properly.
*/
/* <windef.h> */
#ifndef APIENTRY
#define GLEW_APIENTRY_DEFINED
# if defined(__MINGW32__) || defined(__CYGWIN__)
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
# define APIENTRY __stdcall
# elif (_MSC_VER >= 800) || defined(_STDCALL_SUPPORTED) || defined(__BORLANDC__)
# define APIENTRY __stdcall
# else
# define APIENTRY
# endif
#endif
#ifndef GLAPI
# if defined(__MINGW32__) || defined(__CYGWIN__)
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
# define GLAPI extern
# endif
#endif
/* <winnt.h> */
#ifndef CALLBACK
#define GLEW_CALLBACK_DEFINED
# if defined(__MINGW32__) || defined(__CYGWIN__)
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
# define CALLBACK __attribute__ ((__stdcall__))
# elif (defined(_M_MRX000) || defined(_M_IX86) || defined(_M_ALPHA) || defined(_M_PPC)) && !defined(MIDL_PASS)
# define CALLBACK __stdcall
# else
# define CALLBACK
# endif
#endif
/* <wingdi.h> and <winnt.h> */
#ifndef WINGDIAPI
#define GLEW_WINGDIAPI_DEFINED
#define WINGDIAPI __declspec(dllimport)
#endif
/* <ctype.h> */
#if (defined(_MSC_VER) || defined(__BORLANDC__)) && !defined(_WCHAR_T_DEFINED)
typedef unsigned short wchar_t;
# define _WCHAR_T_DEFINED
#endif
/* <stddef.h> */
#if !defined(_W64)
# if !defined(__midl) && (defined(_X86_) || defined(_M_IX86)) && defined(_MSC_VER) && _MSC_VER >= 1300
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
# define _W64 __w64
# else
# define _W64
# endif
#endif
#if !defined(_PTRDIFF_T_DEFINED) && !defined(_PTRDIFF_T_) && !defined(__MINGW64__)
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
# ifdef _WIN64
typedef __int64 ptrdiff_t;
# else
typedef _W64 int ptrdiff_t;
# endif
# define _PTRDIFF_T_DEFINED
# define _PTRDIFF_T_
#endif
#ifndef GLAPI
# if defined(__MINGW32__) || defined(__CYGWIN__)
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
# define GLAPI extern
# else
# define GLAPI WINGDIAPI
# endif
#endif
#ifndef GLAPIENTRY
#define GLAPIENTRY APIENTRY
#endif
/*
* GLEW_STATIC is defined for static library.
* GLEW_BUILD is defined for building the DLL library.
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
*/
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
#ifdef GLEW_STATIC
# define GLEWAPI extern
#else
# ifdef GLEW_BUILD
# define GLEWAPI extern __declspec(dllexport)
# else
# define GLEWAPI extern __declspec(dllimport)
# endif
#endif
#else /* _UNIX */
/*
* Needed for ptrdiff_t in turn needed by VBO. This is defined by ISO
* C. On my system, this amounts to _3 lines_ of included code, all of
* them pretty much harmless. If you know of a way of detecting 32 vs
* 64 _targets_ at compile time you are free to replace this with
* something that's portable. For now, _this_ is the portable solution.
* (mem, 2004-01-04)
*/
#include <stddef.h>
/* SGI MIPSPro doesn't like stdint.h in C++ mode */
/* ID: 3376260 Solaris 9 has inttypes.h, but not stdint.h */
#if (defined(__sgi) || defined(__sun)) && !defined(__GNUC__)
#include <inttypes.h>
#else
#include <stdint.h>
#endif
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
#define GLEW_APIENTRY_DEFINED
#define APIENTRY
/*
* GLEW_STATIC is defined for static library.
*/
#ifdef GLEW_STATIC
# define GLEWAPI extern
#else
# if defined(__GNUC__) && __GNUC__>=4
# define GLEWAPI extern __attribute__ ((visibility("default")))
# elif defined(__SUNPRO_C) || defined(__SUNPRO_CC)
# define GLEWAPI extern __global
# else
# define GLEWAPI extern
# endif
#endif
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* <glu.h> */
#ifndef GLAPI
#define GLAPI extern
#endif
#ifndef GLAPIENTRY
#define GLAPIENTRY
#endif
#endif /* _WIN32 */
#ifdef __cplusplus
extern "C" {
#endif
/* ----------------------------- GL_VERSION_1_1 ---------------------------- */
#ifndef GL_VERSION_1_1
#define GL_VERSION_1_1 1
typedef unsigned int GLenum;
typedef unsigned int GLbitfield;
typedef unsigned int GLuint;
typedef int GLint;
typedef int GLsizei;
typedef unsigned char GLboolean;
typedef signed char GLbyte;
typedef short GLshort;
typedef unsigned char GLubyte;
typedef unsigned short GLushort;
typedef unsigned long GLulong;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
typedef float GLfloat;
typedef float GLclampf;
typedef double GLdouble;
typedef double GLclampd;
typedef void GLvoid;
#if defined(_MSC_VER) && _MSC_VER < 1400
typedef __int64 GLint64EXT;
typedef unsigned __int64 GLuint64EXT;
#elif defined(_MSC_VER) || defined(__BORLANDC__)
typedef signed long long GLint64EXT;
typedef unsigned long long GLuint64EXT;
#else
# if defined(__MINGW32__) || defined(__CYGWIN__)
#include <inttypes.h>
# endif
typedef int64_t GLint64EXT;
typedef uint64_t GLuint64EXT;
#endif
typedef GLint64EXT GLint64;
typedef GLuint64EXT GLuint64;
typedef struct __GLsync *GLsync;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
typedef char GLchar;
#define GL_ZERO 0
#define GL_FALSE 0
#define GL_LOGIC_OP 0x0BF1
#define GL_NONE 0
#define GL_TEXTURE_COMPONENTS 0x1003
#define GL_NO_ERROR 0
#define GL_POINTS 0x0000
#define GL_CURRENT_BIT 0x00000001
#define GL_TRUE 1
#define GL_ONE 1
#define GL_CLIENT_PIXEL_STORE_BIT 0x00000001
#define GL_LINES 0x0001
#define GL_LINE_LOOP 0x0002
#define GL_POINT_BIT 0x00000002
#define GL_CLIENT_VERTEX_ARRAY_BIT 0x00000002
#define GL_LINE_STRIP 0x0003
#define GL_LINE_BIT 0x00000004
#define GL_TRIANGLES 0x0004
#define GL_TRIANGLE_STRIP 0x0005
#define GL_TRIANGLE_FAN 0x0006
#define GL_QUADS 0x0007
#define GL_QUAD_STRIP 0x0008
#define GL_POLYGON_BIT 0x00000008
#define GL_POLYGON 0x0009
#define GL_POLYGON_STIPPLE_BIT 0x00000010
#define GL_PIXEL_MODE_BIT 0x00000020
#define GL_LIGHTING_BIT 0x00000040
#define GL_FOG_BIT 0x00000080
#define GL_DEPTH_BUFFER_BIT 0x00000100
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
#define GL_ACCUM 0x0100
#define GL_LOAD 0x0101
#define GL_RETURN 0x0102
#define GL_MULT 0x0103
#define GL_ADD 0x0104
#define GL_NEVER 0x0200
#define GL_ACCUM_BUFFER_BIT 0x00000200
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
#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
#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
#define GL_DST_COLOR 0x0306
#define GL_ONE_MINUS_DST_COLOR 0x0307
#define GL_SRC_ALPHA_SATURATE 0x0308
#define GL_STENCIL_BUFFER_BIT 0x00000400
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
#define GL_FRONT_LEFT 0x0400
#define GL_FRONT_RIGHT 0x0401
#define GL_BACK_LEFT 0x0402
#define GL_BACK_RIGHT 0x0403
#define GL_FRONT 0x0404
#define GL_BACK 0x0405
#define GL_LEFT 0x0406
#define GL_RIGHT 0x0407
#define GL_FRONT_AND_BACK 0x0408
#define GL_AUX0 0x0409
#define GL_AUX1 0x040A
#define GL_AUX2 0x040B
#define GL_AUX3 0x040C
#define GL_INVALID_ENUM 0x0500
#define GL_INVALID_VALUE 0x0501
#define GL_INVALID_OPERATION 0x0502
#define GL_STACK_OVERFLOW 0x0503
#define GL_STACK_UNDERFLOW 0x0504
#define GL_OUT_OF_MEMORY 0x0505
#define GL_2D 0x0600
#define GL_3D 0x0601
#define GL_3D_COLOR 0x0602
#define GL_3D_COLOR_TEXTURE 0x0603
#define GL_4D_COLOR_TEXTURE 0x0604
#define GL_PASS_THROUGH_TOKEN 0x0700
#define GL_POINT_TOKEN 0x0701
#define GL_LINE_TOKEN 0x0702
#define GL_POLYGON_TOKEN 0x0703
#define GL_BITMAP_TOKEN 0x0704
#define GL_DRAW_PIXEL_TOKEN 0x0705
#define GL_COPY_PIXEL_TOKEN 0x0706
#define GL_LINE_RESET_TOKEN 0x0707
#define GL_EXP 0x0800
#define GL_VIEWPORT_BIT 0x00000800
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
#define GL_EXP2 0x0801
#define GL_CW 0x0900
#define GL_CCW 0x0901
#define GL_COEFF 0x0A00
#define GL_ORDER 0x0A01
#define GL_DOMAIN 0x0A02
#define GL_CURRENT_COLOR 0x0B00
#define GL_CURRENT_INDEX 0x0B01
#define GL_CURRENT_NORMAL 0x0B02
#define GL_CURRENT_TEXTURE_COORDS 0x0B03
#define GL_CURRENT_RASTER_COLOR 0x0B04
#define GL_CURRENT_RASTER_INDEX 0x0B05
#define GL_CURRENT_RASTER_TEXTURE_COORDS 0x0B06
#define GL_CURRENT_RASTER_POSITION 0x0B07
#define GL_CURRENT_RASTER_POSITION_VALID 0x0B08
#define GL_CURRENT_RASTER_DISTANCE 0x0B09
#define GL_POINT_SMOOTH 0x0B10
#define GL_POINT_SIZE 0x0B11
#define GL_POINT_SIZE_RANGE 0x0B12
#define GL_POINT_SIZE_GRANULARITY 0x0B13
#define GL_LINE_SMOOTH 0x0B20
#define GL_LINE_WIDTH 0x0B21
#define GL_LINE_WIDTH_RANGE 0x0B22
#define GL_LINE_WIDTH_GRANULARITY 0x0B23
#define GL_LINE_STIPPLE 0x0B24
#define GL_LINE_STIPPLE_PATTERN 0x0B25
#define GL_LINE_STIPPLE_REPEAT 0x0B26
#define GL_LIST_MODE 0x0B30
#define GL_MAX_LIST_NESTING 0x0B31
#define GL_LIST_BASE 0x0B32
#define GL_LIST_INDEX 0x0B33
#define GL_POLYGON_MODE 0x0B40
#define GL_POLYGON_SMOOTH 0x0B41
#define GL_POLYGON_STIPPLE 0x0B42
#define GL_EDGE_FLAG 0x0B43
#define GL_CULL_FACE 0x0B44
#define GL_CULL_FACE_MODE 0x0B45
#define GL_FRONT_FACE 0x0B46
#define GL_LIGHTING 0x0B50
#define GL_LIGHT_MODEL_LOCAL_VIEWER 0x0B51
#define GL_LIGHT_MODEL_TWO_SIDE 0x0B52
#define GL_LIGHT_MODEL_AMBIENT 0x0B53
#define GL_SHADE_MODEL 0x0B54
#define GL_COLOR_MATERIAL_FACE 0x0B55
#define GL_COLOR_MATERIAL_PARAMETER 0x0B56
#define GL_COLOR_MATERIAL 0x0B57
#define GL_FOG 0x0B60
#define GL_FOG_INDEX 0x0B61
#define GL_FOG_DENSITY 0x0B62
#define GL_FOG_START 0x0B63
#define GL_FOG_END 0x0B64
#define GL_FOG_MODE 0x0B65
#define GL_FOG_COLOR 0x0B66
#define GL_DEPTH_RANGE 0x0B70
#define GL_DEPTH_TEST 0x0B71
#define GL_DEPTH_WRITEMASK 0x0B72
#define GL_DEPTH_CLEAR_VALUE 0x0B73
#define GL_DEPTH_FUNC 0x0B74
#define GL_ACCUM_CLEAR_VALUE 0x0B80
#define GL_STENCIL_TEST 0x0B90
#define GL_STENCIL_CLEAR_VALUE 0x0B91
#define GL_STENCIL_FUNC 0x0B92
#define GL_STENCIL_VALUE_MASK 0x0B93
#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_WRITEMASK 0x0B98
#define GL_MATRIX_MODE 0x0BA0
#define GL_NORMALIZE 0x0BA1
#define GL_VIEWPORT 0x0BA2
#define GL_MODELVIEW_STACK_DEPTH 0x0BA3
#define GL_PROJECTION_STACK_DEPTH 0x0BA4
#define GL_TEXTURE_STACK_DEPTH 0x0BA5
#define GL_MODELVIEW_MATRIX 0x0BA6
#define GL_PROJECTION_MATRIX 0x0BA7
#define GL_TEXTURE_MATRIX 0x0BA8
#define GL_ATTRIB_STACK_DEPTH 0x0BB0
#define GL_CLIENT_ATTRIB_STACK_DEPTH 0x0BB1
#define GL_ALPHA_TEST 0x0BC0
#define GL_ALPHA_TEST_FUNC 0x0BC1
#define GL_ALPHA_TEST_REF 0x0BC2
#define GL_DITHER 0x0BD0
#define GL_BLEND_DST 0x0BE0
#define GL_BLEND_SRC 0x0BE1
#define GL_BLEND 0x0BE2
#define GL_LOGIC_OP_MODE 0x0BF0
#define GL_INDEX_LOGIC_OP 0x0BF1
#define GL_COLOR_LOGIC_OP 0x0BF2
#define GL_AUX_BUFFERS 0x0C00
#define GL_DRAW_BUFFER 0x0C01
#define GL_READ_BUFFER 0x0C02
#define GL_SCISSOR_BOX 0x0C10
#define GL_SCISSOR_TEST 0x0C11
#define GL_INDEX_CLEAR_VALUE 0x0C20
#define GL_INDEX_WRITEMASK 0x0C21
#define GL_COLOR_CLEAR_VALUE 0x0C22
#define GL_COLOR_WRITEMASK 0x0C23
#define GL_INDEX_MODE 0x0C30
#define GL_RGBA_MODE 0x0C31
#define GL_DOUBLEBUFFER 0x0C32
#define GL_STEREO 0x0C33
#define GL_RENDER_MODE 0x0C40
#define GL_PERSPECTIVE_CORRECTION_HINT 0x0C50
#define GL_POINT_SMOOTH_HINT 0x0C51
#define GL_LINE_SMOOTH_HINT 0x0C52
#define GL_POLYGON_SMOOTH_HINT 0x0C53
#define GL_FOG_HINT 0x0C54
#define GL_TEXTURE_GEN_S 0x0C60
#define GL_TEXTURE_GEN_T 0x0C61
#define GL_TEXTURE_GEN_R 0x0C62
#define GL_TEXTURE_GEN_Q 0x0C63
#define GL_PIXEL_MAP_I_TO_I 0x0C70
#define GL_PIXEL_MAP_S_TO_S 0x0C71
#define GL_PIXEL_MAP_I_TO_R 0x0C72
#define GL_PIXEL_MAP_I_TO_G 0x0C73
#define GL_PIXEL_MAP_I_TO_B 0x0C74
#define GL_PIXEL_MAP_I_TO_A 0x0C75
#define GL_PIXEL_MAP_R_TO_R 0x0C76
#define GL_PIXEL_MAP_G_TO_G 0x0C77
#define GL_PIXEL_MAP_B_TO_B 0x0C78
#define GL_PIXEL_MAP_A_TO_A 0x0C79
#define GL_PIXEL_MAP_I_TO_I_SIZE 0x0CB0
#define GL_PIXEL_MAP_S_TO_S_SIZE 0x0CB1
#define GL_PIXEL_MAP_I_TO_R_SIZE 0x0CB2
#define GL_PIXEL_MAP_I_TO_G_SIZE 0x0CB3
#define GL_PIXEL_MAP_I_TO_B_SIZE 0x0CB4
#define GL_PIXEL_MAP_I_TO_A_SIZE 0x0CB5
#define GL_PIXEL_MAP_R_TO_R_SIZE 0x0CB6
#define GL_PIXEL_MAP_G_TO_G_SIZE 0x0CB7
#define GL_PIXEL_MAP_B_TO_B_SIZE 0x0CB8
#define GL_PIXEL_MAP_A_TO_A_SIZE 0x0CB9
#define GL_UNPACK_SWAP_BYTES 0x0CF0
#define GL_UNPACK_LSB_FIRST 0x0CF1
#define GL_UNPACK_ROW_LENGTH 0x0CF2
#define GL_UNPACK_SKIP_ROWS 0x0CF3
#define GL_UNPACK_SKIP_PIXELS 0x0CF4
#define GL_UNPACK_ALIGNMENT 0x0CF5
#define GL_PACK_SWAP_BYTES 0x0D00
#define GL_PACK_LSB_FIRST 0x0D01
#define GL_PACK_ROW_LENGTH 0x0D02
#define GL_PACK_SKIP_ROWS 0x0D03
#define GL_PACK_SKIP_PIXELS 0x0D04
#define GL_PACK_ALIGNMENT 0x0D05
#define GL_MAP_COLOR 0x0D10
#define GL_MAP_STENCIL 0x0D11
#define GL_INDEX_SHIFT 0x0D12
#define GL_INDEX_OFFSET 0x0D13
#define GL_RED_SCALE 0x0D14
#define GL_RED_BIAS 0x0D15
#define GL_ZOOM_X 0x0D16
#define GL_ZOOM_Y 0x0D17
#define GL_GREEN_SCALE 0x0D18
#define GL_GREEN_BIAS 0x0D19
#define GL_BLUE_SCALE 0x0D1A
#define GL_BLUE_BIAS 0x0D1B
#define GL_ALPHA_SCALE 0x0D1C
#define GL_ALPHA_BIAS 0x0D1D
#define GL_DEPTH_SCALE 0x0D1E
#define GL_DEPTH_BIAS 0x0D1F
#define GL_MAX_EVAL_ORDER 0x0D30
#define GL_MAX_LIGHTS 0x0D31
#define GL_MAX_CLIP_PLANES 0x0D32
#define GL_MAX_TEXTURE_SIZE 0x0D33
#define GL_MAX_PIXEL_MAP_TABLE 0x0D34
#define GL_MAX_ATTRIB_STACK_DEPTH 0x0D35
#define GL_MAX_MODELVIEW_STACK_DEPTH 0x0D36
#define GL_MAX_NAME_STACK_DEPTH 0x0D37
#define GL_MAX_PROJECTION_STACK_DEPTH 0x0D38
#define GL_MAX_TEXTURE_STACK_DEPTH 0x0D39
#define GL_MAX_VIEWPORT_DIMS 0x0D3A
#define GL_MAX_CLIENT_ATTRIB_STACK_DEPTH 0x0D3B
#define GL_SUBPIXEL_BITS 0x0D50
#define GL_INDEX_BITS 0x0D51
#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_ACCUM_RED_BITS 0x0D58
#define GL_ACCUM_GREEN_BITS 0x0D59
#define GL_ACCUM_BLUE_BITS 0x0D5A
#define GL_ACCUM_ALPHA_BITS 0x0D5B
#define GL_NAME_STACK_DEPTH 0x0D70
#define GL_AUTO_NORMAL 0x0D80
#define GL_MAP1_COLOR_4 0x0D90
#define GL_MAP1_INDEX 0x0D91
#define GL_MAP1_NORMAL 0x0D92
#define GL_MAP1_TEXTURE_COORD_1 0x0D93
#define GL_MAP1_TEXTURE_COORD_2 0x0D94
#define GL_MAP1_TEXTURE_COORD_3 0x0D95
#define GL_MAP1_TEXTURE_COORD_4 0x0D96
#define GL_MAP1_VERTEX_3 0x0D97
#define GL_MAP1_VERTEX_4 0x0D98
#define GL_MAP2_COLOR_4 0x0DB0
#define GL_MAP2_INDEX 0x0DB1
#define GL_MAP2_NORMAL 0x0DB2
#define GL_MAP2_TEXTURE_COORD_1 0x0DB3
#define GL_MAP2_TEXTURE_COORD_2 0x0DB4
#define GL_MAP2_TEXTURE_COORD_3 0x0DB5
#define GL_MAP2_TEXTURE_COORD_4 0x0DB6
#define GL_MAP2_VERTEX_3 0x0DB7
#define GL_MAP2_VERTEX_4 0x0DB8
#define GL_MAP1_GRID_DOMAIN 0x0DD0
#define GL_MAP1_GRID_SEGMENTS 0x0DD1
#define GL_MAP2_GRID_DOMAIN 0x0DD2
#define GL_MAP2_GRID_SEGMENTS 0x0DD3
#define GL_TEXTURE_1D 0x0DE0
#define GL_TEXTURE_2D 0x0DE1
#define GL_FEEDBACK_BUFFER_POINTER 0x0DF0
#define GL_FEEDBACK_BUFFER_SIZE 0x0DF1
#define GL_FEEDBACK_BUFFER_TYPE 0x0DF2
#define GL_SELECTION_BUFFER_POINTER 0x0DF3
#define GL_SELECTION_BUFFER_SIZE 0x0DF4
#define GL_TEXTURE_WIDTH 0x1000
#define GL_TRANSFORM_BIT 0x00001000
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
#define GL_TEXTURE_HEIGHT 0x1001
#define GL_TEXTURE_INTERNAL_FORMAT 0x1003
#define GL_TEXTURE_BORDER_COLOR 0x1004
#define GL_TEXTURE_BORDER 0x1005
#define GL_DONT_CARE 0x1100
#define GL_FASTEST 0x1101
#define GL_NICEST 0x1102
#define GL_AMBIENT 0x1200
#define GL_DIFFUSE 0x1201
#define GL_SPECULAR 0x1202
#define GL_POSITION 0x1203
#define GL_SPOT_DIRECTION 0x1204
#define GL_SPOT_EXPONENT 0x1205
#define GL_SPOT_CUTOFF 0x1206
#define GL_CONSTANT_ATTENUATION 0x1207
#define GL_LINEAR_ATTENUATION 0x1208
#define GL_QUADRATIC_ATTENUATION 0x1209
#define GL_COMPILE 0x1300
#define GL_COMPILE_AND_EXECUTE 0x1301
#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_2_BYTES 0x1407
#define GL_3_BYTES 0x1408
#define GL_4_BYTES 0x1409
#define GL_DOUBLE 0x140A
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
#define GL_CLEAR 0x1500
#define GL_AND 0x1501
#define GL_AND_REVERSE 0x1502
#define GL_COPY 0x1503
#define GL_AND_INVERTED 0x1504
#define GL_NOOP 0x1505
#define GL_XOR 0x1506
#define GL_OR 0x1507
#define GL_NOR 0x1508
#define GL_EQUIV 0x1509
#define GL_INVERT 0x150A
#define GL_OR_REVERSE 0x150B
#define GL_COPY_INVERTED 0x150C
#define GL_OR_INVERTED 0x150D
#define GL_NAND 0x150E
#define GL_SET 0x150F
#define GL_EMISSION 0x1600
#define GL_SHININESS 0x1601
#define GL_AMBIENT_AND_DIFFUSE 0x1602
#define GL_COLOR_INDEXES 0x1603
#define GL_MODELVIEW 0x1700
#define GL_PROJECTION 0x1701
#define GL_TEXTURE 0x1702
#define GL_COLOR 0x1800
#define GL_DEPTH 0x1801
#define GL_STENCIL 0x1802
#define GL_COLOR_INDEX 0x1900
#define GL_STENCIL_INDEX 0x1901
#define GL_DEPTH_COMPONENT 0x1902
#define GL_RED 0x1903
#define GL_GREEN 0x1904
#define GL_BLUE 0x1905
#define GL_ALPHA 0x1906
#define GL_RGB 0x1907
#define GL_RGBA 0x1908
#define GL_LUMINANCE 0x1909
#define GL_LUMINANCE_ALPHA 0x190A
#define GL_BITMAP 0x1A00
#define GL_POINT 0x1B00
#define GL_LINE 0x1B01
#define GL_FILL 0x1B02
#define GL_RENDER 0x1C00
#define GL_FEEDBACK 0x1C01
#define GL_SELECT 0x1C02
#define GL_FLAT 0x1D00
#define GL_SMOOTH 0x1D01
#define GL_KEEP 0x1E00
#define GL_REPLACE 0x1E01
#define GL_INCR 0x1E02
#define GL_DECR 0x1E03
#define GL_VENDOR 0x1F00
#define GL_RENDERER 0x1F01
#define GL_VERSION 0x1F02
#define GL_EXTENSIONS 0x1F03
#define GL_S 0x2000
#define GL_ENABLE_BIT 0x00002000
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
#define GL_T 0x2001
#define GL_R 0x2002
#define GL_Q 0x2003
#define GL_MODULATE 0x2100
#define GL_DECAL 0x2101
#define GL_TEXTURE_ENV_MODE 0x2200
#define GL_TEXTURE_ENV_COLOR 0x2201
#define GL_TEXTURE_ENV 0x2300
#define GL_EYE_LINEAR 0x2400
#define GL_OBJECT_LINEAR 0x2401
#define GL_SPHERE_MAP 0x2402
#define GL_TEXTURE_GEN_MODE 0x2500
#define GL_OBJECT_PLANE 0x2501
#define GL_EYE_PLANE 0x2502
#define GL_NEAREST 0x2600
#define GL_LINEAR 0x2601
#define GL_NEAREST_MIPMAP_NEAREST 0x2700
#define GL_LINEAR_MIPMAP_NEAREST 0x2701
#define GL_NEAREST_MIPMAP_LINEAR 0x2702
#define GL_LINEAR_MIPMAP_LINEAR 0x2703
#define GL_TEXTURE_MAG_FILTER 0x2800
#define GL_TEXTURE_MIN_FILTER 0x2801
#define GL_TEXTURE_WRAP_S 0x2802
#define GL_TEXTURE_WRAP_T 0x2803
#define GL_CLAMP 0x2900
#define GL_REPEAT 0x2901
#define GL_POLYGON_OFFSET_UNITS 0x2A00
#define GL_POLYGON_OFFSET_POINT 0x2A01
#define GL_POLYGON_OFFSET_LINE 0x2A02
#define GL_R3_G3_B2 0x2A10
#define GL_V2F 0x2A20
#define GL_V3F 0x2A21
#define GL_C4UB_V2F 0x2A22
#define GL_C4UB_V3F 0x2A23
#define GL_C3F_V3F 0x2A24
#define GL_N3F_V3F 0x2A25
#define GL_C4F_N3F_V3F 0x2A26
#define GL_T2F_V3F 0x2A27
#define GL_T4F_V4F 0x2A28
#define GL_T2F_C4UB_V3F 0x2A29
#define GL_T2F_C3F_V3F 0x2A2A
#define GL_T2F_N3F_V3F 0x2A2B
#define GL_T2F_C4F_N3F_V3F 0x2A2C
#define GL_T4F_C4F_N3F_V4F 0x2A2D
#define GL_CLIP_PLANE0 0x3000
#define GL_CLIP_PLANE1 0x3001
#define GL_CLIP_PLANE2 0x3002
#define GL_CLIP_PLANE3 0x3003
#define GL_CLIP_PLANE4 0x3004
#define GL_CLIP_PLANE5 0x3005
#define GL_LIGHT0 0x4000
#define GL_COLOR_BUFFER_BIT 0x00004000
#define GL_LIGHT1 0x4001
#define GL_LIGHT2 0x4002
#define GL_LIGHT3 0x4003
#define GL_LIGHT4 0x4004
#define GL_LIGHT5 0x4005
#define GL_LIGHT6 0x4006
#define GL_LIGHT7 0x4007
#define GL_HINT_BIT 0x00008000
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
#define GL_POLYGON_OFFSET_FILL 0x8037
#define GL_POLYGON_OFFSET_FACTOR 0x8038
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
#define GL_ALPHA4 0x803B
#define GL_ALPHA8 0x803C
#define GL_ALPHA12 0x803D
#define GL_ALPHA16 0x803E
#define GL_LUMINANCE4 0x803F
#define GL_LUMINANCE8 0x8040
#define GL_LUMINANCE12 0x8041
#define GL_LUMINANCE16 0x8042
#define GL_LUMINANCE4_ALPHA4 0x8043
#define GL_LUMINANCE6_ALPHA2 0x8044
#define GL_LUMINANCE8_ALPHA8 0x8045
#define GL_LUMINANCE12_ALPHA4 0x8046
#define GL_LUMINANCE12_ALPHA12 0x8047
#define GL_LUMINANCE16_ALPHA16 0x8048
#define GL_INTENSITY 0x8049
#define GL_INTENSITY4 0x804A
#define GL_INTENSITY8 0x804B
#define GL_INTENSITY12 0x804C
#define GL_INTENSITY16 0x804D
#define GL_RGB4 0x804F
#define GL_RGB5 0x8050
#define GL_RGB8 0x8051
#define GL_RGB10 0x8052
#define GL_RGB12 0x8053
#define GL_RGB16 0x8054
#define GL_RGBA2 0x8055
#define GL_RGBA4 0x8056
#define GL_RGB5_A1 0x8057
#define GL_RGBA8 0x8058
#define GL_RGB10_A2 0x8059
#define GL_RGBA12 0x805A
#define GL_RGBA16 0x805B
#define GL_TEXTURE_RED_SIZE 0x805C
#define GL_TEXTURE_GREEN_SIZE 0x805D
#define GL_TEXTURE_BLUE_SIZE 0x805E
#define GL_TEXTURE_ALPHA_SIZE 0x805F
#define GL_TEXTURE_LUMINANCE_SIZE 0x8060
#define GL_TEXTURE_INTENSITY_SIZE 0x8061
#define GL_PROXY_TEXTURE_1D 0x8063
#define GL_PROXY_TEXTURE_2D 0x8064
#define GL_TEXTURE_PRIORITY 0x8066
#define GL_TEXTURE_RESIDENT 0x8067
#define GL_TEXTURE_BINDING_1D 0x8068
#define GL_TEXTURE_BINDING_2D 0x8069
#define GL_VERTEX_ARRAY 0x8074
#define GL_NORMAL_ARRAY 0x8075
#define GL_COLOR_ARRAY 0x8076
#define GL_INDEX_ARRAY 0x8077
#define GL_TEXTURE_COORD_ARRAY 0x8078
#define GL_EDGE_FLAG_ARRAY 0x8079
#define GL_VERTEX_ARRAY_SIZE 0x807A
#define GL_VERTEX_ARRAY_TYPE 0x807B
#define GL_VERTEX_ARRAY_STRIDE 0x807C
#define GL_NORMAL_ARRAY_TYPE 0x807E
#define GL_NORMAL_ARRAY_STRIDE 0x807F
#define GL_COLOR_ARRAY_SIZE 0x8081
#define GL_COLOR_ARRAY_TYPE 0x8082
#define GL_COLOR_ARRAY_STRIDE 0x8083
#define GL_INDEX_ARRAY_TYPE 0x8085
#define GL_INDEX_ARRAY_STRIDE 0x8086
#define GL_TEXTURE_COORD_ARRAY_SIZE 0x8088
#define GL_TEXTURE_COORD_ARRAY_TYPE 0x8089
#define GL_TEXTURE_COORD_ARRAY_STRIDE 0x808A
#define GL_EDGE_FLAG_ARRAY_STRIDE 0x808C
#define GL_VERTEX_ARRAY_POINTER 0x808E
#define GL_NORMAL_ARRAY_POINTER 0x808F
#define GL_COLOR_ARRAY_POINTER 0x8090
#define GL_INDEX_ARRAY_POINTER 0x8091
#define GL_TEXTURE_COORD_ARRAY_POINTER 0x8092
#define GL_EDGE_FLAG_ARRAY_POINTER 0x8093
#define GL_COLOR_INDEX1_EXT 0x80E2
#define GL_COLOR_INDEX2_EXT 0x80E3
#define GL_COLOR_INDEX4_EXT 0x80E4
#define GL_COLOR_INDEX8_EXT 0x80E5
#define GL_COLOR_INDEX12_EXT 0x80E6
#define GL_COLOR_INDEX16_EXT 0x80E7
#define GL_EVAL_BIT 0x00010000
#define GL_LIST_BIT 0x00020000
#define GL_TEXTURE_BIT 0x00040000
#define GL_SCISSOR_BIT 0x00080000
#define GL_ALL_ATTRIB_BITS 0x000fffff
#define GL_CLIENT_ALL_ATTRIB_BITS 0xffffffff
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLAPI void GLAPIENTRY glAccum (GLenum op, GLfloat value);
GLAPI void GLAPIENTRY glAlphaFunc (GLenum func, GLclampf ref);
GLAPI GLboolean GLAPIENTRY glAreTexturesResident (GLsizei n, const GLuint *textures, GLboolean *residences);
GLAPI void GLAPIENTRY glArrayElement (GLint i);
GLAPI void GLAPIENTRY glBegin (GLenum mode);
GLAPI void GLAPIENTRY glBindTexture (GLenum target, GLuint texture);
GLAPI void GLAPIENTRY glBitmap (GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap);
GLAPI void GLAPIENTRY glBlendFunc (GLenum sfactor, GLenum dfactor);
GLAPI void GLAPIENTRY glCallList (GLuint list);
GLAPI void GLAPIENTRY glCallLists (GLsizei n, GLenum type, const GLvoid *lists);
GLAPI void GLAPIENTRY glClear (GLbitfield mask);
GLAPI void GLAPIENTRY glClearAccum (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
GLAPI void GLAPIENTRY glClearColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
GLAPI void GLAPIENTRY glClearDepth (GLclampd depth);
GLAPI void GLAPIENTRY glClearIndex (GLfloat c);
GLAPI void GLAPIENTRY glClearStencil (GLint s);
GLAPI void GLAPIENTRY glClipPlane (GLenum plane, const GLdouble *equation);
GLAPI void GLAPIENTRY glColor3b (GLbyte red, GLbyte green, GLbyte blue);
GLAPI void GLAPIENTRY glColor3bv (const GLbyte *v);
GLAPI void GLAPIENTRY glColor3d (GLdouble red, GLdouble green, GLdouble blue);
GLAPI void GLAPIENTRY glColor3dv (const GLdouble *v);
GLAPI void GLAPIENTRY glColor3f (GLfloat red, GLfloat green, GLfloat blue);
GLAPI void GLAPIENTRY glColor3fv (const GLfloat *v);
GLAPI void GLAPIENTRY glColor3i (GLint red, GLint green, GLint blue);
GLAPI void GLAPIENTRY glColor3iv (const GLint *v);
GLAPI void GLAPIENTRY glColor3s (GLshort red, GLshort green, GLshort blue);
GLAPI void GLAPIENTRY glColor3sv (const GLshort *v);
GLAPI void GLAPIENTRY glColor3ub (GLubyte red, GLubyte green, GLubyte blue);
GLAPI void GLAPIENTRY glColor3ubv (const GLubyte *v);
GLAPI void GLAPIENTRY glColor3ui (GLuint red, GLuint green, GLuint blue);
GLAPI void GLAPIENTRY glColor3uiv (const GLuint *v);
GLAPI void GLAPIENTRY glColor3us (GLushort red, GLushort green, GLushort blue);
GLAPI void GLAPIENTRY glColor3usv (const GLushort *v);
GLAPI void GLAPIENTRY glColor4b (GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha);
GLAPI void GLAPIENTRY glColor4bv (const GLbyte *v);
GLAPI void GLAPIENTRY glColor4d (GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha);
GLAPI void GLAPIENTRY glColor4dv (const GLdouble *v);
GLAPI void GLAPIENTRY glColor4f (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
GLAPI void GLAPIENTRY glColor4fv (const GLfloat *v);
GLAPI void GLAPIENTRY glColor4i (GLint red, GLint green, GLint blue, GLint alpha);
GLAPI void GLAPIENTRY glColor4iv (const GLint *v);
GLAPI void GLAPIENTRY glColor4s (GLshort red, GLshort green, GLshort blue, GLshort alpha);
GLAPI void GLAPIENTRY glColor4sv (const GLshort *v);
GLAPI void GLAPIENTRY glColor4ub (GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha);
GLAPI void GLAPIENTRY glColor4ubv (const GLubyte *v);
GLAPI void GLAPIENTRY glColor4ui (GLuint red, GLuint green, GLuint blue, GLuint alpha);
GLAPI void GLAPIENTRY glColor4uiv (const GLuint *v);
GLAPI void GLAPIENTRY glColor4us (GLushort red, GLushort green, GLushort blue, GLushort alpha);
GLAPI void GLAPIENTRY glColor4usv (const GLushort *v);
GLAPI void GLAPIENTRY glColorMask (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
GLAPI void GLAPIENTRY glColorMaterial (GLenum face, GLenum mode);
GLAPI void GLAPIENTRY glColorPointer (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
GLAPI void GLAPIENTRY glCopyPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum type);
GLAPI void GLAPIENTRY glCopyTexImage1D (GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLint border);
GLAPI void GLAPIENTRY glCopyTexImage2D (GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
GLAPI void GLAPIENTRY glCopyTexSubImage1D (GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
GLAPI void GLAPIENTRY glCopyTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
GLAPI void GLAPIENTRY glCullFace (GLenum mode);
GLAPI void GLAPIENTRY glDeleteLists (GLuint list, GLsizei range);
GLAPI void GLAPIENTRY glDeleteTextures (GLsizei n, const GLuint *textures);
GLAPI void GLAPIENTRY glDepthFunc (GLenum func);
GLAPI void GLAPIENTRY glDepthMask (GLboolean flag);
GLAPI void GLAPIENTRY glDepthRange (GLclampd zNear, GLclampd zFar);
GLAPI void GLAPIENTRY glDisable (GLenum cap);
GLAPI void GLAPIENTRY glDisableClientState (GLenum array);
GLAPI void GLAPIENTRY glDrawArrays (GLenum mode, GLint first, GLsizei count);
GLAPI void GLAPIENTRY glDrawBuffer (GLenum mode);
GLAPI void GLAPIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices);
GLAPI void GLAPIENTRY glDrawPixels (GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels);
GLAPI void GLAPIENTRY glEdgeFlag (GLboolean flag);
GLAPI void GLAPIENTRY glEdgeFlagPointer (GLsizei stride, const GLvoid *pointer);
GLAPI void GLAPIENTRY glEdgeFlagv (const GLboolean *flag);
GLAPI void GLAPIENTRY glEnable (GLenum cap);
GLAPI void GLAPIENTRY glEnableClientState (GLenum array);
GLAPI void GLAPIENTRY glEnd (void);
GLAPI void GLAPIENTRY glEndList (void);
GLAPI void GLAPIENTRY glEvalCoord1d (GLdouble u);
GLAPI void GLAPIENTRY glEvalCoord1dv (const GLdouble *u);
GLAPI void GLAPIENTRY glEvalCoord1f (GLfloat u);
GLAPI void GLAPIENTRY glEvalCoord1fv (const GLfloat *u);
GLAPI void GLAPIENTRY glEvalCoord2d (GLdouble u, GLdouble v);
GLAPI void GLAPIENTRY glEvalCoord2dv (const GLdouble *u);
GLAPI void GLAPIENTRY glEvalCoord2f (GLfloat u, GLfloat v);
GLAPI void GLAPIENTRY glEvalCoord2fv (const GLfloat *u);
GLAPI void GLAPIENTRY glEvalMesh1 (GLenum mode, GLint i1, GLint i2);
GLAPI void GLAPIENTRY glEvalMesh2 (GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2);
GLAPI void GLAPIENTRY glEvalPoint1 (GLint i);
GLAPI void GLAPIENTRY glEvalPoint2 (GLint i, GLint j);
GLAPI void GLAPIENTRY glFeedbackBuffer (GLsizei size, GLenum type, GLfloat *buffer);
GLAPI void GLAPIENTRY glFinish (void);
GLAPI void GLAPIENTRY glFlush (void);
GLAPI void GLAPIENTRY glFogf (GLenum pname, GLfloat param);
GLAPI void GLAPIENTRY glFogfv (GLenum pname, const GLfloat *params);
GLAPI void GLAPIENTRY glFogi (GLenum pname, GLint param);
GLAPI void GLAPIENTRY glFogiv (GLenum pname, const GLint *params);
GLAPI void GLAPIENTRY glFrontFace (GLenum mode);
GLAPI void GLAPIENTRY glFrustum (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar);
GLAPI GLuint GLAPIENTRY glGenLists (GLsizei range);
GLAPI void GLAPIENTRY glGenTextures (GLsizei n, GLuint *textures);
GLAPI void GLAPIENTRY glGetBooleanv (GLenum pname, GLboolean *params);
GLAPI void GLAPIENTRY glGetClipPlane (GLenum plane, GLdouble *equation);
GLAPI void GLAPIENTRY glGetDoublev (GLenum pname, GLdouble *params);
GLAPI GLenum GLAPIENTRY glGetError (void);
GLAPI void GLAPIENTRY glGetFloatv (GLenum pname, GLfloat *params);
GLAPI void GLAPIENTRY glGetIntegerv (GLenum pname, GLint *params);
GLAPI void GLAPIENTRY glGetLightfv (GLenum light, GLenum pname, GLfloat *params);
GLAPI void GLAPIENTRY glGetLightiv (GLenum light, GLenum pname, GLint *params);
GLAPI void GLAPIENTRY glGetMapdv (GLenum target, GLenum query, GLdouble *v);
GLAPI void GLAPIENTRY glGetMapfv (GLenum target, GLenum query, GLfloat *v);
GLAPI void GLAPIENTRY glGetMapiv (GLenum target, GLenum query, GLint *v);
GLAPI void GLAPIENTRY glGetMaterialfv (GLenum face, GLenum pname, GLfloat *params);
GLAPI void GLAPIENTRY glGetMaterialiv (GLenum face, GLenum pname, GLint *params);
GLAPI void GLAPIENTRY glGetPixelMapfv (GLenum map, GLfloat *values);
GLAPI void GLAPIENTRY glGetPixelMapuiv (GLenum map, GLuint *values);
GLAPI void GLAPIENTRY glGetPixelMapusv (GLenum map, GLushort *values);
GLAPI void GLAPIENTRY glGetPointerv (GLenum pname, GLvoid* *params);
GLAPI void GLAPIENTRY glGetPolygonStipple (GLubyte *mask);
GLAPI const GLubyte * GLAPIENTRY glGetString (GLenum name);
GLAPI void GLAPIENTRY glGetTexEnvfv (GLenum target, GLenum pname, GLfloat *params);
GLAPI void GLAPIENTRY glGetTexEnviv (GLenum target, GLenum pname, GLint *params);
GLAPI void GLAPIENTRY glGetTexGendv (GLenum coord, GLenum pname, GLdouble *params);
GLAPI void GLAPIENTRY glGetTexGenfv (GLenum coord, GLenum pname, GLfloat *params);
GLAPI void GLAPIENTRY glGetTexGeniv (GLenum coord, GLenum pname, GLint *params);
GLAPI void GLAPIENTRY glGetTexImage (GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels);
GLAPI void GLAPIENTRY glGetTexLevelParameterfv (GLenum target, GLint level, GLenum pname, GLfloat *params);
GLAPI void GLAPIENTRY glGetTexLevelParameteriv (GLenum target, GLint level, GLenum pname, GLint *params);
GLAPI void GLAPIENTRY glGetTexParameterfv (GLenum target, GLenum pname, GLfloat *params);
GLAPI void GLAPIENTRY glGetTexParameteriv (GLenum target, GLenum pname, GLint *params);
GLAPI void GLAPIENTRY glHint (GLenum target, GLenum mode);
GLAPI void GLAPIENTRY glIndexMask (GLuint mask);
GLAPI void GLAPIENTRY glIndexPointer (GLenum type, GLsizei stride, const GLvoid *pointer);
GLAPI void GLAPIENTRY glIndexd (GLdouble c);
GLAPI void GLAPIENTRY glIndexdv (const GLdouble *c);
GLAPI void GLAPIENTRY glIndexf (GLfloat c);
GLAPI void GLAPIENTRY glIndexfv (const GLfloat *c);
GLAPI void GLAPIENTRY glIndexi (GLint c);
GLAPI void GLAPIENTRY glIndexiv (const GLint *c);
GLAPI void GLAPIENTRY glIndexs (GLshort c);
GLAPI void GLAPIENTRY glIndexsv (const GLshort *c);
GLAPI void GLAPIENTRY glIndexub (GLubyte c);
GLAPI void GLAPIENTRY glIndexubv (const GLubyte *c);
GLAPI void GLAPIENTRY glInitNames (void);
GLAPI void GLAPIENTRY glInterleavedArrays (GLenum format, GLsizei stride, const GLvoid *pointer);
GLAPI GLboolean GLAPIENTRY glIsEnabled (GLenum cap);
GLAPI GLboolean GLAPIENTRY glIsList (GLuint list);
GLAPI GLboolean GLAPIENTRY glIsTexture (GLuint texture);
GLAPI void GLAPIENTRY glLightModelf (GLenum pname, GLfloat param);
GLAPI void GLAPIENTRY glLightModelfv (GLenum pname, const GLfloat *params);
GLAPI void GLAPIENTRY glLightModeli (GLenum pname, GLint param);
GLAPI void GLAPIENTRY glLightModeliv (GLenum pname, const GLint *params);
GLAPI void GLAPIENTRY glLightf (GLenum light, GLenum pname, GLfloat param);
GLAPI void GLAPIENTRY glLightfv (GLenum light, GLenum pname, const GLfloat *params);
GLAPI void GLAPIENTRY glLighti (GLenum light, GLenum pname, GLint param);
GLAPI void GLAPIENTRY glLightiv (GLenum light, GLenum pname, const GLint *params);
GLAPI void GLAPIENTRY glLineStipple (GLint factor, GLushort pattern);
GLAPI void GLAPIENTRY glLineWidth (GLfloat width);
GLAPI void GLAPIENTRY glListBase (GLuint base);
GLAPI void GLAPIENTRY glLoadIdentity (void);
GLAPI void GLAPIENTRY glLoadMatrixd (const GLdouble *m);
GLAPI void GLAPIENTRY glLoadMatrixf (const GLfloat *m);
GLAPI void GLAPIENTRY glLoadName (GLuint name);
GLAPI void GLAPIENTRY glLogicOp (GLenum opcode);
GLAPI void GLAPIENTRY glMap1d (GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points);
GLAPI void GLAPIENTRY glMap1f (GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points);
GLAPI void GLAPIENTRY glMap2d (GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points);
GLAPI void GLAPIENTRY glMap2f (GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points);
GLAPI void GLAPIENTRY glMapGrid1d (GLint un, GLdouble u1, GLdouble u2);
GLAPI void GLAPIENTRY glMapGrid1f (GLint un, GLfloat u1, GLfloat u2);
GLAPI void GLAPIENTRY glMapGrid2d (GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2);
GLAPI void GLAPIENTRY glMapGrid2f (GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2);
GLAPI void GLAPIENTRY glMaterialf (GLenum face, GLenum pname, GLfloat param);
GLAPI void GLAPIENTRY glMaterialfv (GLenum face, GLenum pname, const GLfloat *params);
GLAPI void GLAPIENTRY glMateriali (GLenum face, GLenum pname, GLint param);
GLAPI void GLAPIENTRY glMaterialiv (GLenum face, GLenum pname, const GLint *params);
GLAPI void GLAPIENTRY glMatrixMode (GLenum mode);
GLAPI void GLAPIENTRY glMultMatrixd (const GLdouble *m);
GLAPI void GLAPIENTRY glMultMatrixf (const GLfloat *m);
GLAPI void GLAPIENTRY glNewList (GLuint list, GLenum mode);
GLAPI void GLAPIENTRY glNormal3b (GLbyte nx, GLbyte ny, GLbyte nz);
GLAPI void GLAPIENTRY glNormal3bv (const GLbyte *v);
GLAPI void GLAPIENTRY glNormal3d (GLdouble nx, GLdouble ny, GLdouble nz);
GLAPI void GLAPIENTRY glNormal3dv (const GLdouble *v);
GLAPI void GLAPIENTRY glNormal3f (GLfloat nx, GLfloat ny, GLfloat nz);
GLAPI void GLAPIENTRY glNormal3fv (const GLfloat *v);
GLAPI void GLAPIENTRY glNormal3i (GLint nx, GLint ny, GLint nz);
GLAPI void GLAPIENTRY glNormal3iv (const GLint *v);
GLAPI void GLAPIENTRY glNormal3s (GLshort nx, GLshort ny, GLshort nz);
GLAPI void GLAPIENTRY glNormal3sv (const GLshort *v);
GLAPI void GLAPIENTRY glNormalPointer (GLenum type, GLsizei stride, const GLvoid *pointer);
GLAPI void GLAPIENTRY glOrtho (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar);
GLAPI void GLAPIENTRY glPassThrough (GLfloat token);
GLAPI void GLAPIENTRY glPixelMapfv (GLenum map, GLsizei mapsize, const GLfloat *values);
GLAPI void GLAPIENTRY glPixelMapuiv (GLenum map, GLsizei mapsize, const GLuint *values);
GLAPI void GLAPIENTRY glPixelMapusv (GLenum map, GLsizei mapsize, const GLushort *values);
GLAPI void GLAPIENTRY glPixelStoref (GLenum pname, GLfloat param);
GLAPI void GLAPIENTRY glPixelStorei (GLenum pname, GLint param);
GLAPI void GLAPIENTRY glPixelTransferf (GLenum pname, GLfloat param);
GLAPI void GLAPIENTRY glPixelTransferi (GLenum pname, GLint param);
GLAPI void GLAPIENTRY glPixelZoom (GLfloat xfactor, GLfloat yfactor);
GLAPI void GLAPIENTRY glPointSize (GLfloat size);
GLAPI void GLAPIENTRY glPolygonMode (GLenum face, GLenum mode);
GLAPI void GLAPIENTRY glPolygonOffset (GLfloat factor, GLfloat units);
GLAPI void GLAPIENTRY glPolygonStipple (const GLubyte *mask);
GLAPI void GLAPIENTRY glPopAttrib (void);
GLAPI void GLAPIENTRY glPopClientAttrib (void);
GLAPI void GLAPIENTRY glPopMatrix (void);
GLAPI void GLAPIENTRY glPopName (void);
GLAPI void GLAPIENTRY glPrioritizeTextures (GLsizei n, const GLuint *textures, const GLclampf *priorities);
GLAPI void GLAPIENTRY glPushAttrib (GLbitfield mask);
GLAPI void GLAPIENTRY glPushClientAttrib (GLbitfield mask);
GLAPI void GLAPIENTRY glPushMatrix (void);
GLAPI void GLAPIENTRY glPushName (GLuint name);
GLAPI void GLAPIENTRY glRasterPos2d (GLdouble x, GLdouble y);
GLAPI void GLAPIENTRY glRasterPos2dv (const GLdouble *v);
GLAPI void GLAPIENTRY glRasterPos2f (GLfloat x, GLfloat y);
GLAPI void GLAPIENTRY glRasterPos2fv (const GLfloat *v);
GLAPI void GLAPIENTRY glRasterPos2i (GLint x, GLint y);
GLAPI void GLAPIENTRY glRasterPos2iv (const GLint *v);
GLAPI void GLAPIENTRY glRasterPos2s (GLshort x, GLshort y);
GLAPI void GLAPIENTRY glRasterPos2sv (const GLshort *v);
GLAPI void GLAPIENTRY glRasterPos3d (GLdouble x, GLdouble y, GLdouble z);
GLAPI void GLAPIENTRY glRasterPos3dv (const GLdouble *v);
GLAPI void GLAPIENTRY glRasterPos3f (GLfloat x, GLfloat y, GLfloat z);
GLAPI void GLAPIENTRY glRasterPos3fv (const GLfloat *v);
GLAPI void GLAPIENTRY glRasterPos3i (GLint x, GLint y, GLint z);
GLAPI void GLAPIENTRY glRasterPos3iv (const GLint *v);
GLAPI void GLAPIENTRY glRasterPos3s (GLshort x, GLshort y, GLshort z);
GLAPI void GLAPIENTRY glRasterPos3sv (const GLshort *v);
GLAPI void GLAPIENTRY glRasterPos4d (GLdouble x, GLdouble y, GLdouble z, GLdouble w);
GLAPI void GLAPIENTRY glRasterPos4dv (const GLdouble *v);
GLAPI void GLAPIENTRY glRasterPos4f (GLfloat x, GLfloat y, GLfloat z, GLfloat w);
GLAPI void GLAPIENTRY glRasterPos4fv (const GLfloat *v);
GLAPI void GLAPIENTRY glRasterPos4i (GLint x, GLint y, GLint z, GLint w);
GLAPI void GLAPIENTRY glRasterPos4iv (const GLint *v);
GLAPI void GLAPIENTRY glRasterPos4s (GLshort x, GLshort y, GLshort z, GLshort w);
GLAPI void GLAPIENTRY glRasterPos4sv (const GLshort *v);
GLAPI void GLAPIENTRY glReadBuffer (GLenum mode);
GLAPI void GLAPIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels);
GLAPI void GLAPIENTRY glRectd (GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2);
GLAPI void GLAPIENTRY glRectdv (const GLdouble *v1, const GLdouble *v2);
GLAPI void GLAPIENTRY glRectf (GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2);
GLAPI void GLAPIENTRY glRectfv (const GLfloat *v1, const GLfloat *v2);
GLAPI void GLAPIENTRY glRecti (GLint x1, GLint y1, GLint x2, GLint y2);
GLAPI void GLAPIENTRY glRectiv (const GLint *v1, const GLint *v2);
GLAPI void GLAPIENTRY glRects (GLshort x1, GLshort y1, GLshort x2, GLshort y2);
GLAPI void GLAPIENTRY glRectsv (const GLshort *v1, const GLshort *v2);
GLAPI GLint GLAPIENTRY glRenderMode (GLenum mode);
GLAPI void GLAPIENTRY glRotated (GLdouble angle, GLdouble x, GLdouble y, GLdouble z);
GLAPI void GLAPIENTRY glRotatef (GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
GLAPI void GLAPIENTRY glScaled (GLdouble x, GLdouble y, GLdouble z);
GLAPI void GLAPIENTRY glScalef (GLfloat x, GLfloat y, GLfloat z);
GLAPI void GLAPIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height);
GLAPI void GLAPIENTRY glSelectBuffer (GLsizei size, GLuint *buffer);
GLAPI void GLAPIENTRY glShadeModel (GLenum mode);
GLAPI void GLAPIENTRY glStencilFunc (GLenum func, GLint ref, GLuint mask);
GLAPI void GLAPIENTRY glStencilMask (GLuint mask);
GLAPI void GLAPIENTRY glStencilOp (GLenum fail, GLenum zfail, GLenum zpass);
GLAPI void GLAPIENTRY glTexCoord1d (GLdouble s);
GLAPI void GLAPIENTRY glTexCoord1dv (const GLdouble *v);
GLAPI void GLAPIENTRY glTexCoord1f (GLfloat s);
GLAPI void GLAPIENTRY glTexCoord1fv (const GLfloat *v);
GLAPI void GLAPIENTRY glTexCoord1i (GLint s);
GLAPI void GLAPIENTRY glTexCoord1iv (const GLint *v);
GLAPI void GLAPIENTRY glTexCoord1s (GLshort s);
GLAPI void GLAPIENTRY glTexCoord1sv (const GLshort *v);
GLAPI void GLAPIENTRY glTexCoord2d (GLdouble s, GLdouble t);
GLAPI void GLAPIENTRY glTexCoord2dv (const GLdouble *v);
GLAPI void GLAPIENTRY glTexCoord2f (GLfloat s, GLfloat t);
GLAPI void GLAPIENTRY glTexCoord2fv (const GLfloat *v);
GLAPI void GLAPIENTRY glTexCoord2i (GLint s, GLint t);
GLAPI void GLAPIENTRY glTexCoord2iv (const GLint *v);
GLAPI void GLAPIENTRY glTexCoord2s (GLshort s, GLshort t);
GLAPI void GLAPIENTRY glTexCoord2sv (const GLshort *v);
GLAPI void GLAPIENTRY glTexCoord3d (GLdouble s, GLdouble t, GLdouble r);
GLAPI void GLAPIENTRY glTexCoord3dv (const GLdouble *v);
GLAPI void GLAPIENTRY glTexCoord3f (GLfloat s, GLfloat t, GLfloat r);
GLAPI void GLAPIENTRY glTexCoord3fv (const GLfloat *v);
GLAPI void GLAPIENTRY glTexCoord3i (GLint s, GLint t, GLint r);
GLAPI void GLAPIENTRY glTexCoord3iv (const GLint *v);
GLAPI void GLAPIENTRY glTexCoord3s (GLshort s, GLshort t, GLshort r);
GLAPI void GLAPIENTRY glTexCoord3sv (const GLshort *v);
GLAPI void GLAPIENTRY glTexCoord4d (GLdouble s, GLdouble t, GLdouble r, GLdouble q);
GLAPI void GLAPIENTRY glTexCoord4dv (const GLdouble *v);
GLAPI void GLAPIENTRY glTexCoord4f (GLfloat s, GLfloat t, GLfloat r, GLfloat q);
GLAPI void GLAPIENTRY glTexCoord4fv (const GLfloat *v);
GLAPI void GLAPIENTRY glTexCoord4i (GLint s, GLint t, GLint r, GLint q);
GLAPI void GLAPIENTRY glTexCoord4iv (const GLint *v);
GLAPI void GLAPIENTRY glTexCoord4s (GLshort s, GLshort t, GLshort r, GLshort q);
GLAPI void GLAPIENTRY glTexCoord4sv (const GLshort *v);
GLAPI void GLAPIENTRY glTexCoordPointer (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
GLAPI void GLAPIENTRY glTexEnvf (GLenum target, GLenum pname, GLfloat param);
GLAPI void GLAPIENTRY glTexEnvfv (GLenum target, GLenum pname, const GLfloat *params);
GLAPI void GLAPIENTRY glTexEnvi (GLenum target, GLenum pname, GLint param);
GLAPI void GLAPIENTRY glTexEnviv (GLenum target, GLenum pname, const GLint *params);
GLAPI void GLAPIENTRY glTexGend (GLenum coord, GLenum pname, GLdouble param);
GLAPI void GLAPIENTRY glTexGendv (GLenum coord, GLenum pname, const GLdouble *params);
GLAPI void GLAPIENTRY glTexGenf (GLenum coord, GLenum pname, GLfloat param);
GLAPI void GLAPIENTRY glTexGenfv (GLenum coord, GLenum pname, const GLfloat *params);
GLAPI void GLAPIENTRY glTexGeni (GLenum coord, GLenum pname, GLint param);
GLAPI void GLAPIENTRY glTexGeniv (GLenum coord, GLenum pname, const GLint *params);
GLAPI void GLAPIENTRY glTexImage1D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
GLAPI void GLAPIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
GLAPI void GLAPIENTRY glTexParameterf (GLenum target, GLenum pname, GLfloat param);
GLAPI void GLAPIENTRY glTexParameterfv (GLenum target, GLenum pname, const GLfloat *params);
GLAPI void GLAPIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param);
GLAPI void GLAPIENTRY glTexParameteriv (GLenum target, GLenum pname, const GLint *params);
GLAPI void GLAPIENTRY glTexSubImage1D (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels);
GLAPI void GLAPIENTRY glTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels);
GLAPI void GLAPIENTRY glTranslated (GLdouble x, GLdouble y, GLdouble z);
GLAPI void GLAPIENTRY glTranslatef (GLfloat x, GLfloat y, GLfloat z);
GLAPI void GLAPIENTRY glVertex2d (GLdouble x, GLdouble y);
GLAPI void GLAPIENTRY glVertex2dv (const GLdouble *v);
GLAPI void GLAPIENTRY glVertex2f (GLfloat x, GLfloat y);
GLAPI void GLAPIENTRY glVertex2fv (const GLfloat *v);
GLAPI void GLAPIENTRY glVertex2i (GLint x, GLint y);
GLAPI void GLAPIENTRY glVertex2iv (const GLint *v);
GLAPI void GLAPIENTRY glVertex2s (GLshort x, GLshort y);
GLAPI void GLAPIENTRY glVertex2sv (const GLshort *v);
GLAPI void GLAPIENTRY glVertex3d (GLdouble x, GLdouble y, GLdouble z);
GLAPI void GLAPIENTRY glVertex3dv (const GLdouble *v);
GLAPI void GLAPIENTRY glVertex3f (GLfloat x, GLfloat y, GLfloat z);
GLAPI void GLAPIENTRY glVertex3fv (const GLfloat *v);
GLAPI void GLAPIENTRY glVertex3i (GLint x, GLint y, GLint z);
GLAPI void GLAPIENTRY glVertex3iv (const GLint *v);
GLAPI void GLAPIENTRY glVertex3s (GLshort x, GLshort y, GLshort z);
GLAPI void GLAPIENTRY glVertex3sv (const GLshort *v);
GLAPI void GLAPIENTRY glVertex4d (GLdouble x, GLdouble y, GLdouble z, GLdouble w);
GLAPI void GLAPIENTRY glVertex4dv (const GLdouble *v);
GLAPI void GLAPIENTRY glVertex4f (GLfloat x, GLfloat y, GLfloat z, GLfloat w);
GLAPI void GLAPIENTRY glVertex4fv (const GLfloat *v);
GLAPI void GLAPIENTRY glVertex4i (GLint x, GLint y, GLint z, GLint w);
GLAPI void GLAPIENTRY glVertex4iv (const GLint *v);
GLAPI void GLAPIENTRY glVertex4s (GLshort x, GLshort y, GLshort z, GLshort w);
GLAPI void GLAPIENTRY glVertex4sv (const GLshort *v);
GLAPI void GLAPIENTRY glVertexPointer (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
GLAPI void GLAPIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height);
#define GLEW_VERSION_1_1 GLEW_GET_VAR(__GLEW_VERSION_1_1)
#endif /* GL_VERSION_1_1 */
/* ---------------------------------- GLU ---------------------------------- */
2011-06-02 00:05:54 +00:00
#ifndef GLEW_NO_GLU
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* this is where we can safely include GLU */
2011-06-02 00:05:54 +00:00
# if defined(__APPLE__) && defined(__MACH__)
# include <OpenGL/glu.h>
# else
# include <GL/glu.h>
# endif
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
#endif
/* ----------------------------- GL_VERSION_1_2 ---------------------------- */
#ifndef GL_VERSION_1_2
#define GL_VERSION_1_2 1
#define GL_SMOOTH_POINT_SIZE_RANGE 0x0B12
#define GL_SMOOTH_POINT_SIZE_GRANULARITY 0x0B13
#define GL_SMOOTH_LINE_WIDTH_RANGE 0x0B22
#define GL_SMOOTH_LINE_WIDTH_GRANULARITY 0x0B23
#define GL_UNSIGNED_BYTE_3_3_2 0x8032
#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
#define GL_UNSIGNED_INT_8_8_8_8 0x8035
#define GL_UNSIGNED_INT_10_10_10_2 0x8036
#define GL_RESCALE_NORMAL 0x803A
#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
#define GL_PROXY_TEXTURE_3D 0x8070
#define GL_TEXTURE_DEPTH 0x8071
#define GL_TEXTURE_WRAP_R 0x8072
#define GL_MAX_3D_TEXTURE_SIZE 0x8073
#define GL_BGR 0x80E0
#define GL_BGRA 0x80E1
#define GL_MAX_ELEMENTS_VERTICES 0x80E8
#define GL_MAX_ELEMENTS_INDICES 0x80E9
#define GL_CLAMP_TO_EDGE 0x812F
#define GL_TEXTURE_MIN_LOD 0x813A
#define GL_TEXTURE_MAX_LOD 0x813B
#define GL_TEXTURE_BASE_LEVEL 0x813C
#define GL_TEXTURE_MAX_LEVEL 0x813D
#define GL_LIGHT_MODEL_COLOR_CONTROL 0x81F8
#define GL_SINGLE_COLOR 0x81F9
#define GL_SEPARATE_SPECULAR_COLOR 0x81FA
#define GL_UNSIGNED_BYTE_2_3_3_REV 0x8362
#define GL_UNSIGNED_SHORT_5_6_5 0x8363
#define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364
#define GL_UNSIGNED_SHORT_4_4_4_4_REV 0x8365
#define GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366
#define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367
#define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368
#define GL_ALIASED_POINT_SIZE_RANGE 0x846D
#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E
typedef void (GLAPIENTRY * PFNGLCOPYTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
typedef void (GLAPIENTRY * PFNGLDRAWRANGEELEMENTSPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices);
typedef void (GLAPIENTRY * PFNGLTEXIMAGE3DPROC) (GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
typedef void (GLAPIENTRY * PFNGLTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels);
#define glCopyTexSubImage3D GLEW_GET_FUN(__glewCopyTexSubImage3D)
#define glDrawRangeElements GLEW_GET_FUN(__glewDrawRangeElements)
#define glTexImage3D GLEW_GET_FUN(__glewTexImage3D)
#define glTexSubImage3D GLEW_GET_FUN(__glewTexSubImage3D)
#define GLEW_VERSION_1_2 GLEW_GET_VAR(__GLEW_VERSION_1_2)
#endif /* GL_VERSION_1_2 */
/* ---------------------------- GL_VERSION_1_2_1 --------------------------- */
#ifndef GL_VERSION_1_2_1
#define GL_VERSION_1_2_1 1
#define GLEW_VERSION_1_2_1 GLEW_GET_VAR(__GLEW_VERSION_1_2_1)
#endif /* GL_VERSION_1_2_1 */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* ----------------------------- GL_VERSION_1_3 ---------------------------- */
#ifndef GL_VERSION_1_3
#define GL_VERSION_1_3 1
#define GL_MULTISAMPLE 0x809D
#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E
#define GL_SAMPLE_ALPHA_TO_ONE 0x809F
#define GL_SAMPLE_COVERAGE 0x80A0
#define GL_SAMPLE_BUFFERS 0x80A8
#define GL_SAMPLES 0x80A9
#define GL_SAMPLE_COVERAGE_VALUE 0x80AA
#define GL_SAMPLE_COVERAGE_INVERT 0x80AB
#define GL_CLAMP_TO_BORDER 0x812D
#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
#define GL_CLIENT_ACTIVE_TEXTURE 0x84E1
#define GL_MAX_TEXTURE_UNITS 0x84E2
#define GL_TRANSPOSE_MODELVIEW_MATRIX 0x84E3
#define GL_TRANSPOSE_PROJECTION_MATRIX 0x84E4
#define GL_TRANSPOSE_TEXTURE_MATRIX 0x84E5
#define GL_TRANSPOSE_COLOR_MATRIX 0x84E6
#define GL_SUBTRACT 0x84E7
#define GL_COMPRESSED_ALPHA 0x84E9
#define GL_COMPRESSED_LUMINANCE 0x84EA
#define GL_COMPRESSED_LUMINANCE_ALPHA 0x84EB
#define GL_COMPRESSED_INTENSITY 0x84EC
#define GL_COMPRESSED_RGB 0x84ED
#define GL_COMPRESSED_RGBA 0x84EE
#define GL_TEXTURE_COMPRESSION_HINT 0x84EF
#define GL_NORMAL_MAP 0x8511
#define GL_REFLECTION_MAP 0x8512
#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_PROXY_TEXTURE_CUBE_MAP 0x851B
#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C
#define GL_COMBINE 0x8570
#define GL_COMBINE_RGB 0x8571
#define GL_COMBINE_ALPHA 0x8572
#define GL_RGB_SCALE 0x8573
#define GL_ADD_SIGNED 0x8574
#define GL_INTERPOLATE 0x8575
#define GL_CONSTANT 0x8576
#define GL_PRIMARY_COLOR 0x8577
#define GL_PREVIOUS 0x8578
#define GL_SOURCE0_RGB 0x8580
#define GL_SOURCE1_RGB 0x8581
#define GL_SOURCE2_RGB 0x8582
#define GL_SOURCE0_ALPHA 0x8588
#define GL_SOURCE1_ALPHA 0x8589
#define GL_SOURCE2_ALPHA 0x858A
#define GL_OPERAND0_RGB 0x8590
#define GL_OPERAND1_RGB 0x8591
#define GL_OPERAND2_RGB 0x8592
#define GL_OPERAND0_ALPHA 0x8598
#define GL_OPERAND1_ALPHA 0x8599
#define GL_OPERAND2_ALPHA 0x859A
#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE 0x86A0
#define GL_TEXTURE_COMPRESSED 0x86A1
#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2
#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3
#define GL_DOT3_RGB 0x86AE
#define GL_DOT3_RGBA 0x86AF
#define GL_MULTISAMPLE_BIT 0x20000000
typedef void (GLAPIENTRY * PFNGLACTIVETEXTUREPROC) (GLenum texture);
typedef void (GLAPIENTRY * PFNGLCLIENTACTIVETEXTUREPROC) (GLenum texture);
typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXIMAGE1DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data);
typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXIMAGE2DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data);
typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXIMAGE3DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data);
typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data);
typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data);
typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data);
typedef void (GLAPIENTRY * PFNGLGETCOMPRESSEDTEXIMAGEPROC) (GLenum target, GLint lod, GLvoid *img);
typedef void (GLAPIENTRY * PFNGLLOADTRANSPOSEMATRIXDPROC) (const GLdouble m[16]);
typedef void (GLAPIENTRY * PFNGLLOADTRANSPOSEMATRIXFPROC) (const GLfloat m[16]);
typedef void (GLAPIENTRY * PFNGLMULTTRANSPOSEMATRIXDPROC) (const GLdouble m[16]);
typedef void (GLAPIENTRY * PFNGLMULTTRANSPOSEMATRIXFPROC) (const GLfloat m[16]);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1DPROC) (GLenum target, GLdouble s);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1DVPROC) (GLenum target, const GLdouble *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1FPROC) (GLenum target, GLfloat s);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1FVPROC) (GLenum target, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1IPROC) (GLenum target, GLint s);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1IVPROC) (GLenum target, const GLint *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1SPROC) (GLenum target, GLshort s);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1SVPROC) (GLenum target, const GLshort *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2DPROC) (GLenum target, GLdouble s, GLdouble t);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2DVPROC) (GLenum target, const GLdouble *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2FPROC) (GLenum target, GLfloat s, GLfloat t);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2FVPROC) (GLenum target, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2IPROC) (GLenum target, GLint s, GLint t);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2IVPROC) (GLenum target, const GLint *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2SPROC) (GLenum target, GLshort s, GLshort t);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2SVPROC) (GLenum target, const GLshort *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3DPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3DVPROC) (GLenum target, const GLdouble *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3FPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3FVPROC) (GLenum target, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3IPROC) (GLenum target, GLint s, GLint t, GLint r);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3IVPROC) (GLenum target, const GLint *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3SPROC) (GLenum target, GLshort s, GLshort t, GLshort r);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3SVPROC) (GLenum target, const GLshort *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4DPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4DVPROC) (GLenum target, const GLdouble *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4FPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4FVPROC) (GLenum target, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4IPROC) (GLenum target, GLint s, GLint t, GLint r, GLint q);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4IVPROC) (GLenum target, const GLint *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4SPROC) (GLenum target, GLshort s, GLshort t, GLshort r, GLshort q);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4SVPROC) (GLenum target, const GLshort *v);
typedef void (GLAPIENTRY * PFNGLSAMPLECOVERAGEPROC) (GLclampf value, GLboolean invert);
#define glActiveTexture GLEW_GET_FUN(__glewActiveTexture)
#define glClientActiveTexture GLEW_GET_FUN(__glewClientActiveTexture)
#define glCompressedTexImage1D GLEW_GET_FUN(__glewCompressedTexImage1D)
#define glCompressedTexImage2D GLEW_GET_FUN(__glewCompressedTexImage2D)
#define glCompressedTexImage3D GLEW_GET_FUN(__glewCompressedTexImage3D)
#define glCompressedTexSubImage1D GLEW_GET_FUN(__glewCompressedTexSubImage1D)
#define glCompressedTexSubImage2D GLEW_GET_FUN(__glewCompressedTexSubImage2D)
#define glCompressedTexSubImage3D GLEW_GET_FUN(__glewCompressedTexSubImage3D)
#define glGetCompressedTexImage GLEW_GET_FUN(__glewGetCompressedTexImage)
#define glLoadTransposeMatrixd GLEW_GET_FUN(__glewLoadTransposeMatrixd)
#define glLoadTransposeMatrixf GLEW_GET_FUN(__glewLoadTransposeMatrixf)
#define glMultTransposeMatrixd GLEW_GET_FUN(__glewMultTransposeMatrixd)
#define glMultTransposeMatrixf GLEW_GET_FUN(__glewMultTransposeMatrixf)
#define glMultiTexCoord1d GLEW_GET_FUN(__glewMultiTexCoord1d)
#define glMultiTexCoord1dv GLEW_GET_FUN(__glewMultiTexCoord1dv)
#define glMultiTexCoord1f GLEW_GET_FUN(__glewMultiTexCoord1f)
#define glMultiTexCoord1fv GLEW_GET_FUN(__glewMultiTexCoord1fv)
#define glMultiTexCoord1i GLEW_GET_FUN(__glewMultiTexCoord1i)
#define glMultiTexCoord1iv GLEW_GET_FUN(__glewMultiTexCoord1iv)
#define glMultiTexCoord1s GLEW_GET_FUN(__glewMultiTexCoord1s)
#define glMultiTexCoord1sv GLEW_GET_FUN(__glewMultiTexCoord1sv)
#define glMultiTexCoord2d GLEW_GET_FUN(__glewMultiTexCoord2d)
#define glMultiTexCoord2dv GLEW_GET_FUN(__glewMultiTexCoord2dv)
#define glMultiTexCoord2f GLEW_GET_FUN(__glewMultiTexCoord2f)
#define glMultiTexCoord2fv GLEW_GET_FUN(__glewMultiTexCoord2fv)
#define glMultiTexCoord2i GLEW_GET_FUN(__glewMultiTexCoord2i)
#define glMultiTexCoord2iv GLEW_GET_FUN(__glewMultiTexCoord2iv)
#define glMultiTexCoord2s GLEW_GET_FUN(__glewMultiTexCoord2s)
#define glMultiTexCoord2sv GLEW_GET_FUN(__glewMultiTexCoord2sv)
#define glMultiTexCoord3d GLEW_GET_FUN(__glewMultiTexCoord3d)
#define glMultiTexCoord3dv GLEW_GET_FUN(__glewMultiTexCoord3dv)
#define glMultiTexCoord3f GLEW_GET_FUN(__glewMultiTexCoord3f)
#define glMultiTexCoord3fv GLEW_GET_FUN(__glewMultiTexCoord3fv)
#define glMultiTexCoord3i GLEW_GET_FUN(__glewMultiTexCoord3i)
#define glMultiTexCoord3iv GLEW_GET_FUN(__glewMultiTexCoord3iv)
#define glMultiTexCoord3s GLEW_GET_FUN(__glewMultiTexCoord3s)
#define glMultiTexCoord3sv GLEW_GET_FUN(__glewMultiTexCoord3sv)
#define glMultiTexCoord4d GLEW_GET_FUN(__glewMultiTexCoord4d)
#define glMultiTexCoord4dv GLEW_GET_FUN(__glewMultiTexCoord4dv)
#define glMultiTexCoord4f GLEW_GET_FUN(__glewMultiTexCoord4f)
#define glMultiTexCoord4fv GLEW_GET_FUN(__glewMultiTexCoord4fv)
#define glMultiTexCoord4i GLEW_GET_FUN(__glewMultiTexCoord4i)
#define glMultiTexCoord4iv GLEW_GET_FUN(__glewMultiTexCoord4iv)
#define glMultiTexCoord4s GLEW_GET_FUN(__glewMultiTexCoord4s)
#define glMultiTexCoord4sv GLEW_GET_FUN(__glewMultiTexCoord4sv)
#define glSampleCoverage GLEW_GET_FUN(__glewSampleCoverage)
#define GLEW_VERSION_1_3 GLEW_GET_VAR(__GLEW_VERSION_1_3)
#endif /* GL_VERSION_1_3 */
/* ----------------------------- GL_VERSION_1_4 ---------------------------- */
#ifndef GL_VERSION_1_4
#define GL_VERSION_1_4 1
#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_POINT_SIZE_MIN 0x8126
#define GL_POINT_SIZE_MAX 0x8127
#define GL_POINT_FADE_THRESHOLD_SIZE 0x8128
#define GL_POINT_DISTANCE_ATTENUATION 0x8129
#define GL_GENERATE_MIPMAP 0x8191
#define GL_GENERATE_MIPMAP_HINT 0x8192
#define GL_DEPTH_COMPONENT16 0x81A5
#define GL_DEPTH_COMPONENT24 0x81A6
#define GL_DEPTH_COMPONENT32 0x81A7
#define GL_MIRRORED_REPEAT 0x8370
#define GL_FOG_COORDINATE_SOURCE 0x8450
#define GL_FOG_COORDINATE 0x8451
#define GL_FRAGMENT_DEPTH 0x8452
#define GL_CURRENT_FOG_COORDINATE 0x8453
#define GL_FOG_COORDINATE_ARRAY_TYPE 0x8454
#define GL_FOG_COORDINATE_ARRAY_STRIDE 0x8455
#define GL_FOG_COORDINATE_ARRAY_POINTER 0x8456
#define GL_FOG_COORDINATE_ARRAY 0x8457
#define GL_COLOR_SUM 0x8458
#define GL_CURRENT_SECONDARY_COLOR 0x8459
#define GL_SECONDARY_COLOR_ARRAY_SIZE 0x845A
#define GL_SECONDARY_COLOR_ARRAY_TYPE 0x845B
#define GL_SECONDARY_COLOR_ARRAY_STRIDE 0x845C
#define GL_SECONDARY_COLOR_ARRAY_POINTER 0x845D
#define GL_SECONDARY_COLOR_ARRAY 0x845E
#define GL_MAX_TEXTURE_LOD_BIAS 0x84FD
#define GL_TEXTURE_FILTER_CONTROL 0x8500
#define GL_TEXTURE_LOD_BIAS 0x8501
#define GL_INCR_WRAP 0x8507
#define GL_DECR_WRAP 0x8508
#define GL_TEXTURE_DEPTH_SIZE 0x884A
#define GL_DEPTH_TEXTURE_MODE 0x884B
#define GL_TEXTURE_COMPARE_MODE 0x884C
#define GL_TEXTURE_COMPARE_FUNC 0x884D
#define GL_COMPARE_R_TO_TEXTURE 0x884E
typedef void (GLAPIENTRY * PFNGLBLENDCOLORPROC) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONPROC) (GLenum mode);
typedef void (GLAPIENTRY * PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
typedef void (GLAPIENTRY * PFNGLFOGCOORDPOINTERPROC) (GLenum type, GLsizei stride, const GLvoid *pointer);
typedef void (GLAPIENTRY * PFNGLFOGCOORDDPROC) (GLdouble coord);
typedef void (GLAPIENTRY * PFNGLFOGCOORDDVPROC) (const GLdouble *coord);
typedef void (GLAPIENTRY * PFNGLFOGCOORDFPROC) (GLfloat coord);
typedef void (GLAPIENTRY * PFNGLFOGCOORDFVPROC) (const GLfloat *coord);
typedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSPROC) (GLenum mode, const GLint *first, const GLsizei *count, GLsizei primcount);
typedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSPROC) (GLenum mode, const GLsizei *count, GLenum type, const GLvoid **indices, GLsizei primcount);
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERFPROC) (GLenum pname, GLfloat param);
typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERFVPROC) (GLenum pname, const GLfloat *params);
typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERIPROC) (GLenum pname, GLint param);
typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERIVPROC) (GLenum pname, const GLint *params);
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3BPROC) (GLbyte red, GLbyte green, GLbyte blue);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3BVPROC) (const GLbyte *v);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3DPROC) (GLdouble red, GLdouble green, GLdouble blue);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3DVPROC) (const GLdouble *v);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3FPROC) (GLfloat red, GLfloat green, GLfloat blue);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3FVPROC) (const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3IPROC) (GLint red, GLint green, GLint blue);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3IVPROC) (const GLint *v);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3SPROC) (GLshort red, GLshort green, GLshort blue);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3SVPROC) (const GLshort *v);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UBPROC) (GLubyte red, GLubyte green, GLubyte blue);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UBVPROC) (const GLubyte *v);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UIPROC) (GLuint red, GLuint green, GLuint blue);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UIVPROC) (const GLuint *v);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3USPROC) (GLushort red, GLushort green, GLushort blue);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3USVPROC) (const GLushort *v);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLORPOINTERPROC) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
typedef void (GLAPIENTRY * PFNGLWINDOWPOS2DPROC) (GLdouble x, GLdouble y);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS2DVPROC) (const GLdouble *p);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS2FPROC) (GLfloat x, GLfloat y);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS2FVPROC) (const GLfloat *p);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS2IPROC) (GLint x, GLint y);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS2IVPROC) (const GLint *p);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS2SPROC) (GLshort x, GLshort y);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS2SVPROC) (const GLshort *p);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS3DPROC) (GLdouble x, GLdouble y, GLdouble z);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS3DVPROC) (const GLdouble *p);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS3FPROC) (GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS3FVPROC) (const GLfloat *p);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS3IPROC) (GLint x, GLint y, GLint z);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS3IVPROC) (const GLint *p);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS3SPROC) (GLshort x, GLshort y, GLshort z);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS3SVPROC) (const GLshort *p);
#define glBlendColor GLEW_GET_FUN(__glewBlendColor)
#define glBlendEquation GLEW_GET_FUN(__glewBlendEquation)
#define glBlendFuncSeparate GLEW_GET_FUN(__glewBlendFuncSeparate)
#define glFogCoordPointer GLEW_GET_FUN(__glewFogCoordPointer)
#define glFogCoordd GLEW_GET_FUN(__glewFogCoordd)
#define glFogCoorddv GLEW_GET_FUN(__glewFogCoorddv)
#define glFogCoordf GLEW_GET_FUN(__glewFogCoordf)
#define glFogCoordfv GLEW_GET_FUN(__glewFogCoordfv)
#define glMultiDrawArrays GLEW_GET_FUN(__glewMultiDrawArrays)
#define glMultiDrawElements GLEW_GET_FUN(__glewMultiDrawElements)
#define glPointParameterf GLEW_GET_FUN(__glewPointParameterf)
#define glPointParameterfv GLEW_GET_FUN(__glewPointParameterfv)
#define glPointParameteri GLEW_GET_FUN(__glewPointParameteri)
#define glPointParameteriv GLEW_GET_FUN(__glewPointParameteriv)
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
#define glSecondaryColor3b GLEW_GET_FUN(__glewSecondaryColor3b)
#define glSecondaryColor3bv GLEW_GET_FUN(__glewSecondaryColor3bv)
#define glSecondaryColor3d GLEW_GET_FUN(__glewSecondaryColor3d)
#define glSecondaryColor3dv GLEW_GET_FUN(__glewSecondaryColor3dv)
#define glSecondaryColor3f GLEW_GET_FUN(__glewSecondaryColor3f)
#define glSecondaryColor3fv GLEW_GET_FUN(__glewSecondaryColor3fv)
#define glSecondaryColor3i GLEW_GET_FUN(__glewSecondaryColor3i)
#define glSecondaryColor3iv GLEW_GET_FUN(__glewSecondaryColor3iv)
#define glSecondaryColor3s GLEW_GET_FUN(__glewSecondaryColor3s)
#define glSecondaryColor3sv GLEW_GET_FUN(__glewSecondaryColor3sv)
#define glSecondaryColor3ub GLEW_GET_FUN(__glewSecondaryColor3ub)
#define glSecondaryColor3ubv GLEW_GET_FUN(__glewSecondaryColor3ubv)
#define glSecondaryColor3ui GLEW_GET_FUN(__glewSecondaryColor3ui)
#define glSecondaryColor3uiv GLEW_GET_FUN(__glewSecondaryColor3uiv)
#define glSecondaryColor3us GLEW_GET_FUN(__glewSecondaryColor3us)
#define glSecondaryColor3usv GLEW_GET_FUN(__glewSecondaryColor3usv)
#define glSecondaryColorPointer GLEW_GET_FUN(__glewSecondaryColorPointer)
#define glWindowPos2d GLEW_GET_FUN(__glewWindowPos2d)
#define glWindowPos2dv GLEW_GET_FUN(__glewWindowPos2dv)
#define glWindowPos2f GLEW_GET_FUN(__glewWindowPos2f)
#define glWindowPos2fv GLEW_GET_FUN(__glewWindowPos2fv)
#define glWindowPos2i GLEW_GET_FUN(__glewWindowPos2i)
#define glWindowPos2iv GLEW_GET_FUN(__glewWindowPos2iv)
#define glWindowPos2s GLEW_GET_FUN(__glewWindowPos2s)
#define glWindowPos2sv GLEW_GET_FUN(__glewWindowPos2sv)
#define glWindowPos3d GLEW_GET_FUN(__glewWindowPos3d)
#define glWindowPos3dv GLEW_GET_FUN(__glewWindowPos3dv)
#define glWindowPos3f GLEW_GET_FUN(__glewWindowPos3f)
#define glWindowPos3fv GLEW_GET_FUN(__glewWindowPos3fv)
#define glWindowPos3i GLEW_GET_FUN(__glewWindowPos3i)
#define glWindowPos3iv GLEW_GET_FUN(__glewWindowPos3iv)
#define glWindowPos3s GLEW_GET_FUN(__glewWindowPos3s)
#define glWindowPos3sv GLEW_GET_FUN(__glewWindowPos3sv)
#define GLEW_VERSION_1_4 GLEW_GET_VAR(__GLEW_VERSION_1_4)
#endif /* GL_VERSION_1_4 */
/* ----------------------------- GL_VERSION_1_5 ---------------------------- */
#ifndef GL_VERSION_1_5
#define GL_VERSION_1_5 1
#define GL_FOG_COORD_SRC GL_FOG_COORDINATE_SOURCE
#define GL_FOG_COORD GL_FOG_COORDINATE
#define GL_FOG_COORD_ARRAY GL_FOG_COORDINATE_ARRAY
#define GL_SRC0_RGB GL_SOURCE0_RGB
#define GL_FOG_COORD_ARRAY_POINTER GL_FOG_COORDINATE_ARRAY_POINTER
#define GL_FOG_COORD_ARRAY_TYPE GL_FOG_COORDINATE_ARRAY_TYPE
#define GL_SRC1_ALPHA GL_SOURCE1_ALPHA
#define GL_CURRENT_FOG_COORD GL_CURRENT_FOG_COORDINATE
#define GL_FOG_COORD_ARRAY_STRIDE GL_FOG_COORDINATE_ARRAY_STRIDE
#define GL_SRC0_ALPHA GL_SOURCE0_ALPHA
#define GL_SRC1_RGB GL_SOURCE1_RGB
#define GL_FOG_COORD_ARRAY_BUFFER_BINDING GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING
#define GL_SRC2_ALPHA GL_SOURCE2_ALPHA
#define GL_SRC2_RGB GL_SOURCE2_RGB
#define GL_BUFFER_SIZE 0x8764
#define GL_BUFFER_USAGE 0x8765
#define GL_QUERY_COUNTER_BITS 0x8864
#define GL_CURRENT_QUERY 0x8865
#define GL_QUERY_RESULT 0x8866
#define GL_QUERY_RESULT_AVAILABLE 0x8867
#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_VERTEX_ARRAY_BUFFER_BINDING 0x8896
#define GL_NORMAL_ARRAY_BUFFER_BINDING 0x8897
#define GL_COLOR_ARRAY_BUFFER_BINDING 0x8898
#define GL_INDEX_ARRAY_BUFFER_BINDING 0x8899
#define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING 0x889A
#define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING 0x889B
#define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING 0x889C
#define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING 0x889D
#define GL_WEIGHT_ARRAY_BUFFER_BINDING 0x889E
#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F
#define GL_READ_ONLY 0x88B8
#define GL_WRITE_ONLY 0x88B9
#define GL_READ_WRITE 0x88BA
#define GL_BUFFER_ACCESS 0x88BB
#define GL_BUFFER_MAPPED 0x88BC
#define GL_BUFFER_MAP_POINTER 0x88BD
#define GL_STREAM_DRAW 0x88E0
#define GL_STREAM_READ 0x88E1
#define GL_STREAM_COPY 0x88E2
#define GL_STATIC_DRAW 0x88E4
#define GL_STATIC_READ 0x88E5
#define GL_STATIC_COPY 0x88E6
#define GL_DYNAMIC_DRAW 0x88E8
#define GL_DYNAMIC_READ 0x88E9
#define GL_DYNAMIC_COPY 0x88EA
#define GL_SAMPLES_PASSED 0x8914
typedef ptrdiff_t GLintptr;
typedef ptrdiff_t GLsizeiptr;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
typedef void (GLAPIENTRY * PFNGLBEGINQUERYPROC) (GLenum target, GLuint id);
typedef void (GLAPIENTRY * PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
typedef void (GLAPIENTRY * PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage);
typedef void (GLAPIENTRY * PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data);
typedef void (GLAPIENTRY * PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint* buffers);
typedef void (GLAPIENTRY * PFNGLDELETEQUERIESPROC) (GLsizei n, const GLuint* ids);
typedef void (GLAPIENTRY * PFNGLENDQUERYPROC) (GLenum target);
typedef void (GLAPIENTRY * PFNGLGENBUFFERSPROC) (GLsizei n, GLuint* buffers);
typedef void (GLAPIENTRY * PFNGLGENQUERIESPROC) (GLsizei n, GLuint* ids);
typedef void (GLAPIENTRY * PFNGLGETBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETBUFFERPOINTERVPROC) (GLenum target, GLenum pname, GLvoid** params);
typedef void (GLAPIENTRY * PFNGLGETBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, GLvoid* data);
typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTIVPROC) (GLuint id, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTUIVPROC) (GLuint id, GLenum pname, GLuint* params);
typedef void (GLAPIENTRY * PFNGLGETQUERYIVPROC) (GLenum target, GLenum pname, GLint* params);
typedef GLboolean (GLAPIENTRY * PFNGLISBUFFERPROC) (GLuint buffer);
typedef GLboolean (GLAPIENTRY * PFNGLISQUERYPROC) (GLuint id);
typedef GLvoid* (GLAPIENTRY * PFNGLMAPBUFFERPROC) (GLenum target, GLenum access);
typedef GLboolean (GLAPIENTRY * PFNGLUNMAPBUFFERPROC) (GLenum target);
#define glBeginQuery GLEW_GET_FUN(__glewBeginQuery)
#define glBindBuffer GLEW_GET_FUN(__glewBindBuffer)
#define glBufferData GLEW_GET_FUN(__glewBufferData)
#define glBufferSubData GLEW_GET_FUN(__glewBufferSubData)
#define glDeleteBuffers GLEW_GET_FUN(__glewDeleteBuffers)
#define glDeleteQueries GLEW_GET_FUN(__glewDeleteQueries)
#define glEndQuery GLEW_GET_FUN(__glewEndQuery)
#define glGenBuffers GLEW_GET_FUN(__glewGenBuffers)
#define glGenQueries GLEW_GET_FUN(__glewGenQueries)
#define glGetBufferParameteriv GLEW_GET_FUN(__glewGetBufferParameteriv)
#define glGetBufferPointerv GLEW_GET_FUN(__glewGetBufferPointerv)
#define glGetBufferSubData GLEW_GET_FUN(__glewGetBufferSubData)
#define glGetQueryObjectiv GLEW_GET_FUN(__glewGetQueryObjectiv)
#define glGetQueryObjectuiv GLEW_GET_FUN(__glewGetQueryObjectuiv)
#define glGetQueryiv GLEW_GET_FUN(__glewGetQueryiv)
#define glIsBuffer GLEW_GET_FUN(__glewIsBuffer)
#define glIsQuery GLEW_GET_FUN(__glewIsQuery)
#define glMapBuffer GLEW_GET_FUN(__glewMapBuffer)
#define glUnmapBuffer GLEW_GET_FUN(__glewUnmapBuffer)
#define GLEW_VERSION_1_5 GLEW_GET_VAR(__GLEW_VERSION_1_5)
#endif /* GL_VERSION_1_5 */
/* ----------------------------- GL_VERSION_2_0 ---------------------------- */
#ifndef GL_VERSION_2_0
#define GL_VERSION_2_0 1
#define GL_BLEND_EQUATION_RGB GL_BLEND_EQUATION
#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_CURRENT_VERTEX_ATTRIB 0x8626
#define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642
#define GL_VERTEX_PROGRAM_TWO_SIDE 0x8643
#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
#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_MAX_DRAW_BUFFERS 0x8824
#define GL_DRAW_BUFFER0 0x8825
#define GL_DRAW_BUFFER1 0x8826
#define GL_DRAW_BUFFER2 0x8827
#define GL_DRAW_BUFFER3 0x8828
#define GL_DRAW_BUFFER4 0x8829
#define GL_DRAW_BUFFER5 0x882A
#define GL_DRAW_BUFFER6 0x882B
#define GL_DRAW_BUFFER7 0x882C
#define GL_DRAW_BUFFER8 0x882D
#define GL_DRAW_BUFFER9 0x882E
#define GL_DRAW_BUFFER10 0x882F
#define GL_DRAW_BUFFER11 0x8830
#define GL_DRAW_BUFFER12 0x8831
#define GL_DRAW_BUFFER13 0x8832
#define GL_DRAW_BUFFER14 0x8833
#define GL_DRAW_BUFFER15 0x8834
#define GL_BLEND_EQUATION_ALPHA 0x883D
#define GL_POINT_SPRITE 0x8861
#define GL_COORD_REPLACE 0x8862
#define GL_MAX_VERTEX_ATTRIBS 0x8869
#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
#define GL_MAX_TEXTURE_COORDS 0x8871
#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872
#define GL_FRAGMENT_SHADER 0x8B30
#define GL_VERTEX_SHADER 0x8B31
#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49
#define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A
#define GL_MAX_VARYING_FLOATS 0x8B4B
#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C
#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D
#define GL_SHADER_TYPE 0x8B4F
#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_1D 0x8B5D
#define GL_SAMPLER_2D 0x8B5E
#define GL_SAMPLER_3D 0x8B5F
#define GL_SAMPLER_CUBE 0x8B60
#define GL_SAMPLER_1D_SHADOW 0x8B61
#define GL_SAMPLER_2D_SHADOW 0x8B62
#define GL_DELETE_STATUS 0x8B80
#define GL_COMPILE_STATUS 0x8B81
#define GL_LINK_STATUS 0x8B82
#define GL_VALIDATE_STATUS 0x8B83
#define GL_INFO_LOG_LENGTH 0x8B84
#define GL_ATTACHED_SHADERS 0x8B85
#define GL_ACTIVE_UNIFORMS 0x8B86
#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87
#define GL_SHADER_SOURCE_LENGTH 0x8B88
#define GL_ACTIVE_ATTRIBUTES 0x8B89
#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A
#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B
#define GL_SHADING_LANGUAGE_VERSION 0x8B8C
#define GL_CURRENT_PROGRAM 0x8B8D
#define GL_POINT_SPRITE_COORD_ORIGIN 0x8CA0
#define GL_LOWER_LEFT 0x8CA1
#define GL_UPPER_LEFT 0x8CA2
#define GL_STENCIL_BACK_REF 0x8CA3
#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4
#define GL_STENCIL_BACK_WRITEMASK 0x8CA5
typedef void (GLAPIENTRY * PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
typedef void (GLAPIENTRY * PFNGLBINDATTRIBLOCATIONPROC) (GLuint program, GLuint index, const GLchar* name);
typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum, GLenum);
typedef void (GLAPIENTRY * PFNGLCOMPILESHADERPROC) (GLuint shader);
typedef GLuint (GLAPIENTRY * PFNGLCREATEPROGRAMPROC) (void);
typedef GLuint (GLAPIENTRY * PFNGLCREATESHADERPROC) (GLenum type);
typedef void (GLAPIENTRY * PFNGLDELETEPROGRAMPROC) (GLuint program);
typedef void (GLAPIENTRY * PFNGLDELETESHADERPROC) (GLuint shader);
typedef void (GLAPIENTRY * PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader);
typedef void (GLAPIENTRY * PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint);
typedef void (GLAPIENTRY * PFNGLDRAWBUFFERSPROC) (GLsizei n, const GLenum* bufs);
typedef void (GLAPIENTRY * PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint);
typedef void (GLAPIENTRY * PFNGLGETACTIVEATTRIBPROC) (GLuint program, GLuint index, GLsizei maxLength, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
typedef void (GLAPIENTRY * PFNGLGETACTIVEUNIFORMPROC) (GLuint program, GLuint index, GLsizei maxLength, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
typedef void (GLAPIENTRY * PFNGLGETATTACHEDSHADERSPROC) (GLuint program, GLsizei maxCount, GLsizei* count, GLuint* shaders);
typedef GLint (GLAPIENTRY * PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar* name);
typedef void (GLAPIENTRY * PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei* length, GLchar* infoLog);
typedef void (GLAPIENTRY * PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint* param);
typedef void (GLAPIENTRY * PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* infoLog);
typedef void (GLAPIENTRY * PFNGLGETSHADERSOURCEPROC) (GLuint obj, GLsizei maxLength, GLsizei* length, GLchar* source);
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
typedef void (GLAPIENTRY * PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint* param);
typedef GLint (GLAPIENTRY * PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar* name);
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
typedef void (GLAPIENTRY * PFNGLGETUNIFORMFVPROC) (GLuint program, GLint location, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETUNIFORMIVPROC) (GLuint program, GLint location, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint, GLenum, GLvoid**);
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBDVPROC) (GLuint, GLenum, GLdouble*);
typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBFVPROC) (GLuint, GLenum, GLfloat*);
typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBIVPROC) (GLuint, GLenum, GLint*);
typedef GLboolean (GLAPIENTRY * PFNGLISPROGRAMPROC) (GLuint program);
typedef GLboolean (GLAPIENTRY * PFNGLISSHADERPROC) (GLuint shader);
typedef void (GLAPIENTRY * PFNGLLINKPROGRAMPROC) (GLuint program);
typedef void (GLAPIENTRY * PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar** strings, const GLint* lengths);
typedef void (GLAPIENTRY * PFNGLSTENCILFUNCSEPARATEPROC) (GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask);
typedef void (GLAPIENTRY * PFNGLSTENCILMASKSEPARATEPROC) (GLenum, GLuint);
typedef void (GLAPIENTRY * PFNGLSTENCILOPSEPARATEPROC) (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
typedef void (GLAPIENTRY * PFNGLUNIFORM1FPROC) (GLint location, GLfloat v0);
typedef void (GLAPIENTRY * PFNGLUNIFORM1FVPROC) (GLint location, GLsizei count, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM1IPROC) (GLint location, GLint v0);
typedef void (GLAPIENTRY * PFNGLUNIFORM1IVPROC) (GLint location, GLsizei count, const GLint* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM2FPROC) (GLint location, GLfloat v0, GLfloat v1);
typedef void (GLAPIENTRY * PFNGLUNIFORM2FVPROC) (GLint location, GLsizei count, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM2IPROC) (GLint location, GLint v0, GLint v1);
typedef void (GLAPIENTRY * PFNGLUNIFORM2IVPROC) (GLint location, GLsizei count, const GLint* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM3FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
typedef void (GLAPIENTRY * PFNGLUNIFORM3FVPROC) (GLint location, GLsizei count, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM3IPROC) (GLint location, GLint v0, GLint v1, GLint v2);
typedef void (GLAPIENTRY * PFNGLUNIFORM3IVPROC) (GLint location, GLsizei count, const GLint* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM4FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
typedef void (GLAPIENTRY * PFNGLUNIFORM4FVPROC) (GLint location, GLsizei count, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM4IPROC) (GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
typedef void (GLAPIENTRY * PFNGLUNIFORM4IVPROC) (GLint location, GLsizei count, const GLint* value);
typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLUSEPROGRAMPROC) (GLuint program);
typedef void (GLAPIENTRY * PFNGLVALIDATEPROGRAMPROC) (GLuint program);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1DPROC) (GLuint index, GLdouble x);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1DVPROC) (GLuint index, const GLdouble* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1FPROC) (GLuint index, GLfloat x);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1FVPROC) (GLuint index, const GLfloat* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1SPROC) (GLuint index, GLshort x);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1SVPROC) (GLuint index, const GLshort* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2DPROC) (GLuint index, GLdouble x, GLdouble y);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2DVPROC) (GLuint index, const GLdouble* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2FPROC) (GLuint index, GLfloat x, GLfloat y);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2FVPROC) (GLuint index, const GLfloat* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2SPROC) (GLuint index, GLshort x, GLshort y);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2SVPROC) (GLuint index, const GLshort* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3DVPROC) (GLuint index, const GLdouble* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3FPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3FVPROC) (GLuint index, const GLfloat* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3SPROC) (GLuint index, GLshort x, GLshort y, GLshort z);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3SVPROC) (GLuint index, const GLshort* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NBVPROC) (GLuint index, const GLbyte* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NIVPROC) (GLuint index, const GLint* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NSVPROC) (GLuint index, const GLshort* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUBPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUBVPROC) (GLuint index, const GLubyte* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUIVPROC) (GLuint index, const GLuint* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUSVPROC) (GLuint index, const GLushort* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4BVPROC) (GLuint index, const GLbyte* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4DVPROC) (GLuint index, const GLdouble* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4FPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4FVPROC) (GLuint index, const GLfloat* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4IVPROC) (GLuint index, const GLint* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4SPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4SVPROC) (GLuint index, const GLshort* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4UBVPROC) (GLuint index, const GLubyte* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4UIVPROC) (GLuint index, const GLuint* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4USVPROC) (GLuint index, const GLushort* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* pointer);
#define glAttachShader GLEW_GET_FUN(__glewAttachShader)
#define glBindAttribLocation GLEW_GET_FUN(__glewBindAttribLocation)
#define glBlendEquationSeparate GLEW_GET_FUN(__glewBlendEquationSeparate)
#define glCompileShader GLEW_GET_FUN(__glewCompileShader)
#define glCreateProgram GLEW_GET_FUN(__glewCreateProgram)
#define glCreateShader GLEW_GET_FUN(__glewCreateShader)
#define glDeleteProgram GLEW_GET_FUN(__glewDeleteProgram)
#define glDeleteShader GLEW_GET_FUN(__glewDeleteShader)
#define glDetachShader GLEW_GET_FUN(__glewDetachShader)
#define glDisableVertexAttribArray GLEW_GET_FUN(__glewDisableVertexAttribArray)
#define glDrawBuffers GLEW_GET_FUN(__glewDrawBuffers)
#define glEnableVertexAttribArray GLEW_GET_FUN(__glewEnableVertexAttribArray)
#define glGetActiveAttrib GLEW_GET_FUN(__glewGetActiveAttrib)
#define glGetActiveUniform GLEW_GET_FUN(__glewGetActiveUniform)
#define glGetAttachedShaders GLEW_GET_FUN(__glewGetAttachedShaders)
#define glGetAttribLocation GLEW_GET_FUN(__glewGetAttribLocation)
#define glGetProgramInfoLog GLEW_GET_FUN(__glewGetProgramInfoLog)
#define glGetProgramiv GLEW_GET_FUN(__glewGetProgramiv)
#define glGetShaderInfoLog GLEW_GET_FUN(__glewGetShaderInfoLog)
#define glGetShaderSource GLEW_GET_FUN(__glewGetShaderSource)
#define glGetShaderiv GLEW_GET_FUN(__glewGetShaderiv)
#define glGetUniformLocation GLEW_GET_FUN(__glewGetUniformLocation)
#define glGetUniformfv GLEW_GET_FUN(__glewGetUniformfv)
#define glGetUniformiv GLEW_GET_FUN(__glewGetUniformiv)
#define glGetVertexAttribPointerv GLEW_GET_FUN(__glewGetVertexAttribPointerv)
#define glGetVertexAttribdv GLEW_GET_FUN(__glewGetVertexAttribdv)
#define glGetVertexAttribfv GLEW_GET_FUN(__glewGetVertexAttribfv)
#define glGetVertexAttribiv GLEW_GET_FUN(__glewGetVertexAttribiv)
#define glIsProgram GLEW_GET_FUN(__glewIsProgram)
#define glIsShader GLEW_GET_FUN(__glewIsShader)
#define glLinkProgram GLEW_GET_FUN(__glewLinkProgram)
#define glShaderSource GLEW_GET_FUN(__glewShaderSource)
#define glStencilFuncSeparate GLEW_GET_FUN(__glewStencilFuncSeparate)
#define glStencilMaskSeparate GLEW_GET_FUN(__glewStencilMaskSeparate)
#define glStencilOpSeparate GLEW_GET_FUN(__glewStencilOpSeparate)
#define glUniform1f GLEW_GET_FUN(__glewUniform1f)
#define glUniform1fv GLEW_GET_FUN(__glewUniform1fv)
#define glUniform1i GLEW_GET_FUN(__glewUniform1i)
#define glUniform1iv GLEW_GET_FUN(__glewUniform1iv)
#define glUniform2f GLEW_GET_FUN(__glewUniform2f)
#define glUniform2fv GLEW_GET_FUN(__glewUniform2fv)
#define glUniform2i GLEW_GET_FUN(__glewUniform2i)
#define glUniform2iv GLEW_GET_FUN(__glewUniform2iv)
#define glUniform3f GLEW_GET_FUN(__glewUniform3f)
#define glUniform3fv GLEW_GET_FUN(__glewUniform3fv)
#define glUniform3i GLEW_GET_FUN(__glewUniform3i)
#define glUniform3iv GLEW_GET_FUN(__glewUniform3iv)
#define glUniform4f GLEW_GET_FUN(__glewUniform4f)
#define glUniform4fv GLEW_GET_FUN(__glewUniform4fv)
#define glUniform4i GLEW_GET_FUN(__glewUniform4i)
#define glUniform4iv GLEW_GET_FUN(__glewUniform4iv)
#define glUniformMatrix2fv GLEW_GET_FUN(__glewUniformMatrix2fv)
#define glUniformMatrix3fv GLEW_GET_FUN(__glewUniformMatrix3fv)
#define glUniformMatrix4fv GLEW_GET_FUN(__glewUniformMatrix4fv)
#define glUseProgram GLEW_GET_FUN(__glewUseProgram)
#define glValidateProgram GLEW_GET_FUN(__glewValidateProgram)
#define glVertexAttrib1d GLEW_GET_FUN(__glewVertexAttrib1d)
#define glVertexAttrib1dv GLEW_GET_FUN(__glewVertexAttrib1dv)
#define glVertexAttrib1f GLEW_GET_FUN(__glewVertexAttrib1f)
#define glVertexAttrib1fv GLEW_GET_FUN(__glewVertexAttrib1fv)
#define glVertexAttrib1s GLEW_GET_FUN(__glewVertexAttrib1s)
#define glVertexAttrib1sv GLEW_GET_FUN(__glewVertexAttrib1sv)
#define glVertexAttrib2d GLEW_GET_FUN(__glewVertexAttrib2d)
#define glVertexAttrib2dv GLEW_GET_FUN(__glewVertexAttrib2dv)
#define glVertexAttrib2f GLEW_GET_FUN(__glewVertexAttrib2f)
#define glVertexAttrib2fv GLEW_GET_FUN(__glewVertexAttrib2fv)
#define glVertexAttrib2s GLEW_GET_FUN(__glewVertexAttrib2s)
#define glVertexAttrib2sv GLEW_GET_FUN(__glewVertexAttrib2sv)
#define glVertexAttrib3d GLEW_GET_FUN(__glewVertexAttrib3d)
#define glVertexAttrib3dv GLEW_GET_FUN(__glewVertexAttrib3dv)
#define glVertexAttrib3f GLEW_GET_FUN(__glewVertexAttrib3f)
#define glVertexAttrib3fv GLEW_GET_FUN(__glewVertexAttrib3fv)
#define glVertexAttrib3s GLEW_GET_FUN(__glewVertexAttrib3s)
#define glVertexAttrib3sv GLEW_GET_FUN(__glewVertexAttrib3sv)
#define glVertexAttrib4Nbv GLEW_GET_FUN(__glewVertexAttrib4Nbv)
#define glVertexAttrib4Niv GLEW_GET_FUN(__glewVertexAttrib4Niv)
#define glVertexAttrib4Nsv GLEW_GET_FUN(__glewVertexAttrib4Nsv)
#define glVertexAttrib4Nub GLEW_GET_FUN(__glewVertexAttrib4Nub)
#define glVertexAttrib4Nubv GLEW_GET_FUN(__glewVertexAttrib4Nubv)
#define glVertexAttrib4Nuiv GLEW_GET_FUN(__glewVertexAttrib4Nuiv)
#define glVertexAttrib4Nusv GLEW_GET_FUN(__glewVertexAttrib4Nusv)
#define glVertexAttrib4bv GLEW_GET_FUN(__glewVertexAttrib4bv)
#define glVertexAttrib4d GLEW_GET_FUN(__glewVertexAttrib4d)
#define glVertexAttrib4dv GLEW_GET_FUN(__glewVertexAttrib4dv)
#define glVertexAttrib4f GLEW_GET_FUN(__glewVertexAttrib4f)
#define glVertexAttrib4fv GLEW_GET_FUN(__glewVertexAttrib4fv)
#define glVertexAttrib4iv GLEW_GET_FUN(__glewVertexAttrib4iv)
#define glVertexAttrib4s GLEW_GET_FUN(__glewVertexAttrib4s)
#define glVertexAttrib4sv GLEW_GET_FUN(__glewVertexAttrib4sv)
#define glVertexAttrib4ubv GLEW_GET_FUN(__glewVertexAttrib4ubv)
#define glVertexAttrib4uiv GLEW_GET_FUN(__glewVertexAttrib4uiv)
#define glVertexAttrib4usv GLEW_GET_FUN(__glewVertexAttrib4usv)
#define glVertexAttribPointer GLEW_GET_FUN(__glewVertexAttribPointer)
#define GLEW_VERSION_2_0 GLEW_GET_VAR(__GLEW_VERSION_2_0)
#endif /* GL_VERSION_2_0 */
/* ----------------------------- GL_VERSION_2_1 ---------------------------- */
#ifndef GL_VERSION_2_1
#define GL_VERSION_2_1 1
#define GL_CURRENT_RASTER_SECONDARY_COLOR 0x845F
#define GL_PIXEL_PACK_BUFFER 0x88EB
#define GL_PIXEL_UNPACK_BUFFER 0x88EC
#define GL_PIXEL_PACK_BUFFER_BINDING 0x88ED
#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF
#define GL_FLOAT_MAT2x3 0x8B65
#define GL_FLOAT_MAT2x4 0x8B66
#define GL_FLOAT_MAT3x2 0x8B67
#define GL_FLOAT_MAT3x4 0x8B68
#define GL_FLOAT_MAT4x2 0x8B69
#define GL_FLOAT_MAT4x3 0x8B6A
#define GL_SRGB 0x8C40
#define GL_SRGB8 0x8C41
#define GL_SRGB_ALPHA 0x8C42
#define GL_SRGB8_ALPHA8 0x8C43
#define GL_SLUMINANCE_ALPHA 0x8C44
#define GL_SLUMINANCE8_ALPHA8 0x8C45
#define GL_SLUMINANCE 0x8C46
#define GL_SLUMINANCE8 0x8C47
#define GL_COMPRESSED_SRGB 0x8C48
#define GL_COMPRESSED_SRGB_ALPHA 0x8C49
#define GL_COMPRESSED_SLUMINANCE 0x8C4A
#define GL_COMPRESSED_SLUMINANCE_ALPHA 0x8C4B
typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2X3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2X4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3X2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3X4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4X2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4X3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
#define glUniformMatrix2x3fv GLEW_GET_FUN(__glewUniformMatrix2x3fv)
#define glUniformMatrix2x4fv GLEW_GET_FUN(__glewUniformMatrix2x4fv)
#define glUniformMatrix3x2fv GLEW_GET_FUN(__glewUniformMatrix3x2fv)
#define glUniformMatrix3x4fv GLEW_GET_FUN(__glewUniformMatrix3x4fv)
#define glUniformMatrix4x2fv GLEW_GET_FUN(__glewUniformMatrix4x2fv)
#define glUniformMatrix4x3fv GLEW_GET_FUN(__glewUniformMatrix4x3fv)
#define GLEW_VERSION_2_1 GLEW_GET_VAR(__GLEW_VERSION_2_1)
#endif /* GL_VERSION_2_1 */
/* ----------------------------- GL_VERSION_3_0 ---------------------------- */
#ifndef GL_VERSION_3_0
#define GL_VERSION_3_0 1
#define GL_MAX_CLIP_DISTANCES GL_MAX_CLIP_PLANES
#define GL_CLIP_DISTANCE5 GL_CLIP_PLANE5
#define GL_CLIP_DISTANCE1 GL_CLIP_PLANE1
#define GL_CLIP_DISTANCE3 GL_CLIP_PLANE3
#define GL_COMPARE_REF_TO_TEXTURE GL_COMPARE_R_TO_TEXTURE_ARB
#define GL_CLIP_DISTANCE0 GL_CLIP_PLANE0
#define GL_CLIP_DISTANCE4 GL_CLIP_PLANE4
#define GL_CLIP_DISTANCE2 GL_CLIP_PLANE2
#define GL_MAX_VARYING_COMPONENTS GL_MAX_VARYING_FLOATS
#define GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT 0x0001
#define GL_MAJOR_VERSION 0x821B
#define GL_MINOR_VERSION 0x821C
#define GL_NUM_EXTENSIONS 0x821D
#define GL_CONTEXT_FLAGS 0x821E
#define GL_DEPTH_BUFFER 0x8223
#define GL_STENCIL_BUFFER 0x8224
#define GL_COMPRESSED_RED 0x8225
#define GL_COMPRESSED_RG 0x8226
#define GL_RGBA32F 0x8814
#define GL_RGB32F 0x8815
#define GL_RGBA16F 0x881A
#define GL_RGB16F 0x881B
#define GL_VERTEX_ATTRIB_ARRAY_INTEGER 0x88FD
#define GL_MAX_ARRAY_TEXTURE_LAYERS 0x88FF
#define GL_MIN_PROGRAM_TEXEL_OFFSET 0x8904
#define GL_MAX_PROGRAM_TEXEL_OFFSET 0x8905
#define GL_CLAMP_VERTEX_COLOR 0x891A
#define GL_CLAMP_FRAGMENT_COLOR 0x891B
#define GL_CLAMP_READ_COLOR 0x891C
#define GL_FIXED_ONLY 0x891D
#define GL_TEXTURE_RED_TYPE 0x8C10
#define GL_TEXTURE_GREEN_TYPE 0x8C11
#define GL_TEXTURE_BLUE_TYPE 0x8C12
#define GL_TEXTURE_ALPHA_TYPE 0x8C13
#define GL_TEXTURE_LUMINANCE_TYPE 0x8C14
#define GL_TEXTURE_INTENSITY_TYPE 0x8C15
#define GL_TEXTURE_DEPTH_TYPE 0x8C16
#define GL_UNSIGNED_NORMALIZED 0x8C17
#define GL_TEXTURE_1D_ARRAY 0x8C18
#define GL_PROXY_TEXTURE_1D_ARRAY 0x8C19
#define GL_TEXTURE_2D_ARRAY 0x8C1A
#define GL_PROXY_TEXTURE_2D_ARRAY 0x8C1B
#define GL_TEXTURE_BINDING_1D_ARRAY 0x8C1C
#define GL_TEXTURE_BINDING_2D_ARRAY 0x8C1D
#define GL_R11F_G11F_B10F 0x8C3A
#define GL_UNSIGNED_INT_10F_11F_11F_REV 0x8C3B
#define GL_RGB9_E5 0x8C3D
#define GL_UNSIGNED_INT_5_9_9_9_REV 0x8C3E
#define GL_TEXTURE_SHARED_SIZE 0x8C3F
#define GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH 0x8C76
#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE 0x8C7F
#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS 0x8C80
#define GL_TRANSFORM_FEEDBACK_VARYINGS 0x8C83
#define GL_TRANSFORM_FEEDBACK_BUFFER_START 0x8C84
#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE 0x8C85
#define GL_PRIMITIVES_GENERATED 0x8C87
#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN 0x8C88
#define GL_RASTERIZER_DISCARD 0x8C89
#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS 0x8C8A
#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS 0x8C8B
#define GL_INTERLEAVED_ATTRIBS 0x8C8C
#define GL_SEPARATE_ATTRIBS 0x8C8D
#define GL_TRANSFORM_FEEDBACK_BUFFER 0x8C8E
#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING 0x8C8F
#define GL_RGBA32UI 0x8D70
#define GL_RGB32UI 0x8D71
#define GL_RGBA16UI 0x8D76
#define GL_RGB16UI 0x8D77
#define GL_RGBA8UI 0x8D7C
#define GL_RGB8UI 0x8D7D
#define GL_RGBA32I 0x8D82
#define GL_RGB32I 0x8D83
#define GL_RGBA16I 0x8D88
#define GL_RGB16I 0x8D89
#define GL_RGBA8I 0x8D8E
#define GL_RGB8I 0x8D8F
#define GL_RED_INTEGER 0x8D94
#define GL_GREEN_INTEGER 0x8D95
#define GL_BLUE_INTEGER 0x8D96
#define GL_ALPHA_INTEGER 0x8D97
#define GL_RGB_INTEGER 0x8D98
#define GL_RGBA_INTEGER 0x8D99
#define GL_BGR_INTEGER 0x8D9A
#define GL_BGRA_INTEGER 0x8D9B
#define GL_SAMPLER_1D_ARRAY 0x8DC0
#define GL_SAMPLER_2D_ARRAY 0x8DC1
#define GL_SAMPLER_1D_ARRAY_SHADOW 0x8DC3
#define GL_SAMPLER_2D_ARRAY_SHADOW 0x8DC4
#define GL_SAMPLER_CUBE_SHADOW 0x8DC5
#define GL_UNSIGNED_INT_VEC2 0x8DC6
#define GL_UNSIGNED_INT_VEC3 0x8DC7
#define GL_UNSIGNED_INT_VEC4 0x8DC8
#define GL_INT_SAMPLER_1D 0x8DC9
#define GL_INT_SAMPLER_2D 0x8DCA
#define GL_INT_SAMPLER_3D 0x8DCB
#define GL_INT_SAMPLER_CUBE 0x8DCC
#define GL_INT_SAMPLER_1D_ARRAY 0x8DCE
#define GL_INT_SAMPLER_2D_ARRAY 0x8DCF
#define GL_UNSIGNED_INT_SAMPLER_1D 0x8DD1
#define GL_UNSIGNED_INT_SAMPLER_2D 0x8DD2
#define GL_UNSIGNED_INT_SAMPLER_3D 0x8DD3
#define GL_UNSIGNED_INT_SAMPLER_CUBE 0x8DD4
#define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY 0x8DD6
#define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY 0x8DD7
#define GL_QUERY_WAIT 0x8E13
#define GL_QUERY_NO_WAIT 0x8E14
#define GL_QUERY_BY_REGION_WAIT 0x8E15
#define GL_QUERY_BY_REGION_NO_WAIT 0x8E16
typedef void (GLAPIENTRY * PFNGLBEGINCONDITIONALRENDERPROC) (GLuint, GLenum);
typedef void (GLAPIENTRY * PFNGLBEGINTRANSFORMFEEDBACKPROC) (GLenum);
typedef void (GLAPIENTRY * PFNGLBINDFRAGDATALOCATIONPROC) (GLuint, GLuint, const GLchar*);
typedef void (GLAPIENTRY * PFNGLCLAMPCOLORPROC) (GLenum, GLenum);
typedef void (GLAPIENTRY * PFNGLCLEARBUFFERFIPROC) (GLenum, GLint, GLfloat, GLint);
typedef void (GLAPIENTRY * PFNGLCLEARBUFFERFVPROC) (GLenum, GLint, const GLfloat*);
typedef void (GLAPIENTRY * PFNGLCLEARBUFFERIVPROC) (GLenum, GLint, const GLint*);
typedef void (GLAPIENTRY * PFNGLCLEARBUFFERUIVPROC) (GLenum, GLint, const GLuint*);
typedef void (GLAPIENTRY * PFNGLCOLORMASKIPROC) (GLuint, GLboolean, GLboolean, GLboolean, GLboolean);
typedef void (GLAPIENTRY * PFNGLDISABLEIPROC) (GLenum, GLuint);
typedef void (GLAPIENTRY * PFNGLENABLEIPROC) (GLenum, GLuint);
typedef void (GLAPIENTRY * PFNGLENDCONDITIONALRENDERPROC) (void);
typedef void (GLAPIENTRY * PFNGLENDTRANSFORMFEEDBACKPROC) (void);
typedef void (GLAPIENTRY * PFNGLGETBOOLEANI_VPROC) (GLenum, GLuint, GLboolean*);
typedef GLint (GLAPIENTRY * PFNGLGETFRAGDATALOCATIONPROC) (GLuint, const GLchar*);
typedef const GLubyte* (GLAPIENTRY * PFNGLGETSTRINGIPROC) (GLenum, GLuint);
typedef void (GLAPIENTRY * PFNGLGETTEXPARAMETERIIVPROC) (GLenum, GLenum, GLint*);
typedef void (GLAPIENTRY * PFNGLGETTEXPARAMETERIUIVPROC) (GLenum, GLenum, GLuint*);
typedef void (GLAPIENTRY * PFNGLGETTRANSFORMFEEDBACKVARYINGPROC) (GLuint, GLuint, GLsizei, GLsizei *, GLsizei *, GLenum *, GLchar *);
typedef void (GLAPIENTRY * PFNGLGETUNIFORMUIVPROC) (GLuint, GLint, GLuint*);
typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBIIVPROC) (GLuint, GLenum, GLint*);
typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBIUIVPROC) (GLuint, GLenum, GLuint*);
typedef GLboolean (GLAPIENTRY * PFNGLISENABLEDIPROC) (GLenum, GLuint);
typedef void (GLAPIENTRY * PFNGLTEXPARAMETERIIVPROC) (GLenum, GLenum, const GLint*);
typedef void (GLAPIENTRY * PFNGLTEXPARAMETERIUIVPROC) (GLenum, GLenum, const GLuint*);
typedef void (GLAPIENTRY * PFNGLTRANSFORMFEEDBACKVARYINGSPROC) (GLuint, GLsizei, const GLchar **, GLenum);
typedef void (GLAPIENTRY * PFNGLUNIFORM1UIPROC) (GLint, GLuint);
typedef void (GLAPIENTRY * PFNGLUNIFORM1UIVPROC) (GLint, GLsizei, const GLuint*);
typedef void (GLAPIENTRY * PFNGLUNIFORM2UIPROC) (GLint, GLuint, GLuint);
typedef void (GLAPIENTRY * PFNGLUNIFORM2UIVPROC) (GLint, GLsizei, const GLuint*);
typedef void (GLAPIENTRY * PFNGLUNIFORM3UIPROC) (GLint, GLuint, GLuint, GLuint);
typedef void (GLAPIENTRY * PFNGLUNIFORM3UIVPROC) (GLint, GLsizei, const GLuint*);
typedef void (GLAPIENTRY * PFNGLUNIFORM4UIPROC) (GLint, GLuint, GLuint, GLuint, GLuint);
typedef void (GLAPIENTRY * PFNGLUNIFORM4UIVPROC) (GLint, GLsizei, const GLuint*);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1IPROC) (GLuint, GLint);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1IVPROC) (GLuint, const GLint*);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1UIPROC) (GLuint, GLuint);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1UIVPROC) (GLuint, const GLuint*);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2IPROC) (GLuint, GLint, GLint);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2IVPROC) (GLuint, const GLint*);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2UIPROC) (GLuint, GLuint, GLuint);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2UIVPROC) (GLuint, const GLuint*);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3IPROC) (GLuint, GLint, GLint, GLint);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3IVPROC) (GLuint, const GLint*);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3UIPROC) (GLuint, GLuint, GLuint, GLuint);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3UIVPROC) (GLuint, const GLuint*);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4BVPROC) (GLuint, const GLbyte*);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4IPROC) (GLuint, GLint, GLint, GLint, GLint);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4IVPROC) (GLuint, const GLint*);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4SVPROC) (GLuint, const GLshort*);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4UBVPROC) (GLuint, const GLubyte*);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4UIPROC) (GLuint, GLuint, GLuint, GLuint, GLuint);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4UIVPROC) (GLuint, const GLuint*);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4USVPROC) (GLuint, const GLushort*);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBIPOINTERPROC) (GLuint, GLint, GLenum, GLsizei, const GLvoid*);
#define glBeginConditionalRender GLEW_GET_FUN(__glewBeginConditionalRender)
#define glBeginTransformFeedback GLEW_GET_FUN(__glewBeginTransformFeedback)
#define glBindFragDataLocation GLEW_GET_FUN(__glewBindFragDataLocation)
#define glClampColor GLEW_GET_FUN(__glewClampColor)
#define glClearBufferfi GLEW_GET_FUN(__glewClearBufferfi)
#define glClearBufferfv GLEW_GET_FUN(__glewClearBufferfv)
#define glClearBufferiv GLEW_GET_FUN(__glewClearBufferiv)
#define glClearBufferuiv GLEW_GET_FUN(__glewClearBufferuiv)
#define glColorMaski GLEW_GET_FUN(__glewColorMaski)
#define glDisablei GLEW_GET_FUN(__glewDisablei)
#define glEnablei GLEW_GET_FUN(__glewEnablei)
#define glEndConditionalRender GLEW_GET_FUN(__glewEndConditionalRender)
#define glEndTransformFeedback GLEW_GET_FUN(__glewEndTransformFeedback)
#define glGetBooleani_v GLEW_GET_FUN(__glewGetBooleani_v)
#define glGetFragDataLocation GLEW_GET_FUN(__glewGetFragDataLocation)
#define glGetStringi GLEW_GET_FUN(__glewGetStringi)
#define glGetTexParameterIiv GLEW_GET_FUN(__glewGetTexParameterIiv)
#define glGetTexParameterIuiv GLEW_GET_FUN(__glewGetTexParameterIuiv)
#define glGetTransformFeedbackVarying GLEW_GET_FUN(__glewGetTransformFeedbackVarying)
#define glGetUniformuiv GLEW_GET_FUN(__glewGetUniformuiv)
#define glGetVertexAttribIiv GLEW_GET_FUN(__glewGetVertexAttribIiv)
#define glGetVertexAttribIuiv GLEW_GET_FUN(__glewGetVertexAttribIuiv)
#define glIsEnabledi GLEW_GET_FUN(__glewIsEnabledi)
#define glTexParameterIiv GLEW_GET_FUN(__glewTexParameterIiv)
#define glTexParameterIuiv GLEW_GET_FUN(__glewTexParameterIuiv)
#define glTransformFeedbackVaryings GLEW_GET_FUN(__glewTransformFeedbackVaryings)
#define glUniform1ui GLEW_GET_FUN(__glewUniform1ui)
#define glUniform1uiv GLEW_GET_FUN(__glewUniform1uiv)
#define glUniform2ui GLEW_GET_FUN(__glewUniform2ui)
#define glUniform2uiv GLEW_GET_FUN(__glewUniform2uiv)
#define glUniform3ui GLEW_GET_FUN(__glewUniform3ui)
#define glUniform3uiv GLEW_GET_FUN(__glewUniform3uiv)
#define glUniform4ui GLEW_GET_FUN(__glewUniform4ui)
#define glUniform4uiv GLEW_GET_FUN(__glewUniform4uiv)
#define glVertexAttribI1i GLEW_GET_FUN(__glewVertexAttribI1i)
#define glVertexAttribI1iv GLEW_GET_FUN(__glewVertexAttribI1iv)
#define glVertexAttribI1ui GLEW_GET_FUN(__glewVertexAttribI1ui)
#define glVertexAttribI1uiv GLEW_GET_FUN(__glewVertexAttribI1uiv)
#define glVertexAttribI2i GLEW_GET_FUN(__glewVertexAttribI2i)
#define glVertexAttribI2iv GLEW_GET_FUN(__glewVertexAttribI2iv)
#define glVertexAttribI2ui GLEW_GET_FUN(__glewVertexAttribI2ui)
#define glVertexAttribI2uiv GLEW_GET_FUN(__glewVertexAttribI2uiv)
#define glVertexAttribI3i GLEW_GET_FUN(__glewVertexAttribI3i)
#define glVertexAttribI3iv GLEW_GET_FUN(__glewVertexAttribI3iv)
#define glVertexAttribI3ui GLEW_GET_FUN(__glewVertexAttribI3ui)
#define glVertexAttribI3uiv GLEW_GET_FUN(__glewVertexAttribI3uiv)
#define glVertexAttribI4bv GLEW_GET_FUN(__glewVertexAttribI4bv)
#define glVertexAttribI4i GLEW_GET_FUN(__glewVertexAttribI4i)
#define glVertexAttribI4iv GLEW_GET_FUN(__glewVertexAttribI4iv)
#define glVertexAttribI4sv GLEW_GET_FUN(__glewVertexAttribI4sv)
#define glVertexAttribI4ubv GLEW_GET_FUN(__glewVertexAttribI4ubv)
#define glVertexAttribI4ui GLEW_GET_FUN(__glewVertexAttribI4ui)
#define glVertexAttribI4uiv GLEW_GET_FUN(__glewVertexAttribI4uiv)
#define glVertexAttribI4usv GLEW_GET_FUN(__glewVertexAttribI4usv)
#define glVertexAttribIPointer GLEW_GET_FUN(__glewVertexAttribIPointer)
#define GLEW_VERSION_3_0 GLEW_GET_VAR(__GLEW_VERSION_3_0)
#endif /* GL_VERSION_3_0 */
/* ----------------------------- GL_VERSION_3_1 ---------------------------- */
#ifndef GL_VERSION_3_1
#define GL_VERSION_3_1 1
#define GL_TEXTURE_RECTANGLE 0x84F5
#define GL_TEXTURE_BINDING_RECTANGLE 0x84F6
#define GL_PROXY_TEXTURE_RECTANGLE 0x84F7
#define GL_MAX_RECTANGLE_TEXTURE_SIZE 0x84F8
#define GL_SAMPLER_2D_RECT 0x8B63
#define GL_SAMPLER_2D_RECT_SHADOW 0x8B64
#define GL_TEXTURE_BUFFER 0x8C2A
#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_SAMPLER_BUFFER 0x8DC2
#define GL_INT_SAMPLER_2D_RECT 0x8DCD
#define GL_INT_SAMPLER_BUFFER 0x8DD0
#define GL_UNSIGNED_INT_SAMPLER_2D_RECT 0x8DD5
#define GL_UNSIGNED_INT_SAMPLER_BUFFER 0x8DD8
#define GL_RED_SNORM 0x8F90
#define GL_RG_SNORM 0x8F91
#define GL_RGB_SNORM 0x8F92
#define GL_RGBA_SNORM 0x8F93
#define GL_R8_SNORM 0x8F94
#define GL_RG8_SNORM 0x8F95
#define GL_RGB8_SNORM 0x8F96
#define GL_RGBA8_SNORM 0x8F97
#define GL_R16_SNORM 0x8F98
#define GL_RG16_SNORM 0x8F99
#define GL_RGB16_SNORM 0x8F9A
#define GL_RGBA16_SNORM 0x8F9B
#define GL_SIGNED_NORMALIZED 0x8F9C
#define GL_PRIMITIVE_RESTART 0x8F9D
#define GL_PRIMITIVE_RESTART_INDEX 0x8F9E
#define GL_BUFFER_ACCESS_FLAGS 0x911F
#define GL_BUFFER_MAP_LENGTH 0x9120
#define GL_BUFFER_MAP_OFFSET 0x9121
typedef void (GLAPIENTRY * PFNGLDRAWARRAYSINSTANCEDPROC) (GLenum, GLint, GLsizei, GLsizei);
typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDPROC) (GLenum, GLsizei, GLenum, const GLvoid*, GLsizei);
typedef void (GLAPIENTRY * PFNGLPRIMITIVERESTARTINDEXPROC) (GLuint);
typedef void (GLAPIENTRY * PFNGLTEXBUFFERPROC) (GLenum, GLenum, GLuint);
#define glDrawArraysInstanced GLEW_GET_FUN(__glewDrawArraysInstanced)
#define glDrawElementsInstanced GLEW_GET_FUN(__glewDrawElementsInstanced)
#define glPrimitiveRestartIndex GLEW_GET_FUN(__glewPrimitiveRestartIndex)
#define glTexBuffer GLEW_GET_FUN(__glewTexBuffer)
#define GLEW_VERSION_3_1 GLEW_GET_VAR(__GLEW_VERSION_3_1)
#endif /* GL_VERSION_3_1 */
/* ----------------------------- GL_VERSION_3_2 ---------------------------- */
#ifndef GL_VERSION_3_2
#define GL_VERSION_3_2 1
#define GL_CONTEXT_CORE_PROFILE_BIT 0x00000001
#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002
#define GL_LINES_ADJACENCY 0x000A
#define GL_LINE_STRIP_ADJACENCY 0x000B
#define GL_TRIANGLES_ADJACENCY 0x000C
#define GL_TRIANGLE_STRIP_ADJACENCY 0x000D
#define GL_PROGRAM_POINT_SIZE 0x8642
#define GL_GEOMETRY_VERTICES_OUT 0x8916
