Esempio n. 1
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");
        }
 static void OpenGLNativeVERSION_1_5Init()
 {
     _GenQueries = GetProcAdress< GenQueriesDelegate >( "glGenQueries" );
     _DeleteQueries = GetProcAdress< DeleteQueriesDelegate >( "glDeleteQueries" );
     _IsQuery = GetProcAdress< IsQueryDelegate >( "glIsQuery" );
     _BeginQuery = GetProcAdress< BeginQueryDelegate >( "glBeginQuery" );
     _EndQuery = GetProcAdress< EndQueryDelegate >( "glEndQuery" );
     _GetQueryiv = GetProcAdress< GetQueryivDelegate >( "glGetQueryiv" );
     _GetQueryObjectiv = GetProcAdress< GetQueryObjectivDelegate >( "glGetQueryObjectiv" );
     _GetQueryObjectuiv = GetProcAdress< GetQueryObjectuivDelegate >( "glGetQueryObjectuiv" );
     _BindBuffer = GetProcAdress< BindBufferDelegate >( "glBindBuffer" );
     _DeleteBuffers = GetProcAdress< DeleteBuffersDelegate >( "glDeleteBuffers" );
     _GenBuffers = GetProcAdress< GenBuffersDelegate >( "glGenBuffers" );
     _IsBuffer = GetProcAdress< IsBufferDelegate >( "glIsBuffer" );
     _BufferData = GetProcAdress< BufferDataDelegate >( "glBufferData" );
     _BufferSubData = GetProcAdress< BufferSubDataDelegate >( "glBufferSubData" );
     _GetBufferSubData = GetProcAdress< GetBufferSubDataDelegate >( "glGetBufferSubData" );
     _MapBuffer = GetProcAdress< MapBufferDelegate >( "glMapBuffer" );
     _UnmapBuffer = GetProcAdress< UnmapBufferDelegate >( "glUnmapBuffer" );
     _GetBufferParameteriv = GetProcAdress< GetBufferParameterivDelegate >( "glGetBufferParameteriv" );
     _GetBufferPointerv = GetProcAdress< GetBufferPointervDelegate >( "glGetBufferPointerv" );
 }
 internal static void Initialize(AbstractGLGraphicDriver driver)
 {
     GenBuffers = (GenBuffersDelegate) Marshal.GetDelegateForFunctionPointer(driver.GetGLEntryPoint("glGenBuffers"), typeof(GenBuffersDelegate));
     DeleteBuffers = (DeleteBuffersDelegate) Marshal.GetDelegateForFunctionPointer(driver.GetGLEntryPoint("glDeleteBuffers"), typeof(DeleteBuffersDelegate));
     BindBuffer = (BindBufferDelegate) Marshal.GetDelegateForFunctionPointer(driver.GetGLEntryPoint("glBindBuffer"), typeof(BindBufferDelegate));
     BufferData = (BufferDataDelegate) Marshal.GetDelegateForFunctionPointer(driver.GetGLEntryPoint("glBufferData"), typeof(BufferDataDelegate));
     BufferSubData = (BufferSubDataDelegate) Marshal.GetDelegateForFunctionPointer(driver.GetGLEntryPoint("glBufferSubData"), typeof(BufferSubDataDelegate));
 }