librw/src/gl/gl3.cpp
2020-04-30 17:54:38 +02:00

58 lines
1.3 KiB
C++

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include "../rwbase.h"
#include "../rwerror.h"
#include "../rwplg.h"
#include "../rwpipeline.h"
#include "../rwobjects.h"
#include "../rwengine.h"
#ifdef RW_OPENGL
#include <GL/glew.h>
#endif
#include "rwgl3.h"
#include "rwgl3shader.h"
#include "rwgl3impl.h"
namespace rw {
namespace gl3 {
// TODO: make some of these things platform-independent
static void*
driverOpen(void *o, int32, int32)
{
#ifdef RW_OPENGL
engine->driver[PLATFORM_GL3]->defaultPipeline = makeDefaultPipeline();
#endif
engine->driver[PLATFORM_GL3]->rasterNativeOffset = nativeRasterOffset;
engine->driver[PLATFORM_GL3]->rasterCreate = rasterCreate;
engine->driver[PLATFORM_GL3]->rasterLock = rasterLock;
engine->driver[PLATFORM_GL3]->rasterUnlock = rasterUnlock;
engine->driver[PLATFORM_GL3]->rasterNumLevels = rasterNumLevels;
engine->driver[PLATFORM_GL3]->imageFindRasterFormat = imageFindRasterFormat;
engine->driver[PLATFORM_GL3]->rasterFromImage = rasterFromImage;
return o;
}
static void*
driverClose(void *o, int32, int32)
{
return o;
}
void
registerPlatformPlugins(void)
{
Driver::registerPlugin(PLATFORM_GL3, 0, PLATFORM_GL3,
driverOpen, driverClose);
registerNativeRaster();
}
}
}