--- /dev/null
+// stbgl - v0.04 - Sean Barrett 2008 - public domain
+//
+// Note that the gl extensions support requires glext.h. In fact, it works
+// if you just concatenate glext.h onto the end of this file. In that case,
+// this file is covered by the SGI FreeB license, and is not public domain.
+//
+// Extension usage:
+//
+// 1. Make a file called something like "extlist.txt" which contains stuff like:
+// GLE(ShaderSourceARB,SHADERSOURCEARB)
+// GLE(Uniform1iARB,UNIFORM1IARB)
+// GLARB(ActiveTexture,ACTIVETEXTURE) // same as GLE(ActiveTextureARB,ACTIVETEXTUREARB)
+// GLARB(ClientActiveTexture,CLIENTACTIVETEXTURE)
+// GLE(MultiTexCoord2f,MULTITEXCOORD2F)
+//
+// 2. To declare functions (to make a header file), do this:
+// #define STB_GLEXT_DECLARE "extlist.txt"
+// #include "stb_gl.h"
+//
+// A good way to do this is to define STB_GLEXT_DECLARE project-wide.
+//
+// 3. To define functions (implement), do this in some C file:
+// #define STB_GLEXT_DEFINE "extlist.txt"
+// #include "stb_gl.h"
+//
+// If you've already defined STB_GLEXT_DECLARE, you can just do:
+// #define STB_GLEXT_DEFINE_DECLARE
+// #include "stb_gl.h"
+//
+// 4. Now you need to initialize:
+//
+// stbgl_initExtensions();
+
+
+#ifndef INCLUDE_STB_GL_H
+#define INCLUDE_STB_GL_H
+
+#define STB_GL
+
+#ifdef _WIN32
+#ifndef WINGDIAPI
+#define CALLBACK __stdcall
+#define WINGDIAPI __declspec(dllimport)
+#define APIENTRY __stdcall
+#endif
+#endif //_WIN32
+
+#include <stddef.h>
+
+#include <gl/gl.h>
+#include <gl/glu.h>
+
+#ifndef M_PI
+#define M_PI 3.14159265358979323846f
+#endif
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+// like gluPerspective, but:
+// fov is chosen to satisfy both hfov <= max_hfov & vfov <= max_vfov;
+// set one to 179 or 0 to ignore it
+// zoom is applied separately, so you can do linear zoom without
+// mucking with trig with fov; 1 -> use exact fov
+// 'aspect' is inferred from the current viewport, and ignores the
+// possibility of non-square pixels
+extern void stbgl_Perspective(float zoom, float max_hfov, float max_vfov, float znear, float zfar);
+extern void stbgl_PerspectiveViewport(int x, int y, int w, int h, float zoom, float max_hfov, float max_vfov, float znear, float zfar);
+extern void stbgl_initCamera_zup_facing_x(void);
+extern void stbgl_initCamera_zup_facing_y(void);
+extern void stbgl_positionCameraWithEulerAngles(float *loc, float *ang);
+extern void stbgl_drawRect(float x0, float y0, float x1, float y1);
+extern void stbgl_drawRectTC(float x0, float y0, float x1, float y1, float s0, float t0, float s1, float t1);
+extern void stbgl_drawBox(float x, float y, float z, float sx, float sy, float sz, int cw);
+
+extern int stbgl_hasExtension(char *ext);
+extern void stbgl_SimpleLight(int index, float bright, float x, float y, float z);
+extern void stbgl_GlobalAmbient(float r, float g, float b);
+
+extern int stbgl_LoadTexture(char *filename, char *props); // only if stb_image is available
+
+extern int stbgl_TestTexture(int w);
+extern int stbgl_TestTextureEx(int w, char *scale_table, int checks_log2, int r1,int g1,int b1, int r2, int b2, int g2);
+extern unsigned int stbgl_rand(void); // internal, but exposed just in case; LCG, so use middle bits
+
+extern int stbgl_TexImage2D(int texid, int w, int h, void *data, char *props);
+extern int stbgl_TexImage2D_Extra(int texid, int w, int h, void *data, int chan, char *props, int preserve_data);
+// "props" is a series of characters (and blocks of characters), a la fopen()'s mode,
+// e.g.:
+// GLuint texid = stbgl_LoadTexture("myfile.jpg", "mbc")
+// means: load the image "myfile.jpg", and do the following:
+// generate mipmaps
+// use bilinear filtering (not trilinear)
+// use clamp-to-edge on both channels
+//
+// input descriptor: AT MOST ONE
+// TEXT MEANING
+// 1 1 channel of input (intensity/alpha)
+// 2 2 channels of input (luminance, alpha)
+// 3 3 channels of input (RGB)
+// 4 4 channels of input (RGBA)
+// l 1 channel of input (luminance)
+// a 1 channel of input (alpha)
+// la 2 channels of input (lum/alpha)
+// rgb 3 channels of input (RGB)
+// ycocg 3 channels of input (YCoCg - forces YCoCg output)
+// ycocgj 4 channels of input (YCoCgJunk - forces YCoCg output)
+// rgba 4 channels of input (RGBA)
+//
+// output descriptor: AT MOST ONE
+// TEXT MEANING
+// A 1 channel of output (alpha)
+// I 1 channel of output (intensity)
+// LA 2 channels of output (lum/alpha)
+// RGB 3 channels of output (RGB)
+// RGBA 4 channels of output (RGBA)
+// DXT1 encode as a DXT1 texture (RGB unless input has RGBA)
+// DXT3 encode as a DXT3 texture
+// DXT5 encode as a DXT5 texture
+// YCoCg encode as a DXT5 texture with Y in alpha, CoCg in RG
+// D GL_DEPTH_COMPONENT
+// NONE no input/output, don't call TexImage2D at all
+//
+// when reading from a file or using another interface with an explicit
+// channel count, the input descriptor is ignored and instead the channel
+// count is used as the input descriptor. if the file read is a DXT DDS,
+// then it is passed directly to OpenGL in the file format.
