I think you might be fine without any macros. You can call *GetProcAddress
directly from the ccall, provided the ccall is not actually invoked until
the context is established (the ccall first argument will be evaluated at
compile time).

```
module OpenGL
function getFuncPointer(name)
    const getprocaddress = @windows ? :wglGetProcAddress :
:glXGetProcAddress
    ccall( (getprocaddress, libgl), ...)
end
glGetString(name::GLenum) = ccall(getFuncPointer("glGetString"), ....,
...., name)
end # module
...

using OpenGL  # getFuncPointer is not evaluated here

# set up context

foo = glGetString(GL_EXTENSIONS) # <- getFuncPointer is evaluated here

```



On Tue, Apr 1, 2014 at 8:30 AM, Simon Danisch <[email protected]> wrote:

> Hi,
> I'm working on the OpenGL package and I want to make it finally usable in
> a nice and clean way on all platforms.
> The problem is, that one needs pointer for the GL functions, which you can
> only get, after initialization of the OpenGL context.
> But initializing the context and creating a window shouldn't be part of
> the OpenGL package.
>
> So I tried two different approaches, which both seem to have their
> downsides:
>
> 1.
> Initialize OpenGL context when including the OpenGL package
> This is bad, because this makes the OpenGL package dependent on some third
> party OpenGL context creation library.
>
> 2.
> Load the functions later with a loading Function.
> Bad, because the function definitions are not visible for any other
> module, that relies on the OpenGL package.
>
> My ideal solution would be, to evaluate a macro when the function is
> called and not when the module is included.
> Like this, I can define all the OpenGL functions already in the OpenGL
> module, and when you call them the first time,
> the right function ptr gets inserted into the ccall, or an error is
> raised, when OpenGL context is not initialized.
>
> this could look like this:
>
>
> module OpenGL
>
> macro getFuncPointer(name::ASCIIString)
>    return getProcAddress(name)
> end
>
> glGetString(name::GLenum) = ccall(@getFuncPointer("glGetString"), ...., ...., 
> name)
> export glGetString
> end
>
>
> using OpenGL
> ...create OpenGL context
> #define getProcAddress
> global const getProcAddress = glutGetProcAddress # If using GLUT for GL 
> context creation
> #call gl Functions
> glGetString(GL_VERSION)
>
> Any ideas how to do this in a clean way?
>
>
> Cheers,
>
> Simon
>

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