/* * This software is licensed under the terms of the MIT-License * See COPYING for further information. * --- * Copyright (C) 2011, Lukas Weber */ #include "taiseigl.h" #ifdef __WIN32__ // #include #else #include #endif typedef void (*GLFuncPtr)(void); GLFuncPtr get_proc_address(char *name) { #ifdef __WIN32__ return (GLFuncPtr)wglGetProcAddress(name); #else return glXGetProcAddress((GLubyte *)name); #endif } void load_gl_functions() { #ifdef __WIN32__ glActiveTexture = (PFNGLACTIVETEXTUREPROC)get_proc_address("glActiveTexture"); glBlendEquation = (PFNGLBLENDEQUATIONPROC)get_proc_address("glBlendEquation"); #endif glBlendFuncSeparate = (PFNGLBLENDFUNCSEPARATEPROC)get_proc_address("glBlendFuncSeparate"); glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDPROC)get_proc_address("glDrawArraysInstanced"); glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)get_proc_address("glBindFramebuffer"); glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)get_proc_address("glGenFramebuffers"); glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)get_proc_address("glFramebufferTexture2D"); glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)get_proc_address("glDeleteFramebuffers"); glGenBuffers = (PFNGLGENBUFFERSPROC)get_proc_address("glGenBuffers"); glBindBuffer = (PFNGLBINDBUFFERPROC)get_proc_address("glBindBuffer"); glBufferData = (PFNGLBUFFERDATAPROC)get_proc_address("glBufferData"); glBufferSubData = (PFNGLBUFFERSUBDATAPROC)get_proc_address("glBufferSubData"); glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)get_proc_address("glDeleteBuffers"); glCreateProgram = (PFNGLCREATEPROGRAMPROC)get_proc_address("glCreateProgram"); glLinkProgram = (PFNGLLINKPROGRAMPROC)get_proc_address("glLinkProgram"); glUseProgram = (PFNGLUSEPROGRAMPROC)get_proc_address("glUseProgram"); glGetProgramiv = (PFNGLGETPROGRAMIVPROC)get_proc_address("glGetProgramiv"); glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)get_proc_address("glGetProgramInfoLog"); glDeleteProgram = (PFNGLDELETEPROGRAMPROC)get_proc_address("glDeleteProgram"); glCreateShader = (PFNGLCREATESHADERPROC)get_proc_address("glCreateShader"); glGetShaderiv = (PFNGLGETSHADERIVPROC)get_proc_address("glGetShaderiv"); glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)get_proc_address("glGetShaderInfoLog"); glShaderSource = (PFNGLSHADERSOURCEPROC)get_proc_address("glShaderSource"); glCompileShader = (PFNGLCOMPILESHADERPROC)get_proc_address("glCompileShader"); glAttachShader = (PFNGLATTACHSHADERPROC)get_proc_address("glAttachShader"); glDeleteShader = (PFNGLDELETESHADERPROC)get_proc_address("glDeleteShader"); glGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC)get_proc_address("glGetActiveUniform"); glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)get_proc_address("glGetUniformLocation"); glUniform1f = (PFNGLUNIFORM1FPROC)get_proc_address("glUniform1f"); glUniform2f = (PFNGLUNIFORM2FPROC)get_proc_address("glUniform2f"); glUniform3f = (PFNGLUNIFORM3FPROC)get_proc_address("glUniform3f"); glUniform4f = (PFNGLUNIFORM4FPROC)get_proc_address("glUniform4f"); glUniform1i = (PFNGLUNIFORM1IPROC)get_proc_address("glUniform1i"); glUniform2i = (PFNGLUNIFORM2IPROC)get_proc_address("glUniform2i"); glUniform3i = (PFNGLUNIFORM3IPROC)get_proc_address("glUniform3i"); glUniform4i = (PFNGLUNIFORM4IPROC)get_proc_address("glUniform4i"); glUniform2fv = (PFNGLUNIFORM2FVPROC)get_proc_address("glUniform2fv"); glUniform3fv = (PFNGLUNIFORM3FVPROC)get_proc_address("glUniform3fv"); glUniform4fv = (PFNGLUNIFORM4FVPROC)get_proc_address("glUniform4fv"); }