#pragma once #include #ifndef _gl_functions_wgl_ #define _gl_functions_wgl_ 1 #ifndef WINAPI #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN 1 #include #endif #endif #define GL_GLEXT_PROTOTYPES #ifdef MBGL_USE_GLES2 #include #include #else #include #include #endif #include #ifdef __cplusplus extern "C" { #endif PFNGLACTIVETEXTUREPROC wgl_glActiveTexture = NULL; PFNGLATTACHSHADERPROC wgl_glAttachShader = NULL; PFNGLBINDATTRIBLOCATIONPROC wgl_glBindAttribLocation = NULL; PFNGLBINDBUFFERPROC wgl_glBindBuffer = NULL; PFNGLBINDFRAMEBUFFERPROC wgl_glBindFramebuffer = NULL; PFNGLBINDRENDERBUFFERPROC wgl_glBindRenderbuffer = NULL; PFNGLBINDTEXTUREPROC wgl_glBindTexture = NULL; PFNGLBLENDCOLORPROC wgl_glBlendColor = NULL; PFNGLBLENDEQUATIONPROC wgl_glBlendEquation = NULL; PFNGLBLENDEQUATIONSEPARATEPROC wgl_glBlendEquationSeparate = NULL; PFNGLBLENDFUNCPROC wgl_glBlendFunc = NULL; PFNGLBLENDFUNCSEPARATEPROC wgl_glBlendFuncSeparate = NULL; PFNGLBUFFERDATAPROC wgl_glBufferData = NULL; PFNGLBUFFERSUBDATAPROC wgl_glBufferSubData = NULL; PFNGLCHECKFRAMEBUFFERSTATUSPROC wgl_glCheckFramebufferStatus = NULL; PFNGLCLEARPROC wgl_glClear = NULL; PFNGLCLEARCOLORPROC wgl_glClearColor = NULL; PFNGLCLEARDEPTHFPROC wgl_glClearDepthf = NULL; PFNGLCLEARSTENCILPROC wgl_glClearStencil = NULL; PFNGLCOLORMASKPROC wgl_glColorMask = NULL; PFNGLCOMPILESHADERPROC wgl_glCompileShader = NULL; PFNGLCOMPRESSEDTEXIMAGE2DPROC wgl_glCompressedTexImage2D = NULL; PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC wgl_glCompressedTexSubImage2D = NULL; PFNGLCOPYTEXIMAGE2DPROC wgl_glCopyTexImage2D = NULL; PFNGLCOPYTEXSUBIMAGE2DPROC wgl_glCopyTexSubImage2D = NULL; PFNGLCREATEPROGRAMPROC wgl_glCreateProgram = NULL; PFNGLCREATESHADERPROC wgl_glCreateShader = NULL; PFNGLCULLFACEPROC wgl_glCullFace = NULL; PFNGLDELETEBUFFERSPROC wgl_glDeleteBuffers = NULL; PFNGLDELETEFRAMEBUFFERSPROC wgl_glDeleteFramebuffers = NULL; PFNGLDELETEPROGRAMPROC wgl_glDeleteProgram = NULL; PFNGLDELETERENDERBUFFERSPROC wgl_glDeleteRenderbuffers = NULL; PFNGLDELETESHADERPROC wgl_glDeleteShader = NULL; PFNGLDELETETEXTURESPROC wgl_glDeleteTextures = NULL; PFNGLDEPTHFUNCPROC wgl_glDepthFunc = NULL; PFNGLDEPTHMASKPROC wgl_glDepthMask = NULL; PFNGLDEPTHRANGEFPROC wgl_glDepthRangef = NULL; PFNGLDETACHSHADERPROC wgl_glDetachShader = NULL; PFNGLDISABLEPROC wgl_glDisable = NULL; PFNGLDISABLEVERTEXATTRIBARRAYPROC wgl_glDisableVertexAttribArray = NULL; PFNGLDRAWARRAYSPROC wgl_glDrawArrays = NULL; PFNGLDRAWELEMENTSPROC wgl_glDrawElements = NULL; PFNGLENABLEPROC wgl_glEnable = NULL; PFNGLENABLEVERTEXATTRIBARRAYPROC wgl_glEnableVertexAttribArray = NULL; PFNGLFINISHPROC wgl_glFinish = NULL; PFNGLFLUSHPROC wgl_glFlush = NULL; PFNGLFRAMEBUFFERRENDERBUFFERPROC wgl_glFramebufferRenderbuffer = NULL; PFNGLFRAMEBUFFERTEXTURE2DPROC wgl_glFramebufferTexture2D = NULL; PFNGLFRONTFACEPROC wgl_glFrontFace = NULL; PFNGLGENBUFFERSPROC wgl_glGenBuffers = NULL; PFNGLGENERATEMIPMAPPROC wgl_glGenerateMipmap = NULL; PFNGLGENFRAMEBUFFERSPROC wgl_glGenFramebuffers = NULL; PFNGLGENRENDERBUFFERSPROC wgl_glGenRenderbuffers = NULL; PFNGLGENTEXTURESPROC wgl_glGenTextures = NULL; PFNGLGETACTIVEATTRIBPROC wgl_glGetActiveAttrib = NULL; PFNGLGETACTIVEUNIFORMPROC wgl_glGetActiveUniform = NULL; PFNGLGETATTACHEDSHADERSPROC wgl_glGetAttachedShaders = NULL; PFNGLGETATTRIBLOCATIONPROC wgl_glGetAttribLocation = NULL; PFNGLGETBOOLEANVPROC wgl_glGetBooleanv = NULL; PFNGLGETBUFFERPARAMETERIVPROC wgl_glGetBufferParameteriv = NULL; PFNGLGETERRORPROC wgl_glGetError = NULL; PFNGLGETFLOATVPROC wgl_glGetFloatv = NULL; PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC wgl_glGetFramebufferAttachmentParameteriv = NULL; PFNGLGETINTEGERVPROC wgl_glGetIntegerv = NULL; PFNGLGETPROGRAMINFOLOGPROC wgl_glGetProgramInfoLog = NULL; PFNGLGETPROGRAMIVPROC wgl_glGetProgramiv = NULL; PFNGLGETRENDERBUFFERPARAMETERIVPROC wgl_glGetRenderbufferParameteriv = NULL; PFNGLGETSHADERINFOLOGPROC wgl_glGetShaderInfoLog = NULL; PFNGLGETSHADERIVPROC wgl_glGetShaderiv = NULL; PFNGLGETSHADERSOURCEPROC wgl_glGetShaderSource = NULL; PFNGLGETSTRINGPROC wgl_glGetString = NULL; PFNGLGETTEXPARAMETERFVPROC wgl_glGetTexParameterfv = NULL; PFNGLGETTEXPARAMETERIVPROC wgl_glGetTexParameteriv = NULL; PFNGLGETUNIFORMFVPROC wgl_glGetUniformfv = NULL; PFNGLGETUNIFORMIVPROC wgl_glGetUniformiv = NULL; PFNGLGETUNIFORMLOCATIONPROC wgl_glGetUniformLocation = NULL; PFNGLGETVERTEXATTRIBFVPROC wgl_glGetVertexAttribfv = NULL; PFNGLGETVERTEXATTRIBIVPROC wgl_glGetVertexAttribiv = NULL; PFNGLGETVERTEXATTRIBPOINTERVPROC wgl_glGetVertexAttribPointerv = NULL; PFNGLHINTPROC wgl_glHint = NULL; PFNGLISBUFFERPROC wgl_glIsBuffer = NULL; PFNGLISENABLEDPROC wgl_glIsEnabled = NULL; PFNGLISFRAMEBUFFERPROC wgl_glIsFramebuffer = NULL; PFNGLISPROGRAMPROC wgl_glIsProgram = NULL; PFNGLISRENDERBUFFERPROC wgl_glIsRenderbuffer = NULL; PFNGLISSHADERPROC wgl_glIsShader = NULL; PFNGLISTEXTUREPROC wgl_glIsTexture = NULL; PFNGLLINEWIDTHPROC wgl_glLineWidth = NULL; PFNGLLINKPROGRAMPROC wgl_glLinkProgram = NULL; PFNGLPIXELSTOREIPROC wgl_glPixelStorei = NULL; PFNGLPOLYGONOFFSETPROC wgl_glPolygonOffset = NULL; PFNGLREADPIXELSPROC wgl_glReadPixels = NULL; PFNGLRENDERBUFFERSTORAGEPROC wgl_glRenderbufferStorage = NULL; PFNGLSAMPLECOVERAGEPROC wgl_glSampleCoverage = NULL; PFNGLSCISSORPROC wgl_glScissor = NULL; PFNGLSHADERSOURCEPROC wgl_glShaderSource = NULL; PFNGLSTENCILFUNCPROC wgl_glStencilFunc = NULL; PFNGLSTENCILFUNCSEPARATEPROC wgl_glStencilFuncSeparate = NULL; PFNGLSTENCILMASKPROC wgl_glStencilMask = NULL; PFNGLSTENCILMASKSEPARATEPROC wgl_glStencilMaskSeparate = NULL; PFNGLSTENCILOPPROC wgl_glStencilOp = NULL; PFNGLSTENCILOPSEPARATEPROC wgl_glStencilOpSeparate = NULL; PFNGLTEXIMAGE2DPROC wgl_glTexImage2D = NULL; PFNGLTEXPARAMETERFPROC wgl_glTexParameterf = NULL; PFNGLTEXPARAMETERFVPROC