2016-02-22 18:52:28 -05:00
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/////////////////////////////////////////////////////////////////////////////
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// Name: oglpfuncs.cpp
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// Purpose: Pointers to OpenGL functions
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// Author: Manuel Martin
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// Created: 2015/11/16
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// Copyright: (c) 2015 Manuel Martin
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// Licence: wxWindows licence
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/////////////////////////////////////////////////////////////////////////////
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#include "oglpfuncs.h"
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// Apple defines everything on his own
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#ifndef __APPLE__
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#if defined(_WIN32) || defined(__WIN32__)
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#ifndef WIN32_LEAN_AND_MEAN
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// Reduce a bit header VC++ compilation time
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#define WIN32_LEAN_AND_MEAN 1
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#define LE_ME_ISDEF
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#endif
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2016-04-14 22:02:59 -04:00
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/*
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APIENTRY is defined in oglpfuncs.h as well as by windows.h. Undefine
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it to prevent a macro redefinition warning.
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*/
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#undef APIENTRY
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2016-02-22 18:52:28 -05:00
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#include <windows.h> //For wglGetProcAddress
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#ifdef LE_ME_ISDEF
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#undef WIN32_LEAN_AND_MEAN
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#undef LE_ME_ISDEF
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#endif
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// Our macro
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#define MyGetProcAddress(name) wglGetProcAddress((LPCSTR)name)
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#else // Linux
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// GLX_ARB_get_proc_address
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// glXGetProcAddressARB is statically exported by all libGL implementations,
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// while glXGetProcAddress may be not available.
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#ifdef __cplusplus
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extern "C" {
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#endif
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extern void (*glXGetProcAddressARB(const GLubyte *procName))();
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#ifdef __cplusplus
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}
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#endif
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#define MyGetProcAddress(name) (*glXGetProcAddressARB)((const GLubyte*)name)
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#endif
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// The function to get the pointers
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void* MyGetGLFuncAddress(const char* fname)
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{
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void* pret = (void*) MyGetProcAddress(fname);
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// Some drivers return -apart from 0-, -1, 1, 2 or 3
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if ( pret == (void*)-1 || pret == (void*)1 || pret == (void*)2 || pret == (void*)3 )
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pret = (void*)0;
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return pret;
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}
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// Declare and initialize pointers
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PFNGLACTIVETEXTUREPROC my_glActiveTexture = NULL;
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PFNGLATTACHSHADERPROC my_glAttachShader = NULL;
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PFNGLBINDATTRIBLOCATIONPROC my_glBindAttribLocation = NULL;
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PFNGLBINDBUFFERPROC my_glBindBuffer = NULL;
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PFNGLBINDVERTEXARRAYPROC my_glBindVertexArray = NULL;
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PFNGLBUFFERDATAPROC my_glBufferData = NULL;
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PFNGLBUFFERSUBDATAPROC my_glBufferSubData = NULL;
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PFNGLCOMPILESHADERPROC my_glCompileShader = NULL;
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PFNGLCREATEPROGRAMPROC my_glCreateProgram = NULL;
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PFNGLCREATESHADERPROC my_glCreateShader = NULL;
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PFNGLDELETEBUFFERSPROC my_glDeleteBuffers = NULL;
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PFNGLDELETEPROGRAMPROC my_glDeleteProgram = NULL;
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PFNGLDELETESHADERPROC my_glDeleteShader = NULL;
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PFNGLDELETEVERTEXARRAYSPROC my_glDeleteVertexArrays = NULL;
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PFNGLDETACHSHADERPROC my_glDetachShader = NULL;
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PFNGLDISABLEVERTEXATTRIBARRAYPROC my_glDisableVertexAttribArray = NULL;
