private void Initialize()
 {
     AttachShader            = GetOpenGLEntryPoint <AttachShaderDelegate>("glAttachShader");
     BindBuffer              = GetOpenGLEntryPoint <BindBufferDelegate>("glBindBuffer");
     BindVertexArray         = GetOpenGLEntryPoint <BindVertexArrayDelegate>("glBindVertexArray");
     BufferData              = GetOpenGLEntryPoint <BufferDataDelegate>("glBufferData");
     BufferSubData           = GetOpenGLEntryPoint <BufferSubDataDelegate>("glBufferSubData");
     Clear                   = GetOpenGLEntryPoint <ClearDelegate>("glClear");
     ClearColor              = GetOpenGLEntryPoint <ClearColorDelegate>("glClearColor");
     CompileShader           = GetOpenGLEntryPoint <CompileShaderDelegate>("glCompileShader");
     CreateProgram           = GetOpenGLEntryPoint <CreateProgramDelegate>("glCreateProgram");
     CreateShader            = GetOpenGLEntryPoint <CreateShaderDelegate>("glCreateShader");
     DeleteBuffers           = GetOpenGLEntryPoint <DeleteBuffersDelegate>("glDeleteBuffers");
     DeleteProgram           = GetOpenGLEntryPoint <DeleteProgramDelegate>("glDeleteProgram");
     DeleteShader            = GetOpenGLEntryPoint <DeleteShaderDelegate>("glDeleteShader");
     DeleteVertexArrays      = GetOpenGLEntryPoint <DeleteVertexArraysDelegate>("glDeleteVertexArrays");
     Disable                 = GetOpenGLEntryPoint <DisableDelegate>("glDisable");
     DrawArrays              = GetOpenGLEntryPoint <DrawArraysDelegate>("glDrawArrays");
     DrawElements            = GetOpenGLEntryPoint <DrawElementsDelegate>("glDrawElements");
     Enable                  = GetOpenGLEntryPoint <EnableDelegate>("glEnable");
     EnableVertexAttribArray = GetOpenGLEntryPoint <EnableVertexAttribArrayDelegate>("glEnableVertexAttribArray");
     GenBuffers              = GetOpenGLEntryPoint <GenBuffersDelegate>("glGenBuffers");
     GenVertexArrays         = GetOpenGLEntryPoint <GenVertexArraysDelegate>("glGenVertexArrays");
     GetProgramInfoLog       = GetOpenGLEntryPoint <GetProgramInfoLogDelegate>("glGetProgramInfoLog");
     GetProgramiv            = GetOpenGLEntryPoint <GetProgramivDelegate>("glGetProgramiv");
     GetShaderInfoLog        = GetOpenGLEntryPoint <GetShaderInfoLogDelegate>("glGetShaderInfoLog");
     GetShaderiv             = GetOpenGLEntryPoint <GetShaderivDelegate>("glGetShaderiv");
     GetString               = GetOpenGLEntryPoint <GetStringDelegate>("glGetString");
     LinkProgram             = GetOpenGLEntryPoint <LinkProgramDelegate>("glLinkProgram");
     ShaderSource            = GetOpenGLEntryPoint <ShaderSourceDelegate>("glShaderSource");
     Scissor                 = GetOpenGLEntryPoint <ScissorDelegate>("glScissor");
     UseProgram              = GetOpenGLEntryPoint <UseProgramDelegate>("glUseProgram");
     VertexAttribPointer     = GetOpenGLEntryPoint <VertexAttribPointerDelegate>("glVertexAttribPointer");
     Viewport                = GetOpenGLEntryPoint <ViewportDelegate>("glViewport");
 }
Exemple #2
0
        internal static void LoadEntryPoints()
        {
            if (Viewport == null)
            {
                Viewport = LoadFunction <ViewportDelegate>("glViewport");
            }
            if (Scissor == null)
            {
                Scissor = LoadFunction <ScissorDelegate>("glScissor");
            }
            //if (MakeCurrent == null)
            //	MakeCurrent = LoadFunction<MakeCurrentDelegate>("glMakeCurrent");

