Search icon CANCEL
Subscription
0
Cart icon
Cart
Close icon
You have no products in your basket yet
Save more on your purchases!
Savings automatically calculated. No voucher code required
Arrow left icon
All Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Newsletters
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
OpenGL 4 Shading Language Cookbook - Third Edition

You're reading from  OpenGL 4 Shading Language Cookbook - Third Edition

Product type Book
Published in Sep 2018
Publisher Packt
ISBN-13 9781789342253
Pages 472 pages
Edition 3rd Edition
Languages
Author (1):
David Wolff David Wolff
Profile icon David Wolff
Toc

Table of Contents (17) Chapters close

Title Page
Packt Upsell
Contributors
Preface
1. Getting Started with GLSL 2. Working with GLSL Programs 3. The Basics of GLSL Shaders 4. Lighting and Shading 5. Using Textures 6. Image Processing and Screen Space Techniques 7. Using Geometry and Tessellation Shaders 8. Shadows 9. Using Noise in Shaders 10. Particle Systems and Animation 11. Using Compute Shaders 1. Other Books You May Enjoy Index

Determining the GLSL and OpenGL version


In order to support a wide range of systems, it is essential to be able to query for the supported OpenGL and GLSL version of the current driver. It is quite simple to do so, and there are two main functions involved: glGetString and glGetIntegerv.

Note

Note that these functions must be called after the OpenGL context has been created.

How to do it...

The following code will print the version information to stdout:

const GLubyte *renderer = glGetString( GL_RENDERER ); 
const GLubyte *vendor = glGetString( GL_VENDOR ); 
const GLubyte *version = glGetString( GL_VERSION ); 
const GLubyte *glslVersion = 
       glGetString( GL_SHADING_LANGUAGE_VERSION ); 
 
GLint major, minor; 
glGetIntegerv(GL_MAJOR_VERSION, &major); 
glGetIntegerv(GL_MINOR_VERSION, &minor); 
 
printf("GL Vendor            : %s\n", vendor); 
printf("GL Renderer          : %s\n", renderer); 
printf("GL Version (string)  : %s\n", version); 
printf("GL Version (integer) : %d.%d\n", major, minor); 
printf("GLSL Version         : %s\n", glslVersion);

 

How it works...

Note that there are two different ways to retrieve the OpenGL version: using glGetString and glGetIntegerv. The former can be useful for providing readable output, but may not be as convenient for programmatically checking the version because of the need to parse the string. The string provided by glGetString(GL_VERSION) should always begin with the major and minor versions separated by a dot, however, the minor version could be followed with a vendor-specific build number. Additionally, the rest of the string can contain additional vendor-specific information and may also include information about the selected profile (see the Introduction section of this chapter). It is important to note that the use of glGetIntegerv to query for version information requires OpenGL 3.0 or greater.

The queries for GL_VENDOR and GL_RENDERER provide additional information about the OpenGL driver. The glGetString(GL_VENDOR) call returns the company responsible for the OpenGL implementation. The call to glGetString(GL_RENDERER) provides the name of the renderer, which is specific to a particular hardware platform (such as the ATI Radeon HD 5600 Series). Note that both of these do not vary from release to release, so they can be used to determine the current platform.

Of more importance to us in the context of this book is the call to glGetString(GL_SHADING_LANGUAGE_VERSION), which provides the supported GLSL version number. This string should begin with the major and minor version numbers separated by a period, but similar to the GL_VERSION query, may include other vendor-specific information.

There's more...

It is often useful to query for the supported extensions of the current OpenGL implementation.  Extension names are indexed and can be individually queried by index. We use the glGetStringi variant for this. For example, to get the name of the extension stored at index i, we use glGetStringi(GL_EXTENSIONS, i). To print a list of all extensions, we could use the following code:

GLint nExtensions; 
glGetIntegerv(GL_NUM_EXTENSIONS, &nExtensions); 
 
for( int i = 0; i < nExtensions; i++ ) 
      printf("%s\n", glGetStringi( GL_EXTENSIONS, i ) );

 

You have been reading a chapter from
OpenGL 4 Shading Language Cookbook - Third Edition
Published in: Sep 2018 Publisher: Packt ISBN-13: 9781789342253
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $15.99/month. Cancel anytime