#define GL_GEOMETRY_INPUT_TYPE 0x8917
#define GL_GEOMETRY_OUTPUT_TYPE 0x8918
#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS 0x8C29
#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED 0x8DA7
#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS 0x8DA8
#define GL_GEOMETRY_SHADER 0x8DD9
#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS 0x8DDF
#define GL_MAX_GEOMETRY_OUTPUT_VERTICES 0x8DE0
#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS 0x8DE1
#define GL_MAX_VERTEX_OUTPUT_COMPONENTS 0x9122
#define GL_MAX_GEOMETRY_INPUT_COMPONENTS 0x9123
#define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS 0x9124
#define GL_MAX_FRAGMENT_INPUT_COMPONENTS 0x9125
#define GL_CONTEXT_PROFILE_MASK 0x9126
typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTUREPROC) (GLenum, GLenum, GLuint, GLint);
typedef void (GLAPIENTRY * PFNGLGETBUFFERPARAMETERI64VPROC) (GLenum, GLenum, GLint64 *);
typedef void (GLAPIENTRY * PFNGLGETINTEGER64I_VPROC) (GLenum, GLuint, GLint64 *);
#define glFramebufferTexture GLEW_GET_FUN(__glewFramebufferTexture)
#define glGetBufferParameteri64v GLEW_GET_FUN(__glewGetBufferParameteri64v)
#define glGetInteger64i_v GLEW_GET_FUN(__glewGetInteger64i_v)
#define GLEW_VERSION_3_2 GLEW_GET_VAR(__GLEW_VERSION_3_2)
#endif /* GL_VERSION_3_2 */
/* ----------------------------- GL_VERSION_3_3 ---------------------------- */
#ifndef GL_VERSION_3_3
#define GL_VERSION_3_3 1
#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR 0x88FE
#define GL_ANY_SAMPLES_PASSED 0x8C2F
#define GL_TEXTURE_SWIZZLE_R 0x8E42
#define GL_TEXTURE_SWIZZLE_G 0x8E43
#define GL_TEXTURE_SWIZZLE_B 0x8E44
#define GL_TEXTURE_SWIZZLE_A 0x8E45
#define GL_TEXTURE_SWIZZLE_RGBA 0x8E46
#define GL_RGB10_A2UI 0x906F
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBDIVISORPROC) (GLuint index, GLuint divisor);
#define glVertexAttribDivisor GLEW_GET_FUN(__glewVertexAttribDivisor)
#define GLEW_VERSION_3_3 GLEW_GET_VAR(__GLEW_VERSION_3_3)
#endif /* GL_VERSION_3_3 */
/* ----------------------------- GL_VERSION_4_0 ---------------------------- */
#ifndef GL_VERSION_4_0
#define GL_VERSION_4_0 1
#define GL_GEOMETRY_SHADER_INVOCATIONS 0x887F
#define GL_SAMPLE_SHADING 0x8C36
#define GL_MIN_SAMPLE_SHADING_VALUE 0x8C37
#define GL_MAX_GEOMETRY_SHADER_INVOCATIONS 0x8E5A
#define GL_MIN_FRAGMENT_INTERPOLATION_OFFSET 0x8E5B
#define GL_MAX_FRAGMENT_INTERPOLATION_OFFSET 0x8E5C
#define GL_FRAGMENT_INTERPOLATION_OFFSET_BITS 0x8E5D
#define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET 0x8E5E
#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET 0x8E5F
#define GL_MAX_PROGRAM_TEXTURE_GATHER_COMPONENTS 0x8F9F
#define GL_TEXTURE_CUBE_MAP_ARRAY 0x9009
#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY 0x900A
#define GL_PROXY_TEXTURE_CUBE_MAP_ARRAY 0x900B
#define GL_SAMPLER_CUBE_MAP_ARRAY 0x900C
#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW 0x900D
#define GL_INT_SAMPLER_CUBE_MAP_ARRAY 0x900E
#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY 0x900F
typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONSEPARATEIPROC) (GLuint buf, GLenum modeRGB, GLenum modeAlpha);
typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONIPROC) (GLuint buf, GLenum mode);
typedef void (GLAPIENTRY * PFNGLBLENDFUNCSEPARATEIPROC) (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
typedef void (GLAPIENTRY * PFNGLBLENDFUNCIPROC) (GLuint buf, GLenum src, GLenum dst);
typedef void (GLAPIENTRY * PFNGLMINSAMPLESHADINGPROC) (GLclampf value);
#define glBlendEquationSeparatei GLEW_GET_FUN(__glewBlendEquationSeparatei)
#define glBlendEquationi GLEW_GET_FUN(__glewBlendEquationi)
#define glBlendFuncSeparatei GLEW_GET_FUN(__glewBlendFuncSeparatei)
#define glBlendFunci GLEW_GET_FUN(__glewBlendFunci)
#define glMinSampleShading GLEW_GET_FUN(__glewMinSampleShading)
#define GLEW_VERSION_4_0 GLEW_GET_VAR(__GLEW_VERSION_4_0)
#endif /* GL_VERSION_4_0 */
/* ----------------------------- GL_VERSION_4_1 ---------------------------- */
#ifndef GL_VERSION_4_1
#define GL_VERSION_4_1 1
#define GLEW_VERSION_4_1 GLEW_GET_VAR(__GLEW_VERSION_4_1)
#endif /* GL_VERSION_4_1 */
/* ----------------------------- GL_VERSION_4_2 ---------------------------- */
#ifndef GL_VERSION_4_2
#define GL_VERSION_4_2 1
#define GLEW_VERSION_4_2 GLEW_GET_VAR(__GLEW_VERSION_4_2)
#endif /* GL_VERSION_4_2 */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* -------------------------- GL_3DFX_multisample -------------------------- */
#ifndef GL_3DFX_multisample
#define GL_3DFX_multisample 1
#define GL_MULTISAMPLE_3DFX 0x86B2
#define GL_SAMPLE_BUFFERS_3DFX 0x86B3
#define GL_SAMPLES_3DFX 0x86B4
#define GL_MULTISAMPLE_BIT_3DFX 0x20000000
#define GLEW_3DFX_multisample GLEW_GET_VAR(__GLEW_3DFX_multisample)
#endif /* GL_3DFX_multisample */
/* ---------------------------- GL_3DFX_tbuffer ---------------------------- */
#ifndef GL_3DFX_tbuffer
#define GL_3DFX_tbuffer 1
typedef void (GLAPIENTRY * PFNGLTBUFFERMASK3DFXPROC) (GLuint mask);
#define glTbufferMask3DFX GLEW_GET_FUN(__glewTbufferMask3DFX)
#define GLEW_3DFX_tbuffer GLEW_GET_VAR(__GLEW_3DFX_tbuffer)
#endif /* GL_3DFX_tbuffer */
/* -------------------- GL_3DFX_texture_compression_FXT1 ------------------- */
#ifndef GL_3DFX_texture_compression_FXT1
#define GL_3DFX_texture_compression_FXT1 1
#define GL_COMPRESSED_RGB_FXT1_3DFX 0x86B0
#define GL_COMPRESSED_RGBA_FXT1_3DFX 0x86B1
#define GLEW_3DFX_texture_compression_FXT1 GLEW_GET_VAR(__GLEW_3DFX_texture_compression_FXT1)
#endif /* GL_3DFX_texture_compression_FXT1 */
2011-06-02 00:05:54 +00:00
/* ----------------------- GL_AMD_blend_minmax_factor ---------------------- */
#ifndef GL_AMD_blend_minmax_factor
#define GL_AMD_blend_minmax_factor 1
#define GL_FACTOR_MIN_AMD 0x901C
#define GL_FACTOR_MAX_AMD 0x901D
#define GLEW_AMD_blend_minmax_factor GLEW_GET_VAR(__GLEW_AMD_blend_minmax_factor)
#endif /* GL_AMD_blend_minmax_factor */
/* ----------------------- GL_AMD_conservative_depth ----------------------- */
#ifndef GL_AMD_conservative_depth
#define GL_AMD_conservative_depth 1
#define GLEW_AMD_conservative_depth GLEW_GET_VAR(__GLEW_AMD_conservative_depth)
#endif /* GL_AMD_conservative_depth */
/* -------------------------- GL_AMD_debug_output -------------------------- */
#ifndef GL_AMD_debug_output
#define GL_AMD_debug_output 1
#define GL_MAX_DEBUG_MESSAGE_LENGTH_AMD 0x9143
#define GL_MAX_DEBUG_LOGGED_MESSAGES_AMD 0x9144
#define GL_DEBUG_LOGGED_MESSAGES_AMD 0x9145
#define GL_DEBUG_SEVERITY_HIGH_AMD 0x9146
#define GL_DEBUG_SEVERITY_MEDIUM_AMD 0x9147
#define GL_DEBUG_SEVERITY_LOW_AMD 0x9148
#define GL_DEBUG_CATEGORY_API_ERROR_AMD 0x9149
#define GL_DEBUG_CATEGORY_WINDOW_SYSTEM_AMD 0x914A
#define GL_DEBUG_CATEGORY_DEPRECATION_AMD 0x914B
#define GL_DEBUG_CATEGORY_UNDEFINED_BEHAVIOR_AMD 0x914C
#define GL_DEBUG_CATEGORY_PERFORMANCE_AMD 0x914D
#define GL_DEBUG_CATEGORY_SHADER_COMPILER_AMD 0x914E
#define GL_DEBUG_CATEGORY_APPLICATION_AMD 0x914F
#define GL_DEBUG_CATEGORY_OTHER_AMD 0x9150
typedef void (APIENTRY *GLDEBUGPROCAMD)(GLuint id, GLenum category, GLenum severity, GLsizei length, const GLchar* message, GLvoid* userParam);
typedef void (GLAPIENTRY * PFNGLDEBUGMESSAGECALLBACKAMDPROC) (GLDEBUGPROCAMD callback, void* userParam);
typedef void (GLAPIENTRY * PFNGLDEBUGMESSAGEENABLEAMDPROC) (GLenum category, GLenum severity, GLsizei count, const GLuint* ids, GLboolean enabled);
typedef void (GLAPIENTRY * PFNGLDEBUGMESSAGEINSERTAMDPROC) (GLenum category, GLenum severity, GLuint id, GLsizei length, const char* buf);
typedef GLuint (GLAPIENTRY * PFNGLGETDEBUGMESSAGELOGAMDPROC) (GLuint count, GLsizei bufsize, GLenum* categories, GLuint* severities, GLuint* ids, GLsizei* lengths, char* message);
#define glDebugMessageCallbackAMD GLEW_GET_FUN(__glewDebugMessageCallbackAMD)
#define glDebugMessageEnableAMD GLEW_GET_FUN(__glewDebugMessageEnableAMD)
#define glDebugMessageInsertAMD GLEW_GET_FUN(__glewDebugMessageInsertAMD)
#define glGetDebugMessageLogAMD GLEW_GET_FUN(__glewGetDebugMessageLogAMD)
#define GLEW_AMD_debug_output GLEW_GET_VAR(__GLEW_AMD_debug_output)
#endif /* GL_AMD_debug_output */
/* ---------------------- GL_AMD_depth_clamp_separate ---------------------- */
#ifndef GL_AMD_depth_clamp_separate
#define GL_AMD_depth_clamp_separate 1
#define GL_DEPTH_CLAMP_NEAR_AMD 0x901E
#define GL_DEPTH_CLAMP_FAR_AMD 0x901F
#define GLEW_AMD_depth_clamp_separate GLEW_GET_VAR(__GLEW_AMD_depth_clamp_separate)
#endif /* GL_AMD_depth_clamp_separate */
/* ----------------------- GL_AMD_draw_buffers_blend ----------------------- */
#ifndef GL_AMD_draw_buffers_blend
#define GL_AMD_draw_buffers_blend 1
typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONINDEXEDAMDPROC) (GLuint buf, GLenum mode);
typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONSEPARATEINDEXEDAMDPROC) (GLuint buf, GLenum modeRGB, GLenum modeAlpha);
typedef void (GLAPIENTRY * PFNGLBLENDFUNCINDEXEDAMDPROC) (GLuint buf, GLenum src, GLenum dst);
typedef void (GLAPIENTRY * PFNGLBLENDFUNCSEPARATEINDEXEDAMDPROC) (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
#define glBlendEquationIndexedAMD GLEW_GET_FUN(__glewBlendEquationIndexedAMD)
#define glBlendEquationSeparateIndexedAMD GLEW_GET_FUN(__glewBlendEquationSeparateIndexedAMD)
#define glBlendFuncIndexedAMD GLEW_GET_FUN(__glewBlendFuncIndexedAMD)
#define glBlendFuncSeparateIndexedAMD GLEW_GET_FUN(__glewBlendFuncSeparateIndexedAMD)
#define GLEW_AMD_draw_buffers_blend GLEW_GET_VAR(__GLEW_AMD_draw_buffers_blend)
#endif /* GL_AMD_draw_buffers_blend */
/* ----------------------- GL_AMD_multi_draw_indirect ---------------------- */
#ifndef GL_AMD_multi_draw_indirect
#define GL_AMD_multi_draw_indirect 1
typedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSINDIRECTAMDPROC) (GLenum mode, const void* indirect, GLsizei primcount, GLsizei stride);
typedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSINDIRECTAMDPROC) (GLenum mode, GLenum type, const void* indirect, GLsizei primcount, GLsizei stride);
#define glMultiDrawArraysIndirectAMD GLEW_GET_FUN(__glewMultiDrawArraysIndirectAMD)
#define glMultiDrawElementsIndirectAMD GLEW_GET_FUN(__glewMultiDrawElementsIndirectAMD)
#define GLEW_AMD_multi_draw_indirect GLEW_GET_VAR(__GLEW_AMD_multi_draw_indirect)
#endif /* GL_AMD_multi_draw_indirect */
/* ------------------------- GL_AMD_name_gen_delete ------------------------ */
#ifndef GL_AMD_name_gen_delete
#define GL_AMD_name_gen_delete 1
#define GL_DATA_BUFFER_AMD 0x9151
#define GL_PERFORMANCE_MONITOR_AMD 0x9152
#define GL_QUERY_OBJECT_AMD 0x9153
#define GL_VERTEX_ARRAY_OBJECT_AMD 0x9154
#define GL_SAMPLER_OBJECT_AMD 0x9155
typedef void (GLAPIENTRY * PFNGLDELETENAMESAMDPROC) (GLenum identifier, GLuint num, const GLuint* names);
typedef void (GLAPIENTRY * PFNGLGENNAMESAMDPROC) (GLenum identifier, GLuint num, GLuint* names);
typedef GLboolean (GLAPIENTRY * PFNGLISNAMEAMDPROC) (GLenum identifier, GLuint name);
#define glDeleteNamesAMD GLEW_GET_FUN(__glewDeleteNamesAMD)
#define glGenNamesAMD GLEW_GET_FUN(__glewGenNamesAMD)
#define glIsNameAMD GLEW_GET_FUN(__glewIsNameAMD)
#define GLEW_AMD_name_gen_delete GLEW_GET_VAR(__GLEW_AMD_name_gen_delete)
#endif /* GL_AMD_name_gen_delete */
/* ----------------------- GL_AMD_performance_monitor ---------------------- */
#ifndef GL_AMD_performance_monitor
#define GL_AMD_performance_monitor 1
#define GL_UNSIGNED_INT 0x1405
#define GL_FLOAT 0x1406
#define GL_COUNTER_TYPE_AMD 0x8BC0
#define GL_COUNTER_RANGE_AMD 0x8BC1
#define GL_UNSIGNED_INT64_AMD 0x8BC2
#define GL_PERCENTAGE_AMD 0x8BC3
#define GL_PERFMON_RESULT_AVAILABLE_AMD 0x8BC4
#define GL_PERFMON_RESULT_SIZE_AMD 0x8BC5
#define GL_PERFMON_RESULT_AMD 0x8BC6
typedef void (GLAPIENTRY * PFNGLBEGINPERFMONITORAMDPROC) (GLuint monitor);
typedef void (GLAPIENTRY * PFNGLDELETEPERFMONITORSAMDPROC) (GLsizei n, GLuint* monitors);
typedef void (GLAPIENTRY * PFNGLENDPERFMONITORAMDPROC) (GLuint monitor);
typedef void (GLAPIENTRY * PFNGLGENPERFMONITORSAMDPROC) (GLsizei n, GLuint* monitors);
typedef void (GLAPIENTRY * PFNGLGETPERFMONITORCOUNTERDATAAMDPROC) (GLuint monitor, GLenum pname, GLsizei dataSize, GLuint* data, GLint *bytesWritten);
typedef void (GLAPIENTRY * PFNGLGETPERFMONITORCOUNTERINFOAMDPROC) (GLuint group, GLuint counter, GLenum pname, void* data);
typedef void (GLAPIENTRY * PFNGLGETPERFMONITORCOUNTERSTRINGAMDPROC) (GLuint group, GLuint counter, GLsizei bufSize, GLsizei* length, char *counterString);
typedef void (GLAPIENTRY * PFNGLGETPERFMONITORCOUNTERSAMDPROC) (GLuint group, GLint* numCounters, GLint *maxActiveCounters, GLsizei countersSize, GLuint *counters);
typedef void (GLAPIENTRY * PFNGLGETPERFMONITORGROUPSTRINGAMDPROC) (GLuint group, GLsizei bufSize, GLsizei* length, char *groupString);
typedef void (GLAPIENTRY * PFNGLGETPERFMONITORGROUPSAMDPROC) (GLint* numGroups, GLsizei groupsSize, GLuint *groups);
typedef void (GLAPIENTRY * PFNGLSELECTPERFMONITORCOUNTERSAMDPROC) (GLuint monitor, GLboolean enable, GLuint group, GLint numCounters, GLuint* counterList);
#define glBeginPerfMonitorAMD GLEW_GET_FUN(__glewBeginPerfMonitorAMD)
#define glDeletePerfMonitorsAMD GLEW_GET_FUN(__glewDeletePerfMonitorsAMD)
#define glEndPerfMonitorAMD GLEW_GET_FUN(__glewEndPerfMonitorAMD)
#define glGenPerfMonitorsAMD GLEW_GET_FUN(__glewGenPerfMonitorsAMD)
#define glGetPerfMonitorCounterDataAMD GLEW_GET_FUN(__glewGetPerfMonitorCounterDataAMD)
#define glGetPerfMonitorCounterInfoAMD GLEW_GET_FUN(__glewGetPerfMonitorCounterInfoAMD)
#define glGetPerfMonitorCounterStringAMD GLEW_GET_FUN(__glewGetPerfMonitorCounterStringAMD)
#define glGetPerfMonitorCountersAMD GLEW_GET_FUN(__glewGetPerfMonitorCountersAMD)
#define glGetPerfMonitorGroupStringAMD GLEW_GET_FUN(__glewGetPerfMonitorGroupStringAMD)
#define glGetPerfMonitorGroupsAMD GLEW_GET_FUN(__glewGetPerfMonitorGroupsAMD)
#define glSelectPerfMonitorCountersAMD GLEW_GET_FUN(__glewSelectPerfMonitorCountersAMD)
#define GLEW_AMD_performance_monitor GLEW_GET_VAR(__GLEW_AMD_performance_monitor)
#endif /* GL_AMD_performance_monitor */
2011-06-02 00:05:54 +00:00
/* ------------------------ GL_AMD_sample_positions ------------------------ */
#ifndef GL_AMD_sample_positions
#define GL_AMD_sample_positions 1
#define GL_SUBSAMPLE_DISTANCE_AMD 0x883F
typedef void (GLAPIENTRY * PFNGLSETMULTISAMPLEFVAMDPROC) (GLenum pname, GLuint index, const GLfloat* val);
#define glSetMultisamplefvAMD GLEW_GET_FUN(__glewSetMultisamplefvAMD)
#define GLEW_AMD_sample_positions GLEW_GET_VAR(__GLEW_AMD_sample_positions)
#endif /* GL_AMD_sample_positions */
/* ------------------ GL_AMD_seamless_cubemap_per_texture ------------------ */
#ifndef GL_AMD_seamless_cubemap_per_texture
#define GL_AMD_seamless_cubemap_per_texture 1
#define GL_TEXTURE_CUBE_MAP_SEAMLESS_ARB 0x884F
#define GLEW_AMD_seamless_cubemap_per_texture GLEW_GET_VAR(__GLEW_AMD_seamless_cubemap_per_texture)
#endif /* GL_AMD_seamless_cubemap_per_texture */
/* ---------------------- GL_AMD_shader_stencil_export --------------------- */
#ifndef GL_AMD_shader_stencil_export
#define GL_AMD_shader_stencil_export 1
#define GLEW_AMD_shader_stencil_export GLEW_GET_VAR(__GLEW_AMD_shader_stencil_export)
#endif /* GL_AMD_shader_stencil_export */
/* ------------------------ GL_AMD_texture_texture4 ------------------------ */
#ifndef GL_AMD_texture_texture4
#define GL_AMD_texture_texture4 1
#define GLEW_AMD_texture_texture4 GLEW_GET_VAR(__GLEW_AMD_texture_texture4)
#endif /* GL_AMD_texture_texture4 */
/* --------------- GL_AMD_transform_feedback3_lines_triangles -------------- */
#ifndef GL_AMD_transform_feedback3_lines_triangles
#define GL_AMD_transform_feedback3_lines_triangles 1
#define GLEW_AMD_transform_feedback3_lines_triangles GLEW_GET_VAR(__GLEW_AMD_transform_feedback3_lines_triangles)
#endif /* GL_AMD_transform_feedback3_lines_triangles */
/* -------------------- GL_AMD_vertex_shader_tessellator ------------------- */
#ifndef GL_AMD_vertex_shader_tessellator
#define GL_AMD_vertex_shader_tessellator 1
#define GL_SAMPLER_BUFFER_AMD 0x9001
#define GL_INT_SAMPLER_BUFFER_AMD 0x9002
#define GL_UNSIGNED_INT_SAMPLER_BUFFER_AMD 0x9003
#define GL_TESSELLATION_MODE_AMD 0x9004
#define GL_TESSELLATION_FACTOR_AMD 0x9005
#define GL_DISCRETE_AMD 0x9006
#define GL_CONTINUOUS_AMD 0x9007
typedef void (GLAPIENTRY * PFNGLTESSELLATIONFACTORAMDPROC) (GLfloat factor);
typedef void (GLAPIENTRY * PFNGLTESSELLATIONMODEAMDPROC) (GLenum mode);
#define glTessellationFactorAMD GLEW_GET_FUN(__glewTessellationFactorAMD)
#define glTessellationModeAMD GLEW_GET_FUN(__glewTessellationModeAMD)
#define GLEW_AMD_vertex_shader_tessellator GLEW_GET_VAR(__GLEW_AMD_vertex_shader_tessellator)
#endif /* GL_AMD_vertex_shader_tessellator */
/* ----------------------- GL_APPLE_aux_depth_stencil ---------------------- */
#ifndef GL_APPLE_aux_depth_stencil
#define GL_APPLE_aux_depth_stencil 1
#define GL_AUX_DEPTH_STENCIL_APPLE 0x8A14
#define GLEW_APPLE_aux_depth_stencil GLEW_GET_VAR(__GLEW_APPLE_aux_depth_stencil)
#endif /* GL_APPLE_aux_depth_stencil */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* ------------------------ GL_APPLE_client_storage ------------------------ */
#ifndef GL_APPLE_client_storage
#define GL_APPLE_client_storage 1
#define GL_UNPACK_CLIENT_STORAGE_APPLE 0x85B2
#define GLEW_APPLE_client_storage GLEW_GET_VAR(__GLEW_APPLE_client_storage)
#endif /* GL_APPLE_client_storage */
/* ------------------------- GL_APPLE_element_array ------------------------ */
#ifndef GL_APPLE_element_array
#define GL_APPLE_element_array 1
#define GL_ELEMENT_ARRAY_APPLE 0x8A0C
#define GL_ELEMENT_ARRAY_TYPE_APPLE 0x8A0D
#define GL_ELEMENT_ARRAY_POINTER_APPLE 0x8A0E
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
typedef void (GLAPIENTRY * PFNGLDRAWELEMENTARRAYAPPLEPROC) (GLenum mode, GLint first, GLsizei count);
typedef void (GLAPIENTRY * PFNGLDRAWRANGEELEMENTARRAYAPPLEPROC) (GLenum mode, GLuint start, GLuint end, GLint first, GLsizei count);
typedef void (GLAPIENTRY * PFNGLELEMENTPOINTERAPPLEPROC) (GLenum type, const void* pointer);
typedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTARRAYAPPLEPROC) (GLenum mode, const GLint* first, const GLsizei *count, GLsizei primcount);
typedef void (GLAPIENTRY * PFNGLMULTIDRAWRANGEELEMENTARRAYAPPLEPROC) (GLenum mode, GLuint start, GLuint end, const GLint* first, const GLsizei *count, GLsizei primcount);
#define glDrawElementArrayAPPLE GLEW_GET_FUN(__glewDrawElementArrayAPPLE)
#define glDrawRangeElementArrayAPPLE GLEW_GET_FUN(__glewDrawRangeElementArrayAPPLE)
#define glElementPointerAPPLE GLEW_GET_FUN(__glewElementPointerAPPLE)
#define glMultiDrawElementArrayAPPLE GLEW_GET_FUN(__glewMultiDrawElementArrayAPPLE)
#define glMultiDrawRangeElementArrayAPPLE GLEW_GET_FUN(__glewMultiDrawRangeElementArrayAPPLE)
#define GLEW_APPLE_element_array GLEW_GET_VAR(__GLEW_APPLE_element_array)
#endif /* GL_APPLE_element_array */
/* ----------------------------- GL_APPLE_fence ---------------------------- */
#ifndef GL_APPLE_fence
#define GL_APPLE_fence 1
#define GL_DRAW_PIXELS_APPLE 0x8A0A
#define GL_FENCE_APPLE 0x8A0B
typedef void (GLAPIENTRY * PFNGLDELETEFENCESAPPLEPROC) (GLsizei n, const GLuint* fences);
typedef void (GLAPIENTRY * PFNGLFINISHFENCEAPPLEPROC) (GLuint fence);
typedef void (GLAPIENTRY * PFNGLFINISHOBJECTAPPLEPROC) (GLenum object, GLint name);
typedef void (GLAPIENTRY * PFNGLGENFENCESAPPLEPROC) (GLsizei n, GLuint* fences);
typedef GLboolean (GLAPIENTRY * PFNGLISFENCEAPPLEPROC) (GLuint fence);
typedef void (GLAPIENTRY * PFNGLSETFENCEAPPLEPROC) (GLuint fence);
typedef GLboolean (GLAPIENTRY * PFNGLTESTFENCEAPPLEPROC) (GLuint fence);
typedef GLboolean (GLAPIENTRY * PFNGLTESTOBJECTAPPLEPROC) (GLenum object, GLuint name);
#define glDeleteFencesAPPLE GLEW_GET_FUN(__glewDeleteFencesAPPLE)
#define glFinishFenceAPPLE GLEW_GET_FUN(__glewFinishFenceAPPLE)
#define glFinishObjectAPPLE GLEW_GET_FUN(__glewFinishObjectAPPLE)
#define glGenFencesAPPLE GLEW_GET_FUN(__glewGenFencesAPPLE)
#define glIsFenceAPPLE GLEW_GET_FUN(__glewIsFenceAPPLE)
#define glSetFenceAPPLE GLEW_GET_FUN(__glewSetFenceAPPLE)
#define glTestFenceAPPLE GLEW_GET_FUN(__glewTestFenceAPPLE)
#define glTestObjectAPPLE GLEW_GET_FUN(__glewTestObjectAPPLE)
#define GLEW_APPLE_fence GLEW_GET_VAR(__GLEW_APPLE_fence)
#endif /* GL_APPLE_fence */
/* ------------------------- GL_APPLE_float_pixels ------------------------- */
#ifndef GL_APPLE_float_pixels
#define GL_APPLE_float_pixels 1
#define GL_HALF_APPLE 0x140B
#define GL_RGBA_FLOAT32_APPLE 0x8814
#define GL_RGB_FLOAT32_APPLE 0x8815
#define GL_ALPHA_FLOAT32_APPLE 0x8816
#define GL_INTENSITY_FLOAT32_APPLE 0x8817
#define GL_LUMINANCE_FLOAT32_APPLE 0x8818
#define GL_LUMINANCE_ALPHA_FLOAT32_APPLE 0x8819
#define GL_RGBA_FLOAT16_APPLE 0x881A
#define GL_RGB_FLOAT16_APPLE 0x881B
#define GL_ALPHA_FLOAT16_APPLE 0x881C
#define GL_INTENSITY_FLOAT16_APPLE 0x881D
#define GL_LUMINANCE_FLOAT16_APPLE 0x881E
#define GL_LUMINANCE_ALPHA_FLOAT16_APPLE 0x881F
#define GL_COLOR_FLOAT_APPLE 0x8A0F
#define GLEW_APPLE_float_pixels GLEW_GET_VAR(__GLEW_APPLE_float_pixels)
#endif /* GL_APPLE_float_pixels */
/* ---------------------- GL_APPLE_flush_buffer_range ---------------------- */
#ifndef GL_APPLE_flush_buffer_range
#define GL_APPLE_flush_buffer_range 1
#define GL_BUFFER_SERIALIZED_MODIFY_APPLE 0x8A12
#define GL_BUFFER_FLUSHING_UNMAP_APPLE 0x8A13
typedef void (GLAPIENTRY * PFNGLBUFFERPARAMETERIAPPLEPROC) (GLenum target, GLenum pname, GLint param);
typedef void (GLAPIENTRY * PFNGLFLUSHMAPPEDBUFFERRANGEAPPLEPROC) (GLenum target, GLintptr offset, GLsizeiptr size);
#define glBufferParameteriAPPLE GLEW_GET_FUN(__glewBufferParameteriAPPLE)
#define glFlushMappedBufferRangeAPPLE GLEW_GET_FUN(__glewFlushMappedBufferRangeAPPLE)
#define GLEW_APPLE_flush_buffer_range GLEW_GET_VAR(__GLEW_APPLE_flush_buffer_range)
#endif /* GL_APPLE_flush_buffer_range */
/* ----------------------- GL_APPLE_object_purgeable ----------------------- */
#ifndef GL_APPLE_object_purgeable
#define GL_APPLE_object_purgeable 1
#define GL_BUFFER_OBJECT_APPLE 0x85B3
#define GL_RELEASED_APPLE 0x8A19
#define GL_VOLATILE_APPLE 0x8A1A
#define GL_RETAINED_APPLE 0x8A1B
#define GL_UNDEFINED_APPLE 0x8A1C
#define GL_PURGEABLE_APPLE 0x8A1D
typedef void (GLAPIENTRY * PFNGLGETOBJECTPARAMETERIVAPPLEPROC) (GLenum objectType, GLuint name, GLenum pname, GLint* params);
typedef GLenum (GLAPIENTRY * PFNGLOBJECTPURGEABLEAPPLEPROC) (GLenum objectType, GLuint name, GLenum option);
typedef GLenum (GLAPIENTRY * PFNGLOBJECTUNPURGEABLEAPPLEPROC) (GLenum objectType, GLuint name, GLenum option);
#define glGetObjectParameterivAPPLE GLEW_GET_FUN(__glewGetObjectParameterivAPPLE)
#define glObjectPurgeableAPPLE GLEW_GET_FUN(__glewObjectPurgeableAPPLE)
#define glObjectUnpurgeableAPPLE GLEW_GET_FUN(__glewObjectUnpurgeableAPPLE)
#define GLEW_APPLE_object_purgeable GLEW_GET_VAR(__GLEW_APPLE_object_purgeable)
#endif /* GL_APPLE_object_purgeable */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* ------------------------- GL_APPLE_pixel_buffer ------------------------- */
#ifndef GL_APPLE_pixel_buffer
#define GL_APPLE_pixel_buffer 1
#define GL_MIN_PBUFFER_VIEWPORT_DIMS_APPLE 0x8A10
#define GLEW_APPLE_pixel_buffer GLEW_GET_VAR(__GLEW_APPLE_pixel_buffer)
#endif /* GL_APPLE_pixel_buffer */
/* ---------------------------- GL_APPLE_rgb_422 --------------------------- */
#ifndef GL_APPLE_rgb_422
#define GL_APPLE_rgb_422 1
#define GL_UNSIGNED_SHORT_8_8_APPLE 0x85BA
#define GL_UNSIGNED_SHORT_8_8_REV_APPLE 0x85BB
#define GL_RGB_422_APPLE 0x8A1F
#define GLEW_APPLE_rgb_422 GLEW_GET_VAR(__GLEW_APPLE_rgb_422)
#endif /* GL_APPLE_rgb_422 */
/* --------------------------- GL_APPLE_row_bytes -------------------------- */
#ifndef GL_APPLE_row_bytes
#define GL_APPLE_row_bytes 1
#define GL_PACK_ROW_BYTES_APPLE 0x8A15
#define GL_UNPACK_ROW_BYTES_APPLE 0x8A16
#define GLEW_APPLE_row_bytes GLEW_GET_VAR(__GLEW_APPLE_row_bytes)
#endif /* GL_APPLE_row_bytes */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* ------------------------ GL_APPLE_specular_vector ----------------------- */
#ifndef GL_APPLE_specular_vector
#define GL_APPLE_specular_vector 1
#define GL_LIGHT_MODEL_SPECULAR_VECTOR_APPLE 0x85B0
#define GLEW_APPLE_specular_vector GLEW_GET_VAR(__GLEW_APPLE_specular_vector)
#endif /* GL_APPLE_specular_vector */
/* ------------------------- GL_APPLE_texture_range ------------------------ */
#ifndef GL_APPLE_texture_range
#define GL_APPLE_texture_range 1
#define GL_TEXTURE_RANGE_LENGTH_APPLE 0x85B7
#define GL_TEXTURE_RANGE_POINTER_APPLE 0x85B8
#define GL_TEXTURE_STORAGE_HINT_APPLE 0x85BC
#define GL_STORAGE_PRIVATE_APPLE 0x85BD
#define GL_STORAGE_CACHED_APPLE 0x85BE
#define GL_STORAGE_SHARED_APPLE 0x85BF
typedef void (GLAPIENTRY * PFNGLGETTEXPARAMETERPOINTERVAPPLEPROC) (GLenum target, GLenum pname, GLvoid **params);
typedef void (GLAPIENTRY * PFNGLTEXTURERANGEAPPLEPROC) (GLenum target, GLsizei length, GLvoid *pointer);
#define glGetTexParameterPointervAPPLE GLEW_GET_FUN(__glewGetTexParameterPointervAPPLE)
#define glTextureRangeAPPLE GLEW_GET_FUN(__glewTextureRangeAPPLE)
#define GLEW_APPLE_texture_range GLEW_GET_VAR(__GLEW_APPLE_texture_range)
#endif /* GL_APPLE_texture_range */
/* ------------------------ GL_APPLE_transform_hint ------------------------ */
#ifndef GL_APPLE_transform_hint
#define GL_APPLE_transform_hint 1
#define GL_TRANSFORM_HINT_APPLE 0x85B1
#define GLEW_APPLE_transform_hint GLEW_GET_VAR(__GLEW_APPLE_transform_hint)
#endif /* GL_APPLE_transform_hint */
/* ---------------------- GL_APPLE_vertex_array_object --------------------- */
#ifndef GL_APPLE_vertex_array_object
#define GL_APPLE_vertex_array_object 1
#define GL_VERTEX_ARRAY_BINDING_APPLE 0x85B5
typedef void (GLAPIENTRY * PFNGLBINDVERTEXARRAYAPPLEPROC) (GLuint array);
typedef void (GLAPIENTRY * PFNGLDELETEVERTEXARRAYSAPPLEPROC) (GLsizei n, const GLuint* arrays);
typedef void (GLAPIENTRY * PFNGLGENVERTEXARRAYSAPPLEPROC) (GLsizei n, const GLuint* arrays);
typedef GLboolean (GLAPIENTRY * PFNGLISVERTEXARRAYAPPLEPROC) (GLuint array);
#define glBindVertexArrayAPPLE GLEW_GET_FUN(__glewBindVertexArrayAPPLE)
#define glDeleteVertexArraysAPPLE GLEW_GET_FUN(__glewDeleteVertexArraysAPPLE)
#define glGenVertexArraysAPPLE GLEW_GET_FUN(__glewGenVertexArraysAPPLE)
#define glIsVertexArrayAPPLE GLEW_GET_FUN(__glewIsVertexArrayAPPLE)
#define GLEW_APPLE_vertex_array_object GLEW_GET_VAR(__GLEW_APPLE_vertex_array_object)
#endif /* GL_APPLE_vertex_array_object */
/* ---------------------- GL_APPLE_vertex_array_range ---------------------- */
#ifndef GL_APPLE_vertex_array_range
#define GL_APPLE_vertex_array_range 1
#define GL_VERTEX_ARRAY_RANGE_APPLE 0x851D
#define GL_VERTEX_ARRAY_RANGE_LENGTH_APPLE 0x851E
#define GL_VERTEX_ARRAY_STORAGE_HINT_APPLE 0x851F
#define GL_MAX_VERTEX_ARRAY_RANGE_ELEMENT_APPLE 0x8520
#define GL_VERTEX_ARRAY_RANGE_POINTER_APPLE 0x8521
#define GL_STORAGE_CLIENT_APPLE 0x85B4
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
#define GL_STORAGE_CACHED_APPLE 0x85BE
#define GL_STORAGE_SHARED_APPLE 0x85BF
typedef void (GLAPIENTRY * PFNGLFLUSHVERTEXARRAYRANGEAPPLEPROC) (GLsizei length, void* pointer);
typedef void (GLAPIENTRY * PFNGLVERTEXARRAYPARAMETERIAPPLEPROC) (GLenum pname, GLint param);
typedef void (GLAPIENTRY * PFNGLVERTEXARRAYRANGEAPPLEPROC) (GLsizei length, void* pointer);
#define glFlushVertexArrayRangeAPPLE GLEW_GET_FUN(__glewFlushVertexArrayRangeAPPLE)
#define glVertexArrayParameteriAPPLE GLEW_GET_FUN(__glewVertexArrayParameteriAPPLE)
#define glVertexArrayRangeAPPLE GLEW_GET_FUN(__glewVertexArrayRangeAPPLE)
#define GLEW_APPLE_vertex_array_range GLEW_GET_VAR(__GLEW_APPLE_vertex_array_range)
#endif /* GL_APPLE_vertex_array_range */
/* ------------------- GL_APPLE_vertex_program_evaluators ------------------ */
#ifndef GL_APPLE_vertex_program_evaluators
#define GL_APPLE_vertex_program_evaluators 1
#define GL_VERTEX_ATTRIB_MAP1_APPLE 0x8A00
#define GL_VERTEX_ATTRIB_MAP2_APPLE 0x8A01
#define GL_VERTEX_ATTRIB_MAP1_SIZE_APPLE 0x8A02
#define GL_VERTEX_ATTRIB_MAP1_COEFF_APPLE 0x8A03
#define GL_VERTEX_ATTRIB_MAP1_ORDER_APPLE 0x8A04
#define GL_VERTEX_ATTRIB_MAP1_DOMAIN_APPLE 0x8A05
#define GL_VERTEX_ATTRIB_MAP2_SIZE_APPLE 0x8A06
#define GL_VERTEX_ATTRIB_MAP2_COEFF_APPLE 0x8A07
#define GL_VERTEX_ATTRIB_MAP2_ORDER_APPLE 0x8A08
#define GL_VERTEX_ATTRIB_MAP2_DOMAIN_APPLE 0x8A09
typedef void (GLAPIENTRY * PFNGLDISABLEVERTEXATTRIBAPPLEPROC) (GLuint index, GLenum pname);
typedef void (GLAPIENTRY * PFNGLENABLEVERTEXATTRIBAPPLEPROC) (GLuint index, GLenum pname);
typedef GLboolean (GLAPIENTRY * PFNGLISVERTEXATTRIBENABLEDAPPLEPROC) (GLuint index, GLenum pname);
typedef void (GLAPIENTRY * PFNGLMAPVERTEXATTRIB1DAPPLEPROC) (GLuint index, GLuint size, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble* points);
typedef void (GLAPIENTRY * PFNGLMAPVERTEXATTRIB1FAPPLEPROC) (GLuint index, GLuint size, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat* points);
typedef void (GLAPIENTRY * PFNGLMAPVERTEXATTRIB2DAPPLEPROC) (GLuint index, GLuint size, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble* points);
typedef void (GLAPIENTRY * PFNGLMAPVERTEXATTRIB2FAPPLEPROC) (GLuint index, GLuint size, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat* points);
#define glDisableVertexAttribAPPLE GLEW_GET_FUN(__glewDisableVertexAttribAPPLE)
#define glEnableVertexAttribAPPLE GLEW_GET_FUN(__glewEnableVertexAttribAPPLE)
#define glIsVertexAttribEnabledAPPLE GLEW_GET_FUN(__glewIsVertexAttribEnabledAPPLE)
#define glMapVertexAttrib1dAPPLE GLEW_GET_FUN(__glewMapVertexAttrib1dAPPLE)
#define glMapVertexAttrib1fAPPLE GLEW_GET_FUN(__glewMapVertexAttrib1fAPPLE)
#define glMapVertexAttrib2dAPPLE GLEW_GET_FUN(__glewMapVertexAttrib2dAPPLE)
#define glMapVertexAttrib2fAPPLE GLEW_GET_FUN(__glewMapVertexAttrib2fAPPLE)
#define GLEW_APPLE_vertex_program_evaluators GLEW_GET_VAR(__GLEW_APPLE_vertex_program_evaluators)
#endif /* GL_APPLE_vertex_program_evaluators */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* --------------------------- GL_APPLE_ycbcr_422 -------------------------- */
#ifndef GL_APPLE_ycbcr_422
#define GL_APPLE_ycbcr_422 1
#define GL_YCBCR_422_APPLE 0x85B9
#define GL_UNSIGNED_SHORT_8_8_APPLE 0x85BA
#define GL_UNSIGNED_SHORT_8_8_REV_APPLE 0x85BB
#define GLEW_APPLE_ycbcr_422 GLEW_GET_VAR(__GLEW_APPLE_ycbcr_422)
#endif /* GL_APPLE_ycbcr_422 */
/* ------------------------ GL_ARB_ES2_compatibility ----------------------- */
#ifndef GL_ARB_ES2_compatibility
#define GL_ARB_ES2_compatibility 1
#define GL_FIXED 0x140C
#define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A
#define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B
#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
#define GL_SHADER_BINARY_FORMATS 0x8DF8
#define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9
#define GL_SHADER_COMPILER 0x8DFA
#define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB
#define GL_MAX_VARYING_VECTORS 0x8DFC
#define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD
typedef void (GLAPIENTRY * PFNGLCLEARDEPTHFPROC) (GLclampf d);
typedef void (GLAPIENTRY * PFNGLDEPTHRANGEFPROC) (GLclampf n, GLclampf f);
typedef void (GLAPIENTRY * PFNGLGETSHADERPRECISIONFORMATPROC) (GLenum shadertype, GLenum precisiontype, GLint* range, GLint *precision);
typedef void (GLAPIENTRY * PFNGLRELEASESHADERCOMPILERPROC) (void);
typedef void (GLAPIENTRY * PFNGLSHADERBINARYPROC) (GLsizei count, const GLuint* shaders, GLenum binaryformat, const GLvoid*binary, GLsizei length);
#define glClearDepthf GLEW_GET_FUN(__glewClearDepthf)
#define glDepthRangef GLEW_GET_FUN(__glewDepthRangef)
#define glGetShaderPrecisionFormat GLEW_GET_FUN(__glewGetShaderPrecisionFormat)
#define glReleaseShaderCompiler GLEW_GET_FUN(__glewReleaseShaderCompiler)
#define glShaderBinary GLEW_GET_FUN(__glewShaderBinary)
#define GLEW_ARB_ES2_compatibility GLEW_GET_VAR(__GLEW_ARB_ES2_compatibility)
#endif /* GL_ARB_ES2_compatibility */
/* -------------------------- GL_ARB_base_instance ------------------------- */
#ifndef GL_ARB_base_instance
#define GL_ARB_base_instance 1
typedef void (GLAPIENTRY * PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC) (GLenum mode, GLint first, GLsizei count, GLsizei primcount, GLuint baseinstance);
typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC) (GLenum mode, GLsizei count, GLenum type, const void* indices, GLsizei primcount, GLuint baseinstance);
typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC) (GLenum mode, GLsizei count, GLenum type, const void* indices, GLsizei primcount, GLint basevertex, GLuint baseinstance);
#define glDrawArraysInstancedBaseInstance GLEW_GET_FUN(__glewDrawArraysInstancedBaseInstance)
#define glDrawElementsInstancedBaseInstance GLEW_GET_FUN(__glewDrawElementsInstancedBaseInstance)
#define glDrawElementsInstancedBaseVertexBaseInstance GLEW_GET_FUN(__glewDrawElementsInstancedBaseVertexBaseInstance)
#define GLEW_ARB_base_instance GLEW_GET_VAR(__GLEW_ARB_base_instance)
#endif /* GL_ARB_base_instance */
/* ----------------------- GL_ARB_blend_func_extended ---------------------- */
#ifndef GL_ARB_blend_func_extended
#define GL_ARB_blend_func_extended 1
#define GL_SRC1_COLOR 0x88F9
#define GL_ONE_MINUS_SRC1_COLOR 0x88FA
#define GL_ONE_MINUS_SRC1_ALPHA 0x88FB
#define GL_MAX_DUAL_SOURCE_DRAW_BUFFERS 0x88FC
typedef void (GLAPIENTRY * PFNGLBINDFRAGDATALOCATIONINDEXEDPROC) (GLuint program, GLuint colorNumber, GLuint index, const char * name);
typedef GLint (GLAPIENTRY * PFNGLGETFRAGDATAINDEXPROC) (GLuint program, const char * name);
#define glBindFragDataLocationIndexed GLEW_GET_FUN(__glewBindFragDataLocationIndexed)
#define glGetFragDataIndex GLEW_GET_FUN(__glewGetFragDataIndex)
#define GLEW_ARB_blend_func_extended GLEW_GET_VAR(__GLEW_ARB_blend_func_extended)
#endif /* GL_ARB_blend_func_extended */
/* ---------------------------- GL_ARB_cl_event ---------------------------- */
#ifndef GL_ARB_cl_event
#define GL_ARB_cl_event 1
#define GL_SYNC_CL_EVENT_ARB 0x8240
#define GL_SYNC_CL_EVENT_COMPLETE_ARB 0x8241
typedef struct _cl_context *cl_context;
typedef struct _cl_event *cl_event;
typedef GLsync (GLAPIENTRY * PFNGLCREATESYNCFROMCLEVENTARBPROC) (cl_context context, cl_event event, GLbitfield flags);
#define glCreateSyncFromCLeventARB GLEW_GET_FUN(__glewCreateSyncFromCLeventARB)
#define GLEW_ARB_cl_event GLEW_GET_VAR(__GLEW_ARB_cl_event)
#endif /* GL_ARB_cl_event */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* ----------------------- GL_ARB_color_buffer_float ----------------------- */
#ifndef GL_ARB_color_buffer_float
#define GL_ARB_color_buffer_float 1
#define GL_RGBA_FLOAT_MODE_ARB 0x8820
#define GL_CLAMP_VERTEX_COLOR_ARB 0x891A
#define GL_CLAMP_FRAGMENT_COLOR_ARB 0x891B
#define GL_CLAMP_READ_COLOR_ARB 0x891C
#define GL_FIXED_ONLY_ARB 0x891D
typedef void (GLAPIENTRY * PFNGLCLAMPCOLORARBPROC) (GLenum target, GLenum clamp);
#define glClampColorARB GLEW_GET_FUN(__glewClampColorARB)
#define GLEW_ARB_color_buffer_float GLEW_GET_VAR(__GLEW_ARB_color_buffer_float)
#endif /* GL_ARB_color_buffer_float */
/* -------------------------- GL_ARB_compatibility ------------------------- */
#ifndef GL_ARB_compatibility
#define GL_ARB_compatibility 1
#define GLEW_ARB_compatibility GLEW_GET_VAR(__GLEW_ARB_compatibility)
#endif /* GL_ARB_compatibility */
/* ---------------- GL_ARB_compressed_texture_pixel_storage ---------------- */
#ifndef GL_ARB_compressed_texture_pixel_storage
#define GL_ARB_compressed_texture_pixel_storage 1
#define GL_UNPACK_COMPRESSED_BLOCK_WIDTH 0x9127
#define GL_UNPACK_COMPRESSED_BLOCK_HEIGHT 0x9128
#define GL_UNPACK_COMPRESSED_BLOCK_DEPTH 0x9129
#define GL_UNPACK_COMPRESSED_BLOCK_SIZE 0x912A
#define GL_PACK_COMPRESSED_BLOCK_WIDTH 0x912B
#define GL_PACK_COMPRESSED_BLOCK_HEIGHT 0x912C
#define GL_PACK_COMPRESSED_BLOCK_DEPTH 0x912D
#define GL_PACK_COMPRESSED_BLOCK_SIZE 0x912E
#define GLEW_ARB_compressed_texture_pixel_storage GLEW_GET_VAR(__GLEW_ARB_compressed_texture_pixel_storage)
#endif /* GL_ARB_compressed_texture_pixel_storage */
/* ----------------------- GL_ARB_conservative_depth ----------------------- */
#ifndef GL_ARB_conservative_depth
#define GL_ARB_conservative_depth 1
#define GLEW_ARB_conservative_depth GLEW_GET_VAR(__GLEW_ARB_conservative_depth)
#endif /* GL_ARB_conservative_depth */
/* --------------------------- GL_ARB_copy_buffer -------------------------- */
#ifndef GL_ARB_copy_buffer
#define GL_ARB_copy_buffer 1
#define GL_COPY_READ_BUFFER 0x8F36
#define GL_COPY_WRITE_BUFFER 0x8F37
typedef void (GLAPIENTRY * PFNGLCOPYBUFFERSUBDATAPROC) (GLenum readtarget, GLenum writetarget, GLintptr readoffset, GLintptr writeoffset, GLsizeiptr size);
#define glCopyBufferSubData GLEW_GET_FUN(__glewCopyBufferSubData)
#define GLEW_ARB_copy_buffer GLEW_GET_VAR(__GLEW_ARB_copy_buffer)
#endif /* GL_ARB_copy_buffer */
/* -------------------------- GL_ARB_debug_output -------------------------- */
#ifndef GL_ARB_debug_output
#define GL_ARB_debug_output 1
#define GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB 0x8242
#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB 0x8243
#define GL_DEBUG_CALLBACK_FUNCTION_ARB 0x8244
#define GL_DEBUG_CALLBACK_USER_PARAM_ARB 0x8245
#define GL_DEBUG_SOURCE_API_ARB 0x8246
#define GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB 0x8247
#define GL_DEBUG_SOURCE_SHADER_COMPILER_ARB 0x8248
#define GL_DEBUG_SOURCE_THIRD_PARTY_ARB 0x8249
#define GL_DEBUG_SOURCE_APPLICATION_ARB 0x824A
#define GL_DEBUG_SOURCE_OTHER_ARB 0x824B
#define GL_DEBUG_TYPE_ERROR_ARB 0x824C
#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB 0x824D
#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB 0x824E
#define GL_DEBUG_TYPE_PORTABILITY_ARB 0x824F
#define GL_DEBUG_TYPE_PERFORMANCE_ARB 0x8250
#define GL_DEBUG_TYPE_OTHER_ARB 0x8251
#define GL_MAX_DEBUG_MESSAGE_LENGTH_ARB 0x9143
#define GL_MAX_DEBUG_LOGGED_MESSAGES_ARB 0x9144
#define GL_DEBUG_LOGGED_MESSAGES_ARB 0x9145
#define GL_DEBUG_SEVERITY_HIGH_ARB 0x9146
#define GL_DEBUG_SEVERITY_MEDIUM_ARB 0x9147
#define GL_DEBUG_SEVERITY_LOW_ARB 0x9148
typedef void (APIENTRY *GLDEBUGPROCARB)(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, GLvoid* userParam);
typedef void (GLAPIENTRY * PFNGLDEBUGMESSAGECALLBACKARBPROC) (GLDEBUGPROCARB callback, void* userParam);
typedef void (GLAPIENTRY * PFNGLDEBUGMESSAGECONTROLARBPROC) (GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint* ids, GLboolean enabled);
typedef void (GLAPIENTRY * PFNGLDEBUGMESSAGEINSERTARBPROC) (GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const char* buf);
typedef GLuint (GLAPIENTRY * PFNGLGETDEBUGMESSAGELOGARBPROC) (GLuint count, GLsizei bufsize, GLenum* sources, GLenum* types, GLuint* ids, GLenum* severities, GLsizei* lengths, char* messageLog);
#define glDebugMessageCallbackARB GLEW_GET_FUN(__glewDebugMessageCallbackARB)
#define glDebugMessageControlARB GLEW_GET_FUN(__glewDebugMessageControlARB)
#define glDebugMessageInsertARB GLEW_GET_FUN(__glewDebugMessageInsertARB)
#define glGetDebugMessageLogARB GLEW_GET_FUN(__glewGetDebugMessageLogARB)
#define GLEW_ARB_debug_output GLEW_GET_VAR(__GLEW_ARB_debug_output)
#endif /* GL_ARB_debug_output */
/* ----------------------- GL_ARB_depth_buffer_float ----------------------- */
#ifndef GL_ARB_depth_buffer_float
#define GL_ARB_depth_buffer_float 1
#define GL_DEPTH_COMPONENT32F 0x8CAC
#define GL_DEPTH32F_STENCIL8 0x8CAD
#define GL_FLOAT_32_UNSIGNED_INT_24_8_REV 0x8DAD
#define GLEW_ARB_depth_buffer_float GLEW_GET_VAR(__GLEW_ARB_depth_buffer_float)
#endif /* GL_ARB_depth_buffer_float */
/* --------------------------- GL_ARB_depth_clamp -------------------------- */
#ifndef GL_ARB_depth_clamp
#define GL_ARB_depth_clamp 1
#define GL_DEPTH_CLAMP 0x864F
#define GLEW_ARB_depth_clamp GLEW_GET_VAR(__GLEW_ARB_depth_clamp)
#endif /* GL_ARB_depth_clamp */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* -------------------------- GL_ARB_depth_texture ------------------------- */
#ifndef GL_ARB_depth_texture
#define GL_ARB_depth_texture 1
#define GL_DEPTH_COMPONENT16_ARB 0x81A5
#define GL_DEPTH_COMPONENT24_ARB 0x81A6
#define GL_DEPTH_COMPONENT32_ARB 0x81A7
#define GL_TEXTURE_DEPTH_SIZE_ARB 0x884A
#define GL_DEPTH_TEXTURE_MODE_ARB 0x884B
#define GLEW_ARB_depth_texture GLEW_GET_VAR(__GLEW_ARB_depth_texture)
#endif /* GL_ARB_depth_texture */
/* -------------------------- GL_ARB_draw_buffers -------------------------- */
#ifndef GL_ARB_draw_buffers
#define GL_ARB_draw_buffers 1
#define GL_MAX_DRAW_BUFFERS_ARB 0x8824
#define GL_DRAW_BUFFER0_ARB 0x8825
#define GL_DRAW_BUFFER1_ARB 0x8826
#define GL_DRAW_BUFFER2_ARB 0x8827
#define GL_DRAW_BUFFER3_ARB 0x8828
#define GL_DRAW_BUFFER4_ARB 0x8829
#define GL_DRAW_BUFFER5_ARB 0x882A
#define GL_DRAW_BUFFER6_ARB 0x882B
#define GL_DRAW_BUFFER7_ARB 0x882C
#define GL_DRAW_BUFFER8_ARB 0x882D
#define GL_DRAW_BUFFER9_ARB 0x882E
#define GL_DRAW_BUFFER10_ARB 0x882F
#define GL_DRAW_BUFFER11_ARB 0x8830
#define GL_DRAW_BUFFER12_ARB 0x8831
#define GL_DRAW_BUFFER13_ARB 0x8832
#define GL_DRAW_BUFFER14_ARB 0x8833
#define GL_DRAW_BUFFER15_ARB 0x8834
typedef void (GLAPIENTRY * PFNGLDRAWBUFFERSARBPROC) (GLsizei n, const GLenum* bufs);
#define glDrawBuffersARB GLEW_GET_FUN(__glewDrawBuffersARB)
#define GLEW_ARB_draw_buffers GLEW_GET_VAR(__GLEW_ARB_draw_buffers)
#endif /* GL_ARB_draw_buffers */
/* ----------------------- GL_ARB_draw_buffers_blend ----------------------- */
#ifndef GL_ARB_draw_buffers_blend
#define GL_ARB_draw_buffers_blend 1
typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONSEPARATEIARBPROC) (GLuint buf, GLenum modeRGB, GLenum modeAlpha);
typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONIARBPROC) (GLuint buf, GLenum mode);
typedef void (GLAPIENTRY * PFNGLBLENDFUNCSEPARATEIARBPROC) (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
typedef void (GLAPIENTRY * PFNGLBLENDFUNCIARBPROC) (GLuint buf, GLenum src, GLenum dst);
#define glBlendEquationSeparateiARB GLEW_GET_FUN(__glewBlendEquationSeparateiARB)
#define glBlendEquationiARB GLEW_GET_FUN(__glewBlendEquationiARB)
#define glBlendFuncSeparateiARB GLEW_GET_FUN(__glewBlendFuncSeparateiARB)
#define glBlendFunciARB GLEW_GET_FUN(__glewBlendFunciARB)
#define GLEW_ARB_draw_buffers_blend GLEW_GET_VAR(__GLEW_ARB_draw_buffers_blend)
#endif /* GL_ARB_draw_buffers_blend */
/* -------------------- GL_ARB_draw_elements_base_vertex ------------------- */
#ifndef GL_ARB_draw_elements_base_vertex
#define GL_ARB_draw_elements_base_vertex 1
typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, void* indices, GLint basevertex);
typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const void* indices, GLsizei primcount, GLint basevertex);
typedef void (GLAPIENTRY * PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, void* indices, GLint basevertex);
typedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei* count, GLenum type, GLvoid**indices, GLsizei primcount, GLint *basevertex);
#define glDrawElementsBaseVertex GLEW_GET_FUN(__glewDrawElementsBaseVertex)
#define glDrawElementsInstancedBaseVertex GLEW_GET_FUN(__glewDrawElementsInstancedBaseVertex)
#define glDrawRangeElementsBaseVertex GLEW_GET_FUN(__glewDrawRangeElementsBaseVertex)
#define glMultiDrawElementsBaseVertex GLEW_GET_FUN(__glewMultiDrawElementsBaseVertex)
#define GLEW_ARB_draw_elements_base_vertex GLEW_GET_VAR(__GLEW_ARB_draw_elements_base_vertex)
#endif /* GL_ARB_draw_elements_base_vertex */
/* -------------------------- GL_ARB_draw_indirect ------------------------- */
#ifndef GL_ARB_draw_indirect
#define GL_ARB_draw_indirect 1
#define GL_DRAW_INDIRECT_BUFFER 0x8F3F
#define GL_DRAW_INDIRECT_BUFFER_BINDING 0x8F43
typedef void (GLAPIENTRY * PFNGLDRAWARRAYSINDIRECTPROC) (GLenum mode, const void* indirect);
typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINDIRECTPROC) (GLenum mode, GLenum type, const void* indirect);
#define glDrawArraysIndirect GLEW_GET_FUN(__glewDrawArraysIndirect)
#define glDrawElementsIndirect GLEW_GET_FUN(__glewDrawElementsIndirect)
#define GLEW_ARB_draw_indirect GLEW_GET_VAR(__GLEW_ARB_draw_indirect)
#endif /* GL_ARB_draw_indirect */
/* ------------------------- GL_ARB_draw_instanced ------------------------- */
#ifndef GL_ARB_draw_instanced
#define GL_ARB_draw_instanced 1
#define GLEW_ARB_draw_instanced GLEW_GET_VAR(__GLEW_ARB_draw_instanced)
#endif /* GL_ARB_draw_instanced */
/* -------------------- GL_ARB_explicit_attrib_location -------------------- */
#ifndef GL_ARB_explicit_attrib_location
#define GL_ARB_explicit_attrib_location 1
#define GLEW_ARB_explicit_attrib_location GLEW_GET_VAR(__GLEW_ARB_explicit_attrib_location)
#endif /* GL_ARB_explicit_attrib_location */
/* ------------------- GL_ARB_fragment_coord_conventions ------------------- */
#ifndef GL_ARB_fragment_coord_conventions
#define GL_ARB_fragment_coord_conventions 1
#define GLEW_ARB_fragment_coord_conventions GLEW_GET_VAR(__GLEW_ARB_fragment_coord_conventions)
#endif /* GL_ARB_fragment_coord_conventions */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* ------------------------ GL_ARB_fragment_program ------------------------ */
#ifndef GL_ARB_fragment_program
#define GL_ARB_fragment_program 1
#define GL_FRAGMENT_PROGRAM_ARB 0x8804
#define GL_PROGRAM_ALU_INSTRUCTIONS_ARB 0x8805
#define GL_PROGRAM_TEX_INSTRUCTIONS_ARB 0x8806
#define GL_PROGRAM_TEX_INDIRECTIONS_ARB 0x8807
#define GL_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB 0x8808
#define GL_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB 0x8809
#define GL_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB 0x880A
#define GL_MAX_PROGRAM_ALU_INSTRUCTIONS_ARB 0x880B
#define GL_MAX_PROGRAM_TEX_INSTRUCTIONS_ARB 0x880C
#define GL_MAX_PROGRAM_TEX_INDIRECTIONS_ARB 0x880D
#define GL_MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB 0x880E
#define GL_MAX_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB 0x880F
#define GL_MAX_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB 0x8810
#define GL_MAX_TEXTURE_COORDS_ARB 0x8871
#define GL_MAX_TEXTURE_IMAGE_UNITS_ARB 0x8872
#define GLEW_ARB_fragment_program GLEW_GET_VAR(__GLEW_ARB_fragment_program)
#endif /* GL_ARB_fragment_program */
/* --------------------- GL_ARB_fragment_program_shadow -------------------- */
#ifndef GL_ARB_fragment_program_shadow
#define GL_ARB_fragment_program_shadow 1
#define GLEW_ARB_fragment_program_shadow GLEW_GET_VAR(__GLEW_ARB_fragment_program_shadow)
#endif /* GL_ARB_fragment_program_shadow */
/* ------------------------- GL_ARB_fragment_shader ------------------------ */
#ifndef GL_ARB_fragment_shader
#define GL_ARB_fragment_shader 1
#define GL_FRAGMENT_SHADER_ARB 0x8B30
#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB 0x8B49
#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB 0x8B8B
#define GLEW_ARB_fragment_shader GLEW_GET_VAR(__GLEW_ARB_fragment_shader)
#endif /* GL_ARB_fragment_shader */
/* ----------------------- GL_ARB_framebuffer_object ----------------------- */
#ifndef GL_ARB_framebuffer_object
#define GL_ARB_framebuffer_object 1
#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506
#define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING 0x8210
#define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE 0x8211
#define GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE 0x8212
#define GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE 0x8213
#define GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE 0x8214
#define GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE 0x8215
#define GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE 0x8216
#define GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE 0x8217
#define GL_FRAMEBUFFER_DEFAULT 0x8218
#define GL_FRAMEBUFFER_UNDEFINED 0x8219
#define GL_DEPTH_STENCIL_ATTACHMENT 0x821A
#define GL_INDEX 0x8222
#define GL_MAX_RENDERBUFFER_SIZE 0x84E8
#define GL_DEPTH_STENCIL 0x84F9
#define GL_UNSIGNED_INT_24_8 0x84FA
#define GL_DEPTH24_STENCIL8 0x88F0
#define GL_TEXTURE_STENCIL_SIZE 0x88F1
#define GL_UNSIGNED_NORMALIZED 0x8C17
#define GL_SRGB 0x8C40
#define GL_DRAW_FRAMEBUFFER_BINDING 0x8CA6
#define GL_FRAMEBUFFER_BINDING 0x8CA6
#define GL_RENDERBUFFER_BINDING 0x8CA7
#define GL_READ_FRAMEBUFFER 0x8CA8
#define GL_DRAW_FRAMEBUFFER 0x8CA9
#define GL_READ_FRAMEBUFFER_BINDING 0x8CAA
#define GL_RENDERBUFFER_SAMPLES 0x8CAB
#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_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER 0x8CD4
#define GL_FRAMEBUFFER_COMPLETE 0x8CD5
#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6
#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7
#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER 0x8CDB
#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER 0x8CDC
#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD
#define GL_MAX_COLOR_ATTACHMENTS 0x8CDF
#define GL_COLOR_ATTACHMENT0 0x8CE0
#define GL_COLOR_ATTACHMENT1 0x8CE1
#define GL_COLOR_ATTACHMENT2 0x8CE2
#define GL_COLOR_ATTACHMENT3 0x8CE3
#define GL_COLOR_ATTACHMENT4 0x8CE4
#define GL_COLOR_ATTACHMENT5 0x8CE5
#define GL_COLOR_ATTACHMENT6 0x8CE6
#define GL_COLOR_ATTACHMENT7 0x8CE7
#define GL_COLOR_ATTACHMENT8 0x8CE8
#define GL_COLOR_ATTACHMENT9 0x8CE9
#define GL_COLOR_ATTACHMENT10 0x8CEA
#define GL_COLOR_ATTACHMENT11 0x8CEB
#define GL_COLOR_ATTACHMENT12 0x8CEC
#define GL_COLOR_ATTACHMENT13 0x8CED
#define GL_COLOR_ATTACHMENT14 0x8CEE
#define GL_COLOR_ATTACHMENT15 0x8CEF
#define GL_DEPTH_ATTACHMENT 0x8D00
#define GL_STENCIL_ATTACHMENT 0x8D20
#define GL_FRAMEBUFFER 0x8D40
#define GL_RENDERBUFFER 0x8D41
#define GL_RENDERBUFFER_WIDTH 0x8D42
#define GL_RENDERBUFFER_HEIGHT 0x8D43
#define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44
#define GL_STENCIL_INDEX1 0x8D46
#define GL_STENCIL_INDEX4 0x8D47
#define GL_STENCIL_INDEX8 0x8D48
#define GL_STENCIL_INDEX16 0x8D49
#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_INCOMPLETE_MULTISAMPLE 0x8D56
#define GL_MAX_SAMPLES 0x8D57
typedef void (GLAPIENTRY * PFNGLBINDFRAMEBUFFERPROC) (GLenum target, GLuint framebuffer);
typedef void (GLAPIENTRY * PFNGLBINDRENDERBUFFERPROC) (GLenum target, GLuint renderbuffer);
typedef void (GLAPIENTRY * PFNGLBLITFRAMEBUFFERPROC) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
typedef GLenum (GLAPIENTRY * PFNGLCHECKFRAMEBUFFERSTATUSPROC) (GLenum target);
typedef void (GLAPIENTRY * PFNGLDELETEFRAMEBUFFERSPROC) (GLsizei n, const GLuint* framebuffers);
typedef void (GLAPIENTRY * PFNGLDELETERENDERBUFFERSPROC) (GLsizei n, const GLuint* renderbuffers);
typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERRENDERBUFFERPROC) (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURE1DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURE2DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURE3DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint layer);
typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURELAYERPROC) (GLenum target,GLenum attachment, GLuint texture,GLint level,GLint layer);
typedef void (GLAPIENTRY * PFNGLGENFRAMEBUFFERSPROC) (GLsizei n, GLuint* framebuffers);
typedef void (GLAPIENTRY * PFNGLGENRENDERBUFFERSPROC) (GLsizei n, GLuint* renderbuffers);
typedef void (GLAPIENTRY * PFNGLGENERATEMIPMAPPROC) (GLenum target);
typedef void (GLAPIENTRY * PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC) (GLenum target, GLenum attachment, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETRENDERBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint* params);
typedef GLboolean (GLAPIENTRY * PFNGLISFRAMEBUFFERPROC) (GLuint framebuffer);
typedef GLboolean (GLAPIENTRY * PFNGLISRENDERBUFFERPROC) (GLuint renderbuffer);
typedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
typedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
#define glBindFramebuffer GLEW_GET_FUN(__glewBindFramebuffer)
#define glBindRenderbuffer GLEW_GET_FUN(__glewBindRenderbuffer)
#define glBlitFramebuffer GLEW_GET_FUN(__glewBlitFramebuffer)
#define glCheckFramebufferStatus GLEW_GET_FUN(__glewCheckFramebufferStatus)
#define glDeleteFramebuffers GLEW_GET_FUN(__glewDeleteFramebuffers)
#define glDeleteRenderbuffers GLEW_GET_FUN(__glewDeleteRenderbuffers)
#define glFramebufferRenderbuffer GLEW_GET_FUN(__glewFramebufferRenderbuffer)
#define glFramebufferTexture1D GLEW_GET_FUN(__glewFramebufferTexture1D)
#define glFramebufferTexture2D GLEW_GET_FUN(__glewFramebufferTexture2D)
#define glFramebufferTexture3D GLEW_GET_FUN(__glewFramebufferTexture3D)
#define glFramebufferTextureLayer GLEW_GET_FUN(__glewFramebufferTextureLayer)
#define glGenFramebuffers GLEW_GET_FUN(__glewGenFramebuffers)
#define glGenRenderbuffers GLEW_GET_FUN(__glewGenRenderbuffers)
#define glGenerateMipmap GLEW_GET_FUN(__glewGenerateMipmap)
#define glGetFramebufferAttachmentParameteriv GLEW_GET_FUN(__glewGetFramebufferAttachmentParameteriv)
#define glGetRenderbufferParameteriv GLEW_GET_FUN(__glewGetRenderbufferParameteriv)
#define glIsFramebuffer GLEW_GET_FUN(__glewIsFramebuffer)
#define glIsRenderbuffer GLEW_GET_FUN(__glewIsRenderbuffer)
#define glRenderbufferStorage GLEW_GET_FUN(__glewRenderbufferStorage)
#define glRenderbufferStorageMultisample GLEW_GET_FUN(__glewRenderbufferStorageMultisample)
#define GLEW_ARB_framebuffer_object GLEW_GET_VAR(__GLEW_ARB_framebuffer_object)
#endif /* GL_ARB_framebuffer_object */
/* ------------------------ GL_ARB_framebuffer_sRGB ------------------------ */
#ifndef GL_ARB_framebuffer_sRGB
#define GL_ARB_framebuffer_sRGB 1
#define GL_FRAMEBUFFER_SRGB 0x8DB9
#define GLEW_ARB_framebuffer_sRGB GLEW_GET_VAR(__GLEW_ARB_framebuffer_sRGB)
#endif /* GL_ARB_framebuffer_sRGB */
/* ------------------------ GL_ARB_geometry_shader4 ------------------------ */
#ifndef GL_ARB_geometry_shader4
#define GL_ARB_geometry_shader4 1
#define GL_LINES_ADJACENCY_ARB 0xA
#define GL_LINE_STRIP_ADJACENCY_ARB 0xB
#define GL_TRIANGLES_ADJACENCY_ARB 0xC
#define GL_TRIANGLE_STRIP_ADJACENCY_ARB 0xD
#define GL_PROGRAM_POINT_SIZE_ARB 0x8642
#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_ARB 0x8C29
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER 0x8CD4
#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_ARB 0x8DA7
#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_ARB 0x8DA8
#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_ARB 0x8DA9
#define GL_GEOMETRY_SHADER_ARB 0x8DD9
#define GL_GEOMETRY_VERTICES_OUT_ARB 0x8DDA
#define GL_GEOMETRY_INPUT_TYPE_ARB 0x8DDB
#define GL_GEOMETRY_OUTPUT_TYPE_ARB 0x8DDC
#define GL_MAX_GEOMETRY_VARYING_COMPONENTS_ARB 0x8DDD
#define GL_MAX_VERTEX_VARYING_COMPONENTS_ARB 0x8DDE
#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_ARB 0x8DDF
#define GL_MAX_GEOMETRY_OUTPUT_VERTICES_ARB 0x8DE0
#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_ARB 0x8DE1
typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTUREARBPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level);
typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTUREFACEARBPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLenum face);
typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURELAYERARBPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);
typedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETERIARBPROC) (GLuint program, GLenum pname, GLint value);
#define glFramebufferTextureARB GLEW_GET_FUN(__glewFramebufferTextureARB)
#define glFramebufferTextureFaceARB GLEW_GET_FUN(__glewFramebufferTextureFaceARB)
#define glFramebufferTextureLayerARB GLEW_GET_FUN(__glewFramebufferTextureLayerARB)
#define glProgramParameteriARB GLEW_GET_FUN(__glewProgramParameteriARB)
#define GLEW_ARB_geometry_shader4 GLEW_GET_VAR(__GLEW_ARB_geometry_shader4)
#endif /* GL_ARB_geometry_shader4 */
/* ----------------------- GL_ARB_get_program_binary ----------------------- */
#ifndef GL_ARB_get_program_binary
#define GL_ARB_get_program_binary 1
#define GL_PROGRAM_BINARY_RETRIEVABLE_HINT 0x8257
#define GL_PROGRAM_BINARY_LENGTH 0x8741
#define GL_NUM_PROGRAM_BINARY_FORMATS 0x87FE
#define GL_PROGRAM_BINARY_FORMATS 0x87FF
typedef void (GLAPIENTRY * PFNGLGETPROGRAMBINARYPROC) (GLuint program, GLsizei bufSize, GLsizei* length, GLenum *binaryFormat, GLvoid*binary);
typedef void (GLAPIENTRY * PFNGLPROGRAMBINARYPROC) (GLuint program, GLenum binaryFormat, const void* binary, GLsizei length);
typedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETERIPROC) (GLuint program, GLenum pname, GLint value);
#define glGetProgramBinary GLEW_GET_FUN(__glewGetProgramBinary)
#define glProgramBinary GLEW_GET_FUN(__glewProgramBinary)
#define glProgramParameteri GLEW_GET_FUN(__glewProgramParameteri)
#define GLEW_ARB_get_program_binary GLEW_GET_VAR(__GLEW_ARB_get_program_binary)
#endif /* GL_ARB_get_program_binary */
/* --------------------------- GL_ARB_gpu_shader5 -------------------------- */
#ifndef GL_ARB_gpu_shader5
#define GL_ARB_gpu_shader5 1
#define GL_GEOMETRY_SHADER_INVOCATIONS 0x887F
#define GL_MAX_GEOMETRY_SHADER_INVOCATIONS 0x8E5A
#define GL_MIN_FRAGMENT_INTERPOLATION_OFFSET 0x8E5B
#define GL_MAX_FRAGMENT_INTERPOLATION_OFFSET 0x8E5C
#define GL_FRAGMENT_INTERPOLATION_OFFSET_BITS 0x8E5D
#define GL_MAX_VERTEX_STREAMS 0x8E71
#define GLEW_ARB_gpu_shader5 GLEW_GET_VAR(__GLEW_ARB_gpu_shader5)
#endif /* GL_ARB_gpu_shader5 */
/* ------------------------- GL_ARB_gpu_shader_fp64 ------------------------ */
#ifndef GL_ARB_gpu_shader_fp64
#define GL_ARB_gpu_shader_fp64 1
#define GL_DOUBLE_MAT2 0x8F46
#define GL_DOUBLE_MAT3 0x8F47
#define GL_DOUBLE_MAT4 0x8F48
#define GL_DOUBLE_MAT2x3 0x8F49
#define GL_DOUBLE_MAT2x4 0x8F4A
#define GL_DOUBLE_MAT3x2 0x8F4B
#define GL_DOUBLE_MAT3x4 0x8F4C
#define GL_DOUBLE_MAT4x2 0x8F4D
#define GL_DOUBLE_MAT4x3 0x8F4E
#define GL_DOUBLE_VEC2 0x8FFC
#define GL_DOUBLE_VEC3 0x8FFD
#define GL_DOUBLE_VEC4 0x8FFE
typedef void (GLAPIENTRY * PFNGLGETUNIFORMDVPROC) (GLuint program, GLint location, GLdouble* params);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1DEXTPROC) (GLuint program, GLint location, GLdouble x);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1DVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2DEXTPROC) (GLuint program, GLint location, GLdouble x, GLdouble y);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2DVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3DEXTPROC) (GLuint program, GLint location, GLdouble x, GLdouble y, GLdouble z);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3DVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4DEXTPROC) (GLuint program, GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4DVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2DVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2X3DVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2X4DVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3DVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3X2DVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3X4DVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4DVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4X2DVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4X3DVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM1DPROC) (GLint location, GLdouble x);
typedef void (GLAPIENTRY * PFNGLUNIFORM1DVPROC) (GLint location, GLsizei count, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM2DPROC) (GLint location, GLdouble x, GLdouble y);
typedef void (GLAPIENTRY * PFNGLUNIFORM2DVPROC) (GLint location, GLsizei count, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM3DPROC) (GLint location, GLdouble x, GLdouble y, GLdouble z);
typedef void (GLAPIENTRY * PFNGLUNIFORM3DVPROC) (GLint location, GLsizei count, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM4DPROC) (GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
typedef void (GLAPIENTRY * PFNGLUNIFORM4DVPROC) (GLint location, GLsizei count, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2X3DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2X4DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3X2DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3X4DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4X2DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4X3DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
#define glGetUniformdv GLEW_GET_FUN(__glewGetUniformdv)
#define glProgramUniform1dEXT GLEW_GET_FUN(__glewProgramUniform1dEXT)
#define glProgramUniform1dvEXT GLEW_GET_FUN(__glewProgramUniform1dvEXT)
#define glProgramUniform2dEXT GLEW_GET_FUN(__glewProgramUniform2dEXT)
#define glProgramUniform2dvEXT GLEW_GET_FUN(__glewProgramUniform2dvEXT)
#define glProgramUniform3dEXT GLEW_GET_FUN(__glewProgramUniform3dEXT)
#define glProgramUniform3dvEXT GLEW_GET_FUN(__glewProgramUniform3dvEXT)
#define glProgramUniform4dEXT GLEW_GET_FUN(__glewProgramUniform4dEXT)
#define glProgramUniform4dvEXT GLEW_GET_FUN(__glewProgramUniform4dvEXT)
#define glProgramUniformMatrix2dvEXT GLEW_GET_FUN(__glewProgramUniformMatrix2dvEXT)
#define glProgramUniformMatrix2x3dvEXT GLEW_GET_FUN(__glewProgramUniformMatrix2x3dvEXT)
#define glProgramUniformMatrix2x4dvEXT GLEW_GET_FUN(__glewProgramUniformMatrix2x4dvEXT)
#define glProgramUniformMatrix3dvEXT GLEW_GET_FUN(__glewProgramUniformMatrix3dvEXT)
#define glProgramUniformMatrix3x2dvEXT GLEW_GET_FUN(__glewProgramUniformMatrix3x2dvEXT)
#define glProgramUniformMatrix3x4dvEXT GLEW_GET_FUN(__glewProgramUniformMatrix3x4dvEXT)
#define glProgramUniformMatrix4dvEXT GLEW_GET_FUN(__glewProgramUniformMatrix4dvEXT)
#define glProgramUniformMatrix4x2dvEXT GLEW_GET_FUN(__glewProgramUniformMatrix4x2dvEXT)
#define glProgramUniformMatrix4x3dvEXT GLEW_GET_FUN(__glewProgramUniformMatrix4x3dvEXT)
#define glUniform1d GLEW_GET_FUN(__glewUniform1d)
#define glUniform1dv GLEW_GET_FUN(__glewUniform1dv)
#define glUniform2d GLEW_GET_FUN(__glewUniform2d)
#define glUniform2dv GLEW_GET_FUN(__glewUniform2dv)
#define glUniform3d GLEW_GET_FUN(__glewUniform3d)
#define glUniform3dv GLEW_GET_FUN(__glewUniform3dv)
#define glUniform4d GLEW_GET_FUN(__glewUniform4d)
#define glUniform4dv GLEW_GET_FUN(__glewUniform4dv)
#define glUniformMatrix2dv GLEW_GET_FUN(__glewUniformMatrix2dv)
#define glUniformMatrix2x3dv GLEW_GET_FUN(__glewUniformMatrix2x3dv)
#define glUniformMatrix2x4dv GLEW_GET_FUN(__glewUniformMatrix2x4dv)
#define glUniformMatrix3dv GLEW_GET_FUN(__glewUniformMatrix3dv)
#define glUniformMatrix3x2dv GLEW_GET_FUN(__glewUniformMatrix3x2dv)
#define glUniformMatrix3x4dv GLEW_GET_FUN(__glewUniformMatrix3x4dv)
#define glUniformMatrix4dv GLEW_GET_FUN(__glewUniformMatrix4dv)
#define glUniformMatrix4x2dv GLEW_GET_FUN(__glewUniformMatrix4x2dv)
#define glUniformMatrix4x3dv GLEW_GET_FUN(__glewUniformMatrix4x3dv)
#define GLEW_ARB_gpu_shader_fp64 GLEW_GET_VAR(__GLEW_ARB_gpu_shader_fp64)
#endif /* GL_ARB_gpu_shader_fp64 */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* ------------------------ GL_ARB_half_float_pixel ------------------------ */
#ifndef GL_ARB_half_float_pixel
#define GL_ARB_half_float_pixel 1
#define GL_HALF_FLOAT_ARB 0x140B
#define GLEW_ARB_half_float_pixel GLEW_GET_VAR(__GLEW_ARB_half_float_pixel)
#endif /* GL_ARB_half_float_pixel */
/* ------------------------ GL_ARB_half_float_vertex ----------------------- */
#ifndef GL_ARB_half_float_vertex
#define GL_ARB_half_float_vertex 1
#define GL_HALF_FLOAT 0x140B
#define GLEW_ARB_half_float_vertex GLEW_GET_VAR(__GLEW_ARB_half_float_vertex)
#endif /* GL_ARB_half_float_vertex */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* ----------------------------- GL_ARB_imaging ---------------------------- */
#ifndef GL_ARB_imaging
#define GL_ARB_imaging 1
#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
#define GL_FUNC_ADD 0x8006
#define GL_MIN 0x8007
#define GL_MAX 0x8008
#define GL_BLEND_EQUATION 0x8009
#define GL_FUNC_SUBTRACT 0x800A
#define GL_FUNC_REVERSE_SUBTRACT 0x800B
#define GL_CONVOLUTION_1D 0x8010
#define GL_CONVOLUTION_2D 0x8011
#define GL_SEPARABLE_2D 0x8012
#define GL_CONVOLUTION_BORDER_MODE 0x8013
#define GL_CONVOLUTION_FILTER_SCALE 0x8014
#define GL_CONVOLUTION_FILTER_BIAS 0x8015
#define GL_REDUCE 0x8016
#define GL_CONVOLUTION_FORMAT 0x8017
#define GL_CONVOLUTION_WIDTH 0x8018
#define GL_CONVOLUTION_HEIGHT 0x8019
#define GL_MAX_CONVOLUTION_WIDTH 0x801A
#define GL_MAX_CONVOLUTION_HEIGHT 0x801B
#define GL_POST_CONVOLUTION_RED_SCALE 0x801C
#define GL_POST_CONVOLUTION_GREEN_SCALE 0x801D
#define GL_POST_CONVOLUTION_BLUE_SCALE 0x801E
#define GL_POST_CONVOLUTION_ALPHA_SCALE 0x801F
#define GL_POST_CONVOLUTION_RED_BIAS 0x8020
#define GL_POST_CONVOLUTION_GREEN_BIAS 0x8021
#define GL_POST_CONVOLUTION_BLUE_BIAS 0x8022
#define GL_POST_CONVOLUTION_ALPHA_BIAS 0x8023
#define GL_HISTOGRAM 0x8024
#define GL_PROXY_HISTOGRAM 0x8025
#define GL_HISTOGRAM_WIDTH 0x8026
#define GL_HISTOGRAM_FORMAT 0x8027
#define GL_HISTOGRAM_RED_SIZE 0x8028
#define GL_HISTOGRAM_GREEN_SIZE 0x8029
#define GL_HISTOGRAM_BLUE_SIZE 0x802A
#define GL_HISTOGRAM_ALPHA_SIZE 0x802B
#define GL_HISTOGRAM_LUMINANCE_SIZE 0x802C
#define GL_HISTOGRAM_SINK 0x802D
#define GL_MINMAX 0x802E
#define GL_MINMAX_FORMAT 0x802F
#define GL_MINMAX_SINK 0x8030
#define GL_TABLE_TOO_LARGE 0x8031
#define GL_COLOR_MATRIX 0x80B1
#define GL_COLOR_MATRIX_STACK_DEPTH 0x80B2
#define GL_MAX_COLOR_MATRIX_STACK_DEPTH 0x80B3
#define GL_POST_COLOR_MATRIX_RED_SCALE 0x80B4
#define GL_POST_COLOR_MATRIX_GREEN_SCALE 0x80B5
#define GL_POST_COLOR_MATRIX_BLUE_SCALE 0x80B6
#define GL_POST_COLOR_MATRIX_ALPHA_SCALE 0x80B7
#define GL_POST_COLOR_MATRIX_RED_BIAS 0x80B8
#define GL_POST_COLOR_MATRIX_GREEN_BIAS 0x80B9
#define GL_POST_COLOR_MATRIX_BLUE_BIAS 0x80BA
#define GL_POST_COLOR_MATRIX_ALPHA_BIAS 0x80BB
#define GL_COLOR_TABLE 0x80D0
#define GL_POST_CONVOLUTION_COLOR_TABLE 0x80D1
#define GL_POST_COLOR_MATRIX_COLOR_TABLE 0x80D2
#define GL_PROXY_COLOR_TABLE 0x80D3
#define GL_PROXY_POST_CONVOLUTION_COLOR_TABLE 0x80D4
#define GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE 0x80D5
#define GL_COLOR_TABLE_SCALE 0x80D6
#define GL_COLOR_TABLE_BIAS 0x80D7
#define GL_COLOR_TABLE_FORMAT 0x80D8
#define GL_COLOR_TABLE_WIDTH 0x80D9
#define GL_COLOR_TABLE_RED_SIZE 0x80DA
#define GL_COLOR_TABLE_GREEN_SIZE 0x80DB
#define GL_COLOR_TABLE_BLUE_SIZE 0x80DC
#define GL_COLOR_TABLE_ALPHA_SIZE 0x80DD
#define GL_COLOR_TABLE_LUMINANCE_SIZE 0x80DE
#define GL_COLOR_TABLE_INTENSITY_SIZE 0x80DF
#define GL_IGNORE_BORDER 0x8150
#define GL_CONSTANT_BORDER 0x8151
#define GL_WRAP_BORDER 0x8152
#define GL_REPLICATE_BORDER 0x8153
#define GL_CONVOLUTION_BORDER_COLOR 0x8154
typedef void (GLAPIENTRY * PFNGLCOLORSUBTABLEPROC) (GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const GLvoid *data);
typedef void (GLAPIENTRY * PFNGLCOLORTABLEPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *table);
typedef void (GLAPIENTRY * PFNGLCOLORTABLEPARAMETERFVPROC) (GLenum target, GLenum pname, const GLfloat *params);
typedef void (GLAPIENTRY * PFNGLCOLORTABLEPARAMETERIVPROC) (GLenum target, GLenum pname, const GLint *params);
typedef void (GLAPIENTRY * PFNGLCONVOLUTIONFILTER1DPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *image);
typedef void (GLAPIENTRY * PFNGLCONVOLUTIONFILTER2DPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *image);
typedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERFPROC) (GLenum target, GLenum pname, GLfloat params);
typedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERFVPROC) (GLenum target, GLenum pname, const GLfloat *params);
typedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERIPROC) (GLenum target, GLenum pname, GLint params);
typedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERIVPROC) (GLenum target, GLenum pname, const GLint *params);
typedef void (GLAPIENTRY * PFNGLCOPYCOLORSUBTABLEPROC) (GLenum target, GLsizei start, GLint x, GLint y, GLsizei width);
typedef void (GLAPIENTRY * PFNGLCOPYCOLORTABLEPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width);
typedef void (GLAPIENTRY * PFNGLCOPYCONVOLUTIONFILTER1DPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width);
typedef void (GLAPIENTRY * PFNGLCOPYCONVOLUTIONFILTER2DPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height);
typedef void (GLAPIENTRY * PFNGLGETCOLORTABLEPROC) (GLenum target, GLenum format, GLenum type, GLvoid *table);
typedef void (GLAPIENTRY * PFNGLGETCOLORTABLEPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params);
typedef void (GLAPIENTRY * PFNGLGETCOLORTABLEPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params);
typedef void (GLAPIENTRY * PFNGLGETCONVOLUTIONFILTERPROC) (GLenum target, GLenum format, GLenum type, GLvoid *image);
typedef void (GLAPIENTRY * PFNGLGETCONVOLUTIONPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params);
typedef void (GLAPIENTRY * PFNGLGETCONVOLUTIONPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params);
typedef void (GLAPIENTRY * PFNGLGETHISTOGRAMPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid *values);
typedef void (GLAPIENTRY * PFNGLGETHISTOGRAMPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params);
typedef void (GLAPIENTRY * PFNGLGETHISTOGRAMPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params);
typedef void (GLAPIENTRY * PFNGLGETMINMAXPROC) (GLenum target, GLboolean reset, GLenum format, GLenum types, GLvoid *values);
typedef void (GLAPIENTRY * PFNGLGETMINMAXPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params);
typedef void (GLAPIENTRY * PFNGLGETMINMAXPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params);
typedef void (GLAPIENTRY * PFNGLGETSEPARABLEFILTERPROC) (GLenum target, GLenum format, GLenum type, GLvoid *row, GLvoid *column, GLvoid *span);
typedef void (GLAPIENTRY * PFNGLHISTOGRAMPROC) (GLenum target, GLsizei width, GLenum internalformat, GLboolean sink);
typedef void (GLAPIENTRY * PFNGLMINMAXPROC) (GLenum target, GLenum internalformat, GLboolean sink);
typedef void (GLAPIENTRY * PFNGLRESETHISTOGRAMPROC) (GLenum target);
typedef void (GLAPIENTRY * PFNGLRESETMINMAXPROC) (GLenum target);
typedef void (GLAPIENTRY * PFNGLSEPARABLEFILTER2DPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *row, const GLvoid *column);
#define glColorSubTable GLEW_GET_FUN(__glewColorSubTable)
#define glColorTable GLEW_GET_FUN(__glewColorTable)
#define glColorTableParameterfv GLEW_GET_FUN(__glewColorTableParameterfv)
#define glColorTableParameteriv GLEW_GET_FUN(__glewColorTableParameteriv)
#define glConvolutionFilter1D GLEW_GET_FUN(__glewConvolutionFilter1D)
#define glConvolutionFilter2D GLEW_GET_FUN(__glewConvolutionFilter2D)
#define glConvolutionParameterf GLEW_GET_FUN(__glewConvolutionParameterf)
#define glConvolutionParameterfv GLEW_GET_FUN(__glewConvolutionParameterfv)
#define glConvolutionParameteri GLEW_GET_FUN(__glewConvolutionParameteri)
#define glConvolutionParameteriv GLEW_GET_FUN(__glewConvolutionParameteriv)
#define glCopyColorSubTable GLEW_GET_FUN(__glewCopyColorSubTable)
#define glCopyColorTable GLEW_GET_FUN(__glewCopyColorTable)
#define glCopyConvolutionFilter1D GLEW_GET_FUN(__glewCopyConvolutionFilter1D)
#define glCopyConvolutionFilter2D GLEW_GET_FUN(__glewCopyConvolutionFilter2D)
#define glGetColorTable GLEW_GET_FUN(__glewGetColorTable)
#define glGetColorTableParameterfv GLEW_GET_FUN(__glewGetColorTableParameterfv)
#define glGetColorTableParameteriv GLEW_GET_FUN(__glewGetColorTableParameteriv)
#define glGetConvolutionFilter GLEW_GET_FUN(__glewGetConvolutionFilter)
#define glGetConvolutionParameterfv GLEW_GET_FUN(__glewGetConvolutionParameterfv)
#define glGetConvolutionParameteriv GLEW_GET_FUN(__glewGetConvolutionParameteriv)
#define glGetHistogram GLEW_GET_FUN(__glewGetHistogram)
#define glGetHistogramParameterfv GLEW_GET_FUN(__glewGetHistogramParameterfv)
#define glGetHistogramParameteriv GLEW_GET_FUN(__glewGetHistogramParameteriv)
#define glGetMinmax GLEW_GET_FUN(__glewGetMinmax)
#define glGetMinmaxParameterfv GLEW_GET_FUN(__glewGetMinmaxParameterfv)
#define glGetMinmaxParameteriv GLEW_GET_FUN(__glewGetMinmaxParameteriv)
#define glGetSeparableFilter GLEW_GET_FUN(__glewGetSeparableFilter)
#define glHistogram GLEW_GET_FUN(__glewHistogram)
#define glMinmax GLEW_GET_FUN(__glewMinmax)
#define glResetHistogram GLEW_GET_FUN(__glewResetHistogram)
#define glResetMinmax GLEW_GET_FUN(__glewResetMinmax)
#define glSeparableFilter2D GLEW_GET_FUN(__glewSeparableFilter2D)
#define GLEW_ARB_imaging GLEW_GET_VAR(__GLEW_ARB_imaging)
#endif /* GL_ARB_imaging */
/* ------------------------ GL_ARB_instanced_arrays ------------------------ */
#ifndef GL_ARB_instanced_arrays
#define GL_ARB_instanced_arrays 1
#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ARB 0x88FE
2011-06-02 00:05:54 +00:00
typedef void (GLAPIENTRY * PFNGLDRAWARRAYSINSTANCEDARBPROC) (GLenum mode, GLint first, GLsizei count, GLsizei primcount);
typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDARBPROC) (GLenum mode, GLsizei count, GLenum type, const void* indices, GLsizei primcount);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBDIVISORARBPROC) (GLuint index, GLuint divisor);
2011-06-02 00:05:54 +00:00
#define glDrawArraysInstancedARB GLEW_GET_FUN(__glewDrawArraysInstancedARB)
#define glDrawElementsInstancedARB GLEW_GET_FUN(__glewDrawElementsInstancedARB)
#define glVertexAttribDivisorARB GLEW_GET_FUN(__glewVertexAttribDivisorARB)
#define GLEW_ARB_instanced_arrays GLEW_GET_VAR(__GLEW_ARB_instanced_arrays)
#endif /* GL_ARB_instanced_arrays */
/* ---------------------- GL_ARB_internalformat_query ---------------------- */
#ifndef GL_ARB_internalformat_query
#define GL_ARB_internalformat_query 1
#define GL_NUM_SAMPLE_COUNTS 0x9380
typedef void (GLAPIENTRY * PFNGLGETINTERNALFORMATIVPROC) (GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint* params);
#define glGetInternalformativ GLEW_GET_FUN(__glewGetInternalformativ)
#define GLEW_ARB_internalformat_query GLEW_GET_VAR(__GLEW_ARB_internalformat_query)
#endif /* GL_ARB_internalformat_query */
/* ---------------------- GL_ARB_map_buffer_alignment ---------------------- */
#ifndef GL_ARB_map_buffer_alignment
#define GL_ARB_map_buffer_alignment 1
#define GL_MIN_MAP_BUFFER_ALIGNMENT 0x90BC
#define GLEW_ARB_map_buffer_alignment GLEW_GET_VAR(__GLEW_ARB_map_buffer_alignment)
#endif /* GL_ARB_map_buffer_alignment */
/* ------------------------ GL_ARB_map_buffer_range ------------------------ */
#ifndef GL_ARB_map_buffer_range
#define GL_ARB_map_buffer_range 1
#define GL_MAP_READ_BIT 0x0001
#define GL_MAP_WRITE_BIT 0x0002
#define GL_MAP_INVALIDATE_RANGE_BIT 0x0004
#define GL_MAP_INVALIDATE_BUFFER_BIT 0x0008
#define GL_MAP_FLUSH_EXPLICIT_BIT 0x0010
#define GL_MAP_UNSYNCHRONIZED_BIT 0x0020
typedef void (GLAPIENTRY * PFNGLFLUSHMAPPEDBUFFERRANGEPROC) (GLenum target, GLintptr offset, GLsizeiptr length);
typedef GLvoid * (GLAPIENTRY * PFNGLMAPBUFFERRANGEPROC) (GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access);
#define glFlushMappedBufferRange GLEW_GET_FUN(__glewFlushMappedBufferRange)
#define glMapBufferRange GLEW_GET_FUN(__glewMapBufferRange)
#define GLEW_ARB_map_buffer_range GLEW_GET_VAR(__GLEW_ARB_map_buffer_range)
#endif /* GL_ARB_map_buffer_range */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* ------------------------- GL_ARB_matrix_palette ------------------------- */
#ifndef GL_ARB_matrix_palette
#define GL_ARB_matrix_palette 1
#define GL_MATRIX_PALETTE_ARB 0x8840
#define GL_MAX_MATRIX_PALETTE_STACK_DEPTH_ARB 0x8841
#define GL_MAX_PALETTE_MATRICES_ARB 0x8842
#define GL_CURRENT_PALETTE_MATRIX_ARB 0x8843
#define GL_MATRIX_INDEX_ARRAY_ARB 0x8844
#define GL_CURRENT_MATRIX_INDEX_ARB 0x8845
#define GL_MATRIX_INDEX_ARRAY_SIZE_ARB 0x8846
#define GL_MATRIX_INDEX_ARRAY_TYPE_ARB 0x8847
#define GL_MATRIX_INDEX_ARRAY_STRIDE_ARB 0x8848
#define GL_MATRIX_INDEX_ARRAY_POINTER_ARB 0x8849
typedef void (GLAPIENTRY * PFNGLCURRENTPALETTEMATRIXARBPROC) (GLint index);
typedef void (GLAPIENTRY * PFNGLMATRIXINDEXPOINTERARBPROC) (GLint size, GLenum type, GLsizei stride, GLvoid *pointer);
typedef void (GLAPIENTRY * PFNGLMATRIXINDEXUBVARBPROC) (GLint size, GLubyte *indices);
typedef void (GLAPIENTRY * PFNGLMATRIXINDEXUIVARBPROC) (GLint size, GLuint *indices);
typedef void (GLAPIENTRY * PFNGLMATRIXINDEXUSVARBPROC) (GLint size, GLushort *indices);
#define glCurrentPaletteMatrixARB GLEW_GET_FUN(__glewCurrentPaletteMatrixARB)
#define glMatrixIndexPointerARB GLEW_GET_FUN(__glewMatrixIndexPointerARB)
#define glMatrixIndexubvARB GLEW_GET_FUN(__glewMatrixIndexubvARB)
#define glMatrixIndexuivARB GLEW_GET_FUN(__glewMatrixIndexuivARB)
#define glMatrixIndexusvARB GLEW_GET_FUN(__glewMatrixIndexusvARB)
#define GLEW_ARB_matrix_palette GLEW_GET_VAR(__GLEW_ARB_matrix_palette)
#endif /* GL_ARB_matrix_palette */
/* --------------------------- GL_ARB_multisample -------------------------- */
#ifndef GL_ARB_multisample
#define GL_ARB_multisample 1
#define GL_MULTISAMPLE_ARB 0x809D
#define GL_SAMPLE_ALPHA_TO_COVERAGE_ARB 0x809E
#define GL_SAMPLE_ALPHA_TO_ONE_ARB 0x809F
#define GL_SAMPLE_COVERAGE_ARB 0x80A0
#define GL_SAMPLE_BUFFERS_ARB 0x80A8
#define GL_SAMPLES_ARB 0x80A9
#define GL_SAMPLE_COVERAGE_VALUE_ARB 0x80AA
#define GL_SAMPLE_COVERAGE_INVERT_ARB 0x80AB
#define GL_MULTISAMPLE_BIT_ARB 0x20000000
typedef void (GLAPIENTRY * PFNGLSAMPLECOVERAGEARBPROC) (GLclampf value, GLboolean invert);
#define glSampleCoverageARB GLEW_GET_FUN(__glewSampleCoverageARB)
#define GLEW_ARB_multisample GLEW_GET_VAR(__GLEW_ARB_multisample)
#endif /* GL_ARB_multisample */
/* -------------------------- GL_ARB_multitexture -------------------------- */
#ifndef GL_ARB_multitexture
#define GL_ARB_multitexture 1
#define GL_TEXTURE0_ARB 0x84C0
#define GL_TEXTURE1_ARB 0x84C1
#define GL_TEXTURE2_ARB 0x84C2
#define GL_TEXTURE3_ARB 0x84C3
#define GL_TEXTURE4_ARB 0x84C4
#define GL_TEXTURE5_ARB 0x84C5
#define GL_TEXTURE6_ARB 0x84C6
#define GL_TEXTURE7_ARB 0x84C7
#define GL_TEXTURE8_ARB 0x84C8
#define GL_TEXTURE9_ARB 0x84C9
#define GL_TEXTURE10_ARB 0x84CA
#define GL_TEXTURE11_ARB 0x84CB
#define GL_TEXTURE12_ARB 0x84CC
#define GL_TEXTURE13_ARB 0x84CD
#define GL_TEXTURE14_ARB 0x84CE
#define GL_TEXTURE15_ARB 0x84CF
#define GL_TEXTURE16_ARB 0x84D0
#define GL_TEXTURE17_ARB 0x84D1
#define GL_TEXTURE18_ARB 0x84D2
#define GL_TEXTURE19_ARB 0x84D3
#define GL_TEXTURE20_ARB 0x84D4
#define GL_TEXTURE21_ARB 0x84D5
#define GL_TEXTURE22_ARB 0x84D6
#define GL_TEXTURE23_ARB 0x84D7
#define GL_TEXTURE24_ARB 0x84D8
#define GL_TEXTURE25_ARB 0x84D9
#define GL_TEXTURE26_ARB 0x84DA
#define GL_TEXTURE27_ARB 0x84DB
#define GL_TEXTURE28_ARB 0x84DC
#define GL_TEXTURE29_ARB 0x84DD
#define GL_TEXTURE30_ARB 0x84DE
#define GL_TEXTURE31_ARB 0x84DF
#define GL_ACTIVE_TEXTURE_ARB 0x84E0
#define GL_CLIENT_ACTIVE_TEXTURE_ARB 0x84E1
#define GL_MAX_TEXTURE_UNITS_ARB 0x84E2
typedef void (GLAPIENTRY * PFNGLACTIVETEXTUREARBPROC) (GLenum texture);
typedef void (GLAPIENTRY * PFNGLCLIENTACTIVETEXTUREARBPROC) (GLenum texture);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1DARBPROC) (GLenum target, GLdouble s);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1DVARBPROC) (GLenum target, const GLdouble *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1FARBPROC) (GLenum target, GLfloat s);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1FVARBPROC) (GLenum target, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1IARBPROC) (GLenum target, GLint s);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1IVARBPROC) (GLenum target, const GLint *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1SARBPROC) (GLenum target, GLshort s);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1SVARBPROC) (GLenum target, const GLshort *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2DARBPROC) (GLenum target, GLdouble s, GLdouble t);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2DVARBPROC) (GLenum target, const GLdouble *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2FARBPROC) (GLenum target, GLfloat s, GLfloat t);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2FVARBPROC) (GLenum target, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2IARBPROC) (GLenum target, GLint s, GLint t);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2IVARBPROC) (GLenum target, const GLint *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2SARBPROC) (GLenum target, GLshort s, GLshort t);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2SVARBPROC) (GLenum target, const GLshort *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3DARBPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3DVARBPROC) (GLenum target, const GLdouble *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3FARBPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3FVARBPROC) (GLenum target, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3IARBPROC) (GLenum target, GLint s, GLint t, GLint r);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3IVARBPROC) (GLenum target, const GLint *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3SARBPROC) (GLenum target, GLshort s, GLshort t, GLshort r);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3SVARBPROC) (GLenum target, const GLshort *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4DARBPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4DVARBPROC) (GLenum target, const GLdouble *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4FARBPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4FVARBPROC) (GLenum target, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4IARBPROC) (GLenum target, GLint s, GLint t, GLint r, GLint q);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4IVARBPROC) (GLenum target, const GLint *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4SARBPROC) (GLenum target, GLshort s, GLshort t, GLshort r, GLshort q);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4SVARBPROC) (GLenum target, const GLshort *v);
#define glActiveTextureARB GLEW_GET_FUN(__glewActiveTextureARB)
#define glClientActiveTextureARB GLEW_GET_FUN(__glewClientActiveTextureARB)
#define glMultiTexCoord1dARB GLEW_GET_FUN(__glewMultiTexCoord1dARB)
#define glMultiTexCoord1dvARB GLEW_GET_FUN(__glewMultiTexCoord1dvARB)
#define glMultiTexCoord1fARB GLEW_GET_FUN(__glewMultiTexCoord1fARB)
#define glMultiTexCoord1fvARB GLEW_GET_FUN(__glewMultiTexCoord1fvARB)
#define glMultiTexCoord1iARB GLEW_GET_FUN(__glewMultiTexCoord1iARB)
#define glMultiTexCoord1ivARB GLEW_GET_FUN(__glewMultiTexCoord1ivARB)
#define glMultiTexCoord1sARB GLEW_GET_FUN(__glewMultiTexCoord1sARB)
#define glMultiTexCoord1svARB GLEW_GET_FUN(__glewMultiTexCoord1svARB)
#define glMultiTexCoord2dARB GLEW_GET_FUN(__glewMultiTexCoord2dARB)
#define glMultiTexCoord2dvARB GLEW_GET_FUN(__glewMultiTexCoord2dvARB)
#define glMultiTexCoord2fARB GLEW_GET_FUN(__glewMultiTexCoord2fARB)
#define glMultiTexCoord2fvARB GLEW_GET_FUN(__glewMultiTexCoord2fvARB)
#define glMultiTexCoord2iARB GLEW_GET_FUN(__glewMultiTexCoord2iARB)
#define glMultiTexCoord2ivARB GLEW_GET_FUN(__glewMultiTexCoord2ivARB)
#define glMultiTexCoord2sARB GLEW_GET_FUN(__glewMultiTexCoord2sARB)
#define glMultiTexCoord2svARB GLEW_GET_FUN(__glewMultiTexCoord2svARB)
#define glMultiTexCoord3dARB GLEW_GET_FUN(__glewMultiTexCoord3dARB)
#define glMultiTexCoord3dvARB GLEW_GET_FUN(__glewMultiTexCoord3dvARB)
#define glMultiTexCoord3fARB GLEW_GET_FUN(__glewMultiTexCoord3fARB)
#define glMultiTexCoord3fvARB GLEW_GET_FUN(__glewMultiTexCoord3fvARB)
#define glMultiTexCoord3iARB GLEW_GET_FUN(__glewMultiTexCoord3iARB)
#define glMultiTexCoord3ivARB GLEW_GET_FUN(__glewMultiTexCoord3ivARB)
#define glMultiTexCoord3sARB GLEW_GET_FUN(__glewMultiTexCoord3sARB)
#define glMultiTexCoord3svARB GLEW_GET_FUN(__glewMultiTexCoord3svARB)
#define glMultiTexCoord4dARB GLEW_GET_FUN(__glewMultiTexCoord4dARB)
#define glMultiTexCoord4dvARB GLEW_GET_FUN(__glewMultiTexCoord4dvARB)
#define glMultiTexCoord4fARB GLEW_GET_FUN(__glewMultiTexCoord4fARB)
#define glMultiTexCoord4fvARB GLEW_GET_FUN(__glewMultiTexCoord4fvARB)
#define glMultiTexCoord4iARB GLEW_GET_FUN(__glewMultiTexCoord4iARB)
#define glMultiTexCoord4ivARB GLEW_GET_FUN(__glewMultiTexCoord4ivARB)
#define glMultiTexCoord4sARB GLEW_GET_FUN(__glewMultiTexCoord4sARB)
#define glMultiTexCoord4svARB GLEW_GET_FUN(__glewMultiTexCoord4svARB)
#define GLEW_ARB_multitexture GLEW_GET_VAR(__GLEW_ARB_multitexture)
#endif /* GL_ARB_multitexture */
/* ------------------------- GL_ARB_occlusion_query ------------------------ */
#ifndef GL_ARB_occlusion_query
#define GL_ARB_occlusion_query 1
#define GL_QUERY_COUNTER_BITS_ARB 0x8864
#define GL_CURRENT_QUERY_ARB 0x8865
#define GL_QUERY_RESULT_ARB 0x8866
#define GL_QUERY_RESULT_AVAILABLE_ARB 0x8867
#define GL_SAMPLES_PASSED_ARB 0x8914
typedef void (GLAPIENTRY * PFNGLBEGINQUERYARBPROC) (GLenum target, GLuint id);
typedef void (GLAPIENTRY * PFNGLDELETEQUERIESARBPROC) (GLsizei n, const GLuint* ids);
typedef void (GLAPIENTRY * PFNGLENDQUERYARBPROC) (GLenum target);
typedef void (GLAPIENTRY * PFNGLGENQUERIESARBPROC) (GLsizei n, GLuint* ids);
typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTIVARBPROC) (GLuint id, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTUIVARBPROC) (GLuint id, GLenum pname, GLuint* params);
typedef void (GLAPIENTRY * PFNGLGETQUERYIVARBPROC) (GLenum target, GLenum pname, GLint* params);
typedef GLboolean (GLAPIENTRY * PFNGLISQUERYARBPROC) (GLuint id);
#define glBeginQueryARB GLEW_GET_FUN(__glewBeginQueryARB)
#define glDeleteQueriesARB GLEW_GET_FUN(__glewDeleteQueriesARB)
#define glEndQueryARB GLEW_GET_FUN(__glewEndQueryARB)
#define glGenQueriesARB GLEW_GET_FUN(__glewGenQueriesARB)
#define glGetQueryObjectivARB GLEW_GET_FUN(__glewGetQueryObjectivARB)
#define glGetQueryObjectuivARB GLEW_GET_FUN(__glewGetQueryObjectuivARB)
#define glGetQueryivARB GLEW_GET_FUN(__glewGetQueryivARB)
#define glIsQueryARB GLEW_GET_FUN(__glewIsQueryARB)
#define GLEW_ARB_occlusion_query GLEW_GET_VAR(__GLEW_ARB_occlusion_query)
#endif /* GL_ARB_occlusion_query */
/* ------------------------ GL_ARB_occlusion_query2 ------------------------ */
#ifndef GL_ARB_occlusion_query2
#define GL_ARB_occlusion_query2 1
#define GL_ANY_SAMPLES_PASSED 0x8C2F
#define GLEW_ARB_occlusion_query2 GLEW_GET_VAR(__GLEW_ARB_occlusion_query2)
#endif /* GL_ARB_occlusion_query2 */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* ----------------------- GL_ARB_pixel_buffer_object ---------------------- */
#ifndef GL_ARB_pixel_buffer_object
#define GL_ARB_pixel_buffer_object 1
#define GL_PIXEL_PACK_BUFFER_ARB 0x88EB
#define GL_PIXEL_UNPACK_BUFFER_ARB 0x88EC
#define GL_PIXEL_PACK_BUFFER_BINDING_ARB 0x88ED
#define GL_PIXEL_UNPACK_BUFFER_BINDING_ARB 0x88EF
#define GLEW_ARB_pixel_buffer_object GLEW_GET_VAR(__GLEW_ARB_pixel_buffer_object)
#endif /* GL_ARB_pixel_buffer_object */
/* ------------------------ GL_ARB_point_parameters ------------------------ */
#ifndef GL_ARB_point_parameters
#define GL_ARB_point_parameters 1
#define GL_POINT_SIZE_MIN_ARB 0x8126
#define GL_POINT_SIZE_MAX_ARB 0x8127
#define GL_POINT_FADE_THRESHOLD_SIZE_ARB 0x8128
#define GL_POINT_DISTANCE_ATTENUATION_ARB 0x8129
typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERFARBPROC) (GLenum pname, GLfloat param);
typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERFVARBPROC) (GLenum pname, const GLfloat* params);
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
#define glPointParameterfARB GLEW_GET_FUN(__glewPointParameterfARB)
#define glPointParameterfvARB GLEW_GET_FUN(__glewPointParameterfvARB)
#define GLEW_ARB_point_parameters GLEW_GET_VAR(__GLEW_ARB_point_parameters)
#endif /* GL_ARB_point_parameters */
/* -------------------------- GL_ARB_point_sprite -------------------------- */
#ifndef GL_ARB_point_sprite
#define GL_ARB_point_sprite 1
#define GL_POINT_SPRITE_ARB 0x8861
#define GL_COORD_REPLACE_ARB 0x8862
#define GLEW_ARB_point_sprite GLEW_GET_VAR(__GLEW_ARB_point_sprite)
#endif /* GL_ARB_point_sprite */
/* ------------------------ GL_ARB_provoking_vertex ------------------------ */
#ifndef GL_ARB_provoking_vertex
#define GL_ARB_provoking_vertex 1
#define GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION 0x8E4C
#define GL_FIRST_VERTEX_CONVENTION 0x8E4D
#define GL_LAST_VERTEX_CONVENTION 0x8E4E
#define GL_PROVOKING_VERTEX 0x8E4F
typedef void (GLAPIENTRY * PFNGLPROVOKINGVERTEXPROC) (GLenum mode);
#define glProvokingVertex GLEW_GET_FUN(__glewProvokingVertex)
#define GLEW_ARB_provoking_vertex GLEW_GET_VAR(__GLEW_ARB_provoking_vertex)
#endif /* GL_ARB_provoking_vertex */
/* --------------------------- GL_ARB_robustness --------------------------- */
#ifndef GL_ARB_robustness
#define GL_ARB_robustness 1
#define GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT_ARB 0x00000004
#define GL_LOSE_CONTEXT_ON_RESET_ARB 0x8252
#define GL_GUILTY_CONTEXT_RESET_ARB 0x8253
#define GL_INNOCENT_CONTEXT_RESET_ARB 0x8254
#define GL_UNKNOWN_CONTEXT_RESET_ARB 0x8255
#define GL_RESET_NOTIFICATION_STRATEGY_ARB 0x8256
#define GL_NO_RESET_NOTIFICATION_ARB 0x8261
typedef GLenum (GLAPIENTRY * PFNGLGETGRAPHICSRESETSTATUSARBPROC) (void);
typedef void (GLAPIENTRY * PFNGLGETNCOLORTABLEARBPROC) (GLenum target, GLenum format, GLenum type, GLsizei bufSize, void* table);
typedef void (GLAPIENTRY * PFNGLGETNCOMPRESSEDTEXIMAGEARBPROC) (GLenum target, GLint lod, GLsizei bufSize, void* img);
typedef void (GLAPIENTRY * PFNGLGETNCONVOLUTIONFILTERARBPROC) (GLenum target, GLenum format, GLenum type, GLsizei bufSize, void* image);
typedef void (GLAPIENTRY * PFNGLGETNHISTOGRAMARBPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void* values);
typedef void (GLAPIENTRY * PFNGLGETNMAPDVARBPROC) (GLenum target, GLenum query, GLsizei bufSize, GLdouble* v);
typedef void (GLAPIENTRY * PFNGLGETNMAPFVARBPROC) (GLenum target, GLenum query, GLsizei bufSize, GLfloat* v);
typedef void (GLAPIENTRY * PFNGLGETNMAPIVARBPROC) (GLenum target, GLenum query, GLsizei bufSize, GLint* v);
typedef void (GLAPIENTRY * PFNGLGETNMINMAXARBPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void* values);
typedef void (GLAPIENTRY * PFNGLGETNPIXELMAPFVARBPROC) (GLenum map, GLsizei bufSize, GLfloat* values);
typedef void (GLAPIENTRY * PFNGLGETNPIXELMAPUIVARBPROC) (GLenum map, GLsizei bufSize, GLuint* values);
typedef void (GLAPIENTRY * PFNGLGETNPIXELMAPUSVARBPROC) (GLenum map, GLsizei bufSize, GLushort* values);
typedef void (GLAPIENTRY * PFNGLGETNPOLYGONSTIPPLEARBPROC) (GLsizei bufSize, GLubyte* pattern);
typedef void (GLAPIENTRY * PFNGLGETNSEPARABLEFILTERARBPROC) (GLenum target, GLenum format, GLenum type, GLsizei rowBufSize, void* row, GLsizei columnBufSize, GLvoid*column, GLvoid*span);
typedef void (GLAPIENTRY * PFNGLGETNTEXIMAGEARBPROC) (GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, void* img);
typedef void (GLAPIENTRY * PFNGLGETNUNIFORMDVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLdouble* params);
typedef void (GLAPIENTRY * PFNGLGETNUNIFORMFVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETNUNIFORMIVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETNUNIFORMUIVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLuint* params);
typedef void (GLAPIENTRY * PFNGLREADNPIXELSARBPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void* data);
#define glGetGraphicsResetStatusARB GLEW_GET_FUN(__glewGetGraphicsResetStatusARB)
#define glGetnColorTableARB GLEW_GET_FUN(__glewGetnColorTableARB)
#define glGetnCompressedTexImageARB GLEW_GET_FUN(__glewGetnCompressedTexImageARB)
#define glGetnConvolutionFilterARB GLEW_GET_FUN(__glewGetnConvolutionFilterARB)
#define glGetnHistogramARB GLEW_GET_FUN(__glewGetnHistogramARB)
#define glGetnMapdvARB GLEW_GET_FUN(__glewGetnMapdvARB)
#define glGetnMapfvARB GLEW_GET_FUN(__glewGetnMapfvARB)
#define glGetnMapivARB GLEW_GET_FUN(__glewGetnMapivARB)
#define glGetnMinmaxARB GLEW_GET_FUN(__glewGetnMinmaxARB)
#define glGetnPixelMapfvARB GLEW_GET_FUN(__glewGetnPixelMapfvARB)
#define glGetnPixelMapuivARB GLEW_GET_FUN(__glewGetnPixelMapuivARB)
#define glGetnPixelMapusvARB GLEW_GET_FUN(__glewGetnPixelMapusvARB)
#define glGetnPolygonStippleARB GLEW_GET_FUN(__glewGetnPolygonStippleARB)
#define glGetnSeparableFilterARB GLEW_GET_FUN(__glewGetnSeparableFilterARB)
#define glGetnTexImageARB GLEW_GET_FUN(__glewGetnTexImageARB)
#define glGetnUniformdvARB GLEW_GET_FUN(__glewGetnUniformdvARB)
#define glGetnUniformfvARB GLEW_GET_FUN(__glewGetnUniformfvARB)
#define glGetnUniformivARB GLEW_GET_FUN(__glewGetnUniformivARB)
#define glGetnUniformuivARB GLEW_GET_FUN(__glewGetnUniformuivARB)
#define glReadnPixelsARB GLEW_GET_FUN(__glewReadnPixelsARB)
#define GLEW_ARB_robustness GLEW_GET_VAR(__GLEW_ARB_robustness)
#endif /* GL_ARB_robustness */
/* ------------------------- GL_ARB_sample_shading ------------------------- */
#ifndef GL_ARB_sample_shading
#define GL_ARB_sample_shading 1
#define GL_SAMPLE_SHADING_ARB 0x8C36
#define GL_MIN_SAMPLE_SHADING_VALUE_ARB 0x8C37
typedef void (GLAPIENTRY * PFNGLMINSAMPLESHADINGARBPROC) (GLclampf value);
#define glMinSampleShadingARB GLEW_GET_FUN(__glewMinSampleShadingARB)
#define GLEW_ARB_sample_shading GLEW_GET_VAR(__GLEW_ARB_sample_shading)
#endif /* GL_ARB_sample_shading */
/* ------------------------- GL_ARB_sampler_objects ------------------------ */
#ifndef GL_ARB_sampler_objects
#define GL_ARB_sampler_objects 1
#define GL_SAMPLER_BINDING 0x8919
typedef void (GLAPIENTRY * PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler);
typedef void (GLAPIENTRY * PFNGLDELETESAMPLERSPROC) (GLsizei count, const GLuint * samplers);
typedef void (GLAPIENTRY * PFNGLGENSAMPLERSPROC) (GLsizei count, GLuint* samplers);
typedef void (GLAPIENTRY * PFNGLGETSAMPLERPARAMETERIIVPROC) (GLuint sampler, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETSAMPLERPARAMETERIUIVPROC) (GLuint sampler, GLenum pname, GLuint* params);
typedef void (GLAPIENTRY * PFNGLGETSAMPLERPARAMETERFVPROC) (GLuint sampler, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETSAMPLERPARAMETERIVPROC) (GLuint sampler, GLenum pname, GLint* params);
typedef GLboolean (GLAPIENTRY * PFNGLISSAMPLERPROC) (GLuint sampler);
typedef void (GLAPIENTRY * PFNGLSAMPLERPARAMETERIIVPROC) (GLuint sampler, GLenum pname, const GLint* params);
typedef void (GLAPIENTRY * PFNGLSAMPLERPARAMETERIUIVPROC) (GLuint sampler, GLenum pname, const GLuint* params);
typedef void (GLAPIENTRY * PFNGLSAMPLERPARAMETERFPROC) (GLuint sampler, GLenum pname, GLfloat param);
typedef void (GLAPIENTRY * PFNGLSAMPLERPARAMETERFVPROC) (GLuint sampler, GLenum pname, const GLfloat* params);
typedef void (GLAPIENTRY * PFNGLSAMPLERPARAMETERIPROC) (GLuint sampler, GLenum pname, GLint param);
typedef void (GLAPIENTRY * PFNGLSAMPLERPARAMETERIVPROC) (GLuint sampler, GLenum pname, const GLint* params);
#define glBindSampler GLEW_GET_FUN(__glewBindSampler)
#define glDeleteSamplers GLEW_GET_FUN(__glewDeleteSamplers)
#define glGenSamplers GLEW_GET_FUN(__glewGenSamplers)
#define glGetSamplerParameterIiv GLEW_GET_FUN(__glewGetSamplerParameterIiv)
#define glGetSamplerParameterIuiv GLEW_GET_FUN(__glewGetSamplerParameterIuiv)
#define glGetSamplerParameterfv GLEW_GET_FUN(__glewGetSamplerParameterfv)
#define glGetSamplerParameteriv GLEW_GET_FUN(__glewGetSamplerParameteriv)
#define glIsSampler GLEW_GET_FUN(__glewIsSampler)
#define glSamplerParameterIiv GLEW_GET_FUN(__glewSamplerParameterIiv)
#define glSamplerParameterIuiv GLEW_GET_FUN(__glewSamplerParameterIuiv)
#define glSamplerParameterf GLEW_GET_FUN(__glewSamplerParameterf)
#define glSamplerParameterfv GLEW_GET_FUN(__glewSamplerParameterfv)
#define glSamplerParameteri GLEW_GET_FUN(__glewSamplerParameteri)
#define glSamplerParameteriv GLEW_GET_FUN(__glewSamplerParameteriv)
#define GLEW_ARB_sampler_objects GLEW_GET_VAR(__GLEW_ARB_sampler_objects)
#endif /* GL_ARB_sampler_objects */
/* ------------------------ GL_ARB_seamless_cube_map ----------------------- */
#ifndef GL_ARB_seamless_cube_map
#define GL_ARB_seamless_cube_map 1
#define GL_TEXTURE_CUBE_MAP_SEAMLESS 0x884F
#define GLEW_ARB_seamless_cube_map GLEW_GET_VAR(__GLEW_ARB_seamless_cube_map)
#endif /* GL_ARB_seamless_cube_map */
/* --------------------- GL_ARB_separate_shader_objects -------------------- */
#ifndef GL_ARB_separate_shader_objects
#define GL_ARB_separate_shader_objects 1
#define GL_VERTEX_SHADER_BIT 0x00000001
#define GL_FRAGMENT_SHADER_BIT 0x00000002
#define GL_GEOMETRY_SHADER_BIT 0x00000004
#define GL_TESS_CONTROL_SHADER_BIT 0x00000008
#define GL_TESS_EVALUATION_SHADER_BIT 0x00000010
#define GL_PROGRAM_SEPARABLE 0x8258
#define GL_ACTIVE_PROGRAM 0x8259
#define GL_PROGRAM_PIPELINE_BINDING 0x825A
#define GL_ALL_SHADER_BITS 0xFFFFFFFF
typedef void (GLAPIENTRY * PFNGLACTIVESHADERPROGRAMPROC) (GLuint pipeline, GLuint program);
typedef void (GLAPIENTRY * PFNGLBINDPROGRAMPIPELINEPROC) (GLuint pipeline);
typedef GLuint (GLAPIENTRY * PFNGLCREATESHADERPROGRAMVPROC) (GLenum type, GLsizei count, const char ** strings);
typedef void (GLAPIENTRY * PFNGLDELETEPROGRAMPIPELINESPROC) (GLsizei n, const GLuint* pipelines);
typedef void (GLAPIENTRY * PFNGLGENPROGRAMPIPELINESPROC) (GLsizei n, GLuint* pipelines);
typedef void (GLAPIENTRY * PFNGLGETPROGRAMPIPELINEINFOLOGPROC) (GLuint pipeline, GLsizei bufSize, GLsizei* length, char *infoLog);
typedef void (GLAPIENTRY * PFNGLGETPROGRAMPIPELINEIVPROC) (GLuint pipeline, GLenum pname, GLint* params);
typedef GLboolean (GLAPIENTRY * PFNGLISPROGRAMPIPELINEPROC) (GLuint pipeline);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1DPROC) (GLuint program, GLint location, GLdouble x);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1FPROC) (GLuint program, GLint location, GLfloat x);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1IPROC) (GLuint program, GLint location, GLint x);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1IVPROC) (GLuint program, GLint location, GLsizei count, const GLint* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UIPROC) (GLuint program, GLint location, GLuint x);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2DPROC) (GLuint program, GLint location, GLdouble x, GLdouble y);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2FPROC) (GLuint program, GLint location, GLfloat x, GLfloat y);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2IPROC) (GLuint program, GLint location, GLint x, GLint y);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2IVPROC) (GLuint program, GLint location, GLsizei count, const GLint* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UIPROC) (GLuint program, GLint location, GLuint x, GLuint y);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3DPROC) (GLuint program, GLint location, GLdouble x, GLdouble y, GLdouble z);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3FPROC) (GLuint program, GLint location, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3IPROC) (GLuint program, GLint location, GLint x, GLint y, GLint z);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3IVPROC) (GLuint program, GLint location, GLsizei count, const GLint* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UIPROC) (GLuint program, GLint location, GLuint x, GLuint y, GLuint z);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4DPROC) (GLuint program, GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4FPROC) (GLuint program, GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4IPROC) (GLuint program, GLint location, GLint x, GLint y, GLint z, GLint w);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4IVPROC) (GLuint program, GLint location, GLsizei count, const GLint* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UIPROC) (GLuint program, GLint location, GLuint x, GLuint y, GLuint z, GLuint w);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLUSEPROGRAMSTAGESPROC) (GLuint pipeline, GLbitfield stages, GLuint program);
typedef void (GLAPIENTRY * PFNGLVALIDATEPROGRAMPIPELINEPROC) (GLuint pipeline);
#define glActiveShaderProgram GLEW_GET_FUN(__glewActiveShaderProgram)
#define glBindProgramPipeline GLEW_GET_FUN(__glewBindProgramPipeline)
#define glCreateShaderProgramv GLEW_GET_FUN(__glewCreateShaderProgramv)
#define glDeleteProgramPipelines GLEW_GET_FUN(__glewDeleteProgramPipelines)
#define glGenProgramPipelines GLEW_GET_FUN(__glewGenProgramPipelines)
#define glGetProgramPipelineInfoLog GLEW_GET_FUN(__glewGetProgramPipelineInfoLog)
#define glGetProgramPipelineiv GLEW_GET_FUN(__glewGetProgramPipelineiv)
#define glIsProgramPipeline GLEW_GET_FUN(__glewIsProgramPipeline)
#define glProgramUniform1d GLEW_GET_FUN(__glewProgramUniform1d)
#define glProgramUniform1dv GLEW_GET_FUN(__glewProgramUniform1dv)
#define glProgramUniform1f GLEW_GET_FUN(__glewProgramUniform1f)
#define glProgramUniform1fv GLEW_GET_FUN(__glewProgramUniform1fv)
#define glProgramUniform1i GLEW_GET_FUN(__glewProgramUniform1i)
#define glProgramUniform1iv GLEW_GET_FUN(__glewProgramUniform1iv)
#define glProgramUniform1ui GLEW_GET_FUN(__glewProgramUniform1ui)
#define glProgramUniform1uiv GLEW_GET_FUN(__glewProgramUniform1uiv)
#define glProgramUniform2d GLEW_GET_FUN(__glewProgramUniform2d)
#define glProgramUniform2dv GLEW_GET_FUN(__glewProgramUniform2dv)
#define glProgramUniform2f GLEW_GET_FUN(__glewProgramUniform2f)
#define glProgramUniform2fv GLEW_GET_FUN(__glewProgramUniform2fv)
#define glProgramUniform2i GLEW_GET_FUN(__glewProgramUniform2i)
#define glProgramUniform2iv GLEW_GET_FUN(__glewProgramUniform2iv)
#define glProgramUniform2ui GLEW_GET_FUN(__glewProgramUniform2ui)
#define glProgramUniform2uiv GLEW_GET_FUN(__glewProgramUniform2uiv)
#define glProgramUniform3d GLEW_GET_FUN(__glewProgramUniform3d)
#define glProgramUniform3dv GLEW_GET_FUN(__glewProgramUniform3dv)
#define glProgramUniform3f GLEW_GET_FUN(__glewProgramUniform3f)
#define glProgramUniform3fv GLEW_GET_FUN(__glewProgramUniform3fv)
#define glProgramUniform3i GLEW_GET_FUN(__glewProgramUniform3i)
#define glProgramUniform3iv GLEW_GET_FUN(__glewProgramUniform3iv)
#define glProgramUniform3ui GLEW_GET_FUN(__glewProgramUniform3ui)
#define glProgramUniform3uiv GLEW_GET_FUN(__glewProgramUniform3uiv)
#define glProgramUniform4d GLEW_GET_FUN(__glewProgramUniform4d)
#define glProgramUniform4dv GLEW_GET_FUN(__glewProgramUniform4dv)
#define glProgramUniform4f GLEW_GET_FUN(__glewProgramUniform4f)
#define glProgramUniform4fv GLEW_GET_FUN(__glewProgramUniform4fv)
#define glProgramUniform4i GLEW_GET_FUN(__glewProgramUniform4i)
#define glProgramUniform4iv GLEW_GET_FUN(__glewProgramUniform4iv)
#define glProgramUniform4ui GLEW_GET_FUN(__glewProgramUniform4ui)
#define glProgramUniform4uiv GLEW_GET_FUN(__glewProgramUniform4uiv)
#define glProgramUniformMatrix2dv GLEW_GET_FUN(__glewProgramUniformMatrix2dv)
#define glProgramUniformMatrix2fv GLEW_GET_FUN(__glewProgramUniformMatrix2fv)
#define glProgramUniformMatrix2x3dv GLEW_GET_FUN(__glewProgramUniformMatrix2x3dv)
#define glProgramUniformMatrix2x3fv GLEW_GET_FUN(__glewProgramUniformMatrix2x3fv)
#define glProgramUniformMatrix2x4dv GLEW_GET_FUN(__glewProgramUniformMatrix2x4dv)
#define glProgramUniformMatrix2x4fv GLEW_GET_FUN(__glewProgramUniformMatrix2x4fv)
#define glProgramUniformMatrix3dv GLEW_GET_FUN(__glewProgramUniformMatrix3dv)
#define glProgramUniformMatrix3fv GLEW_GET_FUN(__glewProgramUniformMatrix3fv)
#define glProgramUniformMatrix3x2dv GLEW_GET_FUN(__glewProgramUniformMatrix3x2dv)
#define glProgramUniformMatrix3x2fv GLEW_GET_FUN(__glewProgramUniformMatrix3x2fv)
#define glProgramUniformMatrix3x4dv GLEW_GET_FUN(__glewProgramUniformMatrix3x4dv)
#define glProgramUniformMatrix3x4fv GLEW_GET_FUN(__glewProgramUniformMatrix3x4fv)
#define glProgramUniformMatrix4dv GLEW_GET_FUN(__glewProgramUniformMatrix4dv)
#define glProgramUniformMatrix4fv GLEW_GET_FUN(__glewProgramUniformMatrix4fv)
#define glProgramUniformMatrix4x2dv GLEW_GET_FUN(__glewProgramUniformMatrix4x2dv)
#define glProgramUniformMatrix4x2fv GLEW_GET_FUN(__glewProgramUniformMatrix4x2fv)
#define glProgramUniformMatrix4x3dv GLEW_GET_FUN(__glewProgramUniformMatrix4x3dv)
#define glProgramUniformMatrix4x3fv GLEW_GET_FUN(__glewProgramUniformMatrix4x3fv)
#define glUseProgramStages GLEW_GET_FUN(__glewUseProgramStages)
#define glValidateProgramPipeline GLEW_GET_FUN(__glewValidateProgramPipeline)
#define GLEW_ARB_separate_shader_objects GLEW_GET_VAR(__GLEW_ARB_separate_shader_objects)