            GetError = LoadFunction <GetErrorDelegate>("glGetError");

            EnableVertexAttribArray  = LoadFunction <EnableVertexAttribArrayDelegate>("glEnableVertexAttribArray");
            DisableVertexAttribArray = LoadFunction <DisableVertexAttribArrayDelegate>("glDisableVertexAttribArray");

            _getStringInternal = LoadFunction <GetStringDelegate>("glGetString");

            ClearDepth = LoadFunction <ClearDepthDelegate>("glClearDepth")
                         ?? LoadFunction <ClearDepthDelegate>("glClearDepthf");

            Clear        = LoadFunction <ClearDelegate>("glClear");
            ClearColor   = LoadFunction <ClearColorDelegate>("glClearColor");
            ClearStencil = LoadFunction <ClearStencilDelegate>("glClearStencil");

            Enable  = LoadFunction <EnableDelegate>("glEnable");
            Disable = LoadFunction <DisableDelegate>("glDisable");

            BindBuffer = LoadFunction <BindBufferDelegate>("glBindBuffer");
            //DrawBuffers = LoadFunction<DrawBuffersDelegate>("glDrawBuffers");
            //DrawElements = LoadFunction<DrawElementsDelegate>("glDrawElements");
            DrawArrays = LoadFunction <DrawArraysDelegate>("glDrawArrays");
            //Uniform1i = LoadFunction<Uniform1iDelegate>("glUniform1i");
            //Uniform4fv = LoadFunction<Uniform4fvDelegate>("glUniform4fv");
            //ReadPixelsInternal = LoadFunction<ReadPixelsDelegate>("glReadPixels");

            CreateShader         = LoadFunction <CreateShaderDelegate>("glCreateShader");
            ShaderSourceInternal = LoadFunction <ShaderSourceDelegate>("glShaderSource");
            CompileShader        = LoadFunction <CompileShaderDelegate>("glCompileShader");

            ColorMask = LoadFunction <ColorMaskDelegate>("glColorMask");
            //TODO: DepthFunc = LoadFunction<DepthFuncDelegate>("glDepthFunc");
            DepthMask = LoadFunction <DepthMaskDelegate>("glDepthMask");

            StencilMask = LoadFunction <StencilMaskDelegate>("glStencilMask");

            GenBuffers = LoadFunction <GenBuffersDelegate>("glGenBuffers");
            BufferData = LoadFunction <BufferDataDelegate>("glBufferData");
            //MapBuffer = LoadFunction<MapBufferDelegate>("glMapBuffer");
            //UnmapBuffer = LoadFunction<UnmapBufferDelegate>("glUnmapBuffer");
            BufferSubData = LoadFunction <BufferSubDataDelegate>("glBufferSubData");
            //DeleteBuffers = LoadFunction<DeleteBuffersDelegate>("glDeleteBuffers");