+//
+// if an input descriptor is supplied but no output descriptor, the output
+// is assumed to be the same as the input. if an output descriptor is supplied
+// but no input descriptor, the input is assumed to be the same as the
+// output. if neither is supplied, the input is assumed to be 4-channel.
+// If DXT1 or YCoCG output is requested with no input, the input is assumed
+// to be 4-channel but the alpha channel is ignored.
+//
+// filtering descriptor (default is no mipmaps)
+// TEXT MEANING
+// m generate mipmaps
+// M mipmaps are provided, concatenated at end of data (from largest to smallest)
+// t use trilinear filtering (default if mipmapped)
+// b use bilinear filtering (default if not-mipmapped)
+// n use nearest-neighbor sampling
+//
+// wrapping descriptor
+// TEXT MEANING
+// w wrap (default)
+// c clamp-to-edge
+// C GL_CLAMP (uses border color)
+//
+// If only one wrapping descriptor is supplied, it is applied to both channels.
+//
+// special:
+// TEXT MEANING
+// f input data is floats (default unsigned bytes)
+// F input&output data is floats (default unsigned bytes)
+// p explicitly pre-multiply the alpha
+// P pad to power-of-two (default stretches)
+// NP2 non-power-of-two
+// + can overwrite the texture data with temp data
+// ! free the texture data with "free"
+//
+// the properties string can also include spaces
+
+#ifdef __cplusplus
+}
+#endif
+
+
+#ifdef STB_GL_IMPLEMENTATION
+#include <math.h>
+#include <stdlib.h>
+#include <assert.h>
+#include <memory.h>
+
+int stbgl_hasExtension(char *ext)
+{
+ const char *s = glGetString(GL_EXTENSIONS);
+ for(;;) {
+ char *e = ext;
+ for (;;) {
+ if (*e == 0) {
+ if (*s == 0 || *s == ' ') return 1;
+ break;
+ }
+ if (*s != *e)
+ break;
+ ++s, ++e;
+ }
+ while (*s && *s != ' ') ++s;
+ if (!*s) return 0;
+ ++s; // skip space
+ }
+}
+
+void stbgl_drawRect(float x0, float y0, float x1, float y1)
+{
+ glBegin(GL_POLYGON);
+ glTexCoord2f(0,0); glVertex2f(x0,y0);
+ glTexCoord2f(1,0); glVertex2f(x1,y0);
+ glTexCoord2f(1,1); glVertex2f(x1,y1);
+ glTexCoord2f(0,1); glVertex2f(x0,y1);
+ glEnd();
+}
+
+void stbgl_drawRectTC(float x0, float y0, float x1, float y1, float s0, float t0, float s1, float t1)
+{
+ glBegin(GL_POLYGON);
+ glTexCoord2f(s0,t0); glVertex2f(x0,y0);
+ glTexCoord2f(s1,t0); glVertex2f(x1,y0);
+ glTexCoord2f(s1,t1); glVertex2f(x1,y1);
+ glTexCoord2f(s0,t1); glVertex2f(x0,y1);
+ glEnd();
+}
+
+void stbgl_drawBox(float x, float y, float z, float sx, float sy, float sz, int cw)
+{
+ float x0,y0,z0,x1,y1,z1;
+ sx /=2, sy/=2, sz/=2;
+ x0 = x-sx; y0 = y-sy; z0 = z-sz;
+ x1 = x+sx; y1 = y+sy; z1 = z+sz;
+
+ glBegin(GL_QUADS);
+ if (cw) {
+ glNormal3f(0,0,-1);
+ glTexCoord2f(0,0); glVertex3f(x0,y0,z0);
+ glTexCoord2f(1,0); glVertex3f(x1,y0,z0);
+ glTexCoord2f(1,1); glVertex3f(x1,y1,z0);
+ glTexCoord2f(0,1); glVertex3f(x0,y1,z0);
+
+ glNormal3f(0,0,1);
+ glTexCoord2f(0,0); glVertex3f(x1,y0,z1);
+ glTexCoord2f(1,0); glVertex3f(x0,y0,z1);
+ glTexCoord2f(1,1); glVertex3f(x0,y1,z1);
+ glTexCoord2f(0,1); glVertex3f(x1,y1,z1);
+
+ glNormal3f(-1,0,0);
+ glTexCoord2f(0,0); glVertex3f(x0,y1,z1);
+ glTexCoord2f(1,0); glVertex3f(x0,y0,z1);
+ glTexCoord2f(1,1); glVertex3f(x0,y0,z0);
+ glTexCoord2f(0,1); glVertex3f(x0,y1,z0);
+
+ glNormal3f(1,0,0);
+ glTexCoord2f(0,0); glVertex3f(x1,y0,z1);
+ glTexCoord2f(1,0); glVertex3f(x1,y1,z1);
+ glTexCoord2f(1,1); glVertex3f(x1,y1,z0);
+ glTexCoord2f(0,1); glVertex3f(x1,y0,z0);
+
+ glNormal3f(0,-1,0);
+ glTexCoord2f(0,0); glVertex3f(x0,y0,z1);
+ glTexCoord2f(1,0); glVertex3f(x1,y0,z1);
+ glTexCoord2f(1,1); glVertex3f(x1,y0,z0);
+ glTexCoord2f(0,1); glVertex3f(x0,y0,z0);
+
+ glNormal3f(0,1,0);
+ glTexCoord2f(0,0); glVertex3f(x1,y1,z1);
+ glTexCoord2f(1,0); glVertex3f(x0,y1,z1);
+ glTexCoord2f(1,1); glVertex3f(x0,y1,z0);
+ glTexCoord2f(0,1); glVertex3f(x1,y1,z0);
+ } else {
+ glNormal3f(0,0,-1);
+ glTexCoord2f(0,0); glVertex3f(x0,y0,z0);
+ glTexCoord2f(0,1); glVertex3f(x0,y1,z0);
+ glTexCoord2f(1,1); glVertex3f(x1,y1,z0);
