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#define PERL_NO_GET_CONTEXT
#include "EXTERN.h"
#include "perl.h"
#include "XSUB.h"
#include "ppport.h"
#include <GL/glew.h>
#include <glew-context.c>
#include "gl_errors.h"
static int _done_glewInit = 0;
static int _auto_check_errors = 0;
#define OGLM_CHECK_ERR(name, cleanup) \
if (_auto_check_errors) { \
int err = GL_NO_ERROR; \
int error_count = 0; \
while ((err = glGetError()) != GL_NO_ERROR) { \
warn(#name ": OpenGL error: %d %s", err, gl_error_string(err)); \
error_count++; \
} \
if (error_count) { \
cleanup; \
croak(#name ": %d OpenGL errors encountered.", error_count); \
} \
}
#define OGLM_GLEWINIT \
if (!_done_glewInit) { \
GLenum err; \
glewExperimental = GL_TRUE; \
err = glewInit(); \
if (GLEW_OK != err) \
croak("Error: %s", glewGetErrorString(err)); \
_done_glewInit++; \
}
#define OGLM_AVAIL_CHECK(impl, name) \
if ( !impl ) { \
croak(#name " not available on this machine"); \
}
#define OGLM_GEN_SETUP(name, n, buffername) \
if (n < 0) croak(#name "_p: called with negative n=%d", n); \
if (!n) XSRETURN_EMPTY; \
GLuint *buffername = malloc(sizeof(GLuint) * n); \
if (!buffername) croak(#name "_p: malloc failed");
#define OGLM_GEN_FINISH(n, buffername) \
EXTEND(sp, n); \
{ int i; for (i=0;i<n;i++) PUSHs(sv_2mortal(newSVuv(buffername[i]))); } \
free(buffername);
#define OGLM_DELETE_SETUP(name, n, buffername) \
if (!n) XSRETURN_EMPTY; \
GLuint *buffername = malloc(sizeof(GLuint) * n); \
if (!buffername) croak(#name "_p: malloc failed"); \
{ int i; for (i=0;i<n;i++) PUSHs(sv_2mortal(newSVuv(buffername[i]))); }
#define OGLM_DELETE_FINISH(buffername) \
free(buffername);
/*
Maybe one day we'll allow Perl callbacks for GLDEBUGPROCARB
*/
MODULE = OpenGL::Modern PACKAGE = OpenGL::Modern
GLboolean
glewCreateContext()
CODE:
struct createParams params =
{
#if defined(GLEW_OSMESA)
#elif defined(GLEW_EGL)
#elif defined(_WIN32)
-1, /* pixelformat */
#elif !defined(__HAIKU__) && !defined(__APPLE__) || defined(GLEW_APPLE_GLX)
"", /* display */
-1, /* visual */
#endif
0, /* major */
0, /* minor */
0, /* profile mask */
0 /* flags */
};
RETVAL = glewCreateContext(¶ms);
OUTPUT:
RETVAL
void
glewDestroyContext()
CODE:
glewDestroyContext();
UV
glewInit()
CODE:
glewExperimental = GL_TRUE; /* We want everything that is available on this machine */
if (_done_glewInit>0) {
warn("glewInit() called %dX already", _done_glewInit);
}
RETVAL = glewInit();
if ( !RETVAL )
_done_glewInit++;
OUTPUT:
RETVAL
SV*
glewGetErrorString(err)
GLenum err
CODE:
RETVAL = newSVpv((void *)glewGetErrorString(err),0);
OUTPUT:
RETVAL
SV*
glewGetString(what)
GLenum what;
CODE:
RETVAL = newSVpv((void *)glewGetString(what),0);
OUTPUT:
RETVAL
SV*
glGetString(what)
GLenum what;
CODE:
RETVAL = newSVpv((void *)glGetString(what),0);
OUTPUT:
RETVAL
GLboolean
glewIsSupported(name);
char* name;
CODE:
RETVAL = glewIsSupported(name);
OUTPUT:
RETVAL
#// Test for done with glutInit
int
done_glewInit()
CODE:
RETVAL = _done_glewInit;
OUTPUT:
RETVAL
int
glpSetAutoCheckErrors(...)
CODE:
int state;
if (items == 1) {
state = (int)SvIV(ST(0));
if (state != 0 && state != 1 )
croak( "Usage: glpSetAutoCheckErrors(1|0)\n" );
_auto_check_errors = state;
}
RETVAL = _auto_check_errors;
OUTPUT:
RETVAL
void
glpCheckErrors()
CODE:
int err = GL_NO_ERROR;
int error_count = 0;
while ( ( err = glGetError() ) != GL_NO_ERROR ) {
/* warn( "OpenGL error: %d", err ); */
warn( "glpCheckErrors: OpenGL error: %d %s", err, gl_error_string(err) );
error_count++;
}
if( error_count )
croak( "glpCheckErrors: %d OpenGL errors encountered.", error_count );
const char *
glpErrorString(err)
int err
CODE:
RETVAL = gl_error_string(err);
OUTPUT:
RETVAL
# This isn't a bad idea, but I postpone this API and the corresponding
# typemap hackery until later
#GLboolean
#glAreProgramsResidentNV_p(GLuint* ids);
#PPCODE:
# SV* buf_res = sv_2mortal(newSVpv("",items * sizeof(GLboolean)));
# GLboolean* residences = (GLboolean*) SvPV_nolen(buf_res);
# glAreProgramsResidentNV(items, ids, residences);
# EXTEND(SP, items);
# int i2;
# for( i2 = 0; i2 < items; i2++ ) {
# PUSHs(sv_2mortal(newSViv(residences[i2])));
# };
# Manual implementations go here
#
#//# glShaderSource_p($shaderObj, @string);
void
glShaderSource_p(shader, ...);
GLuint shader;
INIT:
int i;
GLsizei count = items - 1;
CODE:
if(! __glewShaderSource) {
croak("glShaderSource not available on this machine");
};
GLchar** string = malloc(sizeof(GLchar *) * count);
GLint *length = malloc(sizeof(GLint) * count);
for(i=0; i<count; i++) {
string[i] = (GLchar *)SvPV(ST(i+1),PL_na);
length[i] = strlen(string[i]);
}
glShaderSource(shader, count, (const GLchar *const*)string, (const GLint *)length);
free(string);
free(length);
INCLUDE: ../../auto-xs.inc
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