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https://github.com/AquariaOSE/Aquaria.git
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f19011e3dd
Nothing was pointing at BBGE/glext. Only the VS project was pointing at ExternalLibs/GL. I have pointed it at the headers under BBGE/GL instead. I have also adjusted the includes to use the GL prefix as is standard practise. These will still work as BBGE is in the include path. This allows users to build against their system GL headers simply by deleting the BBGE/GL directory.
70 lines
2.7 KiB
C
70 lines
2.7 KiB
C
#ifndef BBGE_RENDERBASE_H
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#define BBGE_RENDERBASE_H
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#include "SDL.h"
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// Define this before including GL headers to avoid pulling in windows.h
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#if defined(_WIN32) && !defined(APIENTRY)
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# define APIENTRY __stdcall
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#endif
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#define GL_GLEXT_LEGACY 1
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#include <GL/gl.h>
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#include <GL/glext.h>
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#ifdef _WINDOWS_
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#error windows.h was included! euuugh!
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#endif
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#ifdef APIENTRY
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#undef APIENTRY
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#endif
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#ifdef WINGDIAPI
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#undef WINGDIAPI
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#endif
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extern PFNGLGENERATEMIPMAPEXTPROC glGenerateMipmapEXT;
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// GL_ARB_shader_objects
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extern PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB;
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extern PFNGLDELETEOBJECTARBPROC glDeleteObjectARB;
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extern PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB;
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extern PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB;
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extern PFNGLSHADERSOURCEARBPROC glShaderSourceARB;
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extern PFNGLCOMPILESHADERARBPROC glCompileShaderARB;
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extern PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB;
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extern PFNGLATTACHOBJECTARBPROC glAttachObjectARB;
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extern PFNGLGETINFOLOGARBPROC glGetInfoLogARB;
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extern PFNGLLINKPROGRAMARBPROC glLinkProgramARB;
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extern PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB;
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extern PFNGLGETACTIVEUNIFORMARBPROC glGetActiveUniformARB;
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extern PFNGLUNIFORM1FVARBPROC glUniform1fvARB ;
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extern PFNGLUNIFORM2FVARBPROC glUniform2fvARB;
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extern PFNGLUNIFORM3FVARBPROC glUniform3fvARB;
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extern PFNGLUNIFORM4FVARBPROC glUniform4fvARB;
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extern PFNGLUNIFORM1IVARBPROC glUniform1ivARB;
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extern PFNGLUNIFORM2IVARBPROC glUniform2ivARB;
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extern PFNGLUNIFORM3IVARBPROC glUniform3ivARB;
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extern PFNGLUNIFORM4IVARBPROC glUniform4ivARB;
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extern PFNGLISRENDERBUFFEREXTPROC glIsRenderbufferEXT;
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extern PFNGLBINDRENDERBUFFEREXTPROC glBindRenderbufferEXT;
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extern PFNGLDELETERENDERBUFFERSEXTPROC glDeleteRenderbuffersEXT;
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extern PFNGLGENRENDERBUFFERSEXTPROC glGenRenderbuffersEXT;
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extern PFNGLRENDERBUFFERSTORAGEEXTPROC glRenderbufferStorageEXT;
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extern PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC glGetRenderbufferParameterivEXT;
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extern PFNGLISFRAMEBUFFEREXTPROC glIsFramebufferEXT;
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extern PFNGLBINDFRAMEBUFFEREXTPROC glBindFramebufferEXT;
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extern PFNGLDELETEFRAMEBUFFERSEXTPROC glDeleteFramebuffersEXT;
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extern PFNGLGENFRAMEBUFFERSEXTPROC glGenFramebuffersEXT;
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extern PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC glCheckFramebufferStatusEXT;
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extern PFNGLFRAMEBUFFERTEXTURE1DEXTPROC glFramebufferTexture1DEXT;
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extern PFNGLFRAMEBUFFERTEXTURE2DEXTPROC glFramebufferTexture2DEXT;
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extern PFNGLFRAMEBUFFERTEXTURE3DEXTPROC glFramebufferTexture3DEXT;
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extern PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC glFramebufferRenderbufferEXT;
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extern PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC glGetFramebufferAttachmentParameterivEXT;
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#endif
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