typedef ptrdiff_t ourGLsizeiptr;
typedef char ourGLchar;
-\r
-#if defined(WIN32)
+
#ifndef APIENTRY
#define APIENTRY
#endif
+
+#ifndef GL_ARB_vertex_array_object
+typedef void (APIENTRY *PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint *arrays);
+typedef void (APIENTRY *PFNGLBINDVERTEXARRAYPROC) (GLuint array);
+#endif
+#ifndef GL_VERSION_1_5
typedef void (APIENTRY *PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
typedef void (APIENTRY *PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
typedef void (APIENTRY *PFNGLBUFFERDATAPROC) (GLenum target, ourGLsizeiptr size, const GLvoid *data, GLenum usage);
+#endif
+#ifndef GL_VERSION_2_0
typedef GLuint (APIENTRY *PFNGLCREATESHADERPROC) (GLenum type);
typedef void (APIENTRY *PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const ourGLchar **string, const GLint *length);
typedef void (APIENTRY *PFNGLCOMPILESHADERPROC) (GLuint shader);
typedef void (APIENTRY *PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
typedef GLint (APIENTRY *PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const ourGLchar *name);
typedef void (APIENTRY *PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
-#endif /* defined(WIN32) */\r
-\r
-PFNGLGENBUFFERSPROC gl_GenBuffers;\r
-PFNGLBINDBUFFERPROC gl_BindBuffer;\r
-PFNGLBUFFERDATAPROC gl_BufferData;\r
-PFNGLCREATESHADERPROC gl_CreateShader;\r
-PFNGLSHADERSOURCEPROC gl_ShaderSource;\r
-PFNGLCOMPILESHADERPROC gl_CompileShader;\r
-PFNGLCREATEPROGRAMPROC gl_CreateProgram;\r
-PFNGLATTACHSHADERPROC gl_AttachShader;\r
-PFNGLLINKPROGRAMPROC gl_LinkProgram;\r
-PFNGLUSEPROGRAMPROC gl_UseProgram;\r
-PFNGLGETSHADERIVPROC gl_GetShaderiv;\r
-PFNGLGETSHADERINFOLOGPROC gl_GetShaderInfoLog;\r
-PFNGLGETPROGRAMIVPROC gl_GetProgramiv;\r
-PFNGLGETPROGRAMINFOLOGPROC gl_GetProgramInfoLog;\r
-PFNGLGETATTRIBLOCATIONPROC gl_GetAttribLocation;\r
-PFNGLVERTEXATTRIBPOINTERPROC gl_VertexAttribPointer;\r
-PFNGLENABLEVERTEXATTRIBARRAYPROC gl_EnableVertexAttribArray;\r
-PFNGLGETUNIFORMLOCATIONPROC gl_GetUniformLocation;\r
-PFNGLUNIFORMMATRIX4FVPROC gl_UniformMatrix4fv;\r
-
-void initExtensionEntries(void)
+#endif
+
+PFNGLGENVERTEXARRAYSPROC gl_GenVertexArrays;
+PFNGLBINDVERTEXARRAYPROC gl_BindVertexArray;
+PFNGLGENBUFFERSPROC gl_GenBuffers;
+PFNGLBINDBUFFERPROC gl_BindBuffer;
+PFNGLBUFFERDATAPROC gl_BufferData;
+PFNGLCREATESHADERPROC gl_CreateShader;
+PFNGLSHADERSOURCEPROC gl_ShaderSource;
+PFNGLCOMPILESHADERPROC gl_CompileShader;
+PFNGLCREATEPROGRAMPROC gl_CreateProgram;
+PFNGLATTACHSHADERPROC gl_AttachShader;
+PFNGLLINKPROGRAMPROC gl_LinkProgram;
+PFNGLUSEPROGRAMPROC gl_UseProgram;
+PFNGLGETSHADERIVPROC gl_GetShaderiv;
+PFNGLGETSHADERINFOLOGPROC gl_GetShaderInfoLog;
+PFNGLGETPROGRAMIVPROC gl_GetProgramiv;
+PFNGLGETPROGRAMINFOLOGPROC gl_GetProgramInfoLog;
+PFNGLGETATTRIBLOCATIONPROC gl_GetAttribLocation;
