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Add EGL section to GLFunctions.
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@ -1,9 +1,12 @@
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#include "GLFunctions.h"
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#ifdef OS_WINDOWS
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#define glGetProcAddress wglGetProcAddress
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#define GL_GET_PROC_ADR(proc_type, proc_name) proc_name = (proc_type) glGetProcAddress(#proc_name)
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#elif defined(OS_LINUX)
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#include <X11/Xutil.h>
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typedef XID GLXContextID;
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typedef XID GLXPixmap;
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@ -17,13 +20,50 @@ typedef struct __GLXFBConfigRec *GLXFBConfig;
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#include <GL/glxext.h>
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#define glGetProcAddress glXGetProcAddress
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#define GL_GET_PROC_ADR(proc_type, proc_name) proc_name = (proc_type) glGetProcAddress((const GLubyte*)#proc_name)
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#elif defined(EGL)
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#include <EGL/egl.h>
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#include <EGL/eglext.h>
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#define glGetProcAddress eglGetProcAddress
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#define GL_GET_PROC_ADR(proc_type, proc_name) proc_name = (proc_type) glGetProcAddress(#proc_name)
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#endif
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//GL Fucntions
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#ifdef OS_WINDOWS
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PFNGLACTIVETEXTUREPROC glActiveTexture;
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PFNGLBLENDCOLORPROC glBlendColor;
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#elif defined(EGL)
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PFNGLBLENDFUNCPROC glBlendFunc;
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PFNGLPIXELSTOREIPROC glPixelStorei;
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PFNGLCLEARCOLORPROC glClearColor;
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PFNGLCULLFACEPROC glCullFace;
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PFNGLDEPTHFUNCPROC glDepthFunc;
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PFNGLDEPTHMASKPROC glDepthMask;
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PFNGLDISABLEPROC glDisable;
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PFNGLENABLEPROC glEnable;
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PFNGLPOLYGONOFFSETPROC glPolygonOffset;
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PFNGLSCISSORPROC glScissor;
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PFNGLVIEWPORTPROC glViewport;
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PFNGLBINDTEXTUREPROC glBindTexture;
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PFNGLTEXIMAGE2DPROC glTexImage2D;
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PFNGLTEXPARAMETERIPROC glTexParameteri;
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PFNGLGETINTEGERVPROC glGetIntegerv;
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PFNGLGETSTRINGPROC glGetString;
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PFNGLREADPIXELSPROC glReadPixels;
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PFNGLTEXSUBIMAGE2DPROC glTexSubImage2D;
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PFNGLDRAWARRAYSPROC glDrawArrays;
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PFNGLGETERRORPROC glGetError;
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PFNGLDRAWELEMENTSPROC glDrawElements;
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PFNGLLINEWIDTHPROC glLineWidth;
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PFNGLCLEARPROC glClear;
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PFNGLGETFLOATVPROC glGetFloatv;
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PFNGLDELETETEXTURESPROC glDeleteTextures;
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PFNGLGENTEXTURESPROC glGenTextures;
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PFNGLTEXPARAMETERFPROC glTexParameterf;
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#endif
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// GLSL functions
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PFNGLCREATESHADERPROC glCreateShader;
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PFNGLCOMPILESHADERPROC glCompileShader;
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PFNGLSHADERSOURCEPROC glShaderSource;
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@ -117,7 +157,36 @@ void initGLFunctions()
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#ifdef OS_WINDOWS
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GL_GET_PROC_ADR(PFNGLACTIVETEXTUREPROC, glActiveTexture);
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GL_GET_PROC_ADR(PFNGLBLENDCOLORPROC, glBlendColor);
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#elif defined(EGL)
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GL_GET_PROC_ADR(PFNGLBLENDFUNCPROC, glBlendFunc);
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GL_GET_PROC_ADR(PFNGLPIXELSTOREIPROC, glPixelStorei);
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GL_GET_PROC_ADR(PFNGLCLEARCOLORPROC, glClearColor);
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GL_GET_PROC_ADR(PFNGLCULLFACEPROC, glCullFace);
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GL_GET_PROC_ADR(PFNGLDEPTHFUNCPROC, glDepthFunc);
