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#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
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