+ glTexCoord2f(1,0); glVertex3f(x1,y0,z0);
+
+ glNormal3f(0,0,1);
+ glTexCoord2f(0,0); glVertex3f(x1,y0,z1);
+ glTexCoord2f(0,1); glVertex3f(x1,y1,z1);
+ glTexCoord2f(1,1); glVertex3f(x0,y1,z1);
+ glTexCoord2f(1,0); glVertex3f(x0,y0,z1);
+
+ glNormal3f(-1,0,0);
+ glTexCoord2f(0,0); glVertex3f(x0,y1,z1);
+ glTexCoord2f(0,1); glVertex3f(x0,y1,z0);
+ glTexCoord2f(1,1); glVertex3f(x0,y0,z0);
+ glTexCoord2f(1,0); glVertex3f(x0,y0,z1);
+
+ glNormal3f(1,0,0);
+ glTexCoord2f(0,0); glVertex3f(x1,y0,z1);
+ glTexCoord2f(0,1); glVertex3f(x1,y0,z0);
+ glTexCoord2f(1,1); glVertex3f(x1,y1,z0);
+ glTexCoord2f(1,0); glVertex3f(x1,y1,z1);
+
+ glNormal3f(0,-1,0);
+ glTexCoord2f(0,0); glVertex3f(x0,y0,z1);
+ glTexCoord2f(0,1); glVertex3f(x0,y0,z0);
+ glTexCoord2f(1,1); glVertex3f(x1,y0,z0);
+ glTexCoord2f(1,0); glVertex3f(x1,y0,z1);
+
+ glNormal3f(0,1,0);
+ glTexCoord2f(0,0); glVertex3f(x1,y1,z1);
+ glTexCoord2f(0,1); glVertex3f(x1,y1,z0);
+ glTexCoord2f(1,1); glVertex3f(x0,y1,z0);
+ glTexCoord2f(1,0); glVertex3f(x0,y1,z1);
+ }
+ glEnd();
+}
+
+void stbgl_SimpleLight(int index, float bright, float x, float y, float z)
+{
+ float d = (float) (1.0f/sqrt(x*x+y*y+z*z));
+ float dir[4] = { x*d,y*d,z*d,0 }, zero[4] = { 0,0,0,0 };
+ float c[4] = { bright,bright,bright,0 };
+ GLuint light = GL_LIGHT0 + index;
+ glLightfv(light, GL_POSITION, dir);
+ glLightfv(light, GL_DIFFUSE, c);
+ glLightfv(light, GL_AMBIENT, zero);
+ glLightfv(light, GL_SPECULAR, zero);
+ glEnable(light);
+ glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
+ glEnable(GL_COLOR_MATERIAL);
+}
+
+void stbgl_GlobalAmbient(float r, float g, float b)
+{
+ float v[4] = { r,g,b,0 };
+ glLightModelfv(GL_LIGHT_MODEL_AMBIENT, v);
+}
+
+
+#define stbgl_rad2deg(r) ((r)*180.0f / M_PI)
+#define stbgl_deg2rad(r) ((r)/180.0f * M_PI)
+
+void stbgl_Perspective(float zoom, float max_hfov, float max_vfov, float znear, float zfar)
+{
+ float unit_width, unit_height, aspect, vfov;
+ int data[4],w,h;
+ glGetIntegerv(GL_VIEWPORT, data);
+ w = data[2];
+ h = data[3];
+ aspect = (float) w / h;
+
+ if (max_hfov <= 0) max_hfov = 179;
+ if (max_vfov <= 0) max_vfov = 179;
+
+ // convert max_hfov, max_vfov to worldspace width at depth=1
+ unit_width = (float) tan(stbgl_deg2rad(max_hfov/2)) * 2;
+ unit_height = (float) tan(stbgl_deg2rad(max_vfov/2)) * 2;
+ // check if hfov = max_hfov is enough to satisfy it
+ if (unit_width <= aspect * unit_height) {
+ float height = unit_width / aspect;
+ vfov = (float) atan(( height/2) / zoom);
+ } else {
+ vfov = (float) atan((unit_height/2) / zoom);
+ }
+ vfov = (float) stbgl_rad2deg(vfov * 2);
+ gluPerspective(vfov, aspect, znear, zfar);
+}
+
+void stbgl_PerspectiveViewport(int x, int y, int w, int h, float zoom, float min_hfov, float min_vfov, float znear, float zfar)
+{
+ if (znear <= 0.0001f) znear = 0.0001f;
+ glViewport(x,y,w,h);
+ glScissor(x,y,w,h);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ stbgl_Perspective(zoom, min_hfov, min_vfov, znear, zfar);
+ glMatrixMode(GL_MODELVIEW);
+}
+
+// point the camera along the positive X axis, Z-up
+void stbgl_initCamera_zup_facing_x(void)
+{
+ glRotatef(-90, 1,0,0);
+ glRotatef( 90, 0,0,1);
+}
+
+// point the camera along the positive Y axis, Z-up
+void stbgl_initCamera_zup_facing_y(void)
+{
+ glRotatef(-90, 1,0,0);
+}
+
+// setup a camera using Euler angles
+void stbgl_positionCameraWithEulerAngles(float *loc, float *ang)
+{
+ glRotatef(-ang[1], 0,1,0);
+ glRotatef(-ang[0], 1,0,0);
+ glRotatef(-ang[2], 0,0,1);
+ glTranslatef(-loc[0], -loc[1], -loc[2]);
+}
+
+static int stbgl_m(char *a, char *b)
+{
+ // skip first character
+ do { ++a,++b; } while (*b && *a == *b);
+ return *b == 0;
+}
+
+#ifdef STBI_VERSION
+#ifndef STBI_NO_STDIO
+int stbgl_LoadTexture(char *filename, char *props)
+{
+ // @TODO: handle DDS files directly
+ int res;
+ void *data;
+ int w,h,c;
+ #ifndef STBI_NO_HDR
+ if (stbi_is_hdr(filename)) {
+ data = stbi_loadf(filename, &w, &h, &c, 0);
+ if (!data) return 0;