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GL_GET_PROC_ADR(PFNGLDEPTHMASKPROC, glDepthMask);
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GL_GET_PROC_ADR(PFNGLDISABLEPROC, glDisable);
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GL_GET_PROC_ADR(PFNGLENABLEPROC, glEnable);
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GL_GET_PROC_ADR(PFNGLPOLYGONOFFSETPROC, glPolygonOffset);
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GL_GET_PROC_ADR(PFNGLSCISSORPROC, glScissor);
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GL_GET_PROC_ADR(PFNGLVIEWPORTPROC, glViewport);
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GL_GET_PROC_ADR(PFNGLBINDTEXTUREPROC, glBindTexture);
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GL_GET_PROC_ADR(PFNGLTEXIMAGE2DPROC, glTexImage2D);
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GL_GET_PROC_ADR(PFNGLTEXPARAMETERIPROC, glTexParameteri);
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GL_GET_PROC_ADR(PFNGLGETINTEGERVPROC, glGetIntegerv);
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GL_GET_PROC_ADR(PFNGLGETSTRINGPROC, glGetString);
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GL_GET_PROC_ADR(PFNGLREADPIXELSPROC, glReadPixels);
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GL_GET_PROC_ADR(PFNGLTEXSUBIMAGE2DPROC, glTexSubImage2D);
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GL_GET_PROC_ADR(PFNGLDRAWARRAYSPROC, glDrawArrays);
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GL_GET_PROC_ADR(PFNGLGETERRORPROC, glGetError);
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GL_GET_PROC_ADR(PFNGLDRAWELEMENTSPROC, glDrawElements);
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GL_GET_PROC_ADR(PFNGLLINEWIDTHPROC, glLineWidth);
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GL_GET_PROC_ADR(PFNGLCLEARPROC, glClear);
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GL_GET_PROC_ADR(PFNGLGETFLOATVPROC, glGetFloatv);
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GL_GET_PROC_ADR(PFNGLDELETETEXTURESPROC, glDeleteTextures);
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GL_GET_PROC_ADR(PFNGLGENTEXTURESPROC, glGenTextures);
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GL_GET_PROC_ADR(PFNGLTEXPARAMETERFPROC, glTexParameterf);
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#endif
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GL_GET_PROC_ADR(PFNGLCREATESHADERPROC, glCreateShader);
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GL_GET_PROC_ADR(PFNGLCOMPILESHADERPROC, glCompileShader);
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GL_GET_PROC_ADR(PFNGLSHADERSOURCEPROC, glShaderSource);
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@ -11,6 +11,36 @@
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#include <GL/gl.h>
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#include <GL/glext.h>
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#ifdef EGL
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extern PFNGLBLENDFUNCPROC glBlendFunc;
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extern PFNGLPIXELSTOREIPROC glPixelStorei;
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extern PFNGLCLEARCOLORPROC glClearColor;
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extern PFNGLCULLFACEPROC glCullFace;
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extern PFNGLDEPTHFUNCPROC glDepthFunc;
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extern PFNGLDEPTHMASKPROC glDepthMask;
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extern PFNGLDISABLEPROC glDisable;
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extern PFNGLENABLEPROC glEnable;
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extern PFNGLPOLYGONOFFSETPROC glPolygonOffset;
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extern PFNGLSCISSORPROC glScissor;
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extern PFNGLVIEWPORTPROC glViewport;
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extern PFNGLBINDTEXTUREPROC glBindTexture;
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extern PFNGLTEXIMAGE2DPROC glTexImage2D;
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extern PFNGLTEXPARAMETERIPROC glTexParameteri;
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extern PFNGLGETINTEGERVPROC glGetIntegerv;
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extern PFNGLGETSTRINGPROC glGetString;
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extern PFNGLREADPIXELSPROC glReadPixels;
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extern PFNGLTEXSUBIMAGE2DPROC glTexSubImage2D;
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extern PFNGLDRAWARRAYSPROC glDrawArrays;
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extern PFNGLGETERRORPROC glGetError;
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extern PFNGLDRAWELEMENTSPROC glDrawElements;
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extern PFNGLLINEWIDTHPROC glLineWidth;
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extern PFNGLCLEARPROC glClear;
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extern PFNGLGETFLOATVPROC glGetFloatv;
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extern PFNGLDELETETEXTURESPROC glDeleteTextures;
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extern PFNGLGENTEXTURESPROC glGenTextures;
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extern PFNGLTEXPARAMETERFPROC glTexParameterf;
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#endif
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#ifdef OS_WINDOWS
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extern PFNGLACTIVETEXTUREPROC glActiveTexture;
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extern PFNGLBLENDCOLORPROC glBlendColor;
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