コード例 #1
0
		public static void LoadEntryPoints()
		{
			LoadPlatformEntryPoints ();
			Enable = (EnableDelegate)Marshal.GetDelegateForFunctionPointer (EntryPointHelper.GetAddress ("glEnable"), typeof(EnableDelegate));
			ClearColor = (ClearColorDelegate)Marshal.GetDelegateForFunctionPointer (EntryPointHelper.GetAddress ("glClearColor"), typeof(ClearColorDelegate));
			Clear = (ClearDelegate)Marshal.GetDelegateForFunctionPointer (EntryPointHelper.GetAddress ("glClear"), typeof(ClearDelegate));
		}
コード例 #2
0
ファイル: GL.cs プロジェクト: xdinos/SDL2Experiments
        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");
        }