            VertexAttribPointer = LoadFunction <VertexAttribPointerDelegate>("glVertexAttribPointer");
        }
Exemple #3
0
 private void Initialize()
 {
     ActiveTexture           = GetOpenGLEntryPoint <ActiveTextureDelegate>("glActiveTexture");
     AttachShader            = GetOpenGLEntryPoint <AttachShaderDelegate>("glAttachShader");
     BindBuffer              = GetOpenGLEntryPoint <BindBufferDelegate>("glBindBuffer");
     BindTexture             = GetOpenGLEntryPoint <BindTextureDelegate>("glBindTexture");
     BindVertexArray         = GetOpenGLEntryPoint <BindVertexArrayDelegate>("glBindVertexArray");
     BlendFunc               = GetOpenGLEntryPoint <BlendFuncDelegate>("glBlendFunc");
     BufferData              = GetOpenGLEntryPoint <BufferDataDelegate>("glBufferData");
     BufferSubData           = GetOpenGLEntryPoint <BufferSubDataDelegate>("glBufferSubData");
     Clear                   = GetOpenGLEntryPoint <ClearDelegate>("glClear");
     ClearColor              = GetOpenGLEntryPoint <ClearColorDelegate>("glClearColor");
     CompileShader           = GetOpenGLEntryPoint <CompileShaderDelegate>("glCompileShader");
     CreateProgram           = GetOpenGLEntryPoint <CreateProgramDelegate>("glCreateProgram");
     CreateShader            = GetOpenGLEntryPoint <CreateShaderDelegate>("glCreateShader");
     DeleteBuffers           = GetOpenGLEntryPoint <DeleteBuffersDelegate>("glDeleteBuffers");
     DeleteProgram           = GetOpenGLEntryPoint <DeleteProgramDelegate>("glDeleteProgram");
     DeleteShader            = GetOpenGLEntryPoint <DeleteShaderDelegate>("glDeleteShader");
     DeleteTextures          = GetOpenGLEntryPoint <DeleteTexturesDelegate>("glDeleteTextures");
     DeleteVertexArrays      = GetOpenGLEntryPoint <DeleteVertexArraysDelegate>("glDeleteVertexArrays");
     Disable                 = GetOpenGLEntryPoint <DisableDelegate>("glDisable");
     DrawArrays              = GetOpenGLEntryPoint <DrawArraysDelegate>("glDrawArrays");
     Enable                  = GetOpenGLEntryPoint <EnableDelegate>("glEnable");
     EnableVertexAttribArray = GetOpenGLEntryPoint <EnableVertexAttribArrayDelegate>("glEnableVertexAttribArray");
     GenBuffers              = GetOpenGLEntryPoint <GenBuffersDelegate>("glGenBuffers");
     GenTextures             = GetOpenGLEntryPoint <GenTexturesDelegate>("glGenTextures");
     GenVertexArrays         = GetOpenGLEntryPoint <GenVertexArraysDelegate>("glGenVertexArrays");
     GetError                = GetOpenGLEntryPoint <GetErrorDelegate>("glGetError");
     GetIntegerv             = GetOpenGLEntryPoint <GetIntegervDelegate>("glGetIntegerv");
     GetProgramInfoLog       = GetOpenGLEntryPoint <GetProgramInfoLogDelegate>("glGetProgramInfoLog");
     GetProgramiv            = GetOpenGLEntryPoint <GetProgramivDelegate>("glGetProgramiv");
     GetShaderInfoLog        = GetOpenGLEntryPoint <GetShaderInfoLogDelegate>("glGetShaderInfoLog");
     GetShaderiv             = GetOpenGLEntryPoint <GetShaderivDelegate>("glGetShaderiv");
     GetString               = GetOpenGLEntryPoint <GetStringDelegate>("glGetString");
     GetUniformLocation      = GetOpenGLEntryPoint <GetUniformLocationDelegate>("glGetUniformLocation");
     LinkProgram             = GetOpenGLEntryPoint <LinkProgramDelegate>("glLinkProgram");
     PixelStorei             = GetOpenGLEntryPoint <PixelStoreiDelegate>("glPixelStorei");
     ShaderSource            = GetOpenGLEntryPoint <ShaderSourceDelegate>("glShaderSource");
     Scissor                 = GetOpenGLEntryPoint <ScissorDelegate>("glScissor");
     TexImage2D              = GetOpenGLEntryPoint <TexImage2DDelegate>("glTexImage2D");
     TexSubImage2D           = GetOpenGLEntryPoint <TexSubImage2DDelegate>("glTexSubImage2D");
     TexParameteri           = GetOpenGLEntryPoint <TexParameteriDelegate>("glTexParameteri");
     Uniform1i               = GetOpenGLEntryPoint <Uniform1iDelegate>("glUniform1i");
     Uniform4f               = GetOpenGLEntryPoint <Uniform4fDelegate>("glUniform4f");
     UniformMatrix4fv        = GetOpenGLEntryPoint <UniformMatrix4fvDelegate>("glUniformMatrix4fv");
     UseProgram              = GetOpenGLEntryPoint <UseProgramDelegate>("glUseProgram");
     VertexAttribPointer     = GetOpenGLEntryPoint <VertexAttribPointerDelegate>("glVertexAttribPointer");
     Viewport                = GetOpenGLEntryPoint <ViewportDelegate>("glViewport");
 }