+ res = stbgl_TexImage2D_Extra(0, w,h,data, -c, props, 0);
+ free(data);
+ return res;
+ }
+ #endif
+
+ data = stbi_load(filename, &w, &h, &c, 0);
+ if (!data) return 0;
+ res = stbgl_TexImage2D_Extra(0, w,h,data, c, props, 0);
+ free(data);
+ return res;
+}
+#endif
+#endif // STBI_VERSION
+
+int stbgl_TexImage2D(int texid, int w, int h, void *data, char *props)
+{
+ return stbgl_TexImage2D_Extra(texid, w, h, data, 0, props,1);
+}
+
+int stbgl_TestTexture(int w)
+{
+ char scale_table[] = { 10,20,30,30,35,40,5,18,25,13,7,5,3,3,2,2,2,2,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0 };
+ return stbgl_TestTextureEx(w, scale_table, 2, 140,130,200, 180,200,170);
+}
+
+unsigned int stbgl_rand(void)
+{
+ static unsigned int stbgl__rand_seed = 3248980923; // random typing
+ return stbgl__rand_seed = stbgl__rand_seed * 2147001325 + 715136305; // BCPL generator
+}
+
+// wish this could be smaller, since it's so frivolous
+int stbgl_TestTextureEx(int w, char *scale_table, int checks_log2, int r1,int g1,int b1, int r2, int b2, int g2)
+{
+ int rt[2] = {r1,r2}, gt[2] = {g1,g2}, bt[2] = {b1,b2};
+ signed char modded[256];
+ int i,j, m = w-1, s,k,scale;
+ unsigned char *data = (unsigned char *) malloc(w*w*3);
+ assert((m & w) == 0);
+ data[0] = 128;
+ for (s=0; s < 16; ++s) if ((1 << s) == w) break;
+ assert(w == (1 << s));
+ // plasma fractal noise
+ for (k=s-1; k >= 0; --k) {
+ int step = 1 << k;
+ // interpolate from "parents"
+ for (j=0; j < w; j += step*2) {
+ for (i=0; i < w; i += step*2) {
+ int i1 = i+step, j1=j+step;
+ int i2 = (i+step*2)&m, j2 = (j+step*2)&m;
+ int p00 = data[(j*w+i )*3], p01 = data[(j2*w+i )*3];
+ int p10 = data[(j*w+i2)*3], p11 = data[(j2*w+i2)*3];
+ data[(j*w+i1)*3] = (p00+p10)>>1;
+ data[(j1*w+i)*3] = (p00+p01)>>1;
+ data[(j1*w+i1)*3]= (p00+p01+p10+p11)>>2;
+ }
+ }
+ scale = scale_table[s-k+1];
+ if (!scale) continue; // just interpolate down the remaining data
+ for (j=0,i=0; i < 256; i += 2, j == scale ? j=0 : ++j)
+ modded[i] = j, modded[i+1] = -j; // precompute i%scale (plus sign)
+ for (j=0; j < w; j += step)
+ for (i=0; i < w; i += step) {
+ int x = data[(j*w+i)*3] + modded[(stbgl_rand() >> 12) & 255];
+ data[(j*w+i)*3] = x < 0 ? 0 : x > 255 ? 255 : x;
+ }
+ }
+ for (j=0; j < w; ++j)
+ for (i=0; i < w; ++i) {
+ int check = ((i^j) & (1 << (s-checks_log2))) == 0;
+ int v = data[(j*w+i)*3] >> 2;
+ data[(j*w+i)*3+0] = rt[check]-v;
+ data[(j*w+i)*3+1] = gt[check]-v;
+ data[(j*w+i)*3+2] = bt[check]-v;
+ }
+ return stbgl_TexImage2D(0, w, w, data, "3m!"); // 3 channels, mipmap, free
+}
+
+#ifdef _WIN32
+#ifndef WINGDIAPI
+typedef int (__stdcall *stbgl__voidfunc)(void);
+__declspec(dllimport) stbgl__voidfunc wglGetProcAddress(char *);
+#endif
+#define STB__HAS_WGLPROC
+static void (__stdcall *stbgl__CompressedTexImage2DARB)(int target, int level,
+ int internalformat, int width,
+ int height, int border,
+ int imageSize, void *data);
+static void stbgl__initCompTex(void)
+{
+ *((void **) &stbgl__CompressedTexImage2DARB) = (void *) wglGetProcAddress("glCompressedTexImage2DARB");
+}
+#else
+static void (*stbgl__CompressedTexImage2DARB)(int target, int level,
+ int internalformat, int width,
+ int height, int border,
+ int imageSize, void *data);
+static void stbgl__initCompTex(void)
+{
+}
+#endif // _WIN32
+
+#define STBGL_COMPRESSED_RGB_S3TC_DXT1 0x83F0
+#define STBGL_COMPRESSED_RGBA_S3TC_DXT1 0x83F1
+#define STBGL_COMPRESSED_RGBA_S3TC_DXT3 0x83F2
+#define STBGL_COMPRESSED_RGBA_S3TC_DXT5 0x83F3
+
+#ifdef STB_COMPRESS_DXT_BLOCK
+static void stbgl__convert(uint8 *p, uint8 *q, int n, int input_desc, uint8 *end)
+{
+ int i;
+ switch (input_desc) {
+ case GL_RED:
+ case GL_LUMINANCE: for (i=0; i < n; ++i,p+=4) p[0] = p[1] = p[2] = q[0], p[3]=255, q+=1; break;
+ case GL_ALPHA: for (i=0; i < n; ++i,p+=4) p[0] = p[1] = p[2] = 0, p[3] = q[0], q+=1; break;
+ case GL_LUMINANCE_ALPHA: for (i=0; i < n; ++i,p+=4) p[0] = p[1] = p[2] = q[0], p[3]=q[1], q+=2; break;
