celestia/src/celengine/glcontext.cpp

90 lines
1.9 KiB
C++

// glcontext.h
//
// Copyright (C) 2003, Chris Laurel <claurel@shatters.net>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
#include <algorithm>
#include "glcontext.h"
#include "glsupport.h"
using namespace std;
void GLContext::init(const vector<string>& ignoreExt)
{
auto* extensionsString = (char*) glGetString(GL_EXTENSIONS);
if (extensionsString != nullptr)
{
char* next = extensionsString;
while (*next != '\0')
{
while (*next != '\0' && *next != ' ')
next++;
string ext(extensionsString, next - extensionsString);
// scan the ignore list
auto iter = std::find(ignoreExt.begin(), ignoreExt.end(), ext);
if (iter == ignoreExt.end())
extensions.push_back(ext);
if (*next == '\0')
break;
next++;
extensionsString = next;
}
}
glGetIntegerv(GL_MAX_TEXTURE_UNITS,
(GLint*) &maxSimultaneousTextures);
}
bool GLContext::setRenderPath(GLRenderPath path)
{
if (!renderPathSupported(path))
return false;
renderPath = path;
return true;
}
bool GLContext::renderPathSupported(GLRenderPath path) const
{
switch (path)
{
case GLPath_GLSL:
return GLEW_VERSION_2_1 != GL_FALSE;
default:
return false;
}
}
GLContext::GLRenderPath GLContext::nextRenderPath()
{
#if 0
GLContext::GLRenderPath newPath = renderPath;
do {
newPath = (GLRenderPath) ((int) newPath + 1);;
if (newPath > GLPath_GLSL)
newPath = GLPath_Basic;
} while (newPath != renderPath && !renderPathSupported(newPath));
renderPath = newPath;
return renderPath;
#endif
return GLPath_GLSL;
}