#endif /* GL_ARB_separate_shader_objects */
/* --------------------- GL_ARB_shader_atomic_counters --------------------- */
#ifndef GL_ARB_shader_atomic_counters
#define GL_ARB_shader_atomic_counters 1
#define GL_ATOMIC_COUNTER_BUFFER 0x92C0
#define GL_ATOMIC_COUNTER_BUFFER_BINDING 0x92C1
#define GL_ATOMIC_COUNTER_BUFFER_START 0x92C2
#define GL_ATOMIC_COUNTER_BUFFER_SIZE 0x92C3
#define GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE 0x92C4
#define GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS 0x92C5
#define GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES 0x92C6
#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER 0x92C7
#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER 0x92C8
#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER 0x92C9
#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER 0x92CA
#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER 0x92CB
#define GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS 0x92CC
#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS 0x92CD
#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS 0x92CE
#define GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS 0x92CF
#define GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS 0x92D0
#define GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS 0x92D1
#define GL_MAX_VERTEX_ATOMIC_COUNTERS 0x92D2
#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS 0x92D3
#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS 0x92D4
#define GL_MAX_GEOMETRY_ATOMIC_COUNTERS 0x92D5
#define GL_MAX_FRAGMENT_ATOMIC_COUNTERS 0x92D6
#define GL_MAX_COMBINED_ATOMIC_COUNTERS 0x92D7
#define GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE 0x92D8
#define GL_ACTIVE_ATOMIC_COUNTER_BUFFERS 0x92D9
#define GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX 0x92DA
#define GL_UNSIGNED_INT_ATOMIC_COUNTER 0x92DB
#define GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS 0x92DC
typedef void (GLAPIENTRY * PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC) (GLuint program, GLuint bufferIndex, GLenum pname, GLint* params);
#define glGetActiveAtomicCounterBufferiv GLEW_GET_FUN(__glewGetActiveAtomicCounterBufferiv)
#define GLEW_ARB_shader_atomic_counters GLEW_GET_VAR(__GLEW_ARB_shader_atomic_counters)
#endif /* GL_ARB_shader_atomic_counters */
/* ----------------------- GL_ARB_shader_bit_encoding ---------------------- */
#ifndef GL_ARB_shader_bit_encoding
#define GL_ARB_shader_bit_encoding 1
#define GLEW_ARB_shader_bit_encoding GLEW_GET_VAR(__GLEW_ARB_shader_bit_encoding)
#endif /* GL_ARB_shader_bit_encoding */
/* --------------------- GL_ARB_shader_image_load_store -------------------- */
#ifndef GL_ARB_shader_image_load_store
#define GL_ARB_shader_image_load_store 1
#define GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT 0x00000001
#define GL_ELEMENT_ARRAY_BARRIER_BIT 0x00000002
#define GL_UNIFORM_BARRIER_BIT 0x00000004
#define GL_TEXTURE_FETCH_BARRIER_BIT 0x00000008
#define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT 0x00000020
#define GL_COMMAND_BARRIER_BIT 0x00000040
#define GL_PIXEL_BUFFER_BARRIER_BIT 0x00000080
#define GL_TEXTURE_UPDATE_BARRIER_BIT 0x00000100
#define GL_BUFFER_UPDATE_BARRIER_BIT 0x00000200
#define GL_FRAMEBUFFER_BARRIER_BIT 0x00000400
#define GL_TRANSFORM_FEEDBACK_BARRIER_BIT 0x00000800
#define GL_ATOMIC_COUNTER_BARRIER_BIT 0x00001000
#define GL_MAX_IMAGE_UNITS 0x8F38
#define GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS 0x8F39
#define GL_IMAGE_BINDING_NAME 0x8F3A
#define GL_IMAGE_BINDING_LEVEL 0x8F3B
#define GL_IMAGE_BINDING_LAYERED 0x8F3C
#define GL_IMAGE_BINDING_LAYER 0x8F3D
#define GL_IMAGE_BINDING_ACCESS 0x8F3E
#define GL_IMAGE_1D 0x904C
#define GL_IMAGE_2D 0x904D
#define GL_IMAGE_3D 0x904E
#define GL_IMAGE_2D_RECT 0x904F
#define GL_IMAGE_CUBE 0x9050
#define GL_IMAGE_BUFFER 0x9051
#define GL_IMAGE_1D_ARRAY 0x9052
#define GL_IMAGE_2D_ARRAY 0x9053
#define GL_IMAGE_CUBE_MAP_ARRAY 0x9054
#define GL_IMAGE_2D_MULTISAMPLE 0x9055
#define GL_IMAGE_2D_MULTISAMPLE_ARRAY 0x9056
#define GL_INT_IMAGE_1D 0x9057
#define GL_INT_IMAGE_2D 0x9058
#define GL_INT_IMAGE_3D 0x9059
#define GL_INT_IMAGE_2D_RECT 0x905A
#define GL_INT_IMAGE_CUBE 0x905B
#define GL_INT_IMAGE_BUFFER 0x905C
#define GL_INT_IMAGE_1D_ARRAY 0x905D
#define GL_INT_IMAGE_2D_ARRAY 0x905E
#define GL_INT_IMAGE_CUBE_MAP_ARRAY 0x905F
#define GL_INT_IMAGE_2D_MULTISAMPLE 0x9060
#define GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x9061
#define GL_UNSIGNED_INT_IMAGE_1D 0x9062
#define GL_UNSIGNED_INT_IMAGE_2D 0x9063
#define GL_UNSIGNED_INT_IMAGE_3D 0x9064
#define GL_UNSIGNED_INT_IMAGE_2D_RECT 0x9065
#define GL_UNSIGNED_INT_IMAGE_CUBE 0x9066
#define GL_UNSIGNED_INT_IMAGE_BUFFER 0x9067
#define GL_UNSIGNED_INT_IMAGE_1D_ARRAY 0x9068
#define GL_UNSIGNED_INT_IMAGE_2D_ARRAY 0x9069
#define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY 0x906A
#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE 0x906B
#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x906C
#define GL_MAX_IMAGE_SAMPLES 0x906D
#define GL_IMAGE_BINDING_FORMAT 0x906E
#define GL_IMAGE_FORMAT_COMPATIBILITY_TYPE 0x90C7
#define GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE 0x90C8
#define GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS 0x90C9
#define GL_MAX_VERTEX_IMAGE_UNIFORMS 0x90CA
#define GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS 0x90CB
#define GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS 0x90CC
#define GL_MAX_GEOMETRY_IMAGE_UNIFORMS 0x90CD
#define GL_MAX_FRAGMENT_IMAGE_UNIFORMS 0x90CE
#define GL_MAX_COMBINED_IMAGE_UNIFORMS 0x90CF
#define GL_ALL_BARRIER_BITS 0xFFFFFFFF
typedef void (GLAPIENTRY * PFNGLBINDIMAGETEXTUREPROC) (GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format);
typedef void (GLAPIENTRY * PFNGLMEMORYBARRIERPROC) (GLbitfield barriers);
#define glBindImageTexture GLEW_GET_FUN(__glewBindImageTexture)
#define glMemoryBarrier GLEW_GET_FUN(__glewMemoryBarrier)
#define GLEW_ARB_shader_image_load_store GLEW_GET_VAR(__GLEW_ARB_shader_image_load_store)
#endif /* GL_ARB_shader_image_load_store */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* ------------------------- GL_ARB_shader_objects ------------------------- */
#ifndef GL_ARB_shader_objects
#define GL_ARB_shader_objects 1
#define GL_PROGRAM_OBJECT_ARB 0x8B40
#define GL_SHADER_OBJECT_ARB 0x8B48
#define GL_OBJECT_TYPE_ARB 0x8B4E
#define GL_OBJECT_SUBTYPE_ARB 0x8B4F
#define GL_FLOAT_VEC2_ARB 0x8B50
#define GL_FLOAT_VEC3_ARB 0x8B51
#define GL_FLOAT_VEC4_ARB 0x8B52
#define GL_INT_VEC2_ARB 0x8B53
#define GL_INT_VEC3_ARB 0x8B54
#define GL_INT_VEC4_ARB 0x8B55
#define GL_BOOL_ARB 0x8B56
#define GL_BOOL_VEC2_ARB 0x8B57
#define GL_BOOL_VEC3_ARB 0x8B58
#define GL_BOOL_VEC4_ARB 0x8B59
#define GL_FLOAT_MAT2_ARB 0x8B5A
#define GL_FLOAT_MAT3_ARB 0x8B5B
#define GL_FLOAT_MAT4_ARB 0x8B5C
#define GL_SAMPLER_1D_ARB 0x8B5D
#define GL_SAMPLER_2D_ARB 0x8B5E
#define GL_SAMPLER_3D_ARB 0x8B5F
#define GL_SAMPLER_CUBE_ARB 0x8B60
#define GL_SAMPLER_1D_SHADOW_ARB 0x8B61
#define GL_SAMPLER_2D_SHADOW_ARB 0x8B62
#define GL_SAMPLER_2D_RECT_ARB 0x8B63
#define GL_SAMPLER_2D_RECT_SHADOW_ARB 0x8B64
#define GL_OBJECT_DELETE_STATUS_ARB 0x8B80
#define GL_OBJECT_COMPILE_STATUS_ARB 0x8B81
#define GL_OBJECT_LINK_STATUS_ARB 0x8B82
#define GL_OBJECT_VALIDATE_STATUS_ARB 0x8B83
#define GL_OBJECT_INFO_LOG_LENGTH_ARB 0x8B84
#define GL_OBJECT_ATTACHED_OBJECTS_ARB 0x8B85
#define GL_OBJECT_ACTIVE_UNIFORMS_ARB 0x8B86
#define GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB 0x8B87
#define GL_OBJECT_SHADER_SOURCE_LENGTH_ARB 0x8B88
typedef char GLcharARB;
typedef unsigned int GLhandleARB;
typedef void (GLAPIENTRY * PFNGLATTACHOBJECTARBPROC) (GLhandleARB containerObj, GLhandleARB obj);
typedef void (GLAPIENTRY * PFNGLCOMPILESHADERARBPROC) (GLhandleARB shaderObj);
typedef GLhandleARB (GLAPIENTRY * PFNGLCREATEPROGRAMOBJECTARBPROC) (void);
typedef GLhandleARB (GLAPIENTRY * PFNGLCREATESHADEROBJECTARBPROC) (GLenum shaderType);
typedef void (GLAPIENTRY * PFNGLDELETEOBJECTARBPROC) (GLhandleARB obj);
typedef void (GLAPIENTRY * PFNGLDETACHOBJECTARBPROC) (GLhandleARB containerObj, GLhandleARB attachedObj);
typedef void (GLAPIENTRY * PFNGLGETACTIVEUNIFORMARBPROC) (GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei* length, GLint *size, GLenum *type, GLcharARB *name);
typedef void (GLAPIENTRY * PFNGLGETATTACHEDOBJECTSARBPROC) (GLhandleARB containerObj, GLsizei maxCount, GLsizei* count, GLhandleARB *obj);
typedef GLhandleARB (GLAPIENTRY * PFNGLGETHANDLEARBPROC) (GLenum pname);
typedef void (GLAPIENTRY * PFNGLGETINFOLOGARBPROC) (GLhandleARB obj, GLsizei maxLength, GLsizei* length, GLcharARB *infoLog);
typedef void (GLAPIENTRY * PFNGLGETOBJECTPARAMETERFVARBPROC) (GLhandleARB obj, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETOBJECTPARAMETERIVARBPROC) (GLhandleARB obj, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETSHADERSOURCEARBPROC) (GLhandleARB obj, GLsizei maxLength, GLsizei* length, GLcharARB *source);
typedef GLint (GLAPIENTRY * PFNGLGETUNIFORMLOCATIONARBPROC) (GLhandleARB programObj, const GLcharARB* name);
typedef void (GLAPIENTRY * PFNGLGETUNIFORMFVARBPROC) (GLhandleARB programObj, GLint location, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETUNIFORMIVARBPROC) (GLhandleARB programObj, GLint location, GLint* params);
typedef void (GLAPIENTRY * PFNGLLINKPROGRAMARBPROC) (GLhandleARB programObj);
typedef void (GLAPIENTRY * PFNGLSHADERSOURCEARBPROC) (GLhandleARB shaderObj, GLsizei count, const GLcharARB ** string, const GLint *length);
typedef void (GLAPIENTRY * PFNGLUNIFORM1FARBPROC) (GLint location, GLfloat v0);
typedef void (GLAPIENTRY * PFNGLUNIFORM1FVARBPROC) (GLint location, GLsizei count, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM1IARBPROC) (GLint location, GLint v0);
typedef void (GLAPIENTRY * PFNGLUNIFORM1IVARBPROC) (GLint location, GLsizei count, const GLint* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM2FARBPROC) (GLint location, GLfloat v0, GLfloat v1);
typedef void (GLAPIENTRY * PFNGLUNIFORM2FVARBPROC) (GLint location, GLsizei count, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM2IARBPROC) (GLint location, GLint v0, GLint v1);
typedef void (GLAPIENTRY * PFNGLUNIFORM2IVARBPROC) (GLint location, GLsizei count, const GLint* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM3FARBPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
typedef void (GLAPIENTRY * PFNGLUNIFORM3FVARBPROC) (GLint location, GLsizei count, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM3IARBPROC) (GLint location, GLint v0, GLint v1, GLint v2);
typedef void (GLAPIENTRY * PFNGLUNIFORM3IVARBPROC) (GLint location, GLsizei count, const GLint* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM4FARBPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
typedef void (GLAPIENTRY * PFNGLUNIFORM4FVARBPROC) (GLint location, GLsizei count, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM4IARBPROC) (GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
typedef void (GLAPIENTRY * PFNGLUNIFORM4IVARBPROC) (GLint location, GLsizei count, const GLint* value);
typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLUSEPROGRAMOBJECTARBPROC) (GLhandleARB programObj);
typedef void (GLAPIENTRY * PFNGLVALIDATEPROGRAMARBPROC) (GLhandleARB programObj);
#define glAttachObjectARB GLEW_GET_FUN(__glewAttachObjectARB)
#define glCompileShaderARB GLEW_GET_FUN(__glewCompileShaderARB)
#define glCreateProgramObjectARB GLEW_GET_FUN(__glewCreateProgramObjectARB)
#define glCreateShaderObjectARB GLEW_GET_FUN(__glewCreateShaderObjectARB)
#define glDeleteObjectARB GLEW_GET_FUN(__glewDeleteObjectARB)
#define glDetachObjectARB GLEW_GET_FUN(__glewDetachObjectARB)
#define glGetActiveUniformARB GLEW_GET_FUN(__glewGetActiveUniformARB)
#define glGetAttachedObjectsARB GLEW_GET_FUN(__glewGetAttachedObjectsARB)
#define glGetHandleARB GLEW_GET_FUN(__glewGetHandleARB)
#define glGetInfoLogARB GLEW_GET_FUN(__glewGetInfoLogARB)
#define glGetObjectParameterfvARB GLEW_GET_FUN(__glewGetObjectParameterfvARB)
#define glGetObjectParameterivARB GLEW_GET_FUN(__glewGetObjectParameterivARB)
#define glGetShaderSourceARB GLEW_GET_FUN(__glewGetShaderSourceARB)
#define glGetUniformLocationARB GLEW_GET_FUN(__glewGetUniformLocationARB)
#define glGetUniformfvARB GLEW_GET_FUN(__glewGetUniformfvARB)
#define glGetUniformivARB GLEW_GET_FUN(__glewGetUniformivARB)
#define glLinkProgramARB GLEW_GET_FUN(__glewLinkProgramARB)
#define glShaderSourceARB GLEW_GET_FUN(__glewShaderSourceARB)
#define glUniform1fARB GLEW_GET_FUN(__glewUniform1fARB)
#define glUniform1fvARB GLEW_GET_FUN(__glewUniform1fvARB)
#define glUniform1iARB GLEW_GET_FUN(__glewUniform1iARB)
#define glUniform1ivARB GLEW_GET_FUN(__glewUniform1ivARB)
#define glUniform2fARB GLEW_GET_FUN(__glewUniform2fARB)
#define glUniform2fvARB GLEW_GET_FUN(__glewUniform2fvARB)
#define glUniform2iARB GLEW_GET_FUN(__glewUniform2iARB)
#define glUniform2ivARB GLEW_GET_FUN(__glewUniform2ivARB)
#define glUniform3fARB GLEW_GET_FUN(__glewUniform3fARB)
#define glUniform3fvARB GLEW_GET_FUN(__glewUniform3fvARB)
#define glUniform3iARB GLEW_GET_FUN(__glewUniform3iARB)
#define glUniform3ivARB GLEW_GET_FUN(__glewUniform3ivARB)
#define glUniform4fARB GLEW_GET_FUN(__glewUniform4fARB)
#define glUniform4fvARB GLEW_GET_FUN(__glewUniform4fvARB)
#define glUniform4iARB GLEW_GET_FUN(__glewUniform4iARB)
#define glUniform4ivARB GLEW_GET_FUN(__glewUniform4ivARB)
#define glUniformMatrix2fvARB GLEW_GET_FUN(__glewUniformMatrix2fvARB)
#define glUniformMatrix3fvARB GLEW_GET_FUN(__glewUniformMatrix3fvARB)
#define glUniformMatrix4fvARB GLEW_GET_FUN(__glewUniformMatrix4fvARB)
#define glUseProgramObjectARB GLEW_GET_FUN(__glewUseProgramObjectARB)
#define glValidateProgramARB GLEW_GET_FUN(__glewValidateProgramARB)
#define GLEW_ARB_shader_objects GLEW_GET_VAR(__GLEW_ARB_shader_objects)
#endif /* GL_ARB_shader_objects */
/* ------------------------ GL_ARB_shader_precision ------------------------ */
#ifndef GL_ARB_shader_precision
#define GL_ARB_shader_precision 1
#define GLEW_ARB_shader_precision GLEW_GET_VAR(__GLEW_ARB_shader_precision)
#endif /* GL_ARB_shader_precision */
/* ---------------------- GL_ARB_shader_stencil_export --------------------- */
#ifndef GL_ARB_shader_stencil_export
#define GL_ARB_shader_stencil_export 1
#define GLEW_ARB_shader_stencil_export GLEW_GET_VAR(__GLEW_ARB_shader_stencil_export)
#endif /* GL_ARB_shader_stencil_export */
/* ------------------------ GL_ARB_shader_subroutine ----------------------- */
#ifndef GL_ARB_shader_subroutine
#define GL_ARB_shader_subroutine 1
#define GL_ACTIVE_SUBROUTINES 0x8DE5
#define GL_ACTIVE_SUBROUTINE_UNIFORMS 0x8DE6
#define GL_MAX_SUBROUTINES 0x8DE7
#define GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS 0x8DE8
#define GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS 0x8E47
#define GL_ACTIVE_SUBROUTINE_MAX_LENGTH 0x8E48
#define GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH 0x8E49
#define GL_NUM_COMPATIBLE_SUBROUTINES 0x8E4A
#define GL_COMPATIBLE_SUBROUTINES 0x8E4B
typedef void (GLAPIENTRY * PFNGLGETACTIVESUBROUTINENAMEPROC) (GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei* length, char *name);
typedef void (GLAPIENTRY * PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC) (GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei* length, char *name);
typedef void (GLAPIENTRY * PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC) (GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint* values);
typedef void (GLAPIENTRY * PFNGLGETPROGRAMSTAGEIVPROC) (GLuint program, GLenum shadertype, GLenum pname, GLint* values);
typedef GLuint (GLAPIENTRY * PFNGLGETSUBROUTINEINDEXPROC) (GLuint program, GLenum shadertype, const char* name);
typedef GLint (GLAPIENTRY * PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC) (GLuint program, GLenum shadertype, const char* name);
typedef void (GLAPIENTRY * PFNGLGETUNIFORMSUBROUTINEUIVPROC) (GLenum shadertype, GLint location, GLuint* params);
typedef void (GLAPIENTRY * PFNGLUNIFORMSUBROUTINESUIVPROC) (GLenum shadertype, GLsizei count, const GLuint* indices);
#define glGetActiveSubroutineName GLEW_GET_FUN(__glewGetActiveSubroutineName)
#define glGetActiveSubroutineUniformName GLEW_GET_FUN(__glewGetActiveSubroutineUniformName)
#define glGetActiveSubroutineUniformiv GLEW_GET_FUN(__glewGetActiveSubroutineUniformiv)
#define glGetProgramStageiv GLEW_GET_FUN(__glewGetProgramStageiv)
#define glGetSubroutineIndex GLEW_GET_FUN(__glewGetSubroutineIndex)
#define glGetSubroutineUniformLocation GLEW_GET_FUN(__glewGetSubroutineUniformLocation)
#define glGetUniformSubroutineuiv GLEW_GET_FUN(__glewGetUniformSubroutineuiv)
#define glUniformSubroutinesuiv GLEW_GET_FUN(__glewUniformSubroutinesuiv)
#define GLEW_ARB_shader_subroutine GLEW_GET_VAR(__GLEW_ARB_shader_subroutine)
#endif /* GL_ARB_shader_subroutine */
/* ----------------------- GL_ARB_shader_texture_lod ----------------------- */
#ifndef GL_ARB_shader_texture_lod
#define GL_ARB_shader_texture_lod 1
#define GLEW_ARB_shader_texture_lod GLEW_GET_VAR(__GLEW_ARB_shader_texture_lod)
#endif /* GL_ARB_shader_texture_lod */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* ---------------------- GL_ARB_shading_language_100 ---------------------- */
#ifndef GL_ARB_shading_language_100
#define GL_ARB_shading_language_100 1
#define GL_SHADING_LANGUAGE_VERSION_ARB 0x8B8C
#define GLEW_ARB_shading_language_100 GLEW_GET_VAR(__GLEW_ARB_shading_language_100)
#endif /* GL_ARB_shading_language_100 */
/* -------------------- GL_ARB_shading_language_420pack -------------------- */
#ifndef GL_ARB_shading_language_420pack
#define GL_ARB_shading_language_420pack 1
#define GLEW_ARB_shading_language_420pack GLEW_GET_VAR(__GLEW_ARB_shading_language_420pack)
#endif /* GL_ARB_shading_language_420pack */
/* -------------------- GL_ARB_shading_language_include -------------------- */
#ifndef GL_ARB_shading_language_include
#define GL_ARB_shading_language_include 1
#define GL_SHADER_INCLUDE_ARB 0x8DAE
#define GL_NAMED_STRING_LENGTH_ARB 0x8DE9
#define GL_NAMED_STRING_TYPE_ARB 0x8DEA
typedef void (GLAPIENTRY * PFNGLCOMPILESHADERINCLUDEARBPROC) (GLuint shader, GLsizei count, const char ** path, const GLint *length);
typedef void (GLAPIENTRY * PFNGLDELETENAMEDSTRINGARBPROC) (GLint namelen, const char* name);
typedef void (GLAPIENTRY * PFNGLGETNAMEDSTRINGARBPROC) (GLint namelen, const char* name, GLsizei bufSize, GLint *stringlen, char *string);
typedef void (GLAPIENTRY * PFNGLGETNAMEDSTRINGIVARBPROC) (GLint namelen, const char* name, GLenum pname, GLint *params);
typedef GLboolean (GLAPIENTRY * PFNGLISNAMEDSTRINGARBPROC) (GLint namelen, const char* name);
typedef void (GLAPIENTRY * PFNGLNAMEDSTRINGARBPROC) (GLenum type, GLint namelen, const char* name, GLint stringlen, const char *string);
#define glCompileShaderIncludeARB GLEW_GET_FUN(__glewCompileShaderIncludeARB)
#define glDeleteNamedStringARB GLEW_GET_FUN(__glewDeleteNamedStringARB)
#define glGetNamedStringARB GLEW_GET_FUN(__glewGetNamedStringARB)
#define glGetNamedStringivARB GLEW_GET_FUN(__glewGetNamedStringivARB)
#define glIsNamedStringARB GLEW_GET_FUN(__glewIsNamedStringARB)
#define glNamedStringARB GLEW_GET_FUN(__glewNamedStringARB)
#define GLEW_ARB_shading_language_include GLEW_GET_VAR(__GLEW_ARB_shading_language_include)
#endif /* GL_ARB_shading_language_include */
/* -------------------- GL_ARB_shading_language_packing -------------------- */
#ifndef GL_ARB_shading_language_packing
#define GL_ARB_shading_language_packing 1
#define GLEW_ARB_shading_language_packing GLEW_GET_VAR(__GLEW_ARB_shading_language_packing)
#endif /* GL_ARB_shading_language_packing */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* ----------------------------- GL_ARB_shadow ----------------------------- */
#ifndef GL_ARB_shadow
#define GL_ARB_shadow 1
#define GL_TEXTURE_COMPARE_MODE_ARB 0x884C
#define GL_TEXTURE_COMPARE_FUNC_ARB 0x884D
#define GL_COMPARE_R_TO_TEXTURE_ARB 0x884E
#define GLEW_ARB_shadow GLEW_GET_VAR(__GLEW_ARB_shadow)
#endif /* GL_ARB_shadow */
/* ------------------------- GL_ARB_shadow_ambient ------------------------- */
#ifndef GL_ARB_shadow_ambient
#define GL_ARB_shadow_ambient 1
#define GL_TEXTURE_COMPARE_FAIL_VALUE_ARB 0x80BF
#define GLEW_ARB_shadow_ambient GLEW_GET_VAR(__GLEW_ARB_shadow_ambient)
#endif /* GL_ARB_shadow_ambient */
/* ------------------------------ GL_ARB_sync ------------------------------ */
#ifndef GL_ARB_sync
#define GL_ARB_sync 1
#define GL_SYNC_FLUSH_COMMANDS_BIT 0x00000001
#define GL_MAX_SERVER_WAIT_TIMEOUT 0x9111
#define GL_OBJECT_TYPE 0x9112
#define GL_SYNC_CONDITION 0x9113
#define GL_SYNC_STATUS 0x9114
#define GL_SYNC_FLAGS 0x9115
#define GL_SYNC_FENCE 0x9116
#define GL_SYNC_GPU_COMMANDS_COMPLETE 0x9117
#define GL_UNSIGNALED 0x9118
#define GL_SIGNALED 0x9119
#define GL_ALREADY_SIGNALED 0x911A
#define GL_TIMEOUT_EXPIRED 0x911B
#define GL_CONDITION_SATISFIED 0x911C
#define GL_WAIT_FAILED 0x911D
#define GL_TIMEOUT_IGNORED 0xFFFFFFFFFFFFFFFF
typedef GLenum (GLAPIENTRY * PFNGLCLIENTWAITSYNCPROC) (GLsync GLsync,GLbitfield flags,GLuint64 timeout);
typedef void (GLAPIENTRY * PFNGLDELETESYNCPROC) (GLsync GLsync);
typedef GLsync (GLAPIENTRY * PFNGLFENCESYNCPROC) (GLenum condition,GLbitfield flags);
typedef void (GLAPIENTRY * PFNGLGETINTEGER64VPROC) (GLenum pname, GLint64* params);
typedef void (GLAPIENTRY * PFNGLGETSYNCIVPROC) (GLsync GLsync,GLenum pname,GLsizei bufSize,GLsizei* length, GLint *values);
typedef GLboolean (GLAPIENTRY * PFNGLISSYNCPROC) (GLsync GLsync);
typedef void (GLAPIENTRY * PFNGLWAITSYNCPROC) (GLsync GLsync,GLbitfield flags,GLuint64 timeout);
#define glClientWaitSync GLEW_GET_FUN(__glewClientWaitSync)
#define glDeleteSync GLEW_GET_FUN(__glewDeleteSync)
#define glFenceSync GLEW_GET_FUN(__glewFenceSync)
#define glGetInteger64v GLEW_GET_FUN(__glewGetInteger64v)
#define glGetSynciv GLEW_GET_FUN(__glewGetSynciv)
#define glIsSync GLEW_GET_FUN(__glewIsSync)
#define glWaitSync GLEW_GET_FUN(__glewWaitSync)
#define GLEW_ARB_sync GLEW_GET_VAR(__GLEW_ARB_sync)
#endif /* GL_ARB_sync */
/* ----------------------- GL_ARB_tessellation_shader ---------------------- */
#ifndef GL_ARB_tessellation_shader
#define GL_ARB_tessellation_shader 1
#define GL_PATCHES 0xE
#define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER 0x84F0
#define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER 0x84F1
#define GL_MAX_TESS_CONTROL_INPUT_COMPONENTS 0x886C
#define GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS 0x886D
#define GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E1E
#define GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E1F
#define GL_PATCH_VERTICES 0x8E72
#define GL_PATCH_DEFAULT_INNER_LEVEL 0x8E73
#define GL_PATCH_DEFAULT_OUTER_LEVEL 0x8E74
#define GL_TESS_CONTROL_OUTPUT_VERTICES 0x8E75
#define GL_TESS_GEN_MODE 0x8E76
#define GL_TESS_GEN_SPACING 0x8E77
#define GL_TESS_GEN_VERTEX_ORDER 0x8E78
#define GL_TESS_GEN_POINT_MODE 0x8E79
#define GL_ISOLINES 0x8E7A
#define GL_FRACTIONAL_ODD 0x8E7B
#define GL_FRACTIONAL_EVEN 0x8E7C
#define GL_MAX_PATCH_VERTICES 0x8E7D
#define GL_MAX_TESS_GEN_LEVEL 0x8E7E
#define GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E7F
#define GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E80
#define GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS 0x8E81
#define GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS 0x8E82
#define GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS 0x8E83
#define GL_MAX_TESS_PATCH_COMPONENTS 0x8E84
#define GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS 0x8E85
#define GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS 0x8E86
#define GL_TESS_EVALUATION_SHADER 0x8E87
#define GL_TESS_CONTROL_SHADER 0x8E88
#define GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS 0x8E89
#define GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS 0x8E8A
typedef void (GLAPIENTRY * PFNGLPATCHPARAMETERFVPROC) (GLenum pname, const GLfloat* values);
typedef void (GLAPIENTRY * PFNGLPATCHPARAMETERIPROC) (GLenum pname, GLint value);
#define glPatchParameterfv GLEW_GET_FUN(__glewPatchParameterfv)
#define glPatchParameteri GLEW_GET_FUN(__glewPatchParameteri)
#define GLEW_ARB_tessellation_shader GLEW_GET_VAR(__GLEW_ARB_tessellation_shader)
#endif /* GL_ARB_tessellation_shader */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* ---------------------- GL_ARB_texture_border_clamp ---------------------- */
#ifndef GL_ARB_texture_border_clamp
#define GL_ARB_texture_border_clamp 1
#define GL_CLAMP_TO_BORDER_ARB 0x812D
#define GLEW_ARB_texture_border_clamp GLEW_GET_VAR(__GLEW_ARB_texture_border_clamp)
#endif /* GL_ARB_texture_border_clamp */
/* ---------------------- GL_ARB_texture_buffer_object --------------------- */
#ifndef GL_ARB_texture_buffer_object
#define GL_ARB_texture_buffer_object 1
#define GL_TEXTURE_BUFFER_ARB 0x8C2A
#define GL_MAX_TEXTURE_BUFFER_SIZE_ARB 0x8C2B
#define GL_TEXTURE_BINDING_BUFFER_ARB 0x8C2C
#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING_ARB 0x8C2D
#define GL_TEXTURE_BUFFER_FORMAT_ARB 0x8C2E
typedef void (GLAPIENTRY * PFNGLTEXBUFFERARBPROC) (GLenum target, GLenum internalformat, GLuint buffer);
#define glTexBufferARB GLEW_GET_FUN(__glewTexBufferARB)
#define GLEW_ARB_texture_buffer_object GLEW_GET_VAR(__GLEW_ARB_texture_buffer_object)
#endif /* GL_ARB_texture_buffer_object */
/* ------------------- GL_ARB_texture_buffer_object_rgb32 ------------------ */
#ifndef GL_ARB_texture_buffer_object_rgb32
#define GL_ARB_texture_buffer_object_rgb32 1
#define GLEW_ARB_texture_buffer_object_rgb32 GLEW_GET_VAR(__GLEW_ARB_texture_buffer_object_rgb32)
#endif /* GL_ARB_texture_buffer_object_rgb32 */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* ----------------------- GL_ARB_texture_compression ---------------------- */
#ifndef GL_ARB_texture_compression
#define GL_ARB_texture_compression 1
#define GL_COMPRESSED_ALPHA_ARB 0x84E9
#define GL_COMPRESSED_LUMINANCE_ARB 0x84EA
#define GL_COMPRESSED_LUMINANCE_ALPHA_ARB 0x84EB
#define GL_COMPRESSED_INTENSITY_ARB 0x84EC
#define GL_COMPRESSED_RGB_ARB 0x84ED
#define GL_COMPRESSED_RGBA_ARB 0x84EE
#define GL_TEXTURE_COMPRESSION_HINT_ARB 0x84EF
#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE_ARB 0x86A0
#define GL_TEXTURE_COMPRESSED_ARB 0x86A1
#define GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A2
#define GL_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A3
typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXIMAGE1DARBPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void* data);
typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXIMAGE2DARBPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data);
typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXIMAGE3DARBPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void* data);
typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXSUBIMAGE1DARBPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void* data);
typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data);
typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXSUBIMAGE3DARBPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void* data);
typedef void (GLAPIENTRY * PFNGLGETCOMPRESSEDTEXIMAGEARBPROC) (GLenum target, GLint lod, void* img);
#define glCompressedTexImage1DARB GLEW_GET_FUN(__glewCompressedTexImage1DARB)
#define glCompressedTexImage2DARB GLEW_GET_FUN(__glewCompressedTexImage2DARB)
#define glCompressedTexImage3DARB GLEW_GET_FUN(__glewCompressedTexImage3DARB)
#define glCompressedTexSubImage1DARB GLEW_GET_FUN(__glewCompressedTexSubImage1DARB)
#define glCompressedTexSubImage2DARB GLEW_GET_FUN(__glewCompressedTexSubImage2DARB)
#define glCompressedTexSubImage3DARB GLEW_GET_FUN(__glewCompressedTexSubImage3DARB)
#define glGetCompressedTexImageARB GLEW_GET_FUN(__glewGetCompressedTexImageARB)
#define GLEW_ARB_texture_compression GLEW_GET_VAR(__GLEW_ARB_texture_compression)
#endif /* GL_ARB_texture_compression */
/* -------------------- GL_ARB_texture_compression_bptc -------------------- */
#ifndef GL_ARB_texture_compression_bptc
#define GL_ARB_texture_compression_bptc 1
#define GL_COMPRESSED_RGBA_BPTC_UNORM_ARB 0x8E8C
#define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB 0x8E8D
#define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB 0x8E8E
#define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB 0x8E8F
#define GLEW_ARB_texture_compression_bptc GLEW_GET_VAR(__GLEW_ARB_texture_compression_bptc)
#endif /* GL_ARB_texture_compression_bptc */
/* -------------------- GL_ARB_texture_compression_rgtc -------------------- */
#ifndef GL_ARB_texture_compression_rgtc
#define GL_ARB_texture_compression_rgtc 1
#define GL_COMPRESSED_RED_RGTC1 0x8DBB
#define GL_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC
#define GL_COMPRESSED_RG_RGTC2 0x8DBD
#define GL_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE
#define GLEW_ARB_texture_compression_rgtc GLEW_GET_VAR(__GLEW_ARB_texture_compression_rgtc)
#endif /* GL_ARB_texture_compression_rgtc */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* ------------------------ GL_ARB_texture_cube_map ------------------------ */
#ifndef GL_ARB_texture_cube_map
#define GL_ARB_texture_cube_map 1
#define GL_NORMAL_MAP_ARB 0x8511
#define GL_REFLECTION_MAP_ARB 0x8512
#define GL_TEXTURE_CUBE_MAP_ARB 0x8513
#define GL_TEXTURE_BINDING_CUBE_MAP_ARB 0x8514
#define GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB 0x8515
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB 0x8516
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB 0x8517
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB 0x8518
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB 0x8519
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB 0x851A
#define GL_PROXY_TEXTURE_CUBE_MAP_ARB 0x851B
#define GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB 0x851C
#define GLEW_ARB_texture_cube_map GLEW_GET_VAR(__GLEW_ARB_texture_cube_map)
#endif /* GL_ARB_texture_cube_map */
/* --------------------- GL_ARB_texture_cube_map_array --------------------- */
#ifndef GL_ARB_texture_cube_map_array
#define GL_ARB_texture_cube_map_array 1
#define GL_TEXTURE_CUBE_MAP_ARRAY_ARB 0x9009
#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_ARB 0x900A
#define GL_PROXY_TEXTURE_CUBE_MAP_ARRAY_ARB 0x900B
#define GL_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900C
#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_ARB 0x900D
#define GL_INT_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900E
#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900F
#define GLEW_ARB_texture_cube_map_array GLEW_GET_VAR(__GLEW_ARB_texture_cube_map_array)
#endif /* GL_ARB_texture_cube_map_array */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* ------------------------- GL_ARB_texture_env_add ------------------------ */
#ifndef GL_ARB_texture_env_add
#define GL_ARB_texture_env_add 1
#define GLEW_ARB_texture_env_add GLEW_GET_VAR(__GLEW_ARB_texture_env_add)
#endif /* GL_ARB_texture_env_add */
/* ----------------------- GL_ARB_texture_env_combine ---------------------- */
#ifndef GL_ARB_texture_env_combine
#define GL_ARB_texture_env_combine 1
#define GL_SUBTRACT_ARB 0x84E7
#define GL_COMBINE_ARB 0x8570
#define GL_COMBINE_RGB_ARB 0x8571
#define GL_COMBINE_ALPHA_ARB 0x8572
#define GL_RGB_SCALE_ARB 0x8573
#define GL_ADD_SIGNED_ARB 0x8574
#define GL_INTERPOLATE_ARB 0x8575
#define GL_CONSTANT_ARB 0x8576
#define GL_PRIMARY_COLOR_ARB 0x8577
#define GL_PREVIOUS_ARB 0x8578
#define GL_SOURCE0_RGB_ARB 0x8580
#define GL_SOURCE1_RGB_ARB 0x8581
#define GL_SOURCE2_RGB_ARB 0x8582
#define GL_SOURCE0_ALPHA_ARB 0x8588
#define GL_SOURCE1_ALPHA_ARB 0x8589
#define GL_SOURCE2_ALPHA_ARB 0x858A
#define GL_OPERAND0_RGB_ARB 0x8590
#define GL_OPERAND1_RGB_ARB 0x8591
#define GL_OPERAND2_RGB_ARB 0x8592
#define GL_OPERAND0_ALPHA_ARB 0x8598
#define GL_OPERAND1_ALPHA_ARB 0x8599
#define GL_OPERAND2_ALPHA_ARB 0x859A
#define GLEW_ARB_texture_env_combine GLEW_GET_VAR(__GLEW_ARB_texture_env_combine)
#endif /* GL_ARB_texture_env_combine */
/* ---------------------- GL_ARB_texture_env_crossbar ---------------------- */
#ifndef GL_ARB_texture_env_crossbar
#define GL_ARB_texture_env_crossbar 1
#define GLEW_ARB_texture_env_crossbar GLEW_GET_VAR(__GLEW_ARB_texture_env_crossbar)
#endif /* GL_ARB_texture_env_crossbar */
/* ------------------------ GL_ARB_texture_env_dot3 ------------------------ */
#ifndef GL_ARB_texture_env_dot3
#define GL_ARB_texture_env_dot3 1
#define GL_DOT3_RGB_ARB 0x86AE
#define GL_DOT3_RGBA_ARB 0x86AF
#define GLEW_ARB_texture_env_dot3 GLEW_GET_VAR(__GLEW_ARB_texture_env_dot3)
#endif /* GL_ARB_texture_env_dot3 */
/* -------------------------- GL_ARB_texture_float ------------------------- */
#ifndef GL_ARB_texture_float
#define GL_ARB_texture_float 1
#define GL_RGBA32F_ARB 0x8814
#define GL_RGB32F_ARB 0x8815
#define GL_ALPHA32F_ARB 0x8816
#define GL_INTENSITY32F_ARB 0x8817
#define GL_LUMINANCE32F_ARB 0x8818
#define GL_LUMINANCE_ALPHA32F_ARB 0x8819
#define GL_RGBA16F_ARB 0x881A
#define GL_RGB16F_ARB 0x881B
#define GL_ALPHA16F_ARB 0x881C
#define GL_INTENSITY16F_ARB 0x881D
#define GL_LUMINANCE16F_ARB 0x881E
#define GL_LUMINANCE_ALPHA16F_ARB 0x881F
#define GL_TEXTURE_RED_TYPE_ARB 0x8C10
#define GL_TEXTURE_GREEN_TYPE_ARB 0x8C11
#define GL_TEXTURE_BLUE_TYPE_ARB 0x8C12
#define GL_TEXTURE_ALPHA_TYPE_ARB 0x8C13
#define GL_TEXTURE_LUMINANCE_TYPE_ARB 0x8C14
#define GL_TEXTURE_INTENSITY_TYPE_ARB 0x8C15
#define GL_TEXTURE_DEPTH_TYPE_ARB 0x8C16
#define GL_UNSIGNED_NORMALIZED_ARB 0x8C17
#define GLEW_ARB_texture_float GLEW_GET_VAR(__GLEW_ARB_texture_float)
#endif /* GL_ARB_texture_float */
/* ------------------------- GL_ARB_texture_gather ------------------------- */
#ifndef GL_ARB_texture_gather
#define GL_ARB_texture_gather 1
#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
#define GLEW_ARB_texture_gather GLEW_GET_VAR(__GLEW_ARB_texture_gather)
#endif /* GL_ARB_texture_gather */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* --------------------- GL_ARB_texture_mirrored_repeat -------------------- */
#ifndef GL_ARB_texture_mirrored_repeat
#define GL_ARB_texture_mirrored_repeat 1
#define GL_MIRRORED_REPEAT_ARB 0x8370
#define GLEW_ARB_texture_mirrored_repeat GLEW_GET_VAR(__GLEW_ARB_texture_mirrored_repeat)
#endif /* GL_ARB_texture_mirrored_repeat */
/* ----------------------- GL_ARB_texture_multisample ---------------------- */
#ifndef GL_ARB_texture_multisample
#define GL_ARB_texture_multisample 1
#define GL_SAMPLE_POSITION 0x8E50
#define GL_SAMPLE_MASK 0x8E51
#define GL_SAMPLE_MASK_VALUE 0x8E52
#define GL_MAX_SAMPLE_MASK_WORDS 0x8E59
#define GL_TEXTURE_2D_MULTISAMPLE 0x9100
#define GL_PROXY_TEXTURE_2D_MULTISAMPLE 0x9101
#define GL_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9102
#define GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9103
#define GL_TEXTURE_BINDING_2D_MULTISAMPLE 0x9104
#define GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY 0x9105
#define GL_TEXTURE_SAMPLES 0x9106
#define GL_TEXTURE_FIXED_SAMPLE_LOCATIONS 0x9107
#define GL_SAMPLER_2D_MULTISAMPLE 0x9108
#define GL_INT_SAMPLER_2D_MULTISAMPLE 0x9109
#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE 0x910A
#define GL_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910B
#define GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910C
#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910D
#define GL_MAX_COLOR_TEXTURE_SAMPLES 0x910E
#define GL_MAX_DEPTH_TEXTURE_SAMPLES 0x910F
#define GL_MAX_INTEGER_SAMPLES 0x9110
typedef void (GLAPIENTRY * PFNGLGETMULTISAMPLEFVPROC) (GLenum pname, GLuint index, GLfloat* val);
typedef void (GLAPIENTRY * PFNGLSAMPLEMASKIPROC) (GLuint index, GLbitfield mask);
typedef void (GLAPIENTRY * PFNGLTEXIMAGE2DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);
typedef void (GLAPIENTRY * PFNGLTEXIMAGE3DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);
#define glGetMultisamplefv GLEW_GET_FUN(__glewGetMultisamplefv)
#define glSampleMaski GLEW_GET_FUN(__glewSampleMaski)
#define glTexImage2DMultisample GLEW_GET_FUN(__glewTexImage2DMultisample)
#define glTexImage3DMultisample GLEW_GET_FUN(__glewTexImage3DMultisample)
#define GLEW_ARB_texture_multisample GLEW_GET_VAR(__GLEW_ARB_texture_multisample)
#endif /* GL_ARB_texture_multisample */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* -------------------- GL_ARB_texture_non_power_of_two -------------------- */
#ifndef GL_ARB_texture_non_power_of_two
#define GL_ARB_texture_non_power_of_two 1
#define GLEW_ARB_texture_non_power_of_two GLEW_GET_VAR(__GLEW_ARB_texture_non_power_of_two)
#endif /* GL_ARB_texture_non_power_of_two */
/* ------------------------ GL_ARB_texture_query_lod ----------------------- */
#ifndef GL_ARB_texture_query_lod
#define GL_ARB_texture_query_lod 1
#define GLEW_ARB_texture_query_lod GLEW_GET_VAR(__GLEW_ARB_texture_query_lod)
#endif /* GL_ARB_texture_query_lod */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* ------------------------ GL_ARB_texture_rectangle ----------------------- */
#ifndef GL_ARB_texture_rectangle
#define GL_ARB_texture_rectangle 1
#define GL_TEXTURE_RECTANGLE_ARB 0x84F5
#define GL_TEXTURE_BINDING_RECTANGLE_ARB 0x84F6
#define GL_PROXY_TEXTURE_RECTANGLE_ARB 0x84F7
#define GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB 0x84F8
#define GL_SAMPLER_2D_RECT_ARB 0x8B63
#define GL_SAMPLER_2D_RECT_SHADOW_ARB 0x8B64
#define GLEW_ARB_texture_rectangle GLEW_GET_VAR(__GLEW_ARB_texture_rectangle)
#endif /* GL_ARB_texture_rectangle */
/* --------------------------- GL_ARB_texture_rg --------------------------- */
#ifndef GL_ARB_texture_rg
#define GL_ARB_texture_rg 1
#define GL_RED 0x1903
#define GL_COMPRESSED_RED 0x8225
#define GL_COMPRESSED_RG 0x8226
#define GL_RG 0x8227
#define GL_RG_INTEGER 0x8228
#define GL_R8 0x8229
#define GL_R16 0x822A
#define GL_RG8 0x822B
#define GL_RG16 0x822C
#define GL_R16F 0x822D
#define GL_R32F 0x822E
#define GL_RG16F 0x822F
#define GL_RG32F 0x8230
#define GL_R8I 0x8231
#define GL_R8UI 0x8232
#define GL_R16I 0x8233
#define GL_R16UI 0x8234
#define GL_R32I 0x8235
#define GL_R32UI 0x8236
#define GL_RG8I 0x8237
#define GL_RG8UI 0x8238
#define GL_RG16I 0x8239
#define GL_RG16UI 0x823A
#define GL_RG32I 0x823B
#define GL_RG32UI 0x823C
#define GLEW_ARB_texture_rg GLEW_GET_VAR(__GLEW_ARB_texture_rg)
#endif /* GL_ARB_texture_rg */
/* ----------------------- GL_ARB_texture_rgb10_a2ui ----------------------- */
#ifndef GL_ARB_texture_rgb10_a2ui
#define GL_ARB_texture_rgb10_a2ui 1
#define GL_RGB10_A2UI 0x906F
#define GLEW_ARB_texture_rgb10_a2ui GLEW_GET_VAR(__GLEW_ARB_texture_rgb10_a2ui)
#endif /* GL_ARB_texture_rgb10_a2ui */
/* ------------------------- GL_ARB_texture_storage ------------------------ */
#ifndef GL_ARB_texture_storage
#define GL_ARB_texture_storage 1
#define GL_ALPHA8_EXT 0x803C
#define GL_LUMINANCE8_EXT 0x8040
#define GL_LUMINANCE8_ALPHA8_EXT 0x8045
#define GL_TEXTURE_IMMUTABLE_FORMAT 0x912F
typedef void (GLAPIENTRY * PFNGLTEXSTORAGE1DPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width);
typedef void (GLAPIENTRY * PFNGLTEXSTORAGE2DPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);
typedef void (GLAPIENTRY * PFNGLTEXSTORAGE3DPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE1DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width);
typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE2DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);
typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE3DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
#define glTexStorage1D GLEW_GET_FUN(__glewTexStorage1D)
#define glTexStorage2D GLEW_GET_FUN(__glewTexStorage2D)
#define glTexStorage3D GLEW_GET_FUN(__glewTexStorage3D)
#define glTextureStorage1DEXT GLEW_GET_FUN(__glewTextureStorage1DEXT)
#define glTextureStorage2DEXT GLEW_GET_FUN(__glewTextureStorage2DEXT)
#define glTextureStorage3DEXT GLEW_GET_FUN(__glewTextureStorage3DEXT)
#define GLEW_ARB_texture_storage GLEW_GET_VAR(__GLEW_ARB_texture_storage)
#endif /* GL_ARB_texture_storage */
/* ------------------------- GL_ARB_texture_swizzle ------------------------ */
#ifndef GL_ARB_texture_swizzle
#define GL_ARB_texture_swizzle 1
#define GL_TEXTURE_SWIZZLE_R 0x8E42
#define GL_TEXTURE_SWIZZLE_G 0x8E43
#define GL_TEXTURE_SWIZZLE_B 0x8E44
#define GL_TEXTURE_SWIZZLE_A 0x8E45
#define GL_TEXTURE_SWIZZLE_RGBA 0x8E46
#define GLEW_ARB_texture_swizzle GLEW_GET_VAR(__GLEW_ARB_texture_swizzle)
#endif /* GL_ARB_texture_swizzle */
/* --------------------------- GL_ARB_timer_query -------------------------- */
#ifndef GL_ARB_timer_query
#define GL_ARB_timer_query 1
#define GL_TIME_ELAPSED 0x88BF
#define GL_TIMESTAMP 0x8E28
typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTI64VPROC) (GLuint id, GLenum pname, GLint64* params);
typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTUI64VPROC) (GLuint id, GLenum pname, GLuint64* params);
typedef void (GLAPIENTRY * PFNGLQUERYCOUNTERPROC) (GLuint id, GLenum target);
#define glGetQueryObjecti64v GLEW_GET_FUN(__glewGetQueryObjecti64v)
#define glGetQueryObjectui64v GLEW_GET_FUN(__glewGetQueryObjectui64v)
#define glQueryCounter GLEW_GET_FUN(__glewQueryCounter)
#define GLEW_ARB_timer_query GLEW_GET_VAR(__GLEW_ARB_timer_query)
#endif /* GL_ARB_timer_query */
/* ----------------------- GL_ARB_transform_feedback2 ---------------------- */
#ifndef GL_ARB_transform_feedback2
#define GL_ARB_transform_feedback2 1
#define GL_TRANSFORM_FEEDBACK 0x8E22
#define GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED 0x8E23
#define GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE 0x8E24
#define GL_TRANSFORM_FEEDBACK_BINDING 0x8E25
typedef void (GLAPIENTRY * PFNGLBINDTRANSFORMFEEDBACKPROC) (GLenum target, GLuint id);
typedef void (GLAPIENTRY * PFNGLDELETETRANSFORMFEEDBACKSPROC) (GLsizei n, const GLuint* ids);
typedef void (GLAPIENTRY * PFNGLDRAWTRANSFORMFEEDBACKPROC) (GLenum mode, GLuint id);
typedef void (GLAPIENTRY * PFNGLGENTRANSFORMFEEDBACKSPROC) (GLsizei n, GLuint* ids);
typedef GLboolean (GLAPIENTRY * PFNGLISTRANSFORMFEEDBACKPROC) (GLuint id);
typedef void (GLAPIENTRY * PFNGLPAUSETRANSFORMFEEDBACKPROC) (void);
typedef void (GLAPIENTRY * PFNGLRESUMETRANSFORMFEEDBACKPROC) (void);
#define glBindTransformFeedback GLEW_GET_FUN(__glewBindTransformFeedback)
#define glDeleteTransformFeedbacks GLEW_GET_FUN(__glewDeleteTransformFeedbacks)
#define glDrawTransformFeedback GLEW_GET_FUN(__glewDrawTransformFeedback)
#define glGenTransformFeedbacks GLEW_GET_FUN(__glewGenTransformFeedbacks)
#define glIsTransformFeedback GLEW_GET_FUN(__glewIsTransformFeedback)
#define glPauseTransformFeedback GLEW_GET_FUN(__glewPauseTransformFeedback)
#define glResumeTransformFeedback GLEW_GET_FUN(__glewResumeTransformFeedback)
#define GLEW_ARB_transform_feedback2 GLEW_GET_VAR(__GLEW_ARB_transform_feedback2)
#endif /* GL_ARB_transform_feedback2 */
/* ----------------------- GL_ARB_transform_feedback3 ---------------------- */
#ifndef GL_ARB_transform_feedback3
#define GL_ARB_transform_feedback3 1
#define GL_MAX_TRANSFORM_FEEDBACK_BUFFERS 0x8E70
#define GL_MAX_VERTEX_STREAMS 0x8E71
typedef void (GLAPIENTRY * PFNGLBEGINQUERYINDEXEDPROC) (GLenum target, GLuint index, GLuint id);
typedef void (GLAPIENTRY * PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC) (GLenum mode, GLuint id, GLuint stream);
typedef void (GLAPIENTRY * PFNGLENDQUERYINDEXEDPROC) (GLenum target, GLuint index);
typedef void (GLAPIENTRY * PFNGLGETQUERYINDEXEDIVPROC) (GLenum target, GLuint index, GLenum pname, GLint* params);
#define glBeginQueryIndexed GLEW_GET_FUN(__glewBeginQueryIndexed)
#define glDrawTransformFeedbackStream GLEW_GET_FUN(__glewDrawTransformFeedbackStream)
#define glEndQueryIndexed GLEW_GET_FUN(__glewEndQueryIndexed)
#define glGetQueryIndexediv GLEW_GET_FUN(__glewGetQueryIndexediv)
#define GLEW_ARB_transform_feedback3 GLEW_GET_VAR(__GLEW_ARB_transform_feedback3)
#endif /* GL_ARB_transform_feedback3 */
/* ------------------ GL_ARB_transform_feedback_instanced ------------------ */
#ifndef GL_ARB_transform_feedback_instanced
#define GL_ARB_transform_feedback_instanced 1
typedef void (GLAPIENTRY * PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC) (GLenum mode, GLuint id, GLsizei primcount);
typedef void (GLAPIENTRY * PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC) (GLenum mode, GLuint id, GLuint stream, GLsizei primcount);
#define glDrawTransformFeedbackInstanced GLEW_GET_FUN(__glewDrawTransformFeedbackInstanced)
#define glDrawTransformFeedbackStreamInstanced GLEW_GET_FUN(__glewDrawTransformFeedbackStreamInstanced)
#define GLEW_ARB_transform_feedback_instanced GLEW_GET_VAR(__GLEW_ARB_transform_feedback_instanced)
#endif /* GL_ARB_transform_feedback_instanced */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* ------------------------ GL_ARB_transpose_matrix ------------------------ */
#ifndef GL_ARB_transpose_matrix
#define GL_ARB_transpose_matrix 1
#define GL_TRANSPOSE_MODELVIEW_MATRIX_ARB 0x84E3
#define GL_TRANSPOSE_PROJECTION_MATRIX_ARB 0x84E4
#define GL_TRANSPOSE_TEXTURE_MATRIX_ARB 0x84E5
#define GL_TRANSPOSE_COLOR_MATRIX_ARB 0x84E6
typedef void (GLAPIENTRY * PFNGLLOADTRANSPOSEMATRIXDARBPROC) (GLdouble m[16]);
typedef void (GLAPIENTRY * PFNGLLOADTRANSPOSEMATRIXFARBPROC) (GLfloat m[16]);
typedef void (GLAPIENTRY * PFNGLMULTTRANSPOSEMATRIXDARBPROC) (GLdouble m[16]);
typedef void (GLAPIENTRY * PFNGLMULTTRANSPOSEMATRIXFARBPROC) (GLfloat m[16]);
#define glLoadTransposeMatrixdARB GLEW_GET_FUN(__glewLoadTransposeMatrixdARB)
#define glLoadTransposeMatrixfARB GLEW_GET_FUN(__glewLoadTransposeMatrixfARB)
#define glMultTransposeMatrixdARB GLEW_GET_FUN(__glewMultTransposeMatrixdARB)
#define glMultTransposeMatrixfARB GLEW_GET_FUN(__glewMultTransposeMatrixfARB)
#define GLEW_ARB_transpose_matrix GLEW_GET_VAR(__GLEW_ARB_transpose_matrix)
#endif /* GL_ARB_transpose_matrix */
/* ---------------------- GL_ARB_uniform_buffer_object --------------------- */
#ifndef GL_ARB_uniform_buffer_object
#define GL_ARB_uniform_buffer_object 1
#define GL_UNIFORM_BUFFER 0x8A11
#define GL_UNIFORM_BUFFER_BINDING 0x8A28
#define GL_UNIFORM_BUFFER_START 0x8A29
#define GL_UNIFORM_BUFFER_SIZE 0x8A2A
#define GL_MAX_VERTEX_UNIFORM_BLOCKS 0x8A2B
#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS 0x8A2C
#define GL_MAX_FRAGMENT_UNIFORM_BLOCKS 0x8A2D
#define GL_MAX_COMBINED_UNIFORM_BLOCKS 0x8A2E
#define GL_MAX_UNIFORM_BUFFER_BINDINGS 0x8A2F
#define GL_MAX_UNIFORM_BLOCK_SIZE 0x8A30
#define GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS 0x8A31
#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS 0x8A32
#define GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS 0x8A33
#define GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT 0x8A34
#define GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH 0x8A35
#define GL_ACTIVE_UNIFORM_BLOCKS 0x8A36
#define GL_UNIFORM_TYPE 0x8A37
#define GL_UNIFORM_SIZE 0x8A38
#define GL_UNIFORM_NAME_LENGTH 0x8A39
#define GL_UNIFORM_BLOCK_INDEX 0x8A3A
#define GL_UNIFORM_OFFSET 0x8A3B
#define GL_UNIFORM_ARRAY_STRIDE 0x8A3C
#define GL_UNIFORM_MATRIX_STRIDE 0x8A3D
#define GL_UNIFORM_IS_ROW_MAJOR 0x8A3E
#define GL_UNIFORM_BLOCK_BINDING 0x8A3F
#define GL_UNIFORM_BLOCK_DATA_SIZE 0x8A40
#define GL_UNIFORM_BLOCK_NAME_LENGTH 0x8A41
#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS 0x8A42
#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES 0x8A43
#define GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER 0x8A44
#define GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER 0x8A45
#define GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER 0x8A46
#define GL_INVALID_INDEX 0xFFFFFFFF
typedef void (GLAPIENTRY * PFNGLBINDBUFFERBASEPROC) (GLenum target, GLuint index, GLuint buffer);
typedef void (GLAPIENTRY * PFNGLBINDBUFFERRANGEPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
typedef void (GLAPIENTRY * PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC) (GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei* length, char* uniformBlockName);
typedef void (GLAPIENTRY * PFNGLGETACTIVEUNIFORMBLOCKIVPROC) (GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETACTIVEUNIFORMNAMEPROC) (GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei* length, char* uniformName);
typedef void (GLAPIENTRY * PFNGLGETACTIVEUNIFORMSIVPROC) (GLuint program, GLsizei uniformCount, const GLuint* uniformIndices, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETINTEGERI_VPROC) (GLenum target, GLuint index, GLint* data);
typedef GLuint (GLAPIENTRY * PFNGLGETUNIFORMBLOCKINDEXPROC) (GLuint program, const char* uniformBlockName);
typedef void (GLAPIENTRY * PFNGLGETUNIFORMINDICESPROC) (GLuint program, GLsizei uniformCount, const char** uniformNames, GLuint* uniformIndices);
typedef void (GLAPIENTRY * PFNGLUNIFORMBLOCKBINDINGPROC) (GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
#define glBindBufferBase GLEW_GET_FUN(__glewBindBufferBase)
#define glBindBufferRange GLEW_GET_FUN(__glewBindBufferRange)
#define glGetActiveUniformBlockName GLEW_GET_FUN(__glewGetActiveUniformBlockName)
#define glGetActiveUniformBlockiv GLEW_GET_FUN(__glewGetActiveUniformBlockiv)
#define glGetActiveUniformName GLEW_GET_FUN(__glewGetActiveUniformName)
#define glGetActiveUniformsiv GLEW_GET_FUN(__glewGetActiveUniformsiv)
#define glGetIntegeri_v GLEW_GET_FUN(__glewGetIntegeri_v)
#define glGetUniformBlockIndex GLEW_GET_FUN(__glewGetUniformBlockIndex)
#define glGetUniformIndices GLEW_GET_FUN(__glewGetUniformIndices)
#define glUniformBlockBinding GLEW_GET_FUN(__glewUniformBlockBinding)
#define GLEW_ARB_uniform_buffer_object GLEW_GET_VAR(__GLEW_ARB_uniform_buffer_object)
#endif /* GL_ARB_uniform_buffer_object */
/* ------------------------ GL_ARB_vertex_array_bgra ----------------------- */
#ifndef GL_ARB_vertex_array_bgra
#define GL_ARB_vertex_array_bgra 1
#define GL_BGRA 0x80E1
#define GLEW_ARB_vertex_array_bgra GLEW_GET_VAR(__GLEW_ARB_vertex_array_bgra)
#endif /* GL_ARB_vertex_array_bgra */
/* ----------------------- GL_ARB_vertex_array_object ---------------------- */
#ifndef GL_ARB_vertex_array_object
#define GL_ARB_vertex_array_object 1
#define GL_VERTEX_ARRAY_BINDING 0x85B5
typedef void (GLAPIENTRY * PFNGLBINDVERTEXARRAYPROC) (GLuint array);
typedef void (GLAPIENTRY * PFNGLDELETEVERTEXARRAYSPROC) (GLsizei n, const GLuint* arrays);
typedef void (GLAPIENTRY * PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint* arrays);
typedef GLboolean (GLAPIENTRY * PFNGLISVERTEXARRAYPROC) (GLuint array);
#define glBindVertexArray GLEW_GET_FUN(__glewBindVertexArray)
#define glDeleteVertexArrays GLEW_GET_FUN(__glewDeleteVertexArrays)
#define glGenVertexArrays GLEW_GET_FUN(__glewGenVertexArrays)
#define glIsVertexArray GLEW_GET_FUN(__glewIsVertexArray)
#define GLEW_ARB_vertex_array_object GLEW_GET_VAR(__GLEW_ARB_vertex_array_object)
#endif /* GL_ARB_vertex_array_object */
/* ----------------------- GL_ARB_vertex_attrib_64bit ---------------------- */
#ifndef GL_ARB_vertex_attrib_64bit
#define GL_ARB_vertex_attrib_64bit 1
#define GL_DOUBLE_MAT2 0x8F46
#define GL_DOUBLE_MAT3 0x8F47
#define GL_DOUBLE_MAT4 0x8F48
#define GL_DOUBLE_VEC2 0x8FFC
#define GL_DOUBLE_VEC3 0x8FFD
#define GL_DOUBLE_VEC4 0x8FFE
typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBLDVPROC) (GLuint index, GLenum pname, GLdouble* params);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1DPROC) (GLuint index, GLdouble x);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1DVPROC) (GLuint index, const GLdouble* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2DPROC) (GLuint index, GLdouble x, GLdouble y);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2DVPROC) (GLuint index, const GLdouble* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3DVPROC) (GLuint index, const GLdouble* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4DVPROC) (GLuint index, const GLdouble* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBLPOINTERPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const void* pointer);
#define glGetVertexAttribLdv GLEW_GET_FUN(__glewGetVertexAttribLdv)
#define glVertexAttribL1d GLEW_GET_FUN(__glewVertexAttribL1d)
#define glVertexAttribL1dv GLEW_GET_FUN(__glewVertexAttribL1dv)
#define glVertexAttribL2d GLEW_GET_FUN(__glewVertexAttribL2d)
#define glVertexAttribL2dv GLEW_GET_FUN(__glewVertexAttribL2dv)
#define glVertexAttribL3d GLEW_GET_FUN(__glewVertexAttribL3d)
#define glVertexAttribL3dv GLEW_GET_FUN(__glewVertexAttribL3dv)
#define glVertexAttribL4d GLEW_GET_FUN(__glewVertexAttribL4d)
#define glVertexAttribL4dv GLEW_GET_FUN(__glewVertexAttribL4dv)
#define glVertexAttribLPointer GLEW_GET_FUN(__glewVertexAttribLPointer)
#define GLEW_ARB_vertex_attrib_64bit GLEW_GET_VAR(__GLEW_ARB_vertex_attrib_64bit)
#endif /* GL_ARB_vertex_attrib_64bit */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* -------------------------- GL_ARB_vertex_blend -------------------------- */
#ifndef GL_ARB_vertex_blend
#define GL_ARB_vertex_blend 1
#define GL_MODELVIEW0_ARB 0x1700
#define GL_MODELVIEW1_ARB 0x850A
#define GL_MAX_VERTEX_UNITS_ARB 0x86A4
#define GL_ACTIVE_VERTEX_UNITS_ARB 0x86A5
#define GL_WEIGHT_SUM_UNITY_ARB 0x86A6
#define GL_VERTEX_BLEND_ARB 0x86A7
#define GL_CURRENT_WEIGHT_ARB 0x86A8
#define GL_WEIGHT_ARRAY_TYPE_ARB 0x86A9
#define GL_WEIGHT_ARRAY_STRIDE_ARB 0x86AA
#define GL_WEIGHT_ARRAY_SIZE_ARB 0x86AB
#define GL_WEIGHT_ARRAY_POINTER_ARB 0x86AC
#define GL_WEIGHT_ARRAY_ARB 0x86AD
#define GL_MODELVIEW2_ARB 0x8722
#define GL_MODELVIEW3_ARB 0x8723
#define GL_MODELVIEW4_ARB 0x8724
#define GL_MODELVIEW5_ARB 0x8725
#define GL_MODELVIEW6_ARB 0x8726
#define GL_MODELVIEW7_ARB 0x8727
#define GL_MODELVIEW8_ARB 0x8728
#define GL_MODELVIEW9_ARB 0x8729
#define GL_MODELVIEW10_ARB 0x872A
#define GL_MODELVIEW11_ARB 0x872B
#define GL_MODELVIEW12_ARB 0x872C
#define GL_MODELVIEW13_ARB 0x872D
#define GL_MODELVIEW14_ARB 0x872E
#define GL_MODELVIEW15_ARB 0x872F
#define GL_MODELVIEW16_ARB 0x8730
#define GL_MODELVIEW17_ARB 0x8731
#define GL_MODELVIEW18_ARB 0x8732
#define GL_MODELVIEW19_ARB 0x8733
#define GL_MODELVIEW20_ARB 0x8734
#define GL_MODELVIEW21_ARB 0x8735
#define GL_MODELVIEW22_ARB 0x8736
#define GL_MODELVIEW23_ARB 0x8737
#define GL_MODELVIEW24_ARB 0x8738
#define GL_MODELVIEW25_ARB 0x8739
#define GL_MODELVIEW26_ARB 0x873A
#define GL_MODELVIEW27_ARB 0x873B
#define GL_MODELVIEW28_ARB 0x873C
#define GL_MODELVIEW29_ARB 0x873D
#define GL_MODELVIEW30_ARB 0x873E
#define GL_MODELVIEW31_ARB 0x873F
typedef void (GLAPIENTRY * PFNGLVERTEXBLENDARBPROC) (GLint count);
typedef void (GLAPIENTRY * PFNGLWEIGHTPOINTERARBPROC) (GLint size, GLenum type, GLsizei stride, GLvoid *pointer);
typedef void (GLAPIENTRY * PFNGLWEIGHTBVARBPROC) (GLint size, GLbyte *weights);
typedef void (GLAPIENTRY * PFNGLWEIGHTDVARBPROC) (GLint size, GLdouble *weights);
typedef void (GLAPIENTRY * PFNGLWEIGHTFVARBPROC) (GLint size, GLfloat *weights);
typedef void (GLAPIENTRY * PFNGLWEIGHTIVARBPROC) (GLint size, GLint *weights);
typedef void (GLAPIENTRY * PFNGLWEIGHTSVARBPROC) (GLint size, GLshort *weights);
typedef void (GLAPIENTRY * PFNGLWEIGHTUBVARBPROC) (GLint size, GLubyte *weights);
typedef void (GLAPIENTRY * PFNGLWEIGHTUIVARBPROC) (GLint size, GLuint *weights);
typedef void (GLAPIENTRY * PFNGLWEIGHTUSVARBPROC) (GLint size, GLushort *weights);
#define glVertexBlendARB GLEW_GET_FUN(__glewVertexBlendARB)
#define glWeightPointerARB GLEW_GET_FUN(__glewWeightPointerARB)
#define glWeightbvARB GLEW_GET_FUN(__glewWeightbvARB)
#define glWeightdvARB GLEW_GET_FUN(__glewWeightdvARB)
#define glWeightfvARB GLEW_GET_FUN(__glewWeightfvARB)
#define glWeightivARB GLEW_GET_FUN(__glewWeightivARB)
#define glWeightsvARB GLEW_GET_FUN(__glewWeightsvARB)
#define glWeightubvARB GLEW_GET_FUN(__glewWeightubvARB)
#define glWeightuivARB GLEW_GET_FUN(__glewWeightuivARB)
#define glWeightusvARB GLEW_GET_FUN(__glewWeightusvARB)
#define GLEW_ARB_vertex_blend GLEW_GET_VAR(__GLEW_ARB_vertex_blend)
#endif /* GL_ARB_vertex_blend */
/* ---------------------- GL_ARB_vertex_buffer_object ---------------------- */
#ifndef GL_ARB_vertex_buffer_object
#define GL_ARB_vertex_buffer_object 1
#define GL_BUFFER_SIZE_ARB 0x8764
#define GL_BUFFER_USAGE_ARB 0x8765
#define GL_ARRAY_BUFFER_ARB 0x8892
#define GL_ELEMENT_ARRAY_BUFFER_ARB 0x8893
#define GL_ARRAY_BUFFER_BINDING_ARB 0x8894
#define GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB 0x8895
#define GL_VERTEX_ARRAY_BUFFER_BINDING_ARB 0x8896
#define GL_NORMAL_ARRAY_BUFFER_BINDING_ARB 0x8897
#define GL_COLOR_ARRAY_BUFFER_BINDING_ARB 0x8898
#define GL_INDEX_ARRAY_BUFFER_BINDING_ARB 0x8899
#define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB 0x889A
#define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB 0x889B
#define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB 0x889C
#define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB 0x889D
#define GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB 0x889E
#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB 0x889F
#define GL_READ_ONLY_ARB 0x88B8
#define GL_WRITE_ONLY_ARB 0x88B9
#define GL_READ_WRITE_ARB 0x88BA
#define GL_BUFFER_ACCESS_ARB 0x88BB
#define GL_BUFFER_MAPPED_ARB 0x88BC
#define GL_BUFFER_MAP_POINTER_ARB 0x88BD
#define GL_STREAM_DRAW_ARB 0x88E0
#define GL_STREAM_READ_ARB 0x88E1
#define GL_STREAM_COPY_ARB 0x88E2
#define GL_STATIC_DRAW_ARB 0x88E4
#define GL_STATIC_READ_ARB 0x88E5
#define GL_STATIC_COPY_ARB 0x88E6
#define GL_DYNAMIC_DRAW_ARB 0x88E8
#define GL_DYNAMIC_READ_ARB 0x88E9
#define GL_DYNAMIC_COPY_ARB 0x88EA
typedef ptrdiff_t GLintptrARB;
typedef ptrdiff_t GLsizeiptrARB;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
typedef void (GLAPIENTRY * PFNGLBINDBUFFERARBPROC) (GLenum target, GLuint buffer);
typedef void (GLAPIENTRY * PFNGLBUFFERDATAARBPROC) (GLenum target, GLsizeiptrARB size, const GLvoid* data, GLenum usage);
typedef void (GLAPIENTRY * PFNGLBUFFERSUBDATAARBPROC) (GLenum target, GLintptrARB offset, GLsizeiptrARB size, const GLvoid* data);
typedef void (GLAPIENTRY * PFNGLDELETEBUFFERSARBPROC) (GLsizei n, const GLuint* buffers);
typedef void (GLAPIENTRY * PFNGLGENBUFFERSARBPROC) (GLsizei n, GLuint* buffers);
typedef void (GLAPIENTRY * PFNGLGETBUFFERPARAMETERIVARBPROC) (GLenum target, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETBUFFERPOINTERVARBPROC) (GLenum target, GLenum pname, GLvoid** params);
typedef void (GLAPIENTRY * PFNGLGETBUFFERSUBDATAARBPROC) (GLenum target, GLintptrARB offset, GLsizeiptrARB size, GLvoid* data);
typedef GLboolean (GLAPIENTRY * PFNGLISBUFFERARBPROC) (GLuint buffer);
typedef GLvoid * (GLAPIENTRY * PFNGLMAPBUFFERARBPROC) (GLenum target, GLenum access);
typedef GLboolean (GLAPIENTRY * PFNGLUNMAPBUFFERARBPROC) (GLenum target);
#define glBindBufferARB GLEW_GET_FUN(__glewBindBufferARB)
#define glBufferDataARB GLEW_GET_FUN(__glewBufferDataARB)
#define glBufferSubDataARB GLEW_GET_FUN(__glewBufferSubDataARB)
#define glDeleteBuffersARB GLEW_GET_FUN(__glewDeleteBuffersARB)
#define glGenBuffersARB GLEW_GET_FUN(__glewGenBuffersARB)
#define glGetBufferParameterivARB GLEW_GET_FUN(__glewGetBufferParameterivARB)
#define glGetBufferPointervARB GLEW_GET_FUN(__glewGetBufferPointervARB)
#define glGetBufferSubDataARB GLEW_GET_FUN(__glewGetBufferSubDataARB)
#define glIsBufferARB GLEW_GET_FUN(__glewIsBufferARB)
#define glMapBufferARB GLEW_GET_FUN(__glewMapBufferARB)
#define glUnmapBufferARB GLEW_GET_FUN(__glewUnmapBufferARB)
#define GLEW_ARB_vertex_buffer_object GLEW_GET_VAR(__GLEW_ARB_vertex_buffer_object)
#endif /* GL_ARB_vertex_buffer_object */
/* ------------------------- GL_ARB_vertex_program ------------------------- */
#ifndef GL_ARB_vertex_program
#define GL_ARB_vertex_program 1
#define GL_COLOR_SUM_ARB 0x8458
#define GL_VERTEX_PROGRAM_ARB 0x8620
#define GL_VERTEX_ATTRIB_ARRAY_ENABLED_ARB 0x8622
#define GL_VERTEX_ATTRIB_ARRAY_SIZE_ARB 0x8623
#define GL_VERTEX_ATTRIB_ARRAY_STRIDE_ARB 0x8624
#define GL_VERTEX_ATTRIB_ARRAY_TYPE_ARB 0x8625
#define GL_CURRENT_VERTEX_ATTRIB_ARB 0x8626
#define GL_PROGRAM_LENGTH_ARB 0x8627
#define GL_PROGRAM_STRING_ARB 0x8628
#define GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB 0x862E
#define GL_MAX_PROGRAM_MATRICES_ARB 0x862F
#define GL_CURRENT_MATRIX_STACK_DEPTH_ARB 0x8640
#define GL_CURRENT_MATRIX_ARB 0x8641
#define GL_VERTEX_PROGRAM_POINT_SIZE_ARB 0x8642
#define GL_VERTEX_PROGRAM_TWO_SIDE_ARB 0x8643
#define GL_VERTEX_ATTRIB_ARRAY_POINTER_ARB 0x8645
#define GL_PROGRAM_ERROR_POSITION_ARB 0x864B
#define GL_PROGRAM_BINDING_ARB 0x8677
#define GL_MAX_VERTEX_ATTRIBS_ARB 0x8869
#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED_ARB 0x886A
#define GL_PROGRAM_ERROR_STRING_ARB 0x8874
#define GL_PROGRAM_FORMAT_ASCII_ARB 0x8875
#define GL_PROGRAM_FORMAT_ARB 0x8876
#define GL_PROGRAM_INSTRUCTIONS_ARB 0x88A0
#define GL_MAX_PROGRAM_INSTRUCTIONS_ARB 0x88A1
#define GL_PROGRAM_NATIVE_INSTRUCTIONS_ARB 0x88A2
#define GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB 0x88A3
#define GL_PROGRAM_TEMPORARIES_ARB 0x88A4
#define GL_MAX_PROGRAM_TEMPORARIES_ARB 0x88A5
#define GL_PROGRAM_NATIVE_TEMPORARIES_ARB 0x88A6
#define GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB 0x88A7
#define GL_PROGRAM_PARAMETERS_ARB 0x88A8
#define GL_MAX_PROGRAM_PARAMETERS_ARB 0x88A9
#define GL_PROGRAM_NATIVE_PARAMETERS_ARB 0x88AA
#define GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB 0x88AB
#define GL_PROGRAM_ATTRIBS_ARB 0x88AC
#define GL_MAX_PROGRAM_ATTRIBS_ARB 0x88AD
#define GL_PROGRAM_NATIVE_ATTRIBS_ARB 0x88AE
#define GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB 0x88AF
#define GL_PROGRAM_ADDRESS_REGISTERS_ARB 0x88B0
#define GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB 0x88B1
#define GL_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB 0x88B2
#define GL_MAX_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB 0x88B3
#define GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB 0x88B4
#define GL_MAX_PROGRAM_ENV_PARAMETERS_ARB 0x88B5
#define GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB 0x88B6
#define GL_TRANSPOSE_CURRENT_MATRIX_ARB 0x88B7
#define GL_MATRIX0_ARB 0x88C0
#define GL_MATRIX1_ARB 0x88C1
#define GL_MATRIX2_ARB 0x88C2
#define GL_MATRIX3_ARB 0x88C3
#define GL_MATRIX4_ARB 0x88C4
#define GL_MATRIX5_ARB 0x88C5
#define GL_MATRIX6_ARB 0x88C6
#define GL_MATRIX7_ARB 0x88C7
#define GL_MATRIX8_ARB 0x88C8
#define GL_MATRIX9_ARB 0x88C9
#define GL_MATRIX10_ARB 0x88CA
#define GL_MATRIX11_ARB 0x88CB
#define GL_MATRIX12_ARB 0x88CC
#define GL_MATRIX13_ARB 0x88CD
#define GL_MATRIX14_ARB 0x88CE
#define GL_MATRIX15_ARB 0x88CF
#define GL_MATRIX16_ARB 0x88D0
#define GL_MATRIX17_ARB 0x88D1
#define GL_MATRIX18_ARB 0x88D2
#define GL_MATRIX19_ARB 0x88D3
#define GL_MATRIX20_ARB 0x88D4
#define GL_MATRIX21_ARB 0x88D5
#define GL_MATRIX22_ARB 0x88D6
#define GL_MATRIX23_ARB 0x88D7
#define GL_MATRIX24_ARB 0x88D8
#define GL_MATRIX25_ARB 0x88D9
#define GL_MATRIX26_ARB 0x88DA
#define GL_MATRIX27_ARB 0x88DB
#define GL_MATRIX28_ARB 0x88DC
#define GL_MATRIX29_ARB 0x88DD
#define GL_MATRIX30_ARB 0x88DE
#define GL_MATRIX31_ARB 0x88DF
typedef void (GLAPIENTRY * PFNGLBINDPROGRAMARBPROC) (GLenum target, GLuint program);
typedef void (GLAPIENTRY * PFNGLDELETEPROGRAMSARBPROC) (GLsizei n, const GLuint* programs);
typedef void (GLAPIENTRY * PFNGLDISABLEVERTEXATTRIBARRAYARBPROC) (GLuint index);
typedef void (GLAPIENTRY * PFNGLENABLEVERTEXATTRIBARRAYARBPROC) (GLuint index);
typedef void (GLAPIENTRY * PFNGLGENPROGRAMSARBPROC) (GLsizei n, GLuint* programs);
typedef void (GLAPIENTRY * PFNGLGETPROGRAMENVPARAMETERDVARBPROC) (GLenum target, GLuint index, GLdouble* params);
typedef void (GLAPIENTRY * PFNGLGETPROGRAMENVPARAMETERFVARBPROC) (GLenum target, GLuint index, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETPROGRAMLOCALPARAMETERDVARBPROC) (GLenum target, GLuint index, GLdouble* params);
typedef void (GLAPIENTRY * PFNGLGETPROGRAMLOCALPARAMETERFVARBPROC) (GLenum target, GLuint index, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETPROGRAMSTRINGARBPROC) (GLenum target, GLenum pname, void* string);
typedef void (GLAPIENTRY * PFNGLGETPROGRAMIVARBPROC) (GLenum target, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBPOINTERVARBPROC) (GLuint index, GLenum pname, GLvoid** pointer);
typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBDVARBPROC) (GLuint index, GLenum pname, GLdouble* params);
typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBFVARBPROC) (GLuint index, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBIVARBPROC) (GLuint index, GLenum pname, GLint* params);
typedef GLboolean (GLAPIENTRY * PFNGLISPROGRAMARBPROC) (GLuint program);
typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETER4DARBPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETER4DVARBPROC) (GLenum target, GLuint index, const GLdouble* params);
typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETER4FARBPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETER4FVARBPROC) (GLenum target, GLuint index, const GLfloat* params);
typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETER4DARBPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETER4DVARBPROC) (GLenum target, GLuint index, const GLdouble* params);
typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETER4FARBPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETER4FVARBPROC) (GLenum target, GLuint index, const GLfloat* params);
typedef void (GLAPIENTRY * PFNGLPROGRAMSTRINGARBPROC) (GLenum target, GLenum format, GLsizei len, const void* string);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1DARBPROC) (GLuint index, GLdouble x);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1DVARBPROC) (GLuint index, const GLdouble* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1FARBPROC) (GLuint index, GLfloat x);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1FVARBPROC) (GLuint index, const GLfloat* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1SARBPROC) (GLuint index, GLshort x);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1SVARBPROC) (GLuint index, const GLshort* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2DARBPROC) (GLuint index, GLdouble x, GLdouble y);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2DVARBPROC) (GLuint index, const GLdouble* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2FARBPROC) (GLuint index, GLfloat x, GLfloat y);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2FVARBPROC) (GLuint index, const GLfloat* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2SARBPROC) (GLuint index, GLshort x, GLshort y);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2SVARBPROC) (GLuint index, const GLshort* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3DARBPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3DVARBPROC) (GLuint index, const GLdouble* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3FARBPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3FVARBPROC) (GLuint index, const GLfloat* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3SARBPROC) (GLuint index, GLshort x, GLshort y, GLshort z);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3SVARBPROC) (GLuint index, const GLshort* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NBVARBPROC) (GLuint index, const GLbyte* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NIVARBPROC) (GLuint index, const GLint* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NSVARBPROC) (GLuint index, const GLshort* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUBARBPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUBVARBPROC) (GLuint index, const GLubyte* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUIVARBPROC) (GLuint index, const GLuint* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUSVARBPROC) (GLuint index, const GLushort* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4BVARBPROC) (GLuint index, const GLbyte* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4DARBPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4DVARBPROC) (GLuint index, const GLdouble* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4FARBPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4FVARBPROC) (GLuint index, const GLfloat* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4IVARBPROC) (GLuint index, const GLint* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4SARBPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4SVARBPROC) (GLuint index, const GLshort* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4UBVARBPROC) (GLuint index, const GLubyte* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4UIVARBPROC) (GLuint index, const GLuint* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4USVARBPROC) (GLuint index, const GLushort* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBPOINTERARBPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* pointer);
#define glBindProgramARB GLEW_GET_FUN(__glewBindProgramARB)
#define glDeleteProgramsARB GLEW_GET_FUN(__glewDeleteProgramsARB)
#define glDisableVertexAttribArrayARB GLEW_GET_FUN(__glewDisableVertexAttribArrayARB)
#define glEnableVertexAttribArrayARB GLEW_GET_FUN(__glewEnableVertexAttribArrayARB)
#define glGenProgramsARB GLEW_GET_FUN(__glewGenProgramsARB)
#define glGetProgramEnvParameterdvARB GLEW_GET_FUN(__glewGetProgramEnvParameterdvARB)
#define glGetProgramEnvParameterfvARB GLEW_GET_FUN(__glewGetProgramEnvParameterfvARB)
#define glGetProgramLocalParameterdvARB GLEW_GET_FUN(__glewGetProgramLocalParameterdvARB)
#define glGetProgramLocalParameterfvARB GLEW_GET_FUN(__glewGetProgramLocalParameterfvARB)
#define glGetProgramStringARB GLEW_GET_FUN(__glewGetProgramStringARB)
#define glGetProgramivARB GLEW_GET_FUN(__glewGetProgramivARB)
#define glGetVertexAttribPointervARB GLEW_GET_FUN(__glewGetVertexAttribPointervARB)
#define glGetVertexAttribdvARB GLEW_GET_FUN(__glewGetVertexAttribdvARB)
#define glGetVertexAttribfvARB GLEW_GET_FUN(__glewGetVertexAttribfvARB)
#define glGetVertexAttribivARB GLEW_GET_FUN(__glewGetVertexAttribivARB)
#define glIsProgramARB GLEW_GET_FUN(__glewIsProgramARB)
#define glProgramEnvParameter4dARB GLEW_GET_FUN(__glewProgramEnvParameter4dARB)
#define glProgramEnvParameter4dvARB GLEW_GET_FUN(__glewProgramEnvParameter4dvARB)
#define glProgramEnvParameter4fARB GLEW_GET_FUN(__glewProgramEnvParameter4fARB)
#define glProgramEnvParameter4fvARB GLEW_GET_FUN(__glewProgramEnvParameter4fvARB)
#define glProgramLocalParameter4dARB GLEW_GET_FUN(__glewProgramLocalParameter4dARB)
#define glProgramLocalParameter4dvARB GLEW_GET_FUN(__glewProgramLocalParameter4dvARB)
#define glProgramLocalParameter4fARB GLEW_GET_FUN(__glewProgramLocalParameter4fARB)
#define glProgramLocalParameter4fvARB GLEW_GET_FUN(__glewProgramLocalParameter4fvARB)
#define glProgramStringARB GLEW_GET_FUN(__glewProgramStringARB)
#define glVertexAttrib1dARB GLEW_GET_FUN(__glewVertexAttrib1dARB)
#define glVertexAttrib1dvARB GLEW_GET_FUN(__glewVertexAttrib1dvARB)
#define glVertexAttrib1fARB GLEW_GET_FUN(__glewVertexAttrib1fARB)
#define glVertexAttrib1fvARB GLEW_GET_FUN(__glewVertexAttrib1fvARB)
#define glVertexAttrib1sARB GLEW_GET_FUN(__glewVertexAttrib1sARB)
#define glVertexAttrib1svARB GLEW_GET_FUN(__glewVertexAttrib1svARB)
#define glVertexAttrib2dARB GLEW_GET_FUN(__glewVertexAttrib2dARB)
#define glVertexAttrib2dvARB GLEW_GET_FUN(__glewVertexAttrib2dvARB)
#define glVertexAttrib2fARB GLEW_GET_FUN(__glewVertexAttrib2fARB)
#define glVertexAttrib2fvARB GLEW_GET_FUN(__glewVertexAttrib2fvARB)
#define glVertexAttrib2sARB GLEW_GET_FUN(__glewVertexAttrib2sARB)
#define glVertexAttrib2svARB GLEW_GET_FUN(__glewVertexAttrib2svARB)
#define glVertexAttrib3dARB GLEW_GET_FUN(__glewVertexAttrib3dARB)
#define glVertexAttrib3dvARB GLEW_GET_FUN(__glewVertexAttrib3dvARB)
#define glVertexAttrib3fARB GLEW_GET_FUN(__glewVertexAttrib3fARB)
#define glVertexAttrib3fvARB GLEW_GET_FUN(__glewVertexAttrib3fvARB)
#define glVertexAttrib3sARB GLEW_GET_FUN(__glewVertexAttrib3sARB)
#define glVertexAttrib3svARB GLEW_GET_FUN(__glewVertexAttrib3svARB)
#define glVertexAttrib4NbvARB GLEW_GET_FUN(__glewVertexAttrib4NbvARB)
#define glVertexAttrib4NivARB GLEW_GET_FUN(__glewVertexAttrib4NivARB)
#define glVertexAttrib4NsvARB GLEW_GET_FUN(__glewVertexAttrib4NsvARB)
#define glVertexAttrib4NubARB GLEW_GET_FUN(__glewVertexAttrib4NubARB)
#define glVertexAttrib4NubvARB GLEW_GET_FUN(__glewVertexAttrib4NubvARB)
#define glVertexAttrib4NuivARB GLEW_GET_FUN(__glewVertexAttrib4NuivARB)
#define glVertexAttrib4NusvARB GLEW_GET_FUN(__glewVertexAttrib4NusvARB)
#define glVertexAttrib4bvARB GLEW_GET_FUN(__glewVertexAttrib4bvARB)
#define glVertexAttrib4dARB GLEW_GET_FUN(__glewVertexAttrib4dARB)
#define glVertexAttrib4dvARB GLEW_GET_FUN(__glewVertexAttrib4dvARB)
#define glVertexAttrib4fARB GLEW_GET_FUN(__glewVertexAttrib4fARB)
#define glVertexAttrib4fvARB GLEW_GET_FUN(__glewVertexAttrib4fvARB)
#define glVertexAttrib4ivARB GLEW_GET_FUN(__glewVertexAttrib4ivARB)
#define glVertexAttrib4sARB GLEW_GET_FUN(__glewVertexAttrib4sARB)
#define glVertexAttrib4svARB GLEW_GET_FUN(__glewVertexAttrib4svARB)
#define glVertexAttrib4ubvARB GLEW_GET_FUN(__glewVertexAttrib4ubvARB)
#define glVertexAttrib4uivARB GLEW_GET_FUN(__glewVertexAttrib4uivARB)
#define glVertexAttrib4usvARB GLEW_GET_FUN(__glewVertexAttrib4usvARB)
#define glVertexAttribPointerARB GLEW_GET_FUN(__glewVertexAttribPointerARB)
#define GLEW_ARB_vertex_program GLEW_GET_VAR(__GLEW_ARB_vertex_program)
#endif /* GL_ARB_vertex_program */
/* -------------------------- GL_ARB_vertex_shader ------------------------- */
#ifndef GL_ARB_vertex_shader
#define GL_ARB_vertex_shader 1
#define GL_VERTEX_SHADER_ARB 0x8B31
#define GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB 0x8B4A
#define GL_MAX_VARYING_FLOATS_ARB 0x8B4B
#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB 0x8B4C
#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB 0x8B4D
#define GL_OBJECT_ACTIVE_ATTRIBUTES_ARB 0x8B89
#define GL_OBJECT_ACTIVE_ATTRIBUTE_MAX_LENGTH_ARB 0x8B8A
typedef void (GLAPIENTRY * PFNGLBINDATTRIBLOCATIONARBPROC) (GLhandleARB programObj, GLuint index, const GLcharARB* name);
typedef void (GLAPIENTRY * PFNGLGETACTIVEATTRIBARBPROC) (GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei* length, GLint *size, GLenum *type, GLcharARB *name);
typedef GLint (GLAPIENTRY * PFNGLGETATTRIBLOCATIONARBPROC) (GLhandleARB programObj, const GLcharARB* name);
#define glBindAttribLocationARB GLEW_GET_FUN(__glewBindAttribLocationARB)
#define glGetActiveAttribARB GLEW_GET_FUN(__glewGetActiveAttribARB)
#define glGetAttribLocationARB GLEW_GET_FUN(__glewGetAttribLocationARB)
#define GLEW_ARB_vertex_shader GLEW_GET_VAR(__GLEW_ARB_vertex_shader)
#endif /* GL_ARB_vertex_shader */
/* ------------------- GL_ARB_vertex_type_2_10_10_10_rev ------------------- */
#ifndef GL_ARB_vertex_type_2_10_10_10_rev
#define GL_ARB_vertex_type_2_10_10_10_rev 1
#define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368
#define GL_INT_2_10_10_10_REV 0x8D9F
typedef void (GLAPIENTRY * PFNGLCOLORP3UIPROC) (GLenum type, GLuint color);
typedef void (GLAPIENTRY * PFNGLCOLORP3UIVPROC) (GLenum type, const GLuint* color);
typedef void (GLAPIENTRY * PFNGLCOLORP4UIPROC) (GLenum type, GLuint color);
typedef void (GLAPIENTRY * PFNGLCOLORP4UIVPROC) (GLenum type, const GLuint* color);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP1UIPROC) (GLenum texture, GLenum type, GLuint coords);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP1UIVPROC) (GLenum texture, GLenum type, const GLuint* coords);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP2UIPROC) (GLenum texture, GLenum type, GLuint coords);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP2UIVPROC) (GLenum texture, GLenum type, const GLuint* coords);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP3UIPROC) (GLenum texture, GLenum type, GLuint coords);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP3UIVPROC) (GLenum texture, GLenum type, const GLuint* coords);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP4UIPROC) (GLenum texture, GLenum type, GLuint coords);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP4UIVPROC) (GLenum texture, GLenum type, const GLuint* coords);
typedef void (GLAPIENTRY * PFNGLNORMALP3UIPROC) (GLenum type, GLuint coords);
typedef void (GLAPIENTRY * PFNGLNORMALP3UIVPROC) (GLenum type, const GLuint* coords);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLORP3UIPROC) (GLenum type, GLuint color);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLORP3UIVPROC) (GLenum type, const GLuint* color);
typedef void (GLAPIENTRY * PFNGLTEXCOORDP1UIPROC) (GLenum type, GLuint coords);
typedef void (GLAPIENTRY * PFNGLTEXCOORDP1UIVPROC) (GLenum type, const GLuint* coords);
typedef void (GLAPIENTRY * PFNGLTEXCOORDP2UIPROC) (GLenum type, GLuint coords);
typedef void (GLAPIENTRY * PFNGLTEXCOORDP2UIVPROC) (GLenum type, const GLuint* coords);
typedef void (GLAPIENTRY * PFNGLTEXCOORDP3UIPROC) (GLenum type, GLuint coords);
typedef void (GLAPIENTRY * PFNGLTEXCOORDP3UIVPROC) (GLenum type, const GLuint* coords);
typedef void (GLAPIENTRY * PFNGLTEXCOORDP4UIPROC) (GLenum type, GLuint coords);
typedef void (GLAPIENTRY * PFNGLTEXCOORDP4UIVPROC) (GLenum type, const GLuint* coords);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP1UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP1UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint* value);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP2UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP2UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint* value);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP3UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP3UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint* value);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP4UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP4UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint* value);
typedef void (GLAPIENTRY * PFNGLVERTEXP2UIPROC) (GLenum type, GLuint value);
typedef void (GLAPIENTRY * PFNGLVERTEXP2UIVPROC) (GLenum type, const GLuint* value);
typedef void (GLAPIENTRY * PFNGLVERTEXP3UIPROC) (GLenum type, GLuint value);
typedef void (GLAPIENTRY * PFNGLVERTEXP3UIVPROC) (GLenum type, const GLuint* value);
typedef void (GLAPIENTRY * PFNGLVERTEXP4UIPROC) (GLenum type, GLuint value);
typedef void (GLAPIENTRY * PFNGLVERTEXP4UIVPROC) (GLenum type, const GLuint* value);
#define glColorP3ui GLEW_GET_FUN(__glewColorP3ui)
#define glColorP3uiv GLEW_GET_FUN(__glewColorP3uiv)
#define glColorP4ui GLEW_GET_FUN(__glewColorP4ui)
#define glColorP4uiv GLEW_GET_FUN(__glewColorP4uiv)
#define glMultiTexCoordP1ui GLEW_GET_FUN(__glewMultiTexCoordP1ui)
#define glMultiTexCoordP1uiv GLEW_GET_FUN(__glewMultiTexCoordP1uiv)
#define glMultiTexCoordP2ui GLEW_GET_FUN(__glewMultiTexCoordP2ui)
#define glMultiTexCoordP2uiv GLEW_GET_FUN(__glewMultiTexCoordP2uiv)
#define glMultiTexCoordP3ui GLEW_GET_FUN(__glewMultiTexCoordP3ui)
#define glMultiTexCoordP3uiv GLEW_GET_FUN(__glewMultiTexCoordP3uiv)
#define glMultiTexCoordP4ui GLEW_GET_FUN(__glewMultiTexCoordP4ui)
#define glMultiTexCoordP4uiv GLEW_GET_FUN(__glewMultiTexCoordP4uiv)
#define glNormalP3ui GLEW_GET_FUN(__glewNormalP3ui)
#define glNormalP3uiv GLEW_GET_FUN(__glewNormalP3uiv)
#define glSecondaryColorP3ui GLEW_GET_FUN(__glewSecondaryColorP3ui)
#define glSecondaryColorP3uiv GLEW_GET_FUN(__glewSecondaryColorP3uiv)
#define glTexCoordP1ui GLEW_GET_FUN(__glewTexCoordP1ui)
#define glTexCoordP1uiv GLEW_GET_FUN(__glewTexCoordP1uiv)
#define glTexCoordP2ui GLEW_GET_FUN(__glewTexCoordP2ui)
#define glTexCoordP2uiv GLEW_GET_FUN(__glewTexCoordP2uiv)
#define glTexCoordP3ui GLEW_GET_FUN(__glewTexCoordP3ui)
#define glTexCoordP3uiv GLEW_GET_FUN(__glewTexCoordP3uiv)
#define glTexCoordP4ui GLEW_GET_FUN(__glewTexCoordP4ui)
#define glTexCoordP4uiv GLEW_GET_FUN(__glewTexCoordP4uiv)
#define glVertexAttribP1ui GLEW_GET_FUN(__glewVertexAttribP1ui)
#define glVertexAttribP1uiv GLEW_GET_FUN(__glewVertexAttribP1uiv)
#define glVertexAttribP2ui GLEW_GET_FUN(__glewVertexAttribP2ui)
#define glVertexAttribP2uiv GLEW_GET_FUN(__glewVertexAttribP2uiv)
#define glVertexAttribP3ui GLEW_GET_FUN(__glewVertexAttribP3ui)
#define glVertexAttribP3uiv GLEW_GET_FUN(__glewVertexAttribP3uiv)
#define glVertexAttribP4ui GLEW_GET_FUN(__glewVertexAttribP4ui)
#define glVertexAttribP4uiv GLEW_GET_FUN(__glewVertexAttribP4uiv)
#define glVertexP2ui GLEW_GET_FUN(__glewVertexP2ui)
#define glVertexP2uiv GLEW_GET_FUN(__glewVertexP2uiv)
#define glVertexP3ui GLEW_GET_FUN(__glewVertexP3ui)
#define glVertexP3uiv GLEW_GET_FUN(__glewVertexP3uiv)
#define glVertexP4ui GLEW_GET_FUN(__glewVertexP4ui)
#define glVertexP4uiv GLEW_GET_FUN(__glewVertexP4uiv)
#define GLEW_ARB_vertex_type_2_10_10_10_rev GLEW_GET_VAR(__GLEW_ARB_vertex_type_2_10_10_10_rev)
#endif /* GL_ARB_vertex_type_2_10_10_10_rev */
/* ------------------------- GL_ARB_viewport_array ------------------------- */
#ifndef GL_ARB_viewport_array
#define GL_ARB_viewport_array 1
#define GL_DEPTH_RANGE 0x0B70
#define GL_VIEWPORT 0x0BA2
#define GL_SCISSOR_BOX 0x0C10
#define GL_SCISSOR_TEST 0x0C11
#define GL_MAX_VIEWPORTS 0x825B
#define GL_VIEWPORT_SUBPIXEL_BITS 0x825C
#define GL_VIEWPORT_BOUNDS_RANGE 0x825D
#define GL_LAYER_PROVOKING_VERTEX 0x825E
#define GL_VIEWPORT_INDEX_PROVOKING_VERTEX 0x825F
#define GL_UNDEFINED_VERTEX 0x8260
#define GL_FIRST_VERTEX_CONVENTION 0x8E4D
#define GL_LAST_VERTEX_CONVENTION 0x8E4E
#define GL_PROVOKING_VERTEX 0x8E4F
typedef void (GLAPIENTRY * PFNGLDEPTHRANGEARRAYVPROC) (GLuint first, GLsizei count, const GLclampd * v);
typedef void (GLAPIENTRY * PFNGLDEPTHRANGEINDEXEDPROC) (GLuint index, GLclampd n, GLclampd f);
typedef void (GLAPIENTRY * PFNGLGETDOUBLEI_VPROC) (GLenum target, GLuint index, GLdouble* data);
typedef void (GLAPIENTRY * PFNGLGETFLOATI_VPROC) (GLenum target, GLuint index, GLfloat* data);
typedef void (GLAPIENTRY * PFNGLSCISSORARRAYVPROC) (GLuint first, GLsizei count, const GLint * v);
typedef void (GLAPIENTRY * PFNGLSCISSORINDEXEDPROC) (GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height);
typedef void (GLAPIENTRY * PFNGLSCISSORINDEXEDVPROC) (GLuint index, const GLint * v);
typedef void (GLAPIENTRY * PFNGLVIEWPORTARRAYVPROC) (GLuint first, GLsizei count, const GLfloat * v);
typedef void (GLAPIENTRY * PFNGLVIEWPORTINDEXEDFPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h);
typedef void (GLAPIENTRY * PFNGLVIEWPORTINDEXEDFVPROC) (GLuint index, const GLfloat * v);
#define glDepthRangeArrayv GLEW_GET_FUN(__glewDepthRangeArrayv)
#define glDepthRangeIndexed GLEW_GET_FUN(__glewDepthRangeIndexed)
#define glGetDoublei_v GLEW_GET_FUN(__glewGetDoublei_v)
#define glGetFloati_v GLEW_GET_FUN(__glewGetFloati_v)
#define glScissorArrayv GLEW_GET_FUN(__glewScissorArrayv)
#define glScissorIndexed GLEW_GET_FUN(__glewScissorIndexed)
#define glScissorIndexedv GLEW_GET_FUN(__glewScissorIndexedv)
#define glViewportArrayv GLEW_GET_FUN(__glewViewportArrayv)
#define glViewportIndexedf GLEW_GET_FUN(__glewViewportIndexedf)
#define glViewportIndexedfv GLEW_GET_FUN(__glewViewportIndexedfv)
#define GLEW_ARB_viewport_array GLEW_GET_VAR(__GLEW_ARB_viewport_array)
#endif /* GL_ARB_viewport_array */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* --------------------------- GL_ARB_window_pos --------------------------- */
#ifndef GL_ARB_window_pos
#define GL_ARB_window_pos 1
typedef void (GLAPIENTRY * PFNGLWINDOWPOS2DARBPROC) (GLdouble x, GLdouble y);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS2DVARBPROC) (const GLdouble* p);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS2FARBPROC) (GLfloat x, GLfloat y);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS2FVARBPROC) (const GLfloat* p);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS2IARBPROC) (GLint x, GLint y);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS2IVARBPROC) (const GLint* p);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS2SARBPROC) (GLshort x, GLshort y);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS2SVARBPROC) (const GLshort* p);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS3DARBPROC) (GLdouble x, GLdouble y, GLdouble z);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS3DVARBPROC) (const GLdouble* p);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS3FARBPROC) (GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS3FVARBPROC) (const GLfloat* p);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS3IARBPROC) (GLint x, GLint y, GLint z);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS3IVARBPROC) (const GLint* p);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS3SARBPROC) (GLshort x, GLshort y, GLshort z);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS3SVARBPROC) (const GLshort* p);
#define glWindowPos2dARB GLEW_GET_FUN(__glewWindowPos2dARB)
#define glWindowPos2dvARB GLEW_GET_FUN(__glewWindowPos2dvARB)
#define glWindowPos2fARB GLEW_GET_FUN(__glewWindowPos2fARB)
#define glWindowPos2fvARB GLEW_GET_FUN(__glewWindowPos2fvARB)
#define glWindowPos2iARB GLEW_GET_FUN(__glewWindowPos2iARB)
#define glWindowPos2ivARB GLEW_GET_FUN(__glewWindowPos2ivARB)
#define glWindowPos2sARB GLEW_GET_FUN(__glewWindowPos2sARB)
#define glWindowPos2svARB GLEW_GET_FUN(__glewWindowPos2svARB)
#define glWindowPos3dARB GLEW_GET_FUN(__glewWindowPos3dARB)
#define glWindowPos3dvARB GLEW_GET_FUN(__glewWindowPos3dvARB)
#define glWindowPos3fARB GLEW_GET_FUN(__glewWindowPos3fARB)
#define glWindowPos3fvARB GLEW_GET_FUN(__glewWindowPos3fvARB)
#define glWindowPos3iARB GLEW_GET_FUN(__glewWindowPos3iARB)
#define glWindowPos3ivARB GLEW_GET_FUN(__glewWindowPos3ivARB)
#define glWindowPos3sARB GLEW_GET_FUN(__glewWindowPos3sARB)
#define glWindowPos3svARB GLEW_GET_FUN(__glewWindowPos3svARB)
#define GLEW_ARB_window_pos GLEW_GET_VAR(__GLEW_ARB_window_pos)
#endif /* GL_ARB_window_pos */
/* ------------------------- GL_ATIX_point_sprites ------------------------- */
#ifndef GL_ATIX_point_sprites
#define GL_ATIX_point_sprites 1
#define GL_TEXTURE_POINT_MODE_ATIX 0x60B0
#define GL_TEXTURE_POINT_ONE_COORD_ATIX 0x60B1
#define GL_TEXTURE_POINT_SPRITE_ATIX 0x60B2
#define GL_POINT_SPRITE_CULL_MODE_ATIX 0x60B3
#define GL_POINT_SPRITE_CULL_CENTER_ATIX 0x60B4
#define GL_POINT_SPRITE_CULL_CLIP_ATIX 0x60B5
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
#define GLEW_ATIX_point_sprites GLEW_GET_VAR(__GLEW_ATIX_point_sprites)
#endif /* GL_ATIX_point_sprites */
/* ---------------------- GL_ATIX_texture_env_combine3 --------------------- */
#ifndef GL_ATIX_texture_env_combine3
#define GL_ATIX_texture_env_combine3 1
#define GL_MODULATE_ADD_ATIX 0x8744
#define GL_MODULATE_SIGNED_ADD_ATIX 0x8745
#define GL_MODULATE_SUBTRACT_ATIX 0x8746
#define GLEW_ATIX_texture_env_combine3 GLEW_GET_VAR(__GLEW_ATIX_texture_env_combine3)
#endif /* GL_ATIX_texture_env_combine3 */
/* ----------------------- GL_ATIX_texture_env_route ----------------------- */
#ifndef GL_ATIX_texture_env_route
#define GL_ATIX_texture_env_route 1
#define GL_SECONDARY_COLOR_ATIX 0x8747
#define GL_TEXTURE_OUTPUT_RGB_ATIX 0x8748
#define GL_TEXTURE_OUTPUT_ALPHA_ATIX 0x8749
#define GLEW_ATIX_texture_env_route GLEW_GET_VAR(__GLEW_ATIX_texture_env_route)
#endif /* GL_ATIX_texture_env_route */
/* ---------------- GL_ATIX_vertex_shader_output_point_size ---------------- */
#ifndef GL_ATIX_vertex_shader_output_point_size
#define GL_ATIX_vertex_shader_output_point_size 1
#define GL_OUTPUT_POINT_SIZE_ATIX 0x610E
#define GLEW_ATIX_vertex_shader_output_point_size GLEW_GET_VAR(__GLEW_ATIX_vertex_shader_output_point_size)
#endif /* GL_ATIX_vertex_shader_output_point_size */
/* -------------------------- GL_ATI_draw_buffers -------------------------- */
#ifndef GL_ATI_draw_buffers
#define GL_ATI_draw_buffers 1
#define GL_MAX_DRAW_BUFFERS_ATI 0x8824
#define GL_DRAW_BUFFER0_ATI 0x8825
#define GL_DRAW_BUFFER1_ATI 0x8826
#define GL_DRAW_BUFFER2_ATI 0x8827
#define GL_DRAW_BUFFER3_ATI 0x8828
#define GL_DRAW_BUFFER4_ATI 0x8829
#define GL_DRAW_BUFFER5_ATI 0x882A
#define GL_DRAW_BUFFER6_ATI 0x882B
#define GL_DRAW_BUFFER7_ATI 0x882C
#define GL_DRAW_BUFFER8_ATI 0x882D
#define GL_DRAW_BUFFER9_ATI 0x882E
#define GL_DRAW_BUFFER10_ATI 0x882F
#define GL_DRAW_BUFFER11_ATI 0x8830
#define GL_DRAW_BUFFER12_ATI 0x8831
#define GL_DRAW_BUFFER13_ATI 0x8832
#define GL_DRAW_BUFFER14_ATI 0x8833
#define GL_DRAW_BUFFER15_ATI 0x8834
typedef void (GLAPIENTRY * PFNGLDRAWBUFFERSATIPROC) (GLsizei n, const GLenum* bufs);
#define glDrawBuffersATI GLEW_GET_FUN(__glewDrawBuffersATI)
#define GLEW_ATI_draw_buffers GLEW_GET_VAR(__GLEW_ATI_draw_buffers)
#endif /* GL_ATI_draw_buffers */
/* -------------------------- GL_ATI_element_array ------------------------- */
#ifndef GL_ATI_element_array
#define GL_ATI_element_array 1
#define GL_ELEMENT_ARRAY_ATI 0x8768
#define GL_ELEMENT_ARRAY_TYPE_ATI 0x8769
#define GL_ELEMENT_ARRAY_POINTER_ATI 0x876A
typedef void (GLAPIENTRY * PFNGLDRAWELEMENTARRAYATIPROC) (GLenum mode, GLsizei count);
typedef void (GLAPIENTRY * PFNGLDRAWRANGEELEMENTARRAYATIPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count);
typedef void (GLAPIENTRY * PFNGLELEMENTPOINTERATIPROC) (GLenum type, const void* pointer);
#define glDrawElementArrayATI GLEW_GET_FUN(__glewDrawElementArrayATI)
#define glDrawRangeElementArrayATI GLEW_GET_FUN(__glewDrawRangeElementArrayATI)
#define glElementPointerATI GLEW_GET_FUN(__glewElementPointerATI)
#define GLEW_ATI_element_array GLEW_GET_VAR(__GLEW_ATI_element_array)
#endif /* GL_ATI_element_array */
/* ------------------------- GL_ATI_envmap_bumpmap ------------------------- */
#ifndef GL_ATI_envmap_bumpmap
#define GL_ATI_envmap_bumpmap 1
#define GL_BUMP_ROT_MATRIX_ATI 0x8775
#define GL_BUMP_ROT_MATRIX_SIZE_ATI 0x8776
#define GL_BUMP_NUM_TEX_UNITS_ATI 0x8777
#define GL_BUMP_TEX_UNITS_ATI 0x8778
#define GL_DUDV_ATI 0x8779
#define GL_DU8DV8_ATI 0x877A
#define GL_BUMP_ENVMAP_ATI 0x877B
#define GL_BUMP_TARGET_ATI 0x877C
typedef void (GLAPIENTRY * PFNGLGETTEXBUMPPARAMETERFVATIPROC) (GLenum pname, GLfloat *param);
typedef void (GLAPIENTRY * PFNGLGETTEXBUMPPARAMETERIVATIPROC) (GLenum pname, GLint *param);
typedef void (GLAPIENTRY * PFNGLTEXBUMPPARAMETERFVATIPROC) (GLenum pname, GLfloat *param);
typedef void (GLAPIENTRY * PFNGLTEXBUMPPARAMETERIVATIPROC) (GLenum pname, GLint *param);
#define glGetTexBumpParameterfvATI GLEW_GET_FUN(__glewGetTexBumpParameterfvATI)
#define glGetTexBumpParameterivATI GLEW_GET_FUN(__glewGetTexBumpParameterivATI)
#define glTexBumpParameterfvATI GLEW_GET_FUN(__glewTexBumpParameterfvATI)
#define glTexBumpParameterivATI GLEW_GET_FUN(__glewTexBumpParameterivATI)
#define GLEW_ATI_envmap_bumpmap GLEW_GET_VAR(__GLEW_ATI_envmap_bumpmap)
#endif /* GL_ATI_envmap_bumpmap */
/* ------------------------- GL_ATI_fragment_shader ------------------------ */
#ifndef GL_ATI_fragment_shader
#define GL_ATI_fragment_shader 1
#define GL_RED_BIT_ATI 0x00000001
#define GL_2X_BIT_ATI 0x00000001
#define GL_4X_BIT_ATI 0x00000002
#define GL_GREEN_BIT_ATI 0x00000002
#define GL_COMP_BIT_ATI 0x00000002
#define GL_BLUE_BIT_ATI 0x00000004
#define GL_8X_BIT_ATI 0x00000004
#define GL_NEGATE_BIT_ATI 0x00000004
#define GL_BIAS_BIT_ATI 0x00000008
#define GL_HALF_BIT_ATI 0x00000008
#define GL_QUARTER_BIT_ATI 0x00000010
#define GL_EIGHTH_BIT_ATI 0x00000020
#define GL_SATURATE_BIT_ATI 0x00000040
#define GL_FRAGMENT_SHADER_ATI 0x8920
#define GL_REG_0_ATI 0x8921
#define GL_REG_1_ATI 0x8922
#define GL_REG_2_ATI 0x8923
#define GL_REG_3_ATI 0x8924
#define GL_REG_4_ATI 0x8925
#define GL_REG_5_ATI 0x8926
#define GL_CON_0_ATI 0x8941
#define GL_CON_1_ATI 0x8942
#define GL_CON_2_ATI 0x8943
#define GL_CON_3_ATI 0x8944
#define GL_CON_4_ATI 0x8945
#define GL_CON_5_ATI 0x8946
#define GL_CON_6_ATI 0x8947
#define GL_CON_7_ATI 0x8948
#define GL_MOV_ATI 0x8961
#define GL_ADD_ATI 0x8963
#define GL_MUL_ATI 0x8964
#define GL_SUB_ATI 0x8965
#define GL_DOT3_ATI 0x8966
#define GL_DOT4_ATI 0x8967
#define GL_MAD_ATI 0x8968
#define GL_LERP_ATI 0x8969
#define GL_CND_ATI 0x896A
#define GL_CND0_ATI 0x896B
#define GL_DOT2_ADD_ATI 0x896C
#define GL_SECONDARY_INTERPOLATOR_ATI 0x896D
#define GL_NUM_FRAGMENT_REGISTERS_ATI 0x896E
#define GL_NUM_FRAGMENT_CONSTANTS_ATI 0x896F
#define GL_NUM_PASSES_ATI 0x8970
#define GL_NUM_INSTRUCTIONS_PER_PASS_ATI 0x8971
#define GL_NUM_INSTRUCTIONS_TOTAL_ATI 0x8972
#define GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI 0x8973
#define GL_NUM_LOOPBACK_COMPONENTS_ATI 0x8974
#define GL_COLOR_ALPHA_PAIRING_ATI 0x8975
#define GL_SWIZZLE_STR_ATI 0x8976
#define GL_SWIZZLE_STQ_ATI 0x8977
#define GL_SWIZZLE_STR_DR_ATI 0x8978
#define GL_SWIZZLE_STQ_DQ_ATI 0x8979
#define GL_SWIZZLE_STRQ_ATI 0x897A
#define GL_SWIZZLE_STRQ_DQ_ATI 0x897B
typedef void (GLAPIENTRY * PFNGLALPHAFRAGMENTOP1ATIPROC) (GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod);
typedef void (GLAPIENTRY * PFNGLALPHAFRAGMENTOP2ATIPROC) (GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod);
typedef void (GLAPIENTRY * PFNGLALPHAFRAGMENTOP3ATIPROC) (GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod, GLuint arg3, GLuint arg3Rep, GLuint arg3Mod);
typedef void (GLAPIENTRY * PFNGLBEGINFRAGMENTSHADERATIPROC) (void);
typedef void (GLAPIENTRY * PFNGLBINDFRAGMENTSHADERATIPROC) (GLuint id);
typedef void (GLAPIENTRY * PFNGLCOLORFRAGMENTOP1ATIPROC) (GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod);
typedef void (GLAPIENTRY * PFNGLCOLORFRAGMENTOP2ATIPROC) (GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod);
typedef void (GLAPIENTRY * PFNGLCOLORFRAGMENTOP3ATIPROC) (GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod, GLuint arg3, GLuint arg3Rep, GLuint arg3Mod);
typedef void (GLAPIENTRY * PFNGLDELETEFRAGMENTSHADERATIPROC) (GLuint id);
typedef void (GLAPIENTRY * PFNGLENDFRAGMENTSHADERATIPROC) (void);
typedef GLuint (GLAPIENTRY * PFNGLGENFRAGMENTSHADERSATIPROC) (GLuint range);
typedef void (GLAPIENTRY * PFNGLPASSTEXCOORDATIPROC) (GLuint dst, GLuint coord, GLenum swizzle);
typedef void (GLAPIENTRY * PFNGLSAMPLEMAPATIPROC) (GLuint dst, GLuint interp, GLenum swizzle);
typedef void (GLAPIENTRY * PFNGLSETFRAGMENTSHADERCONSTANTATIPROC) (GLuint dst, const GLfloat* value);
#define glAlphaFragmentOp1ATI GLEW_GET_FUN(__glewAlphaFragmentOp1ATI)
#define glAlphaFragmentOp2ATI GLEW_GET_FUN(__glewAlphaFragmentOp2ATI)
#define glAlphaFragmentOp3ATI GLEW_GET_FUN(__glewAlphaFragmentOp3ATI)
#define glBeginFragmentShaderATI GLEW_GET_FUN(__glewBeginFragmentShaderATI)
#define glBindFragmentShaderATI GLEW_GET_FUN(__glewBindFragmentShaderATI)
#define glColorFragmentOp1ATI GLEW_GET_FUN(__glewColorFragmentOp1ATI)
#define glColorFragmentOp2ATI GLEW_GET_FUN(__glewColorFragmentOp2ATI)
#define glColorFragmentOp3ATI GLEW_GET_FUN(__glewColorFragmentOp3ATI)
#define glDeleteFragmentShaderATI GLEW_GET_FUN(__glewDeleteFragmentShaderATI)
#define glEndFragmentShaderATI GLEW_GET_FUN(__glewEndFragmentShaderATI)
#define glGenFragmentShadersATI GLEW_GET_FUN(__glewGenFragmentShadersATI)
#define glPassTexCoordATI GLEW_GET_FUN(__glewPassTexCoordATI)
#define glSampleMapATI GLEW_GET_FUN(__glewSampleMapATI)
#define glSetFragmentShaderConstantATI GLEW_GET_FUN(__glewSetFragmentShaderConstantATI)
#define GLEW_ATI_fragment_shader GLEW_GET_VAR(__GLEW_ATI_fragment_shader)
#endif /* GL_ATI_fragment_shader */
/* ------------------------ GL_ATI_map_object_buffer ----------------------- */
#ifndef GL_ATI_map_object_buffer
#define GL_ATI_map_object_buffer 1
typedef void* (GLAPIENTRY * PFNGLMAPOBJECTBUFFERATIPROC) (GLuint buffer);
typedef void (GLAPIENTRY * PFNGLUNMAPOBJECTBUFFERATIPROC) (GLuint buffer);
#define glMapObjectBufferATI GLEW_GET_FUN(__glewMapObjectBufferATI)
#define glUnmapObjectBufferATI GLEW_GET_FUN(__glewUnmapObjectBufferATI)
#define GLEW_ATI_map_object_buffer GLEW_GET_VAR(__GLEW_ATI_map_object_buffer)
#endif /* GL_ATI_map_object_buffer */
/* ----------------------------- GL_ATI_meminfo ---------------------------- */
#ifndef GL_ATI_meminfo
#define GL_ATI_meminfo 1
#define GL_VBO_FREE_MEMORY_ATI 0x87FB
#define GL_TEXTURE_FREE_MEMORY_ATI 0x87FC
#define GL_RENDERBUFFER_FREE_MEMORY_ATI 0x87FD
#define GLEW_ATI_meminfo GLEW_GET_VAR(__GLEW_ATI_meminfo)
#endif /* GL_ATI_meminfo */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* -------------------------- GL_ATI_pn_triangles -------------------------- */
#ifndef GL_ATI_pn_triangles
#define GL_ATI_pn_triangles 1
#define GL_PN_TRIANGLES_ATI 0x87F0
#define GL_MAX_PN_TRIANGLES_TESSELATION_LEVEL_ATI 0x87F1
#define GL_PN_TRIANGLES_POINT_MODE_ATI 0x87F2
#define GL_PN_TRIANGLES_NORMAL_MODE_ATI 0x87F3
#define GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI 0x87F4
#define GL_PN_TRIANGLES_POINT_MODE_LINEAR_ATI 0x87F5
#define GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI 0x87F6
#define GL_PN_TRIANGLES_NORMAL_MODE_LINEAR_ATI 0x87F7
#define GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI 0x87F8
typedef void (GLAPIENTRY * PFNGLPNTRIANGLESFATIPROC) (GLenum pname, GLfloat param);
typedef void (GLAPIENTRY * PFNGLPNTRIANGLESIATIPROC) (GLenum pname, GLint param);
2011-06-02 00:05:54 +00:00
#define glPNTrianglesfATI GLEW_GET_FUN(__glewPNTrianglesfATI)
#define glPNTrianglesiATI GLEW_GET_FUN(__glewPNTrianglesiATI)
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
#define GLEW_ATI_pn_triangles GLEW_GET_VAR(__GLEW_ATI_pn_triangles)
#endif /* GL_ATI_pn_triangles */
/* ------------------------ GL_ATI_separate_stencil ------------------------ */
#ifndef GL_ATI_separate_stencil
#define GL_ATI_separate_stencil 1
#define GL_STENCIL_BACK_FUNC_ATI 0x8800
#define GL_STENCIL_BACK_FAIL_ATI 0x8801
#define GL_STENCIL_BACK_PASS_DEPTH_FAIL_ATI 0x8802
#define GL_STENCIL_BACK_PASS_DEPTH_PASS_ATI 0x8803
typedef void (GLAPIENTRY * PFNGLSTENCILFUNCSEPARATEATIPROC) (GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask);
typedef void (GLAPIENTRY * PFNGLSTENCILOPSEPARATEATIPROC) (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
#define glStencilFuncSeparateATI GLEW_GET_FUN(__glewStencilFuncSeparateATI)
#define glStencilOpSeparateATI GLEW_GET_FUN(__glewStencilOpSeparateATI)
#define GLEW_ATI_separate_stencil GLEW_GET_VAR(__GLEW_ATI_separate_stencil)
#endif /* GL_ATI_separate_stencil */
/* ----------------------- GL_ATI_shader_texture_lod ----------------------- */
#ifndef GL_ATI_shader_texture_lod
#define GL_ATI_shader_texture_lod 1
#define GLEW_ATI_shader_texture_lod GLEW_GET_VAR(__GLEW_ATI_shader_texture_lod)
#endif /* GL_ATI_shader_texture_lod */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* ---------------------- GL_ATI_text_fragment_shader ---------------------- */
#ifndef GL_ATI_text_fragment_shader
#define GL_ATI_text_fragment_shader 1
#define GL_TEXT_FRAGMENT_SHADER_ATI 0x8200
#define GLEW_ATI_text_fragment_shader GLEW_GET_VAR(__GLEW_ATI_text_fragment_shader)
#endif /* GL_ATI_text_fragment_shader */
/* --------------------- GL_ATI_texture_compression_3dc -------------------- */
#ifndef GL_ATI_texture_compression_3dc
#define GL_ATI_texture_compression_3dc 1
#define GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI 0x8837
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
#define GLEW_ATI_texture_compression_3dc GLEW_GET_VAR(__GLEW_ATI_texture_compression_3dc)
#endif /* GL_ATI_texture_compression_3dc */
/* ---------------------- GL_ATI_texture_env_combine3 ---------------------- */
#ifndef GL_ATI_texture_env_combine3
#define GL_ATI_texture_env_combine3 1
#define GL_MODULATE_ADD_ATI 0x8744
#define GL_MODULATE_SIGNED_ADD_ATI 0x8745
#define GL_MODULATE_SUBTRACT_ATI 0x8746
#define GLEW_ATI_texture_env_combine3 GLEW_GET_VAR(__GLEW_ATI_texture_env_combine3)
#endif /* GL_ATI_texture_env_combine3 */
/* -------------------------- GL_ATI_texture_float ------------------------- */
#ifndef GL_ATI_texture_float
#define GL_ATI_texture_float 1
#define GL_RGBA_FLOAT32_ATI 0x8814
#define GL_RGB_FLOAT32_ATI 0x8815
#define GL_ALPHA_FLOAT32_ATI 0x8816
#define GL_INTENSITY_FLOAT32_ATI 0x8817
#define GL_LUMINANCE_FLOAT32_ATI 0x8818
#define GL_LUMINANCE_ALPHA_FLOAT32_ATI 0x8819
#define GL_RGBA_FLOAT16_ATI 0x881A
#define GL_RGB_FLOAT16_ATI 0x881B
#define GL_ALPHA_FLOAT16_ATI 0x881C
#define GL_INTENSITY_FLOAT16_ATI 0x881D
#define GL_LUMINANCE_FLOAT16_ATI 0x881E
#define GL_LUMINANCE_ALPHA_FLOAT16_ATI 0x881F
#define GLEW_ATI_texture_float GLEW_GET_VAR(__GLEW_ATI_texture_float)
#endif /* GL_ATI_texture_float */
/* ----------------------- GL_ATI_texture_mirror_once ---------------------- */
#ifndef GL_ATI_texture_mirror_once
#define GL_ATI_texture_mirror_once 1
#define GL_MIRROR_CLAMP_ATI 0x8742
#define GL_MIRROR_CLAMP_TO_EDGE_ATI 0x8743
#define GLEW_ATI_texture_mirror_once GLEW_GET_VAR(__GLEW_ATI_texture_mirror_once)
#endif /* GL_ATI_texture_mirror_once */
/* ----------------------- GL_ATI_vertex_array_object ---------------------- */
#ifndef GL_ATI_vertex_array_object
#define GL_ATI_vertex_array_object 1
#define GL_STATIC_ATI 0x8760
#define GL_DYNAMIC_ATI 0x8761
#define GL_PRESERVE_ATI 0x8762
#define GL_DISCARD_ATI 0x8763
#define GL_OBJECT_BUFFER_SIZE_ATI 0x8764
#define GL_OBJECT_BUFFER_USAGE_ATI 0x8765
#define GL_ARRAY_OBJECT_BUFFER_ATI 0x8766
#define GL_ARRAY_OBJECT_OFFSET_ATI 0x8767
typedef void (GLAPIENTRY * PFNGLARRAYOBJECTATIPROC) (GLenum array, GLint size, GLenum type, GLsizei stride, GLuint buffer, GLuint offset);
typedef void (GLAPIENTRY * PFNGLFREEOBJECTBUFFERATIPROC) (GLuint buffer);
typedef void (GLAPIENTRY * PFNGLGETARRAYOBJECTFVATIPROC) (GLenum array, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETARRAYOBJECTIVATIPROC) (GLenum array, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETOBJECTBUFFERFVATIPROC) (GLuint buffer, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETOBJECTBUFFERIVATIPROC) (GLuint buffer, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETVARIANTARRAYOBJECTFVATIPROC) (GLuint id, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETVARIANTARRAYOBJECTIVATIPROC) (GLuint id, GLenum pname, GLint* params);
typedef GLboolean (GLAPIENTRY * PFNGLISOBJECTBUFFERATIPROC) (GLuint buffer);
typedef GLuint (GLAPIENTRY * PFNGLNEWOBJECTBUFFERATIPROC) (GLsizei size, const void* pointer, GLenum usage);
typedef void (GLAPIENTRY * PFNGLUPDATEOBJECTBUFFERATIPROC) (GLuint buffer, GLuint offset, GLsizei size, const void* pointer, GLenum preserve);
typedef void (GLAPIENTRY * PFNGLVARIANTARRAYOBJECTATIPROC) (GLuint id, GLenum type, GLsizei stride, GLuint buffer, GLuint offset);
#define glArrayObjectATI GLEW_GET_FUN(__glewArrayObjectATI)
#define glFreeObjectBufferATI GLEW_GET_FUN(__glewFreeObjectBufferATI)
#define glGetArrayObjectfvATI GLEW_GET_FUN(__glewGetArrayObjectfvATI)
#define glGetArrayObjectivATI GLEW_GET_FUN(__glewGetArrayObjectivATI)
#define glGetObjectBufferfvATI GLEW_GET_FUN(__glewGetObjectBufferfvATI)
#define glGetObjectBufferivATI GLEW_GET_FUN(__glewGetObjectBufferivATI)
#define glGetVariantArrayObjectfvATI GLEW_GET_FUN(__glewGetVariantArrayObjectfvATI)
#define glGetVariantArrayObjectivATI GLEW_GET_FUN(__glewGetVariantArrayObjectivATI)
#define glIsObjectBufferATI GLEW_GET_FUN(__glewIsObjectBufferATI)
#define glNewObjectBufferATI GLEW_GET_FUN(__glewNewObjectBufferATI)
#define glUpdateObjectBufferATI GLEW_GET_FUN(__glewUpdateObjectBufferATI)
#define glVariantArrayObjectATI GLEW_GET_FUN(__glewVariantArrayObjectATI)
#define GLEW_ATI_vertex_array_object GLEW_GET_VAR(__GLEW_ATI_vertex_array_object)
#endif /* GL_ATI_vertex_array_object */
/* ------------------- GL_ATI_vertex_attrib_array_object ------------------- */
#ifndef GL_ATI_vertex_attrib_array_object
#define GL_ATI_vertex_attrib_array_object 1
typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBARRAYOBJECTFVATIPROC) (GLuint index, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBARRAYOBJECTIVATIPROC) (GLuint index, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBARRAYOBJECTATIPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLuint buffer, GLuint offset);
