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-rw-r--r--gl.cpp76
1 files changed, 76 insertions, 0 deletions
diff --git a/gl.cpp b/gl.cpp
new file mode 100644
index 0000000..54ab4c5
--- /dev/null
+++ b/gl.cpp
@@ -0,0 +1,76 @@
+#include "gl.h"
+
+#include <SDL.h>
+
+#ifdef WIN32
+
+void (*glGenBuffers)(GLsizei, GLuint*);
+void (*glDeleteBuffers)(GLsizei, GLuint*);
+void (*glBindBuffer)(GLenum, GLuint);
+void (*glBufferData)(GLenum, GLsizeiptr, const GLvoid*, GLenum);
+GLvoid* (*glMapBuffer)(GLenum, GLenum);
+GLboolean (*glUnmapBuffer)(GLenum);
+
+/* uniform */
+GLint (*glGetUniformLocation)(GLuint, const GLchar*);
+void (*glUniform1i)(GLint, GLint);
+void (*glUniform2f)(GLint, GLfloat, GLfloat);
+void (*glUniform3f)(GLint, GLfloat, GLfloat, GLfloat);
+
+/* texture */
+void (*glActiveTexture)(GLenum);
+
+/* program/shader */
+GLuint (*glCreateProgram)(void);
+void (*glLinkProgram)(GLuint);
+void (*glGetProgramiv)(GLuint, GLenum, GLint*);
+void (*glGetProgramInfoLog)(GLuint, GLsizei, GLsizei*, GLchar*);
+void (*glUseProgram)(GLuint);
+void (*glDeleteProgram)(GLuint);
+
+GLuint (*glCreateShader)(GLenum);
+void (*glShaderSource)(GLuint, GLsizei, const GLchar**, const GLint*);
+void (*glCompileShader)(GLuint);
+void (*glGetShaderiv)(GLuint, GLenum, GLint*);
+void (*glGetShaderInfoLog)(GLuint, GLsizei, GLsizei*, GLchar*);
+
+void (*glAttachShader)(GLuint, GLuint);
+void (*glDetachShader)(GLuint, GLuint);
+void (*glDeleteShader)(GLuint);
+
+//GL_DeleteBuffers glDeleteBuffers = NULL;
+
+void win32_gl_init() {
+ glGenBuffers = (void(*)(GLsizei, GLuint*))SDL_GL_GetProcAddress("glGenBuffers");
+ glDeleteBuffers = (void(*)(GLsizei, GLuint*))SDL_GL_GetProcAddress("glDeleteBuffers");
+ glBindBuffer = (void(*)(GLenum, GLuint))SDL_GL_GetProcAddress("glBindBuffer");
+ glBufferData = (void(*)(GLenum, GLsizeiptr, const GLvoid*, GLenum))SDL_GL_GetProcAddress("glBufferData");
+ glMapBuffer = (GLvoid*(*)(GLenum, GLenum))SDL_GL_GetProcAddress("glMapBuffer");
+ glUnmapBuffer = (GLboolean(*)(GLenum))SDL_GL_GetProcAddress("glUnmapBuffer");
+
+ glGetUniformLocation = (GLint(*)(GLuint, const GLchar*))SDL_GL_GetProcAddress("glGetUniformLocation");
+ glUniform1i = (void(*)(GLint, GLint))SDL_GL_GetProcAddress("glUniform1i");
+ glUniform2f = (void(*)(GLint, GLfloat, GLfloat))SDL_GL_GetProcAddress("glUniform2f");
+ glUniform3f = (void(*)(GLint, GLfloat, GLfloat, GLfloat))SDL_GL_GetProcAddress("glUniform3f");
+
+ glActiveTexture = (void(*)(GLenum))SDL_GL_GetProcAddress("glActiveTexture");
+
+ glCreateProgram = (GLuint(*)(void))SDL_GL_GetProcAddress("glCreateProgram");
+ glLinkProgram = (void(*)(GLuint))SDL_GL_GetProcAddress("glLinkProgram");
+ glGetProgramiv = (void(*)(GLuint, GLenum, GLint*))SDL_GL_GetProcAddress("glGetProgramiv");
+ glGetProgramInfoLog = (void(*)(GLuint, GLsizei, GLsizei*, GLchar*))SDL_GL_GetProcAddress("glGetProgramInfoLog");
+ glUseProgram = (void(*)(GLuint))SDL_GL_GetProcAddress("glUseProgram");
+ glDeleteProgram = (void(*)(GLuint))SDL_GL_GetProcAddress("glDeleteProgram");
+
+ glCreateShader = (GLuint(*)(GLenum))SDL_GL_GetProcAddress("glCreateShader");
+ glShaderSource = (void(*)(GLuint, GLsizei, const GLchar**, const GLint*))SDL_GL_GetProcAddress("glShaderSource");
+ glCompileShader = (void(*)(GLuint))SDL_GL_GetProcAddress("glCompileShader");
+ glGetShaderiv = (void(*)(GLuint, GLenum, GLint*))SDL_GL_GetProcAddress("glGetShaderiv");
+ glGetShaderInfoLog = (void(*)(GLuint, GLsizei, GLsizei*, GLchar*))SDL_GL_GetProcAddress("glGetShaderInfoLog");
+
+ glAttachShader = (void(*)(GLuint, GLuint))SDL_GL_GetProcAddress("glAttachShader");
+ glDetachShader = (void(*)(GLuint, GLuint))SDL_GL_GetProcAddress("glDetachShader");
+ glDeleteShader = (void(*)(GLuint))SDL_GL_GetProcAddress("glDeleteShader");
+}
+
+#endif