wgl_glTexParameterfv = NULL; PFNGLTEXPARAMETERIPROC wgl_glTexParameteri = NULL; PFNGLTEXPARAMETERIVPROC wgl_glTexParameteriv = NULL; PFNGLTEXSUBIMAGE2DPROC wgl_glTexSubImage2D = NULL; PFNGLUNIFORM1FPROC wgl_glUniform1f = NULL; PFNGLUNIFORM1FVPROC wgl_glUniform1fv = NULL; PFNGLUNIFORM1IPROC wgl_glUniform1i = NULL; PFNGLUNIFORM1IVPROC wgl_glUniform1iv = NULL; PFNGLUNIFORM2FPROC wgl_glUniform2f = NULL; PFNGLUNIFORM2FVPROC wgl_glUniform2fv = NULL; PFNGLUNIFORM2IPROC wgl_glUniform2i = NULL; PFNGLUNIFORM2IVPROC wgl_glUniform2iv = NULL; PFNGLUNIFORM3FPROC wgl_glUniform3f = NULL; PFNGLUNIFORM3FVPROC wgl_glUniform3fv = NULL; PFNGLUNIFORM3IPROC wgl_glUniform3i = NULL; PFNGLUNIFORM3IVPROC wgl_glUniform3iv = NULL; PFNGLUNIFORM4FPROC wgl_glUniform4f = NULL; PFNGLUNIFORM4FVPROC wgl_glUniform4fv = NULL; PFNGLUNIFORM4IPROC wgl_glUniform4i = NULL; PFNGLUNIFORM4IVPROC wgl_glUniform4iv = NULL; PFNGLUNIFORMMATRIX2FVPROC wgl_glUniformMatrix2fv = NULL; PFNGLUNIFORMMATRIX3FVPROC wgl_glUniformMatrix3fv = NULL; PFNGLUNIFORMMATRIX4FVPROC wgl_glUniformMatrix4fv = NULL; PFNGLUSEPROGRAMPROC wgl_glUseProgram = NULL; PFNGLVALIDATEPROGRAMPROC wgl_glValidateProgram = NULL; PFNGLVERTEXATTRIB1FPROC wgl_glVertexAttrib1f = NULL; PFNGLVERTEXATTRIB1FVPROC wgl_glVertexAttrib1fv = NULL; PFNGLVERTEXATTRIB2FPROC wgl_glVertexAttrib2f = NULL; PFNGLVERTEXATTRIB2FVPROC wgl_glVertexAttrib2fv = NULL; PFNGLVERTEXATTRIB3FPROC wgl_glVertexAttrib3f = NULL; PFNGLVERTEXATTRIB3FVPROC wgl_glVertexAttrib3fv = NULL; PFNGLVERTEXATTRIB4FPROC wgl_glVertexAttrib4f = NULL; PFNGLVERTEXATTRIB4FVPROC wgl_glVertexAttrib4fv = NULL; PFNGLVERTEXATTRIBPOINTERPROC wgl_glVertexAttribPointer = NULL; PFNGLVIEWPORTPROC wgl_glViewport = NULL; PFNWGLCHOOSEPIXELFORMATARBPROC wgl_wglChoosePixelFormatARB = NULL; PFNWGLCREATECONTEXTATTRIBSARBPROC wgl_wglCreateContextAttribsARB = NULL; PFNWGLGETEXTENSIONSSTRINGARBPROC wgl_wglGetExtensionsStringARB = NULL; PFNWGLGETEXTENSIONSSTRINGEXTPROC wgl_wglGetExtensionsStringEXT = NULL; HMODULE opengl32 = NULL; typedef PROC (WINAPI * PFNWGLLOADERWGLGETPROCADDRESSPROC) (LPCSTR lpszProc); PFNWGLLOADERWGLGETPROCADDRESSPROC wgl_wglGetProcAddress = NULL; PROC WINAPI wgl_GetProcAddress(LPCSTR procName) { PROC proc = NULL; proc = wgl_wglGetProcAddress(procName); if (!proc) { proc = GetProcAddress(opengl32, procName); } return proc; } void loadWGL() { if(opengl32) { return; } opengl32 = LoadLibraryA("opengl32.dll"); wgl_wglGetProcAddress = (PFNWGLLOADERWGLGETPROCADDRESSPROC)GetProcAddress(opengl32, "wglGetProcAddress"); wgl_glActiveTexture = (PFNGLACTIVETEXTUREPROC)wgl_GetProcAddress("glActiveTexture"); wgl_glAttachShader = (PFNGLATTACHSHADERPROC)wgl_GetProcAddress("glAttachShader"); wgl_glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC)wgl_GetProcAddress("glBindAttribLocation"); wgl_glBindBuffer = (PFNGLBINDBUFFERPROC)wgl_GetProcAddress("glBindBuffer"); wgl_glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)wgl_GetProcAddress("glBindFramebuffer"); wgl_glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)wgl_GetProcAddress("glBindRenderbuffer"); wgl_glBindTexture = (PFNGLBINDTEXTUREPROC)wgl_GetProcAddress("glBindTexture"); wgl_glBlendColor = (PFNGLBLENDCOLORPROC)wgl_GetProcAddress("glBlendColor"); wgl_glBlendEquation = (PFNGLBLENDEQUATIONPROC)wgl_GetProcAddress("glBlendEquation"); wgl_glBlendEquationSeparate = (PFNGLBLENDEQUATIONSEPARATEPROC)wgl_GetProcAddress("glBlendEquationSeparate"); wgl_glBlendFunc = (PFNGLBLENDFUNCPROC)wgl_GetProcAddress("glBlendFunc"); wgl_glBlendFuncSeparate = (PFNGLBLENDFUNCSEPARATEPROC)wgl_GetProcAddress("glBlendFuncSeparate"); wgl_glBufferData = (PFNGLBUFFERDATAPROC)wgl_GetProcAddress("glBufferData"); wgl_glBufferSubData = (PFNGLBUFFERSUBDATAPROC)wgl_GetProcAddress("glBufferSubData"); wgl_glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)wgl_GetProcAddress("glCheckFramebufferStatus"); wgl_glClear = (PFNGLCLEARPROC)wgl_GetProcAddress("glClear"); wgl_glClearColor = (PFNGLCLEARCOLORPROC)wgl_GetProcAddress("glClearColor"); wgl_glClearDepthf = (PFNGLCLEARDEPTHFPROC)wgl_GetProcAddress("glClearDepthf"); wgl_glClearStencil = (PFNGLCLEARSTENCILPROC)wgl_GetProcAddress("glClearStencil"); wgl_glColorMask = (PFNGLCOLORMASKPROC)wgl_GetProcAddress("glColorMask"); wgl_glCompileShader = (PFNGLCOMPILESHADERPROC)wgl_GetProcAddress("glCompileShader"); wgl_glCompressedTexImage2D = (PFNGLCOMPRESSEDTEXIMAGE2DPROC)wgl_GetProcAddress("glCompressedTexImage2D"); wgl_glCompressedTexSubImage2D = (PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC)wgl_GetProcAddress("glCompressedTexSubImage2D"); wgl_glCopyTexImage2D = (PFNGLCOPYTEXIMAGE2DPROC)wgl_GetProcAddress("glCopyTexImage2D"); wgl_glCopyTexSubImage2D = (PFNGLCOPYTEXSUBIMAGE2DPROC)wgl_GetProcAddress("glCopyTexSubImage2D"); wgl_glCreateProgram = (PFNGLCREATEPROGRAMPROC)wgl_GetProcAddress("glCreateProgram"); wgl_glCreateShader = (PFNGLCREATESHADERPROC)wgl_GetProcAddress("glCreateShader"); wgl_glCullFace = (PFNGLCULLFACEPROC)wgl_GetProcAddress("glCullFace"); wgl_glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)wgl_GetProcAddress("glDeleteBuffers"); wgl_glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)wgl_GetProcAddress("glDeleteFramebuffers"); wgl_glDeleteProgram = (PFNGLDELETEPROGRAMPROC)wgl_GetProcAddress("glDeleteProgram"); wgl_glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)wgl_GetProcAddress("glDeleteRenderbuffers"); wgl_glDeleteShader = (PFNGLDELETESHADERPROC)wgl_GetProcAddress("glDeleteShader"); wgl_glDeleteTextures = (PFNGLDELETETEXTURESPROC)wgl_GetProcAddress("glDeleteTextures"); wgl_glDepthFunc = (PFNGLDEPTHFUNCPROC)wgl_GetProcAddress("glDepthFunc"); wgl_glDepthMask = (PFNGLDEPTHMASKPROC)wgl_GetProcAddress("glDepthMask"); wgl_glDepthRangef = (PFNGLDEPTHRANGEFPROC)wgl_GetProcAddress("glDepthRangef"); wgl_glDetachShader = (PFNGLDETACHSHADERPROC)wgl_GetProcAddress("glDetachShader"); wgl_glDisable = (PFNGLDISABLEPROC)wgl_GetProcAddress("glDisable"); wgl_glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC)wgl_GetProcAddress("glDisableVertexAttribArray"); wgl_glDrawArrays = (PFNGLDRAWARRAYSPROC)wgl_GetProcAddress("glDrawArrays"); wgl_glDrawElements = (PFNGLDRAWELEMENTSPROC)wgl_GetProcAddress("glDrawElements"); wgl_glEnable = (PFNGLENABLEPROC)wgl_GetProcAddress("glEnable"); wgl_glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)wgl_GetProcAddress("glEnableVertexAttribArray"); wgl_glFinish = (PFNGLFINISHPROC)wgl_GetProcAddress("glFinish"); wgl_glFlush = (PFNGLFLUSHPROC)wgl_GetProcAddress("glFlush"); wgl_glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)wgl_GetProcAddress("glFramebufferRenderbuffer"); wgl_glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)wgl_GetProcAddress("glFramebufferTexture2D"); wgl_glFrontFace = (PFNGLFRONTFACEPROC)wgl_GetProcAddress("glFrontFace"); wgl_glGenBuffers = (PFNGLGENBUFFERSPROC)wgl_GetProcAddress("glGenBuffers"); wgl_glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC)wgl_GetProcAddress("glGenerateMipmap"); wgl_glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)wgl_GetProcAddress("glGenFramebuffers"); wgl_glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)wgl_GetProcAddress("glGenRenderbuffers"); wgl_glGenTextures = (PFNGLGENTEXTURESPROC)wgl_GetProcAddress("glGenTextures"); wgl_glGetActiveAttrib = (PFNGLGETACTIVEATTRIBPROC)wgl_GetProcAddress("glGetActiveAttrib"); wgl_glGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC)wgl_GetProcAddress("glGetActiveUniform"); wgl_glGetAttachedShaders = (PFNGLGETATTACHEDSHADERSPROC)wgl_GetProcAddress("glGetAttachedShaders"); wgl_glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)wgl_GetProcAddress("glGetAttribLocation"); wgl_glGetBooleanv = (PFNGLGETBOOLEANVPROC)wgl_GetProcAddress("glGetBooleanv"); wgl_glGetBufferParameteriv = (PFNGLGETBUFFERPARAMETERIVPROC)wgl_GetProcAddress("glGetBufferParameteriv"); wgl_glGetError = (PFNGLGETERRORPROC)wgl_GetProcAddress("glGetError"); wgl_glGetFloatv = (PFNGLGETFLOATVPROC)wgl_GetProcAddress("glGetFloatv"); wgl_glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)wgl_GetProcAddress("glGetFramebufferAttachmentParameteriv"); wgl_glGetIntegerv = (PFNGLGETINTEGERVPROC)wgl_GetProcAddress("glGetIntegerv"); wgl_glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)wgl_GetProcAddress("glGetProgramInfoLog"); wgl_glGetProgramiv = (PFNGLGETPROGRAMIVPROC)wgl_GetProcAddress("glGetProgramiv"); wgl_glGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC)wgl_GetProcAddress("glGetRenderbufferParameteriv"); wgl_glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)wgl_GetProcAddress("glGetShaderInfoLog"); wgl_glGetShaderiv = (PFNGLGETSHADERIVPROC)wgl_GetProcAddress("glGetShaderiv"); wgl_glGetShaderSource = (PFNGLGETSHADERSOURCEPROC)wgl_GetProcAddress("glGetShaderSource"); wgl_glGetString = (PFNGLGETSTRINGPROC)wgl_GetProcAddress("glGetString"); wgl_glGetTexParameterfv = (PFNGLGETTEXPARAMETERFVPROC)wgl_GetProcAddress("glGetTexParameterfv"); wgl_glGetTexParameteriv = (PFNGLGETTEXPARAMETERIVPROC)wgl_GetProcAddress("glGetTexParameteriv"); wgl_glGetUniformfv = (PFNGLGETUNIFORMFVPROC)wgl_GetProcAddress("glGetUniformfv"); wgl_glGetUniformiv = (PFNGLGETUNIFORMIVPROC)wgl_GetProcAddress("glGetUniformiv"); wgl_glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)wgl_GetProcAddress("glGetUniformLocation"); wgl_glGetVertexAttribfv = (PFNGLGETVERTEXATTRIBFVPROC)wgl_GetProcAddress("glGetVertexAttribfv"); wgl_glGetVertexAttribiv = (PFNGLGETVERTEXATTRIBIVPROC)wgl_GetProcAddress("glGetVertexAttribiv"); wgl_glGetVertexAttribPointerv = (PFNGLGETVERTEXATTRIBPOINTERVPROC)wgl_GetProcAddress("glGetVertexAttribPointerv"); wgl_glHint = (PFNGLHINTPROC)wgl_GetProcAddress("glHint"); wgl_glIsBuffer = (PFNGLISBUFFERPROC)wgl_GetProcAddress("glIsBuffer"); wgl_glIsEnabled = (PFNGLISENABLEDPROC)wgl_GetProcAddress("glIsEnabled"); wgl_glIsFramebuffer = (PFNGLISFRAMEBUFFERPROC)wgl_GetProcAddress("glIsFramebuffer"); wgl_glIsProgram = (PFNGLISPROGRAMPROC)wgl_GetProcAddress("glIsProgram"); wgl_glIsRenderbuffer = (PFNGLISRENDERBUFFERPROC)wgl_GetProcAddress("glIsRenderbuffer"); wgl_glIsShader = (PFNGLISSHADERPROC)wgl_GetProcAddress("glIsShader"); wgl_glIsTexture = (PFNGLISTEXTUREPROC)wgl_GetProcAddress("glIsTexture"); wgl_glLineWidth = (PFNGLLINEWIDTHPROC)wgl_GetProcAddress("glLineWidth"); wgl_glLinkProgram = (PFNGLLINKPROGRAMPROC)wgl_GetProcAddress("glLinkProgram"); wgl_glPixelStorei = (PFNGLPIXELSTOREIPROC)wgl_GetProcAddress("glPixelStorei"); wgl_glPolygonOffset = (PFNGLPOLYGONOFFSETPROC)wgl_GetProcAddress("glPolygonOffset"); wgl_glReadPixels = (PFNGLREADPIXELSPROC)wgl_GetProcAddress("glReadPixels"); wgl_glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)wgl_GetProcAddress("glRenderbufferStorage"); wgl_glSampleCoverage = (PFNGLSAMPLECOVERAGEPROC)wgl_GetProcAddress("glSampleCoverage"); wgl_glScissor = (PFNGLSCISSORPROC)wgl_GetProcAddress("glScissor"); wgl_glShaderSource = (PFNGLSHADERSOURCEPROC)wgl_GetProcAddress("glShaderSource"); wgl_glStencilFunc = (PFNGLSTENCILFUNCPROC)wgl_GetProcAddress("glStencilFunc"); wgl_glStencilFuncSeparate = (PFNGLSTENCILFUNCSEPARATEPROC)wgl_GetProcAddress("glStencilFuncSeparate"); wgl_glStencilMask = (PFNGLSTENCILMASKPROC)wgl_GetProcAddress("glStencilMask"); wgl_glStencilMaskSeparate = (PFNGLSTENCILMASKSEPARATEPROC)wgl_GetProcAddress("glStencilMaskSeparate"); wgl_glStencilOp = (PFNGLSTENCILOPPROC)wgl_GetProcAddress("glStencilOp"); wgl_glStencilOpSeparate = (PFNGLSTENCILOPSEPARATEPROC)wgl_GetProcAddress("glStencilOpSeparate"); wgl_glTexImage2D = (PFNGLTEXIMAGE2DPROC)wgl_GetProcAddress("glTexImage2D"); wgl_glTexParameterf = (PFNGLTEXPARAMETERFPROC)wgl_GetProcAddress("glTexParameterf"); wgl_glTexParameterfv = (PFNGLTEXPARAMETERFVPROC)wgl_GetProcAddress("glTexParameterfv"); wgl_glTexParameteri = (PFNGLTEXPARAMETERIPROC)wgl_GetProcAddress("glTexParameteri"); wgl_glTexParameteriv = (PFNGLTEXPARAMETERIVPROC)wgl_GetProcAddress("glTexParameteriv"); wgl_glTexSubImage2D = (PFNGLTEXSUBIMAGE2DPROC)wgl_GetProcAddress("glTexSubImage2D"); wgl_glUniform1f = (PFNGLUNIFORM1FPROC)wgl_GetProcAddress("glUniform1f"); wgl_glUniform1fv = (PFNGLUNIFORM1FVPROC)wgl_GetProcAddress("glUniform1fv"); wgl_glUniform1i = (PFNGLUNIFORM1IPROC)wgl_GetProcAddress("glUniform1i"); wgl_glUniform1iv = (PFNGLUNIFORM1IVPROC)wgl_GetProcAddress("glUniform1iv"); wgl_glUniform2f = (PFNGLUNIFORM2FPROC)wgl_GetProcAddress("glUniform2f"); wgl_glUniform2fv = (PFNGLUNIFORM2FVPROC)wgl_GetProcAddress("glUniform2fv"); wgl_glUniform2i = (PFNGLUNIFORM2IPROC)wgl_GetProcAddress("glUniform2i"); wgl_glUniform2iv = (PFNGLUNIFORM2IVPROC)wgl_GetProcAddress("glUniform2iv"); wgl_glUniform3f = (PFNGLUNIFORM3FPROC)wgl_GetProcAddress("glUniform3f"); wgl_glUniform3fv = (PFNGLUNIFORM3FVPROC)wgl_GetProcAddress("glUniform3fv"); wgl_glUniform3i = (PFNGLUNIFORM3IPROC)wgl_GetProcAddress("glUniform3i"); wgl_glUniform3iv = (PFNGLUNIFORM3IVPROC)wgl_GetProcAddress("glUniform3iv"); wgl_glUniform4f = (PFNGLUNIFORM4FPROC)wgl_GetProcAddress("glUniform4f"); wgl_glUniform4fv = (PFNGLUNIFORM4FVPROC)wgl_GetProcAddress("glUniform4fv"); wgl_glUniform4i = (PFNGLUNIFORM4IPROC)wgl_GetProcAddress("glUniform4i"); wgl_glUniform4iv = (PFNGLUNIFORM4IVPROC)wgl_GetProcAddress("glUniform4iv"); wgl_glUniformMatrix2fv = (PFNGLUNIFORMMATRIX2FVPROC)wgl_GetProcAddress("glUniformMatrix2fv"); wgl_glUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC)wgl_GetProcAddress("glUniformMatrix3fv"); wgl_glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)wgl_GetProcAddress("glUniformMatrix4fv"); wgl_glUseProgram = (PFNGLUSEPROGRAMPROC)wgl_GetProcAddress("glUseProgram"); wgl_glValidateProgram = (PFNGLVALIDATEPROGRAMPROC)wgl_GetProcAddress("glValidateProgram"); wgl_glVertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC)wgl_GetProcAddress("glVertexAttrib1f"); wgl_glVertexAttrib1fv = (PFNGLVERTEXATTRIB1FVPROC)wgl_GetProcAddress("glVertexAttrib1fv"); wgl_glVertexAttrib2f = (PFNGLVERTEXATTRIB2FPROC)wgl_GetProcAddress("glVertexAttrib2f"); wgl_glVertexAttrib2fv = (PFNGLVERTEXATTRIB2FVPROC)wgl_GetProcAddress("glVertexAttrib2fv"); wgl_glVertexAttrib3f = (PFNGLVERTEXATTRIB3FPROC)wgl_GetProcAddress("glVertexAttrib3f"); wgl_glVertexAttrib3fv = (PFNGLVERTEXATTRIB3FVPROC)wgl_GetProcAddress("glVertexAttrib3fv"); wgl_glVertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC)wgl_GetProcAddress("glVertexAttrib4f"); wgl_glVertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC)wgl_GetProcAddress("glVertexAttrib4fv"); wgl_glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)wgl_GetProcAddress("glVertexAttribPointer"); wgl_glViewport = (PFNGLVIEWPORTPROC)wgl_GetProcAddress("glViewport"); wgl_wglChoosePixelFormatARB = (PFNWGLCHOOSEPIXELFORMATARBPROC)wgl_GetProcAddress("wglChoosePixelFormatARB"); wgl_wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wgl_GetProcAddress("wglCreateContextAttribsARB"); wgl_wglGetExtensionsStringARB = (PFNWGLGETEXTENSIONSSTRINGARBPROC)wgl_GetProcAddress("wglGetExtensionsStringARB"); wgl_wglGetExtensionsStringEXT = (PFNWGLGETEXTENSIONSSTRINGEXTPROC)wgl_GetProcAddress("wglGetExtensionsStringEXT"); } #ifdef __cplusplus } #endif namespace mbgl { namespace platform { void (* const glActiveTexture)(GLenum) = [](GLenum texture) { if (!opengl32) loadWGL(); ::wgl_glActiveTexture(texture); }; void (* const glAttachShader)(GLuint, GLuint) = [](GLuint program, GLuint shader) { if (!opengl32) loadWGL(); ::wgl_glAttachShader(program, shader); }; void (* const glBindAttribLocation)(GLuint, GLuint, const GLchar*) = [](GLuint program, GLuint index, const GLchar* name) { if (!opengl32) loadWGL(); ::wgl_glBindAttribLocation(program, index, name); }; void (* const glBindBuffer)(GLenum, GLuint) = [](GLenum target, GLuint buffer) { if (!opengl32) loadWGL(); ::wgl_glBindBuffer(target, buffer); }; void (* const glBindFramebuffer)(GLenum, GLuint) = [](GLenum target, GLuint framebuffer) { if (!opengl32) loadWGL(); ::wgl_glBindFramebuffer(target, framebuffer); }; void (* const glBindRenderbuffer)(GLenum, GLuint) = [](GLenum target, GLuint renderbuffer) { if (!opengl32) loadWGL(); ::wgl_glBindRenderbuffer(target, renderbuffer); }; void (* const glBindTexture)(GLenum, GLuint) = [](GLenum target, GLuint texture) { if (!opengl32) loadWGL(); ::wgl_glBindTexture(target, texture); }; void (* const glBlendColor)(GLfloat, GLfloat, GLfloat, GLfloat) = [](GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) { if (!opengl32) loadWGL(); ::wgl_glBlendColor(red, green, blue, alpha); }; void (* const glBlendEquation)(GLenum) = [](GLenum mode) { if (!opengl32) loadWGL(); ::wgl_glBlendEquation(mode); }; void (* const glBlendEquationSeparate)(GLenum, GLenum) = [](GLenum modeRGB, GLenum modeAlpha) { if (!opengl32) loadWGL(); ::wgl_glBlendEquationSeparate(modeRGB, modeAlpha); }; void (* const glBlendFunc)(GLenum, GLenum) = [](GLenum sfactor, GLenum dfactor) { if (!opengl32) loadWGL(); ::wgl_glBlendFunc(sfactor, dfactor); }; void (* const glBlendFuncSeparate)(GLenum, GLenum, GLenum, GLenum) = [](GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha) { if (!opengl32) loadWGL(); ::wgl_glBlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha); }; void (* const glBufferData)(GLenum, GLsizeiptr, const void*, GLenum) = [](GLenum target, GLsizeiptr size, const void* data, GLenum usage) { if (!opengl32) loadWGL(); ::wgl_glBufferData(target, size, data, usage); }; void (* const glBufferSubData)(GLenum, GLintptr, GLsizeiptr, const void*) = [](GLenum target, GLintptr offset, GLsizeiptr size, const