+ case GL_RGB: for (i=0; i < n; ++i,p+=4) p[0]=q[0],p[1]=q[1],p[2]=q[2],p[3]=255,q+=3; break;
+ case GL_RGBA: memcpy(p, q, n*4); break;
+ case GL_INTENSITY: for (i=0; i < n; ++i,p+=4) p[0] = p[1] = p[2] = p[3] = q[0], q+=1; break;
+ }
+ assert(p <= end);
+}
+
+static void stbgl__compress(uint8 *p, uint8 *rgba, int w, int h, int output_desc, uint8 *end)
+{
+ int i,j,y,y2;
+ int alpha = (output_desc == STBGL_COMPRESSED_RGBA_S3TC_DXT5);
+ for (j=0; j < w; j += 4) {
+ int x=4;
+ for (i=0; i < h; i += 4) {
+ uint8 block[16*4];
+ if (i+3 >= w) x = w-i;
+ for (y=0; y < 4; ++y) {
+ if (j+y >= h) break;
+ memcpy(block+y*16, rgba + w*4*(j+y) + i*4, x*4);
+ }
+ if (x < 4) {
+ switch (x) {
+ case 0: assert(0);
+ case 1:
+ for (y2=0; y2 < y; ++y2) {
+ memcpy(block+y2*16+1*4, block+y2*16+0*4, 4);
+ memcpy(block+y2*16+2*4, block+y2*16+0*4, 8);
+ }
+ break;
+ case 2:
+ for (y2=0; y2 < y; ++y2)
+ memcpy(block+y2*16+2*4, block+y2*16+0*4, 8);
+ break;
+ case 3:
+ for (y2=0; y2 < y; ++y2)
+ memcpy(block+y2*16+3*4, block+y2*16+1*4, 4);
+ break;
+ }
+ }
+ y2 = 0;
+ for(; y<4; ++y,++y2)
+ memcpy(block+y*16, block+y2*16, 4*4);
+ stb_compress_dxt_block(p, block, alpha, 10);
+ p += alpha ? 16 : 8;
+ }
+ }
+ assert(p <= end);
+}
+#endif // STB_COMPRESS_DXT_BLOCK
+
+// use the reserved temporary-use enumerant range, since no
+// OpenGL enumerants should fall in that range
+enum
+{
+ STBGL_UNDEFINED = 0x6000,
+ STBGL_YCOCG,
+ STBGL_YCOCGJ,
+ STBGL_GEN_MIPMAPS,
+ STBGL_MIPMAPS,
+ STBGL_NO_DOWNLOAD,
+};
+
+#define STBGL_CLAMP_TO_EDGE 0x812F
+#define STBGL_CLAMP_TO_BORDER 0x812D
+
+#define STBGL_DEPTH_COMPONENT16 0x81A5
+#define STBGL_DEPTH_COMPONENT24 0x81A6
+#define STBGL_DEPTH_COMPONENT32 0x81A7
+
+int stbgl_TexImage2D_Extra(int texid, int w, int h, void *data, int chan, char *props, int preserve_data)
+{
+ static int has_s3tc = -1; // haven't checked yet
+ int free_data = 0, is_compressed = 0;
+ int pad_to_power_of_two = 0, non_power_of_two = 0;
+ int premultiply_alpha = 0; // @TODO
+ int float_tex = 0; // @TODO
+ int input_type = GL_UNSIGNED_BYTE;
+ int input_desc = STBGL_UNDEFINED;
+ int output_desc = STBGL_UNDEFINED;
+ int mipmaps = STBGL_UNDEFINED;
+ int filter = STBGL_UNDEFINED, mag_filter;
+ int wrap_s = STBGL_UNDEFINED, wrap_t = STBGL_UNDEFINED;
+
+ // parse out the properties
+ if (props == NULL) props = "";
+ while (*props) {
+ switch (*props) {
+ case '1' : input_desc = GL_LUMINANCE; break;
+ case '2' : input_desc = GL_LUMINANCE_ALPHA; break;
+ case '3' : input_desc = GL_RGB; break;
+ case '4' : input_desc = GL_RGBA; break;
+ case 'l' : if (props[1] == 'a') { input_desc = GL_LUMINANCE_ALPHA; ++props; }
+ else input_desc = GL_LUMINANCE;
+ break;
+ case 'a' : input_desc = GL_ALPHA; break;
+ case 'r' : if (stbgl_m(props, "rgba")) { input_desc = GL_RGBA; props += 3; break; }
+ if (stbgl_m(props, "rgb")) { input_desc = GL_RGB; props += 2; break; }
+ input_desc = GL_RED;
+ break;
+ case 'y' : if (stbgl_m(props, "ycocg")) {
+ if (props[5] == 'j') { props += 5; input_desc = STBGL_YCOCGJ; }
+ else { props += 4; input_desc = STBGL_YCOCG; }
+ break;
+ }
+ return 0;
+ case 'L' : if (props[1] == 'A') { output_desc = GL_LUMINANCE_ALPHA; ++props; }
+ else output_desc = GL_LUMINANCE;
+ break;
+ case 'I' : output_desc = GL_INTENSITY; break;
+ case 'A' : output_desc = GL_ALPHA; break;
+ case 'R' : if (stbgl_m(props, "RGBA")) { output_desc = GL_RGBA; props += 3; break; }
+ if (stbgl_m(props, "RGB")) { output_desc = GL_RGB; props += 2; break; }
+ output_desc = GL_RED;
+ break;
+ case 'Y' : if (stbgl_m(props, "YCoCg") || stbgl_m(props, "YCOCG")) {
+ props += 4;
+ output_desc = STBGL_YCOCG;
+ break;
+ }
+ return 0;
+ case 'D' : if (stbgl_m(props, "DXT")) {
+ switch (props[3]) {
+ case '1': output_desc = STBGL_COMPRESSED_RGB_S3TC_DXT1; break;
+ case '3': output_desc = STBGL_COMPRESSED_RGBA_S3TC_DXT3; break;
+ case '5': output_desc = STBGL_COMPRESSED_RGBA_S3TC_DXT5; break;
+ default: return 0;
+ }
+ props += 3;
+ } else if (stbgl_m(props, "D16")) {
+ output_desc = STBGL_DEPTH_COMPONENT16;