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PFNGLENABLEVERTEXATTRIBARRAYPROC my_glEnableVertexAttribArray = NULL;
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PFNGLGENBUFFERSPROC my_glGenBuffers = NULL;
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PFNGLGENVERTEXARRAYSPROC my_glGenVertexArrays = NULL;
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PFNGLGETPROGRAMINFOLOGPROC my_glGetProgramInfoLog = NULL;
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PFNGLGETPROGRAMIVPROC my_glGetProgramiv = NULL;
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PFNGLGETSHADERINFOLOGPROC my_glGetShaderInfoLog = NULL;
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PFNGLGETSHADERIVPROC my_glGetShaderiv = NULL;
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PFNGLGETUNIFORMLOCATIONPROC my_glGetUniformLocation = NULL;
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PFNGLLINKPROGRAMPROC my_glLinkProgram = NULL;
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PFNGLPROVOKINGVERTEXPROC my_glProvokingVertex = NULL;
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PFNGLSHADERSOURCEPROC my_glShaderSource = NULL;
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PFNGLUNIFORM1IPROC my_glUniform1i = NULL;
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PFNGLUNIFORM3FVPROC my_glUniform3fv = NULL;
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PFNGLUNIFORM4FVPROC my_glUniform4fv = NULL;
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PFNGLUNIFORMMATRIX4FVPROC my_glUniformMatrix4fv = NULL;
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PFNGLUSEPROGRAMPROC my_glUseProgram = NULL;
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PFNGLVERTEXATTRIBPOINTERPROC my_glVertexAttribPointer = NULL;
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#endif // __APPLE__
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// Retrieve the pointers
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#define GETANDTEST(type, name) \
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my_ ## name = (type) MyGetGLFuncAddress(#name); \
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if (name == 0) \
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return false;
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bool MyInitGLPointers()
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{
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#ifdef __APPLE__
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return true;
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#else
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GETANDTEST(PFNGLACTIVETEXTUREPROC, glActiveTexture)
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GETANDTEST(PFNGLATTACHSHADERPROC, glAttachShader)
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GETANDTEST(PFNGLBINDATTRIBLOCATIONPROC, glBindAttribLocation)
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GETANDTEST(PFNGLBINDBUFFERPROC, glBindBuffer)
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GETANDTEST(PFNGLBINDVERTEXARRAYPROC, glBindVertexArray)
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GETANDTEST(PFNGLBUFFERDATAPROC, glBufferData)
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GETANDTEST(PFNGLBUFFERSUBDATAPROC, glBufferSubData)
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GETANDTEST(PFNGLCOMPILESHADERPROC, glCompileShader)
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GETANDTEST(PFNGLCREATEPROGRAMPROC, glCreateProgram)
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GETANDTEST(PFNGLCREATESHADERPROC, glCreateShader)
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GETANDTEST(PFNGLDELETEBUFFERSPROC, glDeleteBuffers)
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GETANDTEST(PFNGLDELETEPROGRAMPROC, glDeleteProgram)
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GETANDTEST(PFNGLDELETESHADERPROC, glDeleteShader)
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GETANDTEST(PFNGLDELETEVERTEXARRAYSPROC, glDeleteVertexArrays)
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GETANDTEST(PFNGLDETACHSHADERPROC, glDetachShader)
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GETANDTEST(PFNGLDISABLEVERTEXATTRIBARRAYPROC, glDisableVertexAttribArray)
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GETANDTEST(PFNGLENABLEVERTEXATTRIBARRAYPROC, glEnableVertexAttribArray)
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GETANDTEST(PFNGLGENBUFFERSPROC, glGenBuffers)
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GETANDTEST(PFNGLGENVERTEXARRAYSPROC, glGenVertexArrays)
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GETANDTEST(PFNGLGETPROGRAMINFOLOGPROC, glGetProgramInfoLog)
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GETANDTEST(PFNGLGETPROGRAMIVPROC, glGetProgramiv)
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GETANDTEST(PFNGLGETSHADERINFOLOGPROC, glGetShaderInfoLog)
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GETANDTEST(PFNGLGETSHADERIVPROC, glGetShaderiv)
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GETANDTEST(PFNGLGETUNIFORMLOCATIONPROC, glGetUniformLocation)
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GETANDTEST(PFNGLLINKPROGRAMPROC, glLinkProgram)
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GETANDTEST(PFNGLPROVOKINGVERTEXPROC, glProvokingVertex)
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GETANDTEST(PFNGLSHADERSOURCEPROC, glShaderSource)
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GETANDTEST(PFNGLUNIFORM1IPROC, glUniform1i)
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GETANDTEST(PFNGLUNIFORM3FVPROC, glUniform3fv)
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GETANDTEST(PFNGLUNIFORM4FVPROC, glUniform4fv)
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GETANDTEST(PFNGLUNIFORMMATRIX4FVPROC, glUniformMatrix4fv)
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GETANDTEST(PFNGLUSEPROGRAMPROC, glUseProgram)
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GETANDTEST(PFNGLVERTEXATTRIBPOINTERPROC, glVertexAttribPointer)
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return true;
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#endif
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}
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