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Aquaria/BBGE/RenderBase.h

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#ifndef BBGE_RENDERBASE_H
#define BBGE_RENDERBASE_H
#include "SDL.h"
// Define this before including GL headers to avoid pulling in windows.h
#if defined(_WIN32) && !defined(APIENTRY)
# define APIENTRY __stdcall
#endif
#define GL_GLEXT_LEGACY 1
#include <GL/gl.h>
#include <GL/glext.h>
#ifdef _WINDOWS_
#error windows.h was included! euuugh!
#endif
#ifdef APIENTRY
#undef APIENTRY
#endif
#ifdef WINGDIAPI
#undef WINGDIAPI
#endif
extern PFNGLGENERATEMIPMAPEXTPROC glGenerateMipmapEXT;
// GL_ARB_shader_objects
extern PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB;
extern PFNGLDELETEOBJECTARBPROC glDeleteObjectARB;
extern PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB;
extern PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB;
extern PFNGLSHADERSOURCEARBPROC glShaderSourceARB;
extern PFNGLCOMPILESHADERARBPROC glCompileShaderARB;
extern PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB;
extern PFNGLATTACHOBJECTARBPROC glAttachObjectARB;
extern PFNGLGETINFOLOGARBPROC glGetInfoLogARB;
extern PFNGLLINKPROGRAMARBPROC glLinkProgramARB;
extern PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB;
extern PFNGLGETACTIVEUNIFORMARBPROC glGetActiveUniformARB;
extern PFNGLUNIFORM1FVARBPROC glUniform1fvARB ;
extern PFNGLUNIFORM2FVARBPROC glUniform2fvARB;
extern PFNGLUNIFORM3FVARBPROC glUniform3fvARB;
extern PFNGLUNIFORM4FVARBPROC glUniform4fvARB;
extern PFNGLUNIFORM1IVARBPROC glUniform1ivARB;
extern PFNGLUNIFORM2IVARBPROC glUniform2ivARB;
extern PFNGLUNIFORM3IVARBPROC glUniform3ivARB;
extern PFNGLUNIFORM4IVARBPROC glUniform4ivARB;
extern PFNGLISRENDERBUFFEREXTPROC glIsRenderbufferEXT;
extern PFNGLBINDRENDERBUFFEREXTPROC glBindRenderbufferEXT;
extern PFNGLDELETERENDERBUFFERSEXTPROC glDeleteRenderbuffersEXT;
extern PFNGLGENRENDERBUFFERSEXTPROC glGenRenderbuffersEXT;
extern PFNGLRENDERBUFFERSTORAGEEXTPROC glRenderbufferStorageEXT;
extern PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC glGetRenderbufferParameterivEXT;
extern PFNGLISFRAMEBUFFEREXTPROC glIsFramebufferEXT;
extern PFNGLBINDFRAMEBUFFEREXTPROC glBindFramebufferEXT;
extern PFNGLDELETEFRAMEBUFFERSEXTPROC glDeleteFramebuffersEXT;
extern PFNGLGENFRAMEBUFFERSEXTPROC glGenFramebuffersEXT;
extern PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC glCheckFramebufferStatusEXT;
extern PFNGLFRAMEBUFFERTEXTURE1DEXTPROC glFramebufferTexture1DEXT;
extern PFNGLFRAMEBUFFERTEXTURE2DEXTPROC glFramebufferTexture2DEXT;
extern PFNGLFRAMEBUFFERTEXTURE3DEXTPROC glFramebufferTexture3DEXT;
extern PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC glFramebufferRenderbufferEXT;
extern PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC glGetFramebufferAttachmentParameterivEXT;
#endif