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glentry.cpp
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#include <stdio.h>
#include <stdlib.h>
#include "glentry.h"
PFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
PFNGLGENERATEMIPMAPPROC glGenerateMipmap;
PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
PFNGLFRAMEBUFFERTEXTURELAYERPROC glFramebufferTextureLayer;
PFNGLCREATESHADERPROC glCreateShader;
PFNGLSHADERSOURCEPROC glShaderSource;
PFNGLCOMPILESHADERPROC glCompileShader;
PFNGLATTACHSHADERPROC glAttachShader;
PFNGLCREATEPROGRAMPROC glCreateProgram;
PFNGLLINKPROGRAMPROC glLinkProgram;
PFNGLUSEPROGRAMPROC glUseProgram;
PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation;
PFNGLUNIFORM1IPROC glUniform1i;
PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;
PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;
PFNGLGETPROGRAMIVPROC glGetProgramiv;
PFNGLFRAMEBUFFERTEXTUREARBPROC glFramebufferTextureARB;
PFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus;
PFNGLPROGRAMPARAMETERIPROC glProgramParameteriARB;
PFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D;
PFNGLFRAMEBUFFERTEXTURE3DPROC glFramebufferTexture3D;
PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;
PFNGLENABLEVERTEXATTRIBARRAYARBPROC glEnableVertexAttribArray;
PFNGLUNIFORM1FPROC glUniform1f;
PFNGLUNIFORM4FVPROC glUniform4fv;
PFNGLUNIFORM3FVPROC glUniform3fv;
PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv;
PFNGLGENBUFFERSPROC glGenBuffers;
PFNGLBUFFERDATAPROC glBufferData;
PFNGLBUFFERSUBDATAPROC glBufferSubData;
PFNGLBINDBUFFERPROC glBindBuffer;
PFNGLGETSHADERIVPROC glGetShaderiv;
int init_glentry()
{
glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC) glXGetProcAddress((const GLubyte*) "glGenFramebuffers");
glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC) glXGetProcAddress((const GLubyte*) "glGenerateMipmap");
glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC) glXGetProcAddress((const GLubyte*) "glBindFramebuffer");
glFramebufferTextureLayer = (PFNGLFRAMEBUFFERTEXTURELAYERPROC) glXGetProcAddress((const GLubyte*) "glFramebufferTextureLayer");
glCreateShader = (PFNGLCREATESHADERPROC) glXGetProcAddress((const GLubyte*) "glCreateShader");
glShaderSource = (PFNGLSHADERSOURCEPROC) glXGetProcAddress((const GLubyte*) "glShaderSource");
glCompileShader = (PFNGLCOMPILESHADERPROC) glXGetProcAddress((const GLubyte*) "glCompileShader");
glAttachShader = (PFNGLATTACHSHADERPROC) glXGetProcAddress((const GLubyte*) "glAttachShader");
glCreateProgram = (PFNGLCREATEPROGRAMPROC) glXGetProcAddress((const GLubyte*) "glCreateProgram");
glLinkProgram = (PFNGLLINKPROGRAMPROC) glXGetProcAddress((const GLubyte*) "glLinkProgram");
glUseProgram = (PFNGLUSEPROGRAMPROC) glXGetProcAddress((const GLubyte*) "glUseProgram");
glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC) glXGetProcAddress((const GLubyte*) "glGetUniformLocation");
glUniform1i = (PFNGLUNIFORM1IPROC) glXGetProcAddress((const GLubyte*) "glUniform1i");
glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC) glXGetProcAddress((const GLubyte*) "glGetShaderInfoLog");
glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC) glXGetProcAddress((const GLubyte*) "glGetProgramInfoLog");
glGetProgramiv = (PFNGLGETPROGRAMIVPROC) glXGetProcAddress((const GLubyte*) "glGetProgramiv");
glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC) glXGetProcAddress((const GLubyte*) "glCheckFramebufferStatus");
glFramebufferTextureARB = (PFNGLFRAMEBUFFERTEXTUREARBPROC) glXGetProcAddress((const GLubyte*) "glFramebufferTextureARB");
glProgramParameteriARB = (PFNGLPROGRAMPARAMETERIPROC) glXGetProcAddress((const GLubyte*) "glProgramParameteriARB");
glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC) glXGetProcAddress((const GLubyte*) "glFramebufferTexture2D");
glFramebufferTexture3D = (PFNGLFRAMEBUFFERTEXTURE3DPROC) glXGetProcAddress((const GLubyte*) "glFramebufferTexture3D");
glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC) glXGetProcAddress((const GLubyte*) "glVertexAttribPointer");
glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYARBPROC) glXGetProcAddress((const GLubyte*) "glEnableVertexAttribArray");
glUniform1f = (PFNGLUNIFORM1FPROC) glXGetProcAddress((const GLubyte*) "glUniform1f");
glUniform4fv = (PFNGLUNIFORM4FVPROC) glXGetProcAddress((const GLubyte*) "glUniform4fv");
glUniform3fv = (PFNGLUNIFORM3FVPROC) glXGetProcAddress((const GLubyte*) "glUniform3fv");
glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC) glXGetProcAddress((const GLubyte*) "glUniformMatrix4fv");
glGenBuffers = (PFNGLGENBUFFERSPROC) glXGetProcAddress((const GLubyte*) "glGenBuffers");
glBufferData = (PFNGLBUFFERDATAPROC) glXGetProcAddress((const GLubyte*) "glBufferData");
glBufferSubData = (PFNGLBUFFERSUBDATAPROC) glXGetProcAddress((const GLubyte*) "glBufferSubData");
glBindBuffer = (PFNGLBINDBUFFERPROC) glXGetProcAddress((const GLubyte*) "glBindBuffer");
glGetShaderiv = (PFNGLGETSHADERIVPROC) glXGetProcAddress((const GLubyte*) "glGetShaderiv");
if (!glGenFramebuffers ||
!glGenerateMipmap ||
!glBindFramebuffer ||
!glFramebufferTextureLayer ||
!glCreateShader ||
!glShaderSource ||
!glCompileShader ||
!glAttachShader ||
!glCreateProgram ||
!glLinkProgram ||
!glUseProgram ||
!glGetUniformLocation ||
!glUniform1i ||
!glGetShaderInfoLog ||
!glGetProgramInfoLog ||
!glGetProgramiv ||
!glCheckFramebufferStatus ||
!glFramebufferTextureARB ||
!glProgramParameteriARB ||
!glFramebufferTexture2D ||
!glFramebufferTexture3D ||
!glVertexAttribPointer ||
!glEnableVertexAttribArray ||
!glUniform1f ||
!glUniform4fv ||
!glUniform3fv ||
!glUniformMatrix4fv ||
!glGenBuffers ||
!glBufferData ||
!glBufferSubData ||
!glBindBuffer ||
!glGetShaderiv
)
{
fprintf(stderr, "One or more entry points returned NULL\n");
return -1;
}
return 0;
}