#define glGetVertexAttribArrayObjectfvATI GLEW_GET_FUN(__glewGetVertexAttribArrayObjectfvATI)
#define glGetVertexAttribArrayObjectivATI GLEW_GET_FUN(__glewGetVertexAttribArrayObjectivATI)
#define glVertexAttribArrayObjectATI GLEW_GET_FUN(__glewVertexAttribArrayObjectATI)
#define GLEW_ATI_vertex_attrib_array_object GLEW_GET_VAR(__GLEW_ATI_vertex_attrib_array_object)
#endif /* GL_ATI_vertex_attrib_array_object */
/* ------------------------- GL_ATI_vertex_streams ------------------------- */
#ifndef GL_ATI_vertex_streams
#define GL_ATI_vertex_streams 1
#define GL_MAX_VERTEX_STREAMS_ATI 0x876B
#define GL_VERTEX_SOURCE_ATI 0x876C
#define GL_VERTEX_STREAM0_ATI 0x876D
#define GL_VERTEX_STREAM1_ATI 0x876E
#define GL_VERTEX_STREAM2_ATI 0x876F
#define GL_VERTEX_STREAM3_ATI 0x8770
#define GL_VERTEX_STREAM4_ATI 0x8771
#define GL_VERTEX_STREAM5_ATI 0x8772
#define GL_VERTEX_STREAM6_ATI 0x8773
#define GL_VERTEX_STREAM7_ATI 0x8774
typedef void (GLAPIENTRY * PFNGLCLIENTACTIVEVERTEXSTREAMATIPROC) (GLenum stream);
typedef void (GLAPIENTRY * PFNGLNORMALSTREAM3BATIPROC) (GLenum stream, GLbyte x, GLbyte y, GLbyte z);
typedef void (GLAPIENTRY * PFNGLNORMALSTREAM3BVATIPROC) (GLenum stream, const GLbyte *v);
typedef void (GLAPIENTRY * PFNGLNORMALSTREAM3DATIPROC) (GLenum stream, GLdouble x, GLdouble y, GLdouble z);
typedef void (GLAPIENTRY * PFNGLNORMALSTREAM3DVATIPROC) (GLenum stream, const GLdouble *v);
typedef void (GLAPIENTRY * PFNGLNORMALSTREAM3FATIPROC) (GLenum stream, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLNORMALSTREAM3FVATIPROC) (GLenum stream, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLNORMALSTREAM3IATIPROC) (GLenum stream, GLint x, GLint y, GLint z);
typedef void (GLAPIENTRY * PFNGLNORMALSTREAM3IVATIPROC) (GLenum stream, const GLint *v);
typedef void (GLAPIENTRY * PFNGLNORMALSTREAM3SATIPROC) (GLenum stream, GLshort x, GLshort y, GLshort z);
typedef void (GLAPIENTRY * PFNGLNORMALSTREAM3SVATIPROC) (GLenum stream, const GLshort *v);
typedef void (GLAPIENTRY * PFNGLVERTEXBLENDENVFATIPROC) (GLenum pname, GLfloat param);
typedef void (GLAPIENTRY * PFNGLVERTEXBLENDENVIATIPROC) (GLenum pname, GLint param);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2DATIPROC) (GLenum stream, GLdouble x, GLdouble y);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2DVATIPROC) (GLenum stream, const GLdouble *v);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2FATIPROC) (GLenum stream, GLfloat x, GLfloat y);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2FVATIPROC) (GLenum stream, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2IATIPROC) (GLenum stream, GLint x, GLint y);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2IVATIPROC) (GLenum stream, const GLint *v);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2SATIPROC) (GLenum stream, GLshort x, GLshort y);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2SVATIPROC) (GLenum stream, const GLshort *v);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3DATIPROC) (GLenum stream, GLdouble x, GLdouble y, GLdouble z);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3DVATIPROC) (GLenum stream, const GLdouble *v);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3FATIPROC) (GLenum stream, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3FVATIPROC) (GLenum stream, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3IATIPROC) (GLenum stream, GLint x, GLint y, GLint z);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3IVATIPROC) (GLenum stream, const GLint *v);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3SATIPROC) (GLenum stream, GLshort x, GLshort y, GLshort z);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3SVATIPROC) (GLenum stream, const GLshort *v);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4DATIPROC) (GLenum stream, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4DVATIPROC) (GLenum stream, const GLdouble *v);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4FATIPROC) (GLenum stream, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4FVATIPROC) (GLenum stream, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4IATIPROC) (GLenum stream, GLint x, GLint y, GLint z, GLint w);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4IVATIPROC) (GLenum stream, const GLint *v);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4SATIPROC) (GLenum stream, GLshort x, GLshort y, GLshort z, GLshort w);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4SVATIPROC) (GLenum stream, const GLshort *v);
#define glClientActiveVertexStreamATI GLEW_GET_FUN(__glewClientActiveVertexStreamATI)
#define glNormalStream3bATI GLEW_GET_FUN(__glewNormalStream3bATI)
#define glNormalStream3bvATI GLEW_GET_FUN(__glewNormalStream3bvATI)
#define glNormalStream3dATI GLEW_GET_FUN(__glewNormalStream3dATI)
#define glNormalStream3dvATI GLEW_GET_FUN(__glewNormalStream3dvATI)
#define glNormalStream3fATI GLEW_GET_FUN(__glewNormalStream3fATI)
#define glNormalStream3fvATI GLEW_GET_FUN(__glewNormalStream3fvATI)
#define glNormalStream3iATI GLEW_GET_FUN(__glewNormalStream3iATI)
#define glNormalStream3ivATI GLEW_GET_FUN(__glewNormalStream3ivATI)
#define glNormalStream3sATI GLEW_GET_FUN(__glewNormalStream3sATI)
#define glNormalStream3svATI GLEW_GET_FUN(__glewNormalStream3svATI)
#define glVertexBlendEnvfATI GLEW_GET_FUN(__glewVertexBlendEnvfATI)
#define glVertexBlendEnviATI GLEW_GET_FUN(__glewVertexBlendEnviATI)
#define glVertexStream2dATI GLEW_GET_FUN(__glewVertexStream2dATI)
#define glVertexStream2dvATI GLEW_GET_FUN(__glewVertexStream2dvATI)
#define glVertexStream2fATI GLEW_GET_FUN(__glewVertexStream2fATI)
#define glVertexStream2fvATI GLEW_GET_FUN(__glewVertexStream2fvATI)
#define glVertexStream2iATI GLEW_GET_FUN(__glewVertexStream2iATI)
#define glVertexStream2ivATI GLEW_GET_FUN(__glewVertexStream2ivATI)
#define glVertexStream2sATI GLEW_GET_FUN(__glewVertexStream2sATI)
#define glVertexStream2svATI GLEW_GET_FUN(__glewVertexStream2svATI)
#define glVertexStream3dATI GLEW_GET_FUN(__glewVertexStream3dATI)
#define glVertexStream3dvATI GLEW_GET_FUN(__glewVertexStream3dvATI)
#define glVertexStream3fATI GLEW_GET_FUN(__glewVertexStream3fATI)
#define glVertexStream3fvATI GLEW_GET_FUN(__glewVertexStream3fvATI)
#define glVertexStream3iATI GLEW_GET_FUN(__glewVertexStream3iATI)
#define glVertexStream3ivATI GLEW_GET_FUN(__glewVertexStream3ivATI)
#define glVertexStream3sATI GLEW_GET_FUN(__glewVertexStream3sATI)
#define glVertexStream3svATI GLEW_GET_FUN(__glewVertexStream3svATI)
#define glVertexStream4dATI GLEW_GET_FUN(__glewVertexStream4dATI)
#define glVertexStream4dvATI GLEW_GET_FUN(__glewVertexStream4dvATI)
#define glVertexStream4fATI GLEW_GET_FUN(__glewVertexStream4fATI)
#define glVertexStream4fvATI GLEW_GET_FUN(__glewVertexStream4fvATI)
#define glVertexStream4iATI GLEW_GET_FUN(__glewVertexStream4iATI)
#define glVertexStream4ivATI GLEW_GET_FUN(__glewVertexStream4ivATI)
#define glVertexStream4sATI GLEW_GET_FUN(__glewVertexStream4sATI)
#define glVertexStream4svATI GLEW_GET_FUN(__glewVertexStream4svATI)
#define GLEW_ATI_vertex_streams GLEW_GET_VAR(__GLEW_ATI_vertex_streams)
#endif /* GL_ATI_vertex_streams */
/* --------------------------- GL_EXT_422_pixels --------------------------- */
#ifndef GL_EXT_422_pixels
#define GL_EXT_422_pixels 1
#define GL_422_EXT 0x80CC
#define GL_422_REV_EXT 0x80CD
#define GL_422_AVERAGE_EXT 0x80CE
#define GL_422_REV_AVERAGE_EXT 0x80CF
#define GLEW_EXT_422_pixels GLEW_GET_VAR(__GLEW_EXT_422_pixels)
#endif /* GL_EXT_422_pixels */
/* ---------------------------- GL_EXT_Cg_shader --------------------------- */
#ifndef GL_EXT_Cg_shader
#define GL_EXT_Cg_shader 1
#define GL_CG_VERTEX_SHADER_EXT 0x890E
#define GL_CG_FRAGMENT_SHADER_EXT 0x890F
#define GLEW_EXT_Cg_shader GLEW_GET_VAR(__GLEW_EXT_Cg_shader)
#endif /* GL_EXT_Cg_shader */
/* ------------------------------ GL_EXT_abgr ------------------------------ */
#ifndef GL_EXT_abgr
#define GL_EXT_abgr 1
#define GL_ABGR_EXT 0x8000
#define GLEW_EXT_abgr GLEW_GET_VAR(__GLEW_EXT_abgr)
#endif /* GL_EXT_abgr */
/* ------------------------------ GL_EXT_bgra ------------------------------ */
#ifndef GL_EXT_bgra
#define GL_EXT_bgra 1
#define GL_BGR_EXT 0x80E0
#define GL_BGRA_EXT 0x80E1
#define GLEW_EXT_bgra GLEW_GET_VAR(__GLEW_EXT_bgra)
#endif /* GL_EXT_bgra */
/* ------------------------ GL_EXT_bindable_uniform ------------------------ */
#ifndef GL_EXT_bindable_uniform
#define GL_EXT_bindable_uniform 1
#define GL_MAX_VERTEX_BINDABLE_UNIFORMS_EXT 0x8DE2
#define GL_MAX_FRAGMENT_BINDABLE_UNIFORMS_EXT 0x8DE3
#define GL_MAX_GEOMETRY_BINDABLE_UNIFORMS_EXT 0x8DE4
#define GL_MAX_BINDABLE_UNIFORM_SIZE_EXT 0x8DED
#define GL_UNIFORM_BUFFER_EXT 0x8DEE
#define GL_UNIFORM_BUFFER_BINDING_EXT 0x8DEF
typedef GLint (GLAPIENTRY * PFNGLGETUNIFORMBUFFERSIZEEXTPROC) (GLuint program, GLint location);
typedef GLintptr (GLAPIENTRY * PFNGLGETUNIFORMOFFSETEXTPROC) (GLuint program, GLint location);
typedef void (GLAPIENTRY * PFNGLUNIFORMBUFFEREXTPROC) (GLuint program, GLint location, GLuint buffer);
#define glGetUniformBufferSizeEXT GLEW_GET_FUN(__glewGetUniformBufferSizeEXT)
#define glGetUniformOffsetEXT GLEW_GET_FUN(__glewGetUniformOffsetEXT)
#define glUniformBufferEXT GLEW_GET_FUN(__glewUniformBufferEXT)
#define GLEW_EXT_bindable_uniform GLEW_GET_VAR(__GLEW_EXT_bindable_uniform)
#endif /* GL_EXT_bindable_uniform */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* --------------------------- GL_EXT_blend_color -------------------------- */
#ifndef GL_EXT_blend_color
#define GL_EXT_blend_color 1
#define GL_CONSTANT_COLOR_EXT 0x8001
#define GL_ONE_MINUS_CONSTANT_COLOR_EXT 0x8002
#define GL_CONSTANT_ALPHA_EXT 0x8003
#define GL_ONE_MINUS_CONSTANT_ALPHA_EXT 0x8004
#define GL_BLEND_COLOR_EXT 0x8005
typedef void (GLAPIENTRY * PFNGLBLENDCOLOREXTPROC) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
#define glBlendColorEXT GLEW_GET_FUN(__glewBlendColorEXT)
#define GLEW_EXT_blend_color GLEW_GET_VAR(__GLEW_EXT_blend_color)
#endif /* GL_EXT_blend_color */
/* --------------------- GL_EXT_blend_equation_separate -------------------- */
#ifndef GL_EXT_blend_equation_separate
#define GL_EXT_blend_equation_separate 1
#define GL_BLEND_EQUATION_RGB_EXT 0x8009
#define GL_BLEND_EQUATION_ALPHA_EXT 0x883D
typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONSEPARATEEXTPROC) (GLenum modeRGB, GLenum modeAlpha);
#define glBlendEquationSeparateEXT GLEW_GET_FUN(__glewBlendEquationSeparateEXT)
#define GLEW_EXT_blend_equation_separate GLEW_GET_VAR(__GLEW_EXT_blend_equation_separate)
#endif /* GL_EXT_blend_equation_separate */
/* ----------------------- GL_EXT_blend_func_separate ---------------------- */
#ifndef GL_EXT_blend_func_separate
#define GL_EXT_blend_func_separate 1
#define GL_BLEND_DST_RGB_EXT 0x80C8
#define GL_BLEND_SRC_RGB_EXT 0x80C9
#define GL_BLEND_DST_ALPHA_EXT 0x80CA
#define GL_BLEND_SRC_ALPHA_EXT 0x80CB
typedef void (GLAPIENTRY * PFNGLBLENDFUNCSEPARATEEXTPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
#define glBlendFuncSeparateEXT GLEW_GET_FUN(__glewBlendFuncSeparateEXT)
#define GLEW_EXT_blend_func_separate GLEW_GET_VAR(__GLEW_EXT_blend_func_separate)
#endif /* GL_EXT_blend_func_separate */
/* ------------------------- GL_EXT_blend_logic_op ------------------------- */
#ifndef GL_EXT_blend_logic_op
#define GL_EXT_blend_logic_op 1
#define GLEW_EXT_blend_logic_op GLEW_GET_VAR(__GLEW_EXT_blend_logic_op)
#endif /* GL_EXT_blend_logic_op */
/* -------------------------- GL_EXT_blend_minmax -------------------------- */
#ifndef GL_EXT_blend_minmax
#define GL_EXT_blend_minmax 1
#define GL_FUNC_ADD_EXT 0x8006
#define GL_MIN_EXT 0x8007
#define GL_MAX_EXT 0x8008
#define GL_BLEND_EQUATION_EXT 0x8009
typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONEXTPROC) (GLenum mode);
#define glBlendEquationEXT GLEW_GET_FUN(__glewBlendEquationEXT)
#define GLEW_EXT_blend_minmax GLEW_GET_VAR(__GLEW_EXT_blend_minmax)
#endif /* GL_EXT_blend_minmax */
/* ------------------------- GL_EXT_blend_subtract ------------------------- */
#ifndef GL_EXT_blend_subtract
#define GL_EXT_blend_subtract 1
#define GL_FUNC_SUBTRACT_EXT 0x800A
#define GL_FUNC_REVERSE_SUBTRACT_EXT 0x800B
#define GLEW_EXT_blend_subtract GLEW_GET_VAR(__GLEW_EXT_blend_subtract)
#endif /* GL_EXT_blend_subtract */
/* ------------------------ GL_EXT_clip_volume_hint ------------------------ */
#ifndef GL_EXT_clip_volume_hint
#define GL_EXT_clip_volume_hint 1
#define GL_CLIP_VOLUME_CLIPPING_HINT_EXT 0x80F0
#define GLEW_EXT_clip_volume_hint GLEW_GET_VAR(__GLEW_EXT_clip_volume_hint)
#endif /* GL_EXT_clip_volume_hint */
/* ------------------------------ GL_EXT_cmyka ----------------------------- */
#ifndef GL_EXT_cmyka
#define GL_EXT_cmyka 1
#define GL_CMYK_EXT 0x800C
#define GL_CMYKA_EXT 0x800D
#define GL_PACK_CMYK_HINT_EXT 0x800E
#define GL_UNPACK_CMYK_HINT_EXT 0x800F
#define GLEW_EXT_cmyka GLEW_GET_VAR(__GLEW_EXT_cmyka)
#endif /* GL_EXT_cmyka */
/* ------------------------- GL_EXT_color_subtable ------------------------- */
#ifndef GL_EXT_color_subtable
#define GL_EXT_color_subtable 1
typedef void (GLAPIENTRY * PFNGLCOLORSUBTABLEEXTPROC) (GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const void* data);
typedef void (GLAPIENTRY * PFNGLCOPYCOLORSUBTABLEEXTPROC) (GLenum target, GLsizei start, GLint x, GLint y, GLsizei width);
#define glColorSubTableEXT GLEW_GET_FUN(__glewColorSubTableEXT)
#define glCopyColorSubTableEXT GLEW_GET_FUN(__glewCopyColorSubTableEXT)
#define GLEW_EXT_color_subtable GLEW_GET_VAR(__GLEW_EXT_color_subtable)
#endif /* GL_EXT_color_subtable */
/* ---------------------- GL_EXT_compiled_vertex_array --------------------- */
#ifndef GL_EXT_compiled_vertex_array
#define GL_EXT_compiled_vertex_array 1
#define GL_ARRAY_ELEMENT_LOCK_FIRST_EXT 0x81A8
#define GL_ARRAY_ELEMENT_LOCK_COUNT_EXT 0x81A9
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
typedef void (GLAPIENTRY * PFNGLLOCKARRAYSEXTPROC) (GLint first, GLsizei count);
typedef void (GLAPIENTRY * PFNGLUNLOCKARRAYSEXTPROC) (void);
#define glLockArraysEXT GLEW_GET_FUN(__glewLockArraysEXT)
#define glUnlockArraysEXT GLEW_GET_FUN(__glewUnlockArraysEXT)
#define GLEW_EXT_compiled_vertex_array GLEW_GET_VAR(__GLEW_EXT_compiled_vertex_array)
#endif /* GL_EXT_compiled_vertex_array */
/* --------------------------- GL_EXT_convolution -------------------------- */
#ifndef GL_EXT_convolution
#define GL_EXT_convolution 1
#define GL_CONVOLUTION_1D_EXT 0x8010
#define GL_CONVOLUTION_2D_EXT 0x8011
#define GL_SEPARABLE_2D_EXT 0x8012
#define GL_CONVOLUTION_BORDER_MODE_EXT 0x8013
#define GL_CONVOLUTION_FILTER_SCALE_EXT 0x8014
#define GL_CONVOLUTION_FILTER_BIAS_EXT 0x8015
#define GL_REDUCE_EXT 0x8016
#define GL_CONVOLUTION_FORMAT_EXT 0x8017
#define GL_CONVOLUTION_WIDTH_EXT 0x8018
#define GL_CONVOLUTION_HEIGHT_EXT 0x8019
#define GL_MAX_CONVOLUTION_WIDTH_EXT 0x801A
#define GL_MAX_CONVOLUTION_HEIGHT_EXT 0x801B
#define GL_POST_CONVOLUTION_RED_SCALE_EXT 0x801C
#define GL_POST_CONVOLUTION_GREEN_SCALE_EXT 0x801D
#define GL_POST_CONVOLUTION_BLUE_SCALE_EXT 0x801E
#define GL_POST_CONVOLUTION_ALPHA_SCALE_EXT 0x801F
#define GL_POST_CONVOLUTION_RED_BIAS_EXT 0x8020
#define GL_POST_CONVOLUTION_GREEN_BIAS_EXT 0x8021
#define GL_POST_CONVOLUTION_BLUE_BIAS_EXT 0x8022
#define GL_POST_CONVOLUTION_ALPHA_BIAS_EXT 0x8023
typedef void (GLAPIENTRY * PFNGLCONVOLUTIONFILTER1DEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void* image);
typedef void (GLAPIENTRY * PFNGLCONVOLUTIONFILTER2DEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* image);
typedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERFEXTPROC) (GLenum target, GLenum pname, GLfloat param);
typedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERFVEXTPROC) (GLenum target, GLenum pname, const GLfloat* params);
typedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERIEXTPROC) (GLenum target, GLenum pname, GLint param);
typedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERIVEXTPROC) (GLenum target, GLenum pname, const GLint* params);
typedef void (GLAPIENTRY * PFNGLCOPYCONVOLUTIONFILTER1DEXTPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width);
typedef void (GLAPIENTRY * PFNGLCOPYCONVOLUTIONFILTER2DEXTPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height);
typedef void (GLAPIENTRY * PFNGLGETCONVOLUTIONFILTEREXTPROC) (GLenum target, GLenum format, GLenum type, void* image);
typedef void (GLAPIENTRY * PFNGLGETCONVOLUTIONPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETCONVOLUTIONPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETSEPARABLEFILTEREXTPROC) (GLenum target, GLenum format, GLenum type, void* row, void* column, void* span);
typedef void (GLAPIENTRY * PFNGLSEPARABLEFILTER2DEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* row, const void* column);
#define glConvolutionFilter1DEXT GLEW_GET_FUN(__glewConvolutionFilter1DEXT)
#define glConvolutionFilter2DEXT GLEW_GET_FUN(__glewConvolutionFilter2DEXT)
#define glConvolutionParameterfEXT GLEW_GET_FUN(__glewConvolutionParameterfEXT)
#define glConvolutionParameterfvEXT GLEW_GET_FUN(__glewConvolutionParameterfvEXT)
#define glConvolutionParameteriEXT GLEW_GET_FUN(__glewConvolutionParameteriEXT)
#define glConvolutionParameterivEXT GLEW_GET_FUN(__glewConvolutionParameterivEXT)
#define glCopyConvolutionFilter1DEXT GLEW_GET_FUN(__glewCopyConvolutionFilter1DEXT)
#define glCopyConvolutionFilter2DEXT GLEW_GET_FUN(__glewCopyConvolutionFilter2DEXT)
#define glGetConvolutionFilterEXT GLEW_GET_FUN(__glewGetConvolutionFilterEXT)
#define glGetConvolutionParameterfvEXT GLEW_GET_FUN(__glewGetConvolutionParameterfvEXT)
#define glGetConvolutionParameterivEXT GLEW_GET_FUN(__glewGetConvolutionParameterivEXT)
#define glGetSeparableFilterEXT GLEW_GET_FUN(__glewGetSeparableFilterEXT)
#define glSeparableFilter2DEXT GLEW_GET_FUN(__glewSeparableFilter2DEXT)
#define GLEW_EXT_convolution GLEW_GET_VAR(__GLEW_EXT_convolution)
#endif /* GL_EXT_convolution */
/* ------------------------ GL_EXT_coordinate_frame ------------------------ */
#ifndef GL_EXT_coordinate_frame
#define GL_EXT_coordinate_frame 1
#define GL_TANGENT_ARRAY_EXT 0x8439
#define GL_BINORMAL_ARRAY_EXT 0x843A
#define GL_CURRENT_TANGENT_EXT 0x843B
#define GL_CURRENT_BINORMAL_EXT 0x843C
#define GL_TANGENT_ARRAY_TYPE_EXT 0x843E
#define GL_TANGENT_ARRAY_STRIDE_EXT 0x843F
#define GL_BINORMAL_ARRAY_TYPE_EXT 0x8440
#define GL_BINORMAL_ARRAY_STRIDE_EXT 0x8441
#define GL_TANGENT_ARRAY_POINTER_EXT 0x8442
#define GL_BINORMAL_ARRAY_POINTER_EXT 0x8443
#define GL_MAP1_TANGENT_EXT 0x8444
#define GL_MAP2_TANGENT_EXT 0x8445
#define GL_MAP1_BINORMAL_EXT 0x8446
#define GL_MAP2_BINORMAL_EXT 0x8447
typedef void (GLAPIENTRY * PFNGLBINORMALPOINTEREXTPROC) (GLenum type, GLsizei stride, void* pointer);
typedef void (GLAPIENTRY * PFNGLTANGENTPOINTEREXTPROC) (GLenum type, GLsizei stride, void* pointer);
#define glBinormalPointerEXT GLEW_GET_FUN(__glewBinormalPointerEXT)
#define glTangentPointerEXT GLEW_GET_FUN(__glewTangentPointerEXT)
#define GLEW_EXT_coordinate_frame GLEW_GET_VAR(__GLEW_EXT_coordinate_frame)
#endif /* GL_EXT_coordinate_frame */
/* -------------------------- GL_EXT_copy_texture -------------------------- */
#ifndef GL_EXT_copy_texture
#define GL_EXT_copy_texture 1
typedef void (GLAPIENTRY * PFNGLCOPYTEXIMAGE1DEXTPROC) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border);
typedef void (GLAPIENTRY * PFNGLCOPYTEXIMAGE2DEXTPROC) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
typedef void (GLAPIENTRY * PFNGLCOPYTEXSUBIMAGE1DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
typedef void (GLAPIENTRY * PFNGLCOPYTEXSUBIMAGE2DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
typedef void (GLAPIENTRY * PFNGLCOPYTEXSUBIMAGE3DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
#define glCopyTexImage1DEXT GLEW_GET_FUN(__glewCopyTexImage1DEXT)
#define glCopyTexImage2DEXT GLEW_GET_FUN(__glewCopyTexImage2DEXT)
#define glCopyTexSubImage1DEXT GLEW_GET_FUN(__glewCopyTexSubImage1DEXT)
#define glCopyTexSubImage2DEXT GLEW_GET_FUN(__glewCopyTexSubImage2DEXT)
#define glCopyTexSubImage3DEXT GLEW_GET_FUN(__glewCopyTexSubImage3DEXT)
#define GLEW_EXT_copy_texture GLEW_GET_VAR(__GLEW_EXT_copy_texture)
#endif /* GL_EXT_copy_texture */
/* --------------------------- GL_EXT_cull_vertex -------------------------- */
#ifndef GL_EXT_cull_vertex
#define GL_EXT_cull_vertex 1
#define GL_CULL_VERTEX_EXT 0x81AA
#define GL_CULL_VERTEX_EYE_POSITION_EXT 0x81AB
#define GL_CULL_VERTEX_OBJECT_POSITION_EXT 0x81AC
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
typedef void (GLAPIENTRY * PFNGLCULLPARAMETERDVEXTPROC) (GLenum pname, GLdouble* params);
typedef void (GLAPIENTRY * PFNGLCULLPARAMETERFVEXTPROC) (GLenum pname, GLfloat* params);
#define glCullParameterdvEXT GLEW_GET_FUN(__glewCullParameterdvEXT)
#define glCullParameterfvEXT GLEW_GET_FUN(__glewCullParameterfvEXT)
#define GLEW_EXT_cull_vertex GLEW_GET_VAR(__GLEW_EXT_cull_vertex)
#endif /* GL_EXT_cull_vertex */
/* ------------------------ GL_EXT_depth_bounds_test ----------------------- */
#ifndef GL_EXT_depth_bounds_test
#define GL_EXT_depth_bounds_test 1
#define GL_DEPTH_BOUNDS_TEST_EXT 0x8890
#define GL_DEPTH_BOUNDS_EXT 0x8891
typedef void (GLAPIENTRY * PFNGLDEPTHBOUNDSEXTPROC) (GLclampd zmin, GLclampd zmax);
#define glDepthBoundsEXT GLEW_GET_FUN(__glewDepthBoundsEXT)
#define GLEW_EXT_depth_bounds_test GLEW_GET_VAR(__GLEW_EXT_depth_bounds_test)
#endif /* GL_EXT_depth_bounds_test */
/* ----------------------- GL_EXT_direct_state_access ---------------------- */
#ifndef GL_EXT_direct_state_access
#define GL_EXT_direct_state_access 1
#define GL_PROGRAM_MATRIX_EXT 0x8E2D
#define GL_TRANSPOSE_PROGRAM_MATRIX_EXT 0x8E2E
#define GL_PROGRAM_MATRIX_STACK_DEPTH_EXT 0x8E2F
typedef void (GLAPIENTRY * PFNGLBINDMULTITEXTUREEXTPROC) (GLenum texunit, GLenum target, GLuint texture);
typedef GLenum (GLAPIENTRY * PFNGLCHECKNAMEDFRAMEBUFFERSTATUSEXTPROC) (GLuint framebuffer, GLenum target);
typedef void (GLAPIENTRY * PFNGLCLIENTATTRIBDEFAULTEXTPROC) (GLbitfield mask);
typedef void (GLAPIENTRY * PFNGLCOMPRESSEDMULTITEXIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void* data);
typedef void (GLAPIENTRY * PFNGLCOMPRESSEDMULTITEXIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data);
typedef void (GLAPIENTRY * PFNGLCOMPRESSEDMULTITEXIMAGE3DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void* data);
typedef void (GLAPIENTRY * PFNGLCOMPRESSEDMULTITEXSUBIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void* data);
typedef void (GLAPIENTRY * PFNGLCOMPRESSEDMULTITEXSUBIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data);
typedef void (GLAPIENTRY * PFNGLCOMPRESSEDMULTITEXSUBIMAGE3DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void* data);
typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTUREIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void* data);
typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTUREIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data);
typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTUREIMAGE3DEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void* data);
typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTURESUBIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void* data);
typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTURESUBIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data);
typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTURESUBIMAGE3DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void* data);
typedef void (GLAPIENTRY * PFNGLCOPYMULTITEXIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border);
typedef void (GLAPIENTRY * PFNGLCOPYMULTITEXIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
typedef void (GLAPIENTRY * PFNGLCOPYMULTITEXSUBIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
typedef void (GLAPIENTRY * PFNGLCOPYMULTITEXSUBIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
typedef void (GLAPIENTRY * PFNGLCOPYMULTITEXSUBIMAGE3DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
typedef void (GLAPIENTRY * PFNGLCOPYTEXTUREIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border);
typedef void (GLAPIENTRY * PFNGLCOPYTEXTUREIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
typedef void (GLAPIENTRY * PFNGLCOPYTEXTURESUBIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
typedef void (GLAPIENTRY * PFNGLCOPYTEXTURESUBIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
typedef void (GLAPIENTRY * PFNGLCOPYTEXTURESUBIMAGE3DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
typedef void (GLAPIENTRY * PFNGLDISABLECLIENTSTATEINDEXEDEXTPROC) (GLenum array, GLuint index);
typedef void (GLAPIENTRY * PFNGLDISABLECLIENTSTATEIEXTPROC) (GLenum array, GLuint index);
typedef void (GLAPIENTRY * PFNGLDISABLEVERTEXARRAYATTRIBEXTPROC) (GLuint vaobj, GLuint index);
typedef void (GLAPIENTRY * PFNGLDISABLEVERTEXARRAYEXTPROC) (GLuint vaobj, GLenum array);
typedef void (GLAPIENTRY * PFNGLENABLECLIENTSTATEINDEXEDEXTPROC) (GLenum array, GLuint index);
typedef void (GLAPIENTRY * PFNGLENABLECLIENTSTATEIEXTPROC) (GLenum array, GLuint index);
typedef void (GLAPIENTRY * PFNGLENABLEVERTEXARRAYATTRIBEXTPROC) (GLuint vaobj, GLuint index);
typedef void (GLAPIENTRY * PFNGLENABLEVERTEXARRAYEXTPROC) (GLuint vaobj, GLenum array);
typedef void (GLAPIENTRY * PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr length);
typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERDRAWBUFFEREXTPROC) (GLuint framebuffer, GLenum mode);
typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERDRAWBUFFERSEXTPROC) (GLuint framebuffer, GLsizei n, const GLenum* bufs);
typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERREADBUFFEREXTPROC) (GLuint framebuffer, GLenum mode);
typedef void (GLAPIENTRY * PFNGLGENERATEMULTITEXMIPMAPEXTPROC) (GLenum texunit, GLenum target);
typedef void (GLAPIENTRY * PFNGLGENERATETEXTUREMIPMAPEXTPROC) (GLuint texture, GLenum target);
typedef void (GLAPIENTRY * PFNGLGETCOMPRESSEDMULTITEXIMAGEEXTPROC) (GLenum texunit, GLenum target, GLint level, void* img);
typedef void (GLAPIENTRY * PFNGLGETCOMPRESSEDTEXTUREIMAGEEXTPROC) (GLuint texture, GLenum target, GLint level, void* img);
typedef void (GLAPIENTRY * PFNGLGETDOUBLEINDEXEDVEXTPROC) (GLenum target, GLuint index, GLdouble* params);
typedef void (GLAPIENTRY * PFNGLGETDOUBLEI_VEXTPROC) (GLenum pname, GLuint index, GLdouble* params);
typedef void (GLAPIENTRY * PFNGLGETFLOATINDEXEDVEXTPROC) (GLenum target, GLuint index, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETFLOATI_VEXTPROC) (GLenum pname, GLuint index, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETFRAMEBUFFERPARAMETERIVEXTPROC) (GLuint framebuffer, GLenum pname, GLint* param);
typedef void (GLAPIENTRY * PFNGLGETMULTITEXENVFVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETMULTITEXENVIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETMULTITEXGENDVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLdouble* params);
typedef void (GLAPIENTRY * PFNGLGETMULTITEXGENFVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETMULTITEXGENIVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETMULTITEXIMAGEEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum format, GLenum type, void* pixels);
typedef void (GLAPIENTRY * PFNGLGETMULTITEXLEVELPARAMETERFVEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETMULTITEXLEVELPARAMETERIVEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETMULTITEXPARAMETERIIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETMULTITEXPARAMETERIUIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLuint* params);
typedef void (GLAPIENTRY * PFNGLGETMULTITEXPARAMETERFVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETMULTITEXPARAMETERIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERPARAMETERIVEXTPROC) (GLuint buffer, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERPOINTERVEXTPROC) (GLuint buffer, GLenum pname, void** params);
typedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERSUBDATAEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, void* data);
typedef void (GLAPIENTRY * PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC) (GLuint framebuffer, GLenum attachment, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETNAMEDPROGRAMLOCALPARAMETERIIVEXTPROC) (GLuint program, GLenum target, GLuint index, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETNAMEDPROGRAMLOCALPARAMETERIUIVEXTPROC) (GLuint program, GLenum target, GLuint index, GLuint* params);
typedef void (GLAPIENTRY * PFNGLGETNAMEDPROGRAMLOCALPARAMETERDVEXTPROC) (GLuint program, GLenum target, GLuint index, GLdouble* params);
typedef void (GLAPIENTRY * PFNGLGETNAMEDPROGRAMLOCALPARAMETERFVEXTPROC) (GLuint program, GLenum target, GLuint index, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETNAMEDPROGRAMSTRINGEXTPROC) (GLuint program, GLenum target, GLenum pname, void* string);
typedef void (GLAPIENTRY * PFNGLGETNAMEDPROGRAMIVEXTPROC) (GLuint program, GLenum target, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETNAMEDRENDERBUFFERPARAMETERIVEXTPROC) (GLuint renderbuffer, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETPOINTERINDEXEDVEXTPROC) (GLenum target, GLuint index, GLvoid** params);
typedef void (GLAPIENTRY * PFNGLGETPOINTERI_VEXTPROC) (GLenum pname, GLuint index, GLvoid** params);
typedef void (GLAPIENTRY * PFNGLGETTEXTUREIMAGEEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum format, GLenum type, void* pixels);
typedef void (GLAPIENTRY * PFNGLGETTEXTURELEVELPARAMETERFVEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETTEXTURELEVELPARAMETERIVEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERIIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERIUIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLuint* params);
typedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERFVEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint* param);
typedef void (GLAPIENTRY * PFNGLGETVERTEXARRAYINTEGERVEXTPROC) (GLuint vaobj, GLenum pname, GLint* param);
typedef void (GLAPIENTRY * PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, GLvoid** param);
typedef void (GLAPIENTRY * PFNGLGETVERTEXARRAYPOINTERVEXTPROC) (GLuint vaobj, GLenum pname, GLvoid** param);
typedef GLvoid * (GLAPIENTRY * PFNGLMAPNAMEDBUFFEREXTPROC) (GLuint buffer, GLenum access);
typedef GLvoid * (GLAPIENTRY * PFNGLMAPNAMEDBUFFERRANGEEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr length, GLbitfield access);
typedef void (GLAPIENTRY * PFNGLMATRIXFRUSTUMEXTPROC) (GLenum matrixMode, GLdouble l, GLdouble r, GLdouble b, GLdouble t, GLdouble n, GLdouble f);
typedef void (GLAPIENTRY * PFNGLMATRIXLOADIDENTITYEXTPROC) (GLenum matrixMode);
typedef void (GLAPIENTRY * PFNGLMATRIXLOADTRANSPOSEDEXTPROC) (GLenum matrixMode, const GLdouble* m);
typedef void (GLAPIENTRY * PFNGLMATRIXLOADTRANSPOSEFEXTPROC) (GLenum matrixMode, const GLfloat* m);
typedef void (GLAPIENTRY * PFNGLMATRIXLOADDEXTPROC) (GLenum matrixMode, const GLdouble* m);
typedef void (GLAPIENTRY * PFNGLMATRIXLOADFEXTPROC) (GLenum matrixMode, const GLfloat* m);
typedef void (GLAPIENTRY * PFNGLMATRIXMULTTRANSPOSEDEXTPROC) (GLenum matrixMode, const GLdouble* m);
typedef void (GLAPIENTRY * PFNGLMATRIXMULTTRANSPOSEFEXTPROC) (GLenum matrixMode, const GLfloat* m);
typedef void (GLAPIENTRY * PFNGLMATRIXMULTDEXTPROC) (GLenum matrixMode, const GLdouble* m);
typedef void (GLAPIENTRY * PFNGLMATRIXMULTFEXTPROC) (GLenum matrixMode, const GLfloat* m);
typedef void (GLAPIENTRY * PFNGLMATRIXORTHOEXTPROC) (GLenum matrixMode, GLdouble l, GLdouble r, GLdouble b, GLdouble t, GLdouble n, GLdouble f);
typedef void (GLAPIENTRY * PFNGLMATRIXPOPEXTPROC) (GLenum matrixMode);
typedef void (GLAPIENTRY * PFNGLMATRIXPUSHEXTPROC) (GLenum matrixMode);
typedef void (GLAPIENTRY * PFNGLMATRIXROTATEDEXTPROC) (GLenum matrixMode, GLdouble angle, GLdouble x, GLdouble y, GLdouble z);
typedef void (GLAPIENTRY * PFNGLMATRIXROTATEFEXTPROC) (GLenum matrixMode, GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLMATRIXSCALEDEXTPROC) (GLenum matrixMode, GLdouble x, GLdouble y, GLdouble z);
typedef void (GLAPIENTRY * PFNGLMATRIXSCALEFEXTPROC) (GLenum matrixMode, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLMATRIXTRANSLATEDEXTPROC) (GLenum matrixMode, GLdouble x, GLdouble y, GLdouble z);
typedef void (GLAPIENTRY * PFNGLMATRIXTRANSLATEFEXTPROC) (GLenum matrixMode, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLMULTITEXBUFFEREXTPROC) (GLenum texunit, GLenum target, GLenum internalformat, GLuint buffer);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORDPOINTEREXTPROC) (GLenum texunit, GLint size, GLenum type, GLsizei stride, const void* pointer);
typedef void (GLAPIENTRY * PFNGLMULTITEXENVFEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLfloat param);
typedef void (GLAPIENTRY * PFNGLMULTITEXENVFVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLfloat* params);
typedef void (GLAPIENTRY * PFNGLMULTITEXENVIEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLint param);
typedef void (GLAPIENTRY * PFNGLMULTITEXENVIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLint* params);
typedef void (GLAPIENTRY * PFNGLMULTITEXGENDEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLdouble param);
typedef void (GLAPIENTRY * PFNGLMULTITEXGENDVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, const GLdouble* params);
typedef void (GLAPIENTRY * PFNGLMULTITEXGENFEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLfloat param);
typedef void (GLAPIENTRY * PFNGLMULTITEXGENFVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, const GLfloat* params);
typedef void (GLAPIENTRY * PFNGLMULTITEXGENIEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLint param);
typedef void (GLAPIENTRY * PFNGLMULTITEXGENIVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, const GLint* params);
typedef void (GLAPIENTRY * PFNGLMULTITEXIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void* pixels);
typedef void (GLAPIENTRY * PFNGLMULTITEXIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void* pixels);
typedef void (GLAPIENTRY * PFNGLMULTITEXIMAGE3DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void* pixels);
typedef void (GLAPIENTRY * PFNGLMULTITEXPARAMETERIIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLint* params);
typedef void (GLAPIENTRY * PFNGLMULTITEXPARAMETERIUIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLuint* params);
typedef void (GLAPIENTRY * PFNGLMULTITEXPARAMETERFEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLfloat param);
typedef void (GLAPIENTRY * PFNGLMULTITEXPARAMETERFVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLfloat* param);
typedef void (GLAPIENTRY * PFNGLMULTITEXPARAMETERIEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLint param);
typedef void (GLAPIENTRY * PFNGLMULTITEXPARAMETERIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLint* param);
typedef void (GLAPIENTRY * PFNGLMULTITEXRENDERBUFFEREXTPROC) (GLenum texunit, GLenum target, GLuint renderbuffer);
typedef void (GLAPIENTRY * PFNGLMULTITEXSUBIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void* pixels);
typedef void (GLAPIENTRY * PFNGLMULTITEXSUBIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* pixels);
typedef void (GLAPIENTRY * PFNGLMULTITEXSUBIMAGE3DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void* pixels);
typedef void (GLAPIENTRY * PFNGLNAMEDBUFFERDATAEXTPROC) (GLuint buffer, GLsizeiptr size, const void* data, GLenum usage);
typedef void (GLAPIENTRY * PFNGLNAMEDBUFFERSUBDATAEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, const void* data);
typedef void (GLAPIENTRY * PFNGLNAMEDCOPYBUFFERSUBDATAEXTPROC) (GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERRENDERBUFFEREXTPROC) (GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTURE1DEXTPROC) (GLuint framebuffer, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTURE2DEXTPROC) (GLuint framebuffer, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTURE3DEXTPROC) (GLuint framebuffer, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset);
typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTUREEXTPROC) (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level);
typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTUREFACEEXTPROC) (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLenum face);
typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTURELAYEREXTPROC) (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLint layer);
typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETER4DEXTPROC) (GLuint program, GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETER4DVEXTPROC) (GLuint program, GLenum target, GLuint index, const GLdouble* params);
typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETER4FEXTPROC) (GLuint program, GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETER4FVEXTPROC) (GLuint program, GLenum target, GLuint index, const GLfloat* params);
typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETERI4IEXTPROC) (GLuint program, GLenum target, GLuint index, GLint x, GLint y, GLint z, GLint w);
typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETERI4IVEXTPROC) (GLuint program, GLenum target, GLuint index, const GLint* params);
typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIEXTPROC) (GLuint program, GLenum target, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);
typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIVEXTPROC) (GLuint program, GLenum target, GLuint index, const GLuint* params);
typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETERS4FVEXTPROC) (GLuint program, GLenum target, GLuint index, GLsizei count, const GLfloat* params);
typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETERSI4IVEXTPROC) (GLuint program, GLenum target, GLuint index, GLsizei count, const GLint* params);
typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETERSI4UIVEXTPROC) (GLuint program, GLenum target, GLuint index, GLsizei count, const GLuint* params);
typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMSTRINGEXTPROC) (GLuint program, GLenum target, GLenum format, GLsizei len, const void* string);
typedef void (GLAPIENTRY * PFNGLNAMEDRENDERBUFFERSTORAGEEXTPROC) (GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height);
typedef void (GLAPIENTRY * PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLECOVERAGEEXTPROC) (GLuint renderbuffer, GLsizei coverageSamples, GLsizei colorSamples, GLenum internalformat, GLsizei width, GLsizei height);
typedef void (GLAPIENTRY * PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC) (GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1FEXTPROC) (GLuint program, GLint location, GLfloat v0);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1IEXTPROC) (GLuint program, GLint location, GLint v0);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UIEXTPROC) (GLuint program, GLint location, GLuint v0);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2FEXTPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2IEXTPROC) (GLuint program, GLint location, GLint v0, GLint v1);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UIEXTPROC) (GLuint program, GLint location, GLuint v0, GLuint v1);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3FEXTPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3IEXTPROC) (GLuint program, GLint location, GLint v0, GLint v1, GLint v2);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UIEXTPROC) (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4FEXTPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4IEXTPROC) (GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UIEXTPROC) (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2X3FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2X4FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3X2FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3X4FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4X2FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4X3FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPUSHCLIENTATTRIBDEFAULTEXTPROC) (GLbitfield mask);
typedef void (GLAPIENTRY * PFNGLTEXTUREBUFFEREXTPROC) (GLuint texture, GLenum target, GLenum internalformat, GLuint buffer);
typedef void (GLAPIENTRY * PFNGLTEXTUREIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void* pixels);
typedef void (GLAPIENTRY * PFNGLTEXTUREIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void* pixels);
typedef void (GLAPIENTRY * PFNGLTEXTUREIMAGE3DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void* pixels);
typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, const GLint* params);
typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIUIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, const GLuint* params);
typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERFEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLfloat param);
typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERFVEXTPROC) (GLuint texture, GLenum target, GLenum pname, const GLfloat* param);
typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLint param);
typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, const GLint* param);
typedef void (GLAPIENTRY * PFNGLTEXTURERENDERBUFFEREXTPROC) (GLuint texture, GLenum target, GLuint renderbuffer);
typedef void (GLAPIENTRY * PFNGLTEXTURESUBIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void* pixels);
typedef void (GLAPIENTRY * PFNGLTEXTURESUBIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* pixels);
typedef void (GLAPIENTRY * PFNGLTEXTURESUBIMAGE3DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void* pixels);
typedef GLboolean (GLAPIENTRY * PFNGLUNMAPNAMEDBUFFEREXTPROC) (GLuint buffer);
typedef void (GLAPIENTRY * PFNGLVERTEXARRAYCOLOROFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset);
typedef void (GLAPIENTRY * PFNGLVERTEXARRAYEDGEFLAGOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLsizei stride, GLintptr offset);
typedef void (GLAPIENTRY * PFNGLVERTEXARRAYFOGCOORDOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLenum type, GLsizei stride, GLintptr offset);
typedef void (GLAPIENTRY * PFNGLVERTEXARRAYINDEXOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLenum type, GLsizei stride, GLintptr offset);
typedef void (GLAPIENTRY * PFNGLVERTEXARRAYMULTITEXCOORDOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLenum texunit, GLint size, GLenum type, GLsizei stride, GLintptr offset);
typedef void (GLAPIENTRY * PFNGLVERTEXARRAYNORMALOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLenum type, GLsizei stride, GLintptr offset);
typedef void (GLAPIENTRY * PFNGLVERTEXARRAYSECONDARYCOLOROFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset);
typedef void (GLAPIENTRY * PFNGLVERTEXARRAYTEXCOORDOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset);
typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXATTRIBIOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLuint index, GLint size, GLenum type, GLsizei stride, GLintptr offset);
typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXATTRIBOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLintptr offset);
typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset);
#define glBindMultiTextureEXT GLEW_GET_FUN(__glewBindMultiTextureEXT)
#define glCheckNamedFramebufferStatusEXT GLEW_GET_FUN(__glewCheckNamedFramebufferStatusEXT)
#define glClientAttribDefaultEXT GLEW_GET_FUN(__glewClientAttribDefaultEXT)
#define glCompressedMultiTexImage1DEXT GLEW_GET_FUN(__glewCompressedMultiTexImage1DEXT)
#define glCompressedMultiTexImage2DEXT GLEW_GET_FUN(__glewCompressedMultiTexImage2DEXT)
#define glCompressedMultiTexImage3DEXT GLEW_GET_FUN(__glewCompressedMultiTexImage3DEXT)
#define glCompressedMultiTexSubImage1DEXT GLEW_GET_FUN(__glewCompressedMultiTexSubImage1DEXT)
#define glCompressedMultiTexSubImage2DEXT GLEW_GET_FUN(__glewCompressedMultiTexSubImage2DEXT)
#define glCompressedMultiTexSubImage3DEXT GLEW_GET_FUN(__glewCompressedMultiTexSubImage3DEXT)
#define glCompressedTextureImage1DEXT GLEW_GET_FUN(__glewCompressedTextureImage1DEXT)
#define glCompressedTextureImage2DEXT GLEW_GET_FUN(__glewCompressedTextureImage2DEXT)
#define glCompressedTextureImage3DEXT GLEW_GET_FUN(__glewCompressedTextureImage3DEXT)
#define glCompressedTextureSubImage1DEXT GLEW_GET_FUN(__glewCompressedTextureSubImage1DEXT)
#define glCompressedTextureSubImage2DEXT GLEW_GET_FUN(__glewCompressedTextureSubImage2DEXT)
#define glCompressedTextureSubImage3DEXT GLEW_GET_FUN(__glewCompressedTextureSubImage3DEXT)
#define glCopyMultiTexImage1DEXT GLEW_GET_FUN(__glewCopyMultiTexImage1DEXT)
#define glCopyMultiTexImage2DEXT GLEW_GET_FUN(__glewCopyMultiTexImage2DEXT)
#define glCopyMultiTexSubImage1DEXT GLEW_GET_FUN(__glewCopyMultiTexSubImage1DEXT)
#define glCopyMultiTexSubImage2DEXT GLEW_GET_FUN(__glewCopyMultiTexSubImage2DEXT)
#define glCopyMultiTexSubImage3DEXT GLEW_GET_FUN(__glewCopyMultiTexSubImage3DEXT)
#define glCopyTextureImage1DEXT GLEW_GET_FUN(__glewCopyTextureImage1DEXT)
#define glCopyTextureImage2DEXT GLEW_GET_FUN(__glewCopyTextureImage2DEXT)
#define glCopyTextureSubImage1DEXT GLEW_GET_FUN(__glewCopyTextureSubImage1DEXT)
#define glCopyTextureSubImage2DEXT GLEW_GET_FUN(__glewCopyTextureSubImage2DEXT)
#define glCopyTextureSubImage3DEXT GLEW_GET_FUN(__glewCopyTextureSubImage3DEXT)
#define glDisableClientStateIndexedEXT GLEW_GET_FUN(__glewDisableClientStateIndexedEXT)
#define glDisableClientStateiEXT GLEW_GET_FUN(__glewDisableClientStateiEXT)
#define glDisableVertexArrayAttribEXT GLEW_GET_FUN(__glewDisableVertexArrayAttribEXT)
#define glDisableVertexArrayEXT GLEW_GET_FUN(__glewDisableVertexArrayEXT)
#define glEnableClientStateIndexedEXT GLEW_GET_FUN(__glewEnableClientStateIndexedEXT)
#define glEnableClientStateiEXT GLEW_GET_FUN(__glewEnableClientStateiEXT)
#define glEnableVertexArrayAttribEXT GLEW_GET_FUN(__glewEnableVertexArrayAttribEXT)
#define glEnableVertexArrayEXT GLEW_GET_FUN(__glewEnableVertexArrayEXT)
#define glFlushMappedNamedBufferRangeEXT GLEW_GET_FUN(__glewFlushMappedNamedBufferRangeEXT)
#define glFramebufferDrawBufferEXT GLEW_GET_FUN(__glewFramebufferDrawBufferEXT)
#define glFramebufferDrawBuffersEXT GLEW_GET_FUN(__glewFramebufferDrawBuffersEXT)
#define glFramebufferReadBufferEXT GLEW_GET_FUN(__glewFramebufferReadBufferEXT)
#define glGenerateMultiTexMipmapEXT GLEW_GET_FUN(__glewGenerateMultiTexMipmapEXT)
#define glGenerateTextureMipmapEXT GLEW_GET_FUN(__glewGenerateTextureMipmapEXT)
#define glGetCompressedMultiTexImageEXT GLEW_GET_FUN(__glewGetCompressedMultiTexImageEXT)
#define glGetCompressedTextureImageEXT GLEW_GET_FUN(__glewGetCompressedTextureImageEXT)
#define glGetDoubleIndexedvEXT GLEW_GET_FUN(__glewGetDoubleIndexedvEXT)
#define glGetDoublei_vEXT GLEW_GET_FUN(__glewGetDoublei_vEXT)
#define glGetFloatIndexedvEXT GLEW_GET_FUN(__glewGetFloatIndexedvEXT)
#define glGetFloati_vEXT GLEW_GET_FUN(__glewGetFloati_vEXT)
#define glGetFramebufferParameterivEXT GLEW_GET_FUN(__glewGetFramebufferParameterivEXT)
#define glGetMultiTexEnvfvEXT GLEW_GET_FUN(__glewGetMultiTexEnvfvEXT)
#define glGetMultiTexEnvivEXT GLEW_GET_FUN(__glewGetMultiTexEnvivEXT)
#define glGetMultiTexGendvEXT GLEW_GET_FUN(__glewGetMultiTexGendvEXT)
#define glGetMultiTexGenfvEXT GLEW_GET_FUN(__glewGetMultiTexGenfvEXT)
#define glGetMultiTexGenivEXT GLEW_GET_FUN(__glewGetMultiTexGenivEXT)
#define glGetMultiTexImageEXT GLEW_GET_FUN(__glewGetMultiTexImageEXT)
#define glGetMultiTexLevelParameterfvEXT GLEW_GET_FUN(__glewGetMultiTexLevelParameterfvEXT)
#define glGetMultiTexLevelParameterivEXT GLEW_GET_FUN(__glewGetMultiTexLevelParameterivEXT)
#define glGetMultiTexParameterIivEXT GLEW_GET_FUN(__glewGetMultiTexParameterIivEXT)
#define glGetMultiTexParameterIuivEXT GLEW_GET_FUN(__glewGetMultiTexParameterIuivEXT)
#define glGetMultiTexParameterfvEXT GLEW_GET_FUN(__glewGetMultiTexParameterfvEXT)
#define glGetMultiTexParameterivEXT GLEW_GET_FUN(__glewGetMultiTexParameterivEXT)
#define glGetNamedBufferParameterivEXT GLEW_GET_FUN(__glewGetNamedBufferParameterivEXT)
#define glGetNamedBufferPointervEXT GLEW_GET_FUN(__glewGetNamedBufferPointervEXT)
#define glGetNamedBufferSubDataEXT GLEW_GET_FUN(__glewGetNamedBufferSubDataEXT)
#define glGetNamedFramebufferAttachmentParameterivEXT GLEW_GET_FUN(__glewGetNamedFramebufferAttachmentParameterivEXT)
#define glGetNamedProgramLocalParameterIivEXT GLEW_GET_FUN(__glewGetNamedProgramLocalParameterIivEXT)
#define glGetNamedProgramLocalParameterIuivEXT GLEW_GET_FUN(__glewGetNamedProgramLocalParameterIuivEXT)
#define glGetNamedProgramLocalParameterdvEXT GLEW_GET_FUN(__glewGetNamedProgramLocalParameterdvEXT)
#define glGetNamedProgramLocalParameterfvEXT GLEW_GET_FUN(__glewGetNamedProgramLocalParameterfvEXT)
#define glGetNamedProgramStringEXT GLEW_GET_FUN(__glewGetNamedProgramStringEXT)
#define glGetNamedProgramivEXT GLEW_GET_FUN(__glewGetNamedProgramivEXT)
#define glGetNamedRenderbufferParameterivEXT GLEW_GET_FUN(__glewGetNamedRenderbufferParameterivEXT)
#define glGetPointerIndexedvEXT GLEW_GET_FUN(__glewGetPointerIndexedvEXT)
#define glGetPointeri_vEXT GLEW_GET_FUN(__glewGetPointeri_vEXT)
#define glGetTextureImageEXT GLEW_GET_FUN(__glewGetTextureImageEXT)
#define glGetTextureLevelParameterfvEXT GLEW_GET_FUN(__glewGetTextureLevelParameterfvEXT)
#define glGetTextureLevelParameterivEXT GLEW_GET_FUN(__glewGetTextureLevelParameterivEXT)
#define glGetTextureParameterIivEXT GLEW_GET_FUN(__glewGetTextureParameterIivEXT)
#define glGetTextureParameterIuivEXT GLEW_GET_FUN(__glewGetTextureParameterIuivEXT)
#define glGetTextureParameterfvEXT GLEW_GET_FUN(__glewGetTextureParameterfvEXT)
#define glGetTextureParameterivEXT GLEW_GET_FUN(__glewGetTextureParameterivEXT)
#define glGetVertexArrayIntegeri_vEXT GLEW_GET_FUN(__glewGetVertexArrayIntegeri_vEXT)
#define glGetVertexArrayIntegervEXT GLEW_GET_FUN(__glewGetVertexArrayIntegervEXT)
#define glGetVertexArrayPointeri_vEXT GLEW_GET_FUN(__glewGetVertexArrayPointeri_vEXT)
#define glGetVertexArrayPointervEXT GLEW_GET_FUN(__glewGetVertexArrayPointervEXT)
#define glMapNamedBufferEXT GLEW_GET_FUN(__glewMapNamedBufferEXT)
#define glMapNamedBufferRangeEXT GLEW_GET_FUN(__glewMapNamedBufferRangeEXT)
#define glMatrixFrustumEXT GLEW_GET_FUN(__glewMatrixFrustumEXT)
#define glMatrixLoadIdentityEXT GLEW_GET_FUN(__glewMatrixLoadIdentityEXT)
#define glMatrixLoadTransposedEXT GLEW_GET_FUN(__glewMatrixLoadTransposedEXT)
#define glMatrixLoadTransposefEXT GLEW_GET_FUN(__glewMatrixLoadTransposefEXT)
#define glMatrixLoaddEXT GLEW_GET_FUN(__glewMatrixLoaddEXT)
#define glMatrixLoadfEXT GLEW_GET_FUN(__glewMatrixLoadfEXT)
#define glMatrixMultTransposedEXT GLEW_GET_FUN(__glewMatrixMultTransposedEXT)
#define glMatrixMultTransposefEXT GLEW_GET_FUN(__glewMatrixMultTransposefEXT)
#define glMatrixMultdEXT GLEW_GET_FUN(__glewMatrixMultdEXT)
#define glMatrixMultfEXT GLEW_GET_FUN(__glewMatrixMultfEXT)
#define glMatrixOrthoEXT GLEW_GET_FUN(__glewMatrixOrthoEXT)
#define glMatrixPopEXT GLEW_GET_FUN(__glewMatrixPopEXT)
#define glMatrixPushEXT GLEW_GET_FUN(__glewMatrixPushEXT)
#define glMatrixRotatedEXT GLEW_GET_FUN(__glewMatrixRotatedEXT)
#define glMatrixRotatefEXT GLEW_GET_FUN(__glewMatrixRotatefEXT)
#define glMatrixScaledEXT GLEW_GET_FUN(__glewMatrixScaledEXT)
#define glMatrixScalefEXT GLEW_GET_FUN(__glewMatrixScalefEXT)
#define glMatrixTranslatedEXT GLEW_GET_FUN(__glewMatrixTranslatedEXT)
#define glMatrixTranslatefEXT GLEW_GET_FUN(__glewMatrixTranslatefEXT)
#define glMultiTexBufferEXT GLEW_GET_FUN(__glewMultiTexBufferEXT)
#define glMultiTexCoordPointerEXT GLEW_GET_FUN(__glewMultiTexCoordPointerEXT)
#define glMultiTexEnvfEXT GLEW_GET_FUN(__glewMultiTexEnvfEXT)
#define glMultiTexEnvfvEXT GLEW_GET_FUN(__glewMultiTexEnvfvEXT)
#define glMultiTexEnviEXT GLEW_GET_FUN(__glewMultiTexEnviEXT)
#define glMultiTexEnvivEXT GLEW_GET_FUN(__glewMultiTexEnvivEXT)
#define glMultiTexGendEXT GLEW_GET_FUN(__glewMultiTexGendEXT)
#define glMultiTexGendvEXT GLEW_GET_FUN(__glewMultiTexGendvEXT)
#define glMultiTexGenfEXT GLEW_GET_FUN(__glewMultiTexGenfEXT)
#define glMultiTexGenfvEXT GLEW_GET_FUN(__glewMultiTexGenfvEXT)
#define glMultiTexGeniEXT GLEW_GET_FUN(__glewMultiTexGeniEXT)
#define glMultiTexGenivEXT GLEW_GET_FUN(__glewMultiTexGenivEXT)
#define glMultiTexImage1DEXT GLEW_GET_FUN(__glewMultiTexImage1DEXT)
#define glMultiTexImage2DEXT GLEW_GET_FUN(__glewMultiTexImage2DEXT)
#define glMultiTexImage3DEXT GLEW_GET_FUN(__glewMultiTexImage3DEXT)
#define glMultiTexParameterIivEXT GLEW_GET_FUN(__glewMultiTexParameterIivEXT)
#define glMultiTexParameterIuivEXT GLEW_GET_FUN(__glewMultiTexParameterIuivEXT)
#define glMultiTexParameterfEXT GLEW_GET_FUN(__glewMultiTexParameterfEXT)
#define glMultiTexParameterfvEXT GLEW_GET_FUN(__glewMultiTexParameterfvEXT)
#define glMultiTexParameteriEXT GLEW_GET_FUN(__glewMultiTexParameteriEXT)
#define glMultiTexParameterivEXT GLEW_GET_FUN(__glewMultiTexParameterivEXT)
#define glMultiTexRenderbufferEXT GLEW_GET_FUN(__glewMultiTexRenderbufferEXT)
#define glMultiTexSubImage1DEXT GLEW_GET_FUN(__glewMultiTexSubImage1DEXT)
#define glMultiTexSubImage2DEXT GLEW_GET_FUN(__glewMultiTexSubImage2DEXT)
#define glMultiTexSubImage3DEXT GLEW_GET_FUN(__glewMultiTexSubImage3DEXT)
#define glNamedBufferDataEXT GLEW_GET_FUN(__glewNamedBufferDataEXT)
#define glNamedBufferSubDataEXT GLEW_GET_FUN(__glewNamedBufferSubDataEXT)
#define glNamedCopyBufferSubDataEXT GLEW_GET_FUN(__glewNamedCopyBufferSubDataEXT)
#define glNamedFramebufferRenderbufferEXT GLEW_GET_FUN(__glewNamedFramebufferRenderbufferEXT)
#define glNamedFramebufferTexture1DEXT GLEW_GET_FUN(__glewNamedFramebufferTexture1DEXT)
#define glNamedFramebufferTexture2DEXT GLEW_GET_FUN(__glewNamedFramebufferTexture2DEXT)
#define glNamedFramebufferTexture3DEXT GLEW_GET_FUN(__glewNamedFramebufferTexture3DEXT)
#define glNamedFramebufferTextureEXT GLEW_GET_FUN(__glewNamedFramebufferTextureEXT)
#define glNamedFramebufferTextureFaceEXT GLEW_GET_FUN(__glewNamedFramebufferTextureFaceEXT)
#define glNamedFramebufferTextureLayerEXT GLEW_GET_FUN(__glewNamedFramebufferTextureLayerEXT)
#define glNamedProgramLocalParameter4dEXT GLEW_GET_FUN(__glewNamedProgramLocalParameter4dEXT)
#define glNamedProgramLocalParameter4dvEXT GLEW_GET_FUN(__glewNamedProgramLocalParameter4dvEXT)
#define glNamedProgramLocalParameter4fEXT GLEW_GET_FUN(__glewNamedProgramLocalParameter4fEXT)
#define glNamedProgramLocalParameter4fvEXT GLEW_GET_FUN(__glewNamedProgramLocalParameter4fvEXT)
#define glNamedProgramLocalParameterI4iEXT GLEW_GET_FUN(__glewNamedProgramLocalParameterI4iEXT)
#define glNamedProgramLocalParameterI4ivEXT GLEW_GET_FUN(__glewNamedProgramLocalParameterI4ivEXT)
#define glNamedProgramLocalParameterI4uiEXT GLEW_GET_FUN(__glewNamedProgramLocalParameterI4uiEXT)
#define glNamedProgramLocalParameterI4uivEXT GLEW_GET_FUN(__glewNamedProgramLocalParameterI4uivEXT)
#define glNamedProgramLocalParameters4fvEXT GLEW_GET_FUN(__glewNamedProgramLocalParameters4fvEXT)
#define glNamedProgramLocalParametersI4ivEXT GLEW_GET_FUN(__glewNamedProgramLocalParametersI4ivEXT)
#define glNamedProgramLocalParametersI4uivEXT GLEW_GET_FUN(__glewNamedProgramLocalParametersI4uivEXT)
#define glNamedProgramStringEXT GLEW_GET_FUN(__glewNamedProgramStringEXT)
#define glNamedRenderbufferStorageEXT GLEW_GET_FUN(__glewNamedRenderbufferStorageEXT)
#define glNamedRenderbufferStorageMultisampleCoverageEXT GLEW_GET_FUN(__glewNamedRenderbufferStorageMultisampleCoverageEXT)
#define glNamedRenderbufferStorageMultisampleEXT GLEW_GET_FUN(__glewNamedRenderbufferStorageMultisampleEXT)
#define glProgramUniform1fEXT GLEW_GET_FUN(__glewProgramUniform1fEXT)
#define glProgramUniform1fvEXT GLEW_GET_FUN(__glewProgramUniform1fvEXT)
#define glProgramUniform1iEXT GLEW_GET_FUN(__glewProgramUniform1iEXT)
#define glProgramUniform1ivEXT GLEW_GET_FUN(__glewProgramUniform1ivEXT)
#define glProgramUniform1uiEXT GLEW_GET_FUN(__glewProgramUniform1uiEXT)
#define glProgramUniform1uivEXT GLEW_GET_FUN(__glewProgramUniform1uivEXT)
#define glProgramUniform2fEXT GLEW_GET_FUN(__glewProgramUniform2fEXT)
#define glProgramUniform2fvEXT GLEW_GET_FUN(__glewProgramUniform2fvEXT)
#define glProgramUniform2iEXT GLEW_GET_FUN(__glewProgramUniform2iEXT)
#define glProgramUniform2ivEXT GLEW_GET_FUN(__glewProgramUniform2ivEXT)
#define glProgramUniform2uiEXT GLEW_GET_FUN(__glewProgramUniform2uiEXT)
#define glProgramUniform2uivEXT GLEW_GET_FUN(__glewProgramUniform2uivEXT)
#define glProgramUniform3fEXT GLEW_GET_FUN(__glewProgramUniform3fEXT)
#define glProgramUniform3fvEXT GLEW_GET_FUN(__glewProgramUniform3fvEXT)
#define glProgramUniform3iEXT GLEW_GET_FUN(__glewProgramUniform3iEXT)
#define glProgramUniform3ivEXT GLEW_GET_FUN(__glewProgramUniform3ivEXT)
#define glProgramUniform3uiEXT GLEW_GET_FUN(__glewProgramUniform3uiEXT)
#define glProgramUniform3uivEXT GLEW_GET_FUN(__glewProgramUniform3uivEXT)
#define glProgramUniform4fEXT GLEW_GET_FUN(__glewProgramUniform4fEXT)
#define glProgramUniform4fvEXT GLEW_GET_FUN(__glewProgramUniform4fvEXT)
#define glProgramUniform4iEXT GLEW_GET_FUN(__glewProgramUniform4iEXT)
#define glProgramUniform4ivEXT GLEW_GET_FUN(__glewProgramUniform4ivEXT)
#define glProgramUniform4uiEXT GLEW_GET_FUN(__glewProgramUniform4uiEXT)
#define glProgramUniform4uivEXT GLEW_GET_FUN(__glewProgramUniform4uivEXT)
#define glProgramUniformMatrix2fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix2fvEXT)
#define glProgramUniformMatrix2x3fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix2x3fvEXT)
#define glProgramUniformMatrix2x4fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix2x4fvEXT)
#define glProgramUniformMatrix3fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix3fvEXT)
#define glProgramUniformMatrix3x2fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix3x2fvEXT)
#define glProgramUniformMatrix3x4fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix3x4fvEXT)
#define glProgramUniformMatrix4fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix4fvEXT)
#define glProgramUniformMatrix4x2fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix4x2fvEXT)
#define glProgramUniformMatrix4x3fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix4x3fvEXT)
#define glPushClientAttribDefaultEXT GLEW_GET_FUN(__glewPushClientAttribDefaultEXT)
#define glTextureBufferEXT GLEW_GET_FUN(__glewTextureBufferEXT)
#define glTextureImage1DEXT GLEW_GET_FUN(__glewTextureImage1DEXT)
#define glTextureImage2DEXT GLEW_GET_FUN(__glewTextureImage2DEXT)
#define glTextureImage3DEXT GLEW_GET_FUN(__glewTextureImage3DEXT)
#define glTextureParameterIivEXT GLEW_GET_FUN(__glewTextureParameterIivEXT)
#define glTextureParameterIuivEXT GLEW_GET_FUN(__glewTextureParameterIuivEXT)
#define glTextureParameterfEXT GLEW_GET_FUN(__glewTextureParameterfEXT)
#define glTextureParameterfvEXT GLEW_GET_FUN(__glewTextureParameterfvEXT)
#define glTextureParameteriEXT GLEW_GET_FUN(__glewTextureParameteriEXT)
#define glTextureParameterivEXT GLEW_GET_FUN(__glewTextureParameterivEXT)
#define glTextureRenderbufferEXT GLEW_GET_FUN(__glewTextureRenderbufferEXT)
#define glTextureSubImage1DEXT GLEW_GET_FUN(__glewTextureSubImage1DEXT)
#define glTextureSubImage2DEXT GLEW_GET_FUN(__glewTextureSubImage2DEXT)
#define glTextureSubImage3DEXT GLEW_GET_FUN(__glewTextureSubImage3DEXT)
#define glUnmapNamedBufferEXT GLEW_GET_FUN(__glewUnmapNamedBufferEXT)
#define glVertexArrayColorOffsetEXT GLEW_GET_FUN(__glewVertexArrayColorOffsetEXT)
#define glVertexArrayEdgeFlagOffsetEXT GLEW_GET_FUN(__glewVertexArrayEdgeFlagOffsetEXT)
#define glVertexArrayFogCoordOffsetEXT GLEW_GET_FUN(__glewVertexArrayFogCoordOffsetEXT)
#define glVertexArrayIndexOffsetEXT GLEW_GET_FUN(__glewVertexArrayIndexOffsetEXT)
#define glVertexArrayMultiTexCoordOffsetEXT GLEW_GET_FUN(__glewVertexArrayMultiTexCoordOffsetEXT)
#define glVertexArrayNormalOffsetEXT GLEW_GET_FUN(__glewVertexArrayNormalOffsetEXT)
#define glVertexArraySecondaryColorOffsetEXT GLEW_GET_FUN(__glewVertexArraySecondaryColorOffsetEXT)
#define glVertexArrayTexCoordOffsetEXT GLEW_GET_FUN(__glewVertexArrayTexCoordOffsetEXT)
#define glVertexArrayVertexAttribIOffsetEXT GLEW_GET_FUN(__glewVertexArrayVertexAttribIOffsetEXT)
#define glVertexArrayVertexAttribOffsetEXT GLEW_GET_FUN(__glewVertexArrayVertexAttribOffsetEXT)
#define glVertexArrayVertexOffsetEXT GLEW_GET_FUN(__glewVertexArrayVertexOffsetEXT)
#define GLEW_EXT_direct_state_access GLEW_GET_VAR(__GLEW_EXT_direct_state_access)
#endif /* GL_EXT_direct_state_access */
/* -------------------------- GL_EXT_draw_buffers2 ------------------------- */
#ifndef GL_EXT_draw_buffers2
#define GL_EXT_draw_buffers2 1
typedef void (GLAPIENTRY * PFNGLCOLORMASKINDEXEDEXTPROC) (GLuint buf, GLboolean r, GLboolean g, GLboolean b, GLboolean a);
typedef void (GLAPIENTRY * PFNGLDISABLEINDEXEDEXTPROC) (GLenum target, GLuint index);
typedef void (GLAPIENTRY * PFNGLENABLEINDEXEDEXTPROC) (GLenum target, GLuint index);
typedef void (GLAPIENTRY * PFNGLGETBOOLEANINDEXEDVEXTPROC) (GLenum value, GLuint index, GLboolean* data);
typedef void (GLAPIENTRY * PFNGLGETINTEGERINDEXEDVEXTPROC) (GLenum value, GLuint index, GLint* data);
typedef GLboolean (GLAPIENTRY * PFNGLISENABLEDINDEXEDEXTPROC) (GLenum target, GLuint index);
#define glColorMaskIndexedEXT GLEW_GET_FUN(__glewColorMaskIndexedEXT)
#define glDisableIndexedEXT GLEW_GET_FUN(__glewDisableIndexedEXT)
#define glEnableIndexedEXT GLEW_GET_FUN(__glewEnableIndexedEXT)
#define glGetBooleanIndexedvEXT GLEW_GET_FUN(__glewGetBooleanIndexedvEXT)
#define glGetIntegerIndexedvEXT GLEW_GET_FUN(__glewGetIntegerIndexedvEXT)
#define glIsEnabledIndexedEXT GLEW_GET_FUN(__glewIsEnabledIndexedEXT)
#define GLEW_EXT_draw_buffers2 GLEW_GET_VAR(__GLEW_EXT_draw_buffers2)
#endif /* GL_EXT_draw_buffers2 */
/* ------------------------- GL_EXT_draw_instanced ------------------------- */
#ifndef GL_EXT_draw_instanced
#define GL_EXT_draw_instanced 1
typedef void (GLAPIENTRY * PFNGLDRAWARRAYSINSTANCEDEXTPROC) (GLenum mode, GLint start, GLsizei count, GLsizei primcount);
typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDEXTPROC) (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei primcount);
#define glDrawArraysInstancedEXT GLEW_GET_FUN(__glewDrawArraysInstancedEXT)
#define glDrawElementsInstancedEXT GLEW_GET_FUN(__glewDrawElementsInstancedEXT)
#define GLEW_EXT_draw_instanced GLEW_GET_VAR(__GLEW_EXT_draw_instanced)
#endif /* GL_EXT_draw_instanced */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* ----------------------- GL_EXT_draw_range_elements ---------------------- */
#ifndef GL_EXT_draw_range_elements
#define GL_EXT_draw_range_elements 1
#define GL_MAX_ELEMENTS_VERTICES_EXT 0x80E8
#define GL_MAX_ELEMENTS_INDICES_EXT 0x80E9
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
typedef void (GLAPIENTRY * PFNGLDRAWRANGEELEMENTSEXTPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices);
#define glDrawRangeElementsEXT GLEW_GET_FUN(__glewDrawRangeElementsEXT)
#define GLEW_EXT_draw_range_elements GLEW_GET_VAR(__GLEW_EXT_draw_range_elements)
#endif /* GL_EXT_draw_range_elements */
/* ---------------------------- GL_EXT_fog_coord --------------------------- */
#ifndef GL_EXT_fog_coord
#define GL_EXT_fog_coord 1
#define GL_FOG_COORDINATE_SOURCE_EXT 0x8450
#define GL_FOG_COORDINATE_EXT 0x8451
#define GL_FRAGMENT_DEPTH_EXT 0x8452
#define GL_CURRENT_FOG_COORDINATE_EXT 0x8453
#define GL_FOG_COORDINATE_ARRAY_TYPE_EXT 0x8454
#define GL_FOG_COORDINATE_ARRAY_STRIDE_EXT 0x8455
#define GL_FOG_COORDINATE_ARRAY_POINTER_EXT 0x8456
#define GL_FOG_COORDINATE_ARRAY_EXT 0x8457
typedef void (GLAPIENTRY * PFNGLFOGCOORDPOINTEREXTPROC) (GLenum type, GLsizei stride, const GLvoid *pointer);
typedef void (GLAPIENTRY * PFNGLFOGCOORDDEXTPROC) (GLdouble coord);
typedef void (GLAPIENTRY * PFNGLFOGCOORDDVEXTPROC) (const GLdouble *coord);
typedef void (GLAPIENTRY * PFNGLFOGCOORDFEXTPROC) (GLfloat coord);
typedef void (GLAPIENTRY * PFNGLFOGCOORDFVEXTPROC) (const GLfloat *coord);
#define glFogCoordPointerEXT GLEW_GET_FUN(__glewFogCoordPointerEXT)
#define glFogCoorddEXT GLEW_GET_FUN(__glewFogCoorddEXT)
#define glFogCoorddvEXT GLEW_GET_FUN(__glewFogCoorddvEXT)
#define glFogCoordfEXT GLEW_GET_FUN(__glewFogCoordfEXT)
#define glFogCoordfvEXT GLEW_GET_FUN(__glewFogCoordfvEXT)
#define GLEW_EXT_fog_coord GLEW_GET_VAR(__GLEW_EXT_fog_coord)
#endif /* GL_EXT_fog_coord */
/* ------------------------ GL_EXT_fragment_lighting ----------------------- */
#ifndef GL_EXT_fragment_lighting
#define GL_EXT_fragment_lighting 1
#define GL_FRAGMENT_LIGHTING_EXT 0x8400
#define GL_FRAGMENT_COLOR_MATERIAL_EXT 0x8401
#define GL_FRAGMENT_COLOR_MATERIAL_FACE_EXT 0x8402
#define GL_FRAGMENT_COLOR_MATERIAL_PARAMETER_EXT 0x8403
#define GL_MAX_FRAGMENT_LIGHTS_EXT 0x8404
#define GL_MAX_ACTIVE_LIGHTS_EXT 0x8405
#define GL_CURRENT_RASTER_NORMAL_EXT 0x8406
#define GL_LIGHT_ENV_MODE_EXT 0x8407
#define GL_FRAGMENT_LIGHT_MODEL_LOCAL_VIEWER_EXT 0x8408
#define GL_FRAGMENT_LIGHT_MODEL_TWO_SIDE_EXT 0x8409
#define GL_FRAGMENT_LIGHT_MODEL_AMBIENT_EXT 0x840A
#define GL_FRAGMENT_LIGHT_MODEL_NORMAL_INTERPOLATION_EXT 0x840B
#define GL_FRAGMENT_LIGHT0_EXT 0x840C
#define GL_FRAGMENT_LIGHT7_EXT 0x8413
typedef void (GLAPIENTRY * PFNGLFRAGMENTCOLORMATERIALEXTPROC) (GLenum face, GLenum mode);
typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELFEXTPROC) (GLenum pname, GLfloat param);
typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELFVEXTPROC) (GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELIEXTPROC) (GLenum pname, GLint param);
typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELIVEXTPROC) (GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTFEXTPROC) (GLenum light, GLenum pname, GLfloat param);
typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTFVEXTPROC) (GLenum light, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTIEXTPROC) (GLenum light, GLenum pname, GLint param);
typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTIVEXTPROC) (GLenum light, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALFEXTPROC) (GLenum face, GLenum pname, const GLfloat param);
typedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALFVEXTPROC) (GLenum face, GLenum pname, const GLfloat* params);
typedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALIEXTPROC) (GLenum face, GLenum pname, const GLint param);
typedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALIVEXTPROC) (GLenum face, GLenum pname, const GLint* params);
typedef void (GLAPIENTRY * PFNGLGETFRAGMENTLIGHTFVEXTPROC) (GLenum light, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETFRAGMENTLIGHTIVEXTPROC) (GLenum light, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETFRAGMENTMATERIALFVEXTPROC) (GLenum face, GLenum pname, const GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETFRAGMENTMATERIALIVEXTPROC) (GLenum face, GLenum pname, const GLint* params);
typedef void (GLAPIENTRY * PFNGLLIGHTENVIEXTPROC) (GLenum pname, GLint param);
#define glFragmentColorMaterialEXT GLEW_GET_FUN(__glewFragmentColorMaterialEXT)
#define glFragmentLightModelfEXT GLEW_GET_FUN(__glewFragmentLightModelfEXT)
#define glFragmentLightModelfvEXT GLEW_GET_FUN(__glewFragmentLightModelfvEXT)
#define glFragmentLightModeliEXT GLEW_GET_FUN(__glewFragmentLightModeliEXT)
#define glFragmentLightModelivEXT GLEW_GET_FUN(__glewFragmentLightModelivEXT)
#define glFragmentLightfEXT GLEW_GET_FUN(__glewFragmentLightfEXT)
#define glFragmentLightfvEXT GLEW_GET_FUN(__glewFragmentLightfvEXT)
#define glFragmentLightiEXT GLEW_GET_FUN(__glewFragmentLightiEXT)
#define glFragmentLightivEXT GLEW_GET_FUN(__glewFragmentLightivEXT)
#define glFragmentMaterialfEXT GLEW_GET_FUN(__glewFragmentMaterialfEXT)
#define glFragmentMaterialfvEXT GLEW_GET_FUN(__glewFragmentMaterialfvEXT)
#define glFragmentMaterialiEXT GLEW_GET_FUN(__glewFragmentMaterialiEXT)
#define glFragmentMaterialivEXT GLEW_GET_FUN(__glewFragmentMaterialivEXT)
#define glGetFragmentLightfvEXT GLEW_GET_FUN(__glewGetFragmentLightfvEXT)
#define glGetFragmentLightivEXT GLEW_GET_FUN(__glewGetFragmentLightivEXT)
#define glGetFragmentMaterialfvEXT GLEW_GET_FUN(__glewGetFragmentMaterialfvEXT)
#define glGetFragmentMaterialivEXT GLEW_GET_FUN(__glewGetFragmentMaterialivEXT)
#define glLightEnviEXT GLEW_GET_FUN(__glewLightEnviEXT)
#define GLEW_EXT_fragment_lighting GLEW_GET_VAR(__GLEW_EXT_fragment_lighting)
#endif /* GL_EXT_fragment_lighting */
/* ------------------------ GL_EXT_framebuffer_blit ------------------------ */
#ifndef GL_EXT_framebuffer_blit
#define GL_EXT_framebuffer_blit 1
#define GL_DRAW_FRAMEBUFFER_BINDING_EXT 0x8CA6
#define GL_READ_FRAMEBUFFER_EXT 0x8CA8
#define GL_DRAW_FRAMEBUFFER_EXT 0x8CA9
#define GL_READ_FRAMEBUFFER_BINDING_EXT 0x8CAA
typedef void (GLAPIENTRY * PFNGLBLITFRAMEBUFFEREXTPROC) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
#define glBlitFramebufferEXT GLEW_GET_FUN(__glewBlitFramebufferEXT)
#define GLEW_EXT_framebuffer_blit GLEW_GET_VAR(__GLEW_EXT_framebuffer_blit)
#endif /* GL_EXT_framebuffer_blit */
/* --------------------- GL_EXT_framebuffer_multisample -------------------- */
#ifndef GL_EXT_framebuffer_multisample
#define GL_EXT_framebuffer_multisample 1
#define GL_RENDERBUFFER_SAMPLES_EXT 0x8CAB
#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT 0x8D56
#define GL_MAX_SAMPLES_EXT 0x8D57
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
typedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
#define glRenderbufferStorageMultisampleEXT GLEW_GET_FUN(__glewRenderbufferStorageMultisampleEXT)
#define GLEW_EXT_framebuffer_multisample GLEW_GET_VAR(__GLEW_EXT_framebuffer_multisample)
#endif /* GL_EXT_framebuffer_multisample */
/* --------------- GL_EXT_framebuffer_multisample_blit_scaled -------------- */
#ifndef GL_EXT_framebuffer_multisample_blit_scaled
#define GL_EXT_framebuffer_multisample_blit_scaled 1
#define GL_SCALED_RESOLVE_FASTEST_EXT 0x90BA
#define GL_SCALED_RESOLVE_NICEST_EXT 0x90BB
#define GLEW_EXT_framebuffer_multisample_blit_scaled GLEW_GET_VAR(__GLEW_EXT_framebuffer_multisample_blit_scaled)
#endif /* GL_EXT_framebuffer_multisample_blit_scaled */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* ----------------------- GL_EXT_framebuffer_object ----------------------- */
#ifndef GL_EXT_framebuffer_object
#define GL_EXT_framebuffer_object 1
#define GL_INVALID_FRAMEBUFFER_OPERATION_EXT 0x0506
#define GL_MAX_RENDERBUFFER_SIZE_EXT 0x84E8
#define GL_FRAMEBUFFER_BINDING_EXT 0x8CA6
#define GL_RENDERBUFFER_BINDING_EXT 0x8CA7
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE_EXT 0x8CD0
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT 0x8CD1
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL_EXT 0x8CD2
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE_EXT 0x8CD3
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_EXT 0x8CD4
#define GL_FRAMEBUFFER_COMPLETE_EXT 0x8CD5
#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT 0x8CD6
#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT 0x8CD7
#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT 0x8CD9
#define GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT 0x8CDA
#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT 0x8CDB
#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT 0x8CDC
#define GL_FRAMEBUFFER_UNSUPPORTED_EXT 0x8CDD
#define GL_MAX_COLOR_ATTACHMENTS_EXT 0x8CDF
#define GL_COLOR_ATTACHMENT0_EXT 0x8CE0
#define GL_COLOR_ATTACHMENT1_EXT 0x8CE1
#define GL_COLOR_ATTACHMENT2_EXT 0x8CE2
#define GL_COLOR_ATTACHMENT3_EXT 0x8CE3
#define GL_COLOR_ATTACHMENT4_EXT 0x8CE4
#define GL_COLOR_ATTACHMENT5_EXT 0x8CE5
#define GL_COLOR_ATTACHMENT6_EXT 0x8CE6
#define GL_COLOR_ATTACHMENT7_EXT 0x8CE7
#define GL_COLOR_ATTACHMENT8_EXT 0x8CE8
#define GL_COLOR_ATTACHMENT9_EXT 0x8CE9
#define GL_COLOR_ATTACHMENT10_EXT 0x8CEA
#define GL_COLOR_ATTACHMENT11_EXT 0x8CEB
#define GL_COLOR_ATTACHMENT12_EXT 0x8CEC
#define GL_COLOR_ATTACHMENT13_EXT 0x8CED
#define GL_COLOR_ATTACHMENT14_EXT 0x8CEE
#define GL_COLOR_ATTACHMENT15_EXT 0x8CEF
#define GL_DEPTH_ATTACHMENT_EXT 0x8D00
#define GL_STENCIL_ATTACHMENT_EXT 0x8D20
#define GL_FRAMEBUFFER_EXT 0x8D40
#define GL_RENDERBUFFER_EXT 0x8D41
#define GL_RENDERBUFFER_WIDTH_EXT 0x8D42
#define GL_RENDERBUFFER_HEIGHT_EXT 0x8D43
#define GL_RENDERBUFFER_INTERNAL_FORMAT_EXT 0x8D44
#define GL_STENCIL_INDEX1_EXT 0x8D46
#define GL_STENCIL_INDEX4_EXT 0x8D47
#define GL_STENCIL_INDEX8_EXT 0x8D48
#define GL_STENCIL_INDEX16_EXT 0x8D49
#define GL_RENDERBUFFER_RED_SIZE_EXT 0x8D50
#define GL_RENDERBUFFER_GREEN_SIZE_EXT 0x8D51
#define GL_RENDERBUFFER_BLUE_SIZE_EXT 0x8D52
#define GL_RENDERBUFFER_ALPHA_SIZE_EXT 0x8D53
#define GL_RENDERBUFFER_DEPTH_SIZE_EXT 0x8D54
#define GL_RENDERBUFFER_STENCIL_SIZE_EXT 0x8D55
typedef void (GLAPIENTRY * PFNGLBINDFRAMEBUFFEREXTPROC) (GLenum target, GLuint framebuffer);
typedef void (GLAPIENTRY * PFNGLBINDRENDERBUFFEREXTPROC) (GLenum target, GLuint renderbuffer);
typedef GLenum (GLAPIENTRY * PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC) (GLenum target);
typedef void (GLAPIENTRY * PFNGLDELETEFRAMEBUFFERSEXTPROC) (GLsizei n, const GLuint* framebuffers);
typedef void (GLAPIENTRY * PFNGLDELETERENDERBUFFERSEXTPROC) (GLsizei n, const GLuint* renderbuffers);
typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC) (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURE1DEXTPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURE2DEXTPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURE3DEXTPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset);
typedef void (GLAPIENTRY * PFNGLGENFRAMEBUFFERSEXTPROC) (GLsizei n, GLuint* framebuffers);
typedef void (GLAPIENTRY * PFNGLGENRENDERBUFFERSEXTPROC) (GLsizei n, GLuint* renderbuffers);
typedef void (GLAPIENTRY * PFNGLGENERATEMIPMAPEXTPROC) (GLenum target);
typedef void (GLAPIENTRY * PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC) (GLenum target, GLenum attachment, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint* params);
typedef GLboolean (GLAPIENTRY * PFNGLISFRAMEBUFFEREXTPROC) (GLuint framebuffer);
typedef GLboolean (GLAPIENTRY * PFNGLISRENDERBUFFEREXTPROC) (GLuint renderbuffer);
typedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
#define glBindFramebufferEXT GLEW_GET_FUN(__glewBindFramebufferEXT)
#define glBindRenderbufferEXT GLEW_GET_FUN(__glewBindRenderbufferEXT)
#define glCheckFramebufferStatusEXT GLEW_GET_FUN(__glewCheckFramebufferStatusEXT)
#define glDeleteFramebuffersEXT GLEW_GET_FUN(__glewDeleteFramebuffersEXT)
#define glDeleteRenderbuffersEXT GLEW_GET_FUN(__glewDeleteRenderbuffersEXT)
#define glFramebufferRenderbufferEXT GLEW_GET_FUN(__glewFramebufferRenderbufferEXT)
#define glFramebufferTexture1DEXT GLEW_GET_FUN(__glewFramebufferTexture1DEXT)
#define glFramebufferTexture2DEXT GLEW_GET_FUN(__glewFramebufferTexture2DEXT)
#define glFramebufferTexture3DEXT GLEW_GET_FUN(__glewFramebufferTexture3DEXT)
#define glGenFramebuffersEXT GLEW_GET_FUN(__glewGenFramebuffersEXT)
#define glGenRenderbuffersEXT GLEW_GET_FUN(__glewGenRenderbuffersEXT)
#define glGenerateMipmapEXT GLEW_GET_FUN(__glewGenerateMipmapEXT)
#define glGetFramebufferAttachmentParameterivEXT GLEW_GET_FUN(__glewGetFramebufferAttachmentParameterivEXT)
#define glGetRenderbufferParameterivEXT GLEW_GET_FUN(__glewGetRenderbufferParameterivEXT)
#define glIsFramebufferEXT GLEW_GET_FUN(__glewIsFramebufferEXT)
#define glIsRenderbufferEXT GLEW_GET_FUN(__glewIsRenderbufferEXT)
#define glRenderbufferStorageEXT GLEW_GET_FUN(__glewRenderbufferStorageEXT)
#define GLEW_EXT_framebuffer_object GLEW_GET_VAR(__GLEW_EXT_framebuffer_object)
#endif /* GL_EXT_framebuffer_object */
/* ------------------------ GL_EXT_framebuffer_sRGB ------------------------ */
#ifndef GL_EXT_framebuffer_sRGB
#define GL_EXT_framebuffer_sRGB 1
#define GL_FRAMEBUFFER_SRGB_EXT 0x8DB9
#define GL_FRAMEBUFFER_SRGB_CAPABLE_EXT 0x8DBA
#define GLEW_EXT_framebuffer_sRGB GLEW_GET_VAR(__GLEW_EXT_framebuffer_sRGB)
#endif /* GL_EXT_framebuffer_sRGB */
/* ------------------------ GL_EXT_geometry_shader4 ------------------------ */
#ifndef GL_EXT_geometry_shader4
#define GL_EXT_geometry_shader4 1
#define GL_LINES_ADJACENCY_EXT 0xA
#define GL_LINE_STRIP_ADJACENCY_EXT 0xB
#define GL_TRIANGLES_ADJACENCY_EXT 0xC
#define GL_TRIANGLE_STRIP_ADJACENCY_EXT 0xD
#define GL_PROGRAM_POINT_SIZE_EXT 0x8642
#define GL_MAX_VARYING_COMPONENTS_EXT 0x8B4B
#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT 0x8C29
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_EXT 0x8CD4
#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_EXT 0x8DA7
#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT 0x8DA8
#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_EXT 0x8DA9
#define GL_GEOMETRY_SHADER_EXT 0x8DD9
#define GL_GEOMETRY_VERTICES_OUT_EXT 0x8DDA
#define GL_GEOMETRY_INPUT_TYPE_EXT 0x8DDB
#define GL_GEOMETRY_OUTPUT_TYPE_EXT 0x8DDC
#define GL_MAX_GEOMETRY_VARYING_COMPONENTS_EXT 0x8DDD
#define GL_MAX_VERTEX_VARYING_COMPONENTS_EXT 0x8DDE
#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT 0x8DDF
#define GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT 0x8DE0
#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT 0x8DE1
typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTUREEXTPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level);
typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTUREFACEEXTPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLenum face);
typedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETERIEXTPROC) (GLuint program, GLenum pname, GLint value);
#define glFramebufferTextureEXT GLEW_GET_FUN(__glewFramebufferTextureEXT)
#define glFramebufferTextureFaceEXT GLEW_GET_FUN(__glewFramebufferTextureFaceEXT)
#define glProgramParameteriEXT GLEW_GET_FUN(__glewProgramParameteriEXT)
#define GLEW_EXT_geometry_shader4 GLEW_GET_VAR(__GLEW_EXT_geometry_shader4)
#endif /* GL_EXT_geometry_shader4 */
/* --------------------- GL_EXT_gpu_program_parameters --------------------- */
#ifndef GL_EXT_gpu_program_parameters
#define GL_EXT_gpu_program_parameters 1
typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETERS4FVEXTPROC) (GLenum target, GLuint index, GLsizei count, const GLfloat* params);
typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETERS4FVEXTPROC) (GLenum target, GLuint index, GLsizei count, const GLfloat* params);
#define glProgramEnvParameters4fvEXT GLEW_GET_FUN(__glewProgramEnvParameters4fvEXT)
#define glProgramLocalParameters4fvEXT GLEW_GET_FUN(__glewProgramLocalParameters4fvEXT)
#define GLEW_EXT_gpu_program_parameters GLEW_GET_VAR(__GLEW_EXT_gpu_program_parameters)
#endif /* GL_EXT_gpu_program_parameters */
/* --------------------------- GL_EXT_gpu_shader4 -------------------------- */
#ifndef GL_EXT_gpu_shader4
#define GL_EXT_gpu_shader4 1
#define GL_VERTEX_ATTRIB_ARRAY_INTEGER_EXT 0x88FD
#define GL_SAMPLER_1D_ARRAY_EXT 0x8DC0
#define GL_SAMPLER_2D_ARRAY_EXT 0x8DC1
#define GL_SAMPLER_BUFFER_EXT 0x8DC2
#define GL_SAMPLER_1D_ARRAY_SHADOW_EXT 0x8DC3
#define GL_SAMPLER_2D_ARRAY_SHADOW_EXT 0x8DC4
#define GL_SAMPLER_CUBE_SHADOW_EXT 0x8DC5
#define GL_UNSIGNED_INT_VEC2_EXT 0x8DC6
#define GL_UNSIGNED_INT_VEC3_EXT 0x8DC7
#define GL_UNSIGNED_INT_VEC4_EXT 0x8DC8
#define GL_INT_SAMPLER_1D_EXT 0x8DC9
#define GL_INT_SAMPLER_2D_EXT 0x8DCA
#define GL_INT_SAMPLER_3D_EXT 0x8DCB
#define GL_INT_SAMPLER_CUBE_EXT 0x8DCC
#define GL_INT_SAMPLER_2D_RECT_EXT 0x8DCD
#define GL_INT_SAMPLER_1D_ARRAY_EXT 0x8DCE
#define GL_INT_SAMPLER_2D_ARRAY_EXT 0x8DCF
#define GL_INT_SAMPLER_BUFFER_EXT 0x8DD0
#define GL_UNSIGNED_INT_SAMPLER_1D_EXT 0x8DD1
#define GL_UNSIGNED_INT_SAMPLER_2D_EXT 0x8DD2
#define GL_UNSIGNED_INT_SAMPLER_3D_EXT 0x8DD3
#define GL_UNSIGNED_INT_SAMPLER_CUBE_EXT 0x8DD4
#define GL_UNSIGNED_INT_SAMPLER_2D_RECT_EXT 0x8DD5
#define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY_EXT 0x8DD6
#define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY_EXT 0x8DD7
#define GL_UNSIGNED_INT_SAMPLER_BUFFER_EXT 0x8DD8
typedef void (GLAPIENTRY * PFNGLBINDFRAGDATALOCATIONEXTPROC) (GLuint program, GLuint color, const GLchar *name);
typedef GLint (GLAPIENTRY * PFNGLGETFRAGDATALOCATIONEXTPROC) (GLuint program, const GLchar *name);
typedef void (GLAPIENTRY * PFNGLGETUNIFORMUIVEXTPROC) (GLuint program, GLint location, GLuint *params);
typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBIIVEXTPROC) (GLuint index, GLenum pname, GLint *params);
typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBIUIVEXTPROC) (GLuint index, GLenum pname, GLuint *params);
typedef void (GLAPIENTRY * PFNGLUNIFORM1UIEXTPROC) (GLint location, GLuint v0);
typedef void (GLAPIENTRY * PFNGLUNIFORM1UIVEXTPROC) (GLint location, GLsizei count, const GLuint *value);
typedef void (GLAPIENTRY * PFNGLUNIFORM2UIEXTPROC) (GLint location, GLuint v0, GLuint v1);
typedef void (GLAPIENTRY * PFNGLUNIFORM2UIVEXTPROC) (GLint location, GLsizei count, const GLuint *value);
typedef void (GLAPIENTRY * PFNGLUNIFORM3UIEXTPROC) (GLint location, GLuint v0, GLuint v1, GLuint v2);
typedef void (GLAPIENTRY * PFNGLUNIFORM3UIVEXTPROC) (GLint location, GLsizei count, const GLuint *value);
typedef void (GLAPIENTRY * PFNGLUNIFORM4UIEXTPROC) (GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
typedef void (GLAPIENTRY * PFNGLUNIFORM4UIVEXTPROC) (GLint location, GLsizei count, const GLuint *value);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1IEXTPROC) (GLuint index, GLint x);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1IVEXTPROC) (GLuint index, const GLint *v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1UIEXTPROC) (GLuint index, GLuint x);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1UIVEXTPROC) (GLuint index, const GLuint *v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2IEXTPROC) (GLuint index, GLint x, GLint y);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2IVEXTPROC) (GLuint index, const GLint *v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2UIEXTPROC) (GLuint index, GLuint x, GLuint y);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2UIVEXTPROC) (GLuint index, const GLuint *v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3IEXTPROC) (GLuint index, GLint x, GLint y, GLint z);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3IVEXTPROC) (GLuint index, const GLint *v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3UIEXTPROC) (GLuint index, GLuint x, GLuint y, GLuint z);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3UIVEXTPROC) (GLuint index, const GLuint *v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4BVEXTPROC) (GLuint index, const GLbyte *v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4IEXTPROC) (GLuint index, GLint x, GLint y, GLint z, GLint w);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4IVEXTPROC) (GLuint index, const GLint *v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4SVEXTPROC) (GLuint index, const GLshort *v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4UBVEXTPROC) (GLuint index, const GLubyte *v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4UIEXTPROC) (GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4UIVEXTPROC) (GLuint index, const GLuint *v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4USVEXTPROC) (GLuint index, const GLushort *v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBIPOINTEREXTPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
#define glBindFragDataLocationEXT GLEW_GET_FUN(__glewBindFragDataLocationEXT)
#define glGetFragDataLocationEXT GLEW_GET_FUN(__glewGetFragDataLocationEXT)
#define glGetUniformuivEXT GLEW_GET_FUN(__glewGetUniformuivEXT)
#define glGetVertexAttribIivEXT GLEW_GET_FUN(__glewGetVertexAttribIivEXT)
#define glGetVertexAttribIuivEXT GLEW_GET_FUN(__glewGetVertexAttribIuivEXT)
#define glUniform1uiEXT GLEW_GET_FUN(__glewUniform1uiEXT)
#define glUniform1uivEXT GLEW_GET_FUN(__glewUniform1uivEXT)
#define glUniform2uiEXT GLEW_GET_FUN(__glewUniform2uiEXT)
#define glUniform2uivEXT GLEW_GET_FUN(__glewUniform2uivEXT)
#define glUniform3uiEXT GLEW_GET_FUN(__glewUniform3uiEXT)
#define glUniform3uivEXT GLEW_GET_FUN(__glewUniform3uivEXT)
#define glUniform4uiEXT GLEW_GET_FUN(__glewUniform4uiEXT)
#define glUniform4uivEXT GLEW_GET_FUN(__glewUniform4uivEXT)
#define glVertexAttribI1iEXT GLEW_GET_FUN(__glewVertexAttribI1iEXT)
#define glVertexAttribI1ivEXT GLEW_GET_FUN(__glewVertexAttribI1ivEXT)
#define glVertexAttribI1uiEXT GLEW_GET_FUN(__glewVertexAttribI1uiEXT)
#define glVertexAttribI1uivEXT GLEW_GET_FUN(__glewVertexAttribI1uivEXT)
#define glVertexAttribI2iEXT GLEW_GET_FUN(__glewVertexAttribI2iEXT)
#define glVertexAttribI2ivEXT GLEW_GET_FUN(__glewVertexAttribI2ivEXT)
#define glVertexAttribI2uiEXT GLEW_GET_FUN(__glewVertexAttribI2uiEXT)
#define glVertexAttribI2uivEXT GLEW_GET_FUN(__glewVertexAttribI2uivEXT)
#define glVertexAttribI3iEXT GLEW_GET_FUN(__glewVertexAttribI3iEXT)
#define glVertexAttribI3ivEXT GLEW_GET_FUN(__glewVertexAttribI3ivEXT)
#define glVertexAttribI3uiEXT GLEW_GET_FUN(__glewVertexAttribI3uiEXT)
#define glVertexAttribI3uivEXT GLEW_GET_FUN(__glewVertexAttribI3uivEXT)
#define glVertexAttribI4bvEXT GLEW_GET_FUN(__glewVertexAttribI4bvEXT)
#define glVertexAttribI4iEXT GLEW_GET_FUN(__glewVertexAttribI4iEXT)
#define glVertexAttribI4ivEXT GLEW_GET_FUN(__glewVertexAttribI4ivEXT)
#define glVertexAttribI4svEXT GLEW_GET_FUN(__glewVertexAttribI4svEXT)
#define glVertexAttribI4ubvEXT GLEW_GET_FUN(__glewVertexAttribI4ubvEXT)
#define glVertexAttribI4uiEXT GLEW_GET_FUN(__glewVertexAttribI4uiEXT)
#define glVertexAttribI4uivEXT GLEW_GET_FUN(__glewVertexAttribI4uivEXT)
#define glVertexAttribI4usvEXT GLEW_GET_FUN(__glewVertexAttribI4usvEXT)
#define glVertexAttribIPointerEXT GLEW_GET_FUN(__glewVertexAttribIPointerEXT)
#define GLEW_EXT_gpu_shader4 GLEW_GET_VAR(__GLEW_EXT_gpu_shader4)
#endif /* GL_EXT_gpu_shader4 */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* ---------------------------- GL_EXT_histogram --------------------------- */
#ifndef GL_EXT_histogram
#define GL_EXT_histogram 1
#define GL_HISTOGRAM_EXT 0x8024
#define GL_PROXY_HISTOGRAM_EXT 0x8025
#define GL_HISTOGRAM_WIDTH_EXT 0x8026
#define GL_HISTOGRAM_FORMAT_EXT 0x8027
#define GL_HISTOGRAM_RED_SIZE_EXT 0x8028
#define GL_HISTOGRAM_GREEN_SIZE_EXT 0x8029
#define GL_HISTOGRAM_BLUE_SIZE_EXT 0x802A
#define GL_HISTOGRAM_ALPHA_SIZE_EXT 0x802B
#define GL_HISTOGRAM_LUMINANCE_SIZE_EXT 0x802C
#define GL_HISTOGRAM_SINK_EXT 0x802D
#define GL_MINMAX_EXT 0x802E
#define GL_MINMAX_FORMAT_EXT 0x802F
#define GL_MINMAX_SINK_EXT 0x8030
typedef void (GLAPIENTRY * PFNGLGETHISTOGRAMEXTPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, void* values);
typedef void (GLAPIENTRY * PFNGLGETHISTOGRAMPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETHISTOGRAMPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETMINMAXEXTPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, void* values);
typedef void (GLAPIENTRY * PFNGLGETMINMAXPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETMINMAXPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLHISTOGRAMEXTPROC) (GLenum target, GLsizei width, GLenum internalformat, GLboolean sink);
typedef void (GLAPIENTRY * PFNGLMINMAXEXTPROC) (GLenum target, GLenum internalformat, GLboolean sink);
typedef void (GLAPIENTRY * PFNGLRESETHISTOGRAMEXTPROC) (GLenum target);
typedef void (GLAPIENTRY * PFNGLRESETMINMAXEXTPROC) (GLenum target);
#define glGetHistogramEXT GLEW_GET_FUN(__glewGetHistogramEXT)
#define glGetHistogramParameterfvEXT GLEW_GET_FUN(__glewGetHistogramParameterfvEXT)
#define glGetHistogramParameterivEXT GLEW_GET_FUN(__glewGetHistogramParameterivEXT)
#define glGetMinmaxEXT GLEW_GET_FUN(__glewGetMinmaxEXT)
#define glGetMinmaxParameterfvEXT GLEW_GET_FUN(__glewGetMinmaxParameterfvEXT)
#define glGetMinmaxParameterivEXT GLEW_GET_FUN(__glewGetMinmaxParameterivEXT)
#define glHistogramEXT GLEW_GET_FUN(__glewHistogramEXT)
#define glMinmaxEXT GLEW_GET_FUN(__glewMinmaxEXT)
#define glResetHistogramEXT GLEW_GET_FUN(__glewResetHistogramEXT)
#define glResetMinmaxEXT GLEW_GET_FUN(__glewResetMinmaxEXT)
#define GLEW_EXT_histogram GLEW_GET_VAR(__GLEW_EXT_histogram)
#endif /* GL_EXT_histogram */
/* ----------------------- GL_EXT_index_array_formats ---------------------- */
#ifndef GL_EXT_index_array_formats
#define GL_EXT_index_array_formats 1
#define GLEW_EXT_index_array_formats GLEW_GET_VAR(__GLEW_EXT_index_array_formats)
#endif /* GL_EXT_index_array_formats */
/* --------------------------- GL_EXT_index_func --------------------------- */
#ifndef GL_EXT_index_func
#define GL_EXT_index_func 1
typedef void (GLAPIENTRY * PFNGLINDEXFUNCEXTPROC) (GLenum func, GLfloat ref);
#define glIndexFuncEXT GLEW_GET_FUN(__glewIndexFuncEXT)
#define GLEW_EXT_index_func GLEW_GET_VAR(__GLEW_EXT_index_func)
#endif /* GL_EXT_index_func */
/* ------------------------- GL_EXT_index_material ------------------------- */
#ifndef GL_EXT_index_material
#define GL_EXT_index_material 1
typedef void (GLAPIENTRY * PFNGLINDEXMATERIALEXTPROC) (GLenum face, GLenum mode);
#define glIndexMaterialEXT GLEW_GET_FUN(__glewIndexMaterialEXT)
#define GLEW_EXT_index_material GLEW_GET_VAR(__GLEW_EXT_index_material)
#endif /* GL_EXT_index_material */
/* -------------------------- GL_EXT_index_texture ------------------------- */
#ifndef GL_EXT_index_texture
#define GL_EXT_index_texture 1
#define GLEW_EXT_index_texture GLEW_GET_VAR(__GLEW_EXT_index_texture)
#endif /* GL_EXT_index_texture */
/* -------------------------- GL_EXT_light_texture ------------------------- */
#ifndef GL_EXT_light_texture
#define GL_EXT_light_texture 1
#define GL_FRAGMENT_MATERIAL_EXT 0x8349
#define GL_FRAGMENT_NORMAL_EXT 0x834A
#define GL_FRAGMENT_COLOR_EXT 0x834C
#define GL_ATTENUATION_EXT 0x834D
#define GL_SHADOW_ATTENUATION_EXT 0x834E
#define GL_TEXTURE_APPLICATION_MODE_EXT 0x834F
#define GL_TEXTURE_LIGHT_EXT 0x8350
#define GL_TEXTURE_MATERIAL_FACE_EXT 0x8351
#define GL_TEXTURE_MATERIAL_PARAMETER_EXT 0x8352
#define GL_FRAGMENT_DEPTH_EXT 0x8452
typedef void (GLAPIENTRY * PFNGLAPPLYTEXTUREEXTPROC) (GLenum mode);
typedef void (GLAPIENTRY * PFNGLTEXTURELIGHTEXTPROC) (GLenum pname);
typedef void (GLAPIENTRY * PFNGLTEXTUREMATERIALEXTPROC) (GLenum face, GLenum mode);
#define glApplyTextureEXT GLEW_GET_FUN(__glewApplyTextureEXT)
#define glTextureLightEXT GLEW_GET_FUN(__glewTextureLightEXT)
#define glTextureMaterialEXT GLEW_GET_FUN(__glewTextureMaterialEXT)
#define GLEW_EXT_light_texture GLEW_GET_VAR(__GLEW_EXT_light_texture)
#endif /* GL_EXT_light_texture */
/* ------------------------- GL_EXT_misc_attribute ------------------------- */
#ifndef GL_EXT_misc_attribute
#define GL_EXT_misc_attribute 1
#define GLEW_EXT_misc_attribute GLEW_GET_VAR(__GLEW_EXT_misc_attribute)
#endif /* GL_EXT_misc_attribute */
/* ------------------------ GL_EXT_multi_draw_arrays ----------------------- */
#ifndef GL_EXT_multi_draw_arrays
#define GL_EXT_multi_draw_arrays 1
typedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSEXTPROC) (GLenum mode, const GLint* first, const GLsizei *count, GLsizei primcount);
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
typedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSEXTPROC) (GLenum mode, GLsizei* count, GLenum type, const GLvoid **indices, GLsizei primcount);
#define glMultiDrawArraysEXT GLEW_GET_FUN(__glewMultiDrawArraysEXT)
#define glMultiDrawElementsEXT GLEW_GET_FUN(__glewMultiDrawElementsEXT)
#define GLEW_EXT_multi_draw_arrays GLEW_GET_VAR(__GLEW_EXT_multi_draw_arrays)
#endif /* GL_EXT_multi_draw_arrays */
/* --------------------------- GL_EXT_multisample -------------------------- */
#ifndef GL_EXT_multisample
#define GL_EXT_multisample 1
#define GL_MULTISAMPLE_EXT 0x809D
#define GL_SAMPLE_ALPHA_TO_MASK_EXT 0x809E
#define GL_SAMPLE_ALPHA_TO_ONE_EXT 0x809F
#define GL_SAMPLE_MASK_EXT 0x80A0
#define GL_1PASS_EXT 0x80A1
#define GL_2PASS_0_EXT 0x80A2
#define GL_2PASS_1_EXT 0x80A3
#define GL_4PASS_0_EXT 0x80A4
#define GL_4PASS_1_EXT 0x80A5
#define GL_4PASS_2_EXT 0x80A6
#define GL_4PASS_3_EXT 0x80A7
#define GL_SAMPLE_BUFFERS_EXT 0x80A8
#define GL_SAMPLES_EXT 0x80A9
#define GL_SAMPLE_MASK_VALUE_EXT 0x80AA
#define GL_SAMPLE_MASK_INVERT_EXT 0x80AB
#define GL_SAMPLE_PATTERN_EXT 0x80AC
#define GL_MULTISAMPLE_BIT_EXT 0x20000000
typedef void (GLAPIENTRY * PFNGLSAMPLEMASKEXTPROC) (GLclampf value, GLboolean invert);
typedef void (GLAPIENTRY * PFNGLSAMPLEPATTERNEXTPROC) (GLenum pattern);
#define glSampleMaskEXT GLEW_GET_FUN(__glewSampleMaskEXT)
#define glSamplePatternEXT GLEW_GET_FUN(__glewSamplePatternEXT)
#define GLEW_EXT_multisample GLEW_GET_VAR(__GLEW_EXT_multisample)
#endif /* GL_EXT_multisample */
/* ---------------------- GL_EXT_packed_depth_stencil ---------------------- */
#ifndef GL_EXT_packed_depth_stencil
#define GL_EXT_packed_depth_stencil 1
#define GL_DEPTH_STENCIL_EXT 0x84F9
#define GL_UNSIGNED_INT_24_8_EXT 0x84FA
#define GL_DEPTH24_STENCIL8_EXT 0x88F0
#define GL_TEXTURE_STENCIL_SIZE_EXT 0x88F1
#define GLEW_EXT_packed_depth_stencil GLEW_GET_VAR(__GLEW_EXT_packed_depth_stencil)
#endif /* GL_EXT_packed_depth_stencil */
/* -------------------------- GL_EXT_packed_float -------------------------- */
#ifndef GL_EXT_packed_float
#define GL_EXT_packed_float 1
#define GL_R11F_G11F_B10F_EXT 0x8C3A
#define GL_UNSIGNED_INT_10F_11F_11F_REV_EXT 0x8C3B
#define GL_RGBA_SIGNED_COMPONENTS_EXT 0x8C3C
#define GLEW_EXT_packed_float GLEW_GET_VAR(__GLEW_EXT_packed_float)
#endif /* GL_EXT_packed_float */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* -------------------------- GL_EXT_packed_pixels ------------------------- */
#ifndef GL_EXT_packed_pixels
#define GL_EXT_packed_pixels 1
#define GL_UNSIGNED_BYTE_3_3_2_EXT 0x8032
#define GL_UNSIGNED_SHORT_4_4_4_4_EXT 0x8033
#define GL_UNSIGNED_SHORT_5_5_5_1_EXT 0x8034
#define GL_UNSIGNED_INT_8_8_8_8_EXT 0x8035
#define GL_UNSIGNED_INT_10_10_10_2_EXT 0x8036
#define GLEW_EXT_packed_pixels GLEW_GET_VAR(__GLEW_EXT_packed_pixels)
#endif /* GL_EXT_packed_pixels */
/* ------------------------ GL_EXT_paletted_texture ------------------------ */
#ifndef GL_EXT_paletted_texture
#define GL_EXT_paletted_texture 1
#define GL_TEXTURE_1D 0x0DE0
#define GL_TEXTURE_2D 0x0DE1
#define GL_PROXY_TEXTURE_1D 0x8063
#define GL_PROXY_TEXTURE_2D 0x8064
#define GL_TEXTURE_3D_EXT 0x806F
#define GL_PROXY_TEXTURE_3D_EXT 0x8070
#define GL_COLOR_TABLE_FORMAT_EXT 0x80D8
#define GL_COLOR_TABLE_WIDTH_EXT 0x80D9
#define GL_COLOR_TABLE_RED_SIZE_EXT 0x80DA
#define GL_COLOR_TABLE_GREEN_SIZE_EXT 0x80DB
#define GL_COLOR_TABLE_BLUE_SIZE_EXT 0x80DC
#define GL_COLOR_TABLE_ALPHA_SIZE_EXT 0x80DD
#define GL_COLOR_TABLE_LUMINANCE_SIZE_EXT 0x80DE
#define GL_COLOR_TABLE_INTENSITY_SIZE_EXT 0x80DF
#define GL_COLOR_INDEX1_EXT 0x80E2
#define GL_COLOR_INDEX2_EXT 0x80E3
#define GL_COLOR_INDEX4_EXT 0x80E4
#define GL_COLOR_INDEX8_EXT 0x80E5
#define GL_COLOR_INDEX12_EXT 0x80E6
#define GL_COLOR_INDEX16_EXT 0x80E7
#define GL_TEXTURE_INDEX_SIZE_EXT 0x80ED
#define GL_TEXTURE_CUBE_MAP_ARB 0x8513
#define GL_PROXY_TEXTURE_CUBE_MAP_ARB 0x851B
typedef void (GLAPIENTRY * PFNGLCOLORTABLEEXTPROC) (GLenum target, GLenum internalFormat, GLsizei width, GLenum format, GLenum type, const void* data);
typedef void (GLAPIENTRY * PFNGLGETCOLORTABLEEXTPROC) (GLenum target, GLenum format, GLenum type, void* data);
typedef void (GLAPIENTRY * PFNGLGETCOLORTABLEPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETCOLORTABLEPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint* params);
#define glColorTableEXT GLEW_GET_FUN(__glewColorTableEXT)
#define glGetColorTableEXT GLEW_GET_FUN(__glewGetColorTableEXT)
#define glGetColorTableParameterfvEXT GLEW_GET_FUN(__glewGetColorTableParameterfvEXT)
#define glGetColorTableParameterivEXT GLEW_GET_FUN(__glewGetColorTableParameterivEXT)
#define GLEW_EXT_paletted_texture GLEW_GET_VAR(__GLEW_EXT_paletted_texture)
#endif /* GL_EXT_paletted_texture */
/* ----------------------- GL_EXT_pixel_buffer_object ---------------------- */
#ifndef GL_EXT_pixel_buffer_object
#define GL_EXT_pixel_buffer_object 1
#define GL_PIXEL_PACK_BUFFER_EXT 0x88EB
#define GL_PIXEL_UNPACK_BUFFER_EXT 0x88EC
#define GL_PIXEL_PACK_BUFFER_BINDING_EXT 0x88ED
#define GL_PIXEL_UNPACK_BUFFER_BINDING_EXT 0x88EF
#define GLEW_EXT_pixel_buffer_object GLEW_GET_VAR(__GLEW_EXT_pixel_buffer_object)
#endif /* GL_EXT_pixel_buffer_object */
/* ------------------------- GL_EXT_pixel_transform ------------------------ */
#ifndef GL_EXT_pixel_transform
#define GL_EXT_pixel_transform 1
#define GL_PIXEL_TRANSFORM_2D_EXT 0x8330
#define GL_PIXEL_MAG_FILTER_EXT 0x8331
#define GL_PIXEL_MIN_FILTER_EXT 0x8332
#define GL_PIXEL_CUBIC_WEIGHT_EXT 0x8333
#define GL_CUBIC_EXT 0x8334
#define GL_AVERAGE_EXT 0x8335
#define GL_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT 0x8336
#define GL_MAX_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT 0x8337
#define GL_PIXEL_TRANSFORM_2D_MATRIX_EXT 0x8338
typedef void (GLAPIENTRY * PFNGLGETPIXELTRANSFORMPARAMETERFVEXTPROC) (GLenum target, GLenum pname, const GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETPIXELTRANSFORMPARAMETERIVEXTPROC) (GLenum target, GLenum pname, const GLint* params);
typedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMPARAMETERFEXTPROC) (GLenum target, GLenum pname, const GLfloat param);
typedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMPARAMETERFVEXTPROC) (GLenum target, GLenum pname, const GLfloat* params);
typedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMPARAMETERIEXTPROC) (GLenum target, GLenum pname, const GLint param);
typedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMPARAMETERIVEXTPROC) (GLenum target, GLenum pname, const GLint* params);
#define glGetPixelTransformParameterfvEXT GLEW_GET_FUN(__glewGetPixelTransformParameterfvEXT)
#define glGetPixelTransformParameterivEXT GLEW_GET_FUN(__glewGetPixelTransformParameterivEXT)
#define glPixelTransformParameterfEXT GLEW_GET_FUN(__glewPixelTransformParameterfEXT)
#define glPixelTransformParameterfvEXT GLEW_GET_FUN(__glewPixelTransformParameterfvEXT)
#define glPixelTransformParameteriEXT GLEW_GET_FUN(__glewPixelTransformParameteriEXT)
#define glPixelTransformParameterivEXT GLEW_GET_FUN(__glewPixelTransformParameterivEXT)
#define GLEW_EXT_pixel_transform GLEW_GET_VAR(__GLEW_EXT_pixel_transform)
#endif /* GL_EXT_pixel_transform */
/* ------------------- GL_EXT_pixel_transform_color_table ------------------ */
#ifndef GL_EXT_pixel_transform_color_table
#define GL_EXT_pixel_transform_color_table 1
#define GLEW_EXT_pixel_transform_color_table GLEW_GET_VAR(__GLEW_EXT_pixel_transform_color_table)
#endif /* GL_EXT_pixel_transform_color_table */
/* ------------------------ GL_EXT_point_parameters ------------------------ */
#ifndef GL_EXT_point_parameters
#define GL_EXT_point_parameters 1
#define GL_POINT_SIZE_MIN_EXT 0x8126
#define GL_POINT_SIZE_MAX_EXT 0x8127
#define GL_POINT_FADE_THRESHOLD_SIZE_EXT 0x8128
#define GL_DISTANCE_ATTENUATION_EXT 0x8129
typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERFEXTPROC) (GLenum pname, GLfloat param);
typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERFVEXTPROC) (GLenum pname, const GLfloat* params);
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
#define glPointParameterfEXT GLEW_GET_FUN(__glewPointParameterfEXT)
#define glPointParameterfvEXT GLEW_GET_FUN(__glewPointParameterfvEXT)
#define GLEW_EXT_point_parameters GLEW_GET_VAR(__GLEW_EXT_point_parameters)
#endif /* GL_EXT_point_parameters */
/* ------------------------- GL_EXT_polygon_offset ------------------------- */
#ifndef GL_EXT_polygon_offset
#define GL_EXT_polygon_offset 1
#define GL_POLYGON_OFFSET_EXT 0x8037
#define GL_POLYGON_OFFSET_FACTOR_EXT 0x8038
#define GL_POLYGON_OFFSET_BIAS_EXT 0x8039
typedef void (GLAPIENTRY * PFNGLPOLYGONOFFSETEXTPROC) (GLfloat factor, GLfloat bias);
#define glPolygonOffsetEXT GLEW_GET_FUN(__glewPolygonOffsetEXT)
#define GLEW_EXT_polygon_offset GLEW_GET_VAR(__GLEW_EXT_polygon_offset)
#endif /* GL_EXT_polygon_offset */
/* ------------------------ GL_EXT_provoking_vertex ------------------------ */
#ifndef GL_EXT_provoking_vertex
#define GL_EXT_provoking_vertex 1
#define GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION_EXT 0x8E4C
#define GL_FIRST_VERTEX_CONVENTION_EXT 0x8E4D
#define GL_LAST_VERTEX_CONVENTION_EXT 0x8E4E
#define GL_PROVOKING_VERTEX_EXT 0x8E4F
typedef void (GLAPIENTRY * PFNGLPROVOKINGVERTEXEXTPROC) (GLenum mode);
#define glProvokingVertexEXT GLEW_GET_FUN(__glewProvokingVertexEXT)
#define GLEW_EXT_provoking_vertex GLEW_GET_VAR(__GLEW_EXT_provoking_vertex)
#endif /* GL_EXT_provoking_vertex */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* ------------------------- GL_EXT_rescale_normal ------------------------- */
#ifndef GL_EXT_rescale_normal
#define GL_EXT_rescale_normal 1
#define GL_RESCALE_NORMAL_EXT 0x803A
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
#define GLEW_EXT_rescale_normal GLEW_GET_VAR(__GLEW_EXT_rescale_normal)
#endif /* GL_EXT_rescale_normal */
/* -------------------------- GL_EXT_scene_marker -------------------------- */
#ifndef GL_EXT_scene_marker
#define GL_EXT_scene_marker 1
typedef void (GLAPIENTRY * PFNGLBEGINSCENEEXTPROC) (void);
typedef void (GLAPIENTRY * PFNGLENDSCENEEXTPROC) (void);
#define glBeginSceneEXT GLEW_GET_FUN(__glewBeginSceneEXT)
#define glEndSceneEXT GLEW_GET_FUN(__glewEndSceneEXT)
#define GLEW_EXT_scene_marker GLEW_GET_VAR(__GLEW_EXT_scene_marker)
#endif /* GL_EXT_scene_marker */
/* ------------------------- GL_EXT_secondary_color ------------------------ */
#ifndef GL_EXT_secondary_color
#define GL_EXT_secondary_color 1
#define GL_COLOR_SUM_EXT 0x8458
#define GL_CURRENT_SECONDARY_COLOR_EXT 0x8459
#define GL_SECONDARY_COLOR_ARRAY_SIZE_EXT 0x845A
#define GL_SECONDARY_COLOR_ARRAY_TYPE_EXT 0x845B
#define GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT 0x845C
#define GL_SECONDARY_COLOR_ARRAY_POINTER_EXT 0x845D
#define GL_SECONDARY_COLOR_ARRAY_EXT 0x845E
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3BEXTPROC) (GLbyte red, GLbyte green, GLbyte blue);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3BVEXTPROC) (const GLbyte *v);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3DEXTPROC) (GLdouble red, GLdouble green, GLdouble blue);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3DVEXTPROC) (const GLdouble *v);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3FEXTPROC) (GLfloat red, GLfloat green, GLfloat blue);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3FVEXTPROC) (const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3IEXTPROC) (GLint red, GLint green, GLint blue);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3IVEXTPROC) (const GLint *v);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3SEXTPROC) (GLshort red, GLshort green, GLshort blue);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3SVEXTPROC) (const GLshort *v);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UBEXTPROC) (GLubyte red, GLubyte green, GLubyte blue);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UBVEXTPROC) (const GLubyte *v);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UIEXTPROC) (GLuint red, GLuint green, GLuint blue);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UIVEXTPROC) (const GLuint *v);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3USEXTPROC) (GLushort red, GLushort green, GLushort blue);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3USVEXTPROC) (const GLushort *v);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLORPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
#define glSecondaryColor3bEXT GLEW_GET_FUN(__glewSecondaryColor3bEXT)
#define glSecondaryColor3bvEXT GLEW_GET_FUN(__glewSecondaryColor3bvEXT)
#define glSecondaryColor3dEXT GLEW_GET_FUN(__glewSecondaryColor3dEXT)
#define glSecondaryColor3dvEXT GLEW_GET_FUN(__glewSecondaryColor3dvEXT)
#define glSecondaryColor3fEXT GLEW_GET_FUN(__glewSecondaryColor3fEXT)
#define glSecondaryColor3fvEXT GLEW_GET_FUN(__glewSecondaryColor3fvEXT)