void* data) { if (!opengl32) loadWGL(); ::wgl_glBufferSubData(target, offset, size, data); }; GLenum(* const glCheckFramebufferStatus)(GLenum) = [](GLenum target) { if (!opengl32) loadWGL(); return ::wgl_glCheckFramebufferStatus(target); }; void (* const glClear)(GLbitfield) = [](GLbitfield mask) { if (!opengl32) loadWGL(); ::wgl_glClear(mask); }; void (* const glClearColor)(GLfloat, GLfloat, GLfloat, GLfloat) = [](GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) { if (!opengl32) loadWGL(); ::wgl_glClearColor(red, green, blue, alpha); }; void (* const glClearDepthf)(GLfloat) = [](GLfloat d) { if (!opengl32) loadWGL(); ::wgl_glClearDepthf(d); }; void (* const glClearStencil)(GLint) = [](GLint s) { if (!opengl32) loadWGL(); ::wgl_glClearStencil(s); }; void (* const glColorMask)(GLboolean, GLboolean, GLboolean, GLboolean) = [](GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) { if (!opengl32) loadWGL(); ::wgl_glColorMask(red, green, blue, alpha); }; void (* const glCompileShader)(GLuint) = [](GLuint shader) { if (!opengl32) loadWGL(); ::wgl_glCompileShader(shader); }; void (* const glCompressedTexImage2D)(GLenum, GLint, GLenum, GLsizei, GLsizei, GLint, GLsizei, const void*) = [](GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data) { if (!opengl32) loadWGL(); ::wgl_glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data); }; void (* const glCompressedTexSubImage2D)(GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLsizei, const void*) = [](GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data) { if (!opengl32) loadWGL(); ::wgl_glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data); }; void (* const glCopyTexImage2D)(GLenum, GLint, GLenum, GLint, GLint, GLsizei, GLsizei, GLint) = [](GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) { if (!opengl32) loadWGL(); ::wgl_glCopyTexImage2D(target, level, internalformat, x, y, width, height, border); }; void (* const glCopyTexSubImage2D)(GLenum, GLint, GLint, GLint, GLint, GLint, GLsizei, GLsizei) = [](GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) { if (!opengl32) loadWGL(); ::wgl_glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); }; GLuint(* const glCreateProgram)() = [](void) { if (!opengl32) loadWGL(); return ::wgl_glCreateProgram(); }; GLuint(* const glCreateShader)(GLenum) = [](GLenum type) { if (!opengl32) loadWGL(); return ::wgl_glCreateShader(type); }; void (* const glCullFace)(GLenum) = [](GLenum mode) { if (!opengl32) loadWGL(); ::wgl_glCullFace(mode); }; void (* const glDeleteBuffers)(GLsizei, const GLuint*) = [](GLsizei n, const GLuint* buffers) { if (!opengl32) loadWGL(); ::wgl_glDeleteBuffers(n, buffers); }; void (* const glDeleteFramebuffers)(GLsizei, const GLuint*) = [](GLsizei n, const GLuint* framebuffers) { if (!opengl32) loadWGL(); ::wgl_glDeleteFramebuffers(n, framebuffers); }; void (* const glDeleteProgram)(GLuint) = [](GLuint program) { if (!opengl32) loadWGL(); ::wgl_glDeleteProgram(program); }; void (* const glDeleteRenderbuffers)(GLsizei, const GLuint*) = [](GLsizei n, const GLuint* renderbuffers) { if (!opengl32) loadWGL(); ::wgl_glDeleteRenderbuffers(n, renderbuffers); }; void (* const glDeleteShader)(GLuint) = [](GLuint shader) { if (!opengl32) loadWGL(); ::wgl_glDeleteShader(shader); }; void (* const glDeleteTextures)(GLsizei, const GLuint*) = [](GLsizei n, const GLuint* textures) { if (!opengl32) loadWGL(); ::wgl_glDeleteTextures(n, textures); }; void (* const glDepthFunc)(GLenum) = [](GLenum func) { if (!opengl32) loadWGL(); ::wgl_glDepthFunc(func); }; void (* const glDepthMask)(GLboolean) = [](GLboolean flag) { if (!opengl32) loadWGL(); ::wgl_glDepthMask(flag); }; void (* const glDepthRangef)(GLfloat, GLfloat) = [](GLfloat n, GLfloat f) { if (!opengl32) loadWGL(); ::wgl_glDepthRangef(n, f); }; void (* const glDetachShader)(GLuint, GLuint) = [](GLuint program, GLuint shader) { if (!opengl32) loadWGL(); ::wgl_glDetachShader(program, shader); }; void (* const glDisable)(GLenum) = [](GLenum cap) { if (!opengl32) loadWGL(); ::wgl_glDisable(cap); }; void (* const glDisableVertexAttribArray)(GLuint) = [](GLuint index) { if (!opengl32) loadWGL(); ::wgl_glDisableVertexAttribArray(index); }; void (* const glDrawArrays)(GLenum, GLint, GLsizei) = [](GLenum mode, GLint first, GLsizei count) { if (!opengl32) loadWGL(); ::wgl_glDrawArrays(mode, first, count); }; void (* const glDrawElements)(GLenum, GLsizei, GLenum, const void*) = [](GLenum mode, GLsizei count, GLenum type, const void* indices) { if (!opengl32) loadWGL(); ::wgl_glDrawElements(mode, count, type, indices); }; void (* const glEnable)(GLenum) = [](GLenum cap) { if (!opengl32) loadWGL(); ::wgl_glEnable(cap); }; void (* const glEnableVertexAttribArray)(GLuint) = [](GLuint index) { if (!opengl32) loadWGL(); ::wgl_glEnableVertexAttribArray(index); }; void (* const glFinish)() = [](void) { if (!opengl32) loadWGL(); ::wgl_glFinish(); }; void (* const glFlush)() = [](void) { if (!opengl32) loadWGL(); ::wgl_glFlush(); }; void (* const glFramebufferRenderbuffer)(GLenum, GLenum, GLenum, GLuint) = [](GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) { if (!opengl32) loadWGL(); ::wgl_glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer); }; void (* const glFramebufferTexture2D)(GLenum, GLenum, GLenum, GLuint, GLint) = [](GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) { if (!opengl32) loadWGL(); ::wgl_glFramebufferTexture2D(target, attachment, textarget, texture, level); }; void (* const glFrontFace)(GLenum) = [](GLenum mode) { if (!opengl32) loadWGL(); ::wgl_glFrontFace(mode); }; void (* const glGenBuffers)(GLsizei, GLuint*) = [](GLsizei n, GLuint* buffers) { if (!opengl32) loadWGL(); ::wgl_glGenBuffers(n, buffers); }; void (* const glGenerateMipmap)(GLenum) = [](GLenum target) { if (!opengl32) loadWGL(); ::wgl_glGenerateMipmap(target); }; void (* const glGenFramebuffers)(GLsizei, GLuint*) = [](GLsizei n, GLuint* framebuffers) { if (!opengl32) loadWGL(); ::wgl_glGenFramebuffers(n, framebuffers); }; void (* const glGenRenderbuffers)(GLsizei, GLuint*) = [](GLsizei n, GLuint* renderbuffers) { if (!opengl32) loadWGL(); ::wgl_glGenRenderbuffers(n, renderbuffers); }; void (* const glGenTextures)(GLsizei, GLuint*) = [](GLsizei n, GLuint* textures) { if (!opengl32) loadWGL(); ::wgl_glGenTextures(n, textures); }; void (* const glGetActiveAttrib)(GLuint, GLuint, GLsizei, GLsizei*, GLint*, GLenum*, GLchar*) = [](GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size, GLenum* type, GLchar* name) { if (!opengl32) loadWGL(); ::wgl_glGetActiveAttrib(program, index, bufSize, length, size, type, name); }; void (* const glGetActiveUniform)(GLuint, GLuint, GLsizei, GLsizei*, GLint*, GLenum*, GLchar*) = [](GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size, GLenum* type, GLchar* name) { if (!opengl32) loadWGL(); ::wgl_glGetActiveUniform(program, index, bufSize, length, size, type, name); }; void (* const glGetAttachedShaders)(GLuint, GLsizei, GLsizei*, GLuint*) = [](GLuint program, GLsizei maxCount, GLsizei* count, GLuint* shaders) { if (!opengl32) loadWGL(); ::wgl_glGetAttachedShaders(program, maxCount, count, shaders); }; GLint(* const glGetAttribLocation)(GLuint, const GLchar*) = [](GLuint program, const GLchar* name) { if (!opengl32) loadWGL(); return ::wgl_glGetAttribLocation(program, name); }; void (* const glGetBooleanv)(GLenum, GLboolean*) = [](GLenum pname, GLboolean* data) { if (!opengl32) loadWGL(); ::wgl_glGetBooleanv(pname, data); }; void (* const glGetBufferParameteriv)(GLenum, GLenum, GLint*) = [](GLenum target, GLenum pname, GLint* params) { if (!opengl32) loadWGL(); ::wgl_glGetBufferParameteriv(target, pname, params); }; GLenum(* const glGetError)() = [](void) { if (!opengl32) loadWGL(); return ::wgl_glGetError(); }; void (* const glGetFloatv)(GLenum, GLfloat*) = [](GLenum pname, GLfloat* data) { if (!opengl32) loadWGL(); ::wgl_glGetFloatv(pname, data); }; void (* const glGetFramebufferAttachmentParameteriv)(GLenum, GLenum, GLenum, GLint*) = [](GLenum target, GLenum attachment, GLenum pname, GLint* params) { if (!opengl32) loadWGL(); ::wgl_glGetFramebufferAttachmentParameteriv(target, attachment, pname, params); }; void (* const glGetIntegerv)(GLenum, GLint*) = [](GLenum pname, GLint* data) { if (!opengl32) loadWGL(); ::wgl_glGetIntegerv(pname, data); }; void (* const glGetProgramInfoLog)(GLuint, GLsizei, GLsizei*, GLchar*) = [](GLuint program, GLsizei bufSize, GLsizei* length, GLchar* infoLog) { if (!opengl32) loadWGL(); ::wgl_glGetProgramInfoLog(program, bufSize, length, infoLog); }; void (* const glGetProgramiv)(GLuint, GLenum, GLint*) = [](GLuint program, GLenum pname, GLint* params) { if (!opengl32) loadWGL(); ::wgl_glGetProgramiv(program, pname, params); }; void (* const glGetRenderbufferParameteriv)(GLenum, GLenum, GLint*) = [](GLenum target, GLenum pname, GLint* params) { if (!opengl32) loadWGL(); ::wgl_glGetRenderbufferParameteriv(target, pname, params); }; void (* const glGetShaderInfoLog)(GLuint, GLsizei, GLsizei*, GLchar*) = [](GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* infoLog) { if (!opengl32) loadWGL(); ::wgl_glGetShaderInfoLog(shader, bufSize, length, infoLog); }; void (* const glGetShaderiv)(GLuint, GLenum, GLint*) = [](GLuint shader, GLenum pname, GLint* params) { if (!opengl32) loadWGL(); ::wgl_glGetShaderiv(shader, pname, params); }; void (* const glGetShaderSource)(GLuint, GLsizei, GLsizei*, GLchar*) = [](GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* source) { if (!opengl32) loadWGL(); ::wgl_glGetShaderSource(shader, bufSize, length, source); }; const GLubyte* (* const glGetString)(GLenum) = [](GLenum name) { if (!opengl32) loadWGL(); return ::wgl_glGetString(name); }; void (* const glGetTexParameterfv)(GLenum, GLenum, GLfloat*) = [](GLenum target, GLenum pname, GLfloat* params) { if (!opengl32) loadWGL(); ::wgl_glGetTexParameterfv(target, pname, params); }; void (* const glGetTexParameteriv)(GLenum, GLenum, GLint*) = [](GLenum target, GLenum pname, GLint* params) { if (!opengl32) loadWGL(); ::wgl_glGetTexParameteriv(target, pname, params); }; void (* const glGetUniformfv)(GLuint, GLint, GLfloat*) = [](GLuint program, GLint location, GLfloat* params) { if (!opengl32) loadWGL(); ::wgl_glGetUniformfv(program, location, params); }; void (* const glGetUniformiv)(GLuint, GLint, GLint*) = [](GLuint program, GLint location, GLint* params) { if (!opengl32) loadWGL(); ::wgl_glGetUniformiv(program, location, params); }; GLint(* const glGetUniformLocation)(GLuint, const GLchar*) = [](GLuint program, const GLchar* name) { if (!opengl32) loadWGL(); return ::wgl_glGetUniformLocation(program, name); }; void (* const glGetVertexAttribfv)(GLuint, GLenum, GLfloat*) = [](GLuint index, GLenum pname, GLfloat* params) { if (!opengl32) loadWGL(); ::wgl_glGetVertexAttribfv(index, pname, params); }; void (* const glGetVertexAttribiv)(GLuint, GLenum, GLint*) = [](GLuint index, GLenum pname, GLint* params) { if (!opengl32) loadWGL(); ::wgl_glGetVertexAttribiv(index, pname, params); }; void (* const glGetVertexAttribPointerv)(GLuint, GLenum, void**) = [](GLuint index, GLenum pname, void** pointer) { if (!opengl32) loadWGL(); ::wgl_glGetVertexAttribPointerv(index, pname, pointer); }; void (* const glHint)(GLenum, GLenum) = [](GLenum target, GLenum mode) { if (!opengl32) loadWGL(); ::wgl_glHint(target, mode); }; GLboolean(* const glIsBuffer)(GLuint) = [](GLuint buffer) { if (!opengl32) loadWGL(); return ::wgl_glIsBuffer(buffer); }; GLboolean(* const glIsEnabled)(GLenum) = [](GLenum cap) { if (!opengl32) loadWGL(); return ::wgl_glIsEnabled(cap); }; GLboolean(* const