+PFNGLVERTEXATTRIBPOINTERPROC gl_VertexAttribPointer;
+PFNGLENABLEVERTEXATTRIBARRAYPROC gl_EnableVertexAttribArray;
+PFNGLGETUNIFORMLOCATIONPROC gl_GetUniformLocation;
+PFNGLUNIFORMMATRIX4FVPROC gl_UniformMatrix4fv;
+
+void initExtensionEntries(void)
{
+ gl_GenVertexArrays = (PFNGLGENVERTEXARRAYSPROC) glutGetProcAddress ("glGenVertexArrays");
+ gl_BindVertexArray = (PFNGLBINDVERTEXARRAYPROC) glutGetProcAddress ("glBindVertexArray");
+ if (!gl_GenVertexArrays || !gl_BindVertexArray)
+ {
+ fprintf (stderr, "glGenVertexArrays or glBindVertexArray not found");
+ exit(1);
+ }
gl_GenBuffers = (PFNGLGENBUFFERSPROC) glutGetProcAddress ("glGenBuffers");
gl_BindBuffer = (PFNGLBINDBUFFERPROC) glutGetProcAddress ("glBindBuffer");
gl_BufferData = (PFNGLBUFFERDATAPROC) glutGetProcAddress ("glBufferData");
+ if (!gl_GenBuffers || !gl_BindBuffer || !gl_BufferData)
+ {
+ fprintf (stderr, "glGenBuffers, glBindBuffer or glBufferData not found");
+ exit(1);
+ }
gl_CreateShader = (PFNGLCREATESHADERPROC) glutGetProcAddress ("glCreateShader");
gl_ShaderSource = (PFNGLSHADERSOURCEPROC) glutGetProcAddress ("glShaderSource");
gl_CompileShader = (PFNGLCOMPILESHADERPROC) glutGetProcAddress ("glCompileShader");
gl_EnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC) glutGetProcAddress ("glEnableVertexAttribArray");
gl_GetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC) glutGetProcAddress ("glGetUniformLocation");
gl_UniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC) glutGetProcAddress ("glUniformMatrix4fv");
+ if (!gl_CreateShader || !gl_ShaderSource || !gl_CompileShader || !gl_CreateProgram || !gl_AttachShader || !gl_LinkProgram || !gl_UseProgram || !gl_GetShaderiv || !gl_GetShaderInfoLog || !gl_GetProgramiv || !gl_GetProgramInfoLog || !gl_GetAttribLocation || !gl_VertexAttribPointer || !gl_EnableVertexAttribArray || !gl_GetUniformLocation || !gl_UniformMatrix4fv)
+ {
+ fprintf (stderr, "glCreateShader, glShaderSource, glCompileShader, glCreateProgram, glAttachShader, glLinkProgram, glUseProgram, glGetShaderiv, glGetShaderInfoLog, glGetProgramiv, glGetProgramInfoLog, glGetAttribLocation, glVertexAttribPointer, glEnableVertexAttribArray, glGetUniformLocation or glUniformMatrix4fv not found");
+ exit(1);
+ }
}
/* vertex array data for a colored 2D triangle, consisting of RGB color values
/* the name of the vertex buffer object */
GLuint vertexBufferName;
+GLuint vertexArrayName;
void initBuffer(void)
{
+ /* Need to setup a vertex array as otherwise invalid operation errors can
+ * occur when accessing vertex buffer (OpenGL 3.3 has no default zero named
+ * vertex array)
+ */
+ gl_GenVertexArrays(1, &vertexArrayName);
+ gl_BindVertexArray(vertexArrayName);
+
gl_GenBuffers (1, &vertexBufferName);
gl_BindBuffer (GL_ARRAY_BUFFER, vertexBufferName);
gl_BufferData (GL_ARRAY_BUFFER, sizeof(varray), varray, GL_STATIC_DRAW);