#define glSecondaryColor3iEXT GLEW_GET_FUN(__glewSecondaryColor3iEXT)
#define glSecondaryColor3ivEXT GLEW_GET_FUN(__glewSecondaryColor3ivEXT)
#define glSecondaryColor3sEXT GLEW_GET_FUN(__glewSecondaryColor3sEXT)
#define glSecondaryColor3svEXT GLEW_GET_FUN(__glewSecondaryColor3svEXT)
#define glSecondaryColor3ubEXT GLEW_GET_FUN(__glewSecondaryColor3ubEXT)
#define glSecondaryColor3ubvEXT GLEW_GET_FUN(__glewSecondaryColor3ubvEXT)
#define glSecondaryColor3uiEXT GLEW_GET_FUN(__glewSecondaryColor3uiEXT)
#define glSecondaryColor3uivEXT GLEW_GET_FUN(__glewSecondaryColor3uivEXT)
#define glSecondaryColor3usEXT GLEW_GET_FUN(__glewSecondaryColor3usEXT)
#define glSecondaryColor3usvEXT GLEW_GET_FUN(__glewSecondaryColor3usvEXT)
#define glSecondaryColorPointerEXT GLEW_GET_FUN(__glewSecondaryColorPointerEXT)
#define GLEW_EXT_secondary_color GLEW_GET_VAR(__GLEW_EXT_secondary_color)
#endif /* GL_EXT_secondary_color */
/* --------------------- GL_EXT_separate_shader_objects -------------------- */
#ifndef GL_EXT_separate_shader_objects
#define GL_EXT_separate_shader_objects 1
#define GL_ACTIVE_PROGRAM_EXT 0x8B8D
typedef void (GLAPIENTRY * PFNGLACTIVEPROGRAMEXTPROC) (GLuint program);
typedef GLuint (GLAPIENTRY * PFNGLCREATESHADERPROGRAMEXTPROC) (GLenum type, const char* string);
typedef void (GLAPIENTRY * PFNGLUSESHADERPROGRAMEXTPROC) (GLenum type, GLuint program);
#define glActiveProgramEXT GLEW_GET_FUN(__glewActiveProgramEXT)
#define glCreateShaderProgramEXT GLEW_GET_FUN(__glewCreateShaderProgramEXT)
#define glUseShaderProgramEXT GLEW_GET_FUN(__glewUseShaderProgramEXT)
#define GLEW_EXT_separate_shader_objects GLEW_GET_VAR(__GLEW_EXT_separate_shader_objects)
#endif /* GL_EXT_separate_shader_objects */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* --------------------- GL_EXT_separate_specular_color -------------------- */
#ifndef GL_EXT_separate_specular_color
#define GL_EXT_separate_specular_color 1
#define GL_LIGHT_MODEL_COLOR_CONTROL_EXT 0x81F8
#define GL_SINGLE_COLOR_EXT 0x81F9
#define GL_SEPARATE_SPECULAR_COLOR_EXT 0x81FA
#define GLEW_EXT_separate_specular_color GLEW_GET_VAR(__GLEW_EXT_separate_specular_color)
#endif /* GL_EXT_separate_specular_color */
/* --------------------- GL_EXT_shader_image_load_store -------------------- */
#ifndef GL_EXT_shader_image_load_store
#define GL_EXT_shader_image_load_store 1
#define GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT_EXT 0x00000001
#define GL_ELEMENT_ARRAY_BARRIER_BIT_EXT 0x00000002
#define GL_UNIFORM_BARRIER_BIT_EXT 0x00000004
#define GL_TEXTURE_FETCH_BARRIER_BIT_EXT 0x00000008
#define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT_EXT 0x00000020
#define GL_COMMAND_BARRIER_BIT_EXT 0x00000040
#define GL_PIXEL_BUFFER_BARRIER_BIT_EXT 0x00000080
#define GL_TEXTURE_UPDATE_BARRIER_BIT_EXT 0x00000100
#define GL_BUFFER_UPDATE_BARRIER_BIT_EXT 0x00000200
#define GL_FRAMEBUFFER_BARRIER_BIT_EXT 0x00000400
#define GL_TRANSFORM_FEEDBACK_BARRIER_BIT_EXT 0x00000800
#define GL_ATOMIC_COUNTER_BARRIER_BIT_EXT 0x00001000
#define GL_MAX_IMAGE_UNITS_EXT 0x8F38
#define GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS_EXT 0x8F39
#define GL_IMAGE_BINDING_NAME_EXT 0x8F3A
#define GL_IMAGE_BINDING_LEVEL_EXT 0x8F3B
#define GL_IMAGE_BINDING_LAYERED_EXT 0x8F3C
#define GL_IMAGE_BINDING_LAYER_EXT 0x8F3D
#define GL_IMAGE_BINDING_ACCESS_EXT 0x8F3E
#define GL_IMAGE_1D_EXT 0x904C
#define GL_IMAGE_2D_EXT 0x904D
#define GL_IMAGE_3D_EXT 0x904E
#define GL_IMAGE_2D_RECT_EXT 0x904F
#define GL_IMAGE_CUBE_EXT 0x9050
#define GL_IMAGE_BUFFER_EXT 0x9051
#define GL_IMAGE_1D_ARRAY_EXT 0x9052
#define GL_IMAGE_2D_ARRAY_EXT 0x9053
#define GL_IMAGE_CUBE_MAP_ARRAY_EXT 0x9054
#define GL_IMAGE_2D_MULTISAMPLE_EXT 0x9055
#define GL_IMAGE_2D_MULTISAMPLE_ARRAY_EXT 0x9056
#define GL_INT_IMAGE_1D_EXT 0x9057
#define GL_INT_IMAGE_2D_EXT 0x9058
#define GL_INT_IMAGE_3D_EXT 0x9059
#define GL_INT_IMAGE_2D_RECT_EXT 0x905A
#define GL_INT_IMAGE_CUBE_EXT 0x905B
#define GL_INT_IMAGE_BUFFER_EXT 0x905C
#define GL_INT_IMAGE_1D_ARRAY_EXT 0x905D
#define GL_INT_IMAGE_2D_ARRAY_EXT 0x905E
#define GL_INT_IMAGE_CUBE_MAP_ARRAY_EXT 0x905F
#define GL_INT_IMAGE_2D_MULTISAMPLE_EXT 0x9060
#define GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY_EXT 0x9061
#define GL_UNSIGNED_INT_IMAGE_1D_EXT 0x9062
#define GL_UNSIGNED_INT_IMAGE_2D_EXT 0x9063
#define GL_UNSIGNED_INT_IMAGE_3D_EXT 0x9064
#define GL_UNSIGNED_INT_IMAGE_2D_RECT_EXT 0x9065
#define GL_UNSIGNED_INT_IMAGE_CUBE_EXT 0x9066
#define GL_UNSIGNED_INT_IMAGE_BUFFER_EXT 0x9067
#define GL_UNSIGNED_INT_IMAGE_1D_ARRAY_EXT 0x9068
#define GL_UNSIGNED_INT_IMAGE_2D_ARRAY_EXT 0x9069
#define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY_EXT 0x906A
#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_EXT 0x906B
#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY_EXT 0x906C
#define GL_MAX_IMAGE_SAMPLES_EXT 0x906D
#define GL_IMAGE_BINDING_FORMAT_EXT 0x906E
#define GL_ALL_BARRIER_BITS_EXT 0xFFFFFFFF
typedef void (GLAPIENTRY * PFNGLBINDIMAGETEXTUREEXTPROC) (GLuint index, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLint format);
typedef void (GLAPIENTRY * PFNGLMEMORYBARRIEREXTPROC) (GLbitfield barriers);
#define glBindImageTextureEXT GLEW_GET_FUN(__glewBindImageTextureEXT)
#define glMemoryBarrierEXT GLEW_GET_FUN(__glewMemoryBarrierEXT)
#define GLEW_EXT_shader_image_load_store GLEW_GET_VAR(__GLEW_EXT_shader_image_load_store)
#endif /* GL_EXT_shader_image_load_store */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* -------------------------- GL_EXT_shadow_funcs -------------------------- */
#ifndef GL_EXT_shadow_funcs
#define GL_EXT_shadow_funcs 1
#define GLEW_EXT_shadow_funcs GLEW_GET_VAR(__GLEW_EXT_shadow_funcs)
#endif /* GL_EXT_shadow_funcs */
/* --------------------- GL_EXT_shared_texture_palette --------------------- */
#ifndef GL_EXT_shared_texture_palette
#define GL_EXT_shared_texture_palette 1
#define GL_SHARED_TEXTURE_PALETTE_EXT 0x81FB
#define GLEW_EXT_shared_texture_palette GLEW_GET_VAR(__GLEW_EXT_shared_texture_palette)
#endif /* GL_EXT_shared_texture_palette */
/* ------------------------ GL_EXT_stencil_clear_tag ----------------------- */
#ifndef GL_EXT_stencil_clear_tag
#define GL_EXT_stencil_clear_tag 1
#define GL_STENCIL_TAG_BITS_EXT 0x88F2
#define GL_STENCIL_CLEAR_TAG_VALUE_EXT 0x88F3
#define GLEW_EXT_stencil_clear_tag GLEW_GET_VAR(__GLEW_EXT_stencil_clear_tag)
#endif /* GL_EXT_stencil_clear_tag */
/* ------------------------ GL_EXT_stencil_two_side ------------------------ */
#ifndef GL_EXT_stencil_two_side
#define GL_EXT_stencil_two_side 1
#define GL_STENCIL_TEST_TWO_SIDE_EXT 0x8910
#define GL_ACTIVE_STENCIL_FACE_EXT 0x8911
typedef void (GLAPIENTRY * PFNGLACTIVESTENCILFACEEXTPROC) (GLenum face);
#define glActiveStencilFaceEXT GLEW_GET_FUN(__glewActiveStencilFaceEXT)
#define GLEW_EXT_stencil_two_side GLEW_GET_VAR(__GLEW_EXT_stencil_two_side)
#endif /* GL_EXT_stencil_two_side */
/* -------------------------- GL_EXT_stencil_wrap -------------------------- */
#ifndef GL_EXT_stencil_wrap
#define GL_EXT_stencil_wrap 1
#define GL_INCR_WRAP_EXT 0x8507
#define GL_DECR_WRAP_EXT 0x8508
#define GLEW_EXT_stencil_wrap GLEW_GET_VAR(__GLEW_EXT_stencil_wrap)
#endif /* GL_EXT_stencil_wrap */
/* --------------------------- GL_EXT_subtexture --------------------------- */
#ifndef GL_EXT_subtexture
#define GL_EXT_subtexture 1
typedef void (GLAPIENTRY * PFNGLTEXSUBIMAGE1DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void* pixels);
typedef void (GLAPIENTRY * PFNGLTEXSUBIMAGE2DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* pixels);
typedef void (GLAPIENTRY * PFNGLTEXSUBIMAGE3DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void* pixels);
#define glTexSubImage1DEXT GLEW_GET_FUN(__glewTexSubImage1DEXT)
#define glTexSubImage2DEXT GLEW_GET_FUN(__glewTexSubImage2DEXT)
#define glTexSubImage3DEXT GLEW_GET_FUN(__glewTexSubImage3DEXT)
#define GLEW_EXT_subtexture GLEW_GET_VAR(__GLEW_EXT_subtexture)
#endif /* GL_EXT_subtexture */
/* ----------------------------- GL_EXT_texture ---------------------------- */
#ifndef GL_EXT_texture
#define GL_EXT_texture 1
#define GL_ALPHA4_EXT 0x803B
#define GL_ALPHA8_EXT 0x803C
#define GL_ALPHA12_EXT 0x803D
#define GL_ALPHA16_EXT 0x803E
#define GL_LUMINANCE4_EXT 0x803F
#define GL_LUMINANCE8_EXT 0x8040
#define GL_LUMINANCE12_EXT 0x8041
#define GL_LUMINANCE16_EXT 0x8042
#define GL_LUMINANCE4_ALPHA4_EXT 0x8043
#define GL_LUMINANCE6_ALPHA2_EXT 0x8044
#define GL_LUMINANCE8_ALPHA8_EXT 0x8045
#define GL_LUMINANCE12_ALPHA4_EXT 0x8046
#define GL_LUMINANCE12_ALPHA12_EXT 0x8047
#define GL_LUMINANCE16_ALPHA16_EXT 0x8048
#define GL_INTENSITY_EXT 0x8049
#define GL_INTENSITY4_EXT 0x804A
#define GL_INTENSITY8_EXT 0x804B
#define GL_INTENSITY12_EXT 0x804C
#define GL_INTENSITY16_EXT 0x804D
#define GL_RGB2_EXT 0x804E
#define GL_RGB4_EXT 0x804F
#define GL_RGB5_EXT 0x8050
#define GL_RGB8_EXT 0x8051
#define GL_RGB10_EXT 0x8052
#define GL_RGB12_EXT 0x8053
#define GL_RGB16_EXT 0x8054
#define GL_RGBA2_EXT 0x8055
#define GL_RGBA4_EXT 0x8056
#define GL_RGB5_A1_EXT 0x8057
#define GL_RGBA8_EXT 0x8058
#define GL_RGB10_A2_EXT 0x8059
#define GL_RGBA12_EXT 0x805A
#define GL_RGBA16_EXT 0x805B
#define GL_TEXTURE_RED_SIZE_EXT 0x805C
#define GL_TEXTURE_GREEN_SIZE_EXT 0x805D
#define GL_TEXTURE_BLUE_SIZE_EXT 0x805E
#define GL_TEXTURE_ALPHA_SIZE_EXT 0x805F
#define GL_TEXTURE_LUMINANCE_SIZE_EXT 0x8060
#define GL_TEXTURE_INTENSITY_SIZE_EXT 0x8061
#define GL_REPLACE_EXT 0x8062
#define GL_PROXY_TEXTURE_1D_EXT 0x8063
#define GL_PROXY_TEXTURE_2D_EXT 0x8064
#define GLEW_EXT_texture GLEW_GET_VAR(__GLEW_EXT_texture)
#endif /* GL_EXT_texture */
/* ---------------------------- GL_EXT_texture3D --------------------------- */
#ifndef GL_EXT_texture3D
#define GL_EXT_texture3D 1
#define GL_PACK_SKIP_IMAGES_EXT 0x806B
#define GL_PACK_IMAGE_HEIGHT_EXT 0x806C
#define GL_UNPACK_SKIP_IMAGES_EXT 0x806D
#define GL_UNPACK_IMAGE_HEIGHT_EXT 0x806E
#define GL_TEXTURE_3D_EXT 0x806F
#define GL_PROXY_TEXTURE_3D_EXT 0x8070
#define GL_TEXTURE_DEPTH_EXT 0x8071
#define GL_TEXTURE_WRAP_R_EXT 0x8072
#define GL_MAX_3D_TEXTURE_SIZE_EXT 0x8073
typedef void (GLAPIENTRY * PFNGLTEXIMAGE3DEXTPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void* pixels);
#define glTexImage3DEXT GLEW_GET_FUN(__glewTexImage3DEXT)
#define GLEW_EXT_texture3D GLEW_GET_VAR(__GLEW_EXT_texture3D)
#endif /* GL_EXT_texture3D */
/* -------------------------- GL_EXT_texture_array ------------------------- */
#ifndef GL_EXT_texture_array
#define GL_EXT_texture_array 1
#define GL_COMPARE_REF_DEPTH_TO_TEXTURE_EXT 0x884E
#define GL_MAX_ARRAY_TEXTURE_LAYERS_EXT 0x88FF
#define GL_TEXTURE_1D_ARRAY_EXT 0x8C18
#define GL_PROXY_TEXTURE_1D_ARRAY_EXT 0x8C19
#define GL_TEXTURE_2D_ARRAY_EXT 0x8C1A
#define GL_PROXY_TEXTURE_2D_ARRAY_EXT 0x8C1B
#define GL_TEXTURE_BINDING_1D_ARRAY_EXT 0x8C1C
#define GL_TEXTURE_BINDING_2D_ARRAY_EXT 0x8C1D
2011-06-02 00:05:54 +00:00
typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURELAYEREXTPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);
#define glFramebufferTextureLayerEXT GLEW_GET_FUN(__glewFramebufferTextureLayerEXT)
#define GLEW_EXT_texture_array GLEW_GET_VAR(__GLEW_EXT_texture_array)
#endif /* GL_EXT_texture_array */
/* ---------------------- GL_EXT_texture_buffer_object --------------------- */
#ifndef GL_EXT_texture_buffer_object
#define GL_EXT_texture_buffer_object 1
#define GL_TEXTURE_BUFFER_EXT 0x8C2A
#define GL_MAX_TEXTURE_BUFFER_SIZE_EXT 0x8C2B
#define GL_TEXTURE_BINDING_BUFFER_EXT 0x8C2C
#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING_EXT 0x8C2D
#define GL_TEXTURE_BUFFER_FORMAT_EXT 0x8C2E
typedef void (GLAPIENTRY * PFNGLTEXBUFFEREXTPROC) (GLenum target, GLenum internalformat, GLuint buffer);
#define glTexBufferEXT GLEW_GET_FUN(__glewTexBufferEXT)
#define GLEW_EXT_texture_buffer_object GLEW_GET_VAR(__GLEW_EXT_texture_buffer_object)
#endif /* GL_EXT_texture_buffer_object */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* -------------------- GL_EXT_texture_compression_dxt1 -------------------- */
#ifndef GL_EXT_texture_compression_dxt1
#define GL_EXT_texture_compression_dxt1 1
#define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0
#define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
#define GLEW_EXT_texture_compression_dxt1 GLEW_GET_VAR(__GLEW_EXT_texture_compression_dxt1)
#endif /* GL_EXT_texture_compression_dxt1 */
/* -------------------- GL_EXT_texture_compression_latc -------------------- */
#ifndef GL_EXT_texture_compression_latc
#define GL_EXT_texture_compression_latc 1
#define GL_COMPRESSED_LUMINANCE_LATC1_EXT 0x8C70
#define GL_COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT 0x8C71
#define GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT 0x8C72
#define GL_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT 0x8C73
#define GLEW_EXT_texture_compression_latc GLEW_GET_VAR(__GLEW_EXT_texture_compression_latc)
#endif /* GL_EXT_texture_compression_latc */
/* -------------------- GL_EXT_texture_compression_rgtc -------------------- */
#ifndef GL_EXT_texture_compression_rgtc
#define GL_EXT_texture_compression_rgtc 1
#define GL_COMPRESSED_RED_RGTC1_EXT 0x8DBB
#define GL_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC
#define GL_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD
#define GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE
#define GLEW_EXT_texture_compression_rgtc GLEW_GET_VAR(__GLEW_EXT_texture_compression_rgtc)
#endif /* GL_EXT_texture_compression_rgtc */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* -------------------- GL_EXT_texture_compression_s3tc -------------------- */
#ifndef GL_EXT_texture_compression_s3tc
#define GL_EXT_texture_compression_s3tc 1
#define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0
#define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
#define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
#define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
#define GLEW_EXT_texture_compression_s3tc GLEW_GET_VAR(__GLEW_EXT_texture_compression_s3tc)
#endif /* GL_EXT_texture_compression_s3tc */
/* ------------------------ GL_EXT_texture_cube_map ------------------------ */
#ifndef GL_EXT_texture_cube_map
#define GL_EXT_texture_cube_map 1
#define GL_NORMAL_MAP_EXT 0x8511
#define GL_REFLECTION_MAP_EXT 0x8512
#define GL_TEXTURE_CUBE_MAP_EXT 0x8513
#define GL_TEXTURE_BINDING_CUBE_MAP_EXT 0x8514
#define GL_TEXTURE_CUBE_MAP_POSITIVE_X_EXT 0x8515
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X_EXT 0x8516
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y_EXT 0x8517
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT 0x8518
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z_EXT 0x8519
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT 0x851A
#define GL_PROXY_TEXTURE_CUBE_MAP_EXT 0x851B
#define GL_MAX_CUBE_MAP_TEXTURE_SIZE_EXT 0x851C
#define GLEW_EXT_texture_cube_map GLEW_GET_VAR(__GLEW_EXT_texture_cube_map)
#endif /* GL_EXT_texture_cube_map */
/* ----------------------- GL_EXT_texture_edge_clamp ----------------------- */
#ifndef GL_EXT_texture_edge_clamp
#define GL_EXT_texture_edge_clamp 1
#define GL_CLAMP_TO_EDGE_EXT 0x812F
#define GLEW_EXT_texture_edge_clamp GLEW_GET_VAR(__GLEW_EXT_texture_edge_clamp)
#endif /* GL_EXT_texture_edge_clamp */
/* --------------------------- GL_EXT_texture_env -------------------------- */
#ifndef GL_EXT_texture_env
#define GL_EXT_texture_env 1
#define GL_TEXTURE_ENV0_EXT 0
#define GL_ENV_BLEND_EXT 0
#define GL_TEXTURE_ENV_SHIFT_EXT 0
#define GL_ENV_REPLACE_EXT 0
#define GL_ENV_ADD_EXT 0
#define GL_ENV_SUBTRACT_EXT 0
#define GL_TEXTURE_ENV_MODE_ALPHA_EXT 0
#define GL_ENV_REVERSE_SUBTRACT_EXT 0
#define GL_ENV_REVERSE_BLEND_EXT 0
#define GL_ENV_COPY_EXT 0
#define GL_ENV_MODULATE_EXT 0
#define GLEW_EXT_texture_env GLEW_GET_VAR(__GLEW_EXT_texture_env)
#endif /* GL_EXT_texture_env */
/* ------------------------- GL_EXT_texture_env_add ------------------------ */
#ifndef GL_EXT_texture_env_add
#define GL_EXT_texture_env_add 1
#define GLEW_EXT_texture_env_add GLEW_GET_VAR(__GLEW_EXT_texture_env_add)
#endif /* GL_EXT_texture_env_add */
/* ----------------------- GL_EXT_texture_env_combine ---------------------- */
#ifndef GL_EXT_texture_env_combine
#define GL_EXT_texture_env_combine 1
#define GL_COMBINE_EXT 0x8570
#define GL_COMBINE_RGB_EXT 0x8571
#define GL_COMBINE_ALPHA_EXT 0x8572
#define GL_RGB_SCALE_EXT 0x8573
#define GL_ADD_SIGNED_EXT 0x8574
#define GL_INTERPOLATE_EXT 0x8575
#define GL_CONSTANT_EXT 0x8576
#define GL_PRIMARY_COLOR_EXT 0x8577
#define GL_PREVIOUS_EXT 0x8578
#define GL_SOURCE0_RGB_EXT 0x8580
#define GL_SOURCE1_RGB_EXT 0x8581
#define GL_SOURCE2_RGB_EXT 0x8582
#define GL_SOURCE0_ALPHA_EXT 0x8588
#define GL_SOURCE1_ALPHA_EXT 0x8589
#define GL_SOURCE2_ALPHA_EXT 0x858A
#define GL_OPERAND0_RGB_EXT 0x8590
#define GL_OPERAND1_RGB_EXT 0x8591
#define GL_OPERAND2_RGB_EXT 0x8592
#define GL_OPERAND0_ALPHA_EXT 0x8598
#define GL_OPERAND1_ALPHA_EXT 0x8599
#define GL_OPERAND2_ALPHA_EXT 0x859A
#define GLEW_EXT_texture_env_combine GLEW_GET_VAR(__GLEW_EXT_texture_env_combine)
#endif /* GL_EXT_texture_env_combine */
/* ------------------------ GL_EXT_texture_env_dot3 ------------------------ */
#ifndef GL_EXT_texture_env_dot3
#define GL_EXT_texture_env_dot3 1
#define GL_DOT3_RGB_EXT 0x8740
#define GL_DOT3_RGBA_EXT 0x8741
#define GLEW_EXT_texture_env_dot3 GLEW_GET_VAR(__GLEW_EXT_texture_env_dot3)
#endif /* GL_EXT_texture_env_dot3 */
/* ------------------- GL_EXT_texture_filter_anisotropic ------------------- */
#ifndef GL_EXT_texture_filter_anisotropic
#define GL_EXT_texture_filter_anisotropic 1
#define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
#define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
#define GLEW_EXT_texture_filter_anisotropic GLEW_GET_VAR(__GLEW_EXT_texture_filter_anisotropic)
#endif /* GL_EXT_texture_filter_anisotropic */
/* ------------------------- GL_EXT_texture_integer ------------------------ */
#ifndef GL_EXT_texture_integer
#define GL_EXT_texture_integer 1
#define GL_RGBA32UI_EXT 0x8D70
#define GL_RGB32UI_EXT 0x8D71
#define GL_ALPHA32UI_EXT 0x8D72
#define GL_INTENSITY32UI_EXT 0x8D73
#define GL_LUMINANCE32UI_EXT 0x8D74
#define GL_LUMINANCE_ALPHA32UI_EXT 0x8D75
#define GL_RGBA16UI_EXT 0x8D76
#define GL_RGB16UI_EXT 0x8D77
#define GL_ALPHA16UI_EXT 0x8D78
#define GL_INTENSITY16UI_EXT 0x8D79
#define GL_LUMINANCE16UI_EXT 0x8D7A
#define GL_LUMINANCE_ALPHA16UI_EXT 0x8D7B
#define GL_RGBA8UI_EXT 0x8D7C
#define GL_RGB8UI_EXT 0x8D7D
#define GL_ALPHA8UI_EXT 0x8D7E
#define GL_INTENSITY8UI_EXT 0x8D7F
#define GL_LUMINANCE8UI_EXT 0x8D80
#define GL_LUMINANCE_ALPHA8UI_EXT 0x8D81
#define GL_RGBA32I_EXT 0x8D82
#define GL_RGB32I_EXT 0x8D83
#define GL_ALPHA32I_EXT 0x8D84
#define GL_INTENSITY32I_EXT 0x8D85
#define GL_LUMINANCE32I_EXT 0x8D86
#define GL_LUMINANCE_ALPHA32I_EXT 0x8D87
#define GL_RGBA16I_EXT 0x8D88
#define GL_RGB16I_EXT 0x8D89
#define GL_ALPHA16I_EXT 0x8D8A
#define GL_INTENSITY16I_EXT 0x8D8B
#define GL_LUMINANCE16I_EXT 0x8D8C
#define GL_LUMINANCE_ALPHA16I_EXT 0x8D8D
#define GL_RGBA8I_EXT 0x8D8E
#define GL_RGB8I_EXT 0x8D8F
#define GL_ALPHA8I_EXT 0x8D90
#define GL_INTENSITY8I_EXT 0x8D91
#define GL_LUMINANCE8I_EXT 0x8D92
#define GL_LUMINANCE_ALPHA8I_EXT 0x8D93
#define GL_RED_INTEGER_EXT 0x8D94
#define GL_GREEN_INTEGER_EXT 0x8D95
#define GL_BLUE_INTEGER_EXT 0x8D96
#define GL_ALPHA_INTEGER_EXT 0x8D97
#define GL_RGB_INTEGER_EXT 0x8D98
#define GL_RGBA_INTEGER_EXT 0x8D99
#define GL_BGR_INTEGER_EXT 0x8D9A
#define GL_BGRA_INTEGER_EXT 0x8D9B
#define GL_LUMINANCE_INTEGER_EXT 0x8D9C
#define GL_LUMINANCE_ALPHA_INTEGER_EXT 0x8D9D
#define GL_RGBA_INTEGER_MODE_EXT 0x8D9E
typedef void (GLAPIENTRY * PFNGLCLEARCOLORIIEXTPROC) (GLint red, GLint green, GLint blue, GLint alpha);
typedef void (GLAPIENTRY * PFNGLCLEARCOLORIUIEXTPROC) (GLuint red, GLuint green, GLuint blue, GLuint alpha);
typedef void (GLAPIENTRY * PFNGLGETTEXPARAMETERIIVEXTPROC) (GLenum target, GLenum pname, GLint *params);
typedef void (GLAPIENTRY * PFNGLGETTEXPARAMETERIUIVEXTPROC) (GLenum target, GLenum pname, GLuint *params);
typedef void (GLAPIENTRY * PFNGLTEXPARAMETERIIVEXTPROC) (GLenum target, GLenum pname, const GLint *params);
typedef void (GLAPIENTRY * PFNGLTEXPARAMETERIUIVEXTPROC) (GLenum target, GLenum pname, const GLuint *params);
#define glClearColorIiEXT GLEW_GET_FUN(__glewClearColorIiEXT)
#define glClearColorIuiEXT GLEW_GET_FUN(__glewClearColorIuiEXT)
#define glGetTexParameterIivEXT GLEW_GET_FUN(__glewGetTexParameterIivEXT)
#define glGetTexParameterIuivEXT GLEW_GET_FUN(__glewGetTexParameterIuivEXT)
#define glTexParameterIivEXT GLEW_GET_FUN(__glewTexParameterIivEXT)
#define glTexParameterIuivEXT GLEW_GET_FUN(__glewTexParameterIuivEXT)
#define GLEW_EXT_texture_integer GLEW_GET_VAR(__GLEW_EXT_texture_integer)
#endif /* GL_EXT_texture_integer */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* ------------------------ GL_EXT_texture_lod_bias ------------------------ */
#ifndef GL_EXT_texture_lod_bias
#define GL_EXT_texture_lod_bias 1
#define GL_MAX_TEXTURE_LOD_BIAS_EXT 0x84FD
#define GL_TEXTURE_FILTER_CONTROL_EXT 0x8500
#define GL_TEXTURE_LOD_BIAS_EXT 0x8501
#define GLEW_EXT_texture_lod_bias GLEW_GET_VAR(__GLEW_EXT_texture_lod_bias)
#endif /* GL_EXT_texture_lod_bias */
/* ---------------------- GL_EXT_texture_mirror_clamp ---------------------- */
#ifndef GL_EXT_texture_mirror_clamp
#define GL_EXT_texture_mirror_clamp 1
#define GL_MIRROR_CLAMP_EXT 0x8742
#define GL_MIRROR_CLAMP_TO_EDGE_EXT 0x8743
#define GL_MIRROR_CLAMP_TO_BORDER_EXT 0x8912
#define GLEW_EXT_texture_mirror_clamp GLEW_GET_VAR(__GLEW_EXT_texture_mirror_clamp)
#endif /* GL_EXT_texture_mirror_clamp */
/* ------------------------- GL_EXT_texture_object ------------------------- */
#ifndef GL_EXT_texture_object
#define GL_EXT_texture_object 1
#define GL_TEXTURE_PRIORITY_EXT 0x8066
#define GL_TEXTURE_RESIDENT_EXT 0x8067
#define GL_TEXTURE_1D_BINDING_EXT 0x8068
#define GL_TEXTURE_2D_BINDING_EXT 0x8069
#define GL_TEXTURE_3D_BINDING_EXT 0x806A
typedef GLboolean (GLAPIENTRY * PFNGLARETEXTURESRESIDENTEXTPROC) (GLsizei n, const GLuint* textures, GLboolean* residences);
typedef void (GLAPIENTRY * PFNGLBINDTEXTUREEXTPROC) (GLenum target, GLuint texture);
typedef void (GLAPIENTRY * PFNGLDELETETEXTURESEXTPROC) (GLsizei n, const GLuint* textures);
typedef void (GLAPIENTRY * PFNGLGENTEXTURESEXTPROC) (GLsizei n, GLuint* textures);
typedef GLboolean (GLAPIENTRY * PFNGLISTEXTUREEXTPROC) (GLuint texture);
typedef void (GLAPIENTRY * PFNGLPRIORITIZETEXTURESEXTPROC) (GLsizei n, const GLuint* textures, const GLclampf* priorities);
#define glAreTexturesResidentEXT GLEW_GET_FUN(__glewAreTexturesResidentEXT)
#define glBindTextureEXT GLEW_GET_FUN(__glewBindTextureEXT)
#define glDeleteTexturesEXT GLEW_GET_FUN(__glewDeleteTexturesEXT)
#define glGenTexturesEXT GLEW_GET_FUN(__glewGenTexturesEXT)
#define glIsTextureEXT GLEW_GET_FUN(__glewIsTextureEXT)
#define glPrioritizeTexturesEXT GLEW_GET_FUN(__glewPrioritizeTexturesEXT)
#define GLEW_EXT_texture_object GLEW_GET_VAR(__GLEW_EXT_texture_object)
#endif /* GL_EXT_texture_object */
/* --------------------- GL_EXT_texture_perturb_normal --------------------- */
#ifndef GL_EXT_texture_perturb_normal
#define GL_EXT_texture_perturb_normal 1
#define GL_PERTURB_EXT 0x85AE
#define GL_TEXTURE_NORMAL_EXT 0x85AF
typedef void (GLAPIENTRY * PFNGLTEXTURENORMALEXTPROC) (GLenum mode);
#define glTextureNormalEXT GLEW_GET_FUN(__glewTextureNormalEXT)
#define GLEW_EXT_texture_perturb_normal GLEW_GET_VAR(__GLEW_EXT_texture_perturb_normal)
#endif /* GL_EXT_texture_perturb_normal */
/* ------------------------ GL_EXT_texture_rectangle ----------------------- */
#ifndef GL_EXT_texture_rectangle
#define GL_EXT_texture_rectangle 1
#define GL_TEXTURE_RECTANGLE_EXT 0x84F5
#define GL_TEXTURE_BINDING_RECTANGLE_EXT 0x84F6
#define GL_PROXY_TEXTURE_RECTANGLE_EXT 0x84F7
#define GL_MAX_RECTANGLE_TEXTURE_SIZE_EXT 0x84F8
#define GLEW_EXT_texture_rectangle GLEW_GET_VAR(__GLEW_EXT_texture_rectangle)
#endif /* GL_EXT_texture_rectangle */
/* -------------------------- GL_EXT_texture_sRGB -------------------------- */
#ifndef GL_EXT_texture_sRGB
#define GL_EXT_texture_sRGB 1
#define GL_SRGB_EXT 0x8C40
#define GL_SRGB8_EXT 0x8C41
#define GL_SRGB_ALPHA_EXT 0x8C42
#define GL_SRGB8_ALPHA8_EXT 0x8C43
#define GL_SLUMINANCE_ALPHA_EXT 0x8C44
#define GL_SLUMINANCE8_ALPHA8_EXT 0x8C45
#define GL_SLUMINANCE_EXT 0x8C46
#define GL_SLUMINANCE8_EXT 0x8C47
#define GL_COMPRESSED_SRGB_EXT 0x8C48
#define GL_COMPRESSED_SRGB_ALPHA_EXT 0x8C49
#define GL_COMPRESSED_SLUMINANCE_EXT 0x8C4A
#define GL_COMPRESSED_SLUMINANCE_ALPHA_EXT 0x8C4B
#define GL_COMPRESSED_SRGB_S3TC_DXT1_EXT 0x8C4C
#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT 0x8C4D
#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT 0x8C4E
#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT 0x8C4F
#define GLEW_EXT_texture_sRGB GLEW_GET_VAR(__GLEW_EXT_texture_sRGB)
#endif /* GL_EXT_texture_sRGB */
/* ----------------------- GL_EXT_texture_sRGB_decode ---------------------- */
#ifndef GL_EXT_texture_sRGB_decode
#define GL_EXT_texture_sRGB_decode 1
#define GL_TEXTURE_SRGB_DECODE_EXT 0x8A48
#define GL_DECODE_EXT 0x8A49
#define GL_SKIP_DECODE_EXT 0x8A4A
#define GLEW_EXT_texture_sRGB_decode GLEW_GET_VAR(__GLEW_EXT_texture_sRGB_decode)
#endif /* GL_EXT_texture_sRGB_decode */
/* --------------------- GL_EXT_texture_shared_exponent -------------------- */
#ifndef GL_EXT_texture_shared_exponent
#define GL_EXT_texture_shared_exponent 1
#define GL_RGB9_E5_EXT 0x8C3D
#define GL_UNSIGNED_INT_5_9_9_9_REV_EXT 0x8C3E
#define GL_TEXTURE_SHARED_SIZE_EXT 0x8C3F
#define GLEW_EXT_texture_shared_exponent GLEW_GET_VAR(__GLEW_EXT_texture_shared_exponent)
#endif /* GL_EXT_texture_shared_exponent */
/* -------------------------- GL_EXT_texture_snorm ------------------------- */
#ifndef GL_EXT_texture_snorm
#define GL_EXT_texture_snorm 1
#define GL_RED_SNORM 0x8F90
#define GL_RG_SNORM 0x8F91
#define GL_RGB_SNORM 0x8F92
#define GL_RGBA_SNORM 0x8F93
#define GL_R8_SNORM 0x8F94
#define GL_RG8_SNORM 0x8F95
#define GL_RGB8_SNORM 0x8F96
#define GL_RGBA8_SNORM 0x8F97
#define GL_R16_SNORM 0x8F98
#define GL_RG16_SNORM 0x8F99
#define GL_RGB16_SNORM 0x8F9A
#define GL_RGBA16_SNORM 0x8F9B
#define GL_SIGNED_NORMALIZED 0x8F9C
#define GL_ALPHA_SNORM 0x9010
#define GL_LUMINANCE_SNORM 0x9011
#define GL_LUMINANCE_ALPHA_SNORM 0x9012
#define GL_INTENSITY_SNORM 0x9013
#define GL_ALPHA8_SNORM 0x9014
#define GL_LUMINANCE8_SNORM 0x9015
#define GL_LUMINANCE8_ALPHA8_SNORM 0x9016
#define GL_INTENSITY8_SNORM 0x9017
#define GL_ALPHA16_SNORM 0x9018
#define GL_LUMINANCE16_SNORM 0x9019
#define GL_LUMINANCE16_ALPHA16_SNORM 0x901A
#define GL_INTENSITY16_SNORM 0x901B
#define GLEW_EXT_texture_snorm GLEW_GET_VAR(__GLEW_EXT_texture_snorm)
#endif /* GL_EXT_texture_snorm */
/* ------------------------- GL_EXT_texture_swizzle ------------------------ */
#ifndef GL_EXT_texture_swizzle
#define GL_EXT_texture_swizzle 1
#define GL_TEXTURE_SWIZZLE_R_EXT 0x8E42
#define GL_TEXTURE_SWIZZLE_G_EXT 0x8E43
#define GL_TEXTURE_SWIZZLE_B_EXT 0x8E44
#define GL_TEXTURE_SWIZZLE_A_EXT 0x8E45
#define GL_TEXTURE_SWIZZLE_RGBA_EXT 0x8E46
#define GLEW_EXT_texture_swizzle GLEW_GET_VAR(__GLEW_EXT_texture_swizzle)
#endif /* GL_EXT_texture_swizzle */
/* --------------------------- GL_EXT_timer_query -------------------------- */
#ifndef GL_EXT_timer_query
#define GL_EXT_timer_query 1
#define GL_TIME_ELAPSED_EXT 0x88BF
typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTI64VEXTPROC) (GLuint id, GLenum pname, GLint64EXT *params);
typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTUI64VEXTPROC) (GLuint id, GLenum pname, GLuint64EXT *params);
#define glGetQueryObjecti64vEXT GLEW_GET_FUN(__glewGetQueryObjecti64vEXT)
#define glGetQueryObjectui64vEXT GLEW_GET_FUN(__glewGetQueryObjectui64vEXT)
#define GLEW_EXT_timer_query GLEW_GET_VAR(__GLEW_EXT_timer_query)
#endif /* GL_EXT_timer_query */
/* ----------------------- GL_EXT_transform_feedback ----------------------- */
#ifndef GL_EXT_transform_feedback
#define GL_EXT_transform_feedback 1
#define GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH_EXT 0x8C76
#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE_EXT 0x8C7F
#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS_EXT 0x8C80
#define GL_TRANSFORM_FEEDBACK_VARYINGS_EXT 0x8C83
#define GL_TRANSFORM_FEEDBACK_BUFFER_START_EXT 0x8C84
#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE_EXT 0x8C85
#define GL_PRIMITIVES_GENERATED_EXT 0x8C87
#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN_EXT 0x8C88
#define GL_RASTERIZER_DISCARD_EXT 0x8C89
#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS_EXT 0x8C8A
#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS_EXT 0x8C8B
#define GL_INTERLEAVED_ATTRIBS_EXT 0x8C8C
#define GL_SEPARATE_ATTRIBS_EXT 0x8C8D
#define GL_TRANSFORM_FEEDBACK_BUFFER_EXT 0x8C8E
#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING_EXT 0x8C8F
typedef void (GLAPIENTRY * PFNGLBEGINTRANSFORMFEEDBACKEXTPROC) (GLenum primitiveMode);
typedef void (GLAPIENTRY * PFNGLBINDBUFFERBASEEXTPROC) (GLenum target, GLuint index, GLuint buffer);
typedef void (GLAPIENTRY * PFNGLBINDBUFFEROFFSETEXTPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset);
typedef void (GLAPIENTRY * PFNGLBINDBUFFERRANGEEXTPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
typedef void (GLAPIENTRY * PFNGLENDTRANSFORMFEEDBACKEXTPROC) (void);
typedef void (GLAPIENTRY * PFNGLGETTRANSFORMFEEDBACKVARYINGEXTPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLsizei *size, GLenum *type, char *name);
typedef void (GLAPIENTRY * PFNGLTRANSFORMFEEDBACKVARYINGSEXTPROC) (GLuint program, GLsizei count, const char ** varyings, GLenum bufferMode);
#define glBeginTransformFeedbackEXT GLEW_GET_FUN(__glewBeginTransformFeedbackEXT)
#define glBindBufferBaseEXT GLEW_GET_FUN(__glewBindBufferBaseEXT)
#define glBindBufferOffsetEXT GLEW_GET_FUN(__glewBindBufferOffsetEXT)
#define glBindBufferRangeEXT GLEW_GET_FUN(__glewBindBufferRangeEXT)
#define glEndTransformFeedbackEXT GLEW_GET_FUN(__glewEndTransformFeedbackEXT)
#define glGetTransformFeedbackVaryingEXT GLEW_GET_FUN(__glewGetTransformFeedbackVaryingEXT)
#define glTransformFeedbackVaryingsEXT GLEW_GET_FUN(__glewTransformFeedbackVaryingsEXT)
#define GLEW_EXT_transform_feedback GLEW_GET_VAR(__GLEW_EXT_transform_feedback)
#endif /* GL_EXT_transform_feedback */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* -------------------------- GL_EXT_vertex_array -------------------------- */
#ifndef GL_EXT_vertex_array
#define GL_EXT_vertex_array 1
#define GL_DOUBLE_EXT 0x140A
#define GL_VERTEX_ARRAY_EXT 0x8074
#define GL_NORMAL_ARRAY_EXT 0x8075
#define GL_COLOR_ARRAY_EXT 0x8076
#define GL_INDEX_ARRAY_EXT 0x8077
#define GL_TEXTURE_COORD_ARRAY_EXT 0x8078
#define GL_EDGE_FLAG_ARRAY_EXT 0x8079
#define GL_VERTEX_ARRAY_SIZE_EXT 0x807A
#define GL_VERTEX_ARRAY_TYPE_EXT 0x807B
#define GL_VERTEX_ARRAY_STRIDE_EXT 0x807C
#define GL_VERTEX_ARRAY_COUNT_EXT 0x807D
#define GL_NORMAL_ARRAY_TYPE_EXT 0x807E
#define GL_NORMAL_ARRAY_STRIDE_EXT 0x807F
#define GL_NORMAL_ARRAY_COUNT_EXT 0x8080
#define GL_COLOR_ARRAY_SIZE_EXT 0x8081
#define GL_COLOR_ARRAY_TYPE_EXT 0x8082
#define GL_COLOR_ARRAY_STRIDE_EXT 0x8083
#define GL_COLOR_ARRAY_COUNT_EXT 0x8084
#define GL_INDEX_ARRAY_TYPE_EXT 0x8085
#define GL_INDEX_ARRAY_STRIDE_EXT 0x8086
#define GL_INDEX_ARRAY_COUNT_EXT 0x8087
#define GL_TEXTURE_COORD_ARRAY_SIZE_EXT 0x8088
#define GL_TEXTURE_COORD_ARRAY_TYPE_EXT 0x8089
#define GL_TEXTURE_COORD_ARRAY_STRIDE_EXT 0x808A
#define GL_TEXTURE_COORD_ARRAY_COUNT_EXT 0x808B
#define GL_EDGE_FLAG_ARRAY_STRIDE_EXT 0x808C
#define GL_EDGE_FLAG_ARRAY_COUNT_EXT 0x808D
#define GL_VERTEX_ARRAY_POINTER_EXT 0x808E
#define GL_NORMAL_ARRAY_POINTER_EXT 0x808F
#define GL_COLOR_ARRAY_POINTER_EXT 0x8090
#define GL_INDEX_ARRAY_POINTER_EXT 0x8091
#define GL_TEXTURE_COORD_ARRAY_POINTER_EXT 0x8092
#define GL_EDGE_FLAG_ARRAY_POINTER_EXT 0x8093
typedef void (GLAPIENTRY * PFNGLARRAYELEMENTEXTPROC) (GLint i);
typedef void (GLAPIENTRY * PFNGLCOLORPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, GLsizei count, const void* pointer);
typedef void (GLAPIENTRY * PFNGLDRAWARRAYSEXTPROC) (GLenum mode, GLint first, GLsizei count);
typedef void (GLAPIENTRY * PFNGLEDGEFLAGPOINTEREXTPROC) (GLsizei stride, GLsizei count, const GLboolean* pointer);
typedef void (GLAPIENTRY * PFNGLINDEXPOINTEREXTPROC) (GLenum type, GLsizei stride, GLsizei count, const void* pointer);
typedef void (GLAPIENTRY * PFNGLNORMALPOINTEREXTPROC) (GLenum type, GLsizei stride, GLsizei count, const void* pointer);
typedef void (GLAPIENTRY * PFNGLTEXCOORDPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, GLsizei count, const void* pointer);
typedef void (GLAPIENTRY * PFNGLVERTEXPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, GLsizei count, const void* pointer);
#define glArrayElementEXT GLEW_GET_FUN(__glewArrayElementEXT)
#define glColorPointerEXT GLEW_GET_FUN(__glewColorPointerEXT)
#define glDrawArraysEXT GLEW_GET_FUN(__glewDrawArraysEXT)
#define glEdgeFlagPointerEXT GLEW_GET_FUN(__glewEdgeFlagPointerEXT)
#define glIndexPointerEXT GLEW_GET_FUN(__glewIndexPointerEXT)
#define glNormalPointerEXT GLEW_GET_FUN(__glewNormalPointerEXT)
#define glTexCoordPointerEXT GLEW_GET_FUN(__glewTexCoordPointerEXT)
#define glVertexPointerEXT GLEW_GET_FUN(__glewVertexPointerEXT)
#define GLEW_EXT_vertex_array GLEW_GET_VAR(__GLEW_EXT_vertex_array)
#endif /* GL_EXT_vertex_array */
/* ------------------------ GL_EXT_vertex_array_bgra ----------------------- */
#ifndef GL_EXT_vertex_array_bgra
#define GL_EXT_vertex_array_bgra 1
#define GL_BGRA 0x80E1
#define GLEW_EXT_vertex_array_bgra GLEW_GET_VAR(__GLEW_EXT_vertex_array_bgra)
#endif /* GL_EXT_vertex_array_bgra */
/* ----------------------- GL_EXT_vertex_attrib_64bit ---------------------- */
#ifndef GL_EXT_vertex_attrib_64bit
#define GL_EXT_vertex_attrib_64bit 1
#define GL_DOUBLE_MAT2_EXT 0x8F46
#define GL_DOUBLE_MAT3_EXT 0x8F47
#define GL_DOUBLE_MAT4_EXT 0x8F48
#define GL_DOUBLE_MAT2x3_EXT 0x8F49
#define GL_DOUBLE_MAT2x4_EXT 0x8F4A
#define GL_DOUBLE_MAT3x2_EXT 0x8F4B
#define GL_DOUBLE_MAT3x4_EXT 0x8F4C
#define GL_DOUBLE_MAT4x2_EXT 0x8F4D
#define GL_DOUBLE_MAT4x3_EXT 0x8F4E
#define GL_DOUBLE_VEC2_EXT 0x8FFC
#define GL_DOUBLE_VEC3_EXT 0x8FFD
#define GL_DOUBLE_VEC4_EXT 0x8FFE
typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBLDVEXTPROC) (GLuint index, GLenum pname, GLdouble* params);
typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXATTRIBLOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLuint index, GLint size, GLenum type, GLsizei stride, GLintptr offset);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1DEXTPROC) (GLuint index, GLdouble x);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1DVEXTPROC) (GLuint index, const GLdouble* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2DEXTPROC) (GLuint index, GLdouble x, GLdouble y);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2DVEXTPROC) (GLuint index, const GLdouble* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3DEXTPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3DVEXTPROC) (GLuint index, const GLdouble* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4DEXTPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4DVEXTPROC) (GLuint index, const GLdouble* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBLPOINTEREXTPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const void* pointer);
#define glGetVertexAttribLdvEXT GLEW_GET_FUN(__glewGetVertexAttribLdvEXT)
#define glVertexArrayVertexAttribLOffsetEXT GLEW_GET_FUN(__glewVertexArrayVertexAttribLOffsetEXT)
#define glVertexAttribL1dEXT GLEW_GET_FUN(__glewVertexAttribL1dEXT)
#define glVertexAttribL1dvEXT GLEW_GET_FUN(__glewVertexAttribL1dvEXT)
#define glVertexAttribL2dEXT GLEW_GET_FUN(__glewVertexAttribL2dEXT)
#define glVertexAttribL2dvEXT GLEW_GET_FUN(__glewVertexAttribL2dvEXT)
#define glVertexAttribL3dEXT GLEW_GET_FUN(__glewVertexAttribL3dEXT)
#define glVertexAttribL3dvEXT GLEW_GET_FUN(__glewVertexAttribL3dvEXT)
#define glVertexAttribL4dEXT GLEW_GET_FUN(__glewVertexAttribL4dEXT)
#define glVertexAttribL4dvEXT GLEW_GET_FUN(__glewVertexAttribL4dvEXT)
#define glVertexAttribLPointerEXT GLEW_GET_FUN(__glewVertexAttribLPointerEXT)
#define GLEW_EXT_vertex_attrib_64bit GLEW_GET_VAR(__GLEW_EXT_vertex_attrib_64bit)
#endif /* GL_EXT_vertex_attrib_64bit */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* -------------------------- GL_EXT_vertex_shader ------------------------- */
#ifndef GL_EXT_vertex_shader
#define GL_EXT_vertex_shader 1
#define GL_VERTEX_SHADER_EXT 0x8780
#define GL_VERTEX_SHADER_BINDING_EXT 0x8781
#define GL_OP_INDEX_EXT 0x8782
#define GL_OP_NEGATE_EXT 0x8783
#define GL_OP_DOT3_EXT 0x8784
#define GL_OP_DOT4_EXT 0x8785
#define GL_OP_MUL_EXT 0x8786
#define GL_OP_ADD_EXT 0x8787
#define GL_OP_MADD_EXT 0x8788
#define GL_OP_FRAC_EXT 0x8789
#define GL_OP_MAX_EXT 0x878A
#define GL_OP_MIN_EXT 0x878B
#define GL_OP_SET_GE_EXT 0x878C
#define GL_OP_SET_LT_EXT 0x878D
#define GL_OP_CLAMP_EXT 0x878E
#define GL_OP_FLOOR_EXT 0x878F
#define GL_OP_ROUND_EXT 0x8790
#define GL_OP_EXP_BASE_2_EXT 0x8791
#define GL_OP_LOG_BASE_2_EXT 0x8792
#define GL_OP_POWER_EXT 0x8793
#define GL_OP_RECIP_EXT 0x8794
#define GL_OP_RECIP_SQRT_EXT 0x8795
#define GL_OP_SUB_EXT 0x8796
#define GL_OP_CROSS_PRODUCT_EXT 0x8797
#define GL_OP_MULTIPLY_MATRIX_EXT 0x8798
#define GL_OP_MOV_EXT 0x8799
#define GL_OUTPUT_VERTEX_EXT 0x879A
#define GL_OUTPUT_COLOR0_EXT 0x879B
#define GL_OUTPUT_COLOR1_EXT 0x879C
#define GL_OUTPUT_TEXTURE_COORD0_EXT 0x879D
#define GL_OUTPUT_TEXTURE_COORD1_EXT 0x879E
#define GL_OUTPUT_TEXTURE_COORD2_EXT 0x879F
#define GL_OUTPUT_TEXTURE_COORD3_EXT 0x87A0
#define GL_OUTPUT_TEXTURE_COORD4_EXT 0x87A1
#define GL_OUTPUT_TEXTURE_COORD5_EXT 0x87A2
#define GL_OUTPUT_TEXTURE_COORD6_EXT 0x87A3
#define GL_OUTPUT_TEXTURE_COORD7_EXT 0x87A4
#define GL_OUTPUT_TEXTURE_COORD8_EXT 0x87A5
#define GL_OUTPUT_TEXTURE_COORD9_EXT 0x87A6
#define GL_OUTPUT_TEXTURE_COORD10_EXT 0x87A7
#define GL_OUTPUT_TEXTURE_COORD11_EXT 0x87A8
#define GL_OUTPUT_TEXTURE_COORD12_EXT 0x87A9
#define GL_OUTPUT_TEXTURE_COORD13_EXT 0x87AA
#define GL_OUTPUT_TEXTURE_COORD14_EXT 0x87AB
#define GL_OUTPUT_TEXTURE_COORD15_EXT 0x87AC
#define GL_OUTPUT_TEXTURE_COORD16_EXT 0x87AD
#define GL_OUTPUT_TEXTURE_COORD17_EXT 0x87AE
#define GL_OUTPUT_TEXTURE_COORD18_EXT 0x87AF
#define GL_OUTPUT_TEXTURE_COORD19_EXT 0x87B0
#define GL_OUTPUT_TEXTURE_COORD20_EXT 0x87B1
#define GL_OUTPUT_TEXTURE_COORD21_EXT 0x87B2
#define GL_OUTPUT_TEXTURE_COORD22_EXT 0x87B3
#define GL_OUTPUT_TEXTURE_COORD23_EXT 0x87B4
#define GL_OUTPUT_TEXTURE_COORD24_EXT 0x87B5
#define GL_OUTPUT_TEXTURE_COORD25_EXT 0x87B6
#define GL_OUTPUT_TEXTURE_COORD26_EXT 0x87B7
#define GL_OUTPUT_TEXTURE_COORD27_EXT 0x87B8
#define GL_OUTPUT_TEXTURE_COORD28_EXT 0x87B9
#define GL_OUTPUT_TEXTURE_COORD29_EXT 0x87BA
#define GL_OUTPUT_TEXTURE_COORD30_EXT 0x87BB
#define GL_OUTPUT_TEXTURE_COORD31_EXT 0x87BC
#define GL_OUTPUT_FOG_EXT 0x87BD
#define GL_SCALAR_EXT 0x87BE
#define GL_VECTOR_EXT 0x87BF
#define GL_MATRIX_EXT 0x87C0
#define GL_VARIANT_EXT 0x87C1
#define GL_INVARIANT_EXT 0x87C2
#define GL_LOCAL_CONSTANT_EXT 0x87C3
#define GL_LOCAL_EXT 0x87C4
#define GL_MAX_VERTEX_SHADER_INSTRUCTIONS_EXT 0x87C5
#define GL_MAX_VERTEX_SHADER_VARIANTS_EXT 0x87C6
#define GL_MAX_VERTEX_SHADER_INVARIANTS_EXT 0x87C7
#define GL_MAX_VERTEX_SHADER_LOCAL_CONSTANTS_EXT 0x87C8
#define GL_MAX_VERTEX_SHADER_LOCALS_EXT 0x87C9
#define GL_MAX_OPTIMIZED_VERTEX_SHADER_INSTRUCTIONS_EXT 0x87CA
#define GL_MAX_OPTIMIZED_VERTEX_SHADER_VARIANTS_EXT 0x87CB
#define GL_MAX_OPTIMIZED_VERTEX_SHADER_INVARIANTS_EXT 0x87CC
#define GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCAL_CONSTANTS_EXT 0x87CD
#define GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCALS_EXT 0x87CE
#define GL_VERTEX_SHADER_INSTRUCTIONS_EXT 0x87CF
#define GL_VERTEX_SHADER_VARIANTS_EXT 0x87D0
#define GL_VERTEX_SHADER_INVARIANTS_EXT 0x87D1
#define GL_VERTEX_SHADER_LOCAL_CONSTANTS_EXT 0x87D2
#define GL_VERTEX_SHADER_LOCALS_EXT 0x87D3
#define GL_VERTEX_SHADER_OPTIMIZED_EXT 0x87D4
#define GL_X_EXT 0x87D5
#define GL_Y_EXT 0x87D6
#define GL_Z_EXT 0x87D7
#define GL_W_EXT 0x87D8
#define GL_NEGATIVE_X_EXT 0x87D9
#define GL_NEGATIVE_Y_EXT 0x87DA
#define GL_NEGATIVE_Z_EXT 0x87DB
#define GL_NEGATIVE_W_EXT 0x87DC
#define GL_ZERO_EXT 0x87DD
#define GL_ONE_EXT 0x87DE
#define GL_NEGATIVE_ONE_EXT 0x87DF
#define GL_NORMALIZED_RANGE_EXT 0x87E0
#define GL_FULL_RANGE_EXT 0x87E1
#define GL_CURRENT_VERTEX_EXT 0x87E2
#define GL_MVP_MATRIX_EXT 0x87E3
#define GL_VARIANT_VALUE_EXT 0x87E4
#define GL_VARIANT_DATATYPE_EXT 0x87E5
#define GL_VARIANT_ARRAY_STRIDE_EXT 0x87E6
#define GL_VARIANT_ARRAY_TYPE_EXT 0x87E7
#define GL_VARIANT_ARRAY_EXT 0x87E8
#define GL_VARIANT_ARRAY_POINTER_EXT 0x87E9
#define GL_INVARIANT_VALUE_EXT 0x87EA
#define GL_INVARIANT_DATATYPE_EXT 0x87EB
#define GL_LOCAL_CONSTANT_VALUE_EXT 0x87EC
#define GL_LOCAL_CONSTANT_DATATYPE_EXT 0x87ED
typedef void (GLAPIENTRY * PFNGLBEGINVERTEXSHADEREXTPROC) (void);
typedef GLuint (GLAPIENTRY * PFNGLBINDLIGHTPARAMETEREXTPROC) (GLenum light, GLenum value);
typedef GLuint (GLAPIENTRY * PFNGLBINDMATERIALPARAMETEREXTPROC) (GLenum face, GLenum value);
typedef GLuint (GLAPIENTRY * PFNGLBINDPARAMETEREXTPROC) (GLenum value);
typedef GLuint (GLAPIENTRY * PFNGLBINDTEXGENPARAMETEREXTPROC) (GLenum unit, GLenum coord, GLenum value);
typedef GLuint (GLAPIENTRY * PFNGLBINDTEXTUREUNITPARAMETEREXTPROC) (GLenum unit, GLenum value);
typedef void (GLAPIENTRY * PFNGLBINDVERTEXSHADEREXTPROC) (GLuint id);
typedef void (GLAPIENTRY * PFNGLDELETEVERTEXSHADEREXTPROC) (GLuint id);
typedef void (GLAPIENTRY * PFNGLDISABLEVARIANTCLIENTSTATEEXTPROC) (GLuint id);
typedef void (GLAPIENTRY * PFNGLENABLEVARIANTCLIENTSTATEEXTPROC) (GLuint id);
typedef void (GLAPIENTRY * PFNGLENDVERTEXSHADEREXTPROC) (void);
typedef void (GLAPIENTRY * PFNGLEXTRACTCOMPONENTEXTPROC) (GLuint res, GLuint src, GLuint num);
typedef GLuint (GLAPIENTRY * PFNGLGENSYMBOLSEXTPROC) (GLenum dataType, GLenum storageType, GLenum range, GLuint components);
typedef GLuint (GLAPIENTRY * PFNGLGENVERTEXSHADERSEXTPROC) (GLuint range);
typedef void (GLAPIENTRY * PFNGLGETINVARIANTBOOLEANVEXTPROC) (GLuint id, GLenum value, GLboolean *data);
typedef void (GLAPIENTRY * PFNGLGETINVARIANTFLOATVEXTPROC) (GLuint id, GLenum value, GLfloat *data);
typedef void (GLAPIENTRY * PFNGLGETINVARIANTINTEGERVEXTPROC) (GLuint id, GLenum value, GLint *data);
typedef void (GLAPIENTRY * PFNGLGETLOCALCONSTANTBOOLEANVEXTPROC) (GLuint id, GLenum value, GLboolean *data);
typedef void (GLAPIENTRY * PFNGLGETLOCALCONSTANTFLOATVEXTPROC) (GLuint id, GLenum value, GLfloat *data);
typedef void (GLAPIENTRY * PFNGLGETLOCALCONSTANTINTEGERVEXTPROC) (GLuint id, GLenum value, GLint *data);
typedef void (GLAPIENTRY * PFNGLGETVARIANTBOOLEANVEXTPROC) (GLuint id, GLenum value, GLboolean *data);
typedef void (GLAPIENTRY * PFNGLGETVARIANTFLOATVEXTPROC) (GLuint id, GLenum value, GLfloat *data);
typedef void (GLAPIENTRY * PFNGLGETVARIANTINTEGERVEXTPROC) (GLuint id, GLenum value, GLint *data);
typedef void (GLAPIENTRY * PFNGLGETVARIANTPOINTERVEXTPROC) (GLuint id, GLenum value, GLvoid **data);
typedef void (GLAPIENTRY * PFNGLINSERTCOMPONENTEXTPROC) (GLuint res, GLuint src, GLuint num);
typedef GLboolean (GLAPIENTRY * PFNGLISVARIANTENABLEDEXTPROC) (GLuint id, GLenum cap);
typedef void (GLAPIENTRY * PFNGLSETINVARIANTEXTPROC) (GLuint id, GLenum type, GLvoid *addr);
typedef void (GLAPIENTRY * PFNGLSETLOCALCONSTANTEXTPROC) (GLuint id, GLenum type, GLvoid *addr);
typedef void (GLAPIENTRY * PFNGLSHADEROP1EXTPROC) (GLenum op, GLuint res, GLuint arg1);
typedef void (GLAPIENTRY * PFNGLSHADEROP2EXTPROC) (GLenum op, GLuint res, GLuint arg1, GLuint arg2);
typedef void (GLAPIENTRY * PFNGLSHADEROP3EXTPROC) (GLenum op, GLuint res, GLuint arg1, GLuint arg2, GLuint arg3);
typedef void (GLAPIENTRY * PFNGLSWIZZLEEXTPROC) (GLuint res, GLuint in, GLenum outX, GLenum outY, GLenum outZ, GLenum outW);
typedef void (GLAPIENTRY * PFNGLVARIANTPOINTEREXTPROC) (GLuint id, GLenum type, GLuint stride, GLvoid *addr);
typedef void (GLAPIENTRY * PFNGLVARIANTBVEXTPROC) (GLuint id, GLbyte *addr);
typedef void (GLAPIENTRY * PFNGLVARIANTDVEXTPROC) (GLuint id, GLdouble *addr);
typedef void (GLAPIENTRY * PFNGLVARIANTFVEXTPROC) (GLuint id, GLfloat *addr);
typedef void (GLAPIENTRY * PFNGLVARIANTIVEXTPROC) (GLuint id, GLint *addr);
typedef void (GLAPIENTRY * PFNGLVARIANTSVEXTPROC) (GLuint id, GLshort *addr);
typedef void (GLAPIENTRY * PFNGLVARIANTUBVEXTPROC) (GLuint id, GLubyte *addr);
typedef void (GLAPIENTRY * PFNGLVARIANTUIVEXTPROC) (GLuint id, GLuint *addr);
typedef void (GLAPIENTRY * PFNGLVARIANTUSVEXTPROC) (GLuint id, GLushort *addr);
typedef void (GLAPIENTRY * PFNGLWRITEMASKEXTPROC) (GLuint res, GLuint in, GLenum outX, GLenum outY, GLenum outZ, GLenum outW);
#define glBeginVertexShaderEXT GLEW_GET_FUN(__glewBeginVertexShaderEXT)
#define glBindLightParameterEXT GLEW_GET_FUN(__glewBindLightParameterEXT)
#define glBindMaterialParameterEXT GLEW_GET_FUN(__glewBindMaterialParameterEXT)
#define glBindParameterEXT GLEW_GET_FUN(__glewBindParameterEXT)
#define glBindTexGenParameterEXT GLEW_GET_FUN(__glewBindTexGenParameterEXT)
#define glBindTextureUnitParameterEXT GLEW_GET_FUN(__glewBindTextureUnitParameterEXT)
#define glBindVertexShaderEXT GLEW_GET_FUN(__glewBindVertexShaderEXT)
#define glDeleteVertexShaderEXT GLEW_GET_FUN(__glewDeleteVertexShaderEXT)
#define glDisableVariantClientStateEXT GLEW_GET_FUN(__glewDisableVariantClientStateEXT)
#define glEnableVariantClientStateEXT GLEW_GET_FUN(__glewEnableVariantClientStateEXT)
#define glEndVertexShaderEXT GLEW_GET_FUN(__glewEndVertexShaderEXT)
#define glExtractComponentEXT GLEW_GET_FUN(__glewExtractComponentEXT)
#define glGenSymbolsEXT GLEW_GET_FUN(__glewGenSymbolsEXT)
#define glGenVertexShadersEXT GLEW_GET_FUN(__glewGenVertexShadersEXT)
#define glGetInvariantBooleanvEXT GLEW_GET_FUN(__glewGetInvariantBooleanvEXT)
#define glGetInvariantFloatvEXT GLEW_GET_FUN(__glewGetInvariantFloatvEXT)
#define glGetInvariantIntegervEXT GLEW_GET_FUN(__glewGetInvariantIntegervEXT)
#define glGetLocalConstantBooleanvEXT GLEW_GET_FUN(__glewGetLocalConstantBooleanvEXT)
#define glGetLocalConstantFloatvEXT GLEW_GET_FUN(__glewGetLocalConstantFloatvEXT)
#define glGetLocalConstantIntegervEXT GLEW_GET_FUN(__glewGetLocalConstantIntegervEXT)
#define glGetVariantBooleanvEXT GLEW_GET_FUN(__glewGetVariantBooleanvEXT)
#define glGetVariantFloatvEXT GLEW_GET_FUN(__glewGetVariantFloatvEXT)
#define glGetVariantIntegervEXT GLEW_GET_FUN(__glewGetVariantIntegervEXT)
#define glGetVariantPointervEXT GLEW_GET_FUN(__glewGetVariantPointervEXT)
#define glInsertComponentEXT GLEW_GET_FUN(__glewInsertComponentEXT)
#define glIsVariantEnabledEXT GLEW_GET_FUN(__glewIsVariantEnabledEXT)
#define glSetInvariantEXT GLEW_GET_FUN(__glewSetInvariantEXT)
#define glSetLocalConstantEXT GLEW_GET_FUN(__glewSetLocalConstantEXT)
#define glShaderOp1EXT GLEW_GET_FUN(__glewShaderOp1EXT)
#define glShaderOp2EXT GLEW_GET_FUN(__glewShaderOp2EXT)
#define glShaderOp3EXT GLEW_GET_FUN(__glewShaderOp3EXT)
#define glSwizzleEXT GLEW_GET_FUN(__glewSwizzleEXT)
#define glVariantPointerEXT GLEW_GET_FUN(__glewVariantPointerEXT)
#define glVariantbvEXT GLEW_GET_FUN(__glewVariantbvEXT)
#define glVariantdvEXT GLEW_GET_FUN(__glewVariantdvEXT)
#define glVariantfvEXT GLEW_GET_FUN(__glewVariantfvEXT)
#define glVariantivEXT GLEW_GET_FUN(__glewVariantivEXT)
#define glVariantsvEXT GLEW_GET_FUN(__glewVariantsvEXT)
#define glVariantubvEXT GLEW_GET_FUN(__glewVariantubvEXT)
#define glVariantuivEXT GLEW_GET_FUN(__glewVariantuivEXT)
#define glVariantusvEXT GLEW_GET_FUN(__glewVariantusvEXT)
#define glWriteMaskEXT GLEW_GET_FUN(__glewWriteMaskEXT)
#define GLEW_EXT_vertex_shader GLEW_GET_VAR(__GLEW_EXT_vertex_shader)
#endif /* GL_EXT_vertex_shader */
/* ------------------------ GL_EXT_vertex_weighting ------------------------ */
#ifndef GL_EXT_vertex_weighting
#define GL_EXT_vertex_weighting 1
#define GL_MODELVIEW0_STACK_DEPTH_EXT 0x0BA3
#define GL_MODELVIEW0_MATRIX_EXT 0x0BA6
#define GL_MODELVIEW0_EXT 0x1700
#define GL_MODELVIEW1_STACK_DEPTH_EXT 0x8502
#define GL_MODELVIEW1_MATRIX_EXT 0x8506
#define GL_VERTEX_WEIGHTING_EXT 0x8509
#define GL_MODELVIEW1_EXT 0x850A
#define GL_CURRENT_VERTEX_WEIGHT_EXT 0x850B
#define GL_VERTEX_WEIGHT_ARRAY_EXT 0x850C
#define GL_VERTEX_WEIGHT_ARRAY_SIZE_EXT 0x850D
#define GL_VERTEX_WEIGHT_ARRAY_TYPE_EXT 0x850E
#define GL_VERTEX_WEIGHT_ARRAY_STRIDE_EXT 0x850F
#define GL_VERTEX_WEIGHT_ARRAY_POINTER_EXT 0x8510
typedef void (GLAPIENTRY * PFNGLVERTEXWEIGHTPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, void* pointer);
typedef void (GLAPIENTRY * PFNGLVERTEXWEIGHTFEXTPROC) (GLfloat weight);
typedef void (GLAPIENTRY * PFNGLVERTEXWEIGHTFVEXTPROC) (GLfloat* weight);
#define glVertexWeightPointerEXT GLEW_GET_FUN(__glewVertexWeightPointerEXT)
#define glVertexWeightfEXT GLEW_GET_FUN(__glewVertexWeightfEXT)
#define glVertexWeightfvEXT GLEW_GET_FUN(__glewVertexWeightfvEXT)
#define GLEW_EXT_vertex_weighting GLEW_GET_VAR(__GLEW_EXT_vertex_weighting)
#endif /* GL_EXT_vertex_weighting */
2011-06-02 00:05:54 +00:00
/* ------------------------- GL_EXT_x11_sync_object ------------------------ */
#ifndef GL_EXT_x11_sync_object
#define GL_EXT_x11_sync_object 1
#define GL_SYNC_X11_FENCE_EXT 0x90E1
typedef GLsync (GLAPIENTRY * PFNGLIMPORTSYNCEXTPROC) (GLenum external_sync_type, GLintptr external_sync, GLbitfield flags);
#define glImportSyncEXT GLEW_GET_FUN(__glewImportSyncEXT)
#define GLEW_EXT_x11_sync_object GLEW_GET_VAR(__GLEW_EXT_x11_sync_object)
#endif /* GL_EXT_x11_sync_object */
/* ---------------------- GL_GREMEDY_frame_terminator ---------------------- */
#ifndef GL_GREMEDY_frame_terminator
#define GL_GREMEDY_frame_terminator 1
typedef void (GLAPIENTRY * PFNGLFRAMETERMINATORGREMEDYPROC) (void);
#define glFrameTerminatorGREMEDY GLEW_GET_FUN(__glewFrameTerminatorGREMEDY)
#define GLEW_GREMEDY_frame_terminator GLEW_GET_VAR(__GLEW_GREMEDY_frame_terminator)
#endif /* GL_GREMEDY_frame_terminator */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* ------------------------ GL_GREMEDY_string_marker ----------------------- */
#ifndef GL_GREMEDY_string_marker
#define GL_GREMEDY_string_marker 1
typedef void (GLAPIENTRY * PFNGLSTRINGMARKERGREMEDYPROC) (GLsizei len, const void* string);
#define glStringMarkerGREMEDY GLEW_GET_FUN(__glewStringMarkerGREMEDY)
#define GLEW_GREMEDY_string_marker GLEW_GET_VAR(__GLEW_GREMEDY_string_marker)
#endif /* GL_GREMEDY_string_marker */
/* --------------------- GL_HP_convolution_border_modes -------------------- */
#ifndef GL_HP_convolution_border_modes
#define GL_HP_convolution_border_modes 1
#define GLEW_HP_convolution_border_modes GLEW_GET_VAR(__GLEW_HP_convolution_border_modes)
#endif /* GL_HP_convolution_border_modes */
/* ------------------------- GL_HP_image_transform ------------------------- */
#ifndef GL_HP_image_transform
#define GL_HP_image_transform 1
typedef void (GLAPIENTRY * PFNGLGETIMAGETRANSFORMPARAMETERFVHPPROC) (GLenum target, GLenum pname, const GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETIMAGETRANSFORMPARAMETERIVHPPROC) (GLenum target, GLenum pname, const GLint* params);
typedef void (GLAPIENTRY * PFNGLIMAGETRANSFORMPARAMETERFHPPROC) (GLenum target, GLenum pname, const GLfloat param);
typedef void (GLAPIENTRY * PFNGLIMAGETRANSFORMPARAMETERFVHPPROC) (GLenum target, GLenum pname, const GLfloat* params);
typedef void (GLAPIENTRY * PFNGLIMAGETRANSFORMPARAMETERIHPPROC) (GLenum target, GLenum pname, const GLint param);
typedef void (GLAPIENTRY * PFNGLIMAGETRANSFORMPARAMETERIVHPPROC) (GLenum target, GLenum pname, const GLint* params);
#define glGetImageTransformParameterfvHP GLEW_GET_FUN(__glewGetImageTransformParameterfvHP)
#define glGetImageTransformParameterivHP GLEW_GET_FUN(__glewGetImageTransformParameterivHP)
#define glImageTransformParameterfHP GLEW_GET_FUN(__glewImageTransformParameterfHP)
#define glImageTransformParameterfvHP GLEW_GET_FUN(__glewImageTransformParameterfvHP)
#define glImageTransformParameteriHP GLEW_GET_FUN(__glewImageTransformParameteriHP)
#define glImageTransformParameterivHP GLEW_GET_FUN(__glewImageTransformParameterivHP)
#define GLEW_HP_image_transform GLEW_GET_VAR(__GLEW_HP_image_transform)
#endif /* GL_HP_image_transform */
/* -------------------------- GL_HP_occlusion_test ------------------------- */
#ifndef GL_HP_occlusion_test
#define GL_HP_occlusion_test 1
#define GL_OCCLUSION_TEST_HP 0x8165
#define GL_OCCLUSION_TEST_RESULT_HP 0x8166
#define GLEW_HP_occlusion_test GLEW_GET_VAR(__GLEW_HP_occlusion_test)
#endif /* GL_HP_occlusion_test */
/* ------------------------- GL_HP_texture_lighting ------------------------ */
#ifndef GL_HP_texture_lighting
#define GL_HP_texture_lighting 1
#define GLEW_HP_texture_lighting GLEW_GET_VAR(__GLEW_HP_texture_lighting)
#endif /* GL_HP_texture_lighting */
/* --------------------------- GL_IBM_cull_vertex -------------------------- */
#ifndef GL_IBM_cull_vertex
#define GL_IBM_cull_vertex 1
#define GL_CULL_VERTEX_IBM 103050
#define GLEW_IBM_cull_vertex GLEW_GET_VAR(__GLEW_IBM_cull_vertex)
#endif /* GL_IBM_cull_vertex */
/* ---------------------- GL_IBM_multimode_draw_arrays --------------------- */
#ifndef GL_IBM_multimode_draw_arrays
#define GL_IBM_multimode_draw_arrays 1
typedef void (GLAPIENTRY * PFNGLMULTIMODEDRAWARRAYSIBMPROC) (const GLenum* mode, const GLint *first, const GLsizei *count, GLsizei primcount, GLint modestride);
typedef void (GLAPIENTRY * PFNGLMULTIMODEDRAWELEMENTSIBMPROC) (const GLenum* mode, const GLsizei *count, GLenum type, const GLvoid * const *indices, GLsizei primcount, GLint modestride);
#define glMultiModeDrawArraysIBM GLEW_GET_FUN(__glewMultiModeDrawArraysIBM)
#define glMultiModeDrawElementsIBM GLEW_GET_FUN(__glewMultiModeDrawElementsIBM)
#define GLEW_IBM_multimode_draw_arrays GLEW_GET_VAR(__GLEW_IBM_multimode_draw_arrays)
#endif /* GL_IBM_multimode_draw_arrays */
/* ------------------------- GL_IBM_rasterpos_clip ------------------------- */
#ifndef GL_IBM_rasterpos_clip
#define GL_IBM_rasterpos_clip 1
#define GL_RASTER_POSITION_UNCLIPPED_IBM 103010
#define GLEW_IBM_rasterpos_clip GLEW_GET_VAR(__GLEW_IBM_rasterpos_clip)
#endif /* GL_IBM_rasterpos_clip */
/* --------------------------- GL_IBM_static_data -------------------------- */
#ifndef GL_IBM_static_data
#define GL_IBM_static_data 1
#define GL_ALL_STATIC_DATA_IBM 103060
#define GL_STATIC_VERTEX_ARRAY_IBM 103061
#define GLEW_IBM_static_data GLEW_GET_VAR(__GLEW_IBM_static_data)
#endif /* GL_IBM_static_data */
/* --------------------- GL_IBM_texture_mirrored_repeat -------------------- */
#ifndef GL_IBM_texture_mirrored_repeat
#define GL_IBM_texture_mirrored_repeat 1
#define GL_MIRRORED_REPEAT_IBM 0x8370
#define GLEW_IBM_texture_mirrored_repeat GLEW_GET_VAR(__GLEW_IBM_texture_mirrored_repeat)
#endif /* GL_IBM_texture_mirrored_repeat */
/* ----------------------- GL_IBM_vertex_array_lists ----------------------- */
#ifndef GL_IBM_vertex_array_lists
#define GL_IBM_vertex_array_lists 1
#define GL_VERTEX_ARRAY_LIST_IBM 103070
#define GL_NORMAL_ARRAY_LIST_IBM 103071
#define GL_COLOR_ARRAY_LIST_IBM 103072
#define GL_INDEX_ARRAY_LIST_IBM 103073
#define GL_TEXTURE_COORD_ARRAY_LIST_IBM 103074
#define GL_EDGE_FLAG_ARRAY_LIST_IBM 103075
#define GL_FOG_COORDINATE_ARRAY_LIST_IBM 103076
#define GL_SECONDARY_COLOR_ARRAY_LIST_IBM 103077
#define GL_VERTEX_ARRAY_LIST_STRIDE_IBM 103080
#define GL_NORMAL_ARRAY_LIST_STRIDE_IBM 103081
#define GL_COLOR_ARRAY_LIST_STRIDE_IBM 103082
#define GL_INDEX_ARRAY_LIST_STRIDE_IBM 103083
#define GL_TEXTURE_COORD_ARRAY_LIST_STRIDE_IBM 103084
#define GL_EDGE_FLAG_ARRAY_LIST_STRIDE_IBM 103085
#define GL_FOG_COORDINATE_ARRAY_LIST_STRIDE_IBM 103086
#define GL_SECONDARY_COLOR_ARRAY_LIST_STRIDE_IBM 103087
typedef void (GLAPIENTRY * PFNGLCOLORPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const GLvoid ** pointer, GLint ptrstride);
typedef void (GLAPIENTRY * PFNGLEDGEFLAGPOINTERLISTIBMPROC) (GLint stride, const GLboolean ** pointer, GLint ptrstride);
typedef void (GLAPIENTRY * PFNGLFOGCOORDPOINTERLISTIBMPROC) (GLenum type, GLint stride, const GLvoid ** pointer, GLint ptrstride);
typedef void (GLAPIENTRY * PFNGLINDEXPOINTERLISTIBMPROC) (GLenum type, GLint stride, const GLvoid ** pointer, GLint ptrstride);
typedef void (GLAPIENTRY * PFNGLNORMALPOINTERLISTIBMPROC) (GLenum type, GLint stride, const GLvoid ** pointer, GLint ptrstride);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLORPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const GLvoid ** pointer, GLint ptrstride);
typedef void (GLAPIENTRY * PFNGLTEXCOORDPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const GLvoid ** pointer, GLint ptrstride);
typedef void (GLAPIENTRY * PFNGLVERTEXPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const GLvoid ** pointer, GLint ptrstride);
#define glColorPointerListIBM GLEW_GET_FUN(__glewColorPointerListIBM)
#define glEdgeFlagPointerListIBM GLEW_GET_FUN(__glewEdgeFlagPointerListIBM)
#define glFogCoordPointerListIBM GLEW_GET_FUN(__glewFogCoordPointerListIBM)
#define glIndexPointerListIBM GLEW_GET_FUN(__glewIndexPointerListIBM)
#define glNormalPointerListIBM GLEW_GET_FUN(__glewNormalPointerListIBM)
#define glSecondaryColorPointerListIBM GLEW_GET_FUN(__glewSecondaryColorPointerListIBM)
#define glTexCoordPointerListIBM GLEW_GET_FUN(__glewTexCoordPointerListIBM)
#define glVertexPointerListIBM GLEW_GET_FUN(__glewVertexPointerListIBM)
#define GLEW_IBM_vertex_array_lists GLEW_GET_VAR(__GLEW_IBM_vertex_array_lists)
#endif /* GL_IBM_vertex_array_lists */
/* -------------------------- GL_INGR_color_clamp -------------------------- */
#ifndef GL_INGR_color_clamp
#define GL_INGR_color_clamp 1
#define GL_RED_MIN_CLAMP_INGR 0x8560
#define GL_GREEN_MIN_CLAMP_INGR 0x8561
#define GL_BLUE_MIN_CLAMP_INGR 0x8562
#define GL_ALPHA_MIN_CLAMP_INGR 0x8563
#define GL_RED_MAX_CLAMP_INGR 0x8564
#define GL_GREEN_MAX_CLAMP_INGR 0x8565
#define GL_BLUE_MAX_CLAMP_INGR 0x8566
#define GL_ALPHA_MAX_CLAMP_INGR 0x8567
#define GLEW_INGR_color_clamp GLEW_GET_VAR(__GLEW_INGR_color_clamp)
#endif /* GL_INGR_color_clamp */
/* ------------------------- GL_INGR_interlace_read ------------------------ */
#ifndef GL_INGR_interlace_read
#define GL_INGR_interlace_read 1
#define GL_INTERLACE_READ_INGR 0x8568
#define GLEW_INGR_interlace_read GLEW_GET_VAR(__GLEW_INGR_interlace_read)
#endif /* GL_INGR_interlace_read */
/* ------------------------ GL_INTEL_parallel_arrays ----------------------- */
#ifndef GL_INTEL_parallel_arrays
#define GL_INTEL_parallel_arrays 1
#define GL_PARALLEL_ARRAYS_INTEL 0x83F4
#define GL_VERTEX_ARRAY_PARALLEL_POINTERS_INTEL 0x83F5
#define GL_NORMAL_ARRAY_PARALLEL_POINTERS_INTEL 0x83F6
#define GL_COLOR_ARRAY_PARALLEL_POINTERS_INTEL 0x83F7
#define GL_TEXTURE_COORD_ARRAY_PARALLEL_POINTERS_INTEL 0x83F8
typedef void (GLAPIENTRY * PFNGLCOLORPOINTERVINTELPROC) (GLint size, GLenum type, const void** pointer);
typedef void (GLAPIENTRY * PFNGLNORMALPOINTERVINTELPROC) (GLenum type, const void** pointer);
typedef void (GLAPIENTRY * PFNGLTEXCOORDPOINTERVINTELPROC) (GLint size, GLenum type, const void** pointer);
typedef void (GLAPIENTRY * PFNGLVERTEXPOINTERVINTELPROC) (GLint size, GLenum type, const void** pointer);
#define glColorPointervINTEL GLEW_GET_FUN(__glewColorPointervINTEL)
#define glNormalPointervINTEL GLEW_GET_FUN(__glewNormalPointervINTEL)
#define glTexCoordPointervINTEL GLEW_GET_FUN(__glewTexCoordPointervINTEL)
#define glVertexPointervINTEL GLEW_GET_FUN(__glewVertexPointervINTEL)
#define GLEW_INTEL_parallel_arrays GLEW_GET_VAR(__GLEW_INTEL_parallel_arrays)
#endif /* GL_INTEL_parallel_arrays */
/* ------------------------ GL_INTEL_texture_scissor ----------------------- */
#ifndef GL_INTEL_texture_scissor
#define GL_INTEL_texture_scissor 1
typedef void (GLAPIENTRY * PFNGLTEXSCISSORFUNCINTELPROC) (GLenum target, GLenum lfunc, GLenum hfunc);
typedef void (GLAPIENTRY * PFNGLTEXSCISSORINTELPROC) (GLenum target, GLclampf tlow, GLclampf thigh);
#define glTexScissorFuncINTEL GLEW_GET_FUN(__glewTexScissorFuncINTEL)
#define glTexScissorINTEL GLEW_GET_FUN(__glewTexScissorINTEL)
#define GLEW_INTEL_texture_scissor GLEW_GET_VAR(__GLEW_INTEL_texture_scissor)
#endif /* GL_INTEL_texture_scissor */
/* -------------------------- GL_KTX_buffer_region ------------------------- */
#ifndef GL_KTX_buffer_region
#define GL_KTX_buffer_region 1
#define GL_KTX_FRONT_REGION 0x0
#define GL_KTX_BACK_REGION 0x1
#define GL_KTX_Z_REGION 0x2
#define GL_KTX_STENCIL_REGION 0x3
typedef GLuint (GLAPIENTRY * PFNGLBUFFERREGIONENABLEDPROC) (void);
typedef void (GLAPIENTRY * PFNGLDELETEBUFFERREGIONPROC) (GLenum region);
typedef void (GLAPIENTRY * PFNGLDRAWBUFFERREGIONPROC) (GLuint region, GLint x, GLint y, GLsizei width, GLsizei height, GLint xDest, GLint yDest);
typedef GLuint (GLAPIENTRY * PFNGLNEWBUFFERREGIONPROC) (GLenum region);
typedef void (GLAPIENTRY * PFNGLREADBUFFERREGIONPROC) (GLuint region, GLint x, GLint y, GLsizei width, GLsizei height);
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
#define glBufferRegionEnabled GLEW_GET_FUN(__glewBufferRegionEnabled)
#define glDeleteBufferRegion GLEW_GET_FUN(__glewDeleteBufferRegion)
#define glDrawBufferRegion GLEW_GET_FUN(__glewDrawBufferRegion)
#define glNewBufferRegion GLEW_GET_FUN(__glewNewBufferRegion)
#define glReadBufferRegion GLEW_GET_FUN(__glewReadBufferRegion)
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
#define GLEW_KTX_buffer_region GLEW_GET_VAR(__GLEW_KTX_buffer_region)
#endif /* GL_KTX_buffer_region */
/* ------------------------- GL_MESAX_texture_stack ------------------------ */
#ifndef GL_MESAX_texture_stack
#define GL_MESAX_texture_stack 1
#define GL_TEXTURE_1D_STACK_MESAX 0x8759
#define GL_TEXTURE_2D_STACK_MESAX 0x875A
#define GL_PROXY_TEXTURE_1D_STACK_MESAX 0x875B
#define GL_PROXY_TEXTURE_2D_STACK_MESAX 0x875C
#define GL_TEXTURE_1D_STACK_BINDING_MESAX 0x875D
#define GL_TEXTURE_2D_STACK_BINDING_MESAX 0x875E
#define GLEW_MESAX_texture_stack GLEW_GET_VAR(__GLEW_MESAX_texture_stack)
#endif /* GL_MESAX_texture_stack */
/* -------------------------- GL_MESA_pack_invert -------------------------- */
#ifndef GL_MESA_pack_invert
#define GL_MESA_pack_invert 1
#define GL_PACK_INVERT_MESA 0x8758
#define GLEW_MESA_pack_invert GLEW_GET_VAR(__GLEW_MESA_pack_invert)
#endif /* GL_MESA_pack_invert */
/* ------------------------- GL_MESA_resize_buffers ------------------------ */
#ifndef GL_MESA_resize_buffers
#define GL_MESA_resize_buffers 1
typedef void (GLAPIENTRY * PFNGLRESIZEBUFFERSMESAPROC) (void);
#define glResizeBuffersMESA GLEW_GET_FUN(__glewResizeBuffersMESA)
#define GLEW_MESA_resize_buffers GLEW_GET_VAR(__GLEW_MESA_resize_buffers)
#endif /* GL_MESA_resize_buffers */
/* --------------------------- GL_MESA_window_pos -------------------------- */
#ifndef GL_MESA_window_pos
#define GL_MESA_window_pos 1
typedef void (GLAPIENTRY * PFNGLWINDOWPOS2DMESAPROC) (GLdouble x, GLdouble y);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS2DVMESAPROC) (const GLdouble* p);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS2FMESAPROC) (GLfloat x, GLfloat y);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS2FVMESAPROC) (const GLfloat* p);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS2IMESAPROC) (GLint x, GLint y);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS2IVMESAPROC) (const GLint* p);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS2SMESAPROC) (GLshort x, GLshort y);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS2SVMESAPROC) (const GLshort* p);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS3DMESAPROC) (GLdouble x, GLdouble y, GLdouble z);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS3DVMESAPROC) (const GLdouble* p);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS3FMESAPROC) (GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS3FVMESAPROC) (const GLfloat* p);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS3IMESAPROC) (GLint x, GLint y, GLint z);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS3IVMESAPROC) (const GLint* p);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS3SMESAPROC) (GLshort x, GLshort y, GLshort z);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS3SVMESAPROC) (const GLshort* p);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS4DMESAPROC) (GLdouble x, GLdouble y, GLdouble z, GLdouble);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS4DVMESAPROC) (const GLdouble* p);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS4FMESAPROC) (GLfloat x, GLfloat y, GLfloat z, GLfloat w);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS4FVMESAPROC) (const GLfloat* p);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS4IMESAPROC) (GLint x, GLint y, GLint z, GLint w);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS4IVMESAPROC) (const GLint* p);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS4SMESAPROC) (GLshort x, GLshort y, GLshort z, GLshort w);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS4SVMESAPROC) (const GLshort* p);
#define glWindowPos2dMESA GLEW_GET_FUN(__glewWindowPos2dMESA)
#define glWindowPos2dvMESA GLEW_GET_FUN(__glewWindowPos2dvMESA)
#define glWindowPos2fMESA GLEW_GET_FUN(__glewWindowPos2fMESA)
#define glWindowPos2fvMESA GLEW_GET_FUN(__glewWindowPos2fvMESA)
#define glWindowPos2iMESA GLEW_GET_FUN(__glewWindowPos2iMESA)
#define glWindowPos2ivMESA GLEW_GET_FUN(__glewWindowPos2ivMESA)
#define glWindowPos2sMESA GLEW_GET_FUN(__glewWindowPos2sMESA)
#define glWindowPos2svMESA GLEW_GET_FUN(__glewWindowPos2svMESA)
#define glWindowPos3dMESA GLEW_GET_FUN(__glewWindowPos3dMESA)
#define glWindowPos3dvMESA GLEW_GET_FUN(__glewWindowPos3dvMESA)
#define glWindowPos3fMESA GLEW_GET_FUN(__glewWindowPos3fMESA)
#define glWindowPos3fvMESA GLEW_GET_FUN(__glewWindowPos3fvMESA)
#define glWindowPos3iMESA GLEW_GET_FUN(__glewWindowPos3iMESA)
#define glWindowPos3ivMESA GLEW_GET_FUN(__glewWindowPos3ivMESA)
#define glWindowPos3sMESA GLEW_GET_FUN(__glewWindowPos3sMESA)
#define glWindowPos3svMESA GLEW_GET_FUN(__glewWindowPos3svMESA)
#define glWindowPos4dMESA GLEW_GET_FUN(__glewWindowPos4dMESA)
#define glWindowPos4dvMESA GLEW_GET_FUN(__glewWindowPos4dvMESA)
#define glWindowPos4fMESA GLEW_GET_FUN(__glewWindowPos4fMESA)
#define glWindowPos4fvMESA GLEW_GET_FUN(__glewWindowPos4fvMESA)
#define glWindowPos4iMESA GLEW_GET_FUN(__glewWindowPos4iMESA)
#define glWindowPos4ivMESA GLEW_GET_FUN(__glewWindowPos4ivMESA)
#define glWindowPos4sMESA GLEW_GET_FUN(__glewWindowPos4sMESA)
#define glWindowPos4svMESA GLEW_GET_FUN(__glewWindowPos4svMESA)
#define GLEW_MESA_window_pos GLEW_GET_VAR(__GLEW_MESA_window_pos)
#endif /* GL_MESA_window_pos */
/* ------------------------- GL_MESA_ycbcr_texture ------------------------- */
#ifndef GL_MESA_ycbcr_texture
#define GL_MESA_ycbcr_texture 1
#define GL_UNSIGNED_SHORT_8_8_MESA 0x85BA
#define GL_UNSIGNED_SHORT_8_8_REV_MESA 0x85BB
#define GL_YCBCR_MESA 0x8757
#define GLEW_MESA_ycbcr_texture GLEW_GET_VAR(__GLEW_MESA_ycbcr_texture)
#endif /* GL_MESA_ycbcr_texture */
/* ------------------------- GL_NVX_gpu_memory_info ------------------------ */
#ifndef GL_NVX_gpu_memory_info
#define GL_NVX_gpu_memory_info 1
#define GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX 0x9047
#define GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX 0x9048
#define GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX 0x9049
#define GL_GPU_MEMORY_INFO_EVICTION_COUNT_NVX 0x904A
#define GL_GPU_MEMORY_INFO_EVICTED_MEMORY_NVX 0x904B
#define GLEW_NVX_gpu_memory_info GLEW_GET_VAR(__GLEW_NVX_gpu_memory_info)
#endif /* GL_NVX_gpu_memory_info */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* --------------------------- GL_NV_blend_square -------------------------- */
#ifndef GL_NV_blend_square
#define GL_NV_blend_square 1
#define GLEW_NV_blend_square GLEW_GET_VAR(__GLEW_NV_blend_square)
#endif /* GL_NV_blend_square */
/* ------------------------ GL_NV_conditional_render ----------------------- */
#ifndef GL_NV_conditional_render
#define GL_NV_conditional_render 1
#define GL_QUERY_WAIT_NV 0x8E13
#define GL_QUERY_NO_WAIT_NV 0x8E14
#define GL_QUERY_BY_REGION_WAIT_NV 0x8E15
#define GL_QUERY_BY_REGION_NO_WAIT_NV 0x8E16
typedef void (GLAPIENTRY * PFNGLBEGINCONDITIONALRENDERNVPROC) (GLuint id, GLenum mode);
typedef void (GLAPIENTRY * PFNGLENDCONDITIONALRENDERNVPROC) (void);
#define glBeginConditionalRenderNV GLEW_GET_FUN(__glewBeginConditionalRenderNV)
#define glEndConditionalRenderNV GLEW_GET_FUN(__glewEndConditionalRenderNV)
#define GLEW_NV_conditional_render GLEW_GET_VAR(__GLEW_NV_conditional_render)
#endif /* GL_NV_conditional_render */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* ----------------------- GL_NV_copy_depth_to_color ----------------------- */
#ifndef GL_NV_copy_depth_to_color
#define GL_NV_copy_depth_to_color 1
#define GL_DEPTH_STENCIL_TO_RGBA_NV 0x886E
#define GL_DEPTH_STENCIL_TO_BGRA_NV 0x886F
#define GLEW_NV_copy_depth_to_color GLEW_GET_VAR(__GLEW_NV_copy_depth_to_color)
#endif /* GL_NV_copy_depth_to_color */
/* ---------------------------- GL_NV_copy_image --------------------------- */
#ifndef GL_NV_copy_image
#define GL_NV_copy_image 1
typedef void (GLAPIENTRY * PFNGLCOPYIMAGESUBDATANVPROC) (GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth);
#define glCopyImageSubDataNV GLEW_GET_FUN(__glewCopyImageSubDataNV)
#define GLEW_NV_copy_image GLEW_GET_VAR(__GLEW_NV_copy_image)
#endif /* GL_NV_copy_image */
/* ------------------------ GL_NV_depth_buffer_float ----------------------- */
#ifndef GL_NV_depth_buffer_float
#define GL_NV_depth_buffer_float 1
#define GL_DEPTH_COMPONENT32F_NV 0x8DAB
#define GL_DEPTH32F_STENCIL8_NV 0x8DAC
#define GL_FLOAT_32_UNSIGNED_INT_24_8_REV_NV 0x8DAD
#define GL_DEPTH_BUFFER_FLOAT_MODE_NV 0x8DAF
typedef void (GLAPIENTRY * PFNGLCLEARDEPTHDNVPROC) (GLdouble depth);
typedef void (GLAPIENTRY * PFNGLDEPTHBOUNDSDNVPROC) (GLdouble zmin, GLdouble zmax);
typedef void (GLAPIENTRY * PFNGLDEPTHRANGEDNVPROC) (GLdouble zNear, GLdouble zFar);
#define glClearDepthdNV GLEW_GET_FUN(__glewClearDepthdNV)
#define glDepthBoundsdNV GLEW_GET_FUN(__glewDepthBoundsdNV)
#define glDepthRangedNV GLEW_GET_FUN(__glewDepthRangedNV)
#define GLEW_NV_depth_buffer_float GLEW_GET_VAR(__GLEW_NV_depth_buffer_float)
#endif /* GL_NV_depth_buffer_float */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* --------------------------- GL_NV_depth_clamp --------------------------- */
#ifndef GL_NV_depth_clamp
#define GL_NV_depth_clamp 1
#define GL_DEPTH_CLAMP_NV 0x864F
#define GLEW_NV_depth_clamp GLEW_GET_VAR(__GLEW_NV_depth_clamp)
#endif /* GL_NV_depth_clamp */
/* ---------------------- GL_NV_depth_range_unclamped ---------------------- */
#ifndef GL_NV_depth_range_unclamped
#define GL_NV_depth_range_unclamped 1
#define GL_SAMPLE_COUNT_BITS_NV 0x8864
#define GL_CURRENT_SAMPLE_COUNT_QUERY_NV 0x8865
#define GL_QUERY_RESULT_NV 0x8866
#define GL_QUERY_RESULT_AVAILABLE_NV 0x8867
#define GL_SAMPLE_COUNT_NV 0x8914
#define GLEW_NV_depth_range_unclamped GLEW_GET_VAR(__GLEW_NV_depth_range_unclamped)
#endif /* GL_NV_depth_range_unclamped */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* ---------------------------- GL_NV_evaluators --------------------------- */
#ifndef GL_NV_evaluators
#define GL_NV_evaluators 1
#define GL_EVAL_2D_NV 0x86C0
#define GL_EVAL_TRIANGULAR_2D_NV 0x86C1
#define GL_MAP_TESSELLATION_NV 0x86C2
#define GL_MAP_ATTRIB_U_ORDER_NV 0x86C3
#define GL_MAP_ATTRIB_V_ORDER_NV 0x86C4
#define GL_EVAL_FRACTIONAL_TESSELLATION_NV 0x86C5
#define GL_EVAL_VERTEX_ATTRIB0_NV 0x86C6
#define GL_EVAL_VERTEX_ATTRIB1_NV 0x86C7
#define GL_EVAL_VERTEX_ATTRIB2_NV 0x86C8
#define GL_EVAL_VERTEX_ATTRIB3_NV 0x86C9
#define GL_EVAL_VERTEX_ATTRIB4_NV 0x86CA
#define GL_EVAL_VERTEX_ATTRIB5_NV 0x86CB
#define GL_EVAL_VERTEX_ATTRIB6_NV 0x86CC
#define GL_EVAL_VERTEX_ATTRIB7_NV 0x86CD
#define GL_EVAL_VERTEX_ATTRIB8_NV 0x86CE
#define GL_EVAL_VERTEX_ATTRIB9_NV 0x86CF
#define GL_EVAL_VERTEX_ATTRIB10_NV 0x86D0
#define GL_EVAL_VERTEX_ATTRIB11_NV 0x86D1
#define GL_EVAL_VERTEX_ATTRIB12_NV 0x86D2
#define GL_EVAL_VERTEX_ATTRIB13_NV 0x86D3
#define GL_EVAL_VERTEX_ATTRIB14_NV 0x86D4
#define GL_EVAL_VERTEX_ATTRIB15_NV 0x86D5
#define GL_MAX_MAP_TESSELLATION_NV 0x86D6
#define GL_MAX_RATIONAL_EVAL_ORDER_NV 0x86D7
typedef void (GLAPIENTRY * PFNGLEVALMAPSNVPROC) (GLenum target, GLenum mode);
typedef void (GLAPIENTRY * PFNGLGETMAPATTRIBPARAMETERFVNVPROC) (GLenum target, GLuint index, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETMAPATTRIBPARAMETERIVNVPROC) (GLenum target, GLuint index, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETMAPCONTROLPOINTSNVPROC) (GLenum target, GLuint index, GLenum type, GLsizei ustride, GLsizei vstride, GLboolean packed, void* points);
typedef void (GLAPIENTRY * PFNGLGETMAPPARAMETERFVNVPROC) (GLenum target, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETMAPPARAMETERIVNVPROC) (GLenum target, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLMAPCONTROLPOINTSNVPROC) (GLenum target, GLuint index, GLenum type, GLsizei ustride, GLsizei vstride, GLint uorder, GLint vorder, GLboolean packed, const void* points);
typedef void (GLAPIENTRY * PFNGLMAPPARAMETERFVNVPROC) (GLenum target, GLenum pname, const GLfloat* params);
typedef void (GLAPIENTRY * PFNGLMAPPARAMETERIVNVPROC) (GLenum target, GLenum pname, const GLint* params);
#define glEvalMapsNV GLEW_GET_FUN(__glewEvalMapsNV)
#define glGetMapAttribParameterfvNV GLEW_GET_FUN(__glewGetMapAttribParameterfvNV)
#define glGetMapAttribParameterivNV GLEW_GET_FUN(__glewGetMapAttribParameterivNV)
#define glGetMapControlPointsNV GLEW_GET_FUN(__glewGetMapControlPointsNV)
#define glGetMapParameterfvNV GLEW_GET_FUN(__glewGetMapParameterfvNV)
#define glGetMapParameterivNV GLEW_GET_FUN(__glewGetMapParameterivNV)
#define glMapControlPointsNV GLEW_GET_FUN(__glewMapControlPointsNV)
#define glMapParameterfvNV GLEW_GET_FUN(__glewMapParameterfvNV)
#define glMapParameterivNV GLEW_GET_FUN(__glewMapParameterivNV)
#define GLEW_NV_evaluators GLEW_GET_VAR(__GLEW_NV_evaluators)
#endif /* GL_NV_evaluators */
/* ----------------------- GL_NV_explicit_multisample ---------------------- */
#ifndef GL_NV_explicit_multisample
#define GL_NV_explicit_multisample 1
#define GL_SAMPLE_POSITION_NV 0x8E50
#define GL_SAMPLE_MASK_NV 0x8E51
#define GL_SAMPLE_MASK_VALUE_NV 0x8E52
#define GL_TEXTURE_BINDING_RENDERBUFFER_NV 0x8E53
#define GL_TEXTURE_RENDERBUFFER_DATA_STORE_BINDING_NV 0x8E54
#define GL_TEXTURE_RENDERBUFFER_NV 0x8E55
#define GL_SAMPLER_RENDERBUFFER_NV 0x8E56
#define GL_INT_SAMPLER_RENDERBUFFER_NV 0x8E57
#define GL_UNSIGNED_INT_SAMPLER_RENDERBUFFER_NV 0x8E58
#define GL_MAX_SAMPLE_MASK_WORDS_NV 0x8E59
typedef void (GLAPIENTRY * PFNGLGETMULTISAMPLEFVNVPROC) (GLenum pname, GLuint index, GLfloat* val);
typedef void (GLAPIENTRY * PFNGLSAMPLEMASKINDEXEDNVPROC) (GLuint index, GLbitfield mask);
typedef void (GLAPIENTRY * PFNGLTEXRENDERBUFFERNVPROC) (GLenum target, GLuint renderbuffer);
#define glGetMultisamplefvNV GLEW_GET_FUN(__glewGetMultisamplefvNV)
#define glSampleMaskIndexedNV GLEW_GET_FUN(__glewSampleMaskIndexedNV)
#define glTexRenderbufferNV GLEW_GET_FUN(__glewTexRenderbufferNV)
#define GLEW_NV_explicit_multisample GLEW_GET_VAR(__GLEW_NV_explicit_multisample)
#endif /* GL_NV_explicit_multisample */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* ------------------------------ GL_NV_fence ------------------------------ */
#ifndef GL_NV_fence
#define GL_NV_fence 1
#define GL_ALL_COMPLETED_NV 0x84F2
#define GL_FENCE_STATUS_NV 0x84F3
#define GL_FENCE_CONDITION_NV 0x84F4
typedef void (GLAPIENTRY * PFNGLDELETEFENCESNVPROC) (GLsizei n, const GLuint* fences);
typedef void (GLAPIENTRY * PFNGLFINISHFENCENVPROC) (GLuint fence);
typedef void (GLAPIENTRY * PFNGLGENFENCESNVPROC) (GLsizei n, GLuint* fences);
typedef void (GLAPIENTRY * PFNGLGETFENCEIVNVPROC) (GLuint fence, GLenum pname, GLint* params);
typedef GLboolean (GLAPIENTRY * PFNGLISFENCENVPROC) (GLuint fence);
typedef void (GLAPIENTRY * PFNGLSETFENCENVPROC) (GLuint fence, GLenum condition);
typedef GLboolean (GLAPIENTRY * PFNGLTESTFENCENVPROC) (GLuint fence);
#define glDeleteFencesNV GLEW_GET_FUN(__glewDeleteFencesNV)
#define glFinishFenceNV GLEW_GET_FUN(__glewFinishFenceNV)
#define glGenFencesNV GLEW_GET_FUN(__glewGenFencesNV)
#define glGetFenceivNV GLEW_GET_FUN(__glewGetFenceivNV)
#define glIsFenceNV GLEW_GET_FUN(__glewIsFenceNV)
#define glSetFenceNV GLEW_GET_FUN(__glewSetFenceNV)
#define glTestFenceNV GLEW_GET_FUN(__glewTestFenceNV)
#define GLEW_NV_fence GLEW_GET_VAR(__GLEW_NV_fence)
#endif /* GL_NV_fence */
/* --------------------------- GL_NV_float_buffer -------------------------- */
#ifndef GL_NV_float_buffer
#define GL_NV_float_buffer 1
#define GL_FLOAT_R_NV 0x8880
#define GL_FLOAT_RG_NV 0x8881
#define GL_FLOAT_RGB_NV 0x8882
#define GL_FLOAT_RGBA_NV 0x8883
#define GL_FLOAT_R16_NV 0x8884
#define GL_FLOAT_R32_NV 0x8885
#define GL_FLOAT_RG16_NV 0x8886
#define GL_FLOAT_RG32_NV 0x8887
#define GL_FLOAT_RGB16_NV 0x8888
#define GL_FLOAT_RGB32_NV 0x8889
#define GL_FLOAT_RGBA16_NV 0x888A
#define GL_FLOAT_RGBA32_NV 0x888B
#define GL_TEXTURE_FLOAT_COMPONENTS_NV 0x888C
#define GL_FLOAT_CLEAR_COLOR_VALUE_NV 0x888D
#define GL_FLOAT_RGBA_MODE_NV 0x888E
#define GLEW_NV_float_buffer GLEW_GET_VAR(__GLEW_NV_float_buffer)
#endif /* GL_NV_float_buffer */
/* --------------------------- GL_NV_fog_distance -------------------------- */
#ifndef GL_NV_fog_distance
#define GL_NV_fog_distance 1
#define GL_FOG_DISTANCE_MODE_NV 0x855A
#define GL_EYE_RADIAL_NV 0x855B
#define GL_EYE_PLANE_ABSOLUTE_NV 0x855C
#define GLEW_NV_fog_distance GLEW_GET_VAR(__GLEW_NV_fog_distance)
#endif /* GL_NV_fog_distance */
/* ------------------------- GL_NV_fragment_program ------------------------ */
#ifndef GL_NV_fragment_program
#define GL_NV_fragment_program 1
#define GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV 0x8868
#define GL_FRAGMENT_PROGRAM_NV 0x8870
#define GL_MAX_TEXTURE_COORDS_NV 0x8871
#define GL_MAX_TEXTURE_IMAGE_UNITS_NV 0x8872
#define GL_FRAGMENT_PROGRAM_BINDING_NV 0x8873
#define GL_PROGRAM_ERROR_STRING_NV 0x8874
typedef void (GLAPIENTRY * PFNGLGETPROGRAMNAMEDPARAMETERDVNVPROC) (GLuint id, GLsizei len, const GLubyte* name, GLdouble *params);
typedef void (GLAPIENTRY * PFNGLGETPROGRAMNAMEDPARAMETERFVNVPROC) (GLuint id, GLsizei len, const GLubyte* name, GLfloat *params);
typedef void (GLAPIENTRY * PFNGLPROGRAMNAMEDPARAMETER4DNVPROC) (GLuint id, GLsizei len, const GLubyte* name, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
typedef void (GLAPIENTRY * PFNGLPROGRAMNAMEDPARAMETER4DVNVPROC) (GLuint id, GLsizei len, const GLubyte* name, const GLdouble v[]);
typedef void (GLAPIENTRY * PFNGLPROGRAMNAMEDPARAMETER4FNVPROC) (GLuint id, GLsizei len, const GLubyte* name, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
typedef void (GLAPIENTRY * PFNGLPROGRAMNAMEDPARAMETER4FVNVPROC) (GLuint id, GLsizei len, const GLubyte* name, const GLfloat v[]);
#define glGetProgramNamedParameterdvNV GLEW_GET_FUN(__glewGetProgramNamedParameterdvNV)
#define glGetProgramNamedParameterfvNV GLEW_GET_FUN(__glewGetProgramNamedParameterfvNV)
#define glProgramNamedParameter4dNV GLEW_GET_FUN(__glewProgramNamedParameter4dNV)
#define glProgramNamedParameter4dvNV GLEW_GET_FUN(__glewProgramNamedParameter4dvNV)
#define glProgramNamedParameter4fNV GLEW_GET_FUN(__glewProgramNamedParameter4fNV)
#define glProgramNamedParameter4fvNV GLEW_GET_FUN(__glewProgramNamedParameter4fvNV)
#define GLEW_NV_fragment_program GLEW_GET_VAR(__GLEW_NV_fragment_program)
#endif /* GL_NV_fragment_program */
/* ------------------------ GL_NV_fragment_program2 ------------------------ */
#ifndef GL_NV_fragment_program2
#define GL_NV_fragment_program2 1
#define GL_MAX_PROGRAM_EXEC_INSTRUCTIONS_NV 0x88F4
#define GL_MAX_PROGRAM_CALL_DEPTH_NV 0x88F5
#define GL_MAX_PROGRAM_IF_DEPTH_NV 0x88F6
#define GL_MAX_PROGRAM_LOOP_DEPTH_NV 0x88F7
#define GL_MAX_PROGRAM_LOOP_COUNT_NV 0x88F8
#define GLEW_NV_fragment_program2 GLEW_GET_VAR(__GLEW_NV_fragment_program2)
#endif /* GL_NV_fragment_program2 */
/* ------------------------ GL_NV_fragment_program4 ------------------------ */
#ifndef GL_NV_fragment_program4
#define GL_NV_fragment_program4 1
#define GLEW_NV_fragment_program4 GLEW_GET_VAR(__GLEW_NV_fragment_program4)
#endif /* GL_NV_fragment_program4 */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* --------------------- GL_NV_fragment_program_option --------------------- */
#ifndef GL_NV_fragment_program_option
#define GL_NV_fragment_program_option 1
#define GLEW_NV_fragment_program_option GLEW_GET_VAR(__GLEW_NV_fragment_program_option)
#endif /* GL_NV_fragment_program_option */
/* ----------------- GL_NV_framebuffer_multisample_coverage ---------------- */
#ifndef GL_NV_framebuffer_multisample_coverage
#define GL_NV_framebuffer_multisample_coverage 1
#define GL_RENDERBUFFER_COVERAGE_SAMPLES_NV 0x8CAB
#define GL_RENDERBUFFER_COLOR_SAMPLES_NV 0x8E10
#define GL_MAX_MULTISAMPLE_COVERAGE_MODES_NV 0x8E11
#define GL_MULTISAMPLE_COVERAGE_MODES_NV 0x8E12
typedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEMULTISAMPLECOVERAGENVPROC) (GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLenum internalformat, GLsizei width, GLsizei height);
#define glRenderbufferStorageMultisampleCoverageNV GLEW_GET_FUN(__glewRenderbufferStorageMultisampleCoverageNV)
#define GLEW_NV_framebuffer_multisample_coverage GLEW_GET_VAR(__GLEW_NV_framebuffer_multisample_coverage)
#endif /* GL_NV_framebuffer_multisample_coverage */
/* ------------------------ GL_NV_geometry_program4 ------------------------ */
#ifndef GL_NV_geometry_program4
#define GL_NV_geometry_program4 1
#define GL_GEOMETRY_PROGRAM_NV 0x8C26
#define GL_MAX_PROGRAM_OUTPUT_VERTICES_NV 0x8C27
#define GL_MAX_PROGRAM_TOTAL_OUTPUT_COMPONENTS_NV 0x8C28
typedef void (GLAPIENTRY * PFNGLPROGRAMVERTEXLIMITNVPROC) (GLenum target, GLint limit);
#define glProgramVertexLimitNV GLEW_GET_FUN(__glewProgramVertexLimitNV)
#define GLEW_NV_geometry_program4 GLEW_GET_VAR(__GLEW_NV_geometry_program4)
#endif /* GL_NV_geometry_program4 */
/* ------------------------- GL_NV_geometry_shader4 ------------------------ */
#ifndef GL_NV_geometry_shader4
#define GL_NV_geometry_shader4 1
#define GLEW_NV_geometry_shader4 GLEW_GET_VAR(__GLEW_NV_geometry_shader4)
#endif /* GL_NV_geometry_shader4 */
/* --------------------------- GL_NV_gpu_program4 -------------------------- */
#ifndef GL_NV_gpu_program4
#define GL_NV_gpu_program4 1
#define GL_MIN_PROGRAM_TEXEL_OFFSET_NV 0x8904
#define GL_MAX_PROGRAM_TEXEL_OFFSET_NV 0x8905
#define GL_PROGRAM_ATTRIB_COMPONENTS_NV 0x8906
#define GL_PROGRAM_RESULT_COMPONENTS_NV 0x8907
#define GL_MAX_PROGRAM_ATTRIB_COMPONENTS_NV 0x8908
#define GL_MAX_PROGRAM_RESULT_COMPONENTS_NV 0x8909
#define GL_MAX_PROGRAM_GENERIC_ATTRIBS_NV 0x8DA5
#define GL_MAX_PROGRAM_GENERIC_RESULTS_NV 0x8DA6
typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETERI4INVPROC) (GLenum target, GLuint index, GLint x, GLint y, GLint z, GLint w);
typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETERI4IVNVPROC) (GLenum target, GLuint index, const GLint *params);
typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETERI4UINVPROC) (GLenum target, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);
typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETERI4UIVNVPROC) (GLenum target, GLuint index, const GLuint *params);
typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETERSI4IVNVPROC) (GLenum target, GLuint index, GLsizei count, const GLint *params);
typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETERSI4UIVNVPROC) (GLenum target, GLuint index, GLsizei count, const GLuint *params);
typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETERI4INVPROC) (GLenum target, GLuint index, GLint x, GLint y, GLint z, GLint w);
typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETERI4IVNVPROC) (GLenum target, GLuint index, const GLint *params);
typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETERI4UINVPROC) (GLenum target, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);
typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETERI4UIVNVPROC) (GLenum target, GLuint index, const GLuint *params);
typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETERSI4IVNVPROC) (GLenum target, GLuint index, GLsizei count, const GLint *params);
typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETERSI4UIVNVPROC) (GLenum target, GLuint index, GLsizei count, const GLuint *params);
#define glProgramEnvParameterI4iNV GLEW_GET_FUN(__glewProgramEnvParameterI4iNV)
#define glProgramEnvParameterI4ivNV GLEW_GET_FUN(__glewProgramEnvParameterI4ivNV)
#define glProgramEnvParameterI4uiNV GLEW_GET_FUN(__glewProgramEnvParameterI4uiNV)
#define glProgramEnvParameterI4uivNV GLEW_GET_FUN(__glewProgramEnvParameterI4uivNV)
#define glProgramEnvParametersI4ivNV GLEW_GET_FUN(__glewProgramEnvParametersI4ivNV)
#define glProgramEnvParametersI4uivNV GLEW_GET_FUN(__glewProgramEnvParametersI4uivNV)
#define glProgramLocalParameterI4iNV GLEW_GET_FUN(__glewProgramLocalParameterI4iNV)
#define glProgramLocalParameterI4ivNV GLEW_GET_FUN(__glewProgramLocalParameterI4ivNV)
#define glProgramLocalParameterI4uiNV GLEW_GET_FUN(__glewProgramLocalParameterI4uiNV)
#define glProgramLocalParameterI4uivNV GLEW_GET_FUN(__glewProgramLocalParameterI4uivNV)
#define glProgramLocalParametersI4ivNV GLEW_GET_FUN(__glewProgramLocalParametersI4ivNV)
#define glProgramLocalParametersI4uivNV GLEW_GET_FUN(__glewProgramLocalParametersI4uivNV)
#define GLEW_NV_gpu_program4 GLEW_GET_VAR(__GLEW_NV_gpu_program4)
#endif /* GL_NV_gpu_program4 */
/* --------------------------- GL_NV_gpu_program5 -------------------------- */
#ifndef GL_NV_gpu_program5
#define GL_NV_gpu_program5 1
#define GL_MAX_GEOMETRY_PROGRAM_INVOCATIONS_NV 0x8E5A
#define GL_MIN_FRAGMENT_INTERPOLATION_OFFSET_NV 0x8E5B
#define GL_MAX_FRAGMENT_INTERPOLATION_OFFSET_NV 0x8E5C
#define GL_FRAGMENT_PROGRAM_INTERPOLATION_OFFSET_BITS_NV 0x8E5D
#define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET_NV 0x8E5E
#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET_NV 0x8E5F
#define GLEW_NV_gpu_program5 GLEW_GET_VAR(__GLEW_NV_gpu_program5)
#endif /* GL_NV_gpu_program5 */
/* ------------------------- GL_NV_gpu_program_fp64 ------------------------ */
#ifndef GL_NV_gpu_program_fp64
#define GL_NV_gpu_program_fp64 1
#define GLEW_NV_gpu_program_fp64 GLEW_GET_VAR(__GLEW_NV_gpu_program_fp64)
#endif /* GL_NV_gpu_program_fp64 */
/* --------------------------- GL_NV_gpu_shader5 --------------------------- */
#ifndef GL_NV_gpu_shader5
#define GL_NV_gpu_shader5 1
#define GL_INT64_NV 0x140E
#define GL_UNSIGNED_INT64_NV 0x140F
#define GL_INT8_NV 0x8FE0
#define GL_INT8_VEC2_NV 0x8FE1
#define GL_INT8_VEC3_NV 0x8FE2
#define GL_INT8_VEC4_NV 0x8FE3
#define GL_INT16_NV 0x8FE4
#define GL_INT16_VEC2_NV 0x8FE5
#define GL_INT16_VEC3_NV 0x8FE6
#define GL_INT16_VEC4_NV 0x8FE7
#define GL_INT64_VEC2_NV 0x8FE9
#define GL_INT64_VEC3_NV 0x8FEA
#define GL_INT64_VEC4_NV 0x8FEB
#define GL_UNSIGNED_INT8_NV 0x8FEC
#define GL_UNSIGNED_INT8_VEC2_NV 0x8FED
#define GL_UNSIGNED_INT8_VEC3_NV 0x8FEE
#define GL_UNSIGNED_INT8_VEC4_NV 0x8FEF
#define GL_UNSIGNED_INT16_NV 0x8FF0
#define GL_UNSIGNED_INT16_VEC2_NV 0x8FF1
#define GL_UNSIGNED_INT16_VEC3_NV 0x8FF2
#define GL_UNSIGNED_INT16_VEC4_NV 0x8FF3
#define GL_UNSIGNED_INT64_VEC2_NV 0x8FF5
#define GL_UNSIGNED_INT64_VEC3_NV 0x8FF6
#define GL_UNSIGNED_INT64_VEC4_NV 0x8FF7
#define GL_FLOAT16_NV 0x8FF8
#define GL_FLOAT16_VEC2_NV 0x8FF9
#define GL_FLOAT16_VEC3_NV 0x8FFA
#define GL_FLOAT16_VEC4_NV 0x8FFB
typedef void (GLAPIENTRY * PFNGLGETUNIFORMI64VNVPROC) (GLuint program, GLint location, GLint64EXT* params);
typedef void (GLAPIENTRY * PFNGLGETUNIFORMUI64VNVPROC) (GLuint program, GLint location, GLuint64EXT* params);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1I64NVPROC) (GLuint program, GLint location, GLint64EXT x);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2I64NVPROC) (GLuint program, GLint location, GLint64EXT x, GLint64EXT y);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3I64NVPROC) (GLuint program, GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4I64NVPROC) (GLuint program, GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM1I64NVPROC) (GLint location, GLint64EXT x);
typedef void (GLAPIENTRY * PFNGLUNIFORM1I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM1UI64NVPROC) (GLint location, GLuint64EXT x);
typedef void (GLAPIENTRY * PFNGLUNIFORM1UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM2I64NVPROC) (GLint location, GLint64EXT x, GLint64EXT y);
typedef void (GLAPIENTRY * PFNGLUNIFORM2I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM2UI64NVPROC) (GLint location, GLuint64EXT x, GLuint64EXT y);
typedef void (GLAPIENTRY * PFNGLUNIFORM2UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM3I64NVPROC) (GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z);
typedef void (GLAPIENTRY * PFNGLUNIFORM3I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM3UI64NVPROC) (GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z);
typedef void (GLAPIENTRY * PFNGLUNIFORM3UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM4I64NVPROC) (GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w);
typedef void (GLAPIENTRY * PFNGLUNIFORM4I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM4UI64NVPROC) (GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w);
typedef void (GLAPIENTRY * PFNGLUNIFORM4UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT* value);
#define glGetUniformi64vNV GLEW_GET_FUN(__glewGetUniformi64vNV)
#define glGetUniformui64vNV GLEW_GET_FUN(__glewGetUniformui64vNV)
#define glProgramUniform1i64NV GLEW_GET_FUN(__glewProgramUniform1i64NV)
#define glProgramUniform1i64vNV GLEW_GET_FUN(__glewProgramUniform1i64vNV)
#define glProgramUniform1ui64NV GLEW_GET_FUN(__glewProgramUniform1ui64NV)
#define glProgramUniform1ui64vNV GLEW_GET_FUN(__glewProgramUniform1ui64vNV)
#define glProgramUniform2i64NV GLEW_GET_FUN(__glewProgramUniform2i64NV)
#define glProgramUniform2i64vNV GLEW_GET_FUN(__glewProgramUniform2i64vNV)
#define glProgramUniform2ui64NV GLEW_GET_FUN(__glewProgramUniform2ui64NV)
#define glProgramUniform2ui64vNV GLEW_GET_FUN(__glewProgramUniform2ui64vNV)
#define glProgramUniform3i64NV GLEW_GET_FUN(__glewProgramUniform3i64NV)
#define glProgramUniform3i64vNV GLEW_GET_FUN(__glewProgramUniform3i64vNV)
#define glProgramUniform3ui64NV GLEW_GET_FUN(__glewProgramUniform3ui64NV)
#define glProgramUniform3ui64vNV GLEW_GET_FUN(__glewProgramUniform3ui64vNV)
#define glProgramUniform4i64NV GLEW_GET_FUN(__glewProgramUniform4i64NV)
#define glProgramUniform4i64vNV GLEW_GET_FUN(__glewProgramUniform4i64vNV)
#define glProgramUniform4ui64NV GLEW_GET_FUN(__glewProgramUniform4ui64NV)
#define glProgramUniform4ui64vNV GLEW_GET_FUN(__glewProgramUniform4ui64vNV)
#define glUniform1i64NV GLEW_GET_FUN(__glewUniform1i64NV)
#define glUniform1i64vNV GLEW_GET_FUN(__glewUniform1i64vNV)
#define glUniform1ui64NV GLEW_GET_FUN(__glewUniform1ui64NV)
#define glUniform1ui64vNV GLEW_GET_FUN(__glewUniform1ui64vNV)
#define glUniform2i64NV GLEW_GET_FUN(__glewUniform2i64NV)
#define glUniform2i64vNV GLEW_GET_FUN(__glewUniform2i64vNV)
#define glUniform2ui64NV GLEW_GET_FUN(__glewUniform2ui64NV)
#define glUniform2ui64vNV GLEW_GET_FUN(__glewUniform2ui64vNV)
#define glUniform3i64NV GLEW_GET_FUN(__glewUniform3i64NV)
#define glUniform3i64vNV GLEW_GET_FUN(__glewUniform3i64vNV)
#define glUniform3ui64NV GLEW_GET_FUN(__glewUniform3ui64NV)
#define glUniform3ui64vNV GLEW_GET_FUN(__glewUniform3ui64vNV)
#define glUniform4i64NV GLEW_GET_FUN(__glewUniform4i64NV)
#define glUniform4i64vNV GLEW_GET_FUN(__glewUniform4i64vNV)
#define glUniform4ui64NV GLEW_GET_FUN(__glewUniform4ui64NV)
#define glUniform4ui64vNV GLEW_GET_FUN(__glewUniform4ui64vNV)
#define GLEW_NV_gpu_shader5 GLEW_GET_VAR(__GLEW_NV_gpu_shader5)
#endif /* GL_NV_gpu_shader5 */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* ---------------------------- GL_NV_half_float --------------------------- */
#ifndef GL_NV_half_float
#define GL_NV_half_float 1
#define GL_HALF_FLOAT_NV 0x140B
typedef unsigned short GLhalf;
typedef void (GLAPIENTRY * PFNGLCOLOR3HNVPROC) (GLhalf red, GLhalf green, GLhalf blue);
typedef void (GLAPIENTRY * PFNGLCOLOR3HVNVPROC) (const GLhalf* v);
typedef void (GLAPIENTRY * PFNGLCOLOR4HNVPROC) (GLhalf red, GLhalf green, GLhalf blue, GLhalf alpha);
typedef void (GLAPIENTRY * PFNGLCOLOR4HVNVPROC) (const GLhalf* v);
typedef void (GLAPIENTRY * PFNGLFOGCOORDHNVPROC) (GLhalf fog);
typedef void (GLAPIENTRY * PFNGLFOGCOORDHVNVPROC) (const GLhalf* fog);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1HNVPROC) (GLenum target, GLhalf s);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1HVNVPROC) (GLenum target, const GLhalf* v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2HNVPROC) (GLenum target, GLhalf s, GLhalf t);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2HVNVPROC) (GLenum target, const GLhalf* v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3HNVPROC) (GLenum target, GLhalf s, GLhalf t, GLhalf r);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3HVNVPROC) (GLenum target, const GLhalf* v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4HNVPROC) (GLenum target, GLhalf s, GLhalf t, GLhalf r, GLhalf q);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4HVNVPROC) (GLenum target, const GLhalf* v);
typedef void (GLAPIENTRY * PFNGLNORMAL3HNVPROC) (GLhalf nx, GLhalf ny, GLhalf nz);
typedef void (GLAPIENTRY * PFNGLNORMAL3HVNVPROC) (const GLhalf* v);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3HNVPROC) (GLhalf red, GLhalf green, GLhalf blue);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3HVNVPROC) (const GLhalf* v);
typedef void (GLAPIENTRY * PFNGLTEXCOORD1HNVPROC) (GLhalf s);
typedef void (GLAPIENTRY * PFNGLTEXCOORD1HVNVPROC) (const GLhalf* v);
typedef void (GLAPIENTRY * PFNGLTEXCOORD2HNVPROC) (GLhalf s, GLhalf t);
typedef void (GLAPIENTRY * PFNGLTEXCOORD2HVNVPROC) (const GLhalf* v);
typedef void (GLAPIENTRY * PFNGLTEXCOORD3HNVPROC) (GLhalf s, GLhalf t, GLhalf r);
typedef void (GLAPIENTRY * PFNGLTEXCOORD3HVNVPROC) (const GLhalf* v);
typedef void (GLAPIENTRY * PFNGLTEXCOORD4HNVPROC) (GLhalf s, GLhalf t, GLhalf r, GLhalf q);
typedef void (GLAPIENTRY * PFNGLTEXCOORD4HVNVPROC) (const GLhalf* v);
typedef void (GLAPIENTRY * PFNGLVERTEX2HNVPROC) (GLhalf x, GLhalf y);
typedef void (GLAPIENTRY * PFNGLVERTEX2HVNVPROC) (const GLhalf* v);
typedef void (GLAPIENTRY * PFNGLVERTEX3HNVPROC) (GLhalf x, GLhalf y, GLhalf z);
typedef void (GLAPIENTRY * PFNGLVERTEX3HVNVPROC) (const GLhalf* v);
typedef void (GLAPIENTRY * PFNGLVERTEX4HNVPROC) (GLhalf x, GLhalf y, GLhalf z, GLhalf w);
typedef void (GLAPIENTRY * PFNGLVERTEX4HVNVPROC) (const GLhalf* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1HNVPROC) (GLuint index, GLhalf x);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1HVNVPROC) (GLuint index, const GLhalf* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2HNVPROC) (GLuint index, GLhalf x, GLhalf y);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2HVNVPROC) (GLuint index, const GLhalf* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3HNVPROC) (GLuint index, GLhalf x, GLhalf y, GLhalf z);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3HVNVPROC) (GLuint index, const GLhalf* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4HNVPROC) (GLuint index, GLhalf x, GLhalf y, GLhalf z, GLhalf w);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4HVNVPROC) (GLuint index, const GLhalf* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS1HVNVPROC) (GLuint index, GLsizei n, const GLhalf* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS2HVNVPROC) (GLuint index, GLsizei n, const GLhalf* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS3HVNVPROC) (GLuint index, GLsizei n, const GLhalf* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS4HVNVPROC) (GLuint index, GLsizei n, const GLhalf* v);
typedef void (GLAPIENTRY * PFNGLVERTEXWEIGHTHNVPROC) (GLhalf weight);
typedef void (GLAPIENTRY * PFNGLVERTEXWEIGHTHVNVPROC) (const GLhalf* weight);
#define glColor3hNV GLEW_GET_FUN(__glewColor3hNV)
#define glColor3hvNV GLEW_GET_FUN(__glewColor3hvNV)
#define glColor4hNV GLEW_GET_FUN(__glewColor4hNV)
#define glColor4hvNV GLEW_GET_FUN(__glewColor4hvNV)
#define glFogCoordhNV GLEW_GET_FUN(__glewFogCoordhNV)
#define glFogCoordhvNV GLEW_GET_FUN(__glewFogCoordhvNV)
#define glMultiTexCoord1hNV GLEW_GET_FUN(__glewMultiTexCoord1hNV)
#define glMultiTexCoord1hvNV GLEW_GET_FUN(__glewMultiTexCoord1hvNV)
#define glMultiTexCoord2hNV GLEW_GET_FUN(__glewMultiTexCoord2hNV)
#define glMultiTexCoord2hvNV GLEW_GET_FUN(__glewMultiTexCoord2hvNV)
#define glMultiTexCoord3hNV GLEW_GET_FUN(__glewMultiTexCoord3hNV)
#define glMultiTexCoord3hvNV GLEW_GET_FUN(__glewMultiTexCoord3hvNV)
#define glMultiTexCoord4hNV GLEW_GET_FUN(__glewMultiTexCoord4hNV)
#define glMultiTexCoord4hvNV GLEW_GET_FUN(__glewMultiTexCoord4hvNV)
#define glNormal3hNV GLEW_GET_FUN(__glewNormal3hNV)
#define glNormal3hvNV GLEW_GET_FUN(__glewNormal3hvNV)
#define glSecondaryColor3hNV GLEW_GET_FUN(__glewSecondaryColor3hNV)
#define glSecondaryColor3hvNV GLEW_GET_FUN(__glewSecondaryColor3hvNV)
#define glTexCoord1hNV GLEW_GET_FUN(__glewTexCoord1hNV)
#define glTexCoord1hvNV GLEW_GET_FUN(__glewTexCoord1hvNV)
#define glTexCoord2hNV GLEW_GET_FUN(__glewTexCoord2hNV)
#define glTexCoord2hvNV GLEW_GET_FUN(__glewTexCoord2hvNV)
#define glTexCoord3hNV GLEW_GET_FUN(__glewTexCoord3hNV)
#define glTexCoord3hvNV GLEW_GET_FUN(__glewTexCoord3hvNV)
#define glTexCoord4hNV GLEW_GET_FUN(__glewTexCoord4hNV)
#define glTexCoord4hvNV GLEW_GET_FUN(__glewTexCoord4hvNV)
#define glVertex2hNV GLEW_GET_FUN(__glewVertex2hNV)
#define glVertex2hvNV GLEW_GET_FUN(__glewVertex2hvNV)
#define glVertex3hNV GLEW_GET_FUN(__glewVertex3hNV)
#define glVertex3hvNV GLEW_GET_FUN(__glewVertex3hvNV)
#define glVertex4hNV GLEW_GET_FUN(__glewVertex4hNV)
#define glVertex4hvNV GLEW_GET_FUN(__glewVertex4hvNV)
#define glVertexAttrib1hNV GLEW_GET_FUN(__glewVertexAttrib1hNV)
#define glVertexAttrib1hvNV GLEW_GET_FUN(__glewVertexAttrib1hvNV)
#define glVertexAttrib2hNV GLEW_GET_FUN(__glewVertexAttrib2hNV)
#define glVertexAttrib2hvNV GLEW_GET_FUN(__glewVertexAttrib2hvNV)
#define glVertexAttrib3hNV GLEW_GET_FUN(__glewVertexAttrib3hNV)
#define glVertexAttrib3hvNV GLEW_GET_FUN(__glewVertexAttrib3hvNV)
#define glVertexAttrib4hNV GLEW_GET_FUN(__glewVertexAttrib4hNV)
#define glVertexAttrib4hvNV GLEW_GET_FUN(__glewVertexAttrib4hvNV)
#define glVertexAttribs1hvNV GLEW_GET_FUN(__glewVertexAttribs1hvNV)
#define glVertexAttribs2hvNV GLEW_GET_FUN(__glewVertexAttribs2hvNV)
#define glVertexAttribs3hvNV GLEW_GET_FUN(__glewVertexAttribs3hvNV)
#define glVertexAttribs4hvNV GLEW_GET_FUN(__glewVertexAttribs4hvNV)
#define glVertexWeighthNV GLEW_GET_FUN(__glewVertexWeighthNV)
#define glVertexWeighthvNV GLEW_GET_FUN(__glewVertexWeighthvNV)
#define GLEW_NV_half_float GLEW_GET_VAR(__GLEW_NV_half_float)
#endif /* GL_NV_half_float */
/* ------------------------ GL_NV_light_max_exponent ----------------------- */
#ifndef GL_NV_light_max_exponent
#define GL_NV_light_max_exponent 1
#define GL_MAX_SHININESS_NV 0x8504
#define GL_MAX_SPOT_EXPONENT_NV 0x8505
#define GLEW_NV_light_max_exponent GLEW_GET_VAR(__GLEW_NV_light_max_exponent)
#endif /* GL_NV_light_max_exponent */
/* ----------------------- GL_NV_multisample_coverage ---------------------- */
#ifndef GL_NV_multisample_coverage
#define GL_NV_multisample_coverage 1
#define GL_COVERAGE_SAMPLES_NV 0x80A9
#define GL_COLOR_SAMPLES_NV 0x8E20
#define GLEW_NV_multisample_coverage GLEW_GET_VAR(__GLEW_NV_multisample_coverage)
#endif /* GL_NV_multisample_coverage */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* --------------------- GL_NV_multisample_filter_hint --------------------- */
#ifndef GL_NV_multisample_filter_hint
#define GL_NV_multisample_filter_hint 1
#define GL_MULTISAMPLE_FILTER_HINT_NV 0x8534
#define GLEW_NV_multisample_filter_hint GLEW_GET_VAR(__GLEW_NV_multisample_filter_hint)
#endif /* GL_NV_multisample_filter_hint */
/* ------------------------- GL_NV_occlusion_query ------------------------- */
#ifndef GL_NV_occlusion_query
#define GL_NV_occlusion_query 1
#define GL_PIXEL_COUNTER_BITS_NV 0x8864
#define GL_CURRENT_OCCLUSION_QUERY_ID_NV 0x8865
#define GL_PIXEL_COUNT_NV 0x8866
#define GL_PIXEL_COUNT_AVAILABLE_NV 0x8867
typedef void (GLAPIENTRY * PFNGLBEGINOCCLUSIONQUERYNVPROC) (GLuint id);
typedef void (GLAPIENTRY * PFNGLDELETEOCCLUSIONQUERIESNVPROC) (GLsizei n, const GLuint* ids);
typedef void (GLAPIENTRY * PFNGLENDOCCLUSIONQUERYNVPROC) (void);
typedef void (GLAPIENTRY * PFNGLGENOCCLUSIONQUERIESNVPROC) (GLsizei n, GLuint* ids);
typedef void (GLAPIENTRY * PFNGLGETOCCLUSIONQUERYIVNVPROC) (GLuint id, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETOCCLUSIONQUERYUIVNVPROC) (GLuint id, GLenum pname, GLuint* params);
typedef GLboolean (GLAPIENTRY * PFNGLISOCCLUSIONQUERYNVPROC) (GLuint id);
#define glBeginOcclusionQueryNV GLEW_GET_FUN(__glewBeginOcclusionQueryNV)
#define glDeleteOcclusionQueriesNV GLEW_GET_FUN(__glewDeleteOcclusionQueriesNV)
#define glEndOcclusionQueryNV GLEW_GET_FUN(__glewEndOcclusionQueryNV)
#define glGenOcclusionQueriesNV GLEW_GET_FUN(__glewGenOcclusionQueriesNV)
#define glGetOcclusionQueryivNV GLEW_GET_FUN(__glewGetOcclusionQueryivNV)
#define glGetOcclusionQueryuivNV GLEW_GET_FUN(__glewGetOcclusionQueryuivNV)
#define glIsOcclusionQueryNV GLEW_GET_FUN(__glewIsOcclusionQueryNV)
#define GLEW_NV_occlusion_query GLEW_GET_VAR(__GLEW_NV_occlusion_query)
#endif /* GL_NV_occlusion_query */
/* ----------------------- GL_NV_packed_depth_stencil ---------------------- */
#ifndef GL_NV_packed_depth_stencil
#define GL_NV_packed_depth_stencil 1
#define GL_DEPTH_STENCIL_NV 0x84F9
#define GL_UNSIGNED_INT_24_8_NV 0x84FA
#define GLEW_NV_packed_depth_stencil GLEW_GET_VAR(__GLEW_NV_packed_depth_stencil)
#endif /* GL_NV_packed_depth_stencil */
/* --------------------- GL_NV_parameter_buffer_object --------------------- */
#ifndef GL_NV_parameter_buffer_object
#define GL_NV_parameter_buffer_object 1
#define GL_MAX_PROGRAM_PARAMETER_BUFFER_BINDINGS_NV 0x8DA0
#define GL_MAX_PROGRAM_PARAMETER_BUFFER_SIZE_NV 0x8DA1
#define GL_VERTEX_PROGRAM_PARAMETER_BUFFER_NV 0x8DA2
#define GL_GEOMETRY_PROGRAM_PARAMETER_BUFFER_NV 0x8DA3
#define GL_FRAGMENT_PROGRAM_PARAMETER_BUFFER_NV 0x8DA4
typedef void (GLAPIENTRY * PFNGLPROGRAMBUFFERPARAMETERSIIVNVPROC) (GLenum target, GLuint buffer, GLuint index, GLsizei count, const GLint *params);
typedef void (GLAPIENTRY * PFNGLPROGRAMBUFFERPARAMETERSIUIVNVPROC) (GLenum target, GLuint buffer, GLuint index, GLsizei count, const GLuint *params);
typedef void (GLAPIENTRY * PFNGLPROGRAMBUFFERPARAMETERSFVNVPROC) (GLenum target, GLuint buffer, GLuint index, GLsizei count, const GLfloat *params);
#define glProgramBufferParametersIivNV GLEW_GET_FUN(__glewProgramBufferParametersIivNV)
#define glProgramBufferParametersIuivNV GLEW_GET_FUN(__glewProgramBufferParametersIuivNV)
#define glProgramBufferParametersfvNV GLEW_GET_FUN(__glewProgramBufferParametersfvNV)
#define GLEW_NV_parameter_buffer_object GLEW_GET_VAR(__GLEW_NV_parameter_buffer_object)
#endif /* GL_NV_parameter_buffer_object */
/* --------------------- GL_NV_parameter_buffer_object2 -------------------- */
#ifndef GL_NV_parameter_buffer_object2
#define GL_NV_parameter_buffer_object2 1
#define GLEW_NV_parameter_buffer_object2 GLEW_GET_VAR(__GLEW_NV_parameter_buffer_object2)
#endif /* GL_NV_parameter_buffer_object2 */
/* -------------------------- GL_NV_path_rendering ------------------------- */
#ifndef GL_NV_path_rendering
#define GL_NV_path_rendering 1
#define GL_CLOSE_PATH_NV 0x00
#define GL_BOLD_BIT_NV 0x01
