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-rw-r--r--gl.cpp78
1 files changed, 78 insertions, 0 deletions
diff --git a/gl.cpp b/gl.cpp
new file mode 100644
index 0000000..9cefa53
--- /dev/null
+++ b/gl.cpp
@@ -0,0 +1,78 @@
+#include "gl.h"
+
+#include <SDL.h>
+
+#ifdef WIN32
+
+void (APIENTRY *glGenBuffers)(GLsizei, GLuint*);
+void (APIENTRY *glDeleteBuffers)(GLsizei, GLuint*);
+void (APIENTRY *glBindBuffer)(GLenum, GLuint);
+void (APIENTRY *glBufferData)(GLenum, GLsizeiptr, const GLvoid*, GLenum);
+GLvoid* (APIENTRY *glMapBuffer)(GLenum, GLenum);
+GLboolean (APIENTRY *glUnmapBuffer)(GLenum);
+
+/* uniform */
+GLint (APIENTRY *glGetUniformLocation)(GLuint, const GLchar*);
+void (APIENTRY *glUniform1i)(GLint, GLint);
+void (APIENTRY *glUniform2f)(GLint, GLfloat, GLfloat);
+void (APIENTRY *glUniform3f)(GLint, GLfloat, GLfloat, GLfloat);
+void (APIENTRY *glUniform1iv)(GLint, GLsizei, const GLint*);
+
+/* texture */
+void (APIENTRY *glActiveTexture)(GLenum);
+
+/* program/shader */
+GLuint (APIENTRY *glCreateProgram)(void);
+void (APIENTRY *glLinkProgram)(GLuint);
+void (APIENTRY *glGetProgramiv)(GLuint, GLenum, GLint*);
+void (APIENTRY *glGetProgramInfoLog)(GLuint, GLsizei, GLsizei*, GLchar*);
+void (APIENTRY *glUseProgram)(GLuint);
+void (APIENTRY *glDeleteProgram)(GLuint);
+
+GLuint (APIENTRY *glCreateShader)(GLenum);
+void (APIENTRY *glShaderSource)(GLuint, GLsizei, const GLchar**, const GLint*);
+void (APIENTRY *glCompileShader)(GLuint);
+void (APIENTRY *glGetShaderiv)(GLuint, GLenum, GLint*);
+void (APIENTRY *glGetShaderInfoLog)(GLuint, GLsizei, GLsizei*, GLchar*);
+
+void (APIENTRY *glAttachShader)(GLuint, GLuint);
+void (APIENTRY *glDetachShader)(GLuint, GLuint);
+void (APIENTRY *glDeleteShader)(GLuint);
+
+//GL_DeleteBuffers glDeleteBuffers = NULL;
+
+void win32_gl_init() {
+ glGenBuffers = (void(APIENTRY*)(GLsizei, GLuint*))SDL_GL_GetProcAddress("glGenBuffers");
+ glDeleteBuffers = (void(APIENTRY*)(GLsizei, GLuint*))SDL_GL_GetProcAddress("glDeleteBuffers");
+ glBindBuffer = (void(APIENTRY*)(GLenum, GLuint))SDL_GL_GetProcAddress("glBindBuffer");
+ glBufferData = (void(APIENTRY*)(GLenum, GLsizeiptr, const GLvoid*, GLenum))SDL_GL_GetProcAddress("glBufferData");
+ glMapBuffer = (GLvoid*(APIENTRY*)(GLenum, GLenum))SDL_GL_GetProcAddress("glMapBuffer");
+ glUnmapBuffer = (GLboolean(APIENTRY*)(GLenum))SDL_GL_GetProcAddress("glUnmapBuffer");
+
+ glGetUniformLocation = (GLint(APIENTRY*)(GLuint, const GLchar*))SDL_GL_GetProcAddress("glGetUniformLocation");
+ glUniform1i = (void(APIENTRY*)(GLint, GLint))SDL_GL_GetProcAddress("glUniform1i");
+ glUniform2f = (void(APIENTRY*)(GLint, GLfloat, GLfloat))SDL_GL_GetProcAddress("glUniform2f");
+ glUniform3f = (void(APIENTRY*)(GLint, GLfloat, GLfloat, GLfloat))SDL_GL_GetProcAddress("glUniform3f");
+ glUniform1iv = (void(APIENTRY*)(GLint, GLsizei, const GLint*))SDL_GL_GetProcAddress("glUniform1iv");
+
+ glActiveTexture = (void(APIENTRY*)(GLenum))SDL_GL_GetProcAddress("glActiveTexture");
+
+ glCreateProgram = (GLuint(APIENTRY*)(void))SDL_GL_GetProcAddress("glCreateProgram");
+ glLinkProgram = (void(APIENTRY*)(GLuint))SDL_GL_GetProcAddress("glLinkProgram");
+ glGetProgramiv = (void(APIENTRY*)(GLuint, GLenum, GLint*))SDL_GL_GetProcAddress("glGetProgramiv");
+ glGetProgramInfoLog = (void(APIENTRY*)(GLuint, GLsizei, GLsizei*, GLchar*))SDL_GL_GetProcAddress("glGetProgramInfoLog");
+ glUseProgram = (void(APIENTRY*)(GLuint))SDL_GL_GetProcAddress("glUseProgram");
+ glDeleteProgram = (void(APIENTRY*)(GLuint))SDL_GL_GetProcAddress("glDeleteProgram");
+
+ glCreateShader = (GLuint(APIENTRY*)(GLenum))SDL_GL_GetProcAddress("glCreateShader");
+ glShaderSource = (void(APIENTRY*)(GLuint, GLsizei, const GLchar**, const GLint*))SDL_GL_GetProcAddress("glShaderSource");
+ glCompileShader = (void(APIENTRY*)(GLuint))SDL_GL_GetProcAddress("glCompileShader");
+ glGetShaderiv = (void(APIENTRY*)(GLuint, GLenum, GLint*))SDL_GL_GetProcAddress("glGetShaderiv");
+ glGetShaderInfoLog = (void(APIENTRY*)(GLuint, GLsizei, GLsizei*, GLchar*))SDL_GL_GetProcAddress("glGetShaderInfoLog");
+
+ glAttachShader = (void(APIENTRY*)(GLuint, GLuint))SDL_GL_GetProcAddress("glAttachShader");
+ glDetachShader = (void(APIENTRY*)(GLuint, GLuint))SDL_GL_GetProcAddress("glDetachShader");
+ glDeleteShader = (void(APIENTRY*)(GLuint))SDL_GL_GetProcAddress("glDeleteShader");
+}
+
+#endif