101 lines
4.5 KiB
C++
101 lines
4.5 KiB
C++
#if defined(DISPLAY_WINDOWS) || defined(DISPLAY_XORG)
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PFNGLCREATEPROGRAMPROC glCreateProgram = nullptr;
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PFNGLDELETEPROGRAMPROC glDeleteProgram = nullptr;
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PFNGLUSEPROGRAMPROC glUseProgram = nullptr;
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PFNGLCREATESHADERPROC glCreateShader = nullptr;
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PFNGLDELETESHADERPROC glDeleteShader = nullptr;
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PFNGLSHADERSOURCEPROC glShaderSource = nullptr;
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PFNGLCOMPILESHADERPROC glCompileShader = nullptr;
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PFNGLGETSHADERIVPROC glGetShaderiv = nullptr;
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PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog = nullptr;
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PFNGLATTACHSHADERPROC glAttachShader = nullptr;
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PFNGLDETACHSHADERPROC glDetachShader = nullptr;
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PFNGLLINKPROGRAMPROC glLinkProgram = nullptr;
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PFNGLVALIDATEPROGRAMPROC glValidateProgram = nullptr;
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PFNGLGETPROGRAMIVPROC glGetProgramiv = nullptr;
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PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog = nullptr;
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PFNGLGENVERTEXARRAYSPROC glGenVertexArrays = nullptr;
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PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays = nullptr;
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PFNGLBINDVERTEXARRAYPROC glBindVertexArray = nullptr;
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PFNGLGENBUFFERSPROC glGenBuffers = nullptr;
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PFNGLDELETEBUFFERSPROC glDeleteBuffers = nullptr;
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PFNGLBINDBUFFERPROC glBindBuffer = nullptr;
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PFNGLBUFFERDATAPROC glBufferData = nullptr;
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PFNGLGETATTRIBLOCATIONPROC glGetAttribLocation = nullptr;
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PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer = nullptr;
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PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray = nullptr;
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PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray = nullptr;
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PFNGLBINDFRAGDATALOCATIONPROC glBindFragDataLocation = nullptr;
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PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation = nullptr;
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PFNGLGETUNIFORMIVPROC glGetUniformiv = nullptr;
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PFNGLUNIFORM1IPROC glUniform1i = nullptr;
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PFNGLUNIFORM1FPROC glUniform1f = nullptr;
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PFNGLUNIFORM2FPROC glUniform2f = nullptr;
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PFNGLUNIFORM2FVPROC glUniform2fv = nullptr;
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PFNGLUNIFORM4FPROC glUniform4f = nullptr;
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PFNGLUNIFORM4FVPROC glUniform4fv = nullptr;
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PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv = nullptr;
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PFNGLGENFRAMEBUFFERSPROC glGenFramebuffers = nullptr;
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PFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers = nullptr;
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PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer = nullptr;
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PFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D = nullptr;
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#endif
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#if defined(DISPLAY_WINDOWS)
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PFNGLACTIVETEXTUREPROC glActiveTexture = nullptr;
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#endif
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static bool OpenGLBind() {
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#define bind(prototype, function) \
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function = (prototype)glGetProcAddress(#function); \
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if(function == nullptr) return false
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#if defined(DISPLAY_WINDOWS) || defined(DISPLAY_XORG)
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bind(PFNGLCREATEPROGRAMPROC, glCreateProgram);
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bind(PFNGLDELETEPROGRAMPROC, glDeleteProgram);
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bind(PFNGLUSEPROGRAMPROC, glUseProgram);
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bind(PFNGLCREATESHADERPROC, glCreateShader);
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bind(PFNGLDELETESHADERPROC, glDeleteShader);
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bind(PFNGLSHADERSOURCEPROC, glShaderSource);
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bind(PFNGLCOMPILESHADERPROC, glCompileShader);
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bind(PFNGLGETSHADERIVPROC, glGetShaderiv);
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bind(PFNGLGETSHADERINFOLOGPROC, glGetShaderInfoLog);
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bind(PFNGLATTACHSHADERPROC, glAttachShader);
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bind(PFNGLDETACHSHADERPROC, glDetachShader);
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bind(PFNGLLINKPROGRAMPROC, glLinkProgram);
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bind(PFNGLVALIDATEPROGRAMPROC, glValidateProgram);
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bind(PFNGLGETPROGRAMIVPROC, glGetProgramiv);
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bind(PFNGLGETPROGRAMINFOLOGPROC, glGetProgramInfoLog);
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bind(PFNGLGENVERTEXARRAYSPROC, glGenVertexArrays);
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bind(PFNGLDELETEVERTEXARRAYSPROC, glDeleteVertexArrays);
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bind(PFNGLBINDVERTEXARRAYPROC, glBindVertexArray);
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bind(PFNGLGENBUFFERSPROC, glGenBuffers);
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bind(PFNGLDELETEBUFFERSPROC, glDeleteBuffers);
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bind(PFNGLBINDBUFFERPROC, glBindBuffer);
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bind(PFNGLBUFFERDATAPROC, glBufferData);
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bind(PFNGLGETATTRIBLOCATIONPROC, glGetAttribLocation);
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bind(PFNGLVERTEXATTRIBPOINTERPROC, glVertexAttribPointer);
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bind(PFNGLENABLEVERTEXATTRIBARRAYPROC, glEnableVertexAttribArray);
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bind(PFNGLDISABLEVERTEXATTRIBARRAYPROC, glDisableVertexAttribArray);
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bind(PFNGLBINDFRAGDATALOCATIONPROC, glBindFragDataLocation);
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bind(PFNGLGETUNIFORMLOCATIONPROC, glGetUniformLocation);
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bind(PFNGLGETUNIFORMIVPROC, glGetUniformiv);
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bind(PFNGLUNIFORM1IPROC, glUniform1i);
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bind(PFNGLUNIFORM1FPROC, glUniform1f);
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bind(PFNGLUNIFORM2FPROC, glUniform2f);
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bind(PFNGLUNIFORM2FVPROC, glUniform2fv);
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bind(PFNGLUNIFORM4FPROC, glUniform4f);
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bind(PFNGLUNIFORM4FVPROC, glUniform4fv);
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bind(PFNGLUNIFORMMATRIX4FVPROC, glUniformMatrix4fv);
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bind(PFNGLGENFRAMEBUFFERSPROC, glGenFramebuffers);
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bind(PFNGLDELETEFRAMEBUFFERSPROC, glDeleteFramebuffers);
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bind(PFNGLBINDFRAMEBUFFERPROC, glBindFramebuffer);
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bind(PFNGLFRAMEBUFFERTEXTURE2DPROC, glFramebufferTexture2D);
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#endif
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#if defined(DISPLAY_WINDOWS)
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bind(PFNGLACTIVETEXTUREPROC, glActiveTexture);
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#endif
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#undef bind
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return true;
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}
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