#define GL_GLYPH_WIDTH_BIT_NV 0x01
#define GL_MOVE_TO_NV 0x02
#define GL_GLYPH_HEIGHT_BIT_NV 0x02
#define GL_ITALIC_BIT_NV 0x02
#define GL_RELATIVE_MOVE_TO_NV 0x03
#define GL_LINE_TO_NV 0x04
#define GL_GLYPH_HORIZONTAL_BEARING_X_BIT_NV 0x04
#define GL_RELATIVE_LINE_TO_NV 0x05
#define GL_HORIZONTAL_LINE_TO_NV 0x06
#define GL_RELATIVE_HORIZONTAL_LINE_TO_NV 0x07
#define GL_GLYPH_HORIZONTAL_BEARING_Y_BIT_NV 0x08
#define GL_VERTICAL_LINE_TO_NV 0x08
#define GL_RELATIVE_VERTICAL_LINE_TO_NV 0x09
#define GL_QUADRATIC_CURVE_TO_NV 0x0A
#define GL_RELATIVE_QUADRATIC_CURVE_TO_NV 0x0B
#define GL_CUBIC_CURVE_TO_NV 0x0C
#define GL_RELATIVE_CUBIC_CURVE_TO_NV 0x0D
#define GL_SMOOTH_QUADRATIC_CURVE_TO_NV 0x0E
#define GL_RELATIVE_SMOOTH_QUADRATIC_CURVE_TO_NV 0x0F
#define GL_GLYPH_HORIZONTAL_BEARING_ADVANCE_BIT_NV 0x10
#define GL_SMOOTH_CUBIC_CURVE_TO_NV 0x10
#define GL_RELATIVE_SMOOTH_CUBIC_CURVE_TO_NV 0x11
#define GL_SMALL_CCW_ARC_TO_NV 0x12
#define GL_RELATIVE_SMALL_CCW_ARC_TO_NV 0x13
#define GL_SMALL_CW_ARC_TO_NV 0x14
#define GL_RELATIVE_SMALL_CW_ARC_TO_NV 0x15
#define GL_LARGE_CCW_ARC_TO_NV 0x16
#define GL_RELATIVE_LARGE_CCW_ARC_TO_NV 0x17
#define GL_LARGE_CW_ARC_TO_NV 0x18
#define GL_RELATIVE_LARGE_CW_ARC_TO_NV 0x19
#define GL_GLYPH_VERTICAL_BEARING_X_BIT_NV 0x20
#define GL_GLYPH_VERTICAL_BEARING_Y_BIT_NV 0x40
#define GL_GLYPH_VERTICAL_BEARING_ADVANCE_BIT_NV 0x80
#define GL_CIRCULAR_CCW_ARC_TO_NV 0xF8
#define GL_CIRCULAR_CW_ARC_TO_NV 0xFA
#define GL_CIRCULAR_TANGENT_ARC_TO_NV 0xFC
#define GL_ARC_TO_NV 0xFE
#define GL_RELATIVE_ARC_TO_NV 0xFF
#define GL_GLYPH_HAS_KERNING_NV 0x100
#define GL_PRIMARY_COLOR_NV 0x852C
#define GL_SECONDARY_COLOR_NV 0x852D
#define GL_PRIMARY_COLOR 0x8577
#define GL_PATH_FORMAT_SVG_NV 0x9070
#define GL_PATH_FORMAT_PS_NV 0x9071
#define GL_STANDARD_FONT_NAME_NV 0x9072
#define GL_SYSTEM_FONT_NAME_NV 0x9073
#define GL_FILE_NAME_NV 0x9074
#define GL_PATH_STROKE_WIDTH_NV 0x9075
#define GL_PATH_END_CAPS_NV 0x9076
#define GL_PATH_INITIAL_END_CAP_NV 0x9077
#define GL_PATH_TERMINAL_END_CAP_NV 0x9078
#define GL_PATH_JOIN_STYLE_NV 0x9079
#define GL_PATH_MITER_LIMIT_NV 0x907A
#define GL_PATH_DASH_CAPS_NV 0x907B
#define GL_PATH_INITIAL_DASH_CAP_NV 0x907C
#define GL_PATH_TERMINAL_DASH_CAP_NV 0x907D
#define GL_PATH_DASH_OFFSET_NV 0x907E
#define GL_PATH_CLIENT_LENGTH_NV 0x907F
#define GL_PATH_FILL_MODE_NV 0x9080
#define GL_PATH_FILL_MASK_NV 0x9081
#define GL_PATH_FILL_COVER_MODE_NV 0x9082
#define GL_PATH_STROKE_COVER_MODE_NV 0x9083
#define GL_PATH_STROKE_MASK_NV 0x9084
#define GL_COUNT_UP_NV 0x9088
#define GL_COUNT_DOWN_NV 0x9089
#define GL_PATH_OBJECT_BOUNDING_BOX_NV 0x908A
#define GL_CONVEX_HULL_NV 0x908B
#define GL_BOUNDING_BOX_NV 0x908D
#define GL_TRANSLATE_X_NV 0x908E
#define GL_TRANSLATE_Y_NV 0x908F
#define GL_TRANSLATE_2D_NV 0x9090
#define GL_TRANSLATE_3D_NV 0x9091
#define GL_AFFINE_2D_NV 0x9092
#define GL_AFFINE_3D_NV 0x9094
#define GL_TRANSPOSE_AFFINE_2D_NV 0x9096
#define GL_TRANSPOSE_AFFINE_3D_NV 0x9098
#define GL_UTF8_NV 0x909A
#define GL_UTF16_NV 0x909B
#define GL_BOUNDING_BOX_OF_BOUNDING_BOXES_NV 0x909C
#define GL_PATH_COMMAND_COUNT_NV 0x909D
#define GL_PATH_COORD_COUNT_NV 0x909E
#define GL_PATH_DASH_ARRAY_COUNT_NV 0x909F
#define GL_PATH_COMPUTED_LENGTH_NV 0x90A0
#define GL_PATH_FILL_BOUNDING_BOX_NV 0x90A1
#define GL_PATH_STROKE_BOUNDING_BOX_NV 0x90A2
#define GL_SQUARE_NV 0x90A3
#define GL_ROUND_NV 0x90A4
#define GL_TRIANGULAR_NV 0x90A5
#define GL_BEVEL_NV 0x90A6
#define GL_MITER_REVERT_NV 0x90A7
#define GL_MITER_TRUNCATE_NV 0x90A8
#define GL_SKIP_MISSING_GLYPH_NV 0x90A9
#define GL_USE_MISSING_GLYPH_NV 0x90AA
#define GL_PATH_ERROR_POSITION_NV 0x90AB
#define GL_PATH_FOG_GEN_MODE_NV 0x90AC
#define GL_ACCUM_ADJACENT_PAIRS_NV 0x90AD
#define GL_ADJACENT_PAIRS_NV 0x90AE
#define GL_FIRST_TO_REST_NV 0x90AF
#define GL_PATH_GEN_MODE_NV 0x90B0
#define GL_PATH_GEN_COEFF_NV 0x90B1
#define GL_PATH_GEN_COLOR_FORMAT_NV 0x90B2
#define GL_PATH_GEN_COMPONENTS_NV 0x90B3
#define GL_PATH_DASH_OFFSET_RESET_NV 0x90B4
#define GL_MOVE_TO_RESETS_NV 0x90B5
#define GL_MOVE_TO_CONTINUES_NV 0x90B6
#define GL_PATH_STENCIL_FUNC_NV 0x90B7
#define GL_PATH_STENCIL_REF_NV 0x90B8
#define GL_PATH_STENCIL_VALUE_MASK_NV 0x90B9
#define GL_PATH_STENCIL_DEPTH_OFFSET_FACTOR_NV 0x90BD
#define GL_PATH_STENCIL_DEPTH_OFFSET_UNITS_NV 0x90BE
#define GL_PATH_COVER_DEPTH_FUNC_NV 0x90BF
#define GL_FONT_X_MIN_BOUNDS_NV 0x00010000
#define GL_FONT_Y_MIN_BOUNDS_NV 0x00020000
#define GL_FONT_X_MAX_BOUNDS_NV 0x00040000
#define GL_FONT_Y_MAX_BOUNDS_NV 0x00080000
#define GL_FONT_UNITS_PER_EM_NV 0x00100000
#define GL_FONT_ASCENDER_NV 0x00200000
#define GL_FONT_DESCENDER_NV 0x00400000
#define GL_FONT_HEIGHT_NV 0x00800000
#define GL_FONT_MAX_ADVANCE_WIDTH_NV 0x01000000
#define GL_FONT_MAX_ADVANCE_HEIGHT_NV 0x02000000
#define GL_FONT_UNDERLINE_POSITION_NV 0x04000000
#define GL_FONT_UNDERLINE_THICKNESS_NV 0x08000000
#define GL_FONT_HAS_KERNING_NV 0x10000000
typedef void (GLAPIENTRY * PFNGLCOPYPATHNVPROC) (GLuint resultPath, GLuint srcPath);
typedef void (GLAPIENTRY * PFNGLCOVERFILLPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void* paths, GLuint pathBase, GLenum coverMode, GLenum transformType, const GLfloat *transformValues);
typedef void (GLAPIENTRY * PFNGLCOVERFILLPATHNVPROC) (GLuint path, GLenum coverMode);
typedef void (GLAPIENTRY * PFNGLCOVERSTROKEPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void* paths, GLuint pathBase, GLenum coverMode, GLenum transformType, const GLfloat *transformValues);
typedef void (GLAPIENTRY * PFNGLCOVERSTROKEPATHNVPROC) (GLuint name, GLenum coverMode);
typedef void (GLAPIENTRY * PFNGLDELETEPATHSNVPROC) (GLuint path, GLsizei range);
typedef GLuint (GLAPIENTRY * PFNGLGENPATHSNVPROC) (GLsizei range);
typedef void (GLAPIENTRY * PFNGLGETPATHCOLORGENFVNVPROC) (GLenum color, GLenum pname, GLfloat* value);
typedef void (GLAPIENTRY * PFNGLGETPATHCOLORGENIVNVPROC) (GLenum color, GLenum pname, GLint* value);
typedef void (GLAPIENTRY * PFNGLGETPATHCOMMANDSNVPROC) (GLuint name, GLubyte* commands);
typedef void (GLAPIENTRY * PFNGLGETPATHCOORDSNVPROC) (GLuint name, GLfloat* coords);
typedef void (GLAPIENTRY * PFNGLGETPATHDASHARRAYNVPROC) (GLuint name, GLfloat* dashArray);
typedef GLfloat (GLAPIENTRY * PFNGLGETPATHLENGTHNVPROC) (GLuint path, GLsizei startSegment, GLsizei numSegments);
typedef void (GLAPIENTRY * PFNGLGETPATHMETRICRANGENVPROC) (GLbitfield metricQueryMask, GLuint fistPathName, GLsizei numPaths, GLsizei stride, GLfloat* metrics);
typedef void (GLAPIENTRY * PFNGLGETPATHMETRICSNVPROC) (GLbitfield metricQueryMask, GLsizei numPaths, GLenum pathNameType, const void* paths, GLuint pathBase, GLsizei stride, GLfloat *metrics);
typedef void (GLAPIENTRY * PFNGLGETPATHPARAMETERFVNVPROC) (GLuint name, GLenum param, GLfloat* value);
typedef void (GLAPIENTRY * PFNGLGETPATHPARAMETERIVNVPROC) (GLuint name, GLenum param, GLint* value);
typedef void (GLAPIENTRY * PFNGLGETPATHSPACINGNVPROC) (GLenum pathListMode, GLsizei numPaths, GLenum pathNameType, const void* paths, GLuint pathBase, GLfloat advanceScale, GLfloat kerningScale, GLenum transformType, GLfloat *returnedSpacing);
typedef void (GLAPIENTRY * PFNGLGETPATHTEXGENFVNVPROC) (GLenum texCoordSet, GLenum pname, GLfloat* value);
typedef void (GLAPIENTRY * PFNGLGETPATHTEXGENIVNVPROC) (GLenum texCoordSet, GLenum pname, GLint* value);
typedef void (GLAPIENTRY * PFNGLINTERPOLATEPATHSNVPROC) (GLuint resultPath, GLuint pathA, GLuint pathB, GLfloat weight);
typedef GLboolean (GLAPIENTRY * PFNGLISPATHNVPROC) (GLuint path);
typedef GLboolean (GLAPIENTRY * PFNGLISPOINTINFILLPATHNVPROC) (GLuint path, GLuint mask, GLfloat x, GLfloat y);
typedef GLboolean (GLAPIENTRY * PFNGLISPOINTINSTROKEPATHNVPROC) (GLuint path, GLfloat x, GLfloat y);
typedef void (GLAPIENTRY * PFNGLPATHCOLORGENNVPROC) (GLenum color, GLenum genMode, GLenum colorFormat, const GLfloat* coeffs);
typedef void (GLAPIENTRY * PFNGLPATHCOMMANDSNVPROC) (GLuint path, GLsizei numCommands, const GLubyte* commands, GLsizei numCoords, GLenum coordType, const GLvoid*coords);
typedef void (GLAPIENTRY * PFNGLPATHCOORDSNVPROC) (GLuint path, GLsizei numCoords, GLenum coordType, const void* coords);
typedef void (GLAPIENTRY * PFNGLPATHCOVERDEPTHFUNCNVPROC) (GLenum zfunc);
typedef void (GLAPIENTRY * PFNGLPATHDASHARRAYNVPROC) (GLuint path, GLsizei dashCount, const GLfloat* dashArray);
typedef void (GLAPIENTRY * PFNGLPATHFOGGENNVPROC) (GLenum genMode);
typedef void (GLAPIENTRY * PFNGLPATHGLYPHRANGENVPROC) (GLuint firstPathName, GLenum fontTarget, const void* fontName, GLbitfield fontStyle, GLuint firstGlyph, GLsizei numGlyphs, GLenum handleMissingGlyphs, GLuint pathParameterTemplate, GLfloat emScale);
typedef void (GLAPIENTRY * PFNGLPATHGLYPHSNVPROC) (GLuint firstPathName, GLenum fontTarget, const void* fontName, GLbitfield fontStyle, GLsizei numGlyphs, GLenum type, const GLvoid*charcodes, GLenum handleMissingGlyphs, GLuint pathParameterTemplate, GLfloat emScale);
typedef void (GLAPIENTRY * PFNGLPATHPARAMETERFNVPROC) (GLuint path, GLenum pname, GLfloat value);
typedef void (GLAPIENTRY * PFNGLPATHPARAMETERFVNVPROC) (GLuint path, GLenum pname, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPATHPARAMETERINVPROC) (GLuint path, GLenum pname, GLint value);
typedef void (GLAPIENTRY * PFNGLPATHPARAMETERIVNVPROC) (GLuint path, GLenum pname, const GLint* value);
typedef void (GLAPIENTRY * PFNGLPATHSTENCILDEPTHOFFSETNVPROC) (GLfloat factor, GLint units);
typedef void (GLAPIENTRY * PFNGLPATHSTENCILFUNCNVPROC) (GLenum func, GLint ref, GLuint mask);
typedef void (GLAPIENTRY * PFNGLPATHSTRINGNVPROC) (GLuint path, GLenum format, GLsizei length, const void* pathString);
typedef void (GLAPIENTRY * PFNGLPATHSUBCOMMANDSNVPROC) (GLuint path, GLsizei commandStart, GLsizei commandsToDelete, GLsizei numCommands, const GLubyte* commands, GLsizei numCoords, GLenum coordType, const GLvoid*coords);
typedef void (GLAPIENTRY * PFNGLPATHSUBCOORDSNVPROC) (GLuint path, GLsizei coordStart, GLsizei numCoords, GLenum coordType, const void* coords);
typedef void (GLAPIENTRY * PFNGLPATHTEXGENNVPROC) (GLenum texCoordSet, GLenum genMode, GLint components, const GLfloat* coeffs);
typedef GLboolean (GLAPIENTRY * PFNGLPOINTALONGPATHNVPROC) (GLuint path, GLsizei startSegment, GLsizei numSegments, GLfloat distance, GLfloat* x, GLfloat *y, GLfloat *tangentX, GLfloat *tangentY);
typedef void (GLAPIENTRY * PFNGLSTENCILFILLPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void* paths, GLuint pathBase, GLenum fillMode, GLuint mask, GLenum transformType, const GLfloat *transformValues);
typedef void (GLAPIENTRY * PFNGLSTENCILFILLPATHNVPROC) (GLuint path, GLenum fillMode, GLuint mask);
typedef void (GLAPIENTRY * PFNGLSTENCILSTROKEPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void* paths, GLuint pathBase, GLint reference, GLuint mask, GLenum transformType, const GLfloat *transformValues);
typedef void (GLAPIENTRY * PFNGLSTENCILSTROKEPATHNVPROC) (GLuint path, GLint reference, GLuint mask);
typedef void (GLAPIENTRY * PFNGLTRANSFORMPATHNVPROC) (GLuint resultPath, GLuint srcPath, GLenum transformType, const GLfloat* transformValues);
typedef void (GLAPIENTRY * PFNGLWEIGHTPATHSNVPROC) (GLuint resultPath, GLsizei numPaths, const GLuint paths[], const GLfloat weights[]);
#define glCopyPathNV GLEW_GET_FUN(__glewCopyPathNV)
#define glCoverFillPathInstancedNV GLEW_GET_FUN(__glewCoverFillPathInstancedNV)
#define glCoverFillPathNV GLEW_GET_FUN(__glewCoverFillPathNV)
#define glCoverStrokePathInstancedNV GLEW_GET_FUN(__glewCoverStrokePathInstancedNV)
#define glCoverStrokePathNV GLEW_GET_FUN(__glewCoverStrokePathNV)
#define glDeletePathsNV GLEW_GET_FUN(__glewDeletePathsNV)
#define glGenPathsNV GLEW_GET_FUN(__glewGenPathsNV)
#define glGetPathColorGenfvNV GLEW_GET_FUN(__glewGetPathColorGenfvNV)
#define glGetPathColorGenivNV GLEW_GET_FUN(__glewGetPathColorGenivNV)
#define glGetPathCommandsNV GLEW_GET_FUN(__glewGetPathCommandsNV)
#define glGetPathCoordsNV GLEW_GET_FUN(__glewGetPathCoordsNV)
#define glGetPathDashArrayNV GLEW_GET_FUN(__glewGetPathDashArrayNV)
#define glGetPathLengthNV GLEW_GET_FUN(__glewGetPathLengthNV)
#define glGetPathMetricRangeNV GLEW_GET_FUN(__glewGetPathMetricRangeNV)
#define glGetPathMetricsNV GLEW_GET_FUN(__glewGetPathMetricsNV)
#define glGetPathParameterfvNV GLEW_GET_FUN(__glewGetPathParameterfvNV)
#define glGetPathParameterivNV GLEW_GET_FUN(__glewGetPathParameterivNV)
#define glGetPathSpacingNV GLEW_GET_FUN(__glewGetPathSpacingNV)
#define glGetPathTexGenfvNV GLEW_GET_FUN(__glewGetPathTexGenfvNV)
#define glGetPathTexGenivNV GLEW_GET_FUN(__glewGetPathTexGenivNV)
#define glInterpolatePathsNV GLEW_GET_FUN(__glewInterpolatePathsNV)
#define glIsPathNV GLEW_GET_FUN(__glewIsPathNV)
#define glIsPointInFillPathNV GLEW_GET_FUN(__glewIsPointInFillPathNV)
#define glIsPointInStrokePathNV GLEW_GET_FUN(__glewIsPointInStrokePathNV)
#define glPathColorGenNV GLEW_GET_FUN(__glewPathColorGenNV)
#define glPathCommandsNV GLEW_GET_FUN(__glewPathCommandsNV)
#define glPathCoordsNV GLEW_GET_FUN(__glewPathCoordsNV)
#define glPathCoverDepthFuncNV GLEW_GET_FUN(__glewPathCoverDepthFuncNV)
#define glPathDashArrayNV GLEW_GET_FUN(__glewPathDashArrayNV)
#define glPathFogGenNV GLEW_GET_FUN(__glewPathFogGenNV)
#define glPathGlyphRangeNV GLEW_GET_FUN(__glewPathGlyphRangeNV)
#define glPathGlyphsNV GLEW_GET_FUN(__glewPathGlyphsNV)
#define glPathParameterfNV GLEW_GET_FUN(__glewPathParameterfNV)
#define glPathParameterfvNV GLEW_GET_FUN(__glewPathParameterfvNV)
#define glPathParameteriNV GLEW_GET_FUN(__glewPathParameteriNV)
#define glPathParameterivNV GLEW_GET_FUN(__glewPathParameterivNV)
#define glPathStencilDepthOffsetNV GLEW_GET_FUN(__glewPathStencilDepthOffsetNV)
#define glPathStencilFuncNV GLEW_GET_FUN(__glewPathStencilFuncNV)
#define glPathStringNV GLEW_GET_FUN(__glewPathStringNV)
#define glPathSubCommandsNV GLEW_GET_FUN(__glewPathSubCommandsNV)
#define glPathSubCoordsNV GLEW_GET_FUN(__glewPathSubCoordsNV)
#define glPathTexGenNV GLEW_GET_FUN(__glewPathTexGenNV)
#define glPointAlongPathNV GLEW_GET_FUN(__glewPointAlongPathNV)
#define glStencilFillPathInstancedNV GLEW_GET_FUN(__glewStencilFillPathInstancedNV)
#define glStencilFillPathNV GLEW_GET_FUN(__glewStencilFillPathNV)
#define glStencilStrokePathInstancedNV GLEW_GET_FUN(__glewStencilStrokePathInstancedNV)
#define glStencilStrokePathNV GLEW_GET_FUN(__glewStencilStrokePathNV)
#define glTransformPathNV GLEW_GET_FUN(__glewTransformPathNV)
#define glWeightPathsNV GLEW_GET_FUN(__glewWeightPathsNV)
#define GLEW_NV_path_rendering GLEW_GET_VAR(__GLEW_NV_path_rendering)
#endif /* GL_NV_path_rendering */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* ------------------------- GL_NV_pixel_data_range ------------------------ */
#ifndef GL_NV_pixel_data_range
#define GL_NV_pixel_data_range 1
#define GL_WRITE_PIXEL_DATA_RANGE_NV 0x8878
#define GL_READ_PIXEL_DATA_RANGE_NV 0x8879
#define GL_WRITE_PIXEL_DATA_RANGE_LENGTH_NV 0x887A
#define GL_READ_PIXEL_DATA_RANGE_LENGTH_NV 0x887B
#define GL_WRITE_PIXEL_DATA_RANGE_POINTER_NV 0x887C
#define GL_READ_PIXEL_DATA_RANGE_POINTER_NV 0x887D
typedef void (GLAPIENTRY * PFNGLFLUSHPIXELDATARANGENVPROC) (GLenum target);
typedef void (GLAPIENTRY * PFNGLPIXELDATARANGENVPROC) (GLenum target, GLsizei length, void* pointer);
#define glFlushPixelDataRangeNV GLEW_GET_FUN(__glewFlushPixelDataRangeNV)
#define glPixelDataRangeNV GLEW_GET_FUN(__glewPixelDataRangeNV)
#define GLEW_NV_pixel_data_range GLEW_GET_VAR(__GLEW_NV_pixel_data_range)
#endif /* GL_NV_pixel_data_range */
/* --------------------------- GL_NV_point_sprite -------------------------- */
#ifndef GL_NV_point_sprite
#define GL_NV_point_sprite 1
#define GL_POINT_SPRITE_NV 0x8861
#define GL_COORD_REPLACE_NV 0x8862
#define GL_POINT_SPRITE_R_MODE_NV 0x8863
typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERINVPROC) (GLenum pname, GLint param);
typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERIVNVPROC) (GLenum pname, const GLint* params);
#define glPointParameteriNV GLEW_GET_FUN(__glewPointParameteriNV)
#define glPointParameterivNV GLEW_GET_FUN(__glewPointParameterivNV)
#define GLEW_NV_point_sprite GLEW_GET_VAR(__GLEW_NV_point_sprite)
#endif /* GL_NV_point_sprite */
/* -------------------------- GL_NV_present_video -------------------------- */
#ifndef GL_NV_present_video
#define GL_NV_present_video 1
#define GL_FRAME_NV 0x8E26
#define GL_FIELDS_NV 0x8E27
#define GL_CURRENT_TIME_NV 0x8E28
#define GL_NUM_FILL_STREAMS_NV 0x8E29
#define GL_PRESENT_TIME_NV 0x8E2A
#define GL_PRESENT_DURATION_NV 0x8E2B
typedef void (GLAPIENTRY * PFNGLGETVIDEOI64VNVPROC) (GLuint video_slot, GLenum pname, GLint64EXT* params);
typedef void (GLAPIENTRY * PFNGLGETVIDEOIVNVPROC) (GLuint video_slot, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETVIDEOUI64VNVPROC) (GLuint video_slot, GLenum pname, GLuint64EXT* params);
typedef void (GLAPIENTRY * PFNGLGETVIDEOUIVNVPROC) (GLuint video_slot, GLenum pname, GLuint* params);
typedef void (GLAPIENTRY * PFNGLPRESENTFRAMEDUALFILLNVPROC) (GLuint video_slot, GLuint64EXT minPresentTime, GLuint beginPresentTimeId, GLuint presentDurationId, GLenum type, GLenum target0, GLuint fill0, GLenum target1, GLuint fill1, GLenum target2, GLuint fill2, GLenum target3, GLuint fill3);
typedef void (GLAPIENTRY * PFNGLPRESENTFRAMEKEYEDNVPROC) (GLuint video_slot, GLuint64EXT minPresentTime, GLuint beginPresentTimeId, GLuint presentDurationId, GLenum type, GLenum target0, GLuint fill0, GLuint key0, GLenum target1, GLuint fill1, GLuint key1);
#define glGetVideoi64vNV GLEW_GET_FUN(__glewGetVideoi64vNV)
#define glGetVideoivNV GLEW_GET_FUN(__glewGetVideoivNV)
#define glGetVideoui64vNV GLEW_GET_FUN(__glewGetVideoui64vNV)
#define glGetVideouivNV GLEW_GET_FUN(__glewGetVideouivNV)
#define glPresentFrameDualFillNV GLEW_GET_FUN(__glewPresentFrameDualFillNV)
#define glPresentFrameKeyedNV GLEW_GET_FUN(__glewPresentFrameKeyedNV)
#define GLEW_NV_present_video GLEW_GET_VAR(__GLEW_NV_present_video)
#endif /* GL_NV_present_video */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* ------------------------ GL_NV_primitive_restart ------------------------ */
#ifndef GL_NV_primitive_restart
#define GL_NV_primitive_restart 1
#define GL_PRIMITIVE_RESTART_NV 0x8558
#define GL_PRIMITIVE_RESTART_INDEX_NV 0x8559
typedef void (GLAPIENTRY * PFNGLPRIMITIVERESTARTINDEXNVPROC) (GLuint index);
typedef void (GLAPIENTRY * PFNGLPRIMITIVERESTARTNVPROC) (void);
#define glPrimitiveRestartIndexNV GLEW_GET_FUN(__glewPrimitiveRestartIndexNV)
#define glPrimitiveRestartNV GLEW_GET_FUN(__glewPrimitiveRestartNV)
#define GLEW_NV_primitive_restart GLEW_GET_VAR(__GLEW_NV_primitive_restart)
#endif /* GL_NV_primitive_restart */
/* ------------------------ GL_NV_register_combiners ----------------------- */
#ifndef GL_NV_register_combiners
#define GL_NV_register_combiners 1
#define GL_REGISTER_COMBINERS_NV 0x8522
#define GL_VARIABLE_A_NV 0x8523
#define GL_VARIABLE_B_NV 0x8524
#define GL_VARIABLE_C_NV 0x8525
#define GL_VARIABLE_D_NV 0x8526
#define GL_VARIABLE_E_NV 0x8527
#define GL_VARIABLE_F_NV 0x8528
#define GL_VARIABLE_G_NV 0x8529
#define GL_CONSTANT_COLOR0_NV 0x852A
#define GL_CONSTANT_COLOR1_NV 0x852B
#define GL_PRIMARY_COLOR_NV 0x852C
#define GL_SECONDARY_COLOR_NV 0x852D
#define GL_SPARE0_NV 0x852E
#define GL_SPARE1_NV 0x852F
#define GL_DISCARD_NV 0x8530
#define GL_E_TIMES_F_NV 0x8531
#define GL_SPARE0_PLUS_SECONDARY_COLOR_NV 0x8532
#define GL_UNSIGNED_IDENTITY_NV 0x8536
#define GL_UNSIGNED_INVERT_NV 0x8537
#define GL_EXPAND_NORMAL_NV 0x8538
#define GL_EXPAND_NEGATE_NV 0x8539
#define GL_HALF_BIAS_NORMAL_NV 0x853A
#define GL_HALF_BIAS_NEGATE_NV 0x853B
#define GL_SIGNED_IDENTITY_NV 0x853C
#define GL_SIGNED_NEGATE_NV 0x853D
#define GL_SCALE_BY_TWO_NV 0x853E
#define GL_SCALE_BY_FOUR_NV 0x853F
#define GL_SCALE_BY_ONE_HALF_NV 0x8540
#define GL_BIAS_BY_NEGATIVE_ONE_HALF_NV 0x8541
#define GL_COMBINER_INPUT_NV 0x8542
#define GL_COMBINER_MAPPING_NV 0x8543
#define GL_COMBINER_COMPONENT_USAGE_NV 0x8544
#define GL_COMBINER_AB_DOT_PRODUCT_NV 0x8545
#define GL_COMBINER_CD_DOT_PRODUCT_NV 0x8546
#define GL_COMBINER_MUX_SUM_NV 0x8547
#define GL_COMBINER_SCALE_NV 0x8548
#define GL_COMBINER_BIAS_NV 0x8549
#define GL_COMBINER_AB_OUTPUT_NV 0x854A
#define GL_COMBINER_CD_OUTPUT_NV 0x854B
#define GL_COMBINER_SUM_OUTPUT_NV 0x854C
#define GL_MAX_GENERAL_COMBINERS_NV 0x854D
#define GL_NUM_GENERAL_COMBINERS_NV 0x854E
#define GL_COLOR_SUM_CLAMP_NV 0x854F
#define GL_COMBINER0_NV 0x8550
#define GL_COMBINER1_NV 0x8551
#define GL_COMBINER2_NV 0x8552
#define GL_COMBINER3_NV 0x8553
#define GL_COMBINER4_NV 0x8554
#define GL_COMBINER5_NV 0x8555
#define GL_COMBINER6_NV 0x8556
#define GL_COMBINER7_NV 0x8557
typedef void (GLAPIENTRY * PFNGLCOMBINERINPUTNVPROC) (GLenum stage, GLenum portion, GLenum variable, GLenum input, GLenum mapping, GLenum componentUsage);
typedef void (GLAPIENTRY * PFNGLCOMBINEROUTPUTNVPROC) (GLenum stage, GLenum portion, GLenum abOutput, GLenum cdOutput, GLenum sumOutput, GLenum scale, GLenum bias, GLboolean abDotProduct, GLboolean cdDotProduct, GLboolean muxSum);
typedef void (GLAPIENTRY * PFNGLCOMBINERPARAMETERFNVPROC) (GLenum pname, GLfloat param);
typedef void (GLAPIENTRY * PFNGLCOMBINERPARAMETERFVNVPROC) (GLenum pname, const GLfloat* params);
typedef void (GLAPIENTRY * PFNGLCOMBINERPARAMETERINVPROC) (GLenum pname, GLint param);
typedef void (GLAPIENTRY * PFNGLCOMBINERPARAMETERIVNVPROC) (GLenum pname, const GLint* params);
typedef void (GLAPIENTRY * PFNGLFINALCOMBINERINPUTNVPROC) (GLenum variable, GLenum input, GLenum mapping, GLenum componentUsage);
typedef void (GLAPIENTRY * PFNGLGETCOMBINERINPUTPARAMETERFVNVPROC) (GLenum stage, GLenum portion, GLenum variable, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETCOMBINERINPUTPARAMETERIVNVPROC) (GLenum stage, GLenum portion, GLenum variable, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETCOMBINEROUTPUTPARAMETERFVNVPROC) (GLenum stage, GLenum portion, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETCOMBINEROUTPUTPARAMETERIVNVPROC) (GLenum stage, GLenum portion, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETFINALCOMBINERINPUTPARAMETERFVNVPROC) (GLenum variable, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETFINALCOMBINERINPUTPARAMETERIVNVPROC) (GLenum variable, GLenum pname, GLint* params);
#define glCombinerInputNV GLEW_GET_FUN(__glewCombinerInputNV)
#define glCombinerOutputNV GLEW_GET_FUN(__glewCombinerOutputNV)
#define glCombinerParameterfNV GLEW_GET_FUN(__glewCombinerParameterfNV)
#define glCombinerParameterfvNV GLEW_GET_FUN(__glewCombinerParameterfvNV)
#define glCombinerParameteriNV GLEW_GET_FUN(__glewCombinerParameteriNV)
#define glCombinerParameterivNV GLEW_GET_FUN(__glewCombinerParameterivNV)
#define glFinalCombinerInputNV GLEW_GET_FUN(__glewFinalCombinerInputNV)
#define glGetCombinerInputParameterfvNV GLEW_GET_FUN(__glewGetCombinerInputParameterfvNV)
#define glGetCombinerInputParameterivNV GLEW_GET_FUN(__glewGetCombinerInputParameterivNV)
#define glGetCombinerOutputParameterfvNV GLEW_GET_FUN(__glewGetCombinerOutputParameterfvNV)
#define glGetCombinerOutputParameterivNV GLEW_GET_FUN(__glewGetCombinerOutputParameterivNV)
#define glGetFinalCombinerInputParameterfvNV GLEW_GET_FUN(__glewGetFinalCombinerInputParameterfvNV)
#define glGetFinalCombinerInputParameterivNV GLEW_GET_FUN(__glewGetFinalCombinerInputParameterivNV)
#define GLEW_NV_register_combiners GLEW_GET_VAR(__GLEW_NV_register_combiners)
#endif /* GL_NV_register_combiners */
/* ----------------------- GL_NV_register_combiners2 ----------------------- */
#ifndef GL_NV_register_combiners2
#define GL_NV_register_combiners2 1
#define GL_PER_STAGE_CONSTANTS_NV 0x8535
typedef void (GLAPIENTRY * PFNGLCOMBINERSTAGEPARAMETERFVNVPROC) (GLenum stage, GLenum pname, const GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETCOMBINERSTAGEPARAMETERFVNVPROC) (GLenum stage, GLenum pname, GLfloat* params);
#define glCombinerStageParameterfvNV GLEW_GET_FUN(__glewCombinerStageParameterfvNV)
#define glGetCombinerStageParameterfvNV GLEW_GET_FUN(__glewGetCombinerStageParameterfvNV)
#define GLEW_NV_register_combiners2 GLEW_GET_VAR(__GLEW_NV_register_combiners2)
#endif /* GL_NV_register_combiners2 */
/* ------------------------ GL_NV_shader_buffer_load ----------------------- */
#ifndef GL_NV_shader_buffer_load
#define GL_NV_shader_buffer_load 1
#define GL_BUFFER_GPU_ADDRESS_NV 0x8F1D
#define GL_GPU_ADDRESS_NV 0x8F34
#define GL_MAX_SHADER_BUFFER_ADDRESS_NV 0x8F35
typedef void (GLAPIENTRY * PFNGLGETBUFFERPARAMETERUI64VNVPROC) (GLenum target, GLenum pname, GLuint64EXT* params);
typedef void (GLAPIENTRY * PFNGLGETINTEGERUI64VNVPROC) (GLenum value, GLuint64EXT* result);
typedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERPARAMETERUI64VNVPROC) (GLuint buffer, GLenum pname, GLuint64EXT* params);
typedef GLboolean (GLAPIENTRY * PFNGLISBUFFERRESIDENTNVPROC) (GLenum target);
typedef GLboolean (GLAPIENTRY * PFNGLISNAMEDBUFFERRESIDENTNVPROC) (GLuint buffer);
typedef void (GLAPIENTRY * PFNGLMAKEBUFFERNONRESIDENTNVPROC) (GLenum target);
typedef void (GLAPIENTRY * PFNGLMAKEBUFFERRESIDENTNVPROC) (GLenum target, GLenum access);
typedef void (GLAPIENTRY * PFNGLMAKENAMEDBUFFERNONRESIDENTNVPROC) (GLuint buffer);
typedef void (GLAPIENTRY * PFNGLMAKENAMEDBUFFERRESIDENTNVPROC) (GLuint buffer, GLenum access);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMUI64NVPROC) (GLuint program, GLint location, GLuint64EXT value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMUI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT* value);
typedef void (GLAPIENTRY * PFNGLUNIFORMUI64NVPROC) (GLint location, GLuint64EXT value);
typedef void (GLAPIENTRY * PFNGLUNIFORMUI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT* value);
#define glGetBufferParameterui64vNV GLEW_GET_FUN(__glewGetBufferParameterui64vNV)
#define glGetIntegerui64vNV GLEW_GET_FUN(__glewGetIntegerui64vNV)
#define glGetNamedBufferParameterui64vNV GLEW_GET_FUN(__glewGetNamedBufferParameterui64vNV)
#define glIsBufferResidentNV GLEW_GET_FUN(__glewIsBufferResidentNV)
#define glIsNamedBufferResidentNV GLEW_GET_FUN(__glewIsNamedBufferResidentNV)
#define glMakeBufferNonResidentNV GLEW_GET_FUN(__glewMakeBufferNonResidentNV)
#define glMakeBufferResidentNV GLEW_GET_FUN(__glewMakeBufferResidentNV)
#define glMakeNamedBufferNonResidentNV GLEW_GET_FUN(__glewMakeNamedBufferNonResidentNV)
#define glMakeNamedBufferResidentNV GLEW_GET_FUN(__glewMakeNamedBufferResidentNV)
#define glProgramUniformui64NV GLEW_GET_FUN(__glewProgramUniformui64NV)
#define glProgramUniformui64vNV GLEW_GET_FUN(__glewProgramUniformui64vNV)
#define glUniformui64NV GLEW_GET_FUN(__glewUniformui64NV)
#define glUniformui64vNV GLEW_GET_FUN(__glewUniformui64vNV)
#define GLEW_NV_shader_buffer_load GLEW_GET_VAR(__GLEW_NV_shader_buffer_load)
#endif /* GL_NV_shader_buffer_load */
/* ---------------------- GL_NV_tessellation_program5 ---------------------- */
#ifndef GL_NV_tessellation_program5
#define GL_NV_tessellation_program5 1
#define GL_MAX_PROGRAM_PATCH_ATTRIBS_NV 0x86D8
#define GL_TESS_CONTROL_PROGRAM_NV 0x891E
#define GL_TESS_EVALUATION_PROGRAM_NV 0x891F
#define GL_TESS_CONTROL_PROGRAM_PARAMETER_BUFFER_NV 0x8C74
#define GL_TESS_EVALUATION_PROGRAM_PARAMETER_BUFFER_NV 0x8C75
#define GLEW_NV_tessellation_program5 GLEW_GET_VAR(__GLEW_NV_tessellation_program5)
#endif /* GL_NV_tessellation_program5 */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* -------------------------- GL_NV_texgen_emboss -------------------------- */
#ifndef GL_NV_texgen_emboss
#define GL_NV_texgen_emboss 1
#define GL_EMBOSS_LIGHT_NV 0x855D
#define GL_EMBOSS_CONSTANT_NV 0x855E
#define GL_EMBOSS_MAP_NV 0x855F
#define GLEW_NV_texgen_emboss GLEW_GET_VAR(__GLEW_NV_texgen_emboss)
#endif /* GL_NV_texgen_emboss */
/* ------------------------ GL_NV_texgen_reflection ------------------------ */
#ifndef GL_NV_texgen_reflection
#define GL_NV_texgen_reflection 1
#define GL_NORMAL_MAP_NV 0x8511
#define GL_REFLECTION_MAP_NV 0x8512
#define GLEW_NV_texgen_reflection GLEW_GET_VAR(__GLEW_NV_texgen_reflection)
#endif /* GL_NV_texgen_reflection */
/* ------------------------- GL_NV_texture_barrier ------------------------- */
#ifndef GL_NV_texture_barrier
#define GL_NV_texture_barrier 1
typedef void (GLAPIENTRY * PFNGLTEXTUREBARRIERNVPROC) (void);
#define glTextureBarrierNV GLEW_GET_FUN(__glewTextureBarrierNV)
#define GLEW_NV_texture_barrier GLEW_GET_VAR(__GLEW_NV_texture_barrier)
#endif /* GL_NV_texture_barrier */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* --------------------- GL_NV_texture_compression_vtc --------------------- */
#ifndef GL_NV_texture_compression_vtc
#define GL_NV_texture_compression_vtc 1
#define GLEW_NV_texture_compression_vtc GLEW_GET_VAR(__GLEW_NV_texture_compression_vtc)
#endif /* GL_NV_texture_compression_vtc */
/* ----------------------- GL_NV_texture_env_combine4 ---------------------- */
#ifndef GL_NV_texture_env_combine4
#define GL_NV_texture_env_combine4 1
#define GL_COMBINE4_NV 0x8503
#define GL_SOURCE3_RGB_NV 0x8583
#define GL_SOURCE3_ALPHA_NV 0x858B
#define GL_OPERAND3_RGB_NV 0x8593
#define GL_OPERAND3_ALPHA_NV 0x859B
#define GLEW_NV_texture_env_combine4 GLEW_GET_VAR(__GLEW_NV_texture_env_combine4)
#endif /* GL_NV_texture_env_combine4 */
/* ---------------------- GL_NV_texture_expand_normal ---------------------- */
#ifndef GL_NV_texture_expand_normal
#define GL_NV_texture_expand_normal 1
#define GL_TEXTURE_UNSIGNED_REMAP_MODE_NV 0x888F
#define GLEW_NV_texture_expand_normal GLEW_GET_VAR(__GLEW_NV_texture_expand_normal)
#endif /* GL_NV_texture_expand_normal */
2011-06-02 00:05:54 +00:00
/* ----------------------- GL_NV_texture_multisample ----------------------- */
#ifndef GL_NV_texture_multisample
#define GL_NV_texture_multisample 1
#define GL_TEXTURE_COVERAGE_SAMPLES_NV 0x9045
#define GL_TEXTURE_COLOR_SAMPLES_NV 0x9046
typedef void (GLAPIENTRY * PFNGLTEXIMAGE2DMULTISAMPLECOVERAGENVPROC) (GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations);
typedef void (GLAPIENTRY * PFNGLTEXIMAGE3DMULTISAMPLECOVERAGENVPROC) (GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations);
typedef void (GLAPIENTRY * PFNGLTEXTUREIMAGE2DMULTISAMPLECOVERAGENVPROC) (GLuint texture, GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations);
typedef void (GLAPIENTRY * PFNGLTEXTUREIMAGE2DMULTISAMPLENVPROC) (GLuint texture, GLenum target, GLsizei samples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations);
typedef void (GLAPIENTRY * PFNGLTEXTUREIMAGE3DMULTISAMPLECOVERAGENVPROC) (GLuint texture, GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations);
typedef void (GLAPIENTRY * PFNGLTEXTUREIMAGE3DMULTISAMPLENVPROC) (GLuint texture, GLenum target, GLsizei samples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations);
#define glTexImage2DMultisampleCoverageNV GLEW_GET_FUN(__glewTexImage2DMultisampleCoverageNV)
#define glTexImage3DMultisampleCoverageNV GLEW_GET_FUN(__glewTexImage3DMultisampleCoverageNV)
#define glTextureImage2DMultisampleCoverageNV GLEW_GET_FUN(__glewTextureImage2DMultisampleCoverageNV)
#define glTextureImage2DMultisampleNV GLEW_GET_FUN(__glewTextureImage2DMultisampleNV)
#define glTextureImage3DMultisampleCoverageNV GLEW_GET_FUN(__glewTextureImage3DMultisampleCoverageNV)
#define glTextureImage3DMultisampleNV GLEW_GET_FUN(__glewTextureImage3DMultisampleNV)
#define GLEW_NV_texture_multisample GLEW_GET_VAR(__GLEW_NV_texture_multisample)
#endif /* GL_NV_texture_multisample */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* ------------------------ GL_NV_texture_rectangle ------------------------ */
#ifndef GL_NV_texture_rectangle
#define GL_NV_texture_rectangle 1
#define GL_TEXTURE_RECTANGLE_NV 0x84F5
#define GL_TEXTURE_BINDING_RECTANGLE_NV 0x84F6
#define GL_PROXY_TEXTURE_RECTANGLE_NV 0x84F7
#define GL_MAX_RECTANGLE_TEXTURE_SIZE_NV 0x84F8
#define GLEW_NV_texture_rectangle GLEW_GET_VAR(__GLEW_NV_texture_rectangle)
#endif /* GL_NV_texture_rectangle */
/* -------------------------- GL_NV_texture_shader ------------------------- */
#ifndef GL_NV_texture_shader
#define GL_NV_texture_shader 1
#define GL_OFFSET_TEXTURE_RECTANGLE_NV 0x864C
#define GL_OFFSET_TEXTURE_RECTANGLE_SCALE_NV 0x864D
#define GL_DOT_PRODUCT_TEXTURE_RECTANGLE_NV 0x864E
#define GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV 0x86D9
#define GL_UNSIGNED_INT_S8_S8_8_8_NV 0x86DA
#define GL_UNSIGNED_INT_8_8_S8_S8_REV_NV 0x86DB
#define GL_DSDT_MAG_INTENSITY_NV 0x86DC
#define GL_SHADER_CONSISTENT_NV 0x86DD
#define GL_TEXTURE_SHADER_NV 0x86DE
#define GL_SHADER_OPERATION_NV 0x86DF
#define GL_CULL_MODES_NV 0x86E0
#define GL_OFFSET_TEXTURE_2D_MATRIX_NV 0x86E1
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
#define GL_OFFSET_TEXTURE_MATRIX_NV 0x86E1
#define GL_OFFSET_TEXTURE_2D_SCALE_NV 0x86E2
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
#define GL_OFFSET_TEXTURE_SCALE_NV 0x86E2
#define GL_OFFSET_TEXTURE_BIAS_NV 0x86E3
#define GL_OFFSET_TEXTURE_2D_BIAS_NV 0x86E3
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
#define GL_PREVIOUS_TEXTURE_INPUT_NV 0x86E4
#define GL_CONST_EYE_NV 0x86E5
#define GL_PASS_THROUGH_NV 0x86E6
#define GL_CULL_FRAGMENT_NV 0x86E7
#define GL_OFFSET_TEXTURE_2D_NV 0x86E8
#define GL_DEPENDENT_AR_TEXTURE_2D_NV 0x86E9
#define GL_DEPENDENT_GB_TEXTURE_2D_NV 0x86EA
#define GL_DOT_PRODUCT_NV 0x86EC
#define GL_DOT_PRODUCT_DEPTH_REPLACE_NV 0x86ED
#define GL_DOT_PRODUCT_TEXTURE_2D_NV 0x86EE
#define GL_DOT_PRODUCT_TEXTURE_CUBE_MAP_NV 0x86F0
#define GL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV 0x86F1
#define GL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV 0x86F2
#define GL_DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV 0x86F3
#define GL_HILO_NV 0x86F4
#define GL_DSDT_NV 0x86F5
#define GL_DSDT_MAG_NV 0x86F6
#define GL_DSDT_MAG_VIB_NV 0x86F7
#define GL_HILO16_NV 0x86F8
#define GL_SIGNED_HILO_NV 0x86F9
#define GL_SIGNED_HILO16_NV 0x86FA
#define GL_SIGNED_RGBA_NV 0x86FB
#define GL_SIGNED_RGBA8_NV 0x86FC
#define GL_SIGNED_RGB_NV 0x86FE
#define GL_SIGNED_RGB8_NV 0x86FF
#define GL_SIGNED_LUMINANCE_NV 0x8701
#define GL_SIGNED_LUMINANCE8_NV 0x8702
#define GL_SIGNED_LUMINANCE_ALPHA_NV 0x8703
#define GL_SIGNED_LUMINANCE8_ALPHA8_NV 0x8704
#define GL_SIGNED_ALPHA_NV 0x8705
#define GL_SIGNED_ALPHA8_NV 0x8706
#define GL_SIGNED_INTENSITY_NV 0x8707
#define GL_SIGNED_INTENSITY8_NV 0x8708
#define GL_DSDT8_NV 0x8709
#define GL_DSDT8_MAG8_NV 0x870A
#define GL_DSDT8_MAG8_INTENSITY8_NV 0x870B
#define GL_SIGNED_RGB_UNSIGNED_ALPHA_NV 0x870C
#define GL_SIGNED_RGB8_UNSIGNED_ALPHA8_NV 0x870D
#define GL_HI_SCALE_NV 0x870E
#define GL_LO_SCALE_NV 0x870F
#define GL_DS_SCALE_NV 0x8710
#define GL_DT_SCALE_NV 0x8711
#define GL_MAGNITUDE_SCALE_NV 0x8712
#define GL_VIBRANCE_SCALE_NV 0x8713
#define GL_HI_BIAS_NV 0x8714
#define GL_LO_BIAS_NV 0x8715
#define GL_DS_BIAS_NV 0x8716
#define GL_DT_BIAS_NV 0x8717
#define GL_MAGNITUDE_BIAS_NV 0x8718
#define GL_VIBRANCE_BIAS_NV 0x8719
#define GL_TEXTURE_BORDER_VALUES_NV 0x871A
#define GL_TEXTURE_HI_SIZE_NV 0x871B
#define GL_TEXTURE_LO_SIZE_NV 0x871C
#define GL_TEXTURE_DS_SIZE_NV 0x871D
#define GL_TEXTURE_DT_SIZE_NV 0x871E
#define GL_TEXTURE_MAG_SIZE_NV 0x871F
#define GLEW_NV_texture_shader GLEW_GET_VAR(__GLEW_NV_texture_shader)
#endif /* GL_NV_texture_shader */
/* ------------------------- GL_NV_texture_shader2 ------------------------- */
#ifndef GL_NV_texture_shader2
#define GL_NV_texture_shader2 1
#define GL_UNSIGNED_INT_S8_S8_8_8_NV 0x86DA
#define GL_UNSIGNED_INT_8_8_S8_S8_REV_NV 0x86DB
#define GL_DSDT_MAG_INTENSITY_NV 0x86DC
#define GL_DOT_PRODUCT_TEXTURE_3D_NV 0x86EF
#define GL_HILO_NV 0x86F4
#define GL_DSDT_NV 0x86F5
#define GL_DSDT_MAG_NV 0x86F6
#define GL_DSDT_MAG_VIB_NV 0x86F7
#define GL_HILO16_NV 0x86F8
#define GL_SIGNED_HILO_NV 0x86F9
#define GL_SIGNED_HILO16_NV 0x86FA
#define GL_SIGNED_RGBA_NV 0x86FB
#define GL_SIGNED_RGBA8_NV 0x86FC
#define GL_SIGNED_RGB_NV 0x86FE
#define GL_SIGNED_RGB8_NV 0x86FF
#define GL_SIGNED_LUMINANCE_NV 0x8701
#define GL_SIGNED_LUMINANCE8_NV 0x8702
#define GL_SIGNED_LUMINANCE_ALPHA_NV 0x8703
#define GL_SIGNED_LUMINANCE8_ALPHA8_NV 0x8704
#define GL_SIGNED_ALPHA_NV 0x8705
#define GL_SIGNED_ALPHA8_NV 0x8706
#define GL_SIGNED_INTENSITY_NV 0x8707
#define GL_SIGNED_INTENSITY8_NV 0x8708
#define GL_DSDT8_NV 0x8709
#define GL_DSDT8_MAG8_NV 0x870A
#define GL_DSDT8_MAG8_INTENSITY8_NV 0x870B
#define GL_SIGNED_RGB_UNSIGNED_ALPHA_NV 0x870C
#define GL_SIGNED_RGB8_UNSIGNED_ALPHA8_NV 0x870D
#define GLEW_NV_texture_shader2 GLEW_GET_VAR(__GLEW_NV_texture_shader2)
#endif /* GL_NV_texture_shader2 */
/* ------------------------- GL_NV_texture_shader3 ------------------------- */
#ifndef GL_NV_texture_shader3
#define GL_NV_texture_shader3 1
#define GL_OFFSET_PROJECTIVE_TEXTURE_2D_NV 0x8850
#define GL_OFFSET_PROJECTIVE_TEXTURE_2D_SCALE_NV 0x8851
#define GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_NV 0x8852
#define GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_SCALE_NV 0x8853
#define GL_OFFSET_HILO_TEXTURE_2D_NV 0x8854
#define GL_OFFSET_HILO_TEXTURE_RECTANGLE_NV 0x8855
#define GL_OFFSET_HILO_PROJECTIVE_TEXTURE_2D_NV 0x8856
#define GL_OFFSET_HILO_PROJECTIVE_TEXTURE_RECTANGLE_NV 0x8857
#define GL_DEPENDENT_HILO_TEXTURE_2D_NV 0x8858
#define GL_DEPENDENT_RGB_TEXTURE_3D_NV 0x8859
#define GL_DEPENDENT_RGB_TEXTURE_CUBE_MAP_NV 0x885A
#define GL_DOT_PRODUCT_PASS_THROUGH_NV 0x885B
#define GL_DOT_PRODUCT_TEXTURE_1D_NV 0x885C
#define GL_DOT_PRODUCT_AFFINE_DEPTH_REPLACE_NV 0x885D
#define GL_HILO8_NV 0x885E
#define GL_SIGNED_HILO8_NV 0x885F
#define GL_FORCE_BLUE_TO_ONE_NV 0x8860
#define GLEW_NV_texture_shader3 GLEW_GET_VAR(__GLEW_NV_texture_shader3)
#endif /* GL_NV_texture_shader3 */
/* ------------------------ GL_NV_transform_feedback ----------------------- */
#ifndef GL_NV_transform_feedback
#define GL_NV_transform_feedback 1
#define GL_BACK_PRIMARY_COLOR_NV 0x8C77
#define GL_BACK_SECONDARY_COLOR_NV 0x8C78
#define GL_TEXTURE_COORD_NV 0x8C79
#define GL_CLIP_DISTANCE_NV 0x8C7A
#define GL_VERTEX_ID_NV 0x8C7B
#define GL_PRIMITIVE_ID_NV 0x8C7C
#define GL_GENERIC_ATTRIB_NV 0x8C7D
#define GL_TRANSFORM_FEEDBACK_ATTRIBS_NV 0x8C7E
#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE_NV 0x8C7F
#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS_NV 0x8C80
#define GL_ACTIVE_VARYINGS_NV 0x8C81
#define GL_ACTIVE_VARYING_MAX_LENGTH_NV 0x8C82
#define GL_TRANSFORM_FEEDBACK_VARYINGS_NV 0x8C83
#define GL_TRANSFORM_FEEDBACK_BUFFER_START_NV 0x8C84
#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE_NV 0x8C85
#define GL_TRANSFORM_FEEDBACK_RECORD_NV 0x8C86
#define GL_PRIMITIVES_GENERATED_NV 0x8C87
#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN_NV 0x8C88
#define GL_RASTERIZER_DISCARD_NV 0x8C89
#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS_NV 0x8C8A
#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS_NV 0x8C8B
#define GL_INTERLEAVED_ATTRIBS_NV 0x8C8C
#define GL_SEPARATE_ATTRIBS_NV 0x8C8D
#define GL_TRANSFORM_FEEDBACK_BUFFER_NV 0x8C8E
#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING_NV 0x8C8F
typedef void (GLAPIENTRY * PFNGLACTIVEVARYINGNVPROC) (GLuint program, const GLchar *name);
typedef void (GLAPIENTRY * PFNGLBEGINTRANSFORMFEEDBACKNVPROC) (GLenum primitiveMode);
typedef void (GLAPIENTRY * PFNGLBINDBUFFERBASENVPROC) (GLenum target, GLuint index, GLuint buffer);
typedef void (GLAPIENTRY * PFNGLBINDBUFFEROFFSETNVPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset);
typedef void (GLAPIENTRY * PFNGLBINDBUFFERRANGENVPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
typedef void (GLAPIENTRY * PFNGLENDTRANSFORMFEEDBACKNVPROC) (void);
typedef void (GLAPIENTRY * PFNGLGETACTIVEVARYINGNVPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name);
typedef void (GLAPIENTRY * PFNGLGETTRANSFORMFEEDBACKVARYINGNVPROC) (GLuint program, GLuint index, GLint *location);
typedef GLint (GLAPIENTRY * PFNGLGETVARYINGLOCATIONNVPROC) (GLuint program, const GLchar *name);
typedef void (GLAPIENTRY * PFNGLTRANSFORMFEEDBACKATTRIBSNVPROC) (GLuint count, const GLint *attribs, GLenum bufferMode);
typedef void (GLAPIENTRY * PFNGLTRANSFORMFEEDBACKVARYINGSNVPROC) (GLuint program, GLsizei count, const GLint *locations, GLenum bufferMode);
#define glActiveVaryingNV GLEW_GET_FUN(__glewActiveVaryingNV)
#define glBeginTransformFeedbackNV GLEW_GET_FUN(__glewBeginTransformFeedbackNV)
#define glBindBufferBaseNV GLEW_GET_FUN(__glewBindBufferBaseNV)
#define glBindBufferOffsetNV GLEW_GET_FUN(__glewBindBufferOffsetNV)
#define glBindBufferRangeNV GLEW_GET_FUN(__glewBindBufferRangeNV)
#define glEndTransformFeedbackNV GLEW_GET_FUN(__glewEndTransformFeedbackNV)
#define glGetActiveVaryingNV GLEW_GET_FUN(__glewGetActiveVaryingNV)
#define glGetTransformFeedbackVaryingNV GLEW_GET_FUN(__glewGetTransformFeedbackVaryingNV)
#define glGetVaryingLocationNV GLEW_GET_FUN(__glewGetVaryingLocationNV)
#define glTransformFeedbackAttribsNV GLEW_GET_FUN(__glewTransformFeedbackAttribsNV)
#define glTransformFeedbackVaryingsNV GLEW_GET_FUN(__glewTransformFeedbackVaryingsNV)
#define GLEW_NV_transform_feedback GLEW_GET_VAR(__GLEW_NV_transform_feedback)
#endif /* GL_NV_transform_feedback */
/* ----------------------- GL_NV_transform_feedback2 ----------------------- */
#ifndef GL_NV_transform_feedback2
#define GL_NV_transform_feedback2 1
#define GL_TRANSFORM_FEEDBACK_NV 0x8E22
#define GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED_NV 0x8E23
#define GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE_NV 0x8E24
#define GL_TRANSFORM_FEEDBACK_BINDING_NV 0x8E25
typedef void (GLAPIENTRY * PFNGLBINDTRANSFORMFEEDBACKNVPROC) (GLenum target, GLuint id);
typedef void (GLAPIENTRY * PFNGLDELETETRANSFORMFEEDBACKSNVPROC) (GLsizei n, const GLuint* ids);
typedef void (GLAPIENTRY * PFNGLDRAWTRANSFORMFEEDBACKNVPROC) (GLenum mode, GLuint id);
typedef void (GLAPIENTRY * PFNGLGENTRANSFORMFEEDBACKSNVPROC) (GLsizei n, GLuint* ids);
typedef GLboolean (GLAPIENTRY * PFNGLISTRANSFORMFEEDBACKNVPROC) (GLuint id);
typedef void (GLAPIENTRY * PFNGLPAUSETRANSFORMFEEDBACKNVPROC) (void);
typedef void (GLAPIENTRY * PFNGLRESUMETRANSFORMFEEDBACKNVPROC) (void);
#define glBindTransformFeedbackNV GLEW_GET_FUN(__glewBindTransformFeedbackNV)
#define glDeleteTransformFeedbacksNV GLEW_GET_FUN(__glewDeleteTransformFeedbacksNV)
#define glDrawTransformFeedbackNV GLEW_GET_FUN(__glewDrawTransformFeedbackNV)
#define glGenTransformFeedbacksNV GLEW_GET_FUN(__glewGenTransformFeedbacksNV)
#define glIsTransformFeedbackNV GLEW_GET_FUN(__glewIsTransformFeedbackNV)
#define glPauseTransformFeedbackNV GLEW_GET_FUN(__glewPauseTransformFeedbackNV)
#define glResumeTransformFeedbackNV GLEW_GET_FUN(__glewResumeTransformFeedbackNV)
#define GLEW_NV_transform_feedback2 GLEW_GET_VAR(__GLEW_NV_transform_feedback2)
#endif /* GL_NV_transform_feedback2 */
/* -------------------------- GL_NV_vdpau_interop -------------------------- */
#ifndef GL_NV_vdpau_interop
#define GL_NV_vdpau_interop 1
#define GL_SURFACE_STATE_NV 0x86EB
#define GL_SURFACE_REGISTERED_NV 0x86FD
#define GL_SURFACE_MAPPED_NV 0x8700
#define GL_WRITE_DISCARD_NV 0x88BE
typedef GLintptr GLvdpauSurfaceNV;
typedef void (GLAPIENTRY * PFNGLVDPAUFININVPROC) (void);
typedef void (GLAPIENTRY * PFNGLVDPAUGETSURFACEIVNVPROC) (GLvdpauSurfaceNV surface, GLenum pname, GLsizei bufSize, GLsizei* length, GLint *values);
typedef void (GLAPIENTRY * PFNGLVDPAUINITNVPROC) (const void* vdpDevice, const GLvoid*getProcAddress);
typedef void (GLAPIENTRY * PFNGLVDPAUISSURFACENVPROC) (GLvdpauSurfaceNV surface);
typedef void (GLAPIENTRY * PFNGLVDPAUMAPSURFACESNVPROC) (GLsizei numSurfaces, const GLvdpauSurfaceNV* surfaces);
typedef GLvdpauSurfaceNV (GLAPIENTRY * PFNGLVDPAUREGISTEROUTPUTSURFACENVPROC) (const void* vdpSurface, GLenum target, GLsizei numTextureNames, const GLuint *textureNames);
typedef GLvdpauSurfaceNV (GLAPIENTRY * PFNGLVDPAUREGISTERVIDEOSURFACENVPROC) (const void* vdpSurface, GLenum target, GLsizei numTextureNames, const GLuint *textureNames);
typedef void (GLAPIENTRY * PFNGLVDPAUSURFACEACCESSNVPROC) (GLvdpauSurfaceNV surface, GLenum access);
typedef void (GLAPIENTRY * PFNGLVDPAUUNMAPSURFACESNVPROC) (GLsizei numSurface, const GLvdpauSurfaceNV* surfaces);
typedef void (GLAPIENTRY * PFNGLVDPAUUNREGISTERSURFACENVPROC) (GLvdpauSurfaceNV surface);
#define glVDPAUFiniNV GLEW_GET_FUN(__glewVDPAUFiniNV)
#define glVDPAUGetSurfaceivNV GLEW_GET_FUN(__glewVDPAUGetSurfaceivNV)
#define glVDPAUInitNV GLEW_GET_FUN(__glewVDPAUInitNV)
#define glVDPAUIsSurfaceNV GLEW_GET_FUN(__glewVDPAUIsSurfaceNV)
#define glVDPAUMapSurfacesNV GLEW_GET_FUN(__glewVDPAUMapSurfacesNV)
#define glVDPAURegisterOutputSurfaceNV GLEW_GET_FUN(__glewVDPAURegisterOutputSurfaceNV)
#define glVDPAURegisterVideoSurfaceNV GLEW_GET_FUN(__glewVDPAURegisterVideoSurfaceNV)
#define glVDPAUSurfaceAccessNV GLEW_GET_FUN(__glewVDPAUSurfaceAccessNV)
#define glVDPAUUnmapSurfacesNV GLEW_GET_FUN(__glewVDPAUUnmapSurfacesNV)
#define glVDPAUUnregisterSurfaceNV GLEW_GET_FUN(__glewVDPAUUnregisterSurfaceNV)
#define GLEW_NV_vdpau_interop GLEW_GET_VAR(__GLEW_NV_vdpau_interop)
#endif /* GL_NV_vdpau_interop */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* ------------------------ GL_NV_vertex_array_range ----------------------- */
#ifndef GL_NV_vertex_array_range
#define GL_NV_vertex_array_range 1
#define GL_VERTEX_ARRAY_RANGE_NV 0x851D
#define GL_VERTEX_ARRAY_RANGE_LENGTH_NV 0x851E
#define GL_VERTEX_ARRAY_RANGE_VALID_NV 0x851F
#define GL_MAX_VERTEX_ARRAY_RANGE_ELEMENT_NV 0x8520
#define GL_VERTEX_ARRAY_RANGE_POINTER_NV 0x8521
typedef void (GLAPIENTRY * PFNGLFLUSHVERTEXARRAYRANGENVPROC) (void);
typedef void (GLAPIENTRY * PFNGLVERTEXARRAYRANGENVPROC) (GLsizei length, void* pointer);
#define glFlushVertexArrayRangeNV GLEW_GET_FUN(__glewFlushVertexArrayRangeNV)
#define glVertexArrayRangeNV GLEW_GET_FUN(__glewVertexArrayRangeNV)
#define GLEW_NV_vertex_array_range GLEW_GET_VAR(__GLEW_NV_vertex_array_range)
#endif /* GL_NV_vertex_array_range */
/* ----------------------- GL_NV_vertex_array_range2 ----------------------- */
#ifndef GL_NV_vertex_array_range2
#define GL_NV_vertex_array_range2 1
#define GL_VERTEX_ARRAY_RANGE_WITHOUT_FLUSH_NV 0x8533
#define GLEW_NV_vertex_array_range2 GLEW_GET_VAR(__GLEW_NV_vertex_array_range2)
#endif /* GL_NV_vertex_array_range2 */
/* ------------------- GL_NV_vertex_attrib_integer_64bit ------------------- */
#ifndef GL_NV_vertex_attrib_integer_64bit
#define GL_NV_vertex_attrib_integer_64bit 1
#define GL_INT64_NV 0x140E
#define GL_UNSIGNED_INT64_NV 0x140F
typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBLI64VNVPROC) (GLuint index, GLenum pname, GLint64EXT* params);
typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBLUI64VNVPROC) (GLuint index, GLenum pname, GLuint64EXT* params);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1I64NVPROC) (GLuint index, GLint64EXT x);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1I64VNVPROC) (GLuint index, const GLint64EXT* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1UI64NVPROC) (GLuint index, GLuint64EXT x);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1UI64VNVPROC) (GLuint index, const GLuint64EXT* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2I64NVPROC) (GLuint index, GLint64EXT x, GLint64EXT y);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2I64VNVPROC) (GLuint index, const GLint64EXT* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2UI64NVPROC) (GLuint index, GLuint64EXT x, GLuint64EXT y);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2UI64VNVPROC) (GLuint index, const GLuint64EXT* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3I64NVPROC) (GLuint index, GLint64EXT x, GLint64EXT y, GLint64EXT z);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3I64VNVPROC) (GLuint index, const GLint64EXT* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3UI64NVPROC) (GLuint index, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3UI64VNVPROC) (GLuint index, const GLuint64EXT* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4I64NVPROC) (GLuint index, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4I64VNVPROC) (GLuint index, const GLint64EXT* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4UI64NVPROC) (GLuint index, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4UI64VNVPROC) (GLuint index, const GLuint64EXT* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBLFORMATNVPROC) (GLuint index, GLint size, GLenum type, GLsizei stride);
#define glGetVertexAttribLi64vNV GLEW_GET_FUN(__glewGetVertexAttribLi64vNV)
#define glGetVertexAttribLui64vNV GLEW_GET_FUN(__glewGetVertexAttribLui64vNV)
#define glVertexAttribL1i64NV GLEW_GET_FUN(__glewVertexAttribL1i64NV)
#define glVertexAttribL1i64vNV GLEW_GET_FUN(__glewVertexAttribL1i64vNV)
#define glVertexAttribL1ui64NV GLEW_GET_FUN(__glewVertexAttribL1ui64NV)
#define glVertexAttribL1ui64vNV GLEW_GET_FUN(__glewVertexAttribL1ui64vNV)
#define glVertexAttribL2i64NV GLEW_GET_FUN(__glewVertexAttribL2i64NV)
#define glVertexAttribL2i64vNV GLEW_GET_FUN(__glewVertexAttribL2i64vNV)
#define glVertexAttribL2ui64NV GLEW_GET_FUN(__glewVertexAttribL2ui64NV)
#define glVertexAttribL2ui64vNV GLEW_GET_FUN(__glewVertexAttribL2ui64vNV)
#define glVertexAttribL3i64NV GLEW_GET_FUN(__glewVertexAttribL3i64NV)
#define glVertexAttribL3i64vNV GLEW_GET_FUN(__glewVertexAttribL3i64vNV)
#define glVertexAttribL3ui64NV GLEW_GET_FUN(__glewVertexAttribL3ui64NV)
#define glVertexAttribL3ui64vNV GLEW_GET_FUN(__glewVertexAttribL3ui64vNV)
#define glVertexAttribL4i64NV GLEW_GET_FUN(__glewVertexAttribL4i64NV)
#define glVertexAttribL4i64vNV GLEW_GET_FUN(__glewVertexAttribL4i64vNV)
#define glVertexAttribL4ui64NV GLEW_GET_FUN(__glewVertexAttribL4ui64NV)
#define glVertexAttribL4ui64vNV GLEW_GET_FUN(__glewVertexAttribL4ui64vNV)
#define glVertexAttribLFormatNV GLEW_GET_FUN(__glewVertexAttribLFormatNV)
#define GLEW_NV_vertex_attrib_integer_64bit GLEW_GET_VAR(__GLEW_NV_vertex_attrib_integer_64bit)
#endif /* GL_NV_vertex_attrib_integer_64bit */
/* ------------------- GL_NV_vertex_buffer_unified_memory ------------------ */
#ifndef GL_NV_vertex_buffer_unified_memory
#define GL_NV_vertex_buffer_unified_memory 1
#define GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV 0x8F1E
#define GL_ELEMENT_ARRAY_UNIFIED_NV 0x8F1F
#define GL_VERTEX_ATTRIB_ARRAY_ADDRESS_NV 0x8F20
#define GL_VERTEX_ARRAY_ADDRESS_NV 0x8F21
#define GL_NORMAL_ARRAY_ADDRESS_NV 0x8F22
#define GL_COLOR_ARRAY_ADDRESS_NV 0x8F23
#define GL_INDEX_ARRAY_ADDRESS_NV 0x8F24
#define GL_TEXTURE_COORD_ARRAY_ADDRESS_NV 0x8F25
#define GL_EDGE_FLAG_ARRAY_ADDRESS_NV 0x8F26
#define GL_SECONDARY_COLOR_ARRAY_ADDRESS_NV 0x8F27
#define GL_FOG_COORD_ARRAY_ADDRESS_NV 0x8F28
#define GL_ELEMENT_ARRAY_ADDRESS_NV 0x8F29
#define GL_VERTEX_ATTRIB_ARRAY_LENGTH_NV 0x8F2A
#define GL_VERTEX_ARRAY_LENGTH_NV 0x8F2B
#define GL_NORMAL_ARRAY_LENGTH_NV 0x8F2C
#define GL_COLOR_ARRAY_LENGTH_NV 0x8F2D
#define GL_INDEX_ARRAY_LENGTH_NV 0x8F2E
#define GL_TEXTURE_COORD_ARRAY_LENGTH_NV 0x8F2F
#define GL_EDGE_FLAG_ARRAY_LENGTH_NV 0x8F30
#define GL_SECONDARY_COLOR_ARRAY_LENGTH_NV 0x8F31
#define GL_FOG_COORD_ARRAY_LENGTH_NV 0x8F32
#define GL_ELEMENT_ARRAY_LENGTH_NV 0x8F33
#define GL_DRAW_INDIRECT_UNIFIED_NV 0x8F40
#define GL_DRAW_INDIRECT_ADDRESS_NV 0x8F41
#define GL_DRAW_INDIRECT_LENGTH_NV 0x8F42
typedef void (GLAPIENTRY * PFNGLBUFFERADDRESSRANGENVPROC) (GLenum pname, GLuint index, GLuint64EXT address, GLsizeiptr length);
typedef void (GLAPIENTRY * PFNGLCOLORFORMATNVPROC) (GLint size, GLenum type, GLsizei stride);
typedef void (GLAPIENTRY * PFNGLEDGEFLAGFORMATNVPROC) (GLsizei stride);
typedef void (GLAPIENTRY * PFNGLFOGCOORDFORMATNVPROC) (GLenum type, GLsizei stride);
typedef void (GLAPIENTRY * PFNGLGETINTEGERUI64I_VNVPROC) (GLenum value, GLuint index, GLuint64EXT result[]);
typedef void (GLAPIENTRY * PFNGLINDEXFORMATNVPROC) (GLenum type, GLsizei stride);
typedef void (GLAPIENTRY * PFNGLNORMALFORMATNVPROC) (GLenum type, GLsizei stride);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLORFORMATNVPROC) (GLint size, GLenum type, GLsizei stride);
typedef void (GLAPIENTRY * PFNGLTEXCOORDFORMATNVPROC) (GLint size, GLenum type, GLsizei stride);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBFORMATNVPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBIFORMATNVPROC) (GLuint index, GLint size, GLenum type, GLsizei stride);
typedef void (GLAPIENTRY * PFNGLVERTEXFORMATNVPROC) (GLint size, GLenum type, GLsizei stride);
#define glBufferAddressRangeNV GLEW_GET_FUN(__glewBufferAddressRangeNV)
#define glColorFormatNV GLEW_GET_FUN(__glewColorFormatNV)
#define glEdgeFlagFormatNV GLEW_GET_FUN(__glewEdgeFlagFormatNV)
#define glFogCoordFormatNV GLEW_GET_FUN(__glewFogCoordFormatNV)
#define glGetIntegerui64i_vNV GLEW_GET_FUN(__glewGetIntegerui64i_vNV)
#define glIndexFormatNV GLEW_GET_FUN(__glewIndexFormatNV)
#define glNormalFormatNV GLEW_GET_FUN(__glewNormalFormatNV)
#define glSecondaryColorFormatNV GLEW_GET_FUN(__glewSecondaryColorFormatNV)
#define glTexCoordFormatNV GLEW_GET_FUN(__glewTexCoordFormatNV)
#define glVertexAttribFormatNV GLEW_GET_FUN(__glewVertexAttribFormatNV)
#define glVertexAttribIFormatNV GLEW_GET_FUN(__glewVertexAttribIFormatNV)
#define glVertexFormatNV GLEW_GET_FUN(__glewVertexFormatNV)
#define GLEW_NV_vertex_buffer_unified_memory GLEW_GET_VAR(__GLEW_NV_vertex_buffer_unified_memory)
#endif /* GL_NV_vertex_buffer_unified_memory */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* -------------------------- GL_NV_vertex_program ------------------------- */
#ifndef GL_NV_vertex_program
#define GL_NV_vertex_program 1
#define GL_VERTEX_PROGRAM_NV 0x8620
#define GL_VERTEX_STATE_PROGRAM_NV 0x8621
#define GL_ATTRIB_ARRAY_SIZE_NV 0x8623
#define GL_ATTRIB_ARRAY_STRIDE_NV 0x8624
#define GL_ATTRIB_ARRAY_TYPE_NV 0x8625
#define GL_CURRENT_ATTRIB_NV 0x8626
#define GL_PROGRAM_LENGTH_NV 0x8627
#define GL_PROGRAM_STRING_NV 0x8628
#define GL_MODELVIEW_PROJECTION_NV 0x8629
#define GL_IDENTITY_NV 0x862A
#define GL_INVERSE_NV 0x862B
#define GL_TRANSPOSE_NV 0x862C
#define GL_INVERSE_TRANSPOSE_NV 0x862D
#define GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV 0x862E
#define GL_MAX_TRACK_MATRICES_NV 0x862F
#define GL_MATRIX0_NV 0x8630
#define GL_MATRIX1_NV 0x8631
#define GL_MATRIX2_NV 0x8632
#define GL_MATRIX3_NV 0x8633
#define GL_MATRIX4_NV 0x8634
#define GL_MATRIX5_NV 0x8635
#define GL_MATRIX6_NV 0x8636
#define GL_MATRIX7_NV 0x8637
#define GL_CURRENT_MATRIX_STACK_DEPTH_NV 0x8640
#define GL_CURRENT_MATRIX_NV 0x8641
#define GL_VERTEX_PROGRAM_POINT_SIZE_NV 0x8642
#define GL_VERTEX_PROGRAM_TWO_SIDE_NV 0x8643
#define GL_PROGRAM_PARAMETER_NV 0x8644
#define GL_ATTRIB_ARRAY_POINTER_NV 0x8645
#define GL_PROGRAM_TARGET_NV 0x8646
#define GL_PROGRAM_RESIDENT_NV 0x8647
#define GL_TRACK_MATRIX_NV 0x8648
#define GL_TRACK_MATRIX_TRANSFORM_NV 0x8649
#define GL_VERTEX_PROGRAM_BINDING_NV 0x864A
#define GL_PROGRAM_ERROR_POSITION_NV 0x864B
#define GL_VERTEX_ATTRIB_ARRAY0_NV 0x8650
#define GL_VERTEX_ATTRIB_ARRAY1_NV 0x8651
#define GL_VERTEX_ATTRIB_ARRAY2_NV 0x8652
#define GL_VERTEX_ATTRIB_ARRAY3_NV 0x8653
#define GL_VERTEX_ATTRIB_ARRAY4_NV 0x8654
#define GL_VERTEX_ATTRIB_ARRAY5_NV 0x8655
#define GL_VERTEX_ATTRIB_ARRAY6_NV 0x8656
#define GL_VERTEX_ATTRIB_ARRAY7_NV 0x8657
#define GL_VERTEX_ATTRIB_ARRAY8_NV 0x8658
#define GL_VERTEX_ATTRIB_ARRAY9_NV 0x8659
#define GL_VERTEX_ATTRIB_ARRAY10_NV 0x865A
#define GL_VERTEX_ATTRIB_ARRAY11_NV 0x865B
#define GL_VERTEX_ATTRIB_ARRAY12_NV 0x865C
#define GL_VERTEX_ATTRIB_ARRAY13_NV 0x865D
#define GL_VERTEX_ATTRIB_ARRAY14_NV 0x865E
#define GL_VERTEX_ATTRIB_ARRAY15_NV 0x865F
#define GL_MAP1_VERTEX_ATTRIB0_4_NV 0x8660
#define GL_MAP1_VERTEX_ATTRIB1_4_NV 0x8661
#define GL_MAP1_VERTEX_ATTRIB2_4_NV 0x8662
#define GL_MAP1_VERTEX_ATTRIB3_4_NV 0x8663
#define GL_MAP1_VERTEX_ATTRIB4_4_NV 0x8664
#define GL_MAP1_VERTEX_ATTRIB5_4_NV 0x8665
#define GL_MAP1_VERTEX_ATTRIB6_4_NV 0x8666
#define GL_MAP1_VERTEX_ATTRIB7_4_NV 0x8667
#define GL_MAP1_VERTEX_ATTRIB8_4_NV 0x8668
#define GL_MAP1_VERTEX_ATTRIB9_4_NV 0x8669
#define GL_MAP1_VERTEX_ATTRIB10_4_NV 0x866A
#define GL_MAP1_VERTEX_ATTRIB11_4_NV 0x866B
#define GL_MAP1_VERTEX_ATTRIB12_4_NV 0x866C
#define GL_MAP1_VERTEX_ATTRIB13_4_NV 0x866D
#define GL_MAP1_VERTEX_ATTRIB14_4_NV 0x866E
#define GL_MAP1_VERTEX_ATTRIB15_4_NV 0x866F
#define GL_MAP2_VERTEX_ATTRIB0_4_NV 0x8670
#define GL_MAP2_VERTEX_ATTRIB1_4_NV 0x8671
#define GL_MAP2_VERTEX_ATTRIB2_4_NV 0x8672
#define GL_MAP2_VERTEX_ATTRIB3_4_NV 0x8673
#define GL_MAP2_VERTEX_ATTRIB4_4_NV 0x8674
#define GL_MAP2_VERTEX_ATTRIB5_4_NV 0x8675
#define GL_MAP2_VERTEX_ATTRIB6_4_NV 0x8676
#define GL_MAP2_VERTEX_ATTRIB7_4_NV 0x8677
#define GL_MAP2_VERTEX_ATTRIB8_4_NV 0x8678
#define GL_MAP2_VERTEX_ATTRIB9_4_NV 0x8679
#define GL_MAP2_VERTEX_ATTRIB10_4_NV 0x867A
#define GL_MAP2_VERTEX_ATTRIB11_4_NV 0x867B
#define GL_MAP2_VERTEX_ATTRIB12_4_NV 0x867C
#define GL_MAP2_VERTEX_ATTRIB13_4_NV 0x867D
#define GL_MAP2_VERTEX_ATTRIB14_4_NV 0x867E
#define GL_MAP2_VERTEX_ATTRIB15_4_NV 0x867F
typedef GLboolean (GLAPIENTRY * PFNGLAREPROGRAMSRESIDENTNVPROC) (GLsizei n, const GLuint* ids, GLboolean *residences);
typedef void (GLAPIENTRY * PFNGLBINDPROGRAMNVPROC) (GLenum target, GLuint id);
typedef void (GLAPIENTRY * PFNGLDELETEPROGRAMSNVPROC) (GLsizei n, const GLuint* ids);
typedef void (GLAPIENTRY * PFNGLEXECUTEPROGRAMNVPROC) (GLenum target, GLuint id, const GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGENPROGRAMSNVPROC) (GLsizei n, GLuint* ids);
typedef void (GLAPIENTRY * PFNGLGETPROGRAMPARAMETERDVNVPROC) (GLenum target, GLuint index, GLenum pname, GLdouble* params);
typedef void (GLAPIENTRY * PFNGLGETPROGRAMPARAMETERFVNVPROC) (GLenum target, GLuint index, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETPROGRAMSTRINGNVPROC) (GLuint id, GLenum pname, GLubyte* program);
typedef void (GLAPIENTRY * PFNGLGETPROGRAMIVNVPROC) (GLuint id, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETTRACKMATRIXIVNVPROC) (GLenum target, GLuint address, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBPOINTERVNVPROC) (GLuint index, GLenum pname, GLvoid** pointer);
typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBDVNVPROC) (GLuint index, GLenum pname, GLdouble* params);
typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBFVNVPROC) (GLuint index, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBIVNVPROC) (GLuint index, GLenum pname, GLint* params);
typedef GLboolean (GLAPIENTRY * PFNGLISPROGRAMNVPROC) (GLuint id);
typedef void (GLAPIENTRY * PFNGLLOADPROGRAMNVPROC) (GLenum target, GLuint id, GLsizei len, const GLubyte* program);
typedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETER4DNVPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
typedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETER4DVNVPROC) (GLenum target, GLuint index, const GLdouble* params);
typedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETER4FNVPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
typedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETER4FVNVPROC) (GLenum target, GLuint index, const GLfloat* params);
typedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETERS4DVNVPROC) (GLenum target, GLuint index, GLsizei num, const GLdouble* params);
typedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETERS4FVNVPROC) (GLenum target, GLuint index, GLsizei num, const GLfloat* params);
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
typedef void (GLAPIENTRY * PFNGLREQUESTRESIDENTPROGRAMSNVPROC) (GLsizei n, GLuint* ids);
typedef void (GLAPIENTRY * PFNGLTRACKMATRIXNVPROC) (GLenum target, GLuint address, GLenum matrix, GLenum transform);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1DNVPROC) (GLuint index, GLdouble x);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1DVNVPROC) (GLuint index, const GLdouble* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1FNVPROC) (GLuint index, GLfloat x);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1FVNVPROC) (GLuint index, const GLfloat* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1SNVPROC) (GLuint index, GLshort x);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1SVNVPROC) (GLuint index, const GLshort* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2DNVPROC) (GLuint index, GLdouble x, GLdouble y);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2DVNVPROC) (GLuint index, const GLdouble* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2FNVPROC) (GLuint index, GLfloat x, GLfloat y);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2FVNVPROC) (GLuint index, const GLfloat* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2SNVPROC) (GLuint index, GLshort x, GLshort y);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2SVNVPROC) (GLuint index, const GLshort* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3DNVPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3DVNVPROC) (GLuint index, const GLdouble* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3FNVPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3FVNVPROC) (GLuint index, const GLfloat* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3SNVPROC) (GLuint index, GLshort x, GLshort y, GLshort z);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3SVNVPROC) (GLuint index, const GLshort* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4DNVPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4DVNVPROC) (GLuint index, const GLdouble* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4FNVPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4FVNVPROC) (GLuint index, const GLfloat* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4SNVPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4SVNVPROC) (GLuint index, const GLshort* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4UBNVPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4UBVNVPROC) (GLuint index, const GLubyte* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBPOINTERNVPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const void* pointer);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS1DVNVPROC) (GLuint index, GLsizei n, const GLdouble* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS1FVNVPROC) (GLuint index, GLsizei n, const GLfloat* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS1SVNVPROC) (GLuint index, GLsizei n, const GLshort* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS2DVNVPROC) (GLuint index, GLsizei n, const GLdouble* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS2FVNVPROC) (GLuint index, GLsizei n, const GLfloat* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS2SVNVPROC) (GLuint index, GLsizei n, const GLshort* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS3DVNVPROC) (GLuint index, GLsizei n, const GLdouble* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS3FVNVPROC) (GLuint index, GLsizei n, const GLfloat* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS3SVNVPROC) (GLuint index, GLsizei n, const GLshort* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS4DVNVPROC) (GLuint index, GLsizei n, const GLdouble* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS4FVNVPROC) (GLuint index, GLsizei n, const GLfloat* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS4SVNVPROC) (GLuint index, GLsizei n, const GLshort* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS4UBVNVPROC) (GLuint index, GLsizei n, const GLubyte* v);
#define glAreProgramsResidentNV GLEW_GET_FUN(__glewAreProgramsResidentNV)
#define glBindProgramNV GLEW_GET_FUN(__glewBindProgramNV)
#define glDeleteProgramsNV GLEW_GET_FUN(__glewDeleteProgramsNV)
#define glExecuteProgramNV GLEW_GET_FUN(__glewExecuteProgramNV)
#define glGenProgramsNV GLEW_GET_FUN(__glewGenProgramsNV)
#define glGetProgramParameterdvNV GLEW_GET_FUN(__glewGetProgramParameterdvNV)
#define glGetProgramParameterfvNV GLEW_GET_FUN(__glewGetProgramParameterfvNV)
#define glGetProgramStringNV GLEW_GET_FUN(__glewGetProgramStringNV)
#define glGetProgramivNV GLEW_GET_FUN(__glewGetProgramivNV)
#define glGetTrackMatrixivNV GLEW_GET_FUN(__glewGetTrackMatrixivNV)
#define glGetVertexAttribPointervNV GLEW_GET_FUN(__glewGetVertexAttribPointervNV)
#define glGetVertexAttribdvNV GLEW_GET_FUN(__glewGetVertexAttribdvNV)
#define glGetVertexAttribfvNV GLEW_GET_FUN(__glewGetVertexAttribfvNV)
#define glGetVertexAttribivNV GLEW_GET_FUN(__glewGetVertexAttribivNV)
#define glIsProgramNV GLEW_GET_FUN(__glewIsProgramNV)
#define glLoadProgramNV GLEW_GET_FUN(__glewLoadProgramNV)
#define glProgramParameter4dNV GLEW_GET_FUN(__glewProgramParameter4dNV)
#define glProgramParameter4dvNV GLEW_GET_FUN(__glewProgramParameter4dvNV)
#define glProgramParameter4fNV GLEW_GET_FUN(__glewProgramParameter4fNV)
#define glProgramParameter4fvNV GLEW_GET_FUN(__glewProgramParameter4fvNV)
#define glProgramParameters4dvNV GLEW_GET_FUN(__glewProgramParameters4dvNV)
#define glProgramParameters4fvNV GLEW_GET_FUN(__glewProgramParameters4fvNV)
#define glRequestResidentProgramsNV GLEW_GET_FUN(__glewRequestResidentProgramsNV)
#define glTrackMatrixNV GLEW_GET_FUN(__glewTrackMatrixNV)
#define glVertexAttrib1dNV GLEW_GET_FUN(__glewVertexAttrib1dNV)
#define glVertexAttrib1dvNV GLEW_GET_FUN(__glewVertexAttrib1dvNV)
#define glVertexAttrib1fNV GLEW_GET_FUN(__glewVertexAttrib1fNV)
#define glVertexAttrib1fvNV GLEW_GET_FUN(__glewVertexAttrib1fvNV)
#define glVertexAttrib1sNV GLEW_GET_FUN(__glewVertexAttrib1sNV)
#define glVertexAttrib1svNV GLEW_GET_FUN(__glewVertexAttrib1svNV)
#define glVertexAttrib2dNV GLEW_GET_FUN(__glewVertexAttrib2dNV)
#define glVertexAttrib2dvNV GLEW_GET_FUN(__glewVertexAttrib2dvNV)
#define glVertexAttrib2fNV GLEW_GET_FUN(__glewVertexAttrib2fNV)
#define glVertexAttrib2fvNV GLEW_GET_FUN(__glewVertexAttrib2fvNV)
#define glVertexAttrib2sNV GLEW_GET_FUN(__glewVertexAttrib2sNV)
#define glVertexAttrib2svNV GLEW_GET_FUN(__glewVertexAttrib2svNV)
#define glVertexAttrib3dNV GLEW_GET_FUN(__glewVertexAttrib3dNV)
#define glVertexAttrib3dvNV GLEW_GET_FUN(__glewVertexAttrib3dvNV)
#define glVertexAttrib3fNV GLEW_GET_FUN(__glewVertexAttrib3fNV)
#define glVertexAttrib3fvNV GLEW_GET_FUN(__glewVertexAttrib3fvNV)
#define glVertexAttrib3sNV GLEW_GET_FUN(__glewVertexAttrib3sNV)
#define glVertexAttrib3svNV GLEW_GET_FUN(__glewVertexAttrib3svNV)
#define glVertexAttrib4dNV GLEW_GET_FUN(__glewVertexAttrib4dNV)
#define glVertexAttrib4dvNV GLEW_GET_FUN(__glewVertexAttrib4dvNV)
#define glVertexAttrib4fNV GLEW_GET_FUN(__glewVertexAttrib4fNV)
#define glVertexAttrib4fvNV GLEW_GET_FUN(__glewVertexAttrib4fvNV)
#define glVertexAttrib4sNV GLEW_GET_FUN(__glewVertexAttrib4sNV)
#define glVertexAttrib4svNV GLEW_GET_FUN(__glewVertexAttrib4svNV)
#define glVertexAttrib4ubNV GLEW_GET_FUN(__glewVertexAttrib4ubNV)
#define glVertexAttrib4ubvNV GLEW_GET_FUN(__glewVertexAttrib4ubvNV)
#define glVertexAttribPointerNV GLEW_GET_FUN(__glewVertexAttribPointerNV)
#define glVertexAttribs1dvNV GLEW_GET_FUN(__glewVertexAttribs1dvNV)
#define glVertexAttribs1fvNV GLEW_GET_FUN(__glewVertexAttribs1fvNV)
#define glVertexAttribs1svNV GLEW_GET_FUN(__glewVertexAttribs1svNV)
#define glVertexAttribs2dvNV GLEW_GET_FUN(__glewVertexAttribs2dvNV)
#define glVertexAttribs2fvNV GLEW_GET_FUN(__glewVertexAttribs2fvNV)
#define glVertexAttribs2svNV GLEW_GET_FUN(__glewVertexAttribs2svNV)
#define glVertexAttribs3dvNV GLEW_GET_FUN(__glewVertexAttribs3dvNV)
#define glVertexAttribs3fvNV GLEW_GET_FUN(__glewVertexAttribs3fvNV)
#define glVertexAttribs3svNV GLEW_GET_FUN(__glewVertexAttribs3svNV)
#define glVertexAttribs4dvNV GLEW_GET_FUN(__glewVertexAttribs4dvNV)
#define glVertexAttribs4fvNV GLEW_GET_FUN(__glewVertexAttribs4fvNV)
#define glVertexAttribs4svNV GLEW_GET_FUN(__glewVertexAttribs4svNV)
#define glVertexAttribs4ubvNV GLEW_GET_FUN(__glewVertexAttribs4ubvNV)
#define GLEW_NV_vertex_program GLEW_GET_VAR(__GLEW_NV_vertex_program)
#endif /* GL_NV_vertex_program */
/* ------------------------ GL_NV_vertex_program1_1 ------------------------ */
#ifndef GL_NV_vertex_program1_1
#define GL_NV_vertex_program1_1 1
#define GLEW_NV_vertex_program1_1 GLEW_GET_VAR(__GLEW_NV_vertex_program1_1)
#endif /* GL_NV_vertex_program1_1 */
/* ------------------------- GL_NV_vertex_program2 ------------------------- */
#ifndef GL_NV_vertex_program2
#define GL_NV_vertex_program2 1
#define GLEW_NV_vertex_program2 GLEW_GET_VAR(__GLEW_NV_vertex_program2)
#endif /* GL_NV_vertex_program2 */
/* ---------------------- GL_NV_vertex_program2_option --------------------- */
#ifndef GL_NV_vertex_program2_option
#define GL_NV_vertex_program2_option 1
#define GL_MAX_PROGRAM_EXEC_INSTRUCTIONS_NV 0x88F4
#define GL_MAX_PROGRAM_CALL_DEPTH_NV 0x88F5
#define GLEW_NV_vertex_program2_option GLEW_GET_VAR(__GLEW_NV_vertex_program2_option)
#endif /* GL_NV_vertex_program2_option */
/* ------------------------- GL_NV_vertex_program3 ------------------------- */
#ifndef GL_NV_vertex_program3
#define GL_NV_vertex_program3 1
#define MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB 0x8B4C
#define GLEW_NV_vertex_program3 GLEW_GET_VAR(__GLEW_NV_vertex_program3)
#endif /* GL_NV_vertex_program3 */
/* ------------------------- GL_NV_vertex_program4 ------------------------- */
#ifndef GL_NV_vertex_program4
#define GL_NV_vertex_program4 1
#define GL_VERTEX_ATTRIB_ARRAY_INTEGER_NV 0x88FD
#define GLEW_NV_vertex_program4 GLEW_GET_VAR(__GLEW_NV_vertex_program4)
#endif /* GL_NV_vertex_program4 */
2011-06-02 00:05:54 +00:00
/* -------------------------- GL_NV_video_capture -------------------------- */
#ifndef GL_NV_video_capture
#define GL_NV_video_capture 1
#define GL_VIDEO_BUFFER_NV 0x9020
#define GL_VIDEO_BUFFER_BINDING_NV 0x9021
#define GL_FIELD_UPPER_NV 0x9022
#define GL_FIELD_LOWER_NV 0x9023
#define GL_NUM_VIDEO_CAPTURE_STREAMS_NV 0x9024
#define GL_NEXT_VIDEO_CAPTURE_BUFFER_STATUS_NV 0x9025
#define GL_VIDEO_CAPTURE_TO_422_SUPPORTED_NV 0x9026
#define GL_LAST_VIDEO_CAPTURE_STATUS_NV 0x9027
#define GL_VIDEO_BUFFER_PITCH_NV 0x9028
#define GL_VIDEO_COLOR_CONVERSION_MATRIX_NV 0x9029
#define GL_VIDEO_COLOR_CONVERSION_MAX_NV 0x902A
#define GL_VIDEO_COLOR_CONVERSION_MIN_NV 0x902B
#define GL_VIDEO_COLOR_CONVERSION_OFFSET_NV 0x902C
#define GL_VIDEO_BUFFER_INTERNAL_FORMAT_NV 0x902D
#define GL_PARTIAL_SUCCESS_NV 0x902E
#define GL_SUCCESS_NV 0x902F
#define GL_FAILURE_NV 0x9030
#define GL_YCBYCR8_422_NV 0x9031
#define GL_YCBAYCR8A_4224_NV 0x9032
#define GL_Z6Y10Z6CB10Z6Y10Z6CR10_422_NV 0x9033
#define GL_Z6Y10Z6CB10Z6A10Z6Y10Z6CR10Z6A10_4224_NV 0x9034
#define GL_Z4Y12Z4CB12Z4Y12Z4CR12_422_NV 0x9035
#define GL_Z4Y12Z4CB12Z4A12Z4Y12Z4CR12Z4A12_4224_NV 0x9036
#define GL_Z4Y12Z4CB12Z4CR12_444_NV 0x9037
#define GL_VIDEO_CAPTURE_FRAME_WIDTH_NV 0x9038
#define GL_VIDEO_CAPTURE_FRAME_HEIGHT_NV 0x9039
#define GL_VIDEO_CAPTURE_FIELD_UPPER_HEIGHT_NV 0x903A
#define GL_VIDEO_CAPTURE_FIELD_LOWER_HEIGHT_NV 0x903B
#define GL_VIDEO_CAPTURE_SURFACE_ORIGIN_NV 0x903C
typedef void (GLAPIENTRY * PFNGLBEGINVIDEOCAPTURENVPROC) (GLuint video_capture_slot);
typedef void (GLAPIENTRY * PFNGLBINDVIDEOCAPTURESTREAMBUFFERNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum frame_region, GLintptrARB offset);
typedef void (GLAPIENTRY * PFNGLBINDVIDEOCAPTURESTREAMTEXTURENVPROC) (GLuint video_capture_slot, GLuint stream, GLenum frame_region, GLenum target, GLuint texture);
typedef void (GLAPIENTRY * PFNGLENDVIDEOCAPTURENVPROC) (GLuint video_capture_slot);
typedef void (GLAPIENTRY * PFNGLGETVIDEOCAPTURESTREAMDVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, GLdouble* params);
typedef void (GLAPIENTRY * PFNGLGETVIDEOCAPTURESTREAMFVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETVIDEOCAPTURESTREAMIVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETVIDEOCAPTUREIVNVPROC) (GLuint video_capture_slot, GLenum pname, GLint* params);
typedef GLenum (GLAPIENTRY * PFNGLVIDEOCAPTURENVPROC) (GLuint video_capture_slot, GLuint* sequence_num, GLuint64EXT *capture_time);
typedef void (GLAPIENTRY * PFNGLVIDEOCAPTURESTREAMPARAMETERDVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, const GLdouble* params);
typedef void (GLAPIENTRY * PFNGLVIDEOCAPTURESTREAMPARAMETERFVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, const GLfloat* params);
typedef void (GLAPIENTRY * PFNGLVIDEOCAPTURESTREAMPARAMETERIVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, const GLint* params);
#define glBeginVideoCaptureNV GLEW_GET_FUN(__glewBeginVideoCaptureNV)
#define glBindVideoCaptureStreamBufferNV GLEW_GET_FUN(__glewBindVideoCaptureStreamBufferNV)
#define glBindVideoCaptureStreamTextureNV GLEW_GET_FUN(__glewBindVideoCaptureStreamTextureNV)
#define glEndVideoCaptureNV GLEW_GET_FUN(__glewEndVideoCaptureNV)
#define glGetVideoCaptureStreamdvNV GLEW_GET_FUN(__glewGetVideoCaptureStreamdvNV)
#define glGetVideoCaptureStreamfvNV GLEW_GET_FUN(__glewGetVideoCaptureStreamfvNV)
#define glGetVideoCaptureStreamivNV GLEW_GET_FUN(__glewGetVideoCaptureStreamivNV)
#define glGetVideoCaptureivNV GLEW_GET_FUN(__glewGetVideoCaptureivNV)
#define glVideoCaptureNV GLEW_GET_FUN(__glewVideoCaptureNV)
#define glVideoCaptureStreamParameterdvNV GLEW_GET_FUN(__glewVideoCaptureStreamParameterdvNV)
#define glVideoCaptureStreamParameterfvNV GLEW_GET_FUN(__glewVideoCaptureStreamParameterfvNV)
#define glVideoCaptureStreamParameterivNV GLEW_GET_FUN(__glewVideoCaptureStreamParameterivNV)
#define GLEW_NV_video_capture GLEW_GET_VAR(__GLEW_NV_video_capture)
#endif /* GL_NV_video_capture */
/* ------------------------ GL_OES_byte_coordinates ------------------------ */
#ifndef GL_OES_byte_coordinates
#define GL_OES_byte_coordinates 1
#define GL_BYTE 0x1400
#define GLEW_OES_byte_coordinates GLEW_GET_VAR(__GLEW_OES_byte_coordinates)
#endif /* GL_OES_byte_coordinates */
/* ------------------- GL_OES_compressed_paletted_texture ------------------ */
#ifndef GL_OES_compressed_paletted_texture
#define GL_OES_compressed_paletted_texture 1
#define GL_PALETTE4_RGB8_OES 0x8B90
#define GL_PALETTE4_RGBA8_OES 0x8B91
#define GL_PALETTE4_R5_G6_B5_OES 0x8B92
#define GL_PALETTE4_RGBA4_OES 0x8B93
#define GL_PALETTE4_RGB5_A1_OES 0x8B94
#define GL_PALETTE8_RGB8_OES 0x8B95
#define GL_PALETTE8_RGBA8_OES 0x8B96
#define GL_PALETTE8_R5_G6_B5_OES 0x8B97
#define GL_PALETTE8_RGBA4_OES 0x8B98
#define GL_PALETTE8_RGB5_A1_OES 0x8B99
#define GLEW_OES_compressed_paletted_texture GLEW_GET_VAR(__GLEW_OES_compressed_paletted_texture)
#endif /* GL_OES_compressed_paletted_texture */
/* --------------------------- GL_OES_read_format -------------------------- */
#ifndef GL_OES_read_format
#define GL_OES_read_format 1
#define GL_IMPLEMENTATION_COLOR_READ_TYPE_OES 0x8B9A
#define GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES 0x8B9B
#define GLEW_OES_read_format GLEW_GET_VAR(__GLEW_OES_read_format)
#endif /* GL_OES_read_format */
/* ------------------------ GL_OES_single_precision ------------------------ */
#ifndef GL_OES_single_precision
#define GL_OES_single_precision 1
typedef void (GLAPIENTRY * PFNGLCLEARDEPTHFOESPROC) (GLclampd depth);
typedef void (GLAPIENTRY * PFNGLCLIPPLANEFOESPROC) (GLenum plane, const GLfloat* equation);
typedef void (GLAPIENTRY * PFNGLDEPTHRANGEFOESPROC) (GLclampf n, GLclampf f);
typedef void (GLAPIENTRY * PFNGLFRUSTUMFOESPROC) (GLfloat l, GLfloat r, GLfloat b, GLfloat t, GLfloat n, GLfloat f);
typedef void (GLAPIENTRY * PFNGLGETCLIPPLANEFOESPROC) (GLenum plane, GLfloat* equation);
typedef void (GLAPIENTRY * PFNGLORTHOFOESPROC) (GLfloat l, GLfloat r, GLfloat b, GLfloat t, GLfloat n, GLfloat f);
#define glClearDepthfOES GLEW_GET_FUN(__glewClearDepthfOES)
#define glClipPlanefOES GLEW_GET_FUN(__glewClipPlanefOES)
#define glDepthRangefOES GLEW_GET_FUN(__glewDepthRangefOES)
#define glFrustumfOES GLEW_GET_FUN(__glewFrustumfOES)
#define glGetClipPlanefOES GLEW_GET_FUN(__glewGetClipPlanefOES)
#define glOrthofOES GLEW_GET_FUN(__glewOrthofOES)
#define GLEW_OES_single_precision GLEW_GET_VAR(__GLEW_OES_single_precision)
#endif /* GL_OES_single_precision */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* ---------------------------- GL_OML_interlace --------------------------- */
#ifndef GL_OML_interlace
#define GL_OML_interlace 1
#define GL_INTERLACE_OML 0x8980
#define GL_INTERLACE_READ_OML 0x8981
#define GLEW_OML_interlace GLEW_GET_VAR(__GLEW_OML_interlace)
#endif /* GL_OML_interlace */
/* ---------------------------- GL_OML_resample ---------------------------- */
#ifndef GL_OML_resample
#define GL_OML_resample 1
#define GL_PACK_RESAMPLE_OML 0x8984
#define GL_UNPACK_RESAMPLE_OML 0x8985
#define GL_RESAMPLE_REPLICATE_OML 0x8986
#define GL_RESAMPLE_ZERO_FILL_OML 0x8987
#define GL_RESAMPLE_AVERAGE_OML 0x8988
#define GL_RESAMPLE_DECIMATE_OML 0x8989
#define GLEW_OML_resample GLEW_GET_VAR(__GLEW_OML_resample)
#endif /* GL_OML_resample */
/* ---------------------------- GL_OML_subsample --------------------------- */
#ifndef GL_OML_subsample
#define GL_OML_subsample 1
#define GL_FORMAT_SUBSAMPLE_24_24_OML 0x8982
#define GL_FORMAT_SUBSAMPLE_244_244_OML 0x8983
#define GLEW_OML_subsample GLEW_GET_VAR(__GLEW_OML_subsample)
#endif /* GL_OML_subsample */
/* --------------------------- GL_PGI_misc_hints --------------------------- */
#ifndef GL_PGI_misc_hints
#define GL_PGI_misc_hints 1
#define GL_PREFER_DOUBLEBUFFER_HINT_PGI 107000
#define GL_CONSERVE_MEMORY_HINT_PGI 107005
#define GL_RECLAIM_MEMORY_HINT_PGI 107006
#define GL_NATIVE_GRAPHICS_HANDLE_PGI 107010
#define GL_NATIVE_GRAPHICS_BEGIN_HINT_PGI 107011
#define GL_NATIVE_GRAPHICS_END_HINT_PGI 107012
#define GL_ALWAYS_FAST_HINT_PGI 107020
#define GL_ALWAYS_SOFT_HINT_PGI 107021
#define GL_ALLOW_DRAW_OBJ_HINT_PGI 107022
#define GL_ALLOW_DRAW_WIN_HINT_PGI 107023
#define GL_ALLOW_DRAW_FRG_HINT_PGI 107024
#define GL_ALLOW_DRAW_MEM_HINT_PGI 107025
#define GL_STRICT_DEPTHFUNC_HINT_PGI 107030
#define GL_STRICT_LIGHTING_HINT_PGI 107031
#define GL_STRICT_SCISSOR_HINT_PGI 107032
#define GL_FULL_STIPPLE_HINT_PGI 107033
#define GL_CLIP_NEAR_HINT_PGI 107040
#define GL_CLIP_FAR_HINT_PGI 107041
#define GL_WIDE_LINE_HINT_PGI 107042
#define GL_BACK_NORMALS_HINT_PGI 107043
#define GLEW_PGI_misc_hints GLEW_GET_VAR(__GLEW_PGI_misc_hints)
#endif /* GL_PGI_misc_hints */
/* -------------------------- GL_PGI_vertex_hints -------------------------- */
#ifndef GL_PGI_vertex_hints
#define GL_PGI_vertex_hints 1
#define GL_VERTEX23_BIT_PGI 0x00000004
#define GL_VERTEX4_BIT_PGI 0x00000008
#define GL_COLOR3_BIT_PGI 0x00010000
#define GL_COLOR4_BIT_PGI 0x00020000
#define GL_EDGEFLAG_BIT_PGI 0x00040000
#define GL_INDEX_BIT_PGI 0x00080000
#define GL_MAT_AMBIENT_BIT_PGI 0x00100000
#define GL_VERTEX_DATA_HINT_PGI 107050
#define GL_VERTEX_CONSISTENT_HINT_PGI 107051
#define GL_MATERIAL_SIDE_HINT_PGI 107052
#define GL_MAX_VERTEX_HINT_PGI 107053
#define GL_MAT_AMBIENT_AND_DIFFUSE_BIT_PGI 0x00200000
#define GL_MAT_DIFFUSE_BIT_PGI 0x00400000
#define GL_MAT_EMISSION_BIT_PGI 0x00800000
#define GL_MAT_COLOR_INDEXES_BIT_PGI 0x01000000
#define GL_MAT_SHININESS_BIT_PGI 0x02000000
#define GL_MAT_SPECULAR_BIT_PGI 0x04000000
#define GL_NORMAL_BIT_PGI 0x08000000
#define GL_TEXCOORD1_BIT_PGI 0x10000000
#define GL_TEXCOORD2_BIT_PGI 0x20000000
#define GL_TEXCOORD3_BIT_PGI 0x40000000
#define GL_TEXCOORD4_BIT_PGI 0x80000000
#define GLEW_PGI_vertex_hints GLEW_GET_VAR(__GLEW_PGI_vertex_hints)
#endif /* GL_PGI_vertex_hints */
/* ----------------------- GL_REND_screen_coordinates ---------------------- */
#ifndef GL_REND_screen_coordinates
#define GL_REND_screen_coordinates 1
#define GL_SCREEN_COORDINATES_REND 0x8490
#define GL_INVERTED_SCREEN_W_REND 0x8491
#define GLEW_REND_screen_coordinates GLEW_GET_VAR(__GLEW_REND_screen_coordinates)
#endif /* GL_REND_screen_coordinates */
/* ------------------------------- GL_S3_s3tc ------------------------------ */
#ifndef GL_S3_s3tc
#define GL_S3_s3tc 1
#define GL_RGB_S3TC 0x83A0
#define GL_RGB4_S3TC 0x83A1
#define GL_RGBA_S3TC 0x83A2
#define GL_RGBA4_S3TC 0x83A3
#define GL_RGBA_DXT5_S3TC 0x83A4
#define GL_RGBA4_DXT5_S3TC 0x83A5
#define GLEW_S3_s3tc GLEW_GET_VAR(__GLEW_S3_s3tc)
#endif /* GL_S3_s3tc */
/* -------------------------- GL_SGIS_color_range -------------------------- */
#ifndef GL_SGIS_color_range
#define GL_SGIS_color_range 1
#define GL_EXTENDED_RANGE_SGIS 0x85A5
#define GL_MIN_RED_SGIS 0x85A6
#define GL_MAX_RED_SGIS 0x85A7
#define GL_MIN_GREEN_SGIS 0x85A8
#define GL_MAX_GREEN_SGIS 0x85A9
#define GL_MIN_BLUE_SGIS 0x85AA
#define GL_MAX_BLUE_SGIS 0x85AB
#define GL_MIN_ALPHA_SGIS 0x85AC
#define GL_MAX_ALPHA_SGIS 0x85AD
#define GLEW_SGIS_color_range GLEW_GET_VAR(__GLEW_SGIS_color_range)
#endif /* GL_SGIS_color_range */
/* ------------------------- GL_SGIS_detail_texture ------------------------ */
#ifndef GL_SGIS_detail_texture
#define GL_SGIS_detail_texture 1
typedef void (GLAPIENTRY * PFNGLDETAILTEXFUNCSGISPROC) (GLenum target, GLsizei n, const GLfloat* points);
typedef void (GLAPIENTRY * PFNGLGETDETAILTEXFUNCSGISPROC) (GLenum target, GLfloat* points);
#define glDetailTexFuncSGIS GLEW_GET_FUN(__glewDetailTexFuncSGIS)
#define glGetDetailTexFuncSGIS GLEW_GET_FUN(__glewGetDetailTexFuncSGIS)
#define GLEW_SGIS_detail_texture GLEW_GET_VAR(__GLEW_SGIS_detail_texture)
#endif /* GL_SGIS_detail_texture */
/* -------------------------- GL_SGIS_fog_function ------------------------- */
#ifndef GL_SGIS_fog_function
#define GL_SGIS_fog_function 1
typedef void (GLAPIENTRY * PFNGLFOGFUNCSGISPROC) (GLsizei n, const GLfloat* points);
typedef void (GLAPIENTRY * PFNGLGETFOGFUNCSGISPROC) (GLfloat* points);
#define glFogFuncSGIS GLEW_GET_FUN(__glewFogFuncSGIS)
#define glGetFogFuncSGIS GLEW_GET_FUN(__glewGetFogFuncSGIS)
#define GLEW_SGIS_fog_function GLEW_GET_VAR(__GLEW_SGIS_fog_function)
#endif /* GL_SGIS_fog_function */
/* ------------------------ GL_SGIS_generate_mipmap ------------------------ */
#ifndef GL_SGIS_generate_mipmap
#define GL_SGIS_generate_mipmap 1
#define GL_GENERATE_MIPMAP_SGIS 0x8191
#define GL_GENERATE_MIPMAP_HINT_SGIS 0x8192
#define GLEW_SGIS_generate_mipmap GLEW_GET_VAR(__GLEW_SGIS_generate_mipmap)
#endif /* GL_SGIS_generate_mipmap */
/* -------------------------- GL_SGIS_multisample -------------------------- */
#ifndef GL_SGIS_multisample
#define GL_SGIS_multisample 1
#define GL_MULTISAMPLE_SGIS 0x809D
#define GL_SAMPLE_ALPHA_TO_MASK_SGIS 0x809E
#define GL_SAMPLE_ALPHA_TO_ONE_SGIS 0x809F
#define GL_SAMPLE_MASK_SGIS 0x80A0
#define GL_1PASS_SGIS 0x80A1
#define GL_2PASS_0_SGIS 0x80A2
#define GL_2PASS_1_SGIS 0x80A3
#define GL_4PASS_0_SGIS 0x80A4
#define GL_4PASS_1_SGIS 0x80A5
#define GL_4PASS_2_SGIS 0x80A6
#define GL_4PASS_3_SGIS 0x80A7
#define GL_SAMPLE_BUFFERS_SGIS 0x80A8
#define GL_SAMPLES_SGIS 0x80A9
#define GL_SAMPLE_MASK_VALUE_SGIS 0x80AA
#define GL_SAMPLE_MASK_INVERT_SGIS 0x80AB
#define GL_SAMPLE_PATTERN_SGIS 0x80AC
#define GL_MULTISAMPLE_BIT_EXT 0x20000000
typedef void (GLAPIENTRY * PFNGLSAMPLEMASKSGISPROC) (GLclampf value, GLboolean invert);
typedef void (GLAPIENTRY * PFNGLSAMPLEPATTERNSGISPROC) (GLenum pattern);
#define glSampleMaskSGIS GLEW_GET_FUN(__glewSampleMaskSGIS)
#define glSamplePatternSGIS GLEW_GET_FUN(__glewSamplePatternSGIS)
#define GLEW_SGIS_multisample GLEW_GET_VAR(__GLEW_SGIS_multisample)
#endif /* GL_SGIS_multisample */
/* ------------------------- GL_SGIS_pixel_texture ------------------------- */
#ifndef GL_SGIS_pixel_texture
#define GL_SGIS_pixel_texture 1
#define GLEW_SGIS_pixel_texture GLEW_GET_VAR(__GLEW_SGIS_pixel_texture)
#endif /* GL_SGIS_pixel_texture */
/* ----------------------- GL_SGIS_point_line_texgen ----------------------- */
#ifndef GL_SGIS_point_line_texgen
#define GL_SGIS_point_line_texgen 1
#define GL_EYE_DISTANCE_TO_POINT_SGIS 0x81F0
#define GL_OBJECT_DISTANCE_TO_POINT_SGIS 0x81F1
#define GL_EYE_DISTANCE_TO_LINE_SGIS 0x81F2
#define GL_OBJECT_DISTANCE_TO_LINE_SGIS 0x81F3
#define GL_EYE_POINT_SGIS 0x81F4
#define GL_OBJECT_POINT_SGIS 0x81F5
#define GL_EYE_LINE_SGIS 0x81F6
#define GL_OBJECT_LINE_SGIS 0x81F7
#define GLEW_SGIS_point_line_texgen GLEW_GET_VAR(__GLEW_SGIS_point_line_texgen)
#endif /* GL_SGIS_point_line_texgen */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* ------------------------ GL_SGIS_sharpen_texture ------------------------ */
#ifndef GL_SGIS_sharpen_texture
#define GL_SGIS_sharpen_texture 1
typedef void (GLAPIENTRY * PFNGLGETSHARPENTEXFUNCSGISPROC) (GLenum target, GLfloat* points);
typedef void (GLAPIENTRY * PFNGLSHARPENTEXFUNCSGISPROC) (GLenum target, GLsizei n, const GLfloat* points);
#define glGetSharpenTexFuncSGIS GLEW_GET_FUN(__glewGetSharpenTexFuncSGIS)
#define glSharpenTexFuncSGIS GLEW_GET_FUN(__glewSharpenTexFuncSGIS)
#define GLEW_SGIS_sharpen_texture GLEW_GET_VAR(__GLEW_SGIS_sharpen_texture)
#endif /* GL_SGIS_sharpen_texture */
/* --------------------------- GL_SGIS_texture4D --------------------------- */
#ifndef GL_SGIS_texture4D
#define GL_SGIS_texture4D 1
typedef void (GLAPIENTRY * PFNGLTEXIMAGE4DSGISPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLsizei extent, GLint border, GLenum format, GLenum type, const void* pixels);
typedef void (GLAPIENTRY * PFNGLTEXSUBIMAGE4DSGISPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint woffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei extent, GLenum format, GLenum type, const void* pixels);
#define glTexImage4DSGIS GLEW_GET_FUN(__glewTexImage4DSGIS)
#define glTexSubImage4DSGIS GLEW_GET_FUN(__glewTexSubImage4DSGIS)
#define GLEW_SGIS_texture4D GLEW_GET_VAR(__GLEW_SGIS_texture4D)
#endif /* GL_SGIS_texture4D */
/* ---------------------- GL_SGIS_texture_border_clamp --------------------- */
#ifndef GL_SGIS_texture_border_clamp
#define GL_SGIS_texture_border_clamp 1
#define GL_CLAMP_TO_BORDER_SGIS 0x812D
#define GLEW_SGIS_texture_border_clamp GLEW_GET_VAR(__GLEW_SGIS_texture_border_clamp)
#endif /* GL_SGIS_texture_border_clamp */
/* ----------------------- GL_SGIS_texture_edge_clamp ---------------------- */
#ifndef GL_SGIS_texture_edge_clamp
#define GL_SGIS_texture_edge_clamp 1
#define GL_CLAMP_TO_EDGE_SGIS 0x812F
#define GLEW_SGIS_texture_edge_clamp GLEW_GET_VAR(__GLEW_SGIS_texture_edge_clamp)
#endif /* GL_SGIS_texture_edge_clamp */
/* ------------------------ GL_SGIS_texture_filter4 ------------------------ */
#ifndef GL_SGIS_texture_filter4
#define GL_SGIS_texture_filter4 1
typedef void (GLAPIENTRY * PFNGLGETTEXFILTERFUNCSGISPROC) (GLenum target, GLenum filter, GLfloat* weights);
typedef void (GLAPIENTRY * PFNGLTEXFILTERFUNCSGISPROC) (GLenum target, GLenum filter, GLsizei n, const GLfloat* weights);
#define glGetTexFilterFuncSGIS GLEW_GET_FUN(__glewGetTexFilterFuncSGIS)
#define glTexFilterFuncSGIS GLEW_GET_FUN(__glewTexFilterFuncSGIS)
#define GLEW_SGIS_texture_filter4 GLEW_GET_VAR(__GLEW_SGIS_texture_filter4)
#endif /* GL_SGIS_texture_filter4 */
/* -------------------------- GL_SGIS_texture_lod -------------------------- */
#ifndef GL_SGIS_texture_lod
#define GL_SGIS_texture_lod 1
#define GL_TEXTURE_MIN_LOD_SGIS 0x813A
#define GL_TEXTURE_MAX_LOD_SGIS 0x813B
#define GL_TEXTURE_BASE_LEVEL_SGIS 0x813C
#define GL_TEXTURE_MAX_LEVEL_SGIS 0x813D
#define GLEW_SGIS_texture_lod GLEW_GET_VAR(__GLEW_SGIS_texture_lod)
#endif /* GL_SGIS_texture_lod */
/* ------------------------- GL_SGIS_texture_select ------------------------ */
#ifndef GL_SGIS_texture_select
#define GL_SGIS_texture_select 1
#define GLEW_SGIS_texture_select GLEW_GET_VAR(__GLEW_SGIS_texture_select)
#endif /* GL_SGIS_texture_select */
/* ----------------------------- GL_SGIX_async ----------------------------- */
#ifndef GL_SGIX_async
#define GL_SGIX_async 1
#define GL_ASYNC_MARKER_SGIX 0x8329
typedef void (GLAPIENTRY * PFNGLASYNCMARKERSGIXPROC) (GLuint marker);
typedef void (GLAPIENTRY * PFNGLDELETEASYNCMARKERSSGIXPROC) (GLuint marker, GLsizei range);
typedef GLint (GLAPIENTRY * PFNGLFINISHASYNCSGIXPROC) (GLuint* markerp);
typedef GLuint (GLAPIENTRY * PFNGLGENASYNCMARKERSSGIXPROC) (GLsizei range);
typedef GLboolean (GLAPIENTRY * PFNGLISASYNCMARKERSGIXPROC) (GLuint marker);
typedef GLint (GLAPIENTRY * PFNGLPOLLASYNCSGIXPROC) (GLuint* markerp);
#define glAsyncMarkerSGIX GLEW_GET_FUN(__glewAsyncMarkerSGIX)
#define glDeleteAsyncMarkersSGIX GLEW_GET_FUN(__glewDeleteAsyncMarkersSGIX)
#define glFinishAsyncSGIX GLEW_GET_FUN(__glewFinishAsyncSGIX)
#define glGenAsyncMarkersSGIX GLEW_GET_FUN(__glewGenAsyncMarkersSGIX)
#define glIsAsyncMarkerSGIX GLEW_GET_FUN(__glewIsAsyncMarkerSGIX)
#define glPollAsyncSGIX GLEW_GET_FUN(__glewPollAsyncSGIX)
#define GLEW_SGIX_async GLEW_GET_VAR(__GLEW_SGIX_async)
#endif /* GL_SGIX_async */
/* ------------------------ GL_SGIX_async_histogram ------------------------ */
#ifndef GL_SGIX_async_histogram
#define GL_SGIX_async_histogram 1
#define GL_ASYNC_HISTOGRAM_SGIX 0x832C
#define GL_MAX_ASYNC_HISTOGRAM_SGIX 0x832D
#define GLEW_SGIX_async_histogram GLEW_GET_VAR(__GLEW_SGIX_async_histogram)
#endif /* GL_SGIX_async_histogram */
/* -------------------------- GL_SGIX_async_pixel -------------------------- */
#ifndef GL_SGIX_async_pixel
#define GL_SGIX_async_pixel 1
#define GL_ASYNC_TEX_IMAGE_SGIX 0x835C
#define GL_ASYNC_DRAW_PIXELS_SGIX 0x835D
#define GL_ASYNC_READ_PIXELS_SGIX 0x835E
#define GL_MAX_ASYNC_TEX_IMAGE_SGIX 0x835F
#define GL_MAX_ASYNC_DRAW_PIXELS_SGIX 0x8360
#define GL_MAX_ASYNC_READ_PIXELS_SGIX 0x8361
#define GLEW_SGIX_async_pixel GLEW_GET_VAR(__GLEW_SGIX_async_pixel)
#endif /* GL_SGIX_async_pixel */
/* ----------------------- GL_SGIX_blend_alpha_minmax ---------------------- */
#ifndef GL_SGIX_blend_alpha_minmax
#define GL_SGIX_blend_alpha_minmax 1
#define GL_ALPHA_MIN_SGIX 0x8320
#define GL_ALPHA_MAX_SGIX 0x8321
#define GLEW_SGIX_blend_alpha_minmax GLEW_GET_VAR(__GLEW_SGIX_blend_alpha_minmax)
#endif /* GL_SGIX_blend_alpha_minmax */
/* ---------------------------- GL_SGIX_clipmap ---------------------------- */
#ifndef GL_SGIX_clipmap
#define GL_SGIX_clipmap 1
#define GLEW_SGIX_clipmap GLEW_GET_VAR(__GLEW_SGIX_clipmap)
#endif /* GL_SGIX_clipmap */
/* ---------------------- GL_SGIX_convolution_accuracy --------------------- */
#ifndef GL_SGIX_convolution_accuracy
#define GL_SGIX_convolution_accuracy 1
#define GL_CONVOLUTION_HINT_SGIX 0x8316
#define GLEW_SGIX_convolution_accuracy GLEW_GET_VAR(__GLEW_SGIX_convolution_accuracy)
#endif /* GL_SGIX_convolution_accuracy */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* ------------------------- GL_SGIX_depth_texture ------------------------- */
#ifndef GL_SGIX_depth_texture
#define GL_SGIX_depth_texture 1
#define GL_DEPTH_COMPONENT16_SGIX 0x81A5
#define GL_DEPTH_COMPONENT24_SGIX 0x81A6
#define GL_DEPTH_COMPONENT32_SGIX 0x81A7
#define GLEW_SGIX_depth_texture GLEW_GET_VAR(__GLEW_SGIX_depth_texture)
#endif /* GL_SGIX_depth_texture */
/* -------------------------- GL_SGIX_flush_raster ------------------------- */
#ifndef GL_SGIX_flush_raster
#define GL_SGIX_flush_raster 1
typedef void (GLAPIENTRY * PFNGLFLUSHRASTERSGIXPROC) (void);
#define glFlushRasterSGIX GLEW_GET_FUN(__glewFlushRasterSGIX)
#define GLEW_SGIX_flush_raster GLEW_GET_VAR(__GLEW_SGIX_flush_raster)
#endif /* GL_SGIX_flush_raster */
/* --------------------------- GL_SGIX_fog_offset -------------------------- */
#ifndef GL_SGIX_fog_offset
#define GL_SGIX_fog_offset 1
#define GL_FOG_OFFSET_SGIX 0x8198
#define GL_FOG_OFFSET_VALUE_SGIX 0x8199
#define GLEW_SGIX_fog_offset GLEW_GET_VAR(__GLEW_SGIX_fog_offset)
#endif /* GL_SGIX_fog_offset */
/* -------------------------- GL_SGIX_fog_texture -------------------------- */
#ifndef GL_SGIX_fog_texture
#define GL_SGIX_fog_texture 1
#define GL_TEXTURE_FOG_SGIX 0
#define GL_FOG_PATCHY_FACTOR_SGIX 0
#define GL_FRAGMENT_FOG_SGIX 0
typedef void (GLAPIENTRY * PFNGLTEXTUREFOGSGIXPROC) (GLenum pname);
#define glTextureFogSGIX GLEW_GET_FUN(__glewTextureFogSGIX)
#define GLEW_SGIX_fog_texture GLEW_GET_VAR(__GLEW_SGIX_fog_texture)
#endif /* GL_SGIX_fog_texture */
/* ------------------- GL_SGIX_fragment_specular_lighting ------------------ */
#ifndef GL_SGIX_fragment_specular_lighting
#define GL_SGIX_fragment_specular_lighting 1
typedef void (GLAPIENTRY * PFNGLFRAGMENTCOLORMATERIALSGIXPROC) (GLenum face, GLenum mode);
typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELFSGIXPROC) (GLenum pname, GLfloat param);
typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELFVSGIXPROC) (GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELISGIXPROC) (GLenum pname, GLint param);
typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELIVSGIXPROC) (GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTFSGIXPROC) (GLenum light, GLenum pname, GLfloat param);
typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTFVSGIXPROC) (GLenum light, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTISGIXPROC) (GLenum light, GLenum pname, GLint param);
typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTIVSGIXPROC) (GLenum light, GLenum pname, GLint* params);
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
typedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALFSGIXPROC) (GLenum face, GLenum pname, const GLfloat param);
typedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALFVSGIXPROC) (GLenum face, GLenum pname, const GLfloat* params);
typedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALISGIXPROC) (GLenum face, GLenum pname, const GLint param);
typedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALIVSGIXPROC) (GLenum face, GLenum pname, const GLint* params);
typedef void (GLAPIENTRY * PFNGLGETFRAGMENTLIGHTFVSGIXPROC) (GLenum light, GLenum value, GLfloat* data);
typedef void (GLAPIENTRY * PFNGLGETFRAGMENTLIGHTIVSGIXPROC) (GLenum light, GLenum value, GLint* data);
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
typedef void (GLAPIENTRY * PFNGLGETFRAGMENTMATERIALFVSGIXPROC) (GLenum face, GLenum pname, const GLfloat* data);
typedef void (GLAPIENTRY * PFNGLGETFRAGMENTMATERIALIVSGIXPROC) (GLenum face, GLenum pname, const GLint* data);
#define glFragmentColorMaterialSGIX GLEW_GET_FUN(__glewFragmentColorMaterialSGIX)
#define glFragmentLightModelfSGIX GLEW_GET_FUN(__glewFragmentLightModelfSGIX)
#define glFragmentLightModelfvSGIX GLEW_GET_FUN(__glewFragmentLightModelfvSGIX)
#define glFragmentLightModeliSGIX GLEW_GET_FUN(__glewFragmentLightModeliSGIX)
#define glFragmentLightModelivSGIX GLEW_GET_FUN(__glewFragmentLightModelivSGIX)
#define glFragmentLightfSGIX GLEW_GET_FUN(__glewFragmentLightfSGIX)
#define glFragmentLightfvSGIX GLEW_GET_FUN(__glewFragmentLightfvSGIX)
#define glFragmentLightiSGIX GLEW_GET_FUN(__glewFragmentLightiSGIX)
#define glFragmentLightivSGIX GLEW_GET_FUN(__glewFragmentLightivSGIX)
#define glFragmentMaterialfSGIX GLEW_GET_FUN(__glewFragmentMaterialfSGIX)
#define glFragmentMaterialfvSGIX GLEW_GET_FUN(__glewFragmentMaterialfvSGIX)
#define glFragmentMaterialiSGIX GLEW_GET_FUN(__glewFragmentMaterialiSGIX)
#define glFragmentMaterialivSGIX GLEW_GET_FUN(__glewFragmentMaterialivSGIX)
#define glGetFragmentLightfvSGIX GLEW_GET_FUN(__glewGetFragmentLightfvSGIX)
#define glGetFragmentLightivSGIX GLEW_GET_FUN(__glewGetFragmentLightivSGIX)
#define glGetFragmentMaterialfvSGIX GLEW_GET_FUN(__glewGetFragmentMaterialfvSGIX)
#define glGetFragmentMaterialivSGIX GLEW_GET_FUN(__glewGetFragmentMaterialivSGIX)
#define GLEW_SGIX_fragment_specular_lighting GLEW_GET_VAR(__GLEW_SGIX_fragment_specular_lighting)
#endif /* GL_SGIX_fragment_specular_lighting */
/* --------------------------- GL_SGIX_framezoom --------------------------- */
#ifndef GL_SGIX_framezoom
#define GL_SGIX_framezoom 1
typedef void (GLAPIENTRY * PFNGLFRAMEZOOMSGIXPROC) (GLint factor);
#define glFrameZoomSGIX GLEW_GET_FUN(__glewFrameZoomSGIX)
#define GLEW_SGIX_framezoom GLEW_GET_VAR(__GLEW_SGIX_framezoom)
#endif /* GL_SGIX_framezoom */
/* --------------------------- GL_SGIX_interlace --------------------------- */
#ifndef GL_SGIX_interlace
#define GL_SGIX_interlace 1
#define GL_INTERLACE_SGIX 0x8094
#define GLEW_SGIX_interlace GLEW_GET_VAR(__GLEW_SGIX_interlace)
#endif /* GL_SGIX_interlace */
/* ------------------------- GL_SGIX_ir_instrument1 ------------------------ */
#ifndef GL_SGIX_ir_instrument1
#define GL_SGIX_ir_instrument1 1
#define GLEW_SGIX_ir_instrument1 GLEW_GET_VAR(__GLEW_SGIX_ir_instrument1)
#endif /* GL_SGIX_ir_instrument1 */
/* ------------------------- GL_SGIX_list_priority ------------------------- */
#ifndef GL_SGIX_list_priority
#define GL_SGIX_list_priority 1
#define GLEW_SGIX_list_priority GLEW_GET_VAR(__GLEW_SGIX_list_priority)
#endif /* GL_SGIX_list_priority */
/* ------------------------- GL_SGIX_pixel_texture ------------------------- */
#ifndef GL_SGIX_pixel_texture
#define GL_SGIX_pixel_texture 1
typedef void (GLAPIENTRY * PFNGLPIXELTEXGENSGIXPROC) (GLenum mode);
#define glPixelTexGenSGIX GLEW_GET_FUN(__glewPixelTexGenSGIX)
#define GLEW_SGIX_pixel_texture GLEW_GET_VAR(__GLEW_SGIX_pixel_texture)
#endif /* GL_SGIX_pixel_texture */
/* ----------------------- GL_SGIX_pixel_texture_bits ---------------------- */
#ifndef GL_SGIX_pixel_texture_bits
#define GL_SGIX_pixel_texture_bits 1
#define GLEW_SGIX_pixel_texture_bits GLEW_GET_VAR(__GLEW_SGIX_pixel_texture_bits)
#endif /* GL_SGIX_pixel_texture_bits */
/* ------------------------ GL_SGIX_reference_plane ------------------------ */
#ifndef GL_SGIX_reference_plane
#define GL_SGIX_reference_plane 1
typedef void (GLAPIENTRY * PFNGLREFERENCEPLANESGIXPROC) (const GLdouble* equation);
#define glReferencePlaneSGIX GLEW_GET_FUN(__glewReferencePlaneSGIX)
#define GLEW_SGIX_reference_plane GLEW_GET_VAR(__GLEW_SGIX_reference_plane)
#endif /* GL_SGIX_reference_plane */
/* ---------------------------- GL_SGIX_resample --------------------------- */
#ifndef GL_SGIX_resample
#define GL_SGIX_resample 1
#define GL_PACK_RESAMPLE_SGIX 0x842E
#define GL_UNPACK_RESAMPLE_SGIX 0x842F
#define GL_RESAMPLE_DECIMATE_SGIX 0x8430
#define GL_RESAMPLE_REPLICATE_SGIX 0x8433
#define GL_RESAMPLE_ZERO_FILL_SGIX 0x8434
#define GLEW_SGIX_resample GLEW_GET_VAR(__GLEW_SGIX_resample)
#endif /* GL_SGIX_resample */
/* ----------------------------- GL_SGIX_shadow ---------------------------- */
#ifndef GL_SGIX_shadow
#define GL_SGIX_shadow 1
#define GL_TEXTURE_COMPARE_SGIX 0x819A
#define GL_TEXTURE_COMPARE_OPERATOR_SGIX 0x819B
#define GL_TEXTURE_LEQUAL_R_SGIX 0x819C
#define GL_TEXTURE_GEQUAL_R_SGIX 0x819D
#define GLEW_SGIX_shadow GLEW_GET_VAR(__GLEW_SGIX_shadow)
#endif /* GL_SGIX_shadow */
/* ------------------------- GL_SGIX_shadow_ambient ------------------------ */
#ifndef GL_SGIX_shadow_ambient
#define GL_SGIX_shadow_ambient 1
#define GL_SHADOW_AMBIENT_SGIX 0x80BF
#define GLEW_SGIX_shadow_ambient GLEW_GET_VAR(__GLEW_SGIX_shadow_ambient)
#endif /* GL_SGIX_shadow_ambient */
/* ----------------------------- GL_SGIX_sprite ---------------------------- */
#ifndef GL_SGIX_sprite
#define GL_SGIX_sprite 1
typedef void (GLAPIENTRY * PFNGLSPRITEPARAMETERFSGIXPROC) (GLenum pname, GLfloat param);
typedef void (GLAPIENTRY * PFNGLSPRITEPARAMETERFVSGIXPROC) (GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLSPRITEPARAMETERISGIXPROC) (GLenum pname, GLint param);
typedef void (GLAPIENTRY * PFNGLSPRITEPARAMETERIVSGIXPROC) (GLenum pname, GLint* params);
#define glSpriteParameterfSGIX GLEW_GET_FUN(__glewSpriteParameterfSGIX)
#define glSpriteParameterfvSGIX GLEW_GET_FUN(__glewSpriteParameterfvSGIX)
#define glSpriteParameteriSGIX GLEW_GET_FUN(__glewSpriteParameteriSGIX)
#define glSpriteParameterivSGIX GLEW_GET_FUN(__glewSpriteParameterivSGIX)
#define GLEW_SGIX_sprite GLEW_GET_VAR(__GLEW_SGIX_sprite)
#endif /* GL_SGIX_sprite */
/* ----------------------- GL_SGIX_tag_sample_buffer ----------------------- */
#ifndef GL_SGIX_tag_sample_buffer
#define GL_SGIX_tag_sample_buffer 1
typedef void (GLAPIENTRY * PFNGLTAGSAMPLEBUFFERSGIXPROC) (void);
#define glTagSampleBufferSGIX GLEW_GET_FUN(__glewTagSampleBufferSGIX)
#define GLEW_SGIX_tag_sample_buffer GLEW_GET_VAR(__GLEW_SGIX_tag_sample_buffer)
#endif /* GL_SGIX_tag_sample_buffer */
/* ------------------------ GL_SGIX_texture_add_env ------------------------ */
#ifndef GL_SGIX_texture_add_env
#define GL_SGIX_texture_add_env 1
#define GLEW_SGIX_texture_add_env GLEW_GET_VAR(__GLEW_SGIX_texture_add_env)
#endif /* GL_SGIX_texture_add_env */
/* -------------------- GL_SGIX_texture_coordinate_clamp ------------------- */
#ifndef GL_SGIX_texture_coordinate_clamp
#define GL_SGIX_texture_coordinate_clamp 1
#define GL_TEXTURE_MAX_CLAMP_S_SGIX 0x8369
#define GL_TEXTURE_MAX_CLAMP_T_SGIX 0x836A
#define GL_TEXTURE_MAX_CLAMP_R_SGIX 0x836B
#define GLEW_SGIX_texture_coordinate_clamp GLEW_GET_VAR(__GLEW_SGIX_texture_coordinate_clamp)
#endif /* GL_SGIX_texture_coordinate_clamp */
/* ------------------------ GL_SGIX_texture_lod_bias ----------------------- */
#ifndef GL_SGIX_texture_lod_bias
#define GL_SGIX_texture_lod_bias 1
#define GLEW_SGIX_texture_lod_bias GLEW_GET_VAR(__GLEW_SGIX_texture_lod_bias)
#endif /* GL_SGIX_texture_lod_bias */
/* ---------------------- GL_SGIX_texture_multi_buffer --------------------- */
#ifndef GL_SGIX_texture_multi_buffer
#define GL_SGIX_texture_multi_buffer 1
#define GL_TEXTURE_MULTI_BUFFER_HINT_SGIX 0x812E
#define GLEW_SGIX_texture_multi_buffer GLEW_GET_VAR(__GLEW_SGIX_texture_multi_buffer)
#endif /* GL_SGIX_texture_multi_buffer */
/* ------------------------- GL_SGIX_texture_range ------------------------- */
#ifndef GL_SGIX_texture_range
#define GL_SGIX_texture_range 1
#define GL_RGB_SIGNED_SGIX 0x85E0
#define GL_RGBA_SIGNED_SGIX 0x85E1
#define GL_ALPHA_SIGNED_SGIX 0x85E2
#define GL_LUMINANCE_SIGNED_SGIX 0x85E3
#define GL_INTENSITY_SIGNED_SGIX 0x85E4
#define GL_LUMINANCE_ALPHA_SIGNED_SGIX 0x85E5
#define GL_RGB16_SIGNED_SGIX 0x85E6
#define GL_RGBA16_SIGNED_SGIX 0x85E7
#define GL_ALPHA16_SIGNED_SGIX 0x85E8
#define GL_LUMINANCE16_SIGNED_SGIX 0x85E9
#define GL_INTENSITY16_SIGNED_SGIX 0x85EA
#define GL_LUMINANCE16_ALPHA16_SIGNED_SGIX 0x85EB
#define GL_RGB_EXTENDED_RANGE_SGIX 0x85EC
#define GL_RGBA_EXTENDED_RANGE_SGIX 0x85ED
#define GL_ALPHA_EXTENDED_RANGE_SGIX 0x85EE
#define GL_LUMINANCE_EXTENDED_RANGE_SGIX 0x85EF
#define GL_INTENSITY_EXTENDED_RANGE_SGIX 0x85F0
#define GL_LUMINANCE_ALPHA_EXTENDED_RANGE_SGIX 0x85F1
#define GL_RGB16_EXTENDED_RANGE_SGIX 0x85F2
#define GL_RGBA16_EXTENDED_RANGE_SGIX 0x85F3
#define GL_ALPHA16_EXTENDED_RANGE_SGIX 0x85F4
#define GL_LUMINANCE16_EXTENDED_RANGE_SGIX 0x85F5
#define GL_INTENSITY16_EXTENDED_RANGE_SGIX 0x85F6
#define GL_LUMINANCE16_ALPHA16_EXTENDED_RANGE_SGIX 0x85F7
#define GL_MIN_LUMINANCE_SGIS 0x85F8
#define GL_MAX_LUMINANCE_SGIS 0x85F9
#define GL_MIN_INTENSITY_SGIS 0x85FA
#define GL_MAX_INTENSITY_SGIS 0x85FB
#define GLEW_SGIX_texture_range GLEW_GET_VAR(__GLEW_SGIX_texture_range)
#endif /* GL_SGIX_texture_range */
/* ----------------------- GL_SGIX_texture_scale_bias ---------------------- */
#ifndef GL_SGIX_texture_scale_bias
#define GL_SGIX_texture_scale_bias 1
#define GL_POST_TEXTURE_FILTER_BIAS_SGIX 0x8179
#define GL_POST_TEXTURE_FILTER_SCALE_SGIX 0x817A
#define GL_POST_TEXTURE_FILTER_BIAS_RANGE_SGIX 0x817B
#define GL_POST_TEXTURE_FILTER_SCALE_RANGE_SGIX 0x817C
#define GLEW_SGIX_texture_scale_bias GLEW_GET_VAR(__GLEW_SGIX_texture_scale_bias)
#endif /* GL_SGIX_texture_scale_bias */
/* ------------------------- GL_SGIX_vertex_preclip ------------------------ */
#ifndef GL_SGIX_vertex_preclip
#define GL_SGIX_vertex_preclip 1
#define GL_VERTEX_PRECLIP_SGIX 0x83EE
#define GL_VERTEX_PRECLIP_HINT_SGIX 0x83EF
#define GLEW_SGIX_vertex_preclip GLEW_GET_VAR(__GLEW_SGIX_vertex_preclip)
#endif /* GL_SGIX_vertex_preclip */
/* ---------------------- GL_SGIX_vertex_preclip_hint ---------------------- */
#ifndef GL_SGIX_vertex_preclip_hint
#define GL_SGIX_vertex_preclip_hint 1
#define GL_VERTEX_PRECLIP_SGIX 0x83EE
#define GL_VERTEX_PRECLIP_HINT_SGIX 0x83EF
#define GLEW_SGIX_vertex_preclip_hint GLEW_GET_VAR(__GLEW_SGIX_vertex_preclip_hint)
#endif /* GL_SGIX_vertex_preclip_hint */
/* ----------------------------- GL_SGIX_ycrcb ----------------------------- */
#ifndef GL_SGIX_ycrcb
#define GL_SGIX_ycrcb 1
#define GLEW_SGIX_ycrcb GLEW_GET_VAR(__GLEW_SGIX_ycrcb)
#endif /* GL_SGIX_ycrcb */