+ input_desc = GL_DEPTH_COMPONENT;
+ props += 2;
+ } else if (stbgl_m(props, "D24")) {
+ output_desc = STBGL_DEPTH_COMPONENT24;
+ input_desc = GL_DEPTH_COMPONENT;
+ props += 2;
+ } else if (stbgl_m(props, "D32")) {
+ output_desc = STBGL_DEPTH_COMPONENT32;
+ input_desc = GL_DEPTH_COMPONENT;
+ props += 2;
+ } else {
+ output_desc = GL_DEPTH_COMPONENT;
+ input_desc = GL_DEPTH_COMPONENT;
+ }
+ break;
+ case 'N' : if (stbgl_m(props, "NONE")) {
+ props += 3;
+ input_desc = STBGL_NO_DOWNLOAD;
+ output_desc = STBGL_NO_DOWNLOAD;
+ break;
+ }
+ if (stbgl_m(props, "NP2")) {
+ non_power_of_two = 1;
+ props += 2;
+ break;
+ }
+ return 0;
+ case 'm' : mipmaps = STBGL_GEN_MIPMAPS; break;
+ case 'M' : mipmaps = STBGL_MIPMAPS; break;
+ case 't' : filter = GL_LINEAR_MIPMAP_LINEAR; break;
+ case 'b' : filter = GL_LINEAR; break;
+ case 'n' : filter = GL_NEAREST; break;
+ case 'w' : if (wrap_s == STBGL_UNDEFINED) wrap_s = GL_REPEAT; else wrap_t = GL_REPEAT; break;
+ case 'C' : if (wrap_s == STBGL_UNDEFINED) wrap_s = STBGL_CLAMP_TO_BORDER; else wrap_t = STBGL_CLAMP_TO_BORDER; break;
+ case 'c' : if (wrap_s == STBGL_UNDEFINED) wrap_s = STBGL_CLAMP_TO_EDGE; else wrap_t = STBGL_CLAMP_TO_EDGE; break;
+ case 'f' : input_type = GL_FLOAT; break;
+ case 'F' : input_type = GL_FLOAT; float_tex = 1; break;
+ case 'p' : premultiply_alpha = 1; break;
+ case 'P' : pad_to_power_of_two = 1; break;
+ case '+' : preserve_data = 0; break;
+ case '!' : preserve_data = 0; free_data = 1; break;
+ case ' ' : break;
+ case '-' : break;
+ default : if (free_data) free(data);
+ return 0;
+ }
+ ++props;
+ }
+
+ // override input_desc based on channel count
+ if (output_desc != STBGL_NO_DOWNLOAD) {
+ switch (abs(chan)) {
+ case 1: input_desc = GL_LUMINANCE; break;
+ case 2: input_desc = GL_LUMINANCE_ALPHA; break;
+ case 3: input_desc = GL_RGB; break;
+ case 4: input_desc = GL_RGBA; break;
+ case 0: break;
+ default: return 0;
+ }
+ }
+
+ // override input_desc based on channel info
+ if (chan > 0) { input_type = GL_UNSIGNED_BYTE; }
+ if (chan < 0) { input_type = GL_FLOAT; }
+
+ if (output_desc == GL_ALPHA) {
+ if (input_desc == GL_LUMINANCE)
+ input_desc = GL_ALPHA;
+ if (input_desc == GL_RGB) {
+ // force a presumably-mono image to alpha
+ // @TODO handle 'preserve_data' case?
+ if (data && !preserve_data && input_type == GL_UNSIGNED_BYTE) {
+ int i;
+ unsigned char *p = (unsigned char *) data, *q = p;
+ for (i=0; i < w*h; ++i) {
+ *q = (p[0] + 2*p[1] + p[2]) >> 2;
+ p += 3;
+ q += 1;
+ }
+ input_desc = GL_ALPHA;
+ }
+ }
+ }
+
+ // set undefined input/output based on the other
+ if (input_desc == STBGL_UNDEFINED && output_desc == STBGL_UNDEFINED) {
+ input_desc = output_desc = GL_RGBA;
+ } else if (output_desc == STBGL_UNDEFINED) {
+ switch (input_desc) {
+ case GL_LUMINANCE:
+ case GL_ALPHA:
+ case GL_LUMINANCE_ALPHA:
+ case GL_RGB:
+ case GL_RGBA:
+ output_desc = input_desc;
+ break;
+ case GL_RED:
+ output_desc = GL_INTENSITY;
+ break;
+ case STBGL_YCOCG:
+ case STBGL_YCOCGJ:
+ output_desc = STBGL_YCOCG;
+ break;
+ default: assert(0); return 0;
+ }
+ } else if (input_desc == STBGL_UNDEFINED) {
+ switch (output_desc) {
+ case GL_LUMINANCE:
+ case GL_ALPHA:
+ case GL_LUMINANCE_ALPHA:
+ case GL_RGB:
+ case GL_RGBA:
+ input_desc = output_desc;
+ break;
+ case GL_INTENSITY:
+ input_desc = GL_RED;
+ break;
+ case STBGL_YCOCG:
+ case STBGL_COMPRESSED_RGB_S3TC_DXT1:
+ case STBGL_COMPRESSED_RGBA_S3TC_DXT3:
+ case STBGL_COMPRESSED_RGBA_S3TC_DXT5:
+ input_desc = GL_RGBA;
+ break;
+ }
+ } else {
+ if (output_desc == STBGL_COMPRESSED_RGB_S3TC_DXT1) {
+ // if input has alpha, force output alpha
+ switch (input_desc) {
+ case GL_ALPHA:
+ case GL_LUMINANCE_ALPHA:
+ case GL_RGBA:
+ output_desc = STBGL_COMPRESSED_RGBA_S3TC_DXT5;
+ break;
+ }
+ }
+ }
+
+ switch(input_desc) {
+ case GL_LUMINANCE:
+ case GL_RED:
+ case GL_ALPHA:
+ chan = 1;
+ break;
+ case GL_LUMINANCE_ALPHA:
+ chan = 2;
+ break;
+ case GL_RGB:
+ chan = 3;
+ break;
+ case GL_RGBA:
+ chan = 4;
