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#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 (*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");
	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