/* -------------------------- GL_SGI_color_matrix -------------------------- */
#ifndef GL_SGI_color_matrix
#define GL_SGI_color_matrix 1
#define GL_COLOR_MATRIX_SGI 0x80B1
#define GL_COLOR_MATRIX_STACK_DEPTH_SGI 0x80B2
#define GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI 0x80B3
#define GL_POST_COLOR_MATRIX_RED_SCALE_SGI 0x80B4
#define GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI 0x80B5
#define GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI 0x80B6
#define GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI 0x80B7
#define GL_POST_COLOR_MATRIX_RED_BIAS_SGI 0x80B8
#define GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI 0x80B9
#define GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI 0x80BA
#define GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI 0x80BB
#define GLEW_SGI_color_matrix GLEW_GET_VAR(__GLEW_SGI_color_matrix)
#endif /* GL_SGI_color_matrix */
/* --------------------------- GL_SGI_color_table -------------------------- */
#ifndef GL_SGI_color_table
#define GL_SGI_color_table 1
#define GL_COLOR_TABLE_SGI 0x80D0
#define GL_POST_CONVOLUTION_COLOR_TABLE_SGI 0x80D1
#define GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI 0x80D2
#define GL_PROXY_COLOR_TABLE_SGI 0x80D3
#define GL_PROXY_POST_CONVOLUTION_COLOR_TABLE_SGI 0x80D4
#define GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE_SGI 0x80D5
#define GL_COLOR_TABLE_SCALE_SGI 0x80D6
#define GL_COLOR_TABLE_BIAS_SGI 0x80D7
#define GL_COLOR_TABLE_FORMAT_SGI 0x80D8
#define GL_COLOR_TABLE_WIDTH_SGI 0x80D9
#define GL_COLOR_TABLE_RED_SIZE_SGI 0x80DA
#define GL_COLOR_TABLE_GREEN_SIZE_SGI 0x80DB
#define GL_COLOR_TABLE_BLUE_SIZE_SGI 0x80DC
#define GL_COLOR_TABLE_ALPHA_SIZE_SGI 0x80DD
#define GL_COLOR_TABLE_LUMINANCE_SIZE_SGI 0x80DE
#define GL_COLOR_TABLE_INTENSITY_SIZE_SGI 0x80DF
typedef void (GLAPIENTRY * PFNGLCOLORTABLEPARAMETERFVSGIPROC) (GLenum target, GLenum pname, const GLfloat* params);
typedef void (GLAPIENTRY * PFNGLCOLORTABLEPARAMETERIVSGIPROC) (GLenum target, GLenum pname, const GLint* params);
typedef void (GLAPIENTRY * PFNGLCOLORTABLESGIPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void* table);
typedef void (GLAPIENTRY * PFNGLCOPYCOLORTABLESGIPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width);
typedef void (GLAPIENTRY * PFNGLGETCOLORTABLEPARAMETERFVSGIPROC) (GLenum target, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETCOLORTABLEPARAMETERIVSGIPROC) (GLenum target, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETCOLORTABLESGIPROC) (GLenum target, GLenum format, GLenum type, void* table);
#define glColorTableParameterfvSGI GLEW_GET_FUN(__glewColorTableParameterfvSGI)
#define glColorTableParameterivSGI GLEW_GET_FUN(__glewColorTableParameterivSGI)
#define glColorTableSGI GLEW_GET_FUN(__glewColorTableSGI)
#define glCopyColorTableSGI GLEW_GET_FUN(__glewCopyColorTableSGI)
#define glGetColorTableParameterfvSGI GLEW_GET_FUN(__glewGetColorTableParameterfvSGI)
#define glGetColorTableParameterivSGI GLEW_GET_FUN(__glewGetColorTableParameterivSGI)
#define glGetColorTableSGI GLEW_GET_FUN(__glewGetColorTableSGI)
#define GLEW_SGI_color_table GLEW_GET_VAR(__GLEW_SGI_color_table)
#endif /* GL_SGI_color_table */
/* ----------------------- GL_SGI_texture_color_table ---------------------- */
#ifndef GL_SGI_texture_color_table
#define GL_SGI_texture_color_table 1
#define GL_TEXTURE_COLOR_TABLE_SGI 0x80BC
#define GL_PROXY_TEXTURE_COLOR_TABLE_SGI 0x80BD
#define GLEW_SGI_texture_color_table GLEW_GET_VAR(__GLEW_SGI_texture_color_table)
#endif /* GL_SGI_texture_color_table */
/* ------------------------- GL_SUNX_constant_data ------------------------- */
#ifndef GL_SUNX_constant_data
#define GL_SUNX_constant_data 1
#define GL_UNPACK_CONSTANT_DATA_SUNX 0x81D5
#define GL_TEXTURE_CONSTANT_DATA_SUNX 0x81D6
typedef void (GLAPIENTRY * PFNGLFINISHTEXTURESUNXPROC) (void);
#define glFinishTextureSUNX GLEW_GET_FUN(__glewFinishTextureSUNX)
#define GLEW_SUNX_constant_data GLEW_GET_VAR(__GLEW_SUNX_constant_data)
#endif /* GL_SUNX_constant_data */
/* -------------------- GL_SUN_convolution_border_modes -------------------- */
#ifndef GL_SUN_convolution_border_modes
#define GL_SUN_convolution_border_modes 1
#define GL_WRAP_BORDER_SUN 0x81D4
#define GLEW_SUN_convolution_border_modes GLEW_GET_VAR(__GLEW_SUN_convolution_border_modes)
#endif /* GL_SUN_convolution_border_modes */
/* -------------------------- GL_SUN_global_alpha -------------------------- */
#ifndef GL_SUN_global_alpha
#define GL_SUN_global_alpha 1
#define GL_GLOBAL_ALPHA_SUN 0x81D9
#define GL_GLOBAL_ALPHA_FACTOR_SUN 0x81DA
typedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORBSUNPROC) (GLbyte factor);
typedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORDSUNPROC) (GLdouble factor);
typedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORFSUNPROC) (GLfloat factor);
typedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORISUNPROC) (GLint factor);
typedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORSSUNPROC) (GLshort factor);
typedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORUBSUNPROC) (GLubyte factor);
typedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORUISUNPROC) (GLuint factor);
typedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORUSSUNPROC) (GLushort factor);
#define glGlobalAlphaFactorbSUN GLEW_GET_FUN(__glewGlobalAlphaFactorbSUN)
#define glGlobalAlphaFactordSUN GLEW_GET_FUN(__glewGlobalAlphaFactordSUN)
#define glGlobalAlphaFactorfSUN GLEW_GET_FUN(__glewGlobalAlphaFactorfSUN)
#define glGlobalAlphaFactoriSUN GLEW_GET_FUN(__glewGlobalAlphaFactoriSUN)
#define glGlobalAlphaFactorsSUN GLEW_GET_FUN(__glewGlobalAlphaFactorsSUN)
#define glGlobalAlphaFactorubSUN GLEW_GET_FUN(__glewGlobalAlphaFactorubSUN)
#define glGlobalAlphaFactoruiSUN GLEW_GET_FUN(__glewGlobalAlphaFactoruiSUN)
#define glGlobalAlphaFactorusSUN GLEW_GET_FUN(__glewGlobalAlphaFactorusSUN)
#define GLEW_SUN_global_alpha GLEW_GET_VAR(__GLEW_SUN_global_alpha)
#endif /* GL_SUN_global_alpha */
/* --------------------------- GL_SUN_mesh_array --------------------------- */
#ifndef GL_SUN_mesh_array
#define GL_SUN_mesh_array 1
#define GL_QUAD_MESH_SUN 0x8614
#define GL_TRIANGLE_MESH_SUN 0x8615
#define GLEW_SUN_mesh_array GLEW_GET_VAR(__GLEW_SUN_mesh_array)
#endif /* GL_SUN_mesh_array */
/* ------------------------ GL_SUN_read_video_pixels ----------------------- */
#ifndef GL_SUN_read_video_pixels
#define GL_SUN_read_video_pixels 1
typedef void (GLAPIENTRY * PFNGLREADVIDEOPIXELSSUNPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels);
#define glReadVideoPixelsSUN GLEW_GET_FUN(__glewReadVideoPixelsSUN)
#define GLEW_SUN_read_video_pixels GLEW_GET_VAR(__GLEW_SUN_read_video_pixels)
#endif /* GL_SUN_read_video_pixels */
/* --------------------------- GL_SUN_slice_accum -------------------------- */
#ifndef GL_SUN_slice_accum
#define GL_SUN_slice_accum 1
#define GL_SLICE_ACCUM_SUN 0x85CC
#define GLEW_SUN_slice_accum GLEW_GET_VAR(__GLEW_SUN_slice_accum)
#endif /* GL_SUN_slice_accum */
/* -------------------------- GL_SUN_triangle_list ------------------------- */
#ifndef GL_SUN_triangle_list
#define GL_SUN_triangle_list 1
#define GL_RESTART_SUN 0x01
#define GL_REPLACE_MIDDLE_SUN 0x02
#define GL_REPLACE_OLDEST_SUN 0x03
#define GL_TRIANGLE_LIST_SUN 0x81D7
#define GL_REPLACEMENT_CODE_SUN 0x81D8
#define GL_REPLACEMENT_CODE_ARRAY_SUN 0x85C0
#define GL_REPLACEMENT_CODE_ARRAY_TYPE_SUN 0x85C1
#define GL_REPLACEMENT_CODE_ARRAY_STRIDE_SUN 0x85C2
#define GL_REPLACEMENT_CODE_ARRAY_POINTER_SUN 0x85C3
#define GL_R1UI_V3F_SUN 0x85C4
#define GL_R1UI_C4UB_V3F_SUN 0x85C5
#define GL_R1UI_C3F_V3F_SUN 0x85C6
#define GL_R1UI_N3F_V3F_SUN 0x85C7
#define GL_R1UI_C4F_N3F_V3F_SUN 0x85C8
#define GL_R1UI_T2F_V3F_SUN 0x85C9
#define GL_R1UI_T2F_N3F_V3F_SUN 0x85CA
#define GL_R1UI_T2F_C4F_N3F_V3F_SUN 0x85CB
typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEPOINTERSUNPROC) (GLenum type, GLsizei stride, const void* pointer);
typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUBSUNPROC) (GLubyte code);
typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUBVSUNPROC) (const GLubyte* code);
typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUISUNPROC) (GLuint code);
typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUIVSUNPROC) (const GLuint* code);
typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUSSUNPROC) (GLushort code);
typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUSVSUNPROC) (const GLushort* code);
#define glReplacementCodePointerSUN GLEW_GET_FUN(__glewReplacementCodePointerSUN)
#define glReplacementCodeubSUN GLEW_GET_FUN(__glewReplacementCodeubSUN)
#define glReplacementCodeubvSUN GLEW_GET_FUN(__glewReplacementCodeubvSUN)
#define glReplacementCodeuiSUN GLEW_GET_FUN(__glewReplacementCodeuiSUN)
#define glReplacementCodeuivSUN GLEW_GET_FUN(__glewReplacementCodeuivSUN)
#define glReplacementCodeusSUN GLEW_GET_FUN(__glewReplacementCodeusSUN)
#define glReplacementCodeusvSUN GLEW_GET_FUN(__glewReplacementCodeusvSUN)
#define GLEW_SUN_triangle_list GLEW_GET_VAR(__GLEW_SUN_triangle_list)
#endif /* GL_SUN_triangle_list */
/* ----------------------------- GL_SUN_vertex ----------------------------- */
#ifndef GL_SUN_vertex
#define GL_SUN_vertex 1
typedef void (GLAPIENTRY * PFNGLCOLOR3FVERTEX3FSUNPROC) (GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLCOLOR3FVERTEX3FVSUNPROC) (const GLfloat* c, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLCOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLCOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLfloat* c, const GLfloat *n, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLCOLOR4UBVERTEX2FSUNPROC) (GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y);
typedef void (GLAPIENTRY * PFNGLCOLOR4UBVERTEX2FVSUNPROC) (const GLubyte* c, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLCOLOR4UBVERTEX3FSUNPROC) (GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLCOLOR4UBVERTEX3FVSUNPROC) (const GLubyte* c, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLNORMAL3FVERTEX3FSUNPROC) (GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLNORMAL3FVERTEX3FVSUNPROC) (const GLfloat* n, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FSUNPROC) (GLuint rc, GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FVSUNPROC) (const GLuint* rc, const GLfloat *c, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLuint* rc, const GLfloat *c, const GLfloat *n, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FSUNPROC) (GLuint rc, GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FVSUNPROC) (const GLuint* rc, const GLubyte *c, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FVSUNPROC) (const GLuint* rc, const GLfloat *n, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLuint* rc, const GLfloat *tc, const GLfloat *c, const GLfloat *n, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat s, GLfloat t, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FVSUNPROC) (const GLuint* rc, const GLfloat *tc, const GLfloat *n, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FSUNPROC) (GLuint rc, GLfloat s, GLfloat t, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FVSUNPROC) (const GLuint* rc, const GLfloat *tc, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUIVERTEX3FSUNPROC) (GLuint rc, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUIVERTEX3FVSUNPROC) (const GLuint* rc, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLTEXCOORD2FCOLOR3FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLTEXCOORD2FCOLOR3FVERTEX3FVSUNPROC) (const GLfloat* tc, const GLfloat *c, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLfloat* tc, const GLfloat *c, const GLfloat *n, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLTEXCOORD2FCOLOR4UBVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLTEXCOORD2FCOLOR4UBVERTEX3FVSUNPROC) (const GLfloat* tc, const GLubyte *c, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLTEXCOORD2FNORMAL3FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLTEXCOORD2FNORMAL3FVERTEX3FVSUNPROC) (const GLfloat* tc, const GLfloat *n, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLTEXCOORD2FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLTEXCOORD2FVERTEX3FVSUNPROC) (const GLfloat* tc, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FSUNPROC) (GLfloat s, GLfloat t, GLfloat p, GLfloat q, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
typedef void (GLAPIENTRY * PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FVSUNPROC) (const GLfloat* tc, const GLfloat *c, const GLfloat *n, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLTEXCOORD4FVERTEX4FSUNPROC) (GLfloat s, GLfloat t, GLfloat p, GLfloat q, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
typedef void (GLAPIENTRY * PFNGLTEXCOORD4FVERTEX4FVSUNPROC) (const GLfloat* tc, const GLfloat *v);
#define glColor3fVertex3fSUN GLEW_GET_FUN(__glewColor3fVertex3fSUN)
#define glColor3fVertex3fvSUN GLEW_GET_FUN(__glewColor3fVertex3fvSUN)
#define glColor4fNormal3fVertex3fSUN GLEW_GET_FUN(__glewColor4fNormal3fVertex3fSUN)
#define glColor4fNormal3fVertex3fvSUN GLEW_GET_FUN(__glewColor4fNormal3fVertex3fvSUN)
#define glColor4ubVertex2fSUN GLEW_GET_FUN(__glewColor4ubVertex2fSUN)
#define glColor4ubVertex2fvSUN GLEW_GET_FUN(__glewColor4ubVertex2fvSUN)
#define glColor4ubVertex3fSUN GLEW_GET_FUN(__glewColor4ubVertex3fSUN)
#define glColor4ubVertex3fvSUN GLEW_GET_FUN(__glewColor4ubVertex3fvSUN)
#define glNormal3fVertex3fSUN GLEW_GET_FUN(__glewNormal3fVertex3fSUN)
#define glNormal3fVertex3fvSUN GLEW_GET_FUN(__glewNormal3fVertex3fvSUN)
#define glReplacementCodeuiColor3fVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiColor3fVertex3fSUN)
#define glReplacementCodeuiColor3fVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiColor3fVertex3fvSUN)
#define glReplacementCodeuiColor4fNormal3fVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiColor4fNormal3fVertex3fSUN)
#define glReplacementCodeuiColor4fNormal3fVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiColor4fNormal3fVertex3fvSUN)
#define glReplacementCodeuiColor4ubVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiColor4ubVertex3fSUN)
#define glReplacementCodeuiColor4ubVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiColor4ubVertex3fvSUN)
#define glReplacementCodeuiNormal3fVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiNormal3fVertex3fSUN)
#define glReplacementCodeuiNormal3fVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiNormal3fVertex3fvSUN)
#define glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN)
#define glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN)
#define glReplacementCodeuiTexCoord2fNormal3fVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiTexCoord2fNormal3fVertex3fSUN)
#define glReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN)
#define glReplacementCodeuiTexCoord2fVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiTexCoord2fVertex3fSUN)
#define glReplacementCodeuiTexCoord2fVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiTexCoord2fVertex3fvSUN)
#define glReplacementCodeuiVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiVertex3fSUN)
#define glReplacementCodeuiVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiVertex3fvSUN)
#define glTexCoord2fColor3fVertex3fSUN GLEW_GET_FUN(__glewTexCoord2fColor3fVertex3fSUN)
#define glTexCoord2fColor3fVertex3fvSUN GLEW_GET_FUN(__glewTexCoord2fColor3fVertex3fvSUN)
#define glTexCoord2fColor4fNormal3fVertex3fSUN GLEW_GET_FUN(__glewTexCoord2fColor4fNormal3fVertex3fSUN)
#define glTexCoord2fColor4fNormal3fVertex3fvSUN GLEW_GET_FUN(__glewTexCoord2fColor4fNormal3fVertex3fvSUN)
#define glTexCoord2fColor4ubVertex3fSUN GLEW_GET_FUN(__glewTexCoord2fColor4ubVertex3fSUN)
#define glTexCoord2fColor4ubVertex3fvSUN GLEW_GET_FUN(__glewTexCoord2fColor4ubVertex3fvSUN)
#define glTexCoord2fNormal3fVertex3fSUN GLEW_GET_FUN(__glewTexCoord2fNormal3fVertex3fSUN)
#define glTexCoord2fNormal3fVertex3fvSUN GLEW_GET_FUN(__glewTexCoord2fNormal3fVertex3fvSUN)
#define glTexCoord2fVertex3fSUN GLEW_GET_FUN(__glewTexCoord2fVertex3fSUN)
#define glTexCoord2fVertex3fvSUN GLEW_GET_FUN(__glewTexCoord2fVertex3fvSUN)
#define glTexCoord4fColor4fNormal3fVertex4fSUN GLEW_GET_FUN(__glewTexCoord4fColor4fNormal3fVertex4fSUN)
#define glTexCoord4fColor4fNormal3fVertex4fvSUN GLEW_GET_FUN(__glewTexCoord4fColor4fNormal3fVertex4fvSUN)
#define glTexCoord4fVertex4fSUN GLEW_GET_FUN(__glewTexCoord4fVertex4fSUN)
#define glTexCoord4fVertex4fvSUN GLEW_GET_FUN(__glewTexCoord4fVertex4fvSUN)
#define GLEW_SUN_vertex GLEW_GET_VAR(__GLEW_SUN_vertex)
#endif /* GL_SUN_vertex */
/* -------------------------- GL_WIN_phong_shading ------------------------- */
#ifndef GL_WIN_phong_shading
#define GL_WIN_phong_shading 1
#define GL_PHONG_WIN 0x80EA
#define GL_PHONG_HINT_WIN 0x80EB
#define GLEW_WIN_phong_shading GLEW_GET_VAR(__GLEW_WIN_phong_shading)
#endif /* GL_WIN_phong_shading */
/* -------------------------- GL_WIN_specular_fog -------------------------- */
#ifndef GL_WIN_specular_fog
#define GL_WIN_specular_fog 1
#define GL_FOG_SPECULAR_TEXTURE_WIN 0x80EC
#define GLEW_WIN_specular_fog GLEW_GET_VAR(__GLEW_WIN_specular_fog)
#endif /* GL_WIN_specular_fog */
/* ---------------------------- GL_WIN_swap_hint --------------------------- */
#ifndef GL_WIN_swap_hint
#define GL_WIN_swap_hint 1
typedef void (GLAPIENTRY * PFNGLADDSWAPHINTRECTWINPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
#define glAddSwapHintRectWIN GLEW_GET_FUN(__glewAddSwapHintRectWIN)
#define GLEW_WIN_swap_hint GLEW_GET_VAR(__GLEW_WIN_swap_hint)
#endif /* GL_WIN_swap_hint */
/* ------------------------------------------------------------------------- */
#if defined(GLEW_MX) && defined(_WIN32)
#define GLEW_FUN_EXPORT
#else
#define GLEW_FUN_EXPORT GLEWAPI
#endif /* GLEW_MX */
#if defined(GLEW_MX)
#define GLEW_VAR_EXPORT
#else
#define GLEW_VAR_EXPORT GLEWAPI
#endif /* GLEW_MX */
#if defined(GLEW_MX) && defined(_WIN32)
struct GLEWContextStruct
{
#endif /* GLEW_MX */
GLEW_FUN_EXPORT PFNGLCOPYTEXSUBIMAGE3DPROC __glewCopyTexSubImage3D;
GLEW_FUN_EXPORT PFNGLDRAWRANGEELEMENTSPROC __glewDrawRangeElements;
GLEW_FUN_EXPORT PFNGLTEXIMAGE3DPROC __glewTexImage3D;
GLEW_FUN_EXPORT PFNGLTEXSUBIMAGE3DPROC __glewTexSubImage3D;
GLEW_FUN_EXPORT PFNGLACTIVETEXTUREPROC __glewActiveTexture;
GLEW_FUN_EXPORT PFNGLCLIENTACTIVETEXTUREPROC __glewClientActiveTexture;
GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXIMAGE1DPROC __glewCompressedTexImage1D;
GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXIMAGE2DPROC __glewCompressedTexImage2D;
GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXIMAGE3DPROC __glewCompressedTexImage3D;
GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC __glewCompressedTexSubImage1D;
GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC __glewCompressedTexSubImage2D;
GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC __glewCompressedTexSubImage3D;
GLEW_FUN_EXPORT PFNGLGETCOMPRESSEDTEXIMAGEPROC __glewGetCompressedTexImage;
GLEW_FUN_EXPORT PFNGLLOADTRANSPOSEMATRIXDPROC __glewLoadTransposeMatrixd;
GLEW_FUN_EXPORT PFNGLLOADTRANSPOSEMATRIXFPROC __glewLoadTransposeMatrixf;
GLEW_FUN_EXPORT PFNGLMULTTRANSPOSEMATRIXDPROC __glewMultTransposeMatrixd;
GLEW_FUN_EXPORT PFNGLMULTTRANSPOSEMATRIXFPROC __glewMultTransposeMatrixf;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1DPROC __glewMultiTexCoord1d;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1DVPROC __glewMultiTexCoord1dv;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1FPROC __glewMultiTexCoord1f;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1FVPROC __glewMultiTexCoord1fv;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1IPROC __glewMultiTexCoord1i;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1IVPROC __glewMultiTexCoord1iv;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1SPROC __glewMultiTexCoord1s;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1SVPROC __glewMultiTexCoord1sv;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2DPROC __glewMultiTexCoord2d;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2DVPROC __glewMultiTexCoord2dv;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2FPROC __glewMultiTexCoord2f;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2FVPROC __glewMultiTexCoord2fv;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2IPROC __glewMultiTexCoord2i;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2IVPROC __glewMultiTexCoord2iv;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2SPROC __glewMultiTexCoord2s;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2SVPROC __glewMultiTexCoord2sv;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3DPROC __glewMultiTexCoord3d;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3DVPROC __glewMultiTexCoord3dv;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3FPROC __glewMultiTexCoord3f;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3FVPROC __glewMultiTexCoord3fv;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3IPROC __glewMultiTexCoord3i;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3IVPROC __glewMultiTexCoord3iv;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3SPROC __glewMultiTexCoord3s;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3SVPROC __glewMultiTexCoord3sv;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4DPROC __glewMultiTexCoord4d;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4DVPROC __glewMultiTexCoord4dv;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4FPROC __glewMultiTexCoord4f;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4FVPROC __glewMultiTexCoord4fv;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4IPROC __glewMultiTexCoord4i;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4IVPROC __glewMultiTexCoord4iv;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4SPROC __glewMultiTexCoord4s;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4SVPROC __glewMultiTexCoord4sv;
GLEW_FUN_EXPORT PFNGLSAMPLECOVERAGEPROC __glewSampleCoverage;
GLEW_FUN_EXPORT PFNGLBLENDCOLORPROC __glewBlendColor;
GLEW_FUN_EXPORT PFNGLBLENDEQUATIONPROC __glewBlendEquation;
GLEW_FUN_EXPORT PFNGLBLENDFUNCSEPARATEPROC __glewBlendFuncSeparate;
GLEW_FUN_EXPORT PFNGLFOGCOORDPOINTERPROC __glewFogCoordPointer;
GLEW_FUN_EXPORT PFNGLFOGCOORDDPROC __glewFogCoordd;
GLEW_FUN_EXPORT PFNGLFOGCOORDDVPROC __glewFogCoorddv;
GLEW_FUN_EXPORT PFNGLFOGCOORDFPROC __glewFogCoordf;
GLEW_FUN_EXPORT PFNGLFOGCOORDFVPROC __glewFogCoordfv;
GLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSPROC __glewMultiDrawArrays;
GLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSPROC __glewMultiDrawElements;
GLEW_FUN_EXPORT PFNGLPOINTPARAMETERFPROC __glewPointParameterf;
GLEW_FUN_EXPORT PFNGLPOINTPARAMETERFVPROC __glewPointParameterfv;
GLEW_FUN_EXPORT PFNGLPOINTPARAMETERIPROC __glewPointParameteri;
GLEW_FUN_EXPORT PFNGLPOINTPARAMETERIVPROC __glewPointParameteriv;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3BPROC __glewSecondaryColor3b;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3BVPROC __glewSecondaryColor3bv;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3DPROC __glewSecondaryColor3d;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3DVPROC __glewSecondaryColor3dv;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3FPROC __glewSecondaryColor3f;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3FVPROC __glewSecondaryColor3fv;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3IPROC __glewSecondaryColor3i;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3IVPROC __glewSecondaryColor3iv;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3SPROC __glewSecondaryColor3s;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3SVPROC __glewSecondaryColor3sv;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UBPROC __glewSecondaryColor3ub;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UBVPROC __glewSecondaryColor3ubv;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UIPROC __glewSecondaryColor3ui;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UIVPROC __glewSecondaryColor3uiv;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3USPROC __glewSecondaryColor3us;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3USVPROC __glewSecondaryColor3usv;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLORPOINTERPROC __glewSecondaryColorPointer;
GLEW_FUN_EXPORT PFNGLWINDOWPOS2DPROC __glewWindowPos2d;
GLEW_FUN_EXPORT PFNGLWINDOWPOS2DVPROC __glewWindowPos2dv;
GLEW_FUN_EXPORT PFNGLWINDOWPOS2FPROC __glewWindowPos2f;
GLEW_FUN_EXPORT PFNGLWINDOWPOS2FVPROC __glewWindowPos2fv;
GLEW_FUN_EXPORT PFNGLWINDOWPOS2IPROC __glewWindowPos2i;
GLEW_FUN_EXPORT PFNGLWINDOWPOS2IVPROC __glewWindowPos2iv;
GLEW_FUN_EXPORT PFNGLWINDOWPOS2SPROC __glewWindowPos2s;
GLEW_FUN_EXPORT PFNGLWINDOWPOS2SVPROC __glewWindowPos2sv;
GLEW_FUN_EXPORT PFNGLWINDOWPOS3DPROC __glewWindowPos3d;
GLEW_FUN_EXPORT PFNGLWINDOWPOS3DVPROC __glewWindowPos3dv;
GLEW_FUN_EXPORT PFNGLWINDOWPOS3FPROC __glewWindowPos3f;
GLEW_FUN_EXPORT PFNGLWINDOWPOS3FVPROC __glewWindowPos3fv;
GLEW_FUN_EXPORT PFNGLWINDOWPOS3IPROC __glewWindowPos3i;
GLEW_FUN_EXPORT PFNGLWINDOWPOS3IVPROC __glewWindowPos3iv;
GLEW_FUN_EXPORT PFNGLWINDOWPOS3SPROC __glewWindowPos3s;
GLEW_FUN_EXPORT PFNGLWINDOWPOS3SVPROC __glewWindowPos3sv;
GLEW_FUN_EXPORT PFNGLBEGINQUERYPROC __glewBeginQuery;
GLEW_FUN_EXPORT PFNGLBINDBUFFERPROC __glewBindBuffer;
GLEW_FUN_EXPORT PFNGLBUFFERDATAPROC __glewBufferData;
GLEW_FUN_EXPORT PFNGLBUFFERSUBDATAPROC __glewBufferSubData;
GLEW_FUN_EXPORT PFNGLDELETEBUFFERSPROC __glewDeleteBuffers;
GLEW_FUN_EXPORT PFNGLDELETEQUERIESPROC __glewDeleteQueries;
GLEW_FUN_EXPORT PFNGLENDQUERYPROC __glewEndQuery;
GLEW_FUN_EXPORT PFNGLGENBUFFERSPROC __glewGenBuffers;
GLEW_FUN_EXPORT PFNGLGENQUERIESPROC __glewGenQueries;
GLEW_FUN_EXPORT PFNGLGETBUFFERPARAMETERIVPROC __glewGetBufferParameteriv;
GLEW_FUN_EXPORT PFNGLGETBUFFERPOINTERVPROC __glewGetBufferPointerv;
GLEW_FUN_EXPORT PFNGLGETBUFFERSUBDATAPROC __glewGetBufferSubData;
GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTIVPROC __glewGetQueryObjectiv;
GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTUIVPROC __glewGetQueryObjectuiv;
GLEW_FUN_EXPORT PFNGLGETQUERYIVPROC __glewGetQueryiv;
GLEW_FUN_EXPORT PFNGLISBUFFERPROC __glewIsBuffer;
GLEW_FUN_EXPORT PFNGLISQUERYPROC __glewIsQuery;
GLEW_FUN_EXPORT PFNGLMAPBUFFERPROC __glewMapBuffer;
GLEW_FUN_EXPORT PFNGLUNMAPBUFFERPROC __glewUnmapBuffer;
GLEW_FUN_EXPORT PFNGLATTACHSHADERPROC __glewAttachShader;
GLEW_FUN_EXPORT PFNGLBINDATTRIBLOCATIONPROC __glewBindAttribLocation;
GLEW_FUN_EXPORT PFNGLBLENDEQUATIONSEPARATEPROC __glewBlendEquationSeparate;
GLEW_FUN_EXPORT PFNGLCOMPILESHADERPROC __glewCompileShader;
GLEW_FUN_EXPORT PFNGLCREATEPROGRAMPROC __glewCreateProgram;
GLEW_FUN_EXPORT PFNGLCREATESHADERPROC __glewCreateShader;
GLEW_FUN_EXPORT PFNGLDELETEPROGRAMPROC __glewDeleteProgram;
GLEW_FUN_EXPORT PFNGLDELETESHADERPROC __glewDeleteShader;
GLEW_FUN_EXPORT PFNGLDETACHSHADERPROC __glewDetachShader;
GLEW_FUN_EXPORT PFNGLDISABLEVERTEXATTRIBARRAYPROC __glewDisableVertexAttribArray;
GLEW_FUN_EXPORT PFNGLDRAWBUFFERSPROC __glewDrawBuffers;
GLEW_FUN_EXPORT PFNGLENABLEVERTEXATTRIBARRAYPROC __glewEnableVertexAttribArray;
GLEW_FUN_EXPORT PFNGLGETACTIVEATTRIBPROC __glewGetActiveAttrib;
GLEW_FUN_EXPORT PFNGLGETACTIVEUNIFORMPROC __glewGetActiveUniform;
GLEW_FUN_EXPORT PFNGLGETATTACHEDSHADERSPROC __glewGetAttachedShaders;
GLEW_FUN_EXPORT PFNGLGETATTRIBLOCATIONPROC __glewGetAttribLocation;
GLEW_FUN_EXPORT PFNGLGETPROGRAMINFOLOGPROC __glewGetProgramInfoLog;
GLEW_FUN_EXPORT PFNGLGETPROGRAMIVPROC __glewGetProgramiv;
GLEW_FUN_EXPORT PFNGLGETSHADERINFOLOGPROC __glewGetShaderInfoLog;
GLEW_FUN_EXPORT PFNGLGETSHADERSOURCEPROC __glewGetShaderSource;
GLEW_FUN_EXPORT PFNGLGETSHADERIVPROC __glewGetShaderiv;
GLEW_FUN_EXPORT PFNGLGETUNIFORMLOCATIONPROC __glewGetUniformLocation;
GLEW_FUN_EXPORT PFNGLGETUNIFORMFVPROC __glewGetUniformfv;
GLEW_FUN_EXPORT PFNGLGETUNIFORMIVPROC __glewGetUniformiv;
GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBPOINTERVPROC __glewGetVertexAttribPointerv;
GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBDVPROC __glewGetVertexAttribdv;
GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBFVPROC __glewGetVertexAttribfv;
GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBIVPROC __glewGetVertexAttribiv;
GLEW_FUN_EXPORT PFNGLISPROGRAMPROC __glewIsProgram;
GLEW_FUN_EXPORT PFNGLISSHADERPROC __glewIsShader;
GLEW_FUN_EXPORT PFNGLLINKPROGRAMPROC __glewLinkProgram;
GLEW_FUN_EXPORT PFNGLSHADERSOURCEPROC __glewShaderSource;
GLEW_FUN_EXPORT PFNGLSTENCILFUNCSEPARATEPROC __glewStencilFuncSeparate;
GLEW_FUN_EXPORT PFNGLSTENCILMASKSEPARATEPROC __glewStencilMaskSeparate;
GLEW_FUN_EXPORT PFNGLSTENCILOPSEPARATEPROC __glewStencilOpSeparate;
GLEW_FUN_EXPORT PFNGLUNIFORM1FPROC __glewUniform1f;
GLEW_FUN_EXPORT PFNGLUNIFORM1FVPROC __glewUniform1fv;
GLEW_FUN_EXPORT PFNGLUNIFORM1IPROC __glewUniform1i;
GLEW_FUN_EXPORT PFNGLUNIFORM1IVPROC __glewUniform1iv;
GLEW_FUN_EXPORT PFNGLUNIFORM2FPROC __glewUniform2f;
GLEW_FUN_EXPORT PFNGLUNIFORM2FVPROC __glewUniform2fv;
GLEW_FUN_EXPORT PFNGLUNIFORM2IPROC __glewUniform2i;
GLEW_FUN_EXPORT PFNGLUNIFORM2IVPROC __glewUniform2iv;
GLEW_FUN_EXPORT PFNGLUNIFORM3FPROC __glewUniform3f;
GLEW_FUN_EXPORT PFNGLUNIFORM3FVPROC __glewUniform3fv;
GLEW_FUN_EXPORT PFNGLUNIFORM3IPROC __glewUniform3i;
GLEW_FUN_EXPORT PFNGLUNIFORM3IVPROC __glewUniform3iv;
GLEW_FUN_EXPORT PFNGLUNIFORM4FPROC __glewUniform4f;
GLEW_FUN_EXPORT PFNGLUNIFORM4FVPROC __glewUniform4fv;
GLEW_FUN_EXPORT PFNGLUNIFORM4IPROC __glewUniform4i;
GLEW_FUN_EXPORT PFNGLUNIFORM4IVPROC __glewUniform4iv;
GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2FVPROC __glewUniformMatrix2fv;
GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3FVPROC __glewUniformMatrix3fv;
GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4FVPROC __glewUniformMatrix4fv;
GLEW_FUN_EXPORT PFNGLUSEPROGRAMPROC __glewUseProgram;
GLEW_FUN_EXPORT PFNGLVALIDATEPROGRAMPROC __glewValidateProgram;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1DPROC __glewVertexAttrib1d;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1DVPROC __glewVertexAttrib1dv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1FPROC __glewVertexAttrib1f;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1FVPROC __glewVertexAttrib1fv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1SPROC __glewVertexAttrib1s;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1SVPROC __glewVertexAttrib1sv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2DPROC __glewVertexAttrib2d;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2DVPROC __glewVertexAttrib2dv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2FPROC __glewVertexAttrib2f;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2FVPROC __glewVertexAttrib2fv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2SPROC __glewVertexAttrib2s;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2SVPROC __glewVertexAttrib2sv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3DPROC __glewVertexAttrib3d;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3DVPROC __glewVertexAttrib3dv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3FPROC __glewVertexAttrib3f;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3FVPROC __glewVertexAttrib3fv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3SPROC __glewVertexAttrib3s;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3SVPROC __glewVertexAttrib3sv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NBVPROC __glewVertexAttrib4Nbv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NIVPROC __glewVertexAttrib4Niv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NSVPROC __glewVertexAttrib4Nsv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUBPROC __glewVertexAttrib4Nub;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUBVPROC __glewVertexAttrib4Nubv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUIVPROC __glewVertexAttrib4Nuiv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUSVPROC __glewVertexAttrib4Nusv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4BVPROC __glewVertexAttrib4bv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4DPROC __glewVertexAttrib4d;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4DVPROC __glewVertexAttrib4dv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4FPROC __glewVertexAttrib4f;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4FVPROC __glewVertexAttrib4fv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4IVPROC __glewVertexAttrib4iv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4SPROC __glewVertexAttrib4s;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4SVPROC __glewVertexAttrib4sv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4UBVPROC __glewVertexAttrib4ubv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4UIVPROC __glewVertexAttrib4uiv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4USVPROC __glewVertexAttrib4usv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBPOINTERPROC __glewVertexAttribPointer;
GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2X3FVPROC __glewUniformMatrix2x3fv;
GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2X4FVPROC __glewUniformMatrix2x4fv;
GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3X2FVPROC __glewUniformMatrix3x2fv;
GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3X4FVPROC __glewUniformMatrix3x4fv;
GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4X2FVPROC __glewUniformMatrix4x2fv;
GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4X3FVPROC __glewUniformMatrix4x3fv;
GLEW_FUN_EXPORT PFNGLBEGINCONDITIONALRENDERPROC __glewBeginConditionalRender;
GLEW_FUN_EXPORT PFNGLBEGINTRANSFORMFEEDBACKPROC __glewBeginTransformFeedback;
GLEW_FUN_EXPORT PFNGLBINDFRAGDATALOCATIONPROC __glewBindFragDataLocation;
GLEW_FUN_EXPORT PFNGLCLAMPCOLORPROC __glewClampColor;
GLEW_FUN_EXPORT PFNGLCLEARBUFFERFIPROC __glewClearBufferfi;
GLEW_FUN_EXPORT PFNGLCLEARBUFFERFVPROC __glewClearBufferfv;
GLEW_FUN_EXPORT PFNGLCLEARBUFFERIVPROC __glewClearBufferiv;
GLEW_FUN_EXPORT PFNGLCLEARBUFFERUIVPROC __glewClearBufferuiv;
GLEW_FUN_EXPORT PFNGLCOLORMASKIPROC __glewColorMaski;
GLEW_FUN_EXPORT PFNGLDISABLEIPROC __glewDisablei;
GLEW_FUN_EXPORT PFNGLENABLEIPROC __glewEnablei;
GLEW_FUN_EXPORT PFNGLENDCONDITIONALRENDERPROC __glewEndConditionalRender;
GLEW_FUN_EXPORT PFNGLENDTRANSFORMFEEDBACKPROC __glewEndTransformFeedback;
GLEW_FUN_EXPORT PFNGLGETBOOLEANI_VPROC __glewGetBooleani_v;
GLEW_FUN_EXPORT PFNGLGETFRAGDATALOCATIONPROC __glewGetFragDataLocation;
GLEW_FUN_EXPORT PFNGLGETSTRINGIPROC __glewGetStringi;
GLEW_FUN_EXPORT PFNGLGETTEXPARAMETERIIVPROC __glewGetTexParameterIiv;
GLEW_FUN_EXPORT PFNGLGETTEXPARAMETERIUIVPROC __glewGetTexParameterIuiv;
GLEW_FUN_EXPORT PFNGLGETTRANSFORMFEEDBACKVARYINGPROC __glewGetTransformFeedbackVarying;
GLEW_FUN_EXPORT PFNGLGETUNIFORMUIVPROC __glewGetUniformuiv;
GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBIIVPROC __glewGetVertexAttribIiv;
GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBIUIVPROC __glewGetVertexAttribIuiv;
GLEW_FUN_EXPORT PFNGLISENABLEDIPROC __glewIsEnabledi;
GLEW_FUN_EXPORT PFNGLTEXPARAMETERIIVPROC __glewTexParameterIiv;
GLEW_FUN_EXPORT PFNGLTEXPARAMETERIUIVPROC __glewTexParameterIuiv;
GLEW_FUN_EXPORT PFNGLTRANSFORMFEEDBACKVARYINGSPROC __glewTransformFeedbackVaryings;
GLEW_FUN_EXPORT PFNGLUNIFORM1UIPROC __glewUniform1ui;
GLEW_FUN_EXPORT PFNGLUNIFORM1UIVPROC __glewUniform1uiv;
GLEW_FUN_EXPORT PFNGLUNIFORM2UIPROC __glewUniform2ui;
GLEW_FUN_EXPORT PFNGLUNIFORM2UIVPROC __glewUniform2uiv;
GLEW_FUN_EXPORT PFNGLUNIFORM3UIPROC __glewUniform3ui;
GLEW_FUN_EXPORT PFNGLUNIFORM3UIVPROC __glewUniform3uiv;
GLEW_FUN_EXPORT PFNGLUNIFORM4UIPROC __glewUniform4ui;
GLEW_FUN_EXPORT PFNGLUNIFORM4UIVPROC __glewUniform4uiv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1IPROC __glewVertexAttribI1i;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1IVPROC __glewVertexAttribI1iv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1UIPROC __glewVertexAttribI1ui;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1UIVPROC __glewVertexAttribI1uiv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2IPROC __glewVertexAttribI2i;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2IVPROC __glewVertexAttribI2iv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2UIPROC __glewVertexAttribI2ui;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2UIVPROC __glewVertexAttribI2uiv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3IPROC __glewVertexAttribI3i;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3IVPROC __glewVertexAttribI3iv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3UIPROC __glewVertexAttribI3ui;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3UIVPROC __glewVertexAttribI3uiv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4BVPROC __glewVertexAttribI4bv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4IPROC __glewVertexAttribI4i;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4IVPROC __glewVertexAttribI4iv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4SVPROC __glewVertexAttribI4sv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4UBVPROC __glewVertexAttribI4ubv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4UIPROC __glewVertexAttribI4ui;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4UIVPROC __glewVertexAttribI4uiv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4USVPROC __glewVertexAttribI4usv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBIPOINTERPROC __glewVertexAttribIPointer;
GLEW_FUN_EXPORT PFNGLDRAWARRAYSINSTANCEDPROC __glewDrawArraysInstanced;
GLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDPROC __glewDrawElementsInstanced;
GLEW_FUN_EXPORT PFNGLPRIMITIVERESTARTINDEXPROC __glewPrimitiveRestartIndex;
GLEW_FUN_EXPORT PFNGLTEXBUFFERPROC __glewTexBuffer;
GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTUREPROC __glewFramebufferTexture;
GLEW_FUN_EXPORT PFNGLGETBUFFERPARAMETERI64VPROC __glewGetBufferParameteri64v;
GLEW_FUN_EXPORT PFNGLGETINTEGER64I_VPROC __glewGetInteger64i_v;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBDIVISORPROC __glewVertexAttribDivisor;
GLEW_FUN_EXPORT PFNGLBLENDEQUATIONSEPARATEIPROC __glewBlendEquationSeparatei;
GLEW_FUN_EXPORT PFNGLBLENDEQUATIONIPROC __glewBlendEquationi;
GLEW_FUN_EXPORT PFNGLBLENDFUNCSEPARATEIPROC __glewBlendFuncSeparatei;
GLEW_FUN_EXPORT PFNGLBLENDFUNCIPROC __glewBlendFunci;
GLEW_FUN_EXPORT PFNGLMINSAMPLESHADINGPROC __glewMinSampleShading;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_FUN_EXPORT PFNGLTBUFFERMASK3DFXPROC __glewTbufferMask3DFX;
GLEW_FUN_EXPORT PFNGLDEBUGMESSAGECALLBACKAMDPROC __glewDebugMessageCallbackAMD;
GLEW_FUN_EXPORT PFNGLDEBUGMESSAGEENABLEAMDPROC __glewDebugMessageEnableAMD;
GLEW_FUN_EXPORT PFNGLDEBUGMESSAGEINSERTAMDPROC __glewDebugMessageInsertAMD;
GLEW_FUN_EXPORT PFNGLGETDEBUGMESSAGELOGAMDPROC __glewGetDebugMessageLogAMD;
GLEW_FUN_EXPORT PFNGLBLENDEQUATIONINDEXEDAMDPROC __glewBlendEquationIndexedAMD;
GLEW_FUN_EXPORT PFNGLBLENDEQUATIONSEPARATEINDEXEDAMDPROC __glewBlendEquationSeparateIndexedAMD;
GLEW_FUN_EXPORT PFNGLBLENDFUNCINDEXEDAMDPROC __glewBlendFuncIndexedAMD;
GLEW_FUN_EXPORT PFNGLBLENDFUNCSEPARATEINDEXEDAMDPROC __glewBlendFuncSeparateIndexedAMD;
GLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSINDIRECTAMDPROC __glewMultiDrawArraysIndirectAMD;
GLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSINDIRECTAMDPROC __glewMultiDrawElementsIndirectAMD;
GLEW_FUN_EXPORT PFNGLDELETENAMESAMDPROC __glewDeleteNamesAMD;
GLEW_FUN_EXPORT PFNGLGENNAMESAMDPROC __glewGenNamesAMD;
GLEW_FUN_EXPORT PFNGLISNAMEAMDPROC __glewIsNameAMD;
GLEW_FUN_EXPORT PFNGLBEGINPERFMONITORAMDPROC __glewBeginPerfMonitorAMD;
GLEW_FUN_EXPORT PFNGLDELETEPERFMONITORSAMDPROC __glewDeletePerfMonitorsAMD;
GLEW_FUN_EXPORT PFNGLENDPERFMONITORAMDPROC __glewEndPerfMonitorAMD;
GLEW_FUN_EXPORT PFNGLGENPERFMONITORSAMDPROC __glewGenPerfMonitorsAMD;
GLEW_FUN_EXPORT PFNGLGETPERFMONITORCOUNTERDATAAMDPROC __glewGetPerfMonitorCounterDataAMD;
GLEW_FUN_EXPORT PFNGLGETPERFMONITORCOUNTERINFOAMDPROC __glewGetPerfMonitorCounterInfoAMD;
GLEW_FUN_EXPORT PFNGLGETPERFMONITORCOUNTERSTRINGAMDPROC __glewGetPerfMonitorCounterStringAMD;
GLEW_FUN_EXPORT PFNGLGETPERFMONITORCOUNTERSAMDPROC __glewGetPerfMonitorCountersAMD;
GLEW_FUN_EXPORT PFNGLGETPERFMONITORGROUPSTRINGAMDPROC __glewGetPerfMonitorGroupStringAMD;
GLEW_FUN_EXPORT PFNGLGETPERFMONITORGROUPSAMDPROC __glewGetPerfMonitorGroupsAMD;
GLEW_FUN_EXPORT PFNGLSELECTPERFMONITORCOUNTERSAMDPROC __glewSelectPerfMonitorCountersAMD;
2011-06-02 00:05:54 +00:00
GLEW_FUN_EXPORT PFNGLSETMULTISAMPLEFVAMDPROC __glewSetMultisamplefvAMD;
GLEW_FUN_EXPORT PFNGLTESSELLATIONFACTORAMDPROC __glewTessellationFactorAMD;
GLEW_FUN_EXPORT PFNGLTESSELLATIONMODEAMDPROC __glewTessellationModeAMD;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_FUN_EXPORT PFNGLDRAWELEMENTARRAYAPPLEPROC __glewDrawElementArrayAPPLE;
GLEW_FUN_EXPORT PFNGLDRAWRANGEELEMENTARRAYAPPLEPROC __glewDrawRangeElementArrayAPPLE;
GLEW_FUN_EXPORT PFNGLELEMENTPOINTERAPPLEPROC __glewElementPointerAPPLE;
GLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTARRAYAPPLEPROC __glewMultiDrawElementArrayAPPLE;
GLEW_FUN_EXPORT PFNGLMULTIDRAWRANGEELEMENTARRAYAPPLEPROC __glewMultiDrawRangeElementArrayAPPLE;
GLEW_FUN_EXPORT PFNGLDELETEFENCESAPPLEPROC __glewDeleteFencesAPPLE;
GLEW_FUN_EXPORT PFNGLFINISHFENCEAPPLEPROC __glewFinishFenceAPPLE;
GLEW_FUN_EXPORT PFNGLFINISHOBJECTAPPLEPROC __glewFinishObjectAPPLE;
GLEW_FUN_EXPORT PFNGLGENFENCESAPPLEPROC __glewGenFencesAPPLE;
GLEW_FUN_EXPORT PFNGLISFENCEAPPLEPROC __glewIsFenceAPPLE;
GLEW_FUN_EXPORT PFNGLSETFENCEAPPLEPROC __glewSetFenceAPPLE;
GLEW_FUN_EXPORT PFNGLTESTFENCEAPPLEPROC __glewTestFenceAPPLE;
GLEW_FUN_EXPORT PFNGLTESTOBJECTAPPLEPROC __glewTestObjectAPPLE;
GLEW_FUN_EXPORT PFNGLBUFFERPARAMETERIAPPLEPROC __glewBufferParameteriAPPLE;
GLEW_FUN_EXPORT PFNGLFLUSHMAPPEDBUFFERRANGEAPPLEPROC __glewFlushMappedBufferRangeAPPLE;
GLEW_FUN_EXPORT PFNGLGETOBJECTPARAMETERIVAPPLEPROC __glewGetObjectParameterivAPPLE;
GLEW_FUN_EXPORT PFNGLOBJECTPURGEABLEAPPLEPROC __glewObjectPurgeableAPPLE;
GLEW_FUN_EXPORT PFNGLOBJECTUNPURGEABLEAPPLEPROC __glewObjectUnpurgeableAPPLE;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_FUN_EXPORT PFNGLGETTEXPARAMETERPOINTERVAPPLEPROC __glewGetTexParameterPointervAPPLE;
GLEW_FUN_EXPORT PFNGLTEXTURERANGEAPPLEPROC __glewTextureRangeAPPLE;
GLEW_FUN_EXPORT PFNGLBINDVERTEXARRAYAPPLEPROC __glewBindVertexArrayAPPLE;
GLEW_FUN_EXPORT PFNGLDELETEVERTEXARRAYSAPPLEPROC __glewDeleteVertexArraysAPPLE;
GLEW_FUN_EXPORT PFNGLGENVERTEXARRAYSAPPLEPROC __glewGenVertexArraysAPPLE;
GLEW_FUN_EXPORT PFNGLISVERTEXARRAYAPPLEPROC __glewIsVertexArrayAPPLE;
GLEW_FUN_EXPORT PFNGLFLUSHVERTEXARRAYRANGEAPPLEPROC __glewFlushVertexArrayRangeAPPLE;
GLEW_FUN_EXPORT PFNGLVERTEXARRAYPARAMETERIAPPLEPROC __glewVertexArrayParameteriAPPLE;
GLEW_FUN_EXPORT PFNGLVERTEXARRAYRANGEAPPLEPROC __glewVertexArrayRangeAPPLE;
GLEW_FUN_EXPORT PFNGLDISABLEVERTEXATTRIBAPPLEPROC __glewDisableVertexAttribAPPLE;
GLEW_FUN_EXPORT PFNGLENABLEVERTEXATTRIBAPPLEPROC __glewEnableVertexAttribAPPLE;
GLEW_FUN_EXPORT PFNGLISVERTEXATTRIBENABLEDAPPLEPROC __glewIsVertexAttribEnabledAPPLE;
GLEW_FUN_EXPORT PFNGLMAPVERTEXATTRIB1DAPPLEPROC __glewMapVertexAttrib1dAPPLE;
GLEW_FUN_EXPORT PFNGLMAPVERTEXATTRIB1FAPPLEPROC __glewMapVertexAttrib1fAPPLE;
GLEW_FUN_EXPORT PFNGLMAPVERTEXATTRIB2DAPPLEPROC __glewMapVertexAttrib2dAPPLE;
GLEW_FUN_EXPORT PFNGLMAPVERTEXATTRIB2FAPPLEPROC __glewMapVertexAttrib2fAPPLE;
GLEW_FUN_EXPORT PFNGLCLEARDEPTHFPROC __glewClearDepthf;
GLEW_FUN_EXPORT PFNGLDEPTHRANGEFPROC __glewDepthRangef;
GLEW_FUN_EXPORT PFNGLGETSHADERPRECISIONFORMATPROC __glewGetShaderPrecisionFormat;
GLEW_FUN_EXPORT PFNGLRELEASESHADERCOMPILERPROC __glewReleaseShaderCompiler;
GLEW_FUN_EXPORT PFNGLSHADERBINARYPROC __glewShaderBinary;
GLEW_FUN_EXPORT PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC __glewDrawArraysInstancedBaseInstance;
GLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC __glewDrawElementsInstancedBaseInstance;
GLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC __glewDrawElementsInstancedBaseVertexBaseInstance;
GLEW_FUN_EXPORT PFNGLBINDFRAGDATALOCATIONINDEXEDPROC __glewBindFragDataLocationIndexed;
GLEW_FUN_EXPORT PFNGLGETFRAGDATAINDEXPROC __glewGetFragDataIndex;
GLEW_FUN_EXPORT PFNGLCREATESYNCFROMCLEVENTARBPROC __glewCreateSyncFromCLeventARB;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_FUN_EXPORT PFNGLCLAMPCOLORARBPROC __glewClampColorARB;
GLEW_FUN_EXPORT PFNGLCOPYBUFFERSUBDATAPROC __glewCopyBufferSubData;
GLEW_FUN_EXPORT PFNGLDEBUGMESSAGECALLBACKARBPROC __glewDebugMessageCallbackARB;
GLEW_FUN_EXPORT PFNGLDEBUGMESSAGECONTROLARBPROC __glewDebugMessageControlARB;
GLEW_FUN_EXPORT PFNGLDEBUGMESSAGEINSERTARBPROC __glewDebugMessageInsertARB;
GLEW_FUN_EXPORT PFNGLGETDEBUGMESSAGELOGARBPROC __glewGetDebugMessageLogARB;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_FUN_EXPORT PFNGLDRAWBUFFERSARBPROC __glewDrawBuffersARB;
GLEW_FUN_EXPORT PFNGLBLENDEQUATIONSEPARATEIARBPROC __glewBlendEquationSeparateiARB;
GLEW_FUN_EXPORT PFNGLBLENDEQUATIONIARBPROC __glewBlendEquationiARB;
GLEW_FUN_EXPORT PFNGLBLENDFUNCSEPARATEIARBPROC __glewBlendFuncSeparateiARB;
GLEW_FUN_EXPORT PFNGLBLENDFUNCIARBPROC __glewBlendFunciARB;
GLEW_FUN_EXPORT PFNGLDRAWELEMENTSBASEVERTEXPROC __glewDrawElementsBaseVertex;
GLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC __glewDrawElementsInstancedBaseVertex;
GLEW_FUN_EXPORT PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC __glewDrawRangeElementsBaseVertex;
GLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC __glewMultiDrawElementsBaseVertex;
GLEW_FUN_EXPORT PFNGLDRAWARRAYSINDIRECTPROC __glewDrawArraysIndirect;
GLEW_FUN_EXPORT PFNGLDRAWELEMENTSINDIRECTPROC __glewDrawElementsIndirect;
GLEW_FUN_EXPORT PFNGLBINDFRAMEBUFFERPROC __glewBindFramebuffer;
GLEW_FUN_EXPORT PFNGLBINDRENDERBUFFERPROC __glewBindRenderbuffer;
GLEW_FUN_EXPORT PFNGLBLITFRAMEBUFFERPROC __glewBlitFramebuffer;
GLEW_FUN_EXPORT PFNGLCHECKFRAMEBUFFERSTATUSPROC __glewCheckFramebufferStatus;
GLEW_FUN_EXPORT PFNGLDELETEFRAMEBUFFERSPROC __glewDeleteFramebuffers;
GLEW_FUN_EXPORT PFNGLDELETERENDERBUFFERSPROC __glewDeleteRenderbuffers;
GLEW_FUN_EXPORT PFNGLFRAMEBUFFERRENDERBUFFERPROC __glewFramebufferRenderbuffer;
GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURE1DPROC __glewFramebufferTexture1D;
GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURE2DPROC __glewFramebufferTexture2D;
GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURE3DPROC __glewFramebufferTexture3D;
GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURELAYERPROC __glewFramebufferTextureLayer;
GLEW_FUN_EXPORT PFNGLGENFRAMEBUFFERSPROC __glewGenFramebuffers;
GLEW_FUN_EXPORT PFNGLGENRENDERBUFFERSPROC __glewGenRenderbuffers;
GLEW_FUN_EXPORT PFNGLGENERATEMIPMAPPROC __glewGenerateMipmap;
GLEW_FUN_EXPORT PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC __glewGetFramebufferAttachmentParameteriv;
GLEW_FUN_EXPORT PFNGLGETRENDERBUFFERPARAMETERIVPROC __glewGetRenderbufferParameteriv;
GLEW_FUN_EXPORT PFNGLISFRAMEBUFFERPROC __glewIsFramebuffer;
GLEW_FUN_EXPORT PFNGLISRENDERBUFFERPROC __glewIsRenderbuffer;
GLEW_FUN_EXPORT PFNGLRENDERBUFFERSTORAGEPROC __glewRenderbufferStorage;
GLEW_FUN_EXPORT PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC __glewRenderbufferStorageMultisample;
GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTUREARBPROC __glewFramebufferTextureARB;
GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTUREFACEARBPROC __glewFramebufferTextureFaceARB;
GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURELAYERARBPROC __glewFramebufferTextureLayerARB;
GLEW_FUN_EXPORT PFNGLPROGRAMPARAMETERIARBPROC __glewProgramParameteriARB;
GLEW_FUN_EXPORT PFNGLGETPROGRAMBINARYPROC __glewGetProgramBinary;
GLEW_FUN_EXPORT PFNGLPROGRAMBINARYPROC __glewProgramBinary;
GLEW_FUN_EXPORT PFNGLPROGRAMPARAMETERIPROC __glewProgramParameteri;
GLEW_FUN_EXPORT PFNGLGETUNIFORMDVPROC __glewGetUniformdv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1DEXTPROC __glewProgramUniform1dEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1DVEXTPROC __glewProgramUniform1dvEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2DEXTPROC __glewProgramUniform2dEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2DVEXTPROC __glewProgramUniform2dvEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3DEXTPROC __glewProgramUniform3dEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3DVEXTPROC __glewProgramUniform3dvEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4DEXTPROC __glewProgramUniform4dEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4DVEXTPROC __glewProgramUniform4dvEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2DVEXTPROC __glewProgramUniformMatrix2dvEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2X3DVEXTPROC __glewProgramUniformMatrix2x3dvEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2X4DVEXTPROC __glewProgramUniformMatrix2x4dvEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3DVEXTPROC __glewProgramUniformMatrix3dvEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3X2DVEXTPROC __glewProgramUniformMatrix3x2dvEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3X4DVEXTPROC __glewProgramUniformMatrix3x4dvEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4DVEXTPROC __glewProgramUniformMatrix4dvEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4X2DVEXTPROC __glewProgramUniformMatrix4x2dvEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4X3DVEXTPROC __glewProgramUniformMatrix4x3dvEXT;
GLEW_FUN_EXPORT PFNGLUNIFORM1DPROC __glewUniform1d;
GLEW_FUN_EXPORT PFNGLUNIFORM1DVPROC __glewUniform1dv;
GLEW_FUN_EXPORT PFNGLUNIFORM2DPROC __glewUniform2d;
GLEW_FUN_EXPORT PFNGLUNIFORM2DVPROC __glewUniform2dv;
GLEW_FUN_EXPORT PFNGLUNIFORM3DPROC __glewUniform3d;
GLEW_FUN_EXPORT PFNGLUNIFORM3DVPROC __glewUniform3dv;
GLEW_FUN_EXPORT PFNGLUNIFORM4DPROC __glewUniform4d;
GLEW_FUN_EXPORT PFNGLUNIFORM4DVPROC __glewUniform4dv;
GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2DVPROC __glewUniformMatrix2dv;
GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2X3DVPROC __glewUniformMatrix2x3dv;
GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2X4DVPROC __glewUniformMatrix2x4dv;
GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3DVPROC __glewUniformMatrix3dv;
GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3X2DVPROC __glewUniformMatrix3x2dv;
GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3X4DVPROC __glewUniformMatrix3x4dv;
GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4DVPROC __glewUniformMatrix4dv;
GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4X2DVPROC __glewUniformMatrix4x2dv;
GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4X3DVPROC __glewUniformMatrix4x3dv;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_FUN_EXPORT PFNGLCOLORSUBTABLEPROC __glewColorSubTable;
GLEW_FUN_EXPORT PFNGLCOLORTABLEPROC __glewColorTable;
GLEW_FUN_EXPORT PFNGLCOLORTABLEPARAMETERFVPROC __glewColorTableParameterfv;
GLEW_FUN_EXPORT PFNGLCOLORTABLEPARAMETERIVPROC __glewColorTableParameteriv;
GLEW_FUN_EXPORT PFNGLCONVOLUTIONFILTER1DPROC __glewConvolutionFilter1D;
GLEW_FUN_EXPORT PFNGLCONVOLUTIONFILTER2DPROC __glewConvolutionFilter2D;
GLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERFPROC __glewConvolutionParameterf;
GLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERFVPROC __glewConvolutionParameterfv;
GLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERIPROC __glewConvolutionParameteri;
GLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERIVPROC __glewConvolutionParameteriv;
GLEW_FUN_EXPORT PFNGLCOPYCOLORSUBTABLEPROC __glewCopyColorSubTable;
GLEW_FUN_EXPORT PFNGLCOPYCOLORTABLEPROC __glewCopyColorTable;
GLEW_FUN_EXPORT PFNGLCOPYCONVOLUTIONFILTER1DPROC __glewCopyConvolutionFilter1D;
GLEW_FUN_EXPORT PFNGLCOPYCONVOLUTIONFILTER2DPROC __glewCopyConvolutionFilter2D;
GLEW_FUN_EXPORT PFNGLGETCOLORTABLEPROC __glewGetColorTable;
GLEW_FUN_EXPORT PFNGLGETCOLORTABLEPARAMETERFVPROC __glewGetColorTableParameterfv;
GLEW_FUN_EXPORT PFNGLGETCOLORTABLEPARAMETERIVPROC __glewGetColorTableParameteriv;
GLEW_FUN_EXPORT PFNGLGETCONVOLUTIONFILTERPROC __glewGetConvolutionFilter;
GLEW_FUN_EXPORT PFNGLGETCONVOLUTIONPARAMETERFVPROC __glewGetConvolutionParameterfv;
GLEW_FUN_EXPORT PFNGLGETCONVOLUTIONPARAMETERIVPROC __glewGetConvolutionParameteriv;
GLEW_FUN_EXPORT PFNGLGETHISTOGRAMPROC __glewGetHistogram;
GLEW_FUN_EXPORT PFNGLGETHISTOGRAMPARAMETERFVPROC __glewGetHistogramParameterfv;
GLEW_FUN_EXPORT PFNGLGETHISTOGRAMPARAMETERIVPROC __glewGetHistogramParameteriv;
GLEW_FUN_EXPORT PFNGLGETMINMAXPROC __glewGetMinmax;
GLEW_FUN_EXPORT PFNGLGETMINMAXPARAMETERFVPROC __glewGetMinmaxParameterfv;
GLEW_FUN_EXPORT PFNGLGETMINMAXPARAMETERIVPROC __glewGetMinmaxParameteriv;
GLEW_FUN_EXPORT PFNGLGETSEPARABLEFILTERPROC __glewGetSeparableFilter;
GLEW_FUN_EXPORT PFNGLHISTOGRAMPROC __glewHistogram;
GLEW_FUN_EXPORT PFNGLMINMAXPROC __glewMinmax;
GLEW_FUN_EXPORT PFNGLRESETHISTOGRAMPROC __glewResetHistogram;
GLEW_FUN_EXPORT PFNGLRESETMINMAXPROC __glewResetMinmax;
GLEW_FUN_EXPORT PFNGLSEPARABLEFILTER2DPROC __glewSeparableFilter2D;
2011-06-02 00:05:54 +00:00
GLEW_FUN_EXPORT PFNGLDRAWARRAYSINSTANCEDARBPROC __glewDrawArraysInstancedARB;
GLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDARBPROC __glewDrawElementsInstancedARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBDIVISORARBPROC __glewVertexAttribDivisorARB;
GLEW_FUN_EXPORT PFNGLGETINTERNALFORMATIVPROC __glewGetInternalformativ;
GLEW_FUN_EXPORT PFNGLFLUSHMAPPEDBUFFERRANGEPROC __glewFlushMappedBufferRange;
GLEW_FUN_EXPORT PFNGLMAPBUFFERRANGEPROC __glewMapBufferRange;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_FUN_EXPORT PFNGLCURRENTPALETTEMATRIXARBPROC __glewCurrentPaletteMatrixARB;
GLEW_FUN_EXPORT PFNGLMATRIXINDEXPOINTERARBPROC __glewMatrixIndexPointerARB;
GLEW_FUN_EXPORT PFNGLMATRIXINDEXUBVARBPROC __glewMatrixIndexubvARB;
GLEW_FUN_EXPORT PFNGLMATRIXINDEXUIVARBPROC __glewMatrixIndexuivARB;
GLEW_FUN_EXPORT PFNGLMATRIXINDEXUSVARBPROC __glewMatrixIndexusvARB;
GLEW_FUN_EXPORT PFNGLSAMPLECOVERAGEARBPROC __glewSampleCoverageARB;
GLEW_FUN_EXPORT PFNGLACTIVETEXTUREARBPROC __glewActiveTextureARB;
GLEW_FUN_EXPORT PFNGLCLIENTACTIVETEXTUREARBPROC __glewClientActiveTextureARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1DARBPROC __glewMultiTexCoord1dARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1DVARBPROC __glewMultiTexCoord1dvARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1FARBPROC __glewMultiTexCoord1fARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1FVARBPROC __glewMultiTexCoord1fvARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1IARBPROC __glewMultiTexCoord1iARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1IVARBPROC __glewMultiTexCoord1ivARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1SARBPROC __glewMultiTexCoord1sARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1SVARBPROC __glewMultiTexCoord1svARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2DARBPROC __glewMultiTexCoord2dARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2DVARBPROC __glewMultiTexCoord2dvARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2FARBPROC __glewMultiTexCoord2fARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2FVARBPROC __glewMultiTexCoord2fvARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2IARBPROC __glewMultiTexCoord2iARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2IVARBPROC __glewMultiTexCoord2ivARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2SARBPROC __glewMultiTexCoord2sARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2SVARBPROC __glewMultiTexCoord2svARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3DARBPROC __glewMultiTexCoord3dARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3DVARBPROC __glewMultiTexCoord3dvARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3FARBPROC __glewMultiTexCoord3fARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3FVARBPROC __glewMultiTexCoord3fvARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3IARBPROC __glewMultiTexCoord3iARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3IVARBPROC __glewMultiTexCoord3ivARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3SARBPROC __glewMultiTexCoord3sARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3SVARBPROC __glewMultiTexCoord3svARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4DARBPROC __glewMultiTexCoord4dARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4DVARBPROC __glewMultiTexCoord4dvARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4FARBPROC __glewMultiTexCoord4fARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4FVARBPROC __glewMultiTexCoord4fvARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4IARBPROC __glewMultiTexCoord4iARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4IVARBPROC __glewMultiTexCoord4ivARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4SARBPROC __glewMultiTexCoord4sARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4SVARBPROC __glewMultiTexCoord4svARB;
GLEW_FUN_EXPORT PFNGLBEGINQUERYARBPROC __glewBeginQueryARB;
GLEW_FUN_EXPORT PFNGLDELETEQUERIESARBPROC __glewDeleteQueriesARB;
GLEW_FUN_EXPORT PFNGLENDQUERYARBPROC __glewEndQueryARB;
GLEW_FUN_EXPORT PFNGLGENQUERIESARBPROC __glewGenQueriesARB;
GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTIVARBPROC __glewGetQueryObjectivARB;
GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTUIVARBPROC __glewGetQueryObjectuivARB;
GLEW_FUN_EXPORT PFNGLGETQUERYIVARBPROC __glewGetQueryivARB;
GLEW_FUN_EXPORT PFNGLISQUERYARBPROC __glewIsQueryARB;
GLEW_FUN_EXPORT PFNGLPOINTPARAMETERFARBPROC __glewPointParameterfARB;
GLEW_FUN_EXPORT PFNGLPOINTPARAMETERFVARBPROC __glewPointParameterfvARB;
GLEW_FUN_EXPORT PFNGLPROVOKINGVERTEXPROC __glewProvokingVertex;
GLEW_FUN_EXPORT PFNGLGETGRAPHICSRESETSTATUSARBPROC __glewGetGraphicsResetStatusARB;
GLEW_FUN_EXPORT PFNGLGETNCOLORTABLEARBPROC __glewGetnColorTableARB;
GLEW_FUN_EXPORT PFNGLGETNCOMPRESSEDTEXIMAGEARBPROC __glewGetnCompressedTexImageARB;
GLEW_FUN_EXPORT PFNGLGETNCONVOLUTIONFILTERARBPROC __glewGetnConvolutionFilterARB;
GLEW_FUN_EXPORT PFNGLGETNHISTOGRAMARBPROC __glewGetnHistogramARB;
GLEW_FUN_EXPORT PFNGLGETNMAPDVARBPROC __glewGetnMapdvARB;
GLEW_FUN_EXPORT PFNGLGETNMAPFVARBPROC __glewGetnMapfvARB;
GLEW_FUN_EXPORT PFNGLGETNMAPIVARBPROC __glewGetnMapivARB;
GLEW_FUN_EXPORT PFNGLGETNMINMAXARBPROC __glewGetnMinmaxARB;
GLEW_FUN_EXPORT PFNGLGETNPIXELMAPFVARBPROC __glewGetnPixelMapfvARB;
GLEW_FUN_EXPORT PFNGLGETNPIXELMAPUIVARBPROC __glewGetnPixelMapuivARB;
GLEW_FUN_EXPORT PFNGLGETNPIXELMAPUSVARBPROC __glewGetnPixelMapusvARB;
GLEW_FUN_EXPORT PFNGLGETNPOLYGONSTIPPLEARBPROC __glewGetnPolygonStippleARB;
GLEW_FUN_EXPORT PFNGLGETNSEPARABLEFILTERARBPROC __glewGetnSeparableFilterARB;
GLEW_FUN_EXPORT PFNGLGETNTEXIMAGEARBPROC __glewGetnTexImageARB;
GLEW_FUN_EXPORT PFNGLGETNUNIFORMDVARBPROC __glewGetnUniformdvARB;
GLEW_FUN_EXPORT PFNGLGETNUNIFORMFVARBPROC __glewGetnUniformfvARB;
GLEW_FUN_EXPORT PFNGLGETNUNIFORMIVARBPROC __glewGetnUniformivARB;
GLEW_FUN_EXPORT PFNGLGETNUNIFORMUIVARBPROC __glewGetnUniformuivARB;
GLEW_FUN_EXPORT PFNGLREADNPIXELSARBPROC __glewReadnPixelsARB;
GLEW_FUN_EXPORT PFNGLMINSAMPLESHADINGARBPROC __glewMinSampleShadingARB;
GLEW_FUN_EXPORT PFNGLBINDSAMPLERPROC __glewBindSampler;
GLEW_FUN_EXPORT PFNGLDELETESAMPLERSPROC __glewDeleteSamplers;
GLEW_FUN_EXPORT PFNGLGENSAMPLERSPROC __glewGenSamplers;
GLEW_FUN_EXPORT PFNGLGETSAMPLERPARAMETERIIVPROC __glewGetSamplerParameterIiv;
GLEW_FUN_EXPORT PFNGLGETSAMPLERPARAMETERIUIVPROC __glewGetSamplerParameterIuiv;
GLEW_FUN_EXPORT PFNGLGETSAMPLERPARAMETERFVPROC __glewGetSamplerParameterfv;
GLEW_FUN_EXPORT PFNGLGETSAMPLERPARAMETERIVPROC __glewGetSamplerParameteriv;
GLEW_FUN_EXPORT PFNGLISSAMPLERPROC __glewIsSampler;
GLEW_FUN_EXPORT PFNGLSAMPLERPARAMETERIIVPROC __glewSamplerParameterIiv;
GLEW_FUN_EXPORT PFNGLSAMPLERPARAMETERIUIVPROC __glewSamplerParameterIuiv;
GLEW_FUN_EXPORT PFNGLSAMPLERPARAMETERFPROC __glewSamplerParameterf;
GLEW_FUN_EXPORT PFNGLSAMPLERPARAMETERFVPROC __glewSamplerParameterfv;
GLEW_FUN_EXPORT PFNGLSAMPLERPARAMETERIPROC __glewSamplerParameteri;
GLEW_FUN_EXPORT PFNGLSAMPLERPARAMETERIVPROC __glewSamplerParameteriv;
GLEW_FUN_EXPORT PFNGLACTIVESHADERPROGRAMPROC __glewActiveShaderProgram;
GLEW_FUN_EXPORT PFNGLBINDPROGRAMPIPELINEPROC __glewBindProgramPipeline;
GLEW_FUN_EXPORT PFNGLCREATESHADERPROGRAMVPROC __glewCreateShaderProgramv;
GLEW_FUN_EXPORT PFNGLDELETEPROGRAMPIPELINESPROC __glewDeleteProgramPipelines;
GLEW_FUN_EXPORT PFNGLGENPROGRAMPIPELINESPROC __glewGenProgramPipelines;
GLEW_FUN_EXPORT PFNGLGETPROGRAMPIPELINEINFOLOGPROC __glewGetProgramPipelineInfoLog;
GLEW_FUN_EXPORT PFNGLGETPROGRAMPIPELINEIVPROC __glewGetProgramPipelineiv;
GLEW_FUN_EXPORT PFNGLISPROGRAMPIPELINEPROC __glewIsProgramPipeline;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1DPROC __glewProgramUniform1d;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1DVPROC __glewProgramUniform1dv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1FPROC __glewProgramUniform1f;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1FVPROC __glewProgramUniform1fv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1IPROC __glewProgramUniform1i;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1IVPROC __glewProgramUniform1iv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UIPROC __glewProgramUniform1ui;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UIVPROC __glewProgramUniform1uiv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2DPROC __glewProgramUniform2d;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2DVPROC __glewProgramUniform2dv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2FPROC __glewProgramUniform2f;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2FVPROC __glewProgramUniform2fv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2IPROC __glewProgramUniform2i;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2IVPROC __glewProgramUniform2iv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UIPROC __glewProgramUniform2ui;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UIVPROC __glewProgramUniform2uiv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3DPROC __glewProgramUniform3d;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3DVPROC __glewProgramUniform3dv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3FPROC __glewProgramUniform3f;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3FVPROC __glewProgramUniform3fv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3IPROC __glewProgramUniform3i;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3IVPROC __glewProgramUniform3iv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UIPROC __glewProgramUniform3ui;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UIVPROC __glewProgramUniform3uiv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4DPROC __glewProgramUniform4d;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4DVPROC __glewProgramUniform4dv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4FPROC __glewProgramUniform4f;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4FVPROC __glewProgramUniform4fv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4IPROC __glewProgramUniform4i;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4IVPROC __glewProgramUniform4iv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UIPROC __glewProgramUniform4ui;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UIVPROC __glewProgramUniform4uiv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2DVPROC __glewProgramUniformMatrix2dv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2FVPROC __glewProgramUniformMatrix2fv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC __glewProgramUniformMatrix2x3dv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC __glewProgramUniformMatrix2x3fv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC __glewProgramUniformMatrix2x4dv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC __glewProgramUniformMatrix2x4fv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3DVPROC __glewProgramUniformMatrix3dv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3FVPROC __glewProgramUniformMatrix3fv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC __glewProgramUniformMatrix3x2dv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC __glewProgramUniformMatrix3x2fv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC __glewProgramUniformMatrix3x4dv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC __glewProgramUniformMatrix3x4fv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4DVPROC __glewProgramUniformMatrix4dv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4FVPROC __glewProgramUniformMatrix4fv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC __glewProgramUniformMatrix4x2dv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC __glewProgramUniformMatrix4x2fv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC __glewProgramUniformMatrix4x3dv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC __glewProgramUniformMatrix4x3fv;
GLEW_FUN_EXPORT PFNGLUSEPROGRAMSTAGESPROC __glewUseProgramStages;
GLEW_FUN_EXPORT PFNGLVALIDATEPROGRAMPIPELINEPROC __glewValidateProgramPipeline;
GLEW_FUN_EXPORT PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC __glewGetActiveAtomicCounterBufferiv;
GLEW_FUN_EXPORT PFNGLBINDIMAGETEXTUREPROC __glewBindImageTexture;
GLEW_FUN_EXPORT PFNGLMEMORYBARRIERPROC __glewMemoryBarrier;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_FUN_EXPORT PFNGLATTACHOBJECTARBPROC __glewAttachObjectARB;
GLEW_FUN_EXPORT PFNGLCOMPILESHADERARBPROC __glewCompileShaderARB;
GLEW_FUN_EXPORT PFNGLCREATEPROGRAMOBJECTARBPROC __glewCreateProgramObjectARB;
GLEW_FUN_EXPORT PFNGLCREATESHADEROBJECTARBPROC __glewCreateShaderObjectARB;
GLEW_FUN_EXPORT PFNGLDELETEOBJECTARBPROC __glewDeleteObjectARB;
GLEW_FUN_EXPORT PFNGLDETACHOBJECTARBPROC __glewDetachObjectARB;
GLEW_FUN_EXPORT PFNGLGETACTIVEUNIFORMARBPROC __glewGetActiveUniformARB;
GLEW_FUN_EXPORT PFNGLGETATTACHEDOBJECTSARBPROC __glewGetAttachedObjectsARB;
GLEW_FUN_EXPORT PFNGLGETHANDLEARBPROC __glewGetHandleARB;
GLEW_FUN_EXPORT PFNGLGETINFOLOGARBPROC __glewGetInfoLogARB;
GLEW_FUN_EXPORT PFNGLGETOBJECTPARAMETERFVARBPROC __glewGetObjectParameterfvARB;
GLEW_FUN_EXPORT PFNGLGETOBJECTPARAMETERIVARBPROC __glewGetObjectParameterivARB;
GLEW_FUN_EXPORT PFNGLGETSHADERSOURCEARBPROC __glewGetShaderSourceARB;
GLEW_FUN_EXPORT PFNGLGETUNIFORMLOCATIONARBPROC __glewGetUniformLocationARB;
GLEW_FUN_EXPORT PFNGLGETUNIFORMFVARBPROC __glewGetUniformfvARB;
GLEW_FUN_EXPORT PFNGLGETUNIFORMIVARBPROC __glewGetUniformivARB;
GLEW_FUN_EXPORT PFNGLLINKPROGRAMARBPROC __glewLinkProgramARB;
GLEW_FUN_EXPORT PFNGLSHADERSOURCEARBPROC __glewShaderSourceARB;
GLEW_FUN_EXPORT PFNGLUNIFORM1FARBPROC __glewUniform1fARB;
GLEW_FUN_EXPORT PFNGLUNIFORM1FVARBPROC __glewUniform1fvARB;
GLEW_FUN_EXPORT PFNGLUNIFORM1IARBPROC __glewUniform1iARB;
GLEW_FUN_EXPORT PFNGLUNIFORM1IVARBPROC __glewUniform1ivARB;
GLEW_FUN_EXPORT PFNGLUNIFORM2FARBPROC __glewUniform2fARB;
GLEW_FUN_EXPORT PFNGLUNIFORM2FVARBPROC __glewUniform2fvARB;
GLEW_FUN_EXPORT PFNGLUNIFORM2IARBPROC __glewUniform2iARB;
GLEW_FUN_EXPORT PFNGLUNIFORM2IVARBPROC __glewUniform2ivARB;
GLEW_FUN_EXPORT PFNGLUNIFORM3FARBPROC __glewUniform3fARB;
GLEW_FUN_EXPORT PFNGLUNIFORM3FVARBPROC __glewUniform3fvARB;
GLEW_FUN_EXPORT PFNGLUNIFORM3IARBPROC __glewUniform3iARB;
GLEW_FUN_EXPORT PFNGLUNIFORM3IVARBPROC __glewUniform3ivARB;
GLEW_FUN_EXPORT PFNGLUNIFORM4FARBPROC __glewUniform4fARB;
GLEW_FUN_EXPORT PFNGLUNIFORM4FVARBPROC __glewUniform4fvARB;
GLEW_FUN_EXPORT PFNGLUNIFORM4IARBPROC __glewUniform4iARB;
GLEW_FUN_EXPORT PFNGLUNIFORM4IVARBPROC __glewUniform4ivARB;
GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2FVARBPROC __glewUniformMatrix2fvARB;
GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3FVARBPROC __glewUniformMatrix3fvARB;
GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4FVARBPROC __glewUniformMatrix4fvARB;
GLEW_FUN_EXPORT PFNGLUSEPROGRAMOBJECTARBPROC __glewUseProgramObjectARB;
GLEW_FUN_EXPORT PFNGLVALIDATEPROGRAMARBPROC __glewValidateProgramARB;
GLEW_FUN_EXPORT PFNGLGETACTIVESUBROUTINENAMEPROC __glewGetActiveSubroutineName;
GLEW_FUN_EXPORT PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC __glewGetActiveSubroutineUniformName;
GLEW_FUN_EXPORT PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC __glewGetActiveSubroutineUniformiv;
GLEW_FUN_EXPORT PFNGLGETPROGRAMSTAGEIVPROC __glewGetProgramStageiv;
GLEW_FUN_EXPORT PFNGLGETSUBROUTINEINDEXPROC __glewGetSubroutineIndex;
GLEW_FUN_EXPORT PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC __glewGetSubroutineUniformLocation;
GLEW_FUN_EXPORT PFNGLGETUNIFORMSUBROUTINEUIVPROC __glewGetUniformSubroutineuiv;
GLEW_FUN_EXPORT PFNGLUNIFORMSUBROUTINESUIVPROC __glewUniformSubroutinesuiv;
GLEW_FUN_EXPORT PFNGLCOMPILESHADERINCLUDEARBPROC __glewCompileShaderIncludeARB;
GLEW_FUN_EXPORT PFNGLDELETENAMEDSTRINGARBPROC __glewDeleteNamedStringARB;
GLEW_FUN_EXPORT PFNGLGETNAMEDSTRINGARBPROC __glewGetNamedStringARB;
GLEW_FUN_EXPORT PFNGLGETNAMEDSTRINGIVARBPROC __glewGetNamedStringivARB;
GLEW_FUN_EXPORT PFNGLISNAMEDSTRINGARBPROC __glewIsNamedStringARB;
GLEW_FUN_EXPORT PFNGLNAMEDSTRINGARBPROC __glewNamedStringARB;
GLEW_FUN_EXPORT PFNGLCLIENTWAITSYNCPROC __glewClientWaitSync;
GLEW_FUN_EXPORT PFNGLDELETESYNCPROC __glewDeleteSync;
GLEW_FUN_EXPORT PFNGLFENCESYNCPROC __glewFenceSync;
GLEW_FUN_EXPORT PFNGLGETINTEGER64VPROC __glewGetInteger64v;
GLEW_FUN_EXPORT PFNGLGETSYNCIVPROC __glewGetSynciv;
GLEW_FUN_EXPORT PFNGLISSYNCPROC __glewIsSync;
GLEW_FUN_EXPORT PFNGLWAITSYNCPROC __glewWaitSync;
GLEW_FUN_EXPORT PFNGLPATCHPARAMETERFVPROC __glewPatchParameterfv;
GLEW_FUN_EXPORT PFNGLPATCHPARAMETERIPROC __glewPatchParameteri;
GLEW_FUN_EXPORT PFNGLTEXBUFFERARBPROC __glewTexBufferARB;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXIMAGE1DARBPROC __glewCompressedTexImage1DARB;
GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXIMAGE2DARBPROC __glewCompressedTexImage2DARB;
GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXIMAGE3DARBPROC __glewCompressedTexImage3DARB;
GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXSUBIMAGE1DARBPROC __glewCompressedTexSubImage1DARB;
GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC __glewCompressedTexSubImage2DARB;
GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXSUBIMAGE3DARBPROC __glewCompressedTexSubImage3DARB;
GLEW_FUN_EXPORT PFNGLGETCOMPRESSEDTEXIMAGEARBPROC __glewGetCompressedTexImageARB;
GLEW_FUN_EXPORT PFNGLGETMULTISAMPLEFVPROC __glewGetMultisamplefv;
GLEW_FUN_EXPORT PFNGLSAMPLEMASKIPROC __glewSampleMaski;
GLEW_FUN_EXPORT PFNGLTEXIMAGE2DMULTISAMPLEPROC __glewTexImage2DMultisample;
GLEW_FUN_EXPORT PFNGLTEXIMAGE3DMULTISAMPLEPROC __glewTexImage3DMultisample;
GLEW_FUN_EXPORT PFNGLTEXSTORAGE1DPROC __glewTexStorage1D;
GLEW_FUN_EXPORT PFNGLTEXSTORAGE2DPROC __glewTexStorage2D;
GLEW_FUN_EXPORT PFNGLTEXSTORAGE3DPROC __glewTexStorage3D;
GLEW_FUN_EXPORT PFNGLTEXTURESTORAGE1DEXTPROC __glewTextureStorage1DEXT;
GLEW_FUN_EXPORT PFNGLTEXTURESTORAGE2DEXTPROC __glewTextureStorage2DEXT;
GLEW_FUN_EXPORT PFNGLTEXTURESTORAGE3DEXTPROC __glewTextureStorage3DEXT;
GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTI64VPROC __glewGetQueryObjecti64v;
GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTUI64VPROC __glewGetQueryObjectui64v;
GLEW_FUN_EXPORT PFNGLQUERYCOUNTERPROC __glewQueryCounter;
GLEW_FUN_EXPORT PFNGLBINDTRANSFORMFEEDBACKPROC __glewBindTransformFeedback;
GLEW_FUN_EXPORT PFNGLDELETETRANSFORMFEEDBACKSPROC __glewDeleteTransformFeedbacks;
GLEW_FUN_EXPORT PFNGLDRAWTRANSFORMFEEDBACKPROC __glewDrawTransformFeedback;
GLEW_FUN_EXPORT PFNGLGENTRANSFORMFEEDBACKSPROC __glewGenTransformFeedbacks;
GLEW_FUN_EXPORT PFNGLISTRANSFORMFEEDBACKPROC __glewIsTransformFeedback;
GLEW_FUN_EXPORT PFNGLPAUSETRANSFORMFEEDBACKPROC __glewPauseTransformFeedback;
GLEW_FUN_EXPORT PFNGLRESUMETRANSFORMFEEDBACKPROC __glewResumeTransformFeedback;
GLEW_FUN_EXPORT PFNGLBEGINQUERYINDEXEDPROC __glewBeginQueryIndexed;
GLEW_FUN_EXPORT PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC __glewDrawTransformFeedbackStream;
GLEW_FUN_EXPORT PFNGLENDQUERYINDEXEDPROC __glewEndQueryIndexed;
GLEW_FUN_EXPORT PFNGLGETQUERYINDEXEDIVPROC __glewGetQueryIndexediv;
GLEW_FUN_EXPORT PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC __glewDrawTransformFeedbackInstanced;
GLEW_FUN_EXPORT PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC __glewDrawTransformFeedbackStreamInstanced;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_FUN_EXPORT PFNGLLOADTRANSPOSEMATRIXDARBPROC __glewLoadTransposeMatrixdARB;
GLEW_FUN_EXPORT PFNGLLOADTRANSPOSEMATRIXFARBPROC __glewLoadTransposeMatrixfARB;
GLEW_FUN_EXPORT PFNGLMULTTRANSPOSEMATRIXDARBPROC __glewMultTransposeMatrixdARB;
GLEW_FUN_EXPORT PFNGLMULTTRANSPOSEMATRIXFARBPROC __glewMultTransposeMatrixfARB;
GLEW_FUN_EXPORT PFNGLBINDBUFFERBASEPROC __glewBindBufferBase;
GLEW_FUN_EXPORT PFNGLBINDBUFFERRANGEPROC __glewBindBufferRange;
GLEW_FUN_EXPORT PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC __glewGetActiveUniformBlockName;
GLEW_FUN_EXPORT PFNGLGETACTIVEUNIFORMBLOCKIVPROC __glewGetActiveUniformBlockiv;
GLEW_FUN_EXPORT PFNGLGETACTIVEUNIFORMNAMEPROC __glewGetActiveUniformName;
GLEW_FUN_EXPORT PFNGLGETACTIVEUNIFORMSIVPROC __glewGetActiveUniformsiv;
GLEW_FUN_EXPORT PFNGLGETINTEGERI_VPROC __glewGetIntegeri_v;
GLEW_FUN_EXPORT PFNGLGETUNIFORMBLOCKINDEXPROC __glewGetUniformBlockIndex;
GLEW_FUN_EXPORT PFNGLGETUNIFORMINDICESPROC __glewGetUniformIndices;
GLEW_FUN_EXPORT PFNGLUNIFORMBLOCKBINDINGPROC __glewUniformBlockBinding;
GLEW_FUN_EXPORT PFNGLBINDVERTEXARRAYPROC __glewBindVertexArray;
GLEW_FUN_EXPORT PFNGLDELETEVERTEXARRAYSPROC __glewDeleteVertexArrays;
GLEW_FUN_EXPORT PFNGLGENVERTEXARRAYSPROC __glewGenVertexArrays;
GLEW_FUN_EXPORT PFNGLISVERTEXARRAYPROC __glewIsVertexArray;
GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBLDVPROC __glewGetVertexAttribLdv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1DPROC __glewVertexAttribL1d;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1DVPROC __glewVertexAttribL1dv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2DPROC __glewVertexAttribL2d;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2DVPROC __glewVertexAttribL2dv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3DPROC __glewVertexAttribL3d;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3DVPROC __glewVertexAttribL3dv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4DPROC __glewVertexAttribL4d;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4DVPROC __glewVertexAttribL4dv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBLPOINTERPROC __glewVertexAttribLPointer;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_FUN_EXPORT PFNGLVERTEXBLENDARBPROC __glewVertexBlendARB;
GLEW_FUN_EXPORT PFNGLWEIGHTPOINTERARBPROC __glewWeightPointerARB;
GLEW_FUN_EXPORT PFNGLWEIGHTBVARBPROC __glewWeightbvARB;
GLEW_FUN_EXPORT PFNGLWEIGHTDVARBPROC __glewWeightdvARB;
GLEW_FUN_EXPORT PFNGLWEIGHTFVARBPROC __glewWeightfvARB;
GLEW_FUN_EXPORT PFNGLWEIGHTIVARBPROC __glewWeightivARB;
GLEW_FUN_EXPORT PFNGLWEIGHTSVARBPROC __glewWeightsvARB;
GLEW_FUN_EXPORT PFNGLWEIGHTUBVARBPROC __glewWeightubvARB;
GLEW_FUN_EXPORT PFNGLWEIGHTUIVARBPROC __glewWeightuivARB;
GLEW_FUN_EXPORT PFNGLWEIGHTUSVARBPROC __glewWeightusvARB;
GLEW_FUN_EXPORT PFNGLBINDBUFFERARBPROC __glewBindBufferARB;
GLEW_FUN_EXPORT PFNGLBUFFERDATAARBPROC __glewBufferDataARB;
GLEW_FUN_EXPORT PFNGLBUFFERSUBDATAARBPROC __glewBufferSubDataARB;
GLEW_FUN_EXPORT PFNGLDELETEBUFFERSARBPROC __glewDeleteBuffersARB;
GLEW_FUN_EXPORT PFNGLGENBUFFERSARBPROC __glewGenBuffersARB;
GLEW_FUN_EXPORT PFNGLGETBUFFERPARAMETERIVARBPROC __glewGetBufferParameterivARB;
GLEW_FUN_EXPORT PFNGLGETBUFFERPOINTERVARBPROC __glewGetBufferPointervARB;
GLEW_FUN_EXPORT PFNGLGETBUFFERSUBDATAARBPROC __glewGetBufferSubDataARB;
GLEW_FUN_EXPORT PFNGLISBUFFERARBPROC __glewIsBufferARB;
GLEW_FUN_EXPORT PFNGLMAPBUFFERARBPROC __glewMapBufferARB;
GLEW_FUN_EXPORT PFNGLUNMAPBUFFERARBPROC __glewUnmapBufferARB;
GLEW_FUN_EXPORT PFNGLBINDPROGRAMARBPROC __glewBindProgramARB;
GLEW_FUN_EXPORT PFNGLDELETEPROGRAMSARBPROC __glewDeleteProgramsARB;
GLEW_FUN_EXPORT PFNGLDISABLEVERTEXATTRIBARRAYARBPROC __glewDisableVertexAttribArrayARB;
GLEW_FUN_EXPORT PFNGLENABLEVERTEXATTRIBARRAYARBPROC __glewEnableVertexAttribArrayARB;
GLEW_FUN_EXPORT PFNGLGENPROGRAMSARBPROC __glewGenProgramsARB;
GLEW_FUN_EXPORT PFNGLGETPROGRAMENVPARAMETERDVARBPROC __glewGetProgramEnvParameterdvARB;
GLEW_FUN_EXPORT PFNGLGETPROGRAMENVPARAMETERFVARBPROC __glewGetProgramEnvParameterfvARB;
GLEW_FUN_EXPORT PFNGLGETPROGRAMLOCALPARAMETERDVARBPROC __glewGetProgramLocalParameterdvARB;
GLEW_FUN_EXPORT PFNGLGETPROGRAMLOCALPARAMETERFVARBPROC __glewGetProgramLocalParameterfvARB;
GLEW_FUN_EXPORT PFNGLGETPROGRAMSTRINGARBPROC __glewGetProgramStringARB;
GLEW_FUN_EXPORT PFNGLGETPROGRAMIVARBPROC __glewGetProgramivARB;
GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBPOINTERVARBPROC __glewGetVertexAttribPointervARB;
GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBDVARBPROC __glewGetVertexAttribdvARB;
GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBFVARBPROC __glewGetVertexAttribfvARB;
GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBIVARBPROC __glewGetVertexAttribivARB;
GLEW_FUN_EXPORT PFNGLISPROGRAMARBPROC __glewIsProgramARB;
GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETER4DARBPROC __glewProgramEnvParameter4dARB;
GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETER4DVARBPROC __glewProgramEnvParameter4dvARB;
GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETER4FARBPROC __glewProgramEnvParameter4fARB;
GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETER4FVARBPROC __glewProgramEnvParameter4fvARB;
GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETER4DARBPROC __glewProgramLocalParameter4dARB;
GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETER4DVARBPROC __glewProgramLocalParameter4dvARB;
GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETER4FARBPROC __glewProgramLocalParameter4fARB;
GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETER4FVARBPROC __glewProgramLocalParameter4fvARB;
GLEW_FUN_EXPORT PFNGLPROGRAMSTRINGARBPROC __glewProgramStringARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1DARBPROC __glewVertexAttrib1dARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1DVARBPROC __glewVertexAttrib1dvARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1FARBPROC __glewVertexAttrib1fARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1FVARBPROC __glewVertexAttrib1fvARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1SARBPROC __glewVertexAttrib1sARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1SVARBPROC __glewVertexAttrib1svARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2DARBPROC __glewVertexAttrib2dARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2DVARBPROC __glewVertexAttrib2dvARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2FARBPROC __glewVertexAttrib2fARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2FVARBPROC __glewVertexAttrib2fvARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2SARBPROC __glewVertexAttrib2sARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2SVARBPROC __glewVertexAttrib2svARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3DARBPROC __glewVertexAttrib3dARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3DVARBPROC __glewVertexAttrib3dvARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3FARBPROC __glewVertexAttrib3fARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3FVARBPROC __glewVertexAttrib3fvARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3SARBPROC __glewVertexAttrib3sARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3SVARBPROC __glewVertexAttrib3svARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NBVARBPROC __glewVertexAttrib4NbvARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NIVARBPROC __glewVertexAttrib4NivARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NSVARBPROC __glewVertexAttrib4NsvARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUBARBPROC __glewVertexAttrib4NubARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUBVARBPROC __glewVertexAttrib4NubvARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUIVARBPROC __glewVertexAttrib4NuivARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUSVARBPROC __glewVertexAttrib4NusvARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4BVARBPROC __glewVertexAttrib4bvARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4DARBPROC __glewVertexAttrib4dARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4DVARBPROC __glewVertexAttrib4dvARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4FARBPROC __glewVertexAttrib4fARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4FVARBPROC __glewVertexAttrib4fvARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4IVARBPROC __glewVertexAttrib4ivARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4SARBPROC __glewVertexAttrib4sARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4SVARBPROC __glewVertexAttrib4svARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4UBVARBPROC __glewVertexAttrib4ubvARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4UIVARBPROC __glewVertexAttrib4uivARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4USVARBPROC __glewVertexAttrib4usvARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBPOINTERARBPROC __glewVertexAttribPointerARB;
GLEW_FUN_EXPORT PFNGLBINDATTRIBLOCATIONARBPROC __glewBindAttribLocationARB;
GLEW_FUN_EXPORT PFNGLGETACTIVEATTRIBARBPROC __glewGetActiveAttribARB;
GLEW_FUN_EXPORT PFNGLGETATTRIBLOCATIONARBPROC __glewGetAttribLocationARB;
GLEW_FUN_EXPORT PFNGLCOLORP3UIPROC __glewColorP3ui;
GLEW_FUN_EXPORT PFNGLCOLORP3UIVPROC __glewColorP3uiv;
GLEW_FUN_EXPORT PFNGLCOLORP4UIPROC __glewColorP4ui;
GLEW_FUN_EXPORT PFNGLCOLORP4UIVPROC __glewColorP4uiv;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORDP1UIPROC __glewMultiTexCoordP1ui;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORDP1UIVPROC __glewMultiTexCoordP1uiv;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORDP2UIPROC __glewMultiTexCoordP2ui;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORDP2UIVPROC __glewMultiTexCoordP2uiv;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORDP3UIPROC __glewMultiTexCoordP3ui;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORDP3UIVPROC __glewMultiTexCoordP3uiv;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORDP4UIPROC __glewMultiTexCoordP4ui;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORDP4UIVPROC __glewMultiTexCoordP4uiv;
GLEW_FUN_EXPORT PFNGLNORMALP3UIPROC __glewNormalP3ui;
GLEW_FUN_EXPORT PFNGLNORMALP3UIVPROC __glewNormalP3uiv;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLORP3UIPROC __glewSecondaryColorP3ui;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLORP3UIVPROC __glewSecondaryColorP3uiv;
GLEW_FUN_EXPORT PFNGLTEXCOORDP1UIPROC __glewTexCoordP1ui;
GLEW_FUN_EXPORT PFNGLTEXCOORDP1UIVPROC __glewTexCoordP1uiv;
GLEW_FUN_EXPORT PFNGLTEXCOORDP2UIPROC __glewTexCoordP2ui;
GLEW_FUN_EXPORT PFNGLTEXCOORDP2UIVPROC __glewTexCoordP2uiv;
GLEW_FUN_EXPORT PFNGLTEXCOORDP3UIPROC __glewTexCoordP3ui;
GLEW_FUN_EXPORT PFNGLTEXCOORDP3UIVPROC __glewTexCoordP3uiv;
GLEW_FUN_EXPORT PFNGLTEXCOORDP4UIPROC __glewTexCoordP4ui;
GLEW_FUN_EXPORT PFNGLTEXCOORDP4UIVPROC __glewTexCoordP4uiv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBP1UIPROC __glewVertexAttribP1ui;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBP1UIVPROC __glewVertexAttribP1uiv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBP2UIPROC __glewVertexAttribP2ui;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBP2UIVPROC __glewVertexAttribP2uiv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBP3UIPROC __glewVertexAttribP3ui;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBP3UIVPROC __glewVertexAttribP3uiv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBP4UIPROC __glewVertexAttribP4ui;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBP4UIVPROC __glewVertexAttribP4uiv;
GLEW_FUN_EXPORT PFNGLVERTEXP2UIPROC __glewVertexP2ui;
GLEW_FUN_EXPORT PFNGLVERTEXP2UIVPROC __glewVertexP2uiv;
GLEW_FUN_EXPORT PFNGLVERTEXP3UIPROC __glewVertexP3ui;
GLEW_FUN_EXPORT PFNGLVERTEXP3UIVPROC __glewVertexP3uiv;
GLEW_FUN_EXPORT PFNGLVERTEXP4UIPROC __glewVertexP4ui;
GLEW_FUN_EXPORT PFNGLVERTEXP4UIVPROC __glewVertexP4uiv;
GLEW_FUN_EXPORT PFNGLDEPTHRANGEARRAYVPROC __glewDepthRangeArrayv;
GLEW_FUN_EXPORT PFNGLDEPTHRANGEINDEXEDPROC __glewDepthRangeIndexed;
GLEW_FUN_EXPORT PFNGLGETDOUBLEI_VPROC __glewGetDoublei_v;
GLEW_FUN_EXPORT PFNGLGETFLOATI_VPROC __glewGetFloati_v;
GLEW_FUN_EXPORT PFNGLSCISSORARRAYVPROC __glewScissorArrayv;
GLEW_FUN_EXPORT PFNGLSCISSORINDEXEDPROC __glewScissorIndexed;
GLEW_FUN_EXPORT PFNGLSCISSORINDEXEDVPROC __glewScissorIndexedv;
GLEW_FUN_EXPORT PFNGLVIEWPORTARRAYVPROC __glewViewportArrayv;
GLEW_FUN_EXPORT PFNGLVIEWPORTINDEXEDFPROC __glewViewportIndexedf;
GLEW_FUN_EXPORT PFNGLVIEWPORTINDEXEDFVPROC __glewViewportIndexedfv;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_FUN_EXPORT PFNGLWINDOWPOS2DARBPROC __glewWindowPos2dARB;
GLEW_FUN_EXPORT PFNGLWINDOWPOS2DVARBPROC __glewWindowPos2dvARB;
GLEW_FUN_EXPORT PFNGLWINDOWPOS2FARBPROC __glewWindowPos2fARB;
GLEW_FUN_EXPORT PFNGLWINDOWPOS2FVARBPROC __glewWindowPos2fvARB;
GLEW_FUN_EXPORT PFNGLWINDOWPOS2IARBPROC __glewWindowPos2iARB;
GLEW_FUN_EXPORT PFNGLWINDOWPOS2IVARBPROC __glewWindowPos2ivARB;
GLEW_FUN_EXPORT PFNGLWINDOWPOS2SARBPROC __glewWindowPos2sARB;
GLEW_FUN_EXPORT PFNGLWINDOWPOS2SVARBPROC __glewWindowPos2svARB;
GLEW_FUN_EXPORT PFNGLWINDOWPOS3DARBPROC __glewWindowPos3dARB;
GLEW_FUN_EXPORT PFNGLWINDOWPOS3DVARBPROC __glewWindowPos3dvARB;
GLEW_FUN_EXPORT PFNGLWINDOWPOS3FARBPROC __glewWindowPos3fARB;
GLEW_FUN_EXPORT PFNGLWINDOWPOS3FVARBPROC __glewWindowPos3fvARB;
GLEW_FUN_EXPORT PFNGLWINDOWPOS3IARBPROC __glewWindowPos3iARB;
GLEW_FUN_EXPORT PFNGLWINDOWPOS3IVARBPROC __glewWindowPos3ivARB;
GLEW_FUN_EXPORT PFNGLWINDOWPOS3SARBPROC __glewWindowPos3sARB;
GLEW_FUN_EXPORT PFNGLWINDOWPOS3SVARBPROC __glewWindowPos3svARB;
GLEW_FUN_EXPORT PFNGLDRAWBUFFERSATIPROC __glewDrawBuffersATI;
GLEW_FUN_EXPORT PFNGLDRAWELEMENTARRAYATIPROC __glewDrawElementArrayATI;
GLEW_FUN_EXPORT PFNGLDRAWRANGEELEMENTARRAYATIPROC __glewDrawRangeElementArrayATI;
GLEW_FUN_EXPORT PFNGLELEMENTPOINTERATIPROC __glewElementPointerATI;
GLEW_FUN_EXPORT PFNGLGETTEXBUMPPARAMETERFVATIPROC __glewGetTexBumpParameterfvATI;
GLEW_FUN_EXPORT PFNGLGETTEXBUMPPARAMETERIVATIPROC __glewGetTexBumpParameterivATI;
GLEW_FUN_EXPORT PFNGLTEXBUMPPARAMETERFVATIPROC __glewTexBumpParameterfvATI;
GLEW_FUN_EXPORT PFNGLTEXBUMPPARAMETERIVATIPROC __glewTexBumpParameterivATI;
GLEW_FUN_EXPORT PFNGLALPHAFRAGMENTOP1ATIPROC __glewAlphaFragmentOp1ATI;
GLEW_FUN_EXPORT PFNGLALPHAFRAGMENTOP2ATIPROC __glewAlphaFragmentOp2ATI;
GLEW_FUN_EXPORT PFNGLALPHAFRAGMENTOP3ATIPROC __glewAlphaFragmentOp3ATI;
GLEW_FUN_EXPORT PFNGLBEGINFRAGMENTSHADERATIPROC __glewBeginFragmentShaderATI;
GLEW_FUN_EXPORT PFNGLBINDFRAGMENTSHADERATIPROC __glewBindFragmentShaderATI;
GLEW_FUN_EXPORT PFNGLCOLORFRAGMENTOP1ATIPROC __glewColorFragmentOp1ATI;
GLEW_FUN_EXPORT PFNGLCOLORFRAGMENTOP2ATIPROC __glewColorFragmentOp2ATI;
GLEW_FUN_EXPORT PFNGLCOLORFRAGMENTOP3ATIPROC __glewColorFragmentOp3ATI;
GLEW_FUN_EXPORT PFNGLDELETEFRAGMENTSHADERATIPROC __glewDeleteFragmentShaderATI;
GLEW_FUN_EXPORT PFNGLENDFRAGMENTSHADERATIPROC __glewEndFragmentShaderATI;
GLEW_FUN_EXPORT PFNGLGENFRAGMENTSHADERSATIPROC __glewGenFragmentShadersATI;
GLEW_FUN_EXPORT PFNGLPASSTEXCOORDATIPROC __glewPassTexCoordATI;
GLEW_FUN_EXPORT PFNGLSAMPLEMAPATIPROC __glewSampleMapATI;
GLEW_FUN_EXPORT PFNGLSETFRAGMENTSHADERCONSTANTATIPROC __glewSetFragmentShaderConstantATI;
GLEW_FUN_EXPORT PFNGLMAPOBJECTBUFFERATIPROC __glewMapObjectBufferATI;
GLEW_FUN_EXPORT PFNGLUNMAPOBJECTBUFFERATIPROC __glewUnmapObjectBufferATI;
2011-06-02 00:05:54 +00:00
GLEW_FUN_EXPORT PFNGLPNTRIANGLESFATIPROC __glewPNTrianglesfATI;
GLEW_FUN_EXPORT PFNGLPNTRIANGLESIATIPROC __glewPNTrianglesiATI;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_FUN_EXPORT PFNGLSTENCILFUNCSEPARATEATIPROC __glewStencilFuncSeparateATI;
GLEW_FUN_EXPORT PFNGLSTENCILOPSEPARATEATIPROC __glewStencilOpSeparateATI;
GLEW_FUN_EXPORT PFNGLARRAYOBJECTATIPROC __glewArrayObjectATI;
GLEW_FUN_EXPORT PFNGLFREEOBJECTBUFFERATIPROC __glewFreeObjectBufferATI;
GLEW_FUN_EXPORT PFNGLGETARRAYOBJECTFVATIPROC __glewGetArrayObjectfvATI;
GLEW_FUN_EXPORT PFNGLGETARRAYOBJECTIVATIPROC __glewGetArrayObjectivATI;
GLEW_FUN_EXPORT PFNGLGETOBJECTBUFFERFVATIPROC __glewGetObjectBufferfvATI;
GLEW_FUN_EXPORT PFNGLGETOBJECTBUFFERIVATIPROC __glewGetObjectBufferivATI;
GLEW_FUN_EXPORT PFNGLGETVARIANTARRAYOBJECTFVATIPROC __glewGetVariantArrayObjectfvATI;
GLEW_FUN_EXPORT PFNGLGETVARIANTARRAYOBJECTIVATIPROC __glewGetVariantArrayObjectivATI;
GLEW_FUN_EXPORT PFNGLISOBJECTBUFFERATIPROC __glewIsObjectBufferATI;
GLEW_FUN_EXPORT PFNGLNEWOBJECTBUFFERATIPROC __glewNewObjectBufferATI;
GLEW_FUN_EXPORT PFNGLUPDATEOBJECTBUFFERATIPROC __glewUpdateObjectBufferATI;
GLEW_FUN_EXPORT PFNGLVARIANTARRAYOBJECTATIPROC __glewVariantArrayObjectATI;
GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBARRAYOBJECTFVATIPROC __glewGetVertexAttribArrayObjectfvATI;
GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBARRAYOBJECTIVATIPROC __glewGetVertexAttribArrayObjectivATI;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBARRAYOBJECTATIPROC __glewVertexAttribArrayObjectATI;
GLEW_FUN_EXPORT PFNGLCLIENTACTIVEVERTEXSTREAMATIPROC __glewClientActiveVertexStreamATI;
GLEW_FUN_EXPORT PFNGLNORMALSTREAM3BATIPROC __glewNormalStream3bATI;
GLEW_FUN_EXPORT PFNGLNORMALSTREAM3BVATIPROC __glewNormalStream3bvATI;
GLEW_FUN_EXPORT PFNGLNORMALSTREAM3DATIPROC __glewNormalStream3dATI;
GLEW_FUN_EXPORT PFNGLNORMALSTREAM3DVATIPROC __glewNormalStream3dvATI;
GLEW_FUN_EXPORT PFNGLNORMALSTREAM3FATIPROC __glewNormalStream3fATI;
GLEW_FUN_EXPORT PFNGLNORMALSTREAM3FVATIPROC __glewNormalStream3fvATI;
GLEW_FUN_EXPORT PFNGLNORMALSTREAM3IATIPROC __glewNormalStream3iATI;
GLEW_FUN_EXPORT PFNGLNORMALSTREAM3IVATIPROC __glewNormalStream3ivATI;
GLEW_FUN_EXPORT PFNGLNORMALSTREAM3SATIPROC __glewNormalStream3sATI;
GLEW_FUN_EXPORT PFNGLNORMALSTREAM3SVATIPROC __glewNormalStream3svATI;
GLEW_FUN_EXPORT PFNGLVERTEXBLENDENVFATIPROC __glewVertexBlendEnvfATI;
GLEW_FUN_EXPORT PFNGLVERTEXBLENDENVIATIPROC __glewVertexBlendEnviATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM2DATIPROC __glewVertexStream2dATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM2DVATIPROC __glewVertexStream2dvATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM2FATIPROC __glewVertexStream2fATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM2FVATIPROC __glewVertexStream2fvATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM2IATIPROC __glewVertexStream2iATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM2IVATIPROC __glewVertexStream2ivATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM2SATIPROC __glewVertexStream2sATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM2SVATIPROC __glewVertexStream2svATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM3DATIPROC __glewVertexStream3dATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM3DVATIPROC __glewVertexStream3dvATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM3FATIPROC __glewVertexStream3fATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM3FVATIPROC __glewVertexStream3fvATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM3IATIPROC __glewVertexStream3iATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM3IVATIPROC __glewVertexStream3ivATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM3SATIPROC __glewVertexStream3sATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM3SVATIPROC __glewVertexStream3svATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM4DATIPROC __glewVertexStream4dATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM4DVATIPROC __glewVertexStream4dvATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM4FATIPROC __glewVertexStream4fATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM4FVATIPROC __glewVertexStream4fvATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM4IATIPROC __glewVertexStream4iATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM4IVATIPROC __glewVertexStream4ivATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM4SATIPROC __glewVertexStream4sATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM4SVATIPROC __glewVertexStream4svATI;
GLEW_FUN_EXPORT PFNGLGETUNIFORMBUFFERSIZEEXTPROC __glewGetUniformBufferSizeEXT;
GLEW_FUN_EXPORT PFNGLGETUNIFORMOFFSETEXTPROC __glewGetUniformOffsetEXT;
GLEW_FUN_EXPORT PFNGLUNIFORMBUFFEREXTPROC __glewUniformBufferEXT;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_FUN_EXPORT PFNGLBLENDCOLOREXTPROC __glewBlendColorEXT;
GLEW_FUN_EXPORT PFNGLBLENDEQUATIONSEPARATEEXTPROC __glewBlendEquationSeparateEXT;
GLEW_FUN_EXPORT PFNGLBLENDFUNCSEPARATEEXTPROC __glewBlendFuncSeparateEXT;
GLEW_FUN_EXPORT PFNGLBLENDEQUATIONEXTPROC __glewBlendEquationEXT;
GLEW_FUN_EXPORT PFNGLCOLORSUBTABLEEXTPROC __glewColorSubTableEXT;
GLEW_FUN_EXPORT PFNGLCOPYCOLORSUBTABLEEXTPROC __glewCopyColorSubTableEXT;
GLEW_FUN_EXPORT PFNGLLOCKARRAYSEXTPROC __glewLockArraysEXT;
GLEW_FUN_EXPORT PFNGLUNLOCKARRAYSEXTPROC __glewUnlockArraysEXT;
GLEW_FUN_EXPORT PFNGLCONVOLUTIONFILTER1DEXTPROC __glewConvolutionFilter1DEXT;
GLEW_FUN_EXPORT PFNGLCONVOLUTIONFILTER2DEXTPROC __glewConvolutionFilter2DEXT;
GLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERFEXTPROC __glewConvolutionParameterfEXT;
GLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERFVEXTPROC __glewConvolutionParameterfvEXT;
GLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERIEXTPROC __glewConvolutionParameteriEXT;
GLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERIVEXTPROC __glewConvolutionParameterivEXT;
GLEW_FUN_EXPORT PFNGLCOPYCONVOLUTIONFILTER1DEXTPROC __glewCopyConvolutionFilter1DEXT;
GLEW_FUN_EXPORT PFNGLCOPYCONVOLUTIONFILTER2DEXTPROC __glewCopyConvolutionFilter2DEXT;
GLEW_FUN_EXPORT PFNGLGETCONVOLUTIONFILTEREXTPROC __glewGetConvolutionFilterEXT;
GLEW_FUN_EXPORT PFNGLGETCONVOLUTIONPARAMETERFVEXTPROC __glewGetConvolutionParameterfvEXT;
GLEW_FUN_EXPORT PFNGLGETCONVOLUTIONPARAMETERIVEXTPROC __glewGetConvolutionParameterivEXT;
GLEW_FUN_EXPORT PFNGLGETSEPARABLEFILTEREXTPROC __glewGetSeparableFilterEXT;
GLEW_FUN_EXPORT PFNGLSEPARABLEFILTER2DEXTPROC __glewSeparableFilter2DEXT;
GLEW_FUN_EXPORT PFNGLBINORMALPOINTEREXTPROC __glewBinormalPointerEXT;
GLEW_FUN_EXPORT PFNGLTANGENTPOINTEREXTPROC __glewTangentPointerEXT;
GLEW_FUN_EXPORT PFNGLCOPYTEXIMAGE1DEXTPROC __glewCopyTexImage1DEXT;
GLEW_FUN_EXPORT PFNGLCOPYTEXIMAGE2DEXTPROC __glewCopyTexImage2DEXT;
GLEW_FUN_EXPORT PFNGLCOPYTEXSUBIMAGE1DEXTPROC __glewCopyTexSubImage1DEXT;
GLEW_FUN_EXPORT PFNGLCOPYTEXSUBIMAGE2DEXTPROC __glewCopyTexSubImage2DEXT;
GLEW_FUN_EXPORT PFNGLCOPYTEXSUBIMAGE3DEXTPROC __glewCopyTexSubImage3DEXT;
GLEW_FUN_EXPORT PFNGLCULLPARAMETERDVEXTPROC __glewCullParameterdvEXT;
GLEW_FUN_EXPORT PFNGLCULLPARAMETERFVEXTPROC __glewCullParameterfvEXT;
GLEW_FUN_EXPORT PFNGLDEPTHBOUNDSEXTPROC __glewDepthBoundsEXT;
GLEW_FUN_EXPORT PFNGLBINDMULTITEXTUREEXTPROC __glewBindMultiTextureEXT;
GLEW_FUN_EXPORT PFNGLCHECKNAMEDFRAMEBUFFERSTATUSEXTPROC __glewCheckNamedFramebufferStatusEXT;
GLEW_FUN_EXPORT PFNGLCLIENTATTRIBDEFAULTEXTPROC __glewClientAttribDefaultEXT;
GLEW_FUN_EXPORT PFNGLCOMPRESSEDMULTITEXIMAGE1DEXTPROC __glewCompressedMultiTexImage1DEXT;
GLEW_FUN_EXPORT PFNGLCOMPRESSEDMULTITEXIMAGE2DEXTPROC __glewCompressedMultiTexImage2DEXT;
GLEW_FUN_EXPORT PFNGLCOMPRESSEDMULTITEXIMAGE3DEXTPROC __glewCompressedMultiTexImage3DEXT;
GLEW_FUN_EXPORT PFNGLCOMPRESSEDMULTITEXSUBIMAGE1DEXTPROC __glewCompressedMultiTexSubImage1DEXT;
GLEW_FUN_EXPORT PFNGLCOMPRESSEDMULTITEXSUBIMAGE2DEXTPROC __glewCompressedMultiTexSubImage2DEXT;
GLEW_FUN_EXPORT PFNGLCOMPRESSEDMULTITEXSUBIMAGE3DEXTPROC __glewCompressedMultiTexSubImage3DEXT;
GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTUREIMAGE1DEXTPROC __glewCompressedTextureImage1DEXT;
GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTUREIMAGE2DEXTPROC __glewCompressedTextureImage2DEXT;
GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTUREIMAGE3DEXTPROC __glewCompressedTextureImage3DEXT;
GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTURESUBIMAGE1DEXTPROC __glewCompressedTextureSubImage1DEXT;
GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTURESUBIMAGE2DEXTPROC __glewCompressedTextureSubImage2DEXT;
GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTURESUBIMAGE3DEXTPROC __glewCompressedTextureSubImage3DEXT;
GLEW_FUN_EXPORT PFNGLCOPYMULTITEXIMAGE1DEXTPROC __glewCopyMultiTexImage1DEXT;
GLEW_FUN_EXPORT PFNGLCOPYMULTITEXIMAGE2DEXTPROC __glewCopyMultiTexImage2DEXT;
GLEW_FUN_EXPORT PFNGLCOPYMULTITEXSUBIMAGE1DEXTPROC __glewCopyMultiTexSubImage1DEXT;
GLEW_FUN_EXPORT PFNGLCOPYMULTITEXSUBIMAGE2DEXTPROC __glewCopyMultiTexSubImage2DEXT;
GLEW_FUN_EXPORT PFNGLCOPYMULTITEXSUBIMAGE3DEXTPROC __glewCopyMultiTexSubImage3DEXT;
GLEW_FUN_EXPORT PFNGLCOPYTEXTUREIMAGE1DEXTPROC __glewCopyTextureImage1DEXT;
GLEW_FUN_EXPORT PFNGLCOPYTEXTUREIMAGE2DEXTPROC __glewCopyTextureImage2DEXT;
GLEW_FUN_EXPORT PFNGLCOPYTEXTURESUBIMAGE1DEXTPROC __glewCopyTextureSubImage1DEXT;
GLEW_FUN_EXPORT PFNGLCOPYTEXTURESUBIMAGE2DEXTPROC __glewCopyTextureSubImage2DEXT;
GLEW_FUN_EXPORT PFNGLCOPYTEXTURESUBIMAGE3DEXTPROC __glewCopyTextureSubImage3DEXT;
GLEW_FUN_EXPORT PFNGLDISABLECLIENTSTATEINDEXEDEXTPROC __glewDisableClientStateIndexedEXT;
GLEW_FUN_EXPORT PFNGLDISABLECLIENTSTATEIEXTPROC __glewDisableClientStateiEXT;
GLEW_FUN_EXPORT PFNGLDISABLEVERTEXARRAYATTRIBEXTPROC __glewDisableVertexArrayAttribEXT;
GLEW_FUN_EXPORT PFNGLDISABLEVERTEXARRAYEXTPROC __glewDisableVertexArrayEXT;
GLEW_FUN_EXPORT PFNGLENABLECLIENTSTATEINDEXEDEXTPROC __glewEnableClientStateIndexedEXT;
GLEW_FUN_EXPORT PFNGLENABLECLIENTSTATEIEXTPROC __glewEnableClientStateiEXT;
GLEW_FUN_EXPORT PFNGLENABLEVERTEXARRAYATTRIBEXTPROC __glewEnableVertexArrayAttribEXT;
GLEW_FUN_EXPORT PFNGLENABLEVERTEXARRAYEXTPROC __glewEnableVertexArrayEXT;
GLEW_FUN_EXPORT PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEEXTPROC __glewFlushMappedNamedBufferRangeEXT;
GLEW_FUN_EXPORT PFNGLFRAMEBUFFERDRAWBUFFEREXTPROC __glewFramebufferDrawBufferEXT;
GLEW_FUN_EXPORT PFNGLFRAMEBUFFERDRAWBUFFERSEXTPROC __glewFramebufferDrawBuffersEXT;
GLEW_FUN_EXPORT PFNGLFRAMEBUFFERREADBUFFEREXTPROC __glewFramebufferReadBufferEXT;
GLEW_FUN_EXPORT PFNGLGENERATEMULTITEXMIPMAPEXTPROC __glewGenerateMultiTexMipmapEXT;
GLEW_FUN_EXPORT PFNGLGENERATETEXTUREMIPMAPEXTPROC __glewGenerateTextureMipmapEXT;
GLEW_FUN_EXPORT PFNGLGETCOMPRESSEDMULTITEXIMAGEEXTPROC __glewGetCompressedMultiTexImageEXT;
GLEW_FUN_EXPORT PFNGLGETCOMPRESSEDTEXTUREIMAGEEXTPROC __glewGetCompressedTextureImageEXT;
GLEW_FUN_EXPORT PFNGLGETDOUBLEINDEXEDVEXTPROC __glewGetDoubleIndexedvEXT;
GLEW_FUN_EXPORT PFNGLGETDOUBLEI_VEXTPROC __glewGetDoublei_vEXT;
GLEW_FUN_EXPORT PFNGLGETFLOATINDEXEDVEXTPROC __glewGetFloatIndexedvEXT;
GLEW_FUN_EXPORT PFNGLGETFLOATI_VEXTPROC __glewGetFloati_vEXT;
GLEW_FUN_EXPORT PFNGLGETFRAMEBUFFERPARAMETERIVEXTPROC __glewGetFramebufferParameterivEXT;
GLEW_FUN_EXPORT PFNGLGETMULTITEXENVFVEXTPROC __glewGetMultiTexEnvfvEXT;
GLEW_FUN_EXPORT PFNGLGETMULTITEXENVIVEXTPROC __glewGetMultiTexEnvivEXT;
GLEW_FUN_EXPORT PFNGLGETMULTITEXGENDVEXTPROC __glewGetMultiTexGendvEXT;
GLEW_FUN_EXPORT PFNGLGETMULTITEXGENFVEXTPROC __glewGetMultiTexGenfvEXT;
GLEW_FUN_EXPORT PFNGLGETMULTITEXGENIVEXTPROC __glewGetMultiTexGenivEXT;
GLEW_FUN_EXPORT PFNGLGETMULTITEXIMAGEEXTPROC __glewGetMultiTexImageEXT;
GLEW_FUN_EXPORT PFNGLGETMULTITEXLEVELPARAMETERFVEXTPROC __glewGetMultiTexLevelParameterfvEXT;
GLEW_FUN_EXPORT PFNGLGETMULTITEXLEVELPARAMETERIVEXTPROC __glewGetMultiTexLevelParameterivEXT;
GLEW_FUN_EXPORT PFNGLGETMULTITEXPARAMETERIIVEXTPROC __glewGetMultiTexParameterIivEXT;
GLEW_FUN_EXPORT PFNGLGETMULTITEXPARAMETERIUIVEXTPROC __glewGetMultiTexParameterIuivEXT;
GLEW_FUN_EXPORT PFNGLGETMULTITEXPARAMETERFVEXTPROC __glewGetMultiTexParameterfvEXT;
GLEW_FUN_EXPORT PFNGLGETMULTITEXPARAMETERIVEXTPROC __glewGetMultiTexParameterivEXT;
GLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERPARAMETERIVEXTPROC __glewGetNamedBufferParameterivEXT;
GLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERPOINTERVEXTPROC __glewGetNamedBufferPointervEXT;
GLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERSUBDATAEXTPROC __glewGetNamedBufferSubDataEXT;
GLEW_FUN_EXPORT PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC __glewGetNamedFramebufferAttachmentParameterivEXT;
GLEW_FUN_EXPORT PFNGLGETNAMEDPROGRAMLOCALPARAMETERIIVEXTPROC __glewGetNamedProgramLocalParameterIivEXT;
GLEW_FUN_EXPORT PFNGLGETNAMEDPROGRAMLOCALPARAMETERIUIVEXTPROC __glewGetNamedProgramLocalParameterIuivEXT;
GLEW_FUN_EXPORT PFNGLGETNAMEDPROGRAMLOCALPARAMETERDVEXTPROC __glewGetNamedProgramLocalParameterdvEXT;
GLEW_FUN_EXPORT PFNGLGETNAMEDPROGRAMLOCALPARAMETERFVEXTPROC __glewGetNamedProgramLocalParameterfvEXT;
GLEW_FUN_EXPORT PFNGLGETNAMEDPROGRAMSTRINGEXTPROC __glewGetNamedProgramStringEXT;
GLEW_FUN_EXPORT PFNGLGETNAMEDPROGRAMIVEXTPROC __glewGetNamedProgramivEXT;
GLEW_FUN_EXPORT PFNGLGETNAMEDRENDERBUFFERPARAMETERIVEXTPROC __glewGetNamedRenderbufferParameterivEXT;
GLEW_FUN_EXPORT PFNGLGETPOINTERINDEXEDVEXTPROC __glewGetPointerIndexedvEXT;
GLEW_FUN_EXPORT PFNGLGETPOINTERI_VEXTPROC __glewGetPointeri_vEXT;
GLEW_FUN_EXPORT PFNGLGETTEXTUREIMAGEEXTPROC __glewGetTextureImageEXT;
GLEW_FUN_EXPORT PFNGLGETTEXTURELEVELPARAMETERFVEXTPROC __glewGetTextureLevelParameterfvEXT;
GLEW_FUN_EXPORT PFNGLGETTEXTURELEVELPARAMETERIVEXTPROC __glewGetTextureLevelParameterivEXT;
GLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERIIVEXTPROC __glewGetTextureParameterIivEXT;
GLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERIUIVEXTPROC __glewGetTextureParameterIuivEXT;
GLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERFVEXTPROC __glewGetTextureParameterfvEXT;
GLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERIVEXTPROC __glewGetTextureParameterivEXT;
GLEW_FUN_EXPORT PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC __glewGetVertexArrayIntegeri_vEXT;
GLEW_FUN_EXPORT PFNGLGETVERTEXARRAYINTEGERVEXTPROC __glewGetVertexArrayIntegervEXT;
GLEW_FUN_EXPORT PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC __glewGetVertexArrayPointeri_vEXT;
GLEW_FUN_EXPORT PFNGLGETVERTEXARRAYPOINTERVEXTPROC __glewGetVertexArrayPointervEXT;
GLEW_FUN_EXPORT PFNGLMAPNAMEDBUFFEREXTPROC __glewMapNamedBufferEXT;
GLEW_FUN_EXPORT PFNGLMAPNAMEDBUFFERRANGEEXTPROC __glewMapNamedBufferRangeEXT;
GLEW_FUN_EXPORT PFNGLMATRIXFRUSTUMEXTPROC __glewMatrixFrustumEXT;
GLEW_FUN_EXPORT PFNGLMATRIXLOADIDENTITYEXTPROC __glewMatrixLoadIdentityEXT;
GLEW_FUN_EXPORT PFNGLMATRIXLOADTRANSPOSEDEXTPROC __glewMatrixLoadTransposedEXT;
GLEW_FUN_EXPORT PFNGLMATRIXLOADTRANSPOSEFEXTPROC __glewMatrixLoadTransposefEXT;
GLEW_FUN_EXPORT PFNGLMATRIXLOADDEXTPROC __glewMatrixLoaddEXT;
GLEW_FUN_EXPORT PFNGLMATRIXLOADFEXTPROC __glewMatrixLoadfEXT;
GLEW_FUN_EXPORT PFNGLMATRIXMULTTRANSPOSEDEXTPROC __glewMatrixMultTransposedEXT;
GLEW_FUN_EXPORT PFNGLMATRIXMULTTRANSPOSEFEXTPROC __glewMatrixMultTransposefEXT;
GLEW_FUN_EXPORT PFNGLMATRIXMULTDEXTPROC __glewMatrixMultdEXT;
GLEW_FUN_EXPORT PFNGLMATRIXMULTFEXTPROC __glewMatrixMultfEXT;
GLEW_FUN_EXPORT PFNGLMATRIXORTHOEXTPROC __glewMatrixOrthoEXT;
GLEW_FUN_EXPORT PFNGLMATRIXPOPEXTPROC __glewMatrixPopEXT;
GLEW_FUN_EXPORT PFNGLMATRIXPUSHEXTPROC __glewMatrixPushEXT;
GLEW_FUN_EXPORT PFNGLMATRIXROTATEDEXTPROC __glewMatrixRotatedEXT;
GLEW_FUN_EXPORT PFNGLMATRIXROTATEFEXTPROC __glewMatrixRotatefEXT;