glIsFramebuffer)(GLuint) = [](GLuint framebuffer) { if (!opengl32) loadWGL(); return ::wgl_glIsFramebuffer(framebuffer); }; GLboolean(* const glIsProgram)(GLuint) = [](GLuint program) { if (!opengl32) loadWGL(); return ::wgl_glIsProgram(program); }; GLboolean(* const glIsRenderbuffer)(GLuint) = [](GLuint renderbuffer) { if (!opengl32) loadWGL(); return ::wgl_glIsRenderbuffer(renderbuffer); }; GLboolean(* const glIsShader)(GLuint) = [](GLuint shader) { if (!opengl32) loadWGL(); return ::wgl_glIsShader(shader); }; GLboolean(* const glIsTexture)(GLuint) = [](GLuint texture) { if (!opengl32) loadWGL(); return ::wgl_glIsTexture(texture); }; void (* const glLineWidth)(GLfloat) = [](GLfloat width) { if (!opengl32) loadWGL(); ::wgl_glLineWidth(width); }; void (* const glLinkProgram)(GLuint) = [](GLuint program) { if (!opengl32) loadWGL(); ::wgl_glLinkProgram(program); }; void (* const glPixelStorei)(GLenum, GLint) = [](GLenum pname, GLint param) { if (!opengl32) loadWGL(); ::wgl_glPixelStorei(pname, param); }; void (* const glPolygonOffset)(GLfloat, GLfloat) = [](GLfloat factor, GLfloat units) { if (!opengl32) loadWGL(); ::wgl_glPolygonOffset(factor, units); }; void (* const glReadPixels)(GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, void*) = [](GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels) { if (!opengl32) loadWGL(); ::wgl_glReadPixels(x, y, width, height, format, type, pixels); }; void (* const glRenderbufferStorage)(GLenum, GLenum, GLsizei, GLsizei) = [](GLenum target, GLenum internalformat, GLsizei width, GLsizei height) { if (!opengl32) loadWGL(); ::wgl_glRenderbufferStorage(target, internalformat, width, height); }; void (* const glSampleCoverage)(GLfloat, GLboolean) = [](GLfloat value, GLboolean invert) { if (!opengl32) loadWGL(); ::wgl_glSampleCoverage(value, invert); }; void (* const glScissor)(GLint, GLint, GLsizei, GLsizei) = [](GLint x, GLint y, GLsizei width, GLsizei height) { if (!opengl32) loadWGL(); ::wgl_glScissor(x, y, width, height); }; void (* const glShaderSource)(GLuint, GLsizei, const GLchar* const*, const GLint*) = [](GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length) { if (!opengl32) loadWGL(); ::wgl_glShaderSource(shader, count, string, length); }; void (* const glStencilFunc)(GLenum, GLint, GLuint) = [](GLenum func, GLint ref, GLuint mask) { if (!opengl32) loadWGL(); ::wgl_glStencilFunc(func, ref, mask); }; void (* const glStencilFuncSeparate)(GLenum, GLenum, GLint, GLuint) = [](GLenum face, GLenum func, GLint ref, GLuint mask) { if (!opengl32) loadWGL(); ::wgl_glStencilFuncSeparate(face, func, ref, mask); }; void (* const glStencilMask)(GLuint) = [](GLuint mask) { if (!opengl32) loadWGL(); ::wgl_glStencilMask(mask); }; void (* const glStencilMaskSeparate)(GLenum, GLuint) = [](GLenum face, GLuint mask) { if (!opengl32) loadWGL(); ::wgl_glStencilMaskSeparate(face, mask); }; void (* const glStencilOp)(GLenum, GLenum, GLenum) = [](GLenum fail, GLenum zfail, GLenum zpass) { if (!opengl32) loadWGL(); ::wgl_glStencilOp(fail, zfail, zpass); }; void (* const glStencilOpSeparate)(GLenum, GLenum, GLenum, GLenum) = [](GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) { if (!opengl32) loadWGL(); ::wgl_glStencilOpSeparate(face, sfail, dpfail, dppass); }; void (* const glTexImage2D)(GLenum, GLint, GLint, GLsizei, GLsizei, GLint, GLenum, GLenum, const void*) = [](GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void* pixels) { if (!opengl32) loadWGL(); ::wgl_glTexImage2D(target, level, internalformat, width, height, border, format, type, pixels); }; void (* const glTexParameterf)(GLenum, GLenum, GLfloat) = [](GLenum target, GLenum pname, GLfloat param) { if (!opengl32) loadWGL(); ::wgl_glTexParameterf(target, pname, param); }; void (* const glTexParameterfv)(GLenum, GLenum, const GLfloat*) = [](GLenum target, GLenum pname, const GLfloat* params) { if (!opengl32) loadWGL(); ::wgl_glTexParameterfv(target, pname, params); }; void (* const glTexParameteri)(GLenum, GLenum, GLint) = [](GLenum target, GLenum pname, GLint param) { if (!opengl32) loadWGL(); ::wgl_glTexParameteri(target, pname, param); }; void (* const glTexParameteriv)(GLenum, GLenum, const GLint*) = [](GLenum target, GLenum pname, const GLint* params) { if (!opengl32) loadWGL(); ::wgl_glTexParameteriv(target, pname, params); }; void (* const glTexSubImage2D)(GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, const void*) = [](GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* pixels) { if (!opengl32) loadWGL(); ::wgl_glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); }; void (* const glUniform1f)(GLint, GLfloat) = [](GLint location, GLfloat v0) { if (!opengl32) loadWGL(); ::wgl_glUniform1f(location, v0); }; void (* const glUniform1fv)(GLint, GLsizei, const GLfloat*) = [](GLint location, GLsizei count, const GLfloat* value) { if (!opengl32) loadWGL(); ::wgl_glUniform1fv(location, count, value); }; void (* const glUniform1i)(GLint, GLint) = [](GLint location, GLint v0) { if (!opengl32) loadWGL(); ::wgl_glUniform1i(location, v0); }; void (* const glUniform1iv)(GLint, GLsizei, const GLint*) = [](GLint location, GLsizei count, const GLint* value) { if (!opengl32) loadWGL(); ::wgl_glUniform1iv(location, count, value); }; void (* const glUniform2f)(GLint, GLfloat, GLfloat) = [](GLint location, GLfloat v0, GLfloat v1) { if (!opengl32) loadWGL(); ::wgl_glUniform2f(location, v0, v1); }; void (* const glUniform2fv)(GLint, GLsizei, const GLfloat*) = [](GLint location, GLsizei count, const GLfloat* value) { if (!opengl32) loadWGL(); ::wgl_glUniform2fv(location, count, value); }; void (* const glUniform2i)(GLint, GLint, GLint) = [](GLint location, GLint v0, GLint v1) { if (!opengl32) loadWGL(); ::wgl_glUniform2i(location, v0, v1); }; void (* const glUniform2iv)(GLint, GLsizei, const