Better Windows and Linux compatibility

This commit is contained in:
Lior Halphon 2017-12-29 13:06:38 +02:00
parent 3d8e22ed50
commit 600f0eadd9
6 changed files with 83 additions and 3 deletions

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@ -47,6 +47,7 @@ SDL_LDFLAGS := -lSDL2 -lGL
ifeq ($(PLATFORM),windows32)
CFLAGS += -IWindows
LDFLAGS += -lmsvcrt -lSDL2main -Wl,/MANIFESTFILE:NUL
SDL_LDFLAGS := -lSDL2 -lopengl32
else
LDFLAGS += -lc -lm
endif

34
SDL/opengl_compat.c Normal file
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@ -0,0 +1,34 @@
#define GL_GLEXT_PROTOTYPES
#include <SDL2/SDL_opengl.h>
#ifndef __APPLE__
#define GL_COMPAT_NAME(func) gl_compat_##func
#define GL_COMPAT_VAR(func) typeof(func) *GL_COMPAT_NAME(func)
GL_COMPAT_VAR(glCreateShader);
GL_COMPAT_VAR(glGetAttribLocation);
GL_COMPAT_VAR(glGetUniformLocation);
GL_COMPAT_VAR(glUseProgram);
GL_COMPAT_VAR(glGenVertexArrays);
GL_COMPAT_VAR(glBindVertexArray);
GL_COMPAT_VAR(glGenBuffers);
GL_COMPAT_VAR(glBindBuffer);
GL_COMPAT_VAR(glBufferData);
GL_COMPAT_VAR(glEnableVertexAttribArray);
GL_COMPAT_VAR(glVertexAttribPointer);
GL_COMPAT_VAR(glCreateProgram);
GL_COMPAT_VAR(glAttachShader);
GL_COMPAT_VAR(glLinkProgram);
GL_COMPAT_VAR(glGetProgramiv);
GL_COMPAT_VAR(glGetProgramInfoLog);
GL_COMPAT_VAR(glDeleteShader);
GL_COMPAT_VAR(glUniform2f);
GL_COMPAT_VAR(glActiveTexture);
GL_COMPAT_VAR(glUniform1i);
GL_COMPAT_VAR(glBindFragDataLocation);
GL_COMPAT_VAR(glDeleteProgram);
GL_COMPAT_VAR(glShaderSource);
GL_COMPAT_VAR(glCompileShader);
GL_COMPAT_VAR(glGetShaderiv);
GL_COMPAT_VAR(glGetShaderInfoLog);
#endif

45
SDL/opengl_compat.h Normal file
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@ -0,0 +1,45 @@
#ifndef opengl_compat_h
#define opengl_compat_h
#define GL_GLEXT_PROTOTYPES
#include <SDL2/SDL_opengl.h>
#include <SDL2/SDL_video.h>
#ifndef __APPLE__
#define GL_COMPAT_NAME(func) gl_compat_##func
#define GL_COMPAT_WRAPPER(func) \
({ extern typeof(func) *GL_COMPAT_NAME(func); \
if(!GL_COMPAT_NAME(func)) GL_COMPAT_NAME(func) = SDL_GL_GetProcAddress(#func); \
GL_COMPAT_NAME(func); \
})
#define glCreateShader GL_COMPAT_WRAPPER(glCreateShader)
#define glGetAttribLocation GL_COMPAT_WRAPPER(glGetAttribLocation)
#define glGetUniformLocation GL_COMPAT_WRAPPER(glGetUniformLocation)
#define glUseProgram GL_COMPAT_WRAPPER(glUseProgram)
#define glGenVertexArrays GL_COMPAT_WRAPPER(glGenVertexArrays)
#define glBindVertexArray GL_COMPAT_WRAPPER(glBindVertexArray)
#define glGenBuffers GL_COMPAT_WRAPPER(glGenBuffers)
#define glBindBuffer GL_COMPAT_WRAPPER(glBindBuffer)
#define glBufferData GL_COMPAT_WRAPPER(glBufferData)
#define glEnableVertexAttribArray GL_COMPAT_WRAPPER(glEnableVertexAttribArray)
#define glVertexAttribPointer GL_COMPAT_WRAPPER(glVertexAttribPointer)
#define glCreateProgram GL_COMPAT_WRAPPER(glCreateProgram)
#define glAttachShader GL_COMPAT_WRAPPER(glAttachShader)
#define glLinkProgram GL_COMPAT_WRAPPER(glLinkProgram)
#define glGetProgramiv GL_COMPAT_WRAPPER(glGetProgramiv)
#define glGetProgramInfoLog GL_COMPAT_WRAPPER(glGetProgramInfoLog)
#define glDeleteShader GL_COMPAT_WRAPPER(glDeleteShader)
#define glUniform2f GL_COMPAT_WRAPPER(glUniform2f)
#define glActiveTexture GL_COMPAT_WRAPPER(glActiveTexture)
#define glUniform1i GL_COMPAT_WRAPPER(glUniform1i)
#define glBindFragDataLocation GL_COMPAT_WRAPPER(glBindFragDataLocation)
#define glDeleteProgram GL_COMPAT_WRAPPER(glDeleteProgram)
#define glShaderSource GL_COMPAT_WRAPPER(glShaderSource)
#define glCompileShader GL_COMPAT_WRAPPER(glCompileShader)
#define glGetShaderiv GL_COMPAT_WRAPPER(glGetShaderiv)
#define glGetShaderInfoLog GL_COMPAT_WRAPPER(glGetShaderInfoLog)
#endif
#endif /* opengl_compat_h */

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@ -75,7 +75,7 @@ bool init_shader_with_name(shader_t *shader, const char *name)
static char master_shader_code[0x801] = {0,};
static char shader_code[0x10001] = {0,};
static char final_shader_code[0x10801] = {0,};
static ssize_t filter_token_location = 0;
static signed long filter_token_location = 0;
if (!master_shader_code[0]) {
FILE *master_shader_f = fopen(executable_relative_path("Shaders/MasterShader.fsh"), "r");

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@ -1,7 +1,6 @@
#ifndef shader_h
#define shader_h
#define GL_GLEXT_PROTOTYPES
#include <SDL2/SDL_opengl.h>
#include "opengl_compat.h"
#include <stdbool.h>
typedef struct shader_s {

1
Windows/inttypes.h Executable file
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@ -0,0 +1 @@
#include <stdint.h>