+ break;
+ }
+
+ if (pad_to_power_of_two && ((w & (w-1)) || (h & (h-1)))) {
+ if (output_desc != STBGL_NO_DOWNLOAD && input_type == GL_UNSIGNED_BYTE && chan > 0) {
+ unsigned char *new_data;
+ int w2 = w, h2 = h, j;
+ while (w & (w-1))
+ w = (w | (w>>1))+1;
+ while (h & (h-1))
+ h = (h | (h>>1))+1;
+ new_data = malloc(w * h * chan);
+ for (j=0; j < h2; ++j) {
+ memcpy(new_data + j * w * chan, (char *) data+j*w2*chan, w2*chan);
+ memset(new_data + (j * w+w2) * chan, 0, (w-w2)*chan);
+ }
+ for (; j < h; ++j)
+ memset(new_data + j*w*chan, 0, w*chan);
+ if (free_data)
+ free(data);
+ data = new_data;
+ free_data = 1;
+ }
+ }
+
+ switch (output_desc) {
+ case STBGL_COMPRESSED_RGB_S3TC_DXT1:
+ case STBGL_COMPRESSED_RGBA_S3TC_DXT1:
+ case STBGL_COMPRESSED_RGBA_S3TC_DXT3:
+ case STBGL_COMPRESSED_RGBA_S3TC_DXT5:
+ is_compressed = 1;
+ if (has_s3tc == -1) {
+ has_s3tc = stbgl_hasExtension("GL_EXT_texture_compression_s3tc");
+ if (has_s3tc) stbgl__initCompTex();
+ }
+ if (!has_s3tc) {
+ is_compressed = 0;
+ if (output_desc == STBGL_COMPRESSED_RGB_S3TC_DXT1)
+ output_desc = GL_RGB;
+ else
+ output_desc = GL_RGBA;
+ }
+ }
+
+ if (output_desc == STBGL_YCOCG) {
+ assert(0);
+ output_desc = GL_RGB; // @TODO!
+ if (free_data) free(data);
+ return 0;
+ }
+
+ mag_filter = 0;
+ if (mipmaps != STBGL_UNDEFINED) {
+ switch (filter) {
+ case STBGL_UNDEFINED: filter = GL_LINEAR_MIPMAP_LINEAR; break;
+ case GL_NEAREST : mag_filter = GL_NEAREST; filter = GL_LINEAR_MIPMAP_LINEAR; break;
+ case GL_LINEAR : filter = GL_LINEAR_MIPMAP_NEAREST; break;
+ }
+ } else {
+ if (filter == STBGL_UNDEFINED)
+ filter = GL_LINEAR;
+ }
+
+ // update filtering
+ if (!mag_filter) {
+ if (filter == GL_NEAREST)
+ mag_filter = GL_NEAREST;
+ else
+ mag_filter = GL_LINEAR;
+ }
+
+ // update wrap/clamp
+ if (wrap_s == STBGL_UNDEFINED) wrap_s = GL_REPEAT;
+ if (wrap_t == STBGL_UNDEFINED) wrap_t = wrap_s;
+
+ // if no texture id, generate one
+ if (texid == 0) {
+ GLuint tex;
+ glGenTextures(1, &tex);
+ if (tex == 0) { if (free_data) free(data); return 0; }
+ texid = tex;
+ }
+
+ if (data == NULL && mipmaps == STBGL_GEN_MIPMAPS)
+ mipmaps = STBGL_MIPMAPS;
+
+ if (output_desc == STBGL_NO_DOWNLOAD)
+ mipmaps = STBGL_NO_DOWNLOAD;
+
+ glBindTexture(GL_TEXTURE_2D, texid);
+
+#ifdef STB_COMPRESS_DXT_BLOCK
+ if (!is_compressed || !stbgl__CompressedTexImage2DARB || output_desc == STBGL_COMPRESSED_RGBA_S3TC_DXT3 || data == NULL)
+#endif
+ {
+ switch (mipmaps) {
+ case STBGL_NO_DOWNLOAD:
+ break;
+
+ case STBGL_UNDEFINED:
+ // check if actually power-of-two
+ if (non_power_of_two || ((w & (w-1)) == 0 && (h & (h-1)) == 0))
+ glTexImage2D(GL_TEXTURE_2D, 0, output_desc, w, h, 0, input_desc, input_type, data);
+ else
+ gluBuild2DMipmaps(GL_TEXTURE_2D, output_desc, w, h, input_desc, input_type, data);
+ // not power of two, so use glu to resize (generates mipmaps needlessly)
+ break;
+
+ case STBGL_MIPMAPS: {
+ int level = 0;
+ int size = input_type == GL_FLOAT ? sizeof(float) : 1;
+ if (data == NULL) size = 0; // reuse same block of memory for all mipmaps
+ assert((w & (w-1)) == 0 && (h & (h-1)) == 0); // verify power-of-two
+ while (w > 1 && h > 1) {
+ glTexImage2D(GL_TEXTURE_2D, level, output_desc, w, h, 0, input_desc, input_type, data);
+ data = (void *) ((char *) data + w * h * size * chan);
+ if (w > 1) w >>= 1;
+ if (h > 1) h >>= 1;
+ ++level;
+ }
+ break;
+ }
+ case STBGL_GEN_MIPMAPS:
+ gluBuild2DMipmaps(GL_TEXTURE_2D, output_desc, w, h, input_desc, input_type, data);
+ break;
+
+ default:
+ assert(0);
+ if (free_data) free(data);
+ return 0;
+ }
+#ifdef STB_COMPRESS_DXT_BLOCK
+ } else {
+ uint8 *out, *rgba=0, *end_out, *end_rgba;
+ int level = 0, alpha = (output_desc != STBGL_COMPRESSED_RGB_S3TC_DXT1);
+ int size = input_type == GL_FLOAT ? sizeof(float) : 1;
+ int osize = alpha ? 16 : 8;
+ if (!free_data && mipmaps == STBGL_GEN_MIPMAPS) {
+ uint8 *temp = malloc(w*h*chan);
+ if (!temp) { if (free_data) free(data); return 0; }
+ memcpy(temp, data, w*h*chan);