GLEW_FUN_EXPORT PFNGLMATRIXSCALEDEXTPROC __glewMatrixScaledEXT;
GLEW_FUN_EXPORT PFNGLMATRIXSCALEFEXTPROC __glewMatrixScalefEXT;
GLEW_FUN_EXPORT PFNGLMATRIXTRANSLATEDEXTPROC __glewMatrixTranslatedEXT;
GLEW_FUN_EXPORT PFNGLMATRIXTRANSLATEFEXTPROC __glewMatrixTranslatefEXT;
GLEW_FUN_EXPORT PFNGLMULTITEXBUFFEREXTPROC __glewMultiTexBufferEXT;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORDPOINTEREXTPROC __glewMultiTexCoordPointerEXT;
GLEW_FUN_EXPORT PFNGLMULTITEXENVFEXTPROC __glewMultiTexEnvfEXT;
GLEW_FUN_EXPORT PFNGLMULTITEXENVFVEXTPROC __glewMultiTexEnvfvEXT;
GLEW_FUN_EXPORT PFNGLMULTITEXENVIEXTPROC __glewMultiTexEnviEXT;
GLEW_FUN_EXPORT PFNGLMULTITEXENVIVEXTPROC __glewMultiTexEnvivEXT;
GLEW_FUN_EXPORT PFNGLMULTITEXGENDEXTPROC __glewMultiTexGendEXT;
GLEW_FUN_EXPORT PFNGLMULTITEXGENDVEXTPROC __glewMultiTexGendvEXT;
GLEW_FUN_EXPORT PFNGLMULTITEXGENFEXTPROC __glewMultiTexGenfEXT;
GLEW_FUN_EXPORT PFNGLMULTITEXGENFVEXTPROC __glewMultiTexGenfvEXT;
GLEW_FUN_EXPORT PFNGLMULTITEXGENIEXTPROC __glewMultiTexGeniEXT;
GLEW_FUN_EXPORT PFNGLMULTITEXGENIVEXTPROC __glewMultiTexGenivEXT;
GLEW_FUN_EXPORT PFNGLMULTITEXIMAGE1DEXTPROC __glewMultiTexImage1DEXT;
GLEW_FUN_EXPORT PFNGLMULTITEXIMAGE2DEXTPROC __glewMultiTexImage2DEXT;
GLEW_FUN_EXPORT PFNGLMULTITEXIMAGE3DEXTPROC __glewMultiTexImage3DEXT;
GLEW_FUN_EXPORT PFNGLMULTITEXPARAMETERIIVEXTPROC __glewMultiTexParameterIivEXT;
GLEW_FUN_EXPORT PFNGLMULTITEXPARAMETERIUIVEXTPROC __glewMultiTexParameterIuivEXT;
GLEW_FUN_EXPORT PFNGLMULTITEXPARAMETERFEXTPROC __glewMultiTexParameterfEXT;
GLEW_FUN_EXPORT PFNGLMULTITEXPARAMETERFVEXTPROC __glewMultiTexParameterfvEXT;
GLEW_FUN_EXPORT PFNGLMULTITEXPARAMETERIEXTPROC __glewMultiTexParameteriEXT;
GLEW_FUN_EXPORT PFNGLMULTITEXPARAMETERIVEXTPROC __glewMultiTexParameterivEXT;
GLEW_FUN_EXPORT PFNGLMULTITEXRENDERBUFFEREXTPROC __glewMultiTexRenderbufferEXT;
GLEW_FUN_EXPORT PFNGLMULTITEXSUBIMAGE1DEXTPROC __glewMultiTexSubImage1DEXT;
GLEW_FUN_EXPORT PFNGLMULTITEXSUBIMAGE2DEXTPROC __glewMultiTexSubImage2DEXT;
GLEW_FUN_EXPORT PFNGLMULTITEXSUBIMAGE3DEXTPROC __glewMultiTexSubImage3DEXT;
GLEW_FUN_EXPORT PFNGLNAMEDBUFFERDATAEXTPROC __glewNamedBufferDataEXT;
GLEW_FUN_EXPORT PFNGLNAMEDBUFFERSUBDATAEXTPROC __glewNamedBufferSubDataEXT;
GLEW_FUN_EXPORT PFNGLNAMEDCOPYBUFFERSUBDATAEXTPROC __glewNamedCopyBufferSubDataEXT;
GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERRENDERBUFFEREXTPROC __glewNamedFramebufferRenderbufferEXT;
GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTURE1DEXTPROC __glewNamedFramebufferTexture1DEXT;
GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTURE2DEXTPROC __glewNamedFramebufferTexture2DEXT;
GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTURE3DEXTPROC __glewNamedFramebufferTexture3DEXT;
GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTUREEXTPROC __glewNamedFramebufferTextureEXT;
GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTUREFACEEXTPROC __glewNamedFramebufferTextureFaceEXT;
GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTURELAYEREXTPROC __glewNamedFramebufferTextureLayerEXT;
GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETER4DEXTPROC __glewNamedProgramLocalParameter4dEXT;
GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETER4DVEXTPROC __glewNamedProgramLocalParameter4dvEXT;
GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETER4FEXTPROC __glewNamedProgramLocalParameter4fEXT;
GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETER4FVEXTPROC __glewNamedProgramLocalParameter4fvEXT;
GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETERI4IEXTPROC __glewNamedProgramLocalParameterI4iEXT;
GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETERI4IVEXTPROC __glewNamedProgramLocalParameterI4ivEXT;
GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIEXTPROC __glewNamedProgramLocalParameterI4uiEXT;
GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIVEXTPROC __glewNamedProgramLocalParameterI4uivEXT;
GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETERS4FVEXTPROC __glewNamedProgramLocalParameters4fvEXT;
GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETERSI4IVEXTPROC __glewNamedProgramLocalParametersI4ivEXT;
GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETERSI4UIVEXTPROC __glewNamedProgramLocalParametersI4uivEXT;
GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMSTRINGEXTPROC __glewNamedProgramStringEXT;
GLEW_FUN_EXPORT PFNGLNAMEDRENDERBUFFERSTORAGEEXTPROC __glewNamedRenderbufferStorageEXT;
GLEW_FUN_EXPORT PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLECOVERAGEEXTPROC __glewNamedRenderbufferStorageMultisampleCoverageEXT;
GLEW_FUN_EXPORT PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC __glewNamedRenderbufferStorageMultisampleEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1FEXTPROC __glewProgramUniform1fEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1FVEXTPROC __glewProgramUniform1fvEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1IEXTPROC __glewProgramUniform1iEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1IVEXTPROC __glewProgramUniform1ivEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UIEXTPROC __glewProgramUniform1uiEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UIVEXTPROC __glewProgramUniform1uivEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2FEXTPROC __glewProgramUniform2fEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2FVEXTPROC __glewProgramUniform2fvEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2IEXTPROC __glewProgramUniform2iEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2IVEXTPROC __glewProgramUniform2ivEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UIEXTPROC __glewProgramUniform2uiEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UIVEXTPROC __glewProgramUniform2uivEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3FEXTPROC __glewProgramUniform3fEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3FVEXTPROC __glewProgramUniform3fvEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3IEXTPROC __glewProgramUniform3iEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3IVEXTPROC __glewProgramUniform3ivEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UIEXTPROC __glewProgramUniform3uiEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UIVEXTPROC __glewProgramUniform3uivEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4FEXTPROC __glewProgramUniform4fEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4FVEXTPROC __glewProgramUniform4fvEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4IEXTPROC __glewProgramUniform4iEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4IVEXTPROC __glewProgramUniform4ivEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UIEXTPROC __glewProgramUniform4uiEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UIVEXTPROC __glewProgramUniform4uivEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2FVEXTPROC __glewProgramUniformMatrix2fvEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2X3FVEXTPROC __glewProgramUniformMatrix2x3fvEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2X4FVEXTPROC __glewProgramUniformMatrix2x4fvEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3FVEXTPROC __glewProgramUniformMatrix3fvEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3X2FVEXTPROC __glewProgramUniformMatrix3x2fvEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3X4FVEXTPROC __glewProgramUniformMatrix3x4fvEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4FVEXTPROC __glewProgramUniformMatrix4fvEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4X2FVEXTPROC __glewProgramUniformMatrix4x2fvEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4X3FVEXTPROC __glewProgramUniformMatrix4x3fvEXT;
GLEW_FUN_EXPORT PFNGLPUSHCLIENTATTRIBDEFAULTEXTPROC __glewPushClientAttribDefaultEXT;
GLEW_FUN_EXPORT PFNGLTEXTUREBUFFEREXTPROC __glewTextureBufferEXT;
GLEW_FUN_EXPORT PFNGLTEXTUREIMAGE1DEXTPROC __glewTextureImage1DEXT;
GLEW_FUN_EXPORT PFNGLTEXTUREIMAGE2DEXTPROC __glewTextureImage2DEXT;
GLEW_FUN_EXPORT PFNGLTEXTUREIMAGE3DEXTPROC __glewTextureImage3DEXT;
GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIIVEXTPROC __glewTextureParameterIivEXT;
GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIUIVEXTPROC __glewTextureParameterIuivEXT;
GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERFEXTPROC __glewTextureParameterfEXT;
GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERFVEXTPROC __glewTextureParameterfvEXT;
GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIEXTPROC __glewTextureParameteriEXT;
GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIVEXTPROC __glewTextureParameterivEXT;
GLEW_FUN_EXPORT PFNGLTEXTURERENDERBUFFEREXTPROC __glewTextureRenderbufferEXT;
GLEW_FUN_EXPORT PFNGLTEXTURESUBIMAGE1DEXTPROC __glewTextureSubImage1DEXT;
GLEW_FUN_EXPORT PFNGLTEXTURESUBIMAGE2DEXTPROC __glewTextureSubImage2DEXT;
GLEW_FUN_EXPORT PFNGLTEXTURESUBIMAGE3DEXTPROC __glewTextureSubImage3DEXT;
GLEW_FUN_EXPORT PFNGLUNMAPNAMEDBUFFEREXTPROC __glewUnmapNamedBufferEXT;
GLEW_FUN_EXPORT PFNGLVERTEXARRAYCOLOROFFSETEXTPROC __glewVertexArrayColorOffsetEXT;
GLEW_FUN_EXPORT PFNGLVERTEXARRAYEDGEFLAGOFFSETEXTPROC __glewVertexArrayEdgeFlagOffsetEXT;
GLEW_FUN_EXPORT PFNGLVERTEXARRAYFOGCOORDOFFSETEXTPROC __glewVertexArrayFogCoordOffsetEXT;
GLEW_FUN_EXPORT PFNGLVERTEXARRAYINDEXOFFSETEXTPROC __glewVertexArrayIndexOffsetEXT;
GLEW_FUN_EXPORT PFNGLVERTEXARRAYMULTITEXCOORDOFFSETEXTPROC __glewVertexArrayMultiTexCoordOffsetEXT;
GLEW_FUN_EXPORT PFNGLVERTEXARRAYNORMALOFFSETEXTPROC __glewVertexArrayNormalOffsetEXT;
GLEW_FUN_EXPORT PFNGLVERTEXARRAYSECONDARYCOLOROFFSETEXTPROC __glewVertexArraySecondaryColorOffsetEXT;
GLEW_FUN_EXPORT PFNGLVERTEXARRAYTEXCOORDOFFSETEXTPROC __glewVertexArrayTexCoordOffsetEXT;
GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXATTRIBIOFFSETEXTPROC __glewVertexArrayVertexAttribIOffsetEXT;
GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXATTRIBOFFSETEXTPROC __glewVertexArrayVertexAttribOffsetEXT;
GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXOFFSETEXTPROC __glewVertexArrayVertexOffsetEXT;
GLEW_FUN_EXPORT PFNGLCOLORMASKINDEXEDEXTPROC __glewColorMaskIndexedEXT;
GLEW_FUN_EXPORT PFNGLDISABLEINDEXEDEXTPROC __glewDisableIndexedEXT;
GLEW_FUN_EXPORT PFNGLENABLEINDEXEDEXTPROC __glewEnableIndexedEXT;
GLEW_FUN_EXPORT PFNGLGETBOOLEANINDEXEDVEXTPROC __glewGetBooleanIndexedvEXT;
GLEW_FUN_EXPORT PFNGLGETINTEGERINDEXEDVEXTPROC __glewGetIntegerIndexedvEXT;
GLEW_FUN_EXPORT PFNGLISENABLEDINDEXEDEXTPROC __glewIsEnabledIndexedEXT;
GLEW_FUN_EXPORT PFNGLDRAWARRAYSINSTANCEDEXTPROC __glewDrawArraysInstancedEXT;
GLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDEXTPROC __glewDrawElementsInstancedEXT;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_FUN_EXPORT PFNGLDRAWRANGEELEMENTSEXTPROC __glewDrawRangeElementsEXT;
GLEW_FUN_EXPORT PFNGLFOGCOORDPOINTEREXTPROC __glewFogCoordPointerEXT;
GLEW_FUN_EXPORT PFNGLFOGCOORDDEXTPROC __glewFogCoorddEXT;
GLEW_FUN_EXPORT PFNGLFOGCOORDDVEXTPROC __glewFogCoorddvEXT;
GLEW_FUN_EXPORT PFNGLFOGCOORDFEXTPROC __glewFogCoordfEXT;
GLEW_FUN_EXPORT PFNGLFOGCOORDFVEXTPROC __glewFogCoordfvEXT;
GLEW_FUN_EXPORT PFNGLFRAGMENTCOLORMATERIALEXTPROC __glewFragmentColorMaterialEXT;
GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELFEXTPROC __glewFragmentLightModelfEXT;
GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELFVEXTPROC __glewFragmentLightModelfvEXT;
GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELIEXTPROC __glewFragmentLightModeliEXT;
GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELIVEXTPROC __glewFragmentLightModelivEXT;
GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTFEXTPROC __glewFragmentLightfEXT;
GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTFVEXTPROC __glewFragmentLightfvEXT;
GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTIEXTPROC __glewFragmentLightiEXT;
GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTIVEXTPROC __glewFragmentLightivEXT;
GLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALFEXTPROC __glewFragmentMaterialfEXT;
GLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALFVEXTPROC __glewFragmentMaterialfvEXT;
GLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALIEXTPROC __glewFragmentMaterialiEXT;
GLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALIVEXTPROC __glewFragmentMaterialivEXT;
GLEW_FUN_EXPORT PFNGLGETFRAGMENTLIGHTFVEXTPROC __glewGetFragmentLightfvEXT;
GLEW_FUN_EXPORT PFNGLGETFRAGMENTLIGHTIVEXTPROC __glewGetFragmentLightivEXT;
GLEW_FUN_EXPORT PFNGLGETFRAGMENTMATERIALFVEXTPROC __glewGetFragmentMaterialfvEXT;
GLEW_FUN_EXPORT PFNGLGETFRAGMENTMATERIALIVEXTPROC __glewGetFragmentMaterialivEXT;
GLEW_FUN_EXPORT PFNGLLIGHTENVIEXTPROC __glewLightEnviEXT;
GLEW_FUN_EXPORT PFNGLBLITFRAMEBUFFEREXTPROC __glewBlitFramebufferEXT;
GLEW_FUN_EXPORT PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC __glewRenderbufferStorageMultisampleEXT;
GLEW_FUN_EXPORT PFNGLBINDFRAMEBUFFEREXTPROC __glewBindFramebufferEXT;
GLEW_FUN_EXPORT PFNGLBINDRENDERBUFFEREXTPROC __glewBindRenderbufferEXT;
GLEW_FUN_EXPORT PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC __glewCheckFramebufferStatusEXT;
GLEW_FUN_EXPORT PFNGLDELETEFRAMEBUFFERSEXTPROC __glewDeleteFramebuffersEXT;
GLEW_FUN_EXPORT PFNGLDELETERENDERBUFFERSEXTPROC __glewDeleteRenderbuffersEXT;
GLEW_FUN_EXPORT PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC __glewFramebufferRenderbufferEXT;
GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURE1DEXTPROC __glewFramebufferTexture1DEXT;
GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURE2DEXTPROC __glewFramebufferTexture2DEXT;
GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURE3DEXTPROC __glewFramebufferTexture3DEXT;
GLEW_FUN_EXPORT PFNGLGENFRAMEBUFFERSEXTPROC __glewGenFramebuffersEXT;
GLEW_FUN_EXPORT PFNGLGENRENDERBUFFERSEXTPROC __glewGenRenderbuffersEXT;
GLEW_FUN_EXPORT PFNGLGENERATEMIPMAPEXTPROC __glewGenerateMipmapEXT;
GLEW_FUN_EXPORT PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC __glewGetFramebufferAttachmentParameterivEXT;
GLEW_FUN_EXPORT PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC __glewGetRenderbufferParameterivEXT;
GLEW_FUN_EXPORT PFNGLISFRAMEBUFFEREXTPROC __glewIsFramebufferEXT;
GLEW_FUN_EXPORT PFNGLISRENDERBUFFEREXTPROC __glewIsRenderbufferEXT;
GLEW_FUN_EXPORT PFNGLRENDERBUFFERSTORAGEEXTPROC __glewRenderbufferStorageEXT;
GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTUREEXTPROC __glewFramebufferTextureEXT;
GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTUREFACEEXTPROC __glewFramebufferTextureFaceEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMPARAMETERIEXTPROC __glewProgramParameteriEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETERS4FVEXTPROC __glewProgramEnvParameters4fvEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETERS4FVEXTPROC __glewProgramLocalParameters4fvEXT;
GLEW_FUN_EXPORT PFNGLBINDFRAGDATALOCATIONEXTPROC __glewBindFragDataLocationEXT;
GLEW_FUN_EXPORT PFNGLGETFRAGDATALOCATIONEXTPROC __glewGetFragDataLocationEXT;
GLEW_FUN_EXPORT PFNGLGETUNIFORMUIVEXTPROC __glewGetUniformuivEXT;
GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBIIVEXTPROC __glewGetVertexAttribIivEXT;
GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBIUIVEXTPROC __glewGetVertexAttribIuivEXT;
GLEW_FUN_EXPORT PFNGLUNIFORM1UIEXTPROC __glewUniform1uiEXT;
GLEW_FUN_EXPORT PFNGLUNIFORM1UIVEXTPROC __glewUniform1uivEXT;
GLEW_FUN_EXPORT PFNGLUNIFORM2UIEXTPROC __glewUniform2uiEXT;
GLEW_FUN_EXPORT PFNGLUNIFORM2UIVEXTPROC __glewUniform2uivEXT;
GLEW_FUN_EXPORT PFNGLUNIFORM3UIEXTPROC __glewUniform3uiEXT;
GLEW_FUN_EXPORT PFNGLUNIFORM3UIVEXTPROC __glewUniform3uivEXT;
GLEW_FUN_EXPORT PFNGLUNIFORM4UIEXTPROC __glewUniform4uiEXT;
GLEW_FUN_EXPORT PFNGLUNIFORM4UIVEXTPROC __glewUniform4uivEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1IEXTPROC __glewVertexAttribI1iEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1IVEXTPROC __glewVertexAttribI1ivEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1UIEXTPROC __glewVertexAttribI1uiEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1UIVEXTPROC __glewVertexAttribI1uivEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2IEXTPROC __glewVertexAttribI2iEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2IVEXTPROC __glewVertexAttribI2ivEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2UIEXTPROC __glewVertexAttribI2uiEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2UIVEXTPROC __glewVertexAttribI2uivEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3IEXTPROC __glewVertexAttribI3iEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3IVEXTPROC __glewVertexAttribI3ivEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3UIEXTPROC __glewVertexAttribI3uiEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3UIVEXTPROC __glewVertexAttribI3uivEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4BVEXTPROC __glewVertexAttribI4bvEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4IEXTPROC __glewVertexAttribI4iEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4IVEXTPROC __glewVertexAttribI4ivEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4SVEXTPROC __glewVertexAttribI4svEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4UBVEXTPROC __glewVertexAttribI4ubvEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4UIEXTPROC __glewVertexAttribI4uiEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4UIVEXTPROC __glewVertexAttribI4uivEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4USVEXTPROC __glewVertexAttribI4usvEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBIPOINTEREXTPROC __glewVertexAttribIPointerEXT;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_FUN_EXPORT PFNGLGETHISTOGRAMEXTPROC __glewGetHistogramEXT;
GLEW_FUN_EXPORT PFNGLGETHISTOGRAMPARAMETERFVEXTPROC __glewGetHistogramParameterfvEXT;
GLEW_FUN_EXPORT PFNGLGETHISTOGRAMPARAMETERIVEXTPROC __glewGetHistogramParameterivEXT;
GLEW_FUN_EXPORT PFNGLGETMINMAXEXTPROC __glewGetMinmaxEXT;
GLEW_FUN_EXPORT PFNGLGETMINMAXPARAMETERFVEXTPROC __glewGetMinmaxParameterfvEXT;
GLEW_FUN_EXPORT PFNGLGETMINMAXPARAMETERIVEXTPROC __glewGetMinmaxParameterivEXT;
GLEW_FUN_EXPORT PFNGLHISTOGRAMEXTPROC __glewHistogramEXT;
GLEW_FUN_EXPORT PFNGLMINMAXEXTPROC __glewMinmaxEXT;
GLEW_FUN_EXPORT PFNGLRESETHISTOGRAMEXTPROC __glewResetHistogramEXT;
GLEW_FUN_EXPORT PFNGLRESETMINMAXEXTPROC __glewResetMinmaxEXT;
GLEW_FUN_EXPORT PFNGLINDEXFUNCEXTPROC __glewIndexFuncEXT;
GLEW_FUN_EXPORT PFNGLINDEXMATERIALEXTPROC __glewIndexMaterialEXT;
GLEW_FUN_EXPORT PFNGLAPPLYTEXTUREEXTPROC __glewApplyTextureEXT;
GLEW_FUN_EXPORT PFNGLTEXTURELIGHTEXTPROC __glewTextureLightEXT;
GLEW_FUN_EXPORT PFNGLTEXTUREMATERIALEXTPROC __glewTextureMaterialEXT;
GLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSEXTPROC __glewMultiDrawArraysEXT;
GLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSEXTPROC __glewMultiDrawElementsEXT;
GLEW_FUN_EXPORT PFNGLSAMPLEMASKEXTPROC __glewSampleMaskEXT;
GLEW_FUN_EXPORT PFNGLSAMPLEPATTERNEXTPROC __glewSamplePatternEXT;
GLEW_FUN_EXPORT PFNGLCOLORTABLEEXTPROC __glewColorTableEXT;
GLEW_FUN_EXPORT PFNGLGETCOLORTABLEEXTPROC __glewGetColorTableEXT;
GLEW_FUN_EXPORT PFNGLGETCOLORTABLEPARAMETERFVEXTPROC __glewGetColorTableParameterfvEXT;
GLEW_FUN_EXPORT PFNGLGETCOLORTABLEPARAMETERIVEXTPROC __glewGetColorTableParameterivEXT;
GLEW_FUN_EXPORT PFNGLGETPIXELTRANSFORMPARAMETERFVEXTPROC __glewGetPixelTransformParameterfvEXT;
GLEW_FUN_EXPORT PFNGLGETPIXELTRANSFORMPARAMETERIVEXTPROC __glewGetPixelTransformParameterivEXT;
GLEW_FUN_EXPORT PFNGLPIXELTRANSFORMPARAMETERFEXTPROC __glewPixelTransformParameterfEXT;
GLEW_FUN_EXPORT PFNGLPIXELTRANSFORMPARAMETERFVEXTPROC __glewPixelTransformParameterfvEXT;
GLEW_FUN_EXPORT PFNGLPIXELTRANSFORMPARAMETERIEXTPROC __glewPixelTransformParameteriEXT;
GLEW_FUN_EXPORT PFNGLPIXELTRANSFORMPARAMETERIVEXTPROC __glewPixelTransformParameterivEXT;
GLEW_FUN_EXPORT PFNGLPOINTPARAMETERFEXTPROC __glewPointParameterfEXT;
GLEW_FUN_EXPORT PFNGLPOINTPARAMETERFVEXTPROC __glewPointParameterfvEXT;
GLEW_FUN_EXPORT PFNGLPOLYGONOFFSETEXTPROC __glewPolygonOffsetEXT;
GLEW_FUN_EXPORT PFNGLPROVOKINGVERTEXEXTPROC __glewProvokingVertexEXT;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_FUN_EXPORT PFNGLBEGINSCENEEXTPROC __glewBeginSceneEXT;
GLEW_FUN_EXPORT PFNGLENDSCENEEXTPROC __glewEndSceneEXT;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3BEXTPROC __glewSecondaryColor3bEXT;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3BVEXTPROC __glewSecondaryColor3bvEXT;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3DEXTPROC __glewSecondaryColor3dEXT;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3DVEXTPROC __glewSecondaryColor3dvEXT;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3FEXTPROC __glewSecondaryColor3fEXT;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3FVEXTPROC __glewSecondaryColor3fvEXT;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3IEXTPROC __glewSecondaryColor3iEXT;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3IVEXTPROC __glewSecondaryColor3ivEXT;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3SEXTPROC __glewSecondaryColor3sEXT;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3SVEXTPROC __glewSecondaryColor3svEXT;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UBEXTPROC __glewSecondaryColor3ubEXT;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UBVEXTPROC __glewSecondaryColor3ubvEXT;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UIEXTPROC __glewSecondaryColor3uiEXT;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UIVEXTPROC __glewSecondaryColor3uivEXT;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3USEXTPROC __glewSecondaryColor3usEXT;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3USVEXTPROC __glewSecondaryColor3usvEXT;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLORPOINTEREXTPROC __glewSecondaryColorPointerEXT;
GLEW_FUN_EXPORT PFNGLACTIVEPROGRAMEXTPROC __glewActiveProgramEXT;
GLEW_FUN_EXPORT PFNGLCREATESHADERPROGRAMEXTPROC __glewCreateShaderProgramEXT;
GLEW_FUN_EXPORT PFNGLUSESHADERPROGRAMEXTPROC __glewUseShaderProgramEXT;
GLEW_FUN_EXPORT PFNGLBINDIMAGETEXTUREEXTPROC __glewBindImageTextureEXT;
GLEW_FUN_EXPORT PFNGLMEMORYBARRIEREXTPROC __glewMemoryBarrierEXT;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_FUN_EXPORT PFNGLACTIVESTENCILFACEEXTPROC __glewActiveStencilFaceEXT;
GLEW_FUN_EXPORT PFNGLTEXSUBIMAGE1DEXTPROC __glewTexSubImage1DEXT;
GLEW_FUN_EXPORT PFNGLTEXSUBIMAGE2DEXTPROC __glewTexSubImage2DEXT;
GLEW_FUN_EXPORT PFNGLTEXSUBIMAGE3DEXTPROC __glewTexSubImage3DEXT;
GLEW_FUN_EXPORT PFNGLTEXIMAGE3DEXTPROC __glewTexImage3DEXT;
2011-06-02 00:05:54 +00:00
GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURELAYEREXTPROC __glewFramebufferTextureLayerEXT;
GLEW_FUN_EXPORT PFNGLTEXBUFFEREXTPROC __glewTexBufferEXT;
GLEW_FUN_EXPORT PFNGLCLEARCOLORIIEXTPROC __glewClearColorIiEXT;
GLEW_FUN_EXPORT PFNGLCLEARCOLORIUIEXTPROC __glewClearColorIuiEXT;
GLEW_FUN_EXPORT PFNGLGETTEXPARAMETERIIVEXTPROC __glewGetTexParameterIivEXT;
GLEW_FUN_EXPORT PFNGLGETTEXPARAMETERIUIVEXTPROC __glewGetTexParameterIuivEXT;
GLEW_FUN_EXPORT PFNGLTEXPARAMETERIIVEXTPROC __glewTexParameterIivEXT;
GLEW_FUN_EXPORT PFNGLTEXPARAMETERIUIVEXTPROC __glewTexParameterIuivEXT;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_FUN_EXPORT PFNGLARETEXTURESRESIDENTEXTPROC __glewAreTexturesResidentEXT;
GLEW_FUN_EXPORT PFNGLBINDTEXTUREEXTPROC __glewBindTextureEXT;
GLEW_FUN_EXPORT PFNGLDELETETEXTURESEXTPROC __glewDeleteTexturesEXT;
GLEW_FUN_EXPORT PFNGLGENTEXTURESEXTPROC __glewGenTexturesEXT;
GLEW_FUN_EXPORT PFNGLISTEXTUREEXTPROC __glewIsTextureEXT;
GLEW_FUN_EXPORT PFNGLPRIORITIZETEXTURESEXTPROC __glewPrioritizeTexturesEXT;
GLEW_FUN_EXPORT PFNGLTEXTURENORMALEXTPROC __glewTextureNormalEXT;
GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTI64VEXTPROC __glewGetQueryObjecti64vEXT;
GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTUI64VEXTPROC __glewGetQueryObjectui64vEXT;
GLEW_FUN_EXPORT PFNGLBEGINTRANSFORMFEEDBACKEXTPROC __glewBeginTransformFeedbackEXT;
GLEW_FUN_EXPORT PFNGLBINDBUFFERBASEEXTPROC __glewBindBufferBaseEXT;
GLEW_FUN_EXPORT PFNGLBINDBUFFEROFFSETEXTPROC __glewBindBufferOffsetEXT;
GLEW_FUN_EXPORT PFNGLBINDBUFFERRANGEEXTPROC __glewBindBufferRangeEXT;
GLEW_FUN_EXPORT PFNGLENDTRANSFORMFEEDBACKEXTPROC __glewEndTransformFeedbackEXT;
GLEW_FUN_EXPORT PFNGLGETTRANSFORMFEEDBACKVARYINGEXTPROC __glewGetTransformFeedbackVaryingEXT;
GLEW_FUN_EXPORT PFNGLTRANSFORMFEEDBACKVARYINGSEXTPROC __glewTransformFeedbackVaryingsEXT;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_FUN_EXPORT PFNGLARRAYELEMENTEXTPROC __glewArrayElementEXT;
GLEW_FUN_EXPORT PFNGLCOLORPOINTEREXTPROC __glewColorPointerEXT;
GLEW_FUN_EXPORT PFNGLDRAWARRAYSEXTPROC __glewDrawArraysEXT;
GLEW_FUN_EXPORT PFNGLEDGEFLAGPOINTEREXTPROC __glewEdgeFlagPointerEXT;
GLEW_FUN_EXPORT PFNGLINDEXPOINTEREXTPROC __glewIndexPointerEXT;
GLEW_FUN_EXPORT PFNGLNORMALPOINTEREXTPROC __glewNormalPointerEXT;
GLEW_FUN_EXPORT PFNGLTEXCOORDPOINTEREXTPROC __glewTexCoordPointerEXT;
GLEW_FUN_EXPORT PFNGLVERTEXPOINTEREXTPROC __glewVertexPointerEXT;
GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBLDVEXTPROC __glewGetVertexAttribLdvEXT;
GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXATTRIBLOFFSETEXTPROC __glewVertexArrayVertexAttribLOffsetEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1DEXTPROC __glewVertexAttribL1dEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1DVEXTPROC __glewVertexAttribL1dvEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2DEXTPROC __glewVertexAttribL2dEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2DVEXTPROC __glewVertexAttribL2dvEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3DEXTPROC __glewVertexAttribL3dEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3DVEXTPROC __glewVertexAttribL3dvEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4DEXTPROC __glewVertexAttribL4dEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4DVEXTPROC __glewVertexAttribL4dvEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBLPOINTEREXTPROC __glewVertexAttribLPointerEXT;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_FUN_EXPORT PFNGLBEGINVERTEXSHADEREXTPROC __glewBeginVertexShaderEXT;
GLEW_FUN_EXPORT PFNGLBINDLIGHTPARAMETEREXTPROC __glewBindLightParameterEXT;
GLEW_FUN_EXPORT PFNGLBINDMATERIALPARAMETEREXTPROC __glewBindMaterialParameterEXT;
GLEW_FUN_EXPORT PFNGLBINDPARAMETEREXTPROC __glewBindParameterEXT;
GLEW_FUN_EXPORT PFNGLBINDTEXGENPARAMETEREXTPROC __glewBindTexGenParameterEXT;
GLEW_FUN_EXPORT PFNGLBINDTEXTUREUNITPARAMETEREXTPROC __glewBindTextureUnitParameterEXT;
GLEW_FUN_EXPORT PFNGLBINDVERTEXSHADEREXTPROC __glewBindVertexShaderEXT;
GLEW_FUN_EXPORT PFNGLDELETEVERTEXSHADEREXTPROC __glewDeleteVertexShaderEXT;
GLEW_FUN_EXPORT PFNGLDISABLEVARIANTCLIENTSTATEEXTPROC __glewDisableVariantClientStateEXT;
GLEW_FUN_EXPORT PFNGLENABLEVARIANTCLIENTSTATEEXTPROC __glewEnableVariantClientStateEXT;
GLEW_FUN_EXPORT PFNGLENDVERTEXSHADEREXTPROC __glewEndVertexShaderEXT;
GLEW_FUN_EXPORT PFNGLEXTRACTCOMPONENTEXTPROC __glewExtractComponentEXT;
GLEW_FUN_EXPORT PFNGLGENSYMBOLSEXTPROC __glewGenSymbolsEXT;
GLEW_FUN_EXPORT PFNGLGENVERTEXSHADERSEXTPROC __glewGenVertexShadersEXT;
GLEW_FUN_EXPORT PFNGLGETINVARIANTBOOLEANVEXTPROC __glewGetInvariantBooleanvEXT;
GLEW_FUN_EXPORT PFNGLGETINVARIANTFLOATVEXTPROC __glewGetInvariantFloatvEXT;
GLEW_FUN_EXPORT PFNGLGETINVARIANTINTEGERVEXTPROC __glewGetInvariantIntegervEXT;
GLEW_FUN_EXPORT PFNGLGETLOCALCONSTANTBOOLEANVEXTPROC __glewGetLocalConstantBooleanvEXT;
GLEW_FUN_EXPORT PFNGLGETLOCALCONSTANTFLOATVEXTPROC __glewGetLocalConstantFloatvEXT;
GLEW_FUN_EXPORT PFNGLGETLOCALCONSTANTINTEGERVEXTPROC __glewGetLocalConstantIntegervEXT;
GLEW_FUN_EXPORT PFNGLGETVARIANTBOOLEANVEXTPROC __glewGetVariantBooleanvEXT;
GLEW_FUN_EXPORT PFNGLGETVARIANTFLOATVEXTPROC __glewGetVariantFloatvEXT;
GLEW_FUN_EXPORT PFNGLGETVARIANTINTEGERVEXTPROC __glewGetVariantIntegervEXT;
GLEW_FUN_EXPORT PFNGLGETVARIANTPOINTERVEXTPROC __glewGetVariantPointervEXT;
GLEW_FUN_EXPORT PFNGLINSERTCOMPONENTEXTPROC __glewInsertComponentEXT;
GLEW_FUN_EXPORT PFNGLISVARIANTENABLEDEXTPROC __glewIsVariantEnabledEXT;
GLEW_FUN_EXPORT PFNGLSETINVARIANTEXTPROC __glewSetInvariantEXT;
GLEW_FUN_EXPORT PFNGLSETLOCALCONSTANTEXTPROC __glewSetLocalConstantEXT;
GLEW_FUN_EXPORT PFNGLSHADEROP1EXTPROC __glewShaderOp1EXT;
GLEW_FUN_EXPORT PFNGLSHADEROP2EXTPROC __glewShaderOp2EXT;
GLEW_FUN_EXPORT PFNGLSHADEROP3EXTPROC __glewShaderOp3EXT;
GLEW_FUN_EXPORT PFNGLSWIZZLEEXTPROC __glewSwizzleEXT;
GLEW_FUN_EXPORT PFNGLVARIANTPOINTEREXTPROC __glewVariantPointerEXT;
GLEW_FUN_EXPORT PFNGLVARIANTBVEXTPROC __glewVariantbvEXT;
GLEW_FUN_EXPORT PFNGLVARIANTDVEXTPROC __glewVariantdvEXT;
GLEW_FUN_EXPORT PFNGLVARIANTFVEXTPROC __glewVariantfvEXT;
GLEW_FUN_EXPORT PFNGLVARIANTIVEXTPROC __glewVariantivEXT;
GLEW_FUN_EXPORT PFNGLVARIANTSVEXTPROC __glewVariantsvEXT;
GLEW_FUN_EXPORT PFNGLVARIANTUBVEXTPROC __glewVariantubvEXT;
GLEW_FUN_EXPORT PFNGLVARIANTUIVEXTPROC __glewVariantuivEXT;
GLEW_FUN_EXPORT PFNGLVARIANTUSVEXTPROC __glewVariantusvEXT;
GLEW_FUN_EXPORT PFNGLWRITEMASKEXTPROC __glewWriteMaskEXT;
GLEW_FUN_EXPORT PFNGLVERTEXWEIGHTPOINTEREXTPROC __glewVertexWeightPointerEXT;
GLEW_FUN_EXPORT PFNGLVERTEXWEIGHTFEXTPROC __glewVertexWeightfEXT;
GLEW_FUN_EXPORT PFNGLVERTEXWEIGHTFVEXTPROC __glewVertexWeightfvEXT;
2011-06-02 00:05:54 +00:00
GLEW_FUN_EXPORT PFNGLIMPORTSYNCEXTPROC __glewImportSyncEXT;
GLEW_FUN_EXPORT PFNGLFRAMETERMINATORGREMEDYPROC __glewFrameTerminatorGREMEDY;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_FUN_EXPORT PFNGLSTRINGMARKERGREMEDYPROC __glewStringMarkerGREMEDY;
GLEW_FUN_EXPORT PFNGLGETIMAGETRANSFORMPARAMETERFVHPPROC __glewGetImageTransformParameterfvHP;
GLEW_FUN_EXPORT PFNGLGETIMAGETRANSFORMPARAMETERIVHPPROC __glewGetImageTransformParameterivHP;
GLEW_FUN_EXPORT PFNGLIMAGETRANSFORMPARAMETERFHPPROC __glewImageTransformParameterfHP;
GLEW_FUN_EXPORT PFNGLIMAGETRANSFORMPARAMETERFVHPPROC __glewImageTransformParameterfvHP;
GLEW_FUN_EXPORT PFNGLIMAGETRANSFORMPARAMETERIHPPROC __glewImageTransformParameteriHP;
GLEW_FUN_EXPORT PFNGLIMAGETRANSFORMPARAMETERIVHPPROC __glewImageTransformParameterivHP;
GLEW_FUN_EXPORT PFNGLMULTIMODEDRAWARRAYSIBMPROC __glewMultiModeDrawArraysIBM;
GLEW_FUN_EXPORT PFNGLMULTIMODEDRAWELEMENTSIBMPROC __glewMultiModeDrawElementsIBM;
GLEW_FUN_EXPORT PFNGLCOLORPOINTERLISTIBMPROC __glewColorPointerListIBM;
GLEW_FUN_EXPORT PFNGLEDGEFLAGPOINTERLISTIBMPROC __glewEdgeFlagPointerListIBM;
GLEW_FUN_EXPORT PFNGLFOGCOORDPOINTERLISTIBMPROC __glewFogCoordPointerListIBM;
GLEW_FUN_EXPORT PFNGLINDEXPOINTERLISTIBMPROC __glewIndexPointerListIBM;
GLEW_FUN_EXPORT PFNGLNORMALPOINTERLISTIBMPROC __glewNormalPointerListIBM;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLORPOINTERLISTIBMPROC __glewSecondaryColorPointerListIBM;
GLEW_FUN_EXPORT PFNGLTEXCOORDPOINTERLISTIBMPROC __glewTexCoordPointerListIBM;
GLEW_FUN_EXPORT PFNGLVERTEXPOINTERLISTIBMPROC __glewVertexPointerListIBM;
GLEW_FUN_EXPORT PFNGLCOLORPOINTERVINTELPROC __glewColorPointervINTEL;
GLEW_FUN_EXPORT PFNGLNORMALPOINTERVINTELPROC __glewNormalPointervINTEL;
GLEW_FUN_EXPORT PFNGLTEXCOORDPOINTERVINTELPROC __glewTexCoordPointervINTEL;
GLEW_FUN_EXPORT PFNGLVERTEXPOINTERVINTELPROC __glewVertexPointervINTEL;
GLEW_FUN_EXPORT PFNGLTEXSCISSORFUNCINTELPROC __glewTexScissorFuncINTEL;
GLEW_FUN_EXPORT PFNGLTEXSCISSORINTELPROC __glewTexScissorINTEL;
GLEW_FUN_EXPORT PFNGLBUFFERREGIONENABLEDPROC __glewBufferRegionEnabled;
GLEW_FUN_EXPORT PFNGLDELETEBUFFERREGIONPROC __glewDeleteBufferRegion;
GLEW_FUN_EXPORT PFNGLDRAWBUFFERREGIONPROC __glewDrawBufferRegion;
GLEW_FUN_EXPORT PFNGLNEWBUFFERREGIONPROC __glewNewBufferRegion;
GLEW_FUN_EXPORT PFNGLREADBUFFERREGIONPROC __glewReadBufferRegion;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_FUN_EXPORT PFNGLRESIZEBUFFERSMESAPROC __glewResizeBuffersMESA;
GLEW_FUN_EXPORT PFNGLWINDOWPOS2DMESAPROC __glewWindowPos2dMESA;
GLEW_FUN_EXPORT PFNGLWINDOWPOS2DVMESAPROC __glewWindowPos2dvMESA;
GLEW_FUN_EXPORT PFNGLWINDOWPOS2FMESAPROC __glewWindowPos2fMESA;
GLEW_FUN_EXPORT PFNGLWINDOWPOS2FVMESAPROC __glewWindowPos2fvMESA;
GLEW_FUN_EXPORT PFNGLWINDOWPOS2IMESAPROC __glewWindowPos2iMESA;
GLEW_FUN_EXPORT PFNGLWINDOWPOS2IVMESAPROC __glewWindowPos2ivMESA;
GLEW_FUN_EXPORT PFNGLWINDOWPOS2SMESAPROC __glewWindowPos2sMESA;
GLEW_FUN_EXPORT PFNGLWINDOWPOS2SVMESAPROC __glewWindowPos2svMESA;
GLEW_FUN_EXPORT PFNGLWINDOWPOS3DMESAPROC __glewWindowPos3dMESA;
GLEW_FUN_EXPORT PFNGLWINDOWPOS3DVMESAPROC __glewWindowPos3dvMESA;
GLEW_FUN_EXPORT PFNGLWINDOWPOS3FMESAPROC __glewWindowPos3fMESA;
GLEW_FUN_EXPORT PFNGLWINDOWPOS3FVMESAPROC __glewWindowPos3fvMESA;
GLEW_FUN_EXPORT PFNGLWINDOWPOS3IMESAPROC __glewWindowPos3iMESA;
GLEW_FUN_EXPORT PFNGLWINDOWPOS3IVMESAPROC __glewWindowPos3ivMESA;
GLEW_FUN_EXPORT PFNGLWINDOWPOS3SMESAPROC __glewWindowPos3sMESA;
GLEW_FUN_EXPORT PFNGLWINDOWPOS3SVMESAPROC __glewWindowPos3svMESA;
GLEW_FUN_EXPORT PFNGLWINDOWPOS4DMESAPROC __glewWindowPos4dMESA;
GLEW_FUN_EXPORT PFNGLWINDOWPOS4DVMESAPROC __glewWindowPos4dvMESA;
GLEW_FUN_EXPORT PFNGLWINDOWPOS4FMESAPROC __glewWindowPos4fMESA;
GLEW_FUN_EXPORT PFNGLWINDOWPOS4FVMESAPROC __glewWindowPos4fvMESA;
GLEW_FUN_EXPORT PFNGLWINDOWPOS4IMESAPROC __glewWindowPos4iMESA;
GLEW_FUN_EXPORT PFNGLWINDOWPOS4IVMESAPROC __glewWindowPos4ivMESA;
GLEW_FUN_EXPORT PFNGLWINDOWPOS4SMESAPROC __glewWindowPos4sMESA;
GLEW_FUN_EXPORT PFNGLWINDOWPOS4SVMESAPROC __glewWindowPos4svMESA;
GLEW_FUN_EXPORT PFNGLBEGINCONDITIONALRENDERNVPROC __glewBeginConditionalRenderNV;
GLEW_FUN_EXPORT PFNGLENDCONDITIONALRENDERNVPROC __glewEndConditionalRenderNV;
GLEW_FUN_EXPORT PFNGLCOPYIMAGESUBDATANVPROC __glewCopyImageSubDataNV;
GLEW_FUN_EXPORT PFNGLCLEARDEPTHDNVPROC __glewClearDepthdNV;
GLEW_FUN_EXPORT PFNGLDEPTHBOUNDSDNVPROC __glewDepthBoundsdNV;
GLEW_FUN_EXPORT PFNGLDEPTHRANGEDNVPROC __glewDepthRangedNV;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_FUN_EXPORT PFNGLEVALMAPSNVPROC __glewEvalMapsNV;
GLEW_FUN_EXPORT PFNGLGETMAPATTRIBPARAMETERFVNVPROC __glewGetMapAttribParameterfvNV;
GLEW_FUN_EXPORT PFNGLGETMAPATTRIBPARAMETERIVNVPROC __glewGetMapAttribParameterivNV;
GLEW_FUN_EXPORT PFNGLGETMAPCONTROLPOINTSNVPROC __glewGetMapControlPointsNV;
GLEW_FUN_EXPORT PFNGLGETMAPPARAMETERFVNVPROC __glewGetMapParameterfvNV;
GLEW_FUN_EXPORT PFNGLGETMAPPARAMETERIVNVPROC __glewGetMapParameterivNV;
GLEW_FUN_EXPORT PFNGLMAPCONTROLPOINTSNVPROC __glewMapControlPointsNV;
GLEW_FUN_EXPORT PFNGLMAPPARAMETERFVNVPROC __glewMapParameterfvNV;
GLEW_FUN_EXPORT PFNGLMAPPARAMETERIVNVPROC __glewMapParameterivNV;
GLEW_FUN_EXPORT PFNGLGETMULTISAMPLEFVNVPROC __glewGetMultisamplefvNV;
GLEW_FUN_EXPORT PFNGLSAMPLEMASKINDEXEDNVPROC __glewSampleMaskIndexedNV;
GLEW_FUN_EXPORT PFNGLTEXRENDERBUFFERNVPROC __glewTexRenderbufferNV;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_FUN_EXPORT PFNGLDELETEFENCESNVPROC __glewDeleteFencesNV;
GLEW_FUN_EXPORT PFNGLFINISHFENCENVPROC __glewFinishFenceNV;
GLEW_FUN_EXPORT PFNGLGENFENCESNVPROC __glewGenFencesNV;
GLEW_FUN_EXPORT PFNGLGETFENCEIVNVPROC __glewGetFenceivNV;
GLEW_FUN_EXPORT PFNGLISFENCENVPROC __glewIsFenceNV;
GLEW_FUN_EXPORT PFNGLSETFENCENVPROC __glewSetFenceNV;
GLEW_FUN_EXPORT PFNGLTESTFENCENVPROC __glewTestFenceNV;
GLEW_FUN_EXPORT PFNGLGETPROGRAMNAMEDPARAMETERDVNVPROC __glewGetProgramNamedParameterdvNV;
GLEW_FUN_EXPORT PFNGLGETPROGRAMNAMEDPARAMETERFVNVPROC __glewGetProgramNamedParameterfvNV;
GLEW_FUN_EXPORT PFNGLPROGRAMNAMEDPARAMETER4DNVPROC __glewProgramNamedParameter4dNV;
GLEW_FUN_EXPORT PFNGLPROGRAMNAMEDPARAMETER4DVNVPROC __glewProgramNamedParameter4dvNV;
GLEW_FUN_EXPORT PFNGLPROGRAMNAMEDPARAMETER4FNVPROC __glewProgramNamedParameter4fNV;
GLEW_FUN_EXPORT PFNGLPROGRAMNAMEDPARAMETER4FVNVPROC __glewProgramNamedParameter4fvNV;
GLEW_FUN_EXPORT PFNGLRENDERBUFFERSTORAGEMULTISAMPLECOVERAGENVPROC __glewRenderbufferStorageMultisampleCoverageNV;
GLEW_FUN_EXPORT PFNGLPROGRAMVERTEXLIMITNVPROC __glewProgramVertexLimitNV;
GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETERI4INVPROC __glewProgramEnvParameterI4iNV;
GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETERI4IVNVPROC __glewProgramEnvParameterI4ivNV;
GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETERI4UINVPROC __glewProgramEnvParameterI4uiNV;
GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETERI4UIVNVPROC __glewProgramEnvParameterI4uivNV;
GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETERSI4IVNVPROC __glewProgramEnvParametersI4ivNV;
GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETERSI4UIVNVPROC __glewProgramEnvParametersI4uivNV;
GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETERI4INVPROC __glewProgramLocalParameterI4iNV;
GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETERI4IVNVPROC __glewProgramLocalParameterI4ivNV;
GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETERI4UINVPROC __glewProgramLocalParameterI4uiNV;
GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETERI4UIVNVPROC __glewProgramLocalParameterI4uivNV;
GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETERSI4IVNVPROC __glewProgramLocalParametersI4ivNV;
GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETERSI4UIVNVPROC __glewProgramLocalParametersI4uivNV;
GLEW_FUN_EXPORT PFNGLGETUNIFORMI64VNVPROC __glewGetUniformi64vNV;
GLEW_FUN_EXPORT PFNGLGETUNIFORMUI64VNVPROC __glewGetUniformui64vNV;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1I64NVPROC __glewProgramUniform1i64NV;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1I64VNVPROC __glewProgramUniform1i64vNV;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UI64NVPROC __glewProgramUniform1ui64NV;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UI64VNVPROC __glewProgramUniform1ui64vNV;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2I64NVPROC __glewProgramUniform2i64NV;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2I64VNVPROC __glewProgramUniform2i64vNV;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UI64NVPROC __glewProgramUniform2ui64NV;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UI64VNVPROC __glewProgramUniform2ui64vNV;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3I64NVPROC __glewProgramUniform3i64NV;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3I64VNVPROC __glewProgramUniform3i64vNV;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UI64NVPROC __glewProgramUniform3ui64NV;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UI64VNVPROC __glewProgramUniform3ui64vNV;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4I64NVPROC __glewProgramUniform4i64NV;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4I64VNVPROC __glewProgramUniform4i64vNV;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UI64NVPROC __glewProgramUniform4ui64NV;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UI64VNVPROC __glewProgramUniform4ui64vNV;
GLEW_FUN_EXPORT PFNGLUNIFORM1I64NVPROC __glewUniform1i64NV;
GLEW_FUN_EXPORT PFNGLUNIFORM1I64VNVPROC __glewUniform1i64vNV;
GLEW_FUN_EXPORT PFNGLUNIFORM1UI64NVPROC __glewUniform1ui64NV;
GLEW_FUN_EXPORT PFNGLUNIFORM1UI64VNVPROC __glewUniform1ui64vNV;
GLEW_FUN_EXPORT PFNGLUNIFORM2I64NVPROC __glewUniform2i64NV;
GLEW_FUN_EXPORT PFNGLUNIFORM2I64VNVPROC __glewUniform2i64vNV;
GLEW_FUN_EXPORT PFNGLUNIFORM2UI64NVPROC __glewUniform2ui64NV;
GLEW_FUN_EXPORT PFNGLUNIFORM2UI64VNVPROC __glewUniform2ui64vNV;
GLEW_FUN_EXPORT PFNGLUNIFORM3I64NVPROC __glewUniform3i64NV;
GLEW_FUN_EXPORT PFNGLUNIFORM3I64VNVPROC __glewUniform3i64vNV;
GLEW_FUN_EXPORT PFNGLUNIFORM3UI64NVPROC __glewUniform3ui64NV;
GLEW_FUN_EXPORT PFNGLUNIFORM3UI64VNVPROC __glewUniform3ui64vNV;
GLEW_FUN_EXPORT PFNGLUNIFORM4I64NVPROC __glewUniform4i64NV;
GLEW_FUN_EXPORT PFNGLUNIFORM4I64VNVPROC __glewUniform4i64vNV;
GLEW_FUN_EXPORT PFNGLUNIFORM4UI64NVPROC __glewUniform4ui64NV;
GLEW_FUN_EXPORT PFNGLUNIFORM4UI64VNVPROC __glewUniform4ui64vNV;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_FUN_EXPORT PFNGLCOLOR3HNVPROC __glewColor3hNV;
GLEW_FUN_EXPORT PFNGLCOLOR3HVNVPROC __glewColor3hvNV;
GLEW_FUN_EXPORT PFNGLCOLOR4HNVPROC __glewColor4hNV;
GLEW_FUN_EXPORT PFNGLCOLOR4HVNVPROC __glewColor4hvNV;
GLEW_FUN_EXPORT PFNGLFOGCOORDHNVPROC __glewFogCoordhNV;
GLEW_FUN_EXPORT PFNGLFOGCOORDHVNVPROC __glewFogCoordhvNV;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1HNVPROC __glewMultiTexCoord1hNV;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1HVNVPROC __glewMultiTexCoord1hvNV;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2HNVPROC __glewMultiTexCoord2hNV;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2HVNVPROC __glewMultiTexCoord2hvNV;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3HNVPROC __glewMultiTexCoord3hNV;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3HVNVPROC __glewMultiTexCoord3hvNV;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4HNVPROC __glewMultiTexCoord4hNV;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4HVNVPROC __glewMultiTexCoord4hvNV;
GLEW_FUN_EXPORT PFNGLNORMAL3HNVPROC __glewNormal3hNV;
GLEW_FUN_EXPORT PFNGLNORMAL3HVNVPROC __glewNormal3hvNV;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3HNVPROC __glewSecondaryColor3hNV;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3HVNVPROC __glewSecondaryColor3hvNV;
GLEW_FUN_EXPORT PFNGLTEXCOORD1HNVPROC __glewTexCoord1hNV;
GLEW_FUN_EXPORT PFNGLTEXCOORD1HVNVPROC __glewTexCoord1hvNV;
GLEW_FUN_EXPORT PFNGLTEXCOORD2HNVPROC __glewTexCoord2hNV;
GLEW_FUN_EXPORT PFNGLTEXCOORD2HVNVPROC __glewTexCoord2hvNV;
GLEW_FUN_EXPORT PFNGLTEXCOORD3HNVPROC __glewTexCoord3hNV;
GLEW_FUN_EXPORT PFNGLTEXCOORD3HVNVPROC __glewTexCoord3hvNV;
GLEW_FUN_EXPORT PFNGLTEXCOORD4HNVPROC __glewTexCoord4hNV;
GLEW_FUN_EXPORT PFNGLTEXCOORD4HVNVPROC __glewTexCoord4hvNV;
GLEW_FUN_EXPORT PFNGLVERTEX2HNVPROC __glewVertex2hNV;
GLEW_FUN_EXPORT PFNGLVERTEX2HVNVPROC __glewVertex2hvNV;
GLEW_FUN_EXPORT PFNGLVERTEX3HNVPROC __glewVertex3hNV;
GLEW_FUN_EXPORT PFNGLVERTEX3HVNVPROC __glewVertex3hvNV;
GLEW_FUN_EXPORT PFNGLVERTEX4HNVPROC __glewVertex4hNV;
GLEW_FUN_EXPORT PFNGLVERTEX4HVNVPROC __glewVertex4hvNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1HNVPROC __glewVertexAttrib1hNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1HVNVPROC __glewVertexAttrib1hvNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2HNVPROC __glewVertexAttrib2hNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2HVNVPROC __glewVertexAttrib2hvNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3HNVPROC __glewVertexAttrib3hNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3HVNVPROC __glewVertexAttrib3hvNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4HNVPROC __glewVertexAttrib4hNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4HVNVPROC __glewVertexAttrib4hvNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS1HVNVPROC __glewVertexAttribs1hvNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS2HVNVPROC __glewVertexAttribs2hvNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS3HVNVPROC __glewVertexAttribs3hvNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS4HVNVPROC __glewVertexAttribs4hvNV;
GLEW_FUN_EXPORT PFNGLVERTEXWEIGHTHNVPROC __glewVertexWeighthNV;
GLEW_FUN_EXPORT PFNGLVERTEXWEIGHTHVNVPROC __glewVertexWeighthvNV;
GLEW_FUN_EXPORT PFNGLBEGINOCCLUSIONQUERYNVPROC __glewBeginOcclusionQueryNV;
GLEW_FUN_EXPORT PFNGLDELETEOCCLUSIONQUERIESNVPROC __glewDeleteOcclusionQueriesNV;
GLEW_FUN_EXPORT PFNGLENDOCCLUSIONQUERYNVPROC __glewEndOcclusionQueryNV;
GLEW_FUN_EXPORT PFNGLGENOCCLUSIONQUERIESNVPROC __glewGenOcclusionQueriesNV;
GLEW_FUN_EXPORT PFNGLGETOCCLUSIONQUERYIVNVPROC __glewGetOcclusionQueryivNV;
GLEW_FUN_EXPORT PFNGLGETOCCLUSIONQUERYUIVNVPROC __glewGetOcclusionQueryuivNV;
GLEW_FUN_EXPORT PFNGLISOCCLUSIONQUERYNVPROC __glewIsOcclusionQueryNV;
GLEW_FUN_EXPORT PFNGLPROGRAMBUFFERPARAMETERSIIVNVPROC __glewProgramBufferParametersIivNV;
GLEW_FUN_EXPORT PFNGLPROGRAMBUFFERPARAMETERSIUIVNVPROC __glewProgramBufferParametersIuivNV;
GLEW_FUN_EXPORT PFNGLPROGRAMBUFFERPARAMETERSFVNVPROC __glewProgramBufferParametersfvNV;
GLEW_FUN_EXPORT PFNGLCOPYPATHNVPROC __glewCopyPathNV;
GLEW_FUN_EXPORT PFNGLCOVERFILLPATHINSTANCEDNVPROC __glewCoverFillPathInstancedNV;
GLEW_FUN_EXPORT PFNGLCOVERFILLPATHNVPROC __glewCoverFillPathNV;
GLEW_FUN_EXPORT PFNGLCOVERSTROKEPATHINSTANCEDNVPROC __glewCoverStrokePathInstancedNV;
GLEW_FUN_EXPORT PFNGLCOVERSTROKEPATHNVPROC __glewCoverStrokePathNV;
GLEW_FUN_EXPORT PFNGLDELETEPATHSNVPROC __glewDeletePathsNV;
GLEW_FUN_EXPORT PFNGLGENPATHSNVPROC __glewGenPathsNV;
GLEW_FUN_EXPORT PFNGLGETPATHCOLORGENFVNVPROC __glewGetPathColorGenfvNV;
GLEW_FUN_EXPORT PFNGLGETPATHCOLORGENIVNVPROC __glewGetPathColorGenivNV;
GLEW_FUN_EXPORT PFNGLGETPATHCOMMANDSNVPROC __glewGetPathCommandsNV;
GLEW_FUN_EXPORT PFNGLGETPATHCOORDSNVPROC __glewGetPathCoordsNV;
GLEW_FUN_EXPORT PFNGLGETPATHDASHARRAYNVPROC __glewGetPathDashArrayNV;
GLEW_FUN_EXPORT PFNGLGETPATHLENGTHNVPROC __glewGetPathLengthNV;
GLEW_FUN_EXPORT PFNGLGETPATHMETRICRANGENVPROC __glewGetPathMetricRangeNV;
GLEW_FUN_EXPORT PFNGLGETPATHMETRICSNVPROC __glewGetPathMetricsNV;
GLEW_FUN_EXPORT PFNGLGETPATHPARAMETERFVNVPROC __glewGetPathParameterfvNV;
GLEW_FUN_EXPORT PFNGLGETPATHPARAMETERIVNVPROC __glewGetPathParameterivNV;
GLEW_FUN_EXPORT PFNGLGETPATHSPACINGNVPROC __glewGetPathSpacingNV;
GLEW_FUN_EXPORT PFNGLGETPATHTEXGENFVNVPROC __glewGetPathTexGenfvNV;
GLEW_FUN_EXPORT PFNGLGETPATHTEXGENIVNVPROC __glewGetPathTexGenivNV;
GLEW_FUN_EXPORT PFNGLINTERPOLATEPATHSNVPROC __glewInterpolatePathsNV;
GLEW_FUN_EXPORT PFNGLISPATHNVPROC __glewIsPathNV;
GLEW_FUN_EXPORT PFNGLISPOINTINFILLPATHNVPROC __glewIsPointInFillPathNV;
GLEW_FUN_EXPORT PFNGLISPOINTINSTROKEPATHNVPROC __glewIsPointInStrokePathNV;
GLEW_FUN_EXPORT PFNGLPATHCOLORGENNVPROC __glewPathColorGenNV;
GLEW_FUN_EXPORT PFNGLPATHCOMMANDSNVPROC __glewPathCommandsNV;
GLEW_FUN_EXPORT PFNGLPATHCOORDSNVPROC __glewPathCoordsNV;
GLEW_FUN_EXPORT PFNGLPATHCOVERDEPTHFUNCNVPROC __glewPathCoverDepthFuncNV;
GLEW_FUN_EXPORT PFNGLPATHDASHARRAYNVPROC __glewPathDashArrayNV;
GLEW_FUN_EXPORT PFNGLPATHFOGGENNVPROC __glewPathFogGenNV;
GLEW_FUN_EXPORT PFNGLPATHGLYPHRANGENVPROC __glewPathGlyphRangeNV;
GLEW_FUN_EXPORT PFNGLPATHGLYPHSNVPROC __glewPathGlyphsNV;
GLEW_FUN_EXPORT PFNGLPATHPARAMETERFNVPROC __glewPathParameterfNV;
GLEW_FUN_EXPORT PFNGLPATHPARAMETERFVNVPROC __glewPathParameterfvNV;
GLEW_FUN_EXPORT PFNGLPATHPARAMETERINVPROC __glewPathParameteriNV;
GLEW_FUN_EXPORT PFNGLPATHPARAMETERIVNVPROC __glewPathParameterivNV;
GLEW_FUN_EXPORT PFNGLPATHSTENCILDEPTHOFFSETNVPROC __glewPathStencilDepthOffsetNV;
GLEW_FUN_EXPORT PFNGLPATHSTENCILFUNCNVPROC __glewPathStencilFuncNV;
GLEW_FUN_EXPORT PFNGLPATHSTRINGNVPROC __glewPathStringNV;
GLEW_FUN_EXPORT PFNGLPATHSUBCOMMANDSNVPROC __glewPathSubCommandsNV;
GLEW_FUN_EXPORT PFNGLPATHSUBCOORDSNVPROC __glewPathSubCoordsNV;
GLEW_FUN_EXPORT PFNGLPATHTEXGENNVPROC __glewPathTexGenNV;
GLEW_FUN_EXPORT PFNGLPOINTALONGPATHNVPROC __glewPointAlongPathNV;
GLEW_FUN_EXPORT PFNGLSTENCILFILLPATHINSTANCEDNVPROC __glewStencilFillPathInstancedNV;
GLEW_FUN_EXPORT PFNGLSTENCILFILLPATHNVPROC __glewStencilFillPathNV;
GLEW_FUN_EXPORT PFNGLSTENCILSTROKEPATHINSTANCEDNVPROC __glewStencilStrokePathInstancedNV;
GLEW_FUN_EXPORT PFNGLSTENCILSTROKEPATHNVPROC __glewStencilStrokePathNV;
GLEW_FUN_EXPORT PFNGLTRANSFORMPATHNVPROC __glewTransformPathNV;
GLEW_FUN_EXPORT PFNGLWEIGHTPATHSNVPROC __glewWeightPathsNV;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_FUN_EXPORT PFNGLFLUSHPIXELDATARANGENVPROC __glewFlushPixelDataRangeNV;
GLEW_FUN_EXPORT PFNGLPIXELDATARANGENVPROC __glewPixelDataRangeNV;
GLEW_FUN_EXPORT PFNGLPOINTPARAMETERINVPROC __glewPointParameteriNV;
GLEW_FUN_EXPORT PFNGLPOINTPARAMETERIVNVPROC __glewPointParameterivNV;
GLEW_FUN_EXPORT PFNGLGETVIDEOI64VNVPROC __glewGetVideoi64vNV;
GLEW_FUN_EXPORT PFNGLGETVIDEOIVNVPROC __glewGetVideoivNV;
GLEW_FUN_EXPORT PFNGLGETVIDEOUI64VNVPROC __glewGetVideoui64vNV;
GLEW_FUN_EXPORT PFNGLGETVIDEOUIVNVPROC __glewGetVideouivNV;
GLEW_FUN_EXPORT PFNGLPRESENTFRAMEDUALFILLNVPROC __glewPresentFrameDualFillNV;
GLEW_FUN_EXPORT PFNGLPRESENTFRAMEKEYEDNVPROC __glewPresentFrameKeyedNV;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_FUN_EXPORT PFNGLPRIMITIVERESTARTINDEXNVPROC __glewPrimitiveRestartIndexNV;
GLEW_FUN_EXPORT PFNGLPRIMITIVERESTARTNVPROC __glewPrimitiveRestartNV;
GLEW_FUN_EXPORT PFNGLCOMBINERINPUTNVPROC __glewCombinerInputNV;
GLEW_FUN_EXPORT PFNGLCOMBINEROUTPUTNVPROC __glewCombinerOutputNV;
GLEW_FUN_EXPORT PFNGLCOMBINERPARAMETERFNVPROC __glewCombinerParameterfNV;
GLEW_FUN_EXPORT PFNGLCOMBINERPARAMETERFVNVPROC __glewCombinerParameterfvNV;
GLEW_FUN_EXPORT PFNGLCOMBINERPARAMETERINVPROC __glewCombinerParameteriNV;
GLEW_FUN_EXPORT PFNGLCOMBINERPARAMETERIVNVPROC __glewCombinerParameterivNV;
GLEW_FUN_EXPORT PFNGLFINALCOMBINERINPUTNVPROC __glewFinalCombinerInputNV;
GLEW_FUN_EXPORT PFNGLGETCOMBINERINPUTPARAMETERFVNVPROC __glewGetCombinerInputParameterfvNV;
GLEW_FUN_EXPORT PFNGLGETCOMBINERINPUTPARAMETERIVNVPROC __glewGetCombinerInputParameterivNV;
GLEW_FUN_EXPORT PFNGLGETCOMBINEROUTPUTPARAMETERFVNVPROC __glewGetCombinerOutputParameterfvNV;
GLEW_FUN_EXPORT PFNGLGETCOMBINEROUTPUTPARAMETERIVNVPROC __glewGetCombinerOutputParameterivNV;
GLEW_FUN_EXPORT PFNGLGETFINALCOMBINERINPUTPARAMETERFVNVPROC __glewGetFinalCombinerInputParameterfvNV;
GLEW_FUN_EXPORT PFNGLGETFINALCOMBINERINPUTPARAMETERIVNVPROC __glewGetFinalCombinerInputParameterivNV;
GLEW_FUN_EXPORT PFNGLCOMBINERSTAGEPARAMETERFVNVPROC __glewCombinerStageParameterfvNV;
GLEW_FUN_EXPORT PFNGLGETCOMBINERSTAGEPARAMETERFVNVPROC __glewGetCombinerStageParameterfvNV;
GLEW_FUN_EXPORT PFNGLGETBUFFERPARAMETERUI64VNVPROC __glewGetBufferParameterui64vNV;
GLEW_FUN_EXPORT PFNGLGETINTEGERUI64VNVPROC __glewGetIntegerui64vNV;
GLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERPARAMETERUI64VNVPROC __glewGetNamedBufferParameterui64vNV;
GLEW_FUN_EXPORT PFNGLISBUFFERRESIDENTNVPROC __glewIsBufferResidentNV;
GLEW_FUN_EXPORT PFNGLISNAMEDBUFFERRESIDENTNVPROC __glewIsNamedBufferResidentNV;
GLEW_FUN_EXPORT PFNGLMAKEBUFFERNONRESIDENTNVPROC __glewMakeBufferNonResidentNV;
GLEW_FUN_EXPORT PFNGLMAKEBUFFERRESIDENTNVPROC __glewMakeBufferResidentNV;
GLEW_FUN_EXPORT PFNGLMAKENAMEDBUFFERNONRESIDENTNVPROC __glewMakeNamedBufferNonResidentNV;
GLEW_FUN_EXPORT PFNGLMAKENAMEDBUFFERRESIDENTNVPROC __glewMakeNamedBufferResidentNV;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMUI64NVPROC __glewProgramUniformui64NV;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMUI64VNVPROC __glewProgramUniformui64vNV;
GLEW_FUN_EXPORT PFNGLUNIFORMUI64NVPROC __glewUniformui64NV;
GLEW_FUN_EXPORT PFNGLUNIFORMUI64VNVPROC __glewUniformui64vNV;
GLEW_FUN_EXPORT PFNGLTEXTUREBARRIERNVPROC __glewTextureBarrierNV;
2011-06-02 00:05:54 +00:00
GLEW_FUN_EXPORT PFNGLTEXIMAGE2DMULTISAMPLECOVERAGENVPROC __glewTexImage2DMultisampleCoverageNV;
GLEW_FUN_EXPORT PFNGLTEXIMAGE3DMULTISAMPLECOVERAGENVPROC __glewTexImage3DMultisampleCoverageNV;
GLEW_FUN_EXPORT PFNGLTEXTUREIMAGE2DMULTISAMPLECOVERAGENVPROC __glewTextureImage2DMultisampleCoverageNV;
GLEW_FUN_EXPORT PFNGLTEXTUREIMAGE2DMULTISAMPLENVPROC __glewTextureImage2DMultisampleNV;
GLEW_FUN_EXPORT PFNGLTEXTUREIMAGE3DMULTISAMPLECOVERAGENVPROC __glewTextureImage3DMultisampleCoverageNV;
GLEW_FUN_EXPORT PFNGLTEXTUREIMAGE3DMULTISAMPLENVPROC __glewTextureImage3DMultisampleNV;
GLEW_FUN_EXPORT PFNGLACTIVEVARYINGNVPROC __glewActiveVaryingNV;
GLEW_FUN_EXPORT PFNGLBEGINTRANSFORMFEEDBACKNVPROC __glewBeginTransformFeedbackNV;
GLEW_FUN_EXPORT PFNGLBINDBUFFERBASENVPROC __glewBindBufferBaseNV;
GLEW_FUN_EXPORT PFNGLBINDBUFFEROFFSETNVPROC __glewBindBufferOffsetNV;
GLEW_FUN_EXPORT PFNGLBINDBUFFERRANGENVPROC __glewBindBufferRangeNV;
GLEW_FUN_EXPORT PFNGLENDTRANSFORMFEEDBACKNVPROC __glewEndTransformFeedbackNV;
GLEW_FUN_EXPORT PFNGLGETACTIVEVARYINGNVPROC __glewGetActiveVaryingNV;
GLEW_FUN_EXPORT PFNGLGETTRANSFORMFEEDBACKVARYINGNVPROC __glewGetTransformFeedbackVaryingNV;
GLEW_FUN_EXPORT PFNGLGETVARYINGLOCATIONNVPROC __glewGetVaryingLocationNV;
GLEW_FUN_EXPORT PFNGLTRANSFORMFEEDBACKATTRIBSNVPROC __glewTransformFeedbackAttribsNV;
GLEW_FUN_EXPORT PFNGLTRANSFORMFEEDBACKVARYINGSNVPROC __glewTransformFeedbackVaryingsNV;
GLEW_FUN_EXPORT PFNGLBINDTRANSFORMFEEDBACKNVPROC __glewBindTransformFeedbackNV;
GLEW_FUN_EXPORT PFNGLDELETETRANSFORMFEEDBACKSNVPROC __glewDeleteTransformFeedbacksNV;
GLEW_FUN_EXPORT PFNGLDRAWTRANSFORMFEEDBACKNVPROC __glewDrawTransformFeedbackNV;
GLEW_FUN_EXPORT PFNGLGENTRANSFORMFEEDBACKSNVPROC __glewGenTransformFeedbacksNV;
GLEW_FUN_EXPORT PFNGLISTRANSFORMFEEDBACKNVPROC __glewIsTransformFeedbackNV;
GLEW_FUN_EXPORT PFNGLPAUSETRANSFORMFEEDBACKNVPROC __glewPauseTransformFeedbackNV;
GLEW_FUN_EXPORT PFNGLRESUMETRANSFORMFEEDBACKNVPROC __glewResumeTransformFeedbackNV;
GLEW_FUN_EXPORT PFNGLVDPAUFININVPROC __glewVDPAUFiniNV;
GLEW_FUN_EXPORT PFNGLVDPAUGETSURFACEIVNVPROC __glewVDPAUGetSurfaceivNV;
GLEW_FUN_EXPORT PFNGLVDPAUINITNVPROC __glewVDPAUInitNV;
GLEW_FUN_EXPORT PFNGLVDPAUISSURFACENVPROC __glewVDPAUIsSurfaceNV;
GLEW_FUN_EXPORT PFNGLVDPAUMAPSURFACESNVPROC __glewVDPAUMapSurfacesNV;
GLEW_FUN_EXPORT PFNGLVDPAUREGISTEROUTPUTSURFACENVPROC __glewVDPAURegisterOutputSurfaceNV;
GLEW_FUN_EXPORT PFNGLVDPAUREGISTERVIDEOSURFACENVPROC __glewVDPAURegisterVideoSurfaceNV;
GLEW_FUN_EXPORT PFNGLVDPAUSURFACEACCESSNVPROC __glewVDPAUSurfaceAccessNV;
GLEW_FUN_EXPORT PFNGLVDPAUUNMAPSURFACESNVPROC __glewVDPAUUnmapSurfacesNV;
GLEW_FUN_EXPORT PFNGLVDPAUUNREGISTERSURFACENVPROC __glewVDPAUUnregisterSurfaceNV;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_FUN_EXPORT PFNGLFLUSHVERTEXARRAYRANGENVPROC __glewFlushVertexArrayRangeNV;
GLEW_FUN_EXPORT PFNGLVERTEXARRAYRANGENVPROC __glewVertexArrayRangeNV;
GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBLI64VNVPROC __glewGetVertexAttribLi64vNV;
GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBLUI64VNVPROC __glewGetVertexAttribLui64vNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1I64NVPROC __glewVertexAttribL1i64NV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1I64VNVPROC __glewVertexAttribL1i64vNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1UI64NVPROC __glewVertexAttribL1ui64NV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1UI64VNVPROC __glewVertexAttribL1ui64vNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2I64NVPROC __glewVertexAttribL2i64NV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2I64VNVPROC __glewVertexAttribL2i64vNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2UI64NVPROC __glewVertexAttribL2ui64NV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2UI64VNVPROC __glewVertexAttribL2ui64vNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3I64NVPROC __glewVertexAttribL3i64NV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3I64VNVPROC __glewVertexAttribL3i64vNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3UI64NVPROC __glewVertexAttribL3ui64NV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3UI64VNVPROC __glewVertexAttribL3ui64vNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4I64NVPROC __glewVertexAttribL4i64NV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4I64VNVPROC __glewVertexAttribL4i64vNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4UI64NVPROC __glewVertexAttribL4ui64NV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4UI64VNVPROC __glewVertexAttribL4ui64vNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBLFORMATNVPROC __glewVertexAttribLFormatNV;
GLEW_FUN_EXPORT PFNGLBUFFERADDRESSRANGENVPROC __glewBufferAddressRangeNV;
GLEW_FUN_EXPORT PFNGLCOLORFORMATNVPROC __glewColorFormatNV;
GLEW_FUN_EXPORT PFNGLEDGEFLAGFORMATNVPROC __glewEdgeFlagFormatNV;
GLEW_FUN_EXPORT PFNGLFOGCOORDFORMATNVPROC __glewFogCoordFormatNV;
GLEW_FUN_EXPORT PFNGLGETINTEGERUI64I_VNVPROC __glewGetIntegerui64i_vNV;
GLEW_FUN_EXPORT PFNGLINDEXFORMATNVPROC __glewIndexFormatNV;
GLEW_FUN_EXPORT PFNGLNORMALFORMATNVPROC __glewNormalFormatNV;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLORFORMATNVPROC __glewSecondaryColorFormatNV;
GLEW_FUN_EXPORT PFNGLTEXCOORDFORMATNVPROC __glewTexCoordFormatNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBFORMATNVPROC __glewVertexAttribFormatNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBIFORMATNVPROC __glewVertexAttribIFormatNV;
GLEW_FUN_EXPORT PFNGLVERTEXFORMATNVPROC __glewVertexFormatNV;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_FUN_EXPORT PFNGLAREPROGRAMSRESIDENTNVPROC __glewAreProgramsResidentNV;
GLEW_FUN_EXPORT PFNGLBINDPROGRAMNVPROC __glewBindProgramNV;
GLEW_FUN_EXPORT PFNGLDELETEPROGRAMSNVPROC __glewDeleteProgramsNV;
GLEW_FUN_EXPORT PFNGLEXECUTEPROGRAMNVPROC __glewExecuteProgramNV;
GLEW_FUN_EXPORT PFNGLGENPROGRAMSNVPROC __glewGenProgramsNV;
GLEW_FUN_EXPORT PFNGLGETPROGRAMPARAMETERDVNVPROC __glewGetProgramParameterdvNV;
GLEW_FUN_EXPORT PFNGLGETPROGRAMPARAMETERFVNVPROC __glewGetProgramParameterfvNV;
GLEW_FUN_EXPORT PFNGLGETPROGRAMSTRINGNVPROC __glewGetProgramStringNV;
GLEW_FUN_EXPORT PFNGLGETPROGRAMIVNVPROC __glewGetProgramivNV;
GLEW_FUN_EXPORT PFNGLGETTRACKMATRIXIVNVPROC __glewGetTrackMatrixivNV;
GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBPOINTERVNVPROC __glewGetVertexAttribPointervNV;
GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBDVNVPROC __glewGetVertexAttribdvNV;
GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBFVNVPROC __glewGetVertexAttribfvNV;
GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBIVNVPROC __glewGetVertexAttribivNV;
GLEW_FUN_EXPORT PFNGLISPROGRAMNVPROC __glewIsProgramNV;
GLEW_FUN_EXPORT PFNGLLOADPROGRAMNVPROC __glewLoadProgramNV;
GLEW_FUN_EXPORT PFNGLPROGRAMPARAMETER4DNVPROC __glewProgramParameter4dNV;
GLEW_FUN_EXPORT PFNGLPROGRAMPARAMETER4DVNVPROC __glewProgramParameter4dvNV;
GLEW_FUN_EXPORT PFNGLPROGRAMPARAMETER4FNVPROC __glewProgramParameter4fNV;
GLEW_FUN_EXPORT PFNGLPROGRAMPARAMETER4FVNVPROC __glewProgramParameter4fvNV;
GLEW_FUN_EXPORT PFNGLPROGRAMPARAMETERS4DVNVPROC __glewProgramParameters4dvNV;
GLEW_FUN_EXPORT PFNGLPROGRAMPARAMETERS4FVNVPROC __glewProgramParameters4fvNV;
GLEW_FUN_EXPORT PFNGLREQUESTRESIDENTPROGRAMSNVPROC __glewRequestResidentProgramsNV;
GLEW_FUN_EXPORT PFNGLTRACKMATRIXNVPROC __glewTrackMatrixNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1DNVPROC __glewVertexAttrib1dNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1DVNVPROC __glewVertexAttrib1dvNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1FNVPROC __glewVertexAttrib1fNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1FVNVPROC __glewVertexAttrib1fvNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1SNVPROC __glewVertexAttrib1sNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1SVNVPROC __glewVertexAttrib1svNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2DNVPROC __glewVertexAttrib2dNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2DVNVPROC __glewVertexAttrib2dvNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2FNVPROC __glewVertexAttrib2fNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2FVNVPROC __glewVertexAttrib2fvNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2SNVPROC __glewVertexAttrib2sNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2SVNVPROC __glewVertexAttrib2svNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3DNVPROC __glewVertexAttrib3dNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3DVNVPROC __glewVertexAttrib3dvNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3FNVPROC __glewVertexAttrib3fNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3FVNVPROC __glewVertexAttrib3fvNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3SNVPROC __glewVertexAttrib3sNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3SVNVPROC __glewVertexAttrib3svNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4DNVPROC __glewVertexAttrib4dNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4DVNVPROC __glewVertexAttrib4dvNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4FNVPROC __glewVertexAttrib4fNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4FVNVPROC __glewVertexAttrib4fvNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4SNVPROC __glewVertexAttrib4sNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4SVNVPROC __glewVertexAttrib4svNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4UBNVPROC __glewVertexAttrib4ubNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4UBVNVPROC __glewVertexAttrib4ubvNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBPOINTERNVPROC __glewVertexAttribPointerNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS1DVNVPROC __glewVertexAttribs1dvNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS1FVNVPROC __glewVertexAttribs1fvNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS1SVNVPROC __glewVertexAttribs1svNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS2DVNVPROC __glewVertexAttribs2dvNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS2FVNVPROC __glewVertexAttribs2fvNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS2SVNVPROC __glewVertexAttribs2svNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS3DVNVPROC __glewVertexAttribs3dvNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS3FVNVPROC __glewVertexAttribs3fvNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS3SVNVPROC __glewVertexAttribs3svNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS4DVNVPROC __glewVertexAttribs4dvNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS4FVNVPROC __glewVertexAttribs4fvNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS4SVNVPROC __glewVertexAttribs4svNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS4UBVNVPROC __glewVertexAttribs4ubvNV;
2011-06-02 00:05:54 +00:00
GLEW_FUN_EXPORT PFNGLBEGINVIDEOCAPTURENVPROC __glewBeginVideoCaptureNV;
GLEW_FUN_EXPORT PFNGLBINDVIDEOCAPTURESTREAMBUFFERNVPROC __glewBindVideoCaptureStreamBufferNV;
GLEW_FUN_EXPORT PFNGLBINDVIDEOCAPTURESTREAMTEXTURENVPROC __glewBindVideoCaptureStreamTextureNV;
GLEW_FUN_EXPORT PFNGLENDVIDEOCAPTURENVPROC __glewEndVideoCaptureNV;
GLEW_FUN_EXPORT PFNGLGETVIDEOCAPTURESTREAMDVNVPROC __glewGetVideoCaptureStreamdvNV;
GLEW_FUN_EXPORT PFNGLGETVIDEOCAPTURESTREAMFVNVPROC __glewGetVideoCaptureStreamfvNV;
GLEW_FUN_EXPORT PFNGLGETVIDEOCAPTURESTREAMIVNVPROC __glewGetVideoCaptureStreamivNV;
GLEW_FUN_EXPORT PFNGLGETVIDEOCAPTUREIVNVPROC __glewGetVideoCaptureivNV;
GLEW_FUN_EXPORT PFNGLVIDEOCAPTURENVPROC __glewVideoCaptureNV;
GLEW_FUN_EXPORT PFNGLVIDEOCAPTURESTREAMPARAMETERDVNVPROC __glewVideoCaptureStreamParameterdvNV;
GLEW_FUN_EXPORT PFNGLVIDEOCAPTURESTREAMPARAMETERFVNVPROC __glewVideoCaptureStreamParameterfvNV;
GLEW_FUN_EXPORT PFNGLVIDEOCAPTURESTREAMPARAMETERIVNVPROC __glewVideoCaptureStreamParameterivNV;
GLEW_FUN_EXPORT PFNGLCLEARDEPTHFOESPROC __glewClearDepthfOES;
GLEW_FUN_EXPORT PFNGLCLIPPLANEFOESPROC __glewClipPlanefOES;
GLEW_FUN_EXPORT PFNGLDEPTHRANGEFOESPROC __glewDepthRangefOES;
GLEW_FUN_EXPORT PFNGLFRUSTUMFOESPROC __glewFrustumfOES;
GLEW_FUN_EXPORT PFNGLGETCLIPPLANEFOESPROC __glewGetClipPlanefOES;
GLEW_FUN_EXPORT PFNGLORTHOFOESPROC __glewOrthofOES;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_FUN_EXPORT PFNGLDETAILTEXFUNCSGISPROC __glewDetailTexFuncSGIS;
GLEW_FUN_EXPORT PFNGLGETDETAILTEXFUNCSGISPROC __glewGetDetailTexFuncSGIS;
GLEW_FUN_EXPORT PFNGLFOGFUNCSGISPROC __glewFogFuncSGIS;
GLEW_FUN_EXPORT PFNGLGETFOGFUNCSGISPROC __glewGetFogFuncSGIS;
GLEW_FUN_EXPORT PFNGLSAMPLEMASKSGISPROC __glewSampleMaskSGIS;
GLEW_FUN_EXPORT PFNGLSAMPLEPATTERNSGISPROC __glewSamplePatternSGIS;
GLEW_FUN_EXPORT PFNGLGETSHARPENTEXFUNCSGISPROC __glewGetSharpenTexFuncSGIS;
GLEW_FUN_EXPORT PFNGLSHARPENTEXFUNCSGISPROC __glewSharpenTexFuncSGIS;
GLEW_FUN_EXPORT PFNGLTEXIMAGE4DSGISPROC __glewTexImage4DSGIS;
GLEW_FUN_EXPORT PFNGLTEXSUBIMAGE4DSGISPROC __glewTexSubImage4DSGIS;
GLEW_FUN_EXPORT PFNGLGETTEXFILTERFUNCSGISPROC __glewGetTexFilterFuncSGIS;
GLEW_FUN_EXPORT PFNGLTEXFILTERFUNCSGISPROC __glewTexFilterFuncSGIS;
GLEW_FUN_EXPORT PFNGLASYNCMARKERSGIXPROC __glewAsyncMarkerSGIX;
GLEW_FUN_EXPORT PFNGLDELETEASYNCMARKERSSGIXPROC __glewDeleteAsyncMarkersSGIX;
GLEW_FUN_EXPORT PFNGLFINISHASYNCSGIXPROC __glewFinishAsyncSGIX;
GLEW_FUN_EXPORT PFNGLGENASYNCMARKERSSGIXPROC __glewGenAsyncMarkersSGIX;
GLEW_FUN_EXPORT PFNGLISASYNCMARKERSGIXPROC __glewIsAsyncMarkerSGIX;
GLEW_FUN_EXPORT PFNGLPOLLASYNCSGIXPROC __glewPollAsyncSGIX;
GLEW_FUN_EXPORT PFNGLFLUSHRASTERSGIXPROC __glewFlushRasterSGIX;
GLEW_FUN_EXPORT PFNGLTEXTUREFOGSGIXPROC __glewTextureFogSGIX;
GLEW_FUN_EXPORT PFNGLFRAGMENTCOLORMATERIALSGIXPROC __glewFragmentColorMaterialSGIX;
GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELFSGIXPROC __glewFragmentLightModelfSGIX;
GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELFVSGIXPROC __glewFragmentLightModelfvSGIX;
GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELISGIXPROC __glewFragmentLightModeliSGIX;
GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELIVSGIXPROC __glewFragmentLightModelivSGIX;
GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTFSGIXPROC __glewFragmentLightfSGIX;
GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTFVSGIXPROC __glewFragmentLightfvSGIX;
GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTISGIXPROC __glewFragmentLightiSGIX;
GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTIVSGIXPROC __glewFragmentLightivSGIX;
GLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALFSGIXPROC __glewFragmentMaterialfSGIX;
GLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALFVSGIXPROC __glewFragmentMaterialfvSGIX;
GLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALISGIXPROC __glewFragmentMaterialiSGIX;
GLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALIVSGIXPROC __glewFragmentMaterialivSGIX;
GLEW_FUN_EXPORT PFNGLGETFRAGMENTLIGHTFVSGIXPROC __glewGetFragmentLightfvSGIX;
GLEW_FUN_EXPORT PFNGLGETFRAGMENTLIGHTIVSGIXPROC __glewGetFragmentLightivSGIX;
GLEW_FUN_EXPORT PFNGLGETFRAGMENTMATERIALFVSGIXPROC __glewGetFragmentMaterialfvSGIX;
GLEW_FUN_EXPORT PFNGLGETFRAGMENTMATERIALIVSGIXPROC __glewGetFragmentMaterialivSGIX;
GLEW_FUN_EXPORT PFNGLFRAMEZOOMSGIXPROC __glewFrameZoomSGIX;
GLEW_FUN_EXPORT PFNGLPIXELTEXGENSGIXPROC __glewPixelTexGenSGIX;
GLEW_FUN_EXPORT PFNGLREFERENCEPLANESGIXPROC __glewReferencePlaneSGIX;
GLEW_FUN_EXPORT PFNGLSPRITEPARAMETERFSGIXPROC __glewSpriteParameterfSGIX;
GLEW_FUN_EXPORT PFNGLSPRITEPARAMETERFVSGIXPROC __glewSpriteParameterfvSGIX;
GLEW_FUN_EXPORT PFNGLSPRITEPARAMETERISGIXPROC __glewSpriteParameteriSGIX;
GLEW_FUN_EXPORT PFNGLSPRITEPARAMETERIVSGIXPROC __glewSpriteParameterivSGIX;
GLEW_FUN_EXPORT PFNGLTAGSAMPLEBUFFERSGIXPROC __glewTagSampleBufferSGIX;
GLEW_FUN_EXPORT PFNGLCOLORTABLEPARAMETERFVSGIPROC __glewColorTableParameterfvSGI;
GLEW_FUN_EXPORT PFNGLCOLORTABLEPARAMETERIVSGIPROC __glewColorTableParameterivSGI;
GLEW_FUN_EXPORT PFNGLCOLORTABLESGIPROC __glewColorTableSGI;
GLEW_FUN_EXPORT PFNGLCOPYCOLORTABLESGIPROC __glewCopyColorTableSGI;
GLEW_FUN_EXPORT PFNGLGETCOLORTABLEPARAMETERFVSGIPROC __glewGetColorTableParameterfvSGI;
GLEW_FUN_EXPORT PFNGLGETCOLORTABLEPARAMETERIVSGIPROC __glewGetColorTableParameterivSGI;
GLEW_FUN_EXPORT PFNGLGETCOLORTABLESGIPROC __glewGetColorTableSGI;
GLEW_FUN_EXPORT PFNGLFINISHTEXTURESUNXPROC __glewFinishTextureSUNX;
GLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORBSUNPROC __glewGlobalAlphaFactorbSUN;
GLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORDSUNPROC __glewGlobalAlphaFactordSUN;
GLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORFSUNPROC __glewGlobalAlphaFactorfSUN;
GLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORISUNPROC __glewGlobalAlphaFactoriSUN;
GLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORSSUNPROC __glewGlobalAlphaFactorsSUN;
GLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORUBSUNPROC __glewGlobalAlphaFactorubSUN;
GLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORUISUNPROC __glewGlobalAlphaFactoruiSUN;
GLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORUSSUNPROC __glewGlobalAlphaFactorusSUN;
GLEW_FUN_EXPORT PFNGLREADVIDEOPIXELSSUNPROC __glewReadVideoPixelsSUN;
GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEPOINTERSUNPROC __glewReplacementCodePointerSUN;
GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUBSUNPROC __glewReplacementCodeubSUN;
GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUBVSUNPROC __glewReplacementCodeubvSUN;
GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUISUNPROC __glewReplacementCodeuiSUN;
GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUIVSUNPROC __glewReplacementCodeuivSUN;
GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUSSUNPROC __glewReplacementCodeusSUN;
GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUSVSUNPROC __glewReplacementCodeusvSUN;
GLEW_FUN_EXPORT PFNGLCOLOR3FVERTEX3FSUNPROC __glewColor3fVertex3fSUN;
GLEW_FUN_EXPORT PFNGLCOLOR3FVERTEX3FVSUNPROC __glewColor3fVertex3fvSUN;
GLEW_FUN_EXPORT PFNGLCOLOR4FNORMAL3FVERTEX3FSUNPROC __glewColor4fNormal3fVertex3fSUN;
GLEW_FUN_EXPORT PFNGLCOLOR4FNORMAL3FVERTEX3FVSUNPROC __glewColor4fNormal3fVertex3fvSUN;
GLEW_FUN_EXPORT PFNGLCOLOR4UBVERTEX2FSUNPROC __glewColor4ubVertex2fSUN;
GLEW_FUN_EXPORT PFNGLCOLOR4UBVERTEX2FVSUNPROC __glewColor4ubVertex2fvSUN;
GLEW_FUN_EXPORT PFNGLCOLOR4UBVERTEX3FSUNPROC __glewColor4ubVertex3fSUN;
GLEW_FUN_EXPORT PFNGLCOLOR4UBVERTEX3FVSUNPROC __glewColor4ubVertex3fvSUN;
GLEW_FUN_EXPORT PFNGLNORMAL3FVERTEX3FSUNPROC __glewNormal3fVertex3fSUN;
GLEW_FUN_EXPORT PFNGLNORMAL3FVERTEX3FVSUNPROC __glewNormal3fVertex3fvSUN;
GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FSUNPROC __glewReplacementCodeuiColor3fVertex3fSUN;
GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FVSUNPROC __glewReplacementCodeuiColor3fVertex3fvSUN;
GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FSUNPROC __glewReplacementCodeuiColor4fNormal3fVertex3fSUN;
GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FVSUNPROC __glewReplacementCodeuiColor4fNormal3fVertex3fvSUN;
GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FSUNPROC __glewReplacementCodeuiColor4ubVertex3fSUN;
GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FVSUNPROC __glewReplacementCodeuiColor4ubVertex3fvSUN;
GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FSUNPROC __glewReplacementCodeuiNormal3fVertex3fSUN;
GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FVSUNPROC __glewReplacementCodeuiNormal3fVertex3fvSUN;
GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC __glewReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN;
GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC __glewReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN;
GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FSUNPROC __glewReplacementCodeuiTexCoord2fNormal3fVertex3fSUN;
GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FVSUNPROC __glewReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN;
GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FSUNPROC __glewReplacementCodeuiTexCoord2fVertex3fSUN;
GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FVSUNPROC __glewReplacementCodeuiTexCoord2fVertex3fvSUN;
GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUIVERTEX3FSUNPROC __glewReplacementCodeuiVertex3fSUN;
GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUIVERTEX3FVSUNPROC __glewReplacementCodeuiVertex3fvSUN;
GLEW_FUN_EXPORT PFNGLTEXCOORD2FCOLOR3FVERTEX3FSUNPROC __glewTexCoord2fColor3fVertex3fSUN;
GLEW_FUN_EXPORT PFNGLTEXCOORD2FCOLOR3FVERTEX3FVSUNPROC __glewTexCoord2fColor3fVertex3fvSUN;
GLEW_FUN_EXPORT PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC __glewTexCoord2fColor4fNormal3fVertex3fSUN;
GLEW_FUN_EXPORT PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC __glewTexCoord2fColor4fNormal3fVertex3fvSUN;
GLEW_FUN_EXPORT PFNGLTEXCOORD2FCOLOR4UBVERTEX3FSUNPROC __glewTexCoord2fColor4ubVertex3fSUN;
GLEW_FUN_EXPORT PFNGLTEXCOORD2FCOLOR4UBVERTEX3FVSUNPROC __glewTexCoord2fColor4ubVertex3fvSUN;
GLEW_FUN_EXPORT PFNGLTEXCOORD2FNORMAL3FVERTEX3FSUNPROC __glewTexCoord2fNormal3fVertex3fSUN;
GLEW_FUN_EXPORT PFNGLTEXCOORD2FNORMAL3FVERTEX3FVSUNPROC __glewTexCoord2fNormal3fVertex3fvSUN;
GLEW_FUN_EXPORT PFNGLTEXCOORD2FVERTEX3FSUNPROC __glewTexCoord2fVertex3fSUN;
GLEW_FUN_EXPORT PFNGLTEXCOORD2FVERTEX3FVSUNPROC __glewTexCoord2fVertex3fvSUN;
GLEW_FUN_EXPORT PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FSUNPROC __glewTexCoord4fColor4fNormal3fVertex4fSUN;
GLEW_FUN_EXPORT PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FVSUNPROC __glewTexCoord4fColor4fNormal3fVertex4fvSUN;
GLEW_FUN_EXPORT PFNGLTEXCOORD4FVERTEX4FSUNPROC __glewTexCoord4fVertex4fSUN;
GLEW_FUN_EXPORT PFNGLTEXCOORD4FVERTEX4FVSUNPROC __glewTexCoord4fVertex4fvSUN;
GLEW_FUN_EXPORT PFNGLADDSWAPHINTRECTWINPROC __glewAddSwapHintRectWIN;
#if defined(GLEW_MX) && !defined(_WIN32)
struct GLEWContextStruct
{
#endif /* GLEW_MX */
GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_1_1;
GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_1_2;
GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_1_2_1;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_1_3;
GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_1_4;
GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_1_5;
GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_2_0;
GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_2_1;
GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_3_0;
GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_3_1;
GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_3_2;
GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_3_3;
GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_4_0;
GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_4_1;
GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_4_2;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_3DFX_multisample;
GLEW_VAR_EXPORT GLboolean __GLEW_3DFX_tbuffer;
GLEW_VAR_EXPORT GLboolean __GLEW_3DFX_texture_compression_FXT1;
2011-06-02 00:05:54 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_AMD_blend_minmax_factor;
GLEW_VAR_EXPORT GLboolean __GLEW_AMD_conservative_depth;
GLEW_VAR_EXPORT GLboolean __GLEW_AMD_debug_output;
GLEW_VAR_EXPORT GLboolean __GLEW_AMD_depth_clamp_separate;
GLEW_VAR_EXPORT GLboolean __GLEW_AMD_draw_buffers_blend;
GLEW_VAR_EXPORT GLboolean __GLEW_AMD_multi_draw_indirect;
GLEW_VAR_EXPORT GLboolean __GLEW_AMD_name_gen_delete;
GLEW_VAR_EXPORT GLboolean __GLEW_AMD_performance_monitor;
2011-06-02 00:05:54 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_AMD_sample_positions;
GLEW_VAR_EXPORT GLboolean __GLEW_AMD_seamless_cubemap_per_texture;
GLEW_VAR_EXPORT GLboolean __GLEW_AMD_shader_stencil_export;
GLEW_VAR_EXPORT GLboolean __GLEW_AMD_texture_texture4;
GLEW_VAR_EXPORT GLboolean __GLEW_AMD_transform_feedback3_lines_triangles;
GLEW_VAR_EXPORT GLboolean __GLEW_AMD_vertex_shader_tessellator;
GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_aux_depth_stencil;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_client_storage;
GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_element_array;
GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_fence;
GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_float_pixels;
GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_flush_buffer_range;
GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_object_purgeable;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_pixel_buffer;
GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_rgb_422;
GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_row_bytes;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_specular_vector;
GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_texture_range;
GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_transform_hint;
GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_vertex_array_object;
GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_vertex_array_range;
GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_vertex_program_evaluators;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_ycbcr_422;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_ES2_compatibility;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_base_instance;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_blend_func_extended;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_cl_event;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_color_buffer_float;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_compatibility;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_compressed_texture_pixel_storage;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_conservative_depth;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_copy_buffer;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_debug_output;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_depth_buffer_float;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_depth_clamp;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_depth_texture;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_draw_buffers;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_draw_buffers_blend;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_draw_elements_base_vertex;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_draw_indirect;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_draw_instanced;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_explicit_attrib_location;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_fragment_coord_conventions;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_fragment_program;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_fragment_program_shadow;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_fragment_shader;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_framebuffer_object;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_framebuffer_sRGB;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_geometry_shader4;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_get_program_binary;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_gpu_shader5;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_gpu_shader_fp64;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_half_float_pixel;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_half_float_vertex;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_imaging;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_instanced_arrays;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_internalformat_query;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_map_buffer_alignment;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_map_buffer_range;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_matrix_palette;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_multisample;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_multitexture;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_occlusion_query;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_occlusion_query2;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_pixel_buffer_object;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_point_parameters;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_point_sprite;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_provoking_vertex;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_robustness;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_sample_shading;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_sampler_objects;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_seamless_cube_map;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_separate_shader_objects;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_atomic_counters;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_bit_encoding;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_image_load_store;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_objects;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_precision;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_stencil_export;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_subroutine;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_texture_lod;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shading_language_100;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shading_language_420pack;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shading_language_include;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shading_language_packing;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shadow;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shadow_ambient;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_sync;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_tessellation_shader;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_border_clamp;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_buffer_object;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_buffer_object_rgb32;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_compression;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_compression_bptc;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_compression_rgtc;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_cube_map;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_cube_map_array;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_env_add;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_env_combine;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_env_crossbar;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_env_dot3;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_float;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_gather;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_mirrored_repeat;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_multisample;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_non_power_of_two;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_query_lod;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_rectangle;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_rg;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_rgb10_a2ui;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_storage;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_swizzle;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_timer_query;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_transform_feedback2;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_transform_feedback3;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_transform_feedback_instanced;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_transpose_matrix;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_uniform_buffer_object;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_vertex_array_bgra;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_vertex_array_object;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_vertex_attrib_64bit;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_vertex_blend;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_vertex_buffer_object;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_vertex_program;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_vertex_shader;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_vertex_type_2_10_10_10_rev;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_viewport_array;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_window_pos;
GLEW_VAR_EXPORT GLboolean __GLEW_ATIX_point_sprites;
GLEW_VAR_EXPORT GLboolean __GLEW_ATIX_texture_env_combine3;
GLEW_VAR_EXPORT GLboolean __GLEW_ATIX_texture_env_route;
GLEW_VAR_EXPORT GLboolean __GLEW_ATIX_vertex_shader_output_point_size;
GLEW_VAR_EXPORT GLboolean __GLEW_ATI_draw_buffers;
GLEW_VAR_EXPORT GLboolean __GLEW_ATI_element_array;
GLEW_VAR_EXPORT GLboolean __GLEW_ATI_envmap_bumpmap;
GLEW_VAR_EXPORT GLboolean __GLEW_ATI_fragment_shader;
GLEW_VAR_EXPORT GLboolean __GLEW_ATI_map_object_buffer;
GLEW_VAR_EXPORT GLboolean __GLEW_ATI_meminfo;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_ATI_pn_triangles;
GLEW_VAR_EXPORT GLboolean __GLEW_ATI_separate_stencil;
GLEW_VAR_EXPORT GLboolean __GLEW_ATI_shader_texture_lod;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_ATI_text_fragment_shader;
GLEW_VAR_EXPORT GLboolean __GLEW_ATI_texture_compression_3dc;
GLEW_VAR_EXPORT GLboolean __GLEW_ATI_texture_env_combine3;
GLEW_VAR_EXPORT GLboolean __GLEW_ATI_texture_float;
GLEW_VAR_EXPORT GLboolean __GLEW_ATI_texture_mirror_once;
GLEW_VAR_EXPORT GLboolean __GLEW_ATI_vertex_array_object;
GLEW_VAR_EXPORT GLboolean __GLEW_ATI_vertex_attrib_array_object;
GLEW_VAR_EXPORT GLboolean __GLEW_ATI_vertex_streams;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_422_pixels;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_Cg_shader;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_abgr;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_bgra;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_bindable_uniform;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_blend_color;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_blend_equation_separate;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_blend_func_separate;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_blend_logic_op;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_blend_minmax;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_blend_subtract;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_clip_volume_hint;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_cmyka;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_color_subtable;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_compiled_vertex_array;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_convolution;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_coordinate_frame;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_copy_texture;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_cull_vertex;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_depth_bounds_test;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_direct_state_access;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_draw_buffers2;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_draw_instanced;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_draw_range_elements;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_fog_coord;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_fragment_lighting;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_framebuffer_blit;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_framebuffer_multisample;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_framebuffer_multisample_blit_scaled;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_framebuffer_object;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_framebuffer_sRGB;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_geometry_shader4;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_gpu_program_parameters;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_gpu_shader4;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_histogram;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_index_array_formats;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_index_func;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_index_material;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_index_texture;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_light_texture;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_misc_attribute;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_multi_draw_arrays;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_multisample;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_packed_depth_stencil;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_packed_float;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_packed_pixels;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_paletted_texture;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_pixel_buffer_object;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_pixel_transform;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_pixel_transform_color_table;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_point_parameters;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_polygon_offset;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_provoking_vertex;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_rescale_normal;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_scene_marker;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_secondary_color;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_separate_shader_objects;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_separate_specular_color;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_shader_image_load_store;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_shadow_funcs;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_shared_texture_palette;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_stencil_clear_tag;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_stencil_two_side;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_stencil_wrap;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_subtexture;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture3D;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_array;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_buffer_object;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_compression_dxt1;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_compression_latc;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_compression_rgtc;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_compression_s3tc;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_cube_map;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_edge_clamp;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_env;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_env_add;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_env_combine;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_env_dot3;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_filter_anisotropic;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_integer;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_lod_bias;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_mirror_clamp;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_object;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_perturb_normal;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_rectangle;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_sRGB;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_sRGB_decode;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_shared_exponent;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_snorm;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_swizzle;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_timer_query;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_transform_feedback;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_vertex_array;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_vertex_array_bgra;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_vertex_attrib_64bit;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_vertex_shader;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_vertex_weighting;
2011-06-02 00:05:54 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_x11_sync_object;
GLEW_VAR_EXPORT GLboolean __GLEW_GREMEDY_frame_terminator;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_GREMEDY_string_marker;
GLEW_VAR_EXPORT GLboolean __GLEW_HP_convolution_border_modes;
GLEW_VAR_EXPORT GLboolean __GLEW_HP_image_transform;
GLEW_VAR_EXPORT GLboolean __GLEW_HP_occlusion_test;
GLEW_VAR_EXPORT GLboolean __GLEW_HP_texture_lighting;
GLEW_VAR_EXPORT GLboolean __GLEW_IBM_cull_vertex;
GLEW_VAR_EXPORT GLboolean __GLEW_IBM_multimode_draw_arrays;
GLEW_VAR_EXPORT GLboolean __GLEW_IBM_rasterpos_clip;
GLEW_VAR_EXPORT GLboolean __GLEW_IBM_static_data;
GLEW_VAR_EXPORT GLboolean __GLEW_IBM_texture_mirrored_repeat;
GLEW_VAR_EXPORT GLboolean __GLEW_IBM_vertex_array_lists;
GLEW_VAR_EXPORT GLboolean __GLEW_INGR_color_clamp;
GLEW_VAR_EXPORT GLboolean __GLEW_INGR_interlace_read;
GLEW_VAR_EXPORT GLboolean __GLEW_INTEL_parallel_arrays;
GLEW_VAR_EXPORT GLboolean __GLEW_INTEL_texture_scissor;
GLEW_VAR_EXPORT GLboolean __GLEW_KTX_buffer_region;
GLEW_VAR_EXPORT GLboolean __GLEW_MESAX_texture_stack;
GLEW_VAR_EXPORT GLboolean __GLEW_MESA_pack_invert;
GLEW_VAR_EXPORT GLboolean __GLEW_MESA_resize_buffers;
GLEW_VAR_EXPORT GLboolean __GLEW_MESA_window_pos;
GLEW_VAR_EXPORT GLboolean __GLEW_MESA_ycbcr_texture;
GLEW_VAR_EXPORT GLboolean __GLEW_NVX_gpu_memory_info;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_NV_blend_square;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_conditional_render;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_NV_copy_depth_to_color;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_copy_image;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_depth_buffer_float;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_NV_depth_clamp;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_depth_range_unclamped;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_NV_evaluators;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_explicit_multisample;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_NV_fence;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_float_buffer;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_fog_distance;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_fragment_program;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_fragment_program2;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_fragment_program4;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_NV_fragment_program_option;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_framebuffer_multisample_coverage;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_geometry_program4;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_geometry_shader4;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_gpu_program4;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_gpu_program5;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_gpu_program_fp64;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_gpu_shader5;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_NV_half_float;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_light_max_exponent;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_multisample_coverage;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_NV_multisample_filter_hint;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_occlusion_query;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_packed_depth_stencil;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_parameter_buffer_object;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_parameter_buffer_object2;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_path_rendering;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_NV_pixel_data_range;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_point_sprite;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_present_video;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_NV_primitive_restart;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_register_combiners;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_register_combiners2;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_shader_buffer_load;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_tessellation_program5;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_NV_texgen_emboss;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_texgen_reflection;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_barrier;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_compression_vtc;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_env_combine4;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_expand_normal;
2011-06-02 00:05:54 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_multisample;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_rectangle;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_shader;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_shader2;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_shader3;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_transform_feedback;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_transform_feedback2;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_vdpau_interop;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_NV_vertex_array_range;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_vertex_array_range2;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_vertex_attrib_integer_64bit;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_vertex_buffer_unified_memory;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_NV_vertex_program;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_vertex_program1_1;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_vertex_program2;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_vertex_program2_option;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_vertex_program3;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_vertex_program4;
2011-06-02 00:05:54 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_NV_video_capture;
GLEW_VAR_EXPORT GLboolean __GLEW_OES_byte_coordinates;
GLEW_VAR_EXPORT GLboolean __GLEW_OES_compressed_paletted_texture;
GLEW_VAR_EXPORT GLboolean __GLEW_OES_read_format;
GLEW_VAR_EXPORT GLboolean __GLEW_OES_single_precision;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_OML_interlace;
GLEW_VAR_EXPORT GLboolean __GLEW_OML_resample;
GLEW_VAR_EXPORT GLboolean __GLEW_OML_subsample;
GLEW_VAR_EXPORT GLboolean __GLEW_PGI_misc_hints;
GLEW_VAR_EXPORT GLboolean __GLEW_PGI_vertex_hints;
GLEW_VAR_EXPORT GLboolean __GLEW_REND_screen_coordinates;
GLEW_VAR_EXPORT GLboolean __GLEW_S3_s3tc;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIS_color_range;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIS_detail_texture;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIS_fog_function;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIS_generate_mipmap;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIS_multisample;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIS_pixel_texture;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIS_point_line_texgen;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_SGIS_sharpen_texture;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIS_texture4D;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIS_texture_border_clamp;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIS_texture_edge_clamp;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIS_texture_filter4;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIS_texture_lod;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIS_texture_select;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_async;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_async_histogram;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_async_pixel;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_blend_alpha_minmax;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_clipmap;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_convolution_accuracy;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_depth_texture;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_flush_raster;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_fog_offset;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_fog_texture;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_fragment_specular_lighting;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_framezoom;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_interlace;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_ir_instrument1;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_list_priority;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_pixel_texture;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_pixel_texture_bits;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_reference_plane;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_resample;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_shadow;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_shadow_ambient;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_sprite;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_tag_sample_buffer;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_add_env;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_coordinate_clamp;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_lod_bias;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_multi_buffer;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_range;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_scale_bias;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_vertex_preclip;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_vertex_preclip_hint;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_ycrcb;
GLEW_VAR_EXPORT GLboolean __GLEW_SGI_color_matrix;
GLEW_VAR_EXPORT GLboolean __GLEW_SGI_color_table;
GLEW_VAR_EXPORT GLboolean __GLEW_SGI_texture_color_table;
GLEW_VAR_EXPORT GLboolean __GLEW_SUNX_constant_data;
GLEW_VAR_EXPORT GLboolean __GLEW_SUN_convolution_border_modes;
GLEW_VAR_EXPORT GLboolean __GLEW_SUN_global_alpha;
GLEW_VAR_EXPORT GLboolean __GLEW_SUN_mesh_array;
GLEW_VAR_EXPORT GLboolean __GLEW_SUN_read_video_pixels;
GLEW_VAR_EXPORT GLboolean __GLEW_SUN_slice_accum;
GLEW_VAR_EXPORT GLboolean __GLEW_SUN_triangle_list;
GLEW_VAR_EXPORT GLboolean __GLEW_SUN_vertex;
GLEW_VAR_EXPORT GLboolean __GLEW_WIN_phong_shading;
GLEW_VAR_EXPORT GLboolean __GLEW_WIN_specular_fog;
GLEW_VAR_EXPORT GLboolean __GLEW_WIN_swap_hint;
#ifdef GLEW_MX
}; /* GLEWContextStruct */
#endif /* GLEW_MX */
/* ------------------------------------------------------------------------- */
/* error codes */
#define GLEW_OK 0
#define GLEW_NO_ERROR 0
#define GLEW_ERROR_NO_GL_VERSION 1 /* missing GL version */
#define GLEW_ERROR_GL_VERSION_10_ONLY 2 /* Need at least OpenGL 1.1 */
#define GLEW_ERROR_GLX_VERSION_11_ONLY 3 /* Need at least GLX 1.2 */
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* string codes */
#define GLEW_VERSION 1
#define GLEW_VERSION_MAJOR 2
#define GLEW_VERSION_MINOR 3
#define GLEW_VERSION_MICRO 4
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
/* API */
#ifdef GLEW_MX
typedef struct GLEWContextStruct GLEWContext;
GLEWAPI GLenum glewContextInit (GLEWContext* ctx);
GLEWAPI GLboolean glewContextIsSupported (const GLEWContext* ctx, const char* name);
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
#define glewInit() glewContextInit(glewGetContext())
#define glewIsSupported(x) glewContextIsSupported(glewGetContext(), x)
#define glewIsExtensionSupported(x) glewIsSupported(x)
#define GLEW_GET_VAR(x) (*(const GLboolean*)&(glewGetContext()->x))
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
#ifdef _WIN32
# define GLEW_GET_FUN(x) glewGetContext()->x
#else
# define GLEW_GET_FUN(x) x
#endif
#else /* GLEW_MX */
GLEWAPI GLenum glewInit (void);
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
GLEWAPI GLboolean glewIsSupported (const char* name);
#define glewIsExtensionSupported(x) glewIsSupported(x)
#define GLEW_GET_VAR(x) (*(const GLboolean*)&x)
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
#define GLEW_GET_FUN(x) x
#endif /* GLEW_MX */
GLEWAPI GLboolean glewExperimental;
GLEWAPI GLboolean glewGetExtension (const char* name);
GLEWAPI const GLubyte* glewGetErrorString (GLenum error);
GLEWAPI const GLubyte* glewGetString (GLenum name);
#ifdef __cplusplus
}
#endif
#ifdef GLEW_APIENTRY_DEFINED
#undef GLEW_APIENTRY_DEFINED
#undef APIENTRY
#undef GLAPIENTRY
#define GLAPIENTRY
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
#endif
#ifdef GLEW_CALLBACK_DEFINED
#undef GLEW_CALLBACK_DEFINED
#undef CALLBACK
#endif
#ifdef GLEW_WINGDIAPI_DEFINED
#undef GLEW_WINGDIAPI_DEFINED
#undef WINGDIAPI
#endif
#undef GLAPI
/* #undef GLEWAPI */
#endif /* __glew_h__ */