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#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"
#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;
engine->driver[PLATFORM_GL3]->rasterToImage = rasterToImage;
return o;
}
static void*
driverClose(void *o, int32, int32)
{
return o;
}
void
registerPlatformPlugins(void)
{
Driver::registerPlugin(PLATFORM_GL3, 0, PLATFORM_GL3,
driverOpen, driverClose);
registerNativeRaster();
}
}
}
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