GLint*) = [](GLint location, GLsizei count, const GLint* value) { if (!opengl32) loadWGL(); ::wgl_glUniform2iv(location, count, value); }; void (* const glUniform3f)(GLint, GLfloat, GLfloat, GLfloat) = [](GLint location, GLfloat v0, GLfloat v1, GLfloat v2) { if (!opengl32) loadWGL(); ::wgl_glUniform3f(location, v0, v1, v2); }; void (* const glUniform3fv)(GLint, GLsizei, const GLfloat*) = [](GLint location, GLsizei count, const GLfloat* value) { if (!opengl32) loadWGL(); ::wgl_glUniform3fv(location, count, value); }; void (* const glUniform3i)(GLint, GLint, GLint, GLint) = [](GLint location, GLint v0, GLint v1, GLint v2) { if (!opengl32) loadWGL(); ::wgl_glUniform3i(location, v0, v1, v2); }; void (* const glUniform3iv)(GLint, GLsizei, const GLint*) = [](GLint location, GLsizei count, const GLint* value) { if (!opengl32) loadWGL(); ::wgl_glUniform3iv(location, count, value); }; void (* const glUniform4f)(GLint, GLfloat, GLfloat, GLfloat, GLfloat) = [](GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) { if (!opengl32) loadWGL(); ::wgl_glUniform4f(location, v0, v1, v2, v3); }; void (* const glUniform4fv)(GLint, GLsizei, const GLfloat*) = [](GLint location, GLsizei count, const GLfloat* value) { if (!opengl32) loadWGL(); ::wgl_glUniform4fv(location, count, value); }; void (* const glUniform4i)(GLint, GLint, GLint, GLint, GLint) = [](GLint location, GLint v0, GLint v1, GLint v2, GLint v3) { if (!opengl32) loadWGL(); ::wgl_glUniform4i(location, v0, v1, v2, v3); }; void (* const glUniform4iv)(GLint, GLsizei, const GLint*) = [](GLint location, GLsizei count, const GLint* value) { if (!opengl32) loadWGL(); ::wgl_glUniform4iv(location, count, value); }; void (* const glUniformMatrix2fv)(GLint, GLsizei, GLboolean, const GLfloat*) = [](GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { if (!opengl32) loadWGL(); ::wgl_glUniformMatrix2fv(location, count, transpose, value); }; void (* const glUniformMatrix3fv)(GLint, GLsizei, GLboolean, const GLfloat*) = [](GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { if (!opengl32) loadWGL(); ::wgl_glUniformMatrix3fv(location, count, transpose, value); }; void (* const glUniformMatrix4fv)(GLint, GLsizei, GLboolean, const GLfloat*) = [](GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { if (!opengl32) loadWGL(); ::wgl_glUniformMatrix4fv(location, count, transpose, value); }; void (* const glUseProgram)(GLuint) = [](GLuint program) { if (!opengl32) loadWGL(); ::wgl_glUseProgram(program); }; void (* const glValidateProgram)(GLuint) = [](GLuint program) { if (!opengl32) loadWGL(); ::wgl_glValidateProgram(program); }; void (* const glVertexAttrib1f)(GLuint, GLfloat) = [](GLuint index, GLfloat x) { if (!opengl32) loadWGL(); ::wgl_glVertexAttrib1f(index, x); }; void (* const glVertexAttrib1fv)(GLuint, const GLfloat*) = [](GLuint index, const GLfloat* v) { if (!opengl32) loadWGL(); ::wgl_glVertexAttrib1fv(index, v); }; void (* const glVertexAttrib2f)(GLuint, GLfloat, GLfloat) = [](GLuint index, GLfloat x, GLfloat y) { if (!opengl32) loadWGL(); ::wgl_glVertexAttrib2f(index, x, y); }; void (* const glVertexAttrib2fv)(GLuint, const GLfloat*) = [](GLuint index, const GLfloat* v) { if (!opengl32) loadWGL(); ::wgl_glVertexAttrib2fv(index, v); }; void (* const glVertexAttrib3f)(GLuint, GLfloat, GLfloat, GLfloat) = [](GLuint index, GLfloat x, GLfloat y, GLfloat z) { if (!opengl32) loadWGL(); ::wgl_glVertexAttrib3f(index, x, y, z); }; void (* const glVertexAttrib3fv)(GLuint, const GLfloat*) = [](GLuint index, const GLfloat* v) { if (!opengl32) loadWGL(); ::wgl_glVertexAttrib3fv(index, v); }; void (* const glVertexAttrib4f)(GLuint, GLfloat, GLfloat, GLfloat, GLfloat) = [](GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { if (!opengl32) loadWGL(); ::wgl_glVertexAttrib4f(index, x, y, z, w); }; void (* const glVertexAttrib4fv)(GLuint, const GLfloat*) = [](GLuint index, const GLfloat* v) { if (!opengl32) loadWGL(); ::wgl_glVertexAttrib4fv(index, v); }; void (* const glVertexAttribPointer)(GLuint, GLint, GLenum, GLboolean, GLsizei, const void*) = [](GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* pointer) { if (!opengl32) loadWGL(); ::wgl_glVertexAttribPointer(index, size, type, normalized, stride, pointer); }; void (* const glViewport)(GLint, GLint, GLsizei, GLsizei) = [](GLint x, GLint y, GLsizei width, GLsizei height) { if (!opengl32) loadWGL(); ::wgl_glViewport(x, y, width, height); }; BOOL(* const wglChoosePixelFormatARB)(HDC, const int*, const FLOAT*, UINT, int*, UINT*) = [](HDC hdc, const int* piAttribIList, const FLOAT* pfAttribFList, UINT nMaxFormats, int* piFormats, UINT* nNumFormats) { if (!opengl32) loadWGL(); return ::wgl_wglChoosePixelFormatARB(hdc, piAttribIList, pfAttribFList, nMaxFormats, piFormats, nNumFormats); }; HGLRC(* const wglCreateContextAttribsARB)(HDC, HGLRC, const int*) = [](HDC hDC, HGLRC hShareContext, const int* attribList) { if (!opengl32) loadWGL(); return ::wgl_wglCreateContextAttribsARB(hDC, hShareContext, attribList); }; const char* (* const wglGetExtensionsStringARB)(HDC) = [](HDC hdc) { if (!opengl32) loadWGL(); return ::wgl_wglGetExtensionsStringARB(hdc); }; const char* (* const wglGetExtensionsStringEXT)() = [](void) { if (!opengl32) loadWGL(); return ::wgl_wglGetExtensionsStringEXT(); }; #ifndef MBGL_USE_GLES2 void (* const glDrawPixels)(GLsizei, GLsizei, GLenum, GLenum, const GLvoid *) = ::glDrawPixels; void (* const glGetDoublev)(GLenum, GLdouble *) = ::glGetDoublev; void (* const glPixelTransferf)(GLenum, GLfloat) = ::glPixelTransferf; void (* const glPixelZoom)(GLfloat, GLfloat) = ::glPixelZoom; void (* const glPointSize)(GLfloat) = ::glPointSize; void (* const glRasterPos4d)(GLdouble, GLdouble, GLdouble, GLdouble) = ::glRasterPos4d; #endif } // namespace platform } // namespace mbgl #endif