+ if (free_data) free(data);
+ free_data = 1;
+ data = temp;
+ }
+ if (chan != 4 || size != 1) {
+ rgba = malloc(w*h*4);
+ if (!rgba) return 0;
+ end_rgba = rgba+w*h*4;
+ }
+ out = malloc((w+3)*(h+3)/16*osize); // enough storage for the s3tc data
+ if (!out) return 0;
+ end_out = out + ((w+3)*(h+3))/16*osize;
+
+ for(;;) {
+ if (chan != 4)
+ stbgl__convert(rgba, data, w*h, input_desc, end_rgba);
+ stbgl__compress(out, rgba ? rgba : data, w, h, output_desc, end_out);
+ stbgl__CompressedTexImage2DARB(GL_TEXTURE_2D, level, output_desc, w, h, 0, ((w+3)&~3)*((h+3)&~3)/16*osize, out);
+ //glTexImage2D(GL_TEXTURE_2D, level, alpha?GL_RGBA:GL_RGB, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, rgba ? rgba : data);
+
+ if (mipmaps == STBGL_UNDEFINED) break;
+ if (w <= 1 && h <= 1) break;
+ if (mipmaps == STBGL_MIPMAPS) data = (void *) ((char *) data + w * h * size * chan);
+ if (mipmaps == STBGL_GEN_MIPMAPS) {
+ int w2 = w>>1, h2=h>>1, i,j,k, s=w*chan;
+ uint8 *p = data, *q=data;
+ if (w == 1) {
+ for (j=0; j < h2; ++j) {
+ for (k=0; k < chan; ++k)
+ *p++ = (q[k] + q[s+k] + 1) >> 1;
+ q += s*2;
+ }
+ } else if (h == 1) {
+ for (i=0; i < w2; ++i) {
+ for (k=0; k < chan; ++k)
+ *p++ = (q[k] + q[k+chan] + 1) >> 1;
+ q += chan*2;
+ }
+ } else {
+ for (j=0; j < h2; ++j) {
+ for (i=0; i < w2; ++i) {
+ for (k=0; k < chan; ++k)
+ *p++ = (q[k] + q[k+chan] + q[s+k] + q[s+k+chan] + 2) >> 2;
+ q += chan*2;
+ }
+ q += s;
+ }
+ }
+ }
+ if (w > 1) w >>= 1;
+ if (h > 1) h >>= 1;
+ ++level;
+ }
+ if (out) free(out);
+ if (rgba) free(rgba);
+#endif // STB_COMPRESS_DXT_BLOCK
+ }
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap_s);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap_t);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mag_filter);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
+
+ if (free_data) free(data);
+ return texid;
+}
+
+#endif // STB_DEFINE
+#undef STB_EXTERN
+
+#endif //INCLUDE_STB_GL_H
+
+// Extension handling... must be outside the INCLUDE_ brackets
+
+#if defined(STB_GLEXT_DEFINE) || defined(STB_GLEXT_DECLARE)
+
+#ifndef STB_GLEXT_SKIP_DURING_RECURSION
+
+#ifndef GL_GLEXT_VERSION
+
+ // First check if glext.h is concatenated on the end of this file
+ // (if it's concatenated on the beginning, we'll have GL_GLEXT_VERSION)
+
+ #define STB_GLEXT_SKIP_DURING_RECURSION
+ #include __FILE__
+ #undef STB_GLEXT_SKIP_DURING_RECURSION
+
+ // now check if it's still undefined; if so, try going for it by name;
+ // if this errors, that's fine, since we can't compile without it
+
+ #ifndef GL_GLEXT_VERSION
+ #include "glext.h"
+ #endif
+#endif
+
+#define GLARB(a,b) GLE(a##ARB,b##ARB)
+#define GLEXT(a,b) GLE(a##EXT,b##EXT)
+#define GLNV(a,b) GLE(a##NV ,b##NV)
+#define GLATI(a,b) GLE(a##ATI,b##ATI)
+#define GLCORE(a,b) GLE(a,b)
+
+#ifdef STB_GLEXT_DEFINE_DECLARE
+#define STB_GLEXT_DEFINE STB_GLEXT_DECLARE
+#endif
+
+#if defined(STB_GLEXT_DECLARE) && defined(STB_GLEXT_DEFINE)
+#undef STB_GLEXT_DECLARE
+#endif
+
+#if defined(STB_GLEXT_DECLARE) && !defined(STB_GLEXT_DEFINE)
+ #define GLE(a,b) extern PFNGL##b##PROC gl##a;
+
+ #ifdef __cplusplus
+ extern "C" {
+ #endif
+
+ extern void stbgl_initExtensions(void);
+
+ #include STB_GLEXT_DECLARE
+
+ #ifdef __cplusplus
+ };
+ #endif
+
+#else
+
+ #ifndef STB_GLEXT_DEFINE
+ #error "Header file is screwed up somehow"
+ #endif
+
+ #ifdef _WIN32
+ #ifndef WINGDIAPI
+ #ifndef STB__HAS_WGLPROC
+ typedef int (__stdcall *stbgl__voidfunc)(void);
+ __declspec(dllimport) stbgl__voidfunc wglGetProcAddress(char *);
+ #endif
+ #endif
+ #define STBGL__GET_FUNC(x) wglGetProcAddress(x)
+ #endif
+
+ #ifdef GLE
+ #undef GLE
+ #endif
+
+ #define GLE(a,b) PFNGL##b##PROC gl##a;
+ #include STB_GLEXT_DEFINE
+
+ #undef GLE
+ #define GLE(a,b) gl##a = (PFNGL##b##PROC) STBGL__GET_FUNC("gl" #a );
+
+ void stbgl_initExtensions(void)
+ {
+ #include STB_GLEXT_DEFINE
+ }
+
+ #undef GLE
+
+#endif // STB_GLEXT_DECLARE
+
+#endif // STB_GLEXT_SKIP
+
+#endif // STB_GLEXT_DEFINE || STB_GLEXT_DECLARE