From e277663ba0297310e73d29cf82abfa51f21defe0 Mon Sep 17 00:00:00 2001 From: John McCardle Date: Wed, 4 Feb 2026 13:33:14 -0500 Subject: [PATCH] 3D viewport, milestone 1 --- CMakeLists.txt | 5 + src/3d/Camera3D.cpp | 109 ++ src/3d/Camera3D.h | 69 + src/3d/KHR/khrplatform.h | 311 +++++ src/3d/Math3D.h | 630 +++++++++ src/3d/Shader3D.cpp | 430 ++++++ src/3d/Shader3D.h | 72 + src/3d/Viewport3D.cpp | 939 +++++++++++++ src/3d/Viewport3D.h | 272 ++++ src/3d/glad.c | 1018 ++++++++++++++ src/3d/glad/glad.h | 1935 ++++++++++++++++++++++++++ src/3d/shaders/.gitkeep | 2 + src/3d/shaders/ps1_fragment.glsl | 90 ++ src/3d/shaders/ps1_fragment_es2.glsl | 120 ++ src/3d/shaders/ps1_vertex.glsl | 87 ++ src/3d/shaders/ps1_vertex_es2.glsl | 90 ++ src/GameEngine.cpp | 7 + src/McRFPy_API.cpp | 6 +- src/UICollection.cpp | 32 +- src/UIDrawable.h | 3 +- src/platform/GLContext.h | 113 ++ src/platform/GLContext_Headless.cpp | 60 + src/platform/GLContext_SDL2.cpp | 305 ++++ src/platform/GLContext_SFML.cpp | 339 +++++ tests/unit/math3d_test | Bin 0 -> 31824 bytes tests/unit/math3d_test.cpp | 141 ++ tests/unit/viewport3d_test.py | 212 +++ 27 files changed, 7389 insertions(+), 8 deletions(-) create mode 100644 src/3d/Camera3D.cpp create mode 100644 src/3d/Camera3D.h create mode 100644 src/3d/KHR/khrplatform.h create mode 100644 src/3d/Math3D.h create mode 100644 src/3d/Shader3D.cpp create mode 100644 src/3d/Shader3D.h create mode 100644 src/3d/Viewport3D.cpp create mode 100644 src/3d/Viewport3D.h create mode 100644 src/3d/glad.c create mode 100644 src/3d/glad/glad.h create mode 100644 src/3d/shaders/.gitkeep create mode 100644 src/3d/shaders/ps1_fragment.glsl create mode 100644 src/3d/shaders/ps1_fragment_es2.glsl create mode 100644 src/3d/shaders/ps1_vertex.glsl create mode 100644 src/3d/shaders/ps1_vertex_es2.glsl create mode 100644 src/platform/GLContext.h create mode 100644 src/platform/GLContext_Headless.cpp create mode 100644 src/platform/GLContext_SDL2.cpp create mode 100644 src/platform/GLContext_SFML.cpp create mode 100755 tests/unit/math3d_test create mode 100644 tests/unit/math3d_test.cpp create mode 100644 tests/unit/viewport3d_test.py diff --git a/CMakeLists.txt b/CMakeLists.txt index 5eb1393..704b9c1 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -49,6 +49,9 @@ endif() # Add include directories include_directories(${CMAKE_SOURCE_DIR}/deps) include_directories(SYSTEM ${CMAKE_SOURCE_DIR}/deps/libtcod) +include_directories(${CMAKE_SOURCE_DIR}/src) +include_directories(${CMAKE_SOURCE_DIR}/src/3d) +include_directories(${CMAKE_SOURCE_DIR}/src/platform) # Python includes: use different paths for Windows vs Linux vs Emscripten if(EMSCRIPTEN) @@ -102,6 +105,8 @@ file(GLOB_RECURSE SOURCES "src/*.cpp") # Add ImGui sources to the build (only if using SFML) if(NOT MCRF_HEADLESS AND NOT MCRF_SDL2) list(APPEND SOURCES ${IMGUI_SOURCES}) + # Add GLAD for OpenGL function loading (needed for 3D rendering on SFML) + list(APPEND SOURCES "${CMAKE_SOURCE_DIR}/src/3d/glad.c") endif() # Find OpenGL (required by ImGui-SFML) - not needed in headless mode diff --git a/src/3d/Camera3D.cpp b/src/3d/Camera3D.cpp new file mode 100644 index 0000000..7a8e252 --- /dev/null +++ b/src/3d/Camera3D.cpp @@ -0,0 +1,109 @@ +// Camera3D.cpp - 3D camera implementation + +#include "Camera3D.h" + +namespace mcrf { + +Camera3D::Camera3D() + : position_(0.0f, 0.0f, 5.0f) + , target_(0.0f, 0.0f, 0.0f) + , up_(0.0f, 1.0f, 0.0f) +{ +} + +Camera3D::Camera3D(const vec3& position, const vec3& target) + : position_(position) + , target_(target) + , up_(0.0f, 1.0f, 0.0f) +{ +} + +void Camera3D::setPosition(const vec3& pos) { + position_ = pos; +} + +void Camera3D::setTarget(const vec3& target) { + target_ = target; +} + +void Camera3D::setUp(const vec3& up) { + up_ = up.normalized(); +} + +vec3 Camera3D::getForward() const { + return (target_ - position_).normalized(); +} + +vec3 Camera3D::getRight() const { + return getForward().cross(up_).normalized(); +} + +void Camera3D::setFOV(float fovDegrees) { + fov_ = fovDegrees; +} + +void Camera3D::setAspect(float aspect) { + aspect_ = aspect; +} + +void Camera3D::setClipPlanes(float near, float far) { + nearClip_ = near; + farClip_ = far; +} + +mat4 Camera3D::getViewMatrix() const { + return mat4::lookAt(position_, target_, up_); +} + +mat4 Camera3D::getProjectionMatrix() const { + return mat4::perspective(radians(fov_), aspect_, nearClip_, farClip_); +} + +mat4 Camera3D::getViewProjectionMatrix() const { + return getProjectionMatrix() * getViewMatrix(); +} + +void Camera3D::moveForward(float distance) { + vec3 forward = getForward(); + position_ += forward * distance; + target_ += forward * distance; +} + +void Camera3D::moveRight(float distance) { + vec3 right = getRight(); + position_ += right * distance; + target_ += right * distance; +} + +void Camera3D::moveUp(float distance) { + position_ += up_ * distance; + target_ += up_ * distance; +} + +void Camera3D::orbit(float yawDelta, float pitchDelta) { + // Get current offset from target + vec3 offset = position_ - target_; + float distance = offset.length(); + + // Convert to spherical coordinates + float yaw = std::atan2(offset.x, offset.z); + float pitch = std::asin(clamp(offset.y / distance, -1.0f, 1.0f)); + + // Apply deltas (in radians) + yaw += yawDelta; + pitch += pitchDelta; + + // Clamp pitch to avoid gimbal lock + pitch = clamp(pitch, -HALF_PI + 0.01f, HALF_PI - 0.01f); + + // Convert back to Cartesian + position_.x = target_.x + distance * std::cos(pitch) * std::sin(yaw); + position_.y = target_.y + distance * std::sin(pitch); + position_.z = target_.z + distance * std::cos(pitch) * std::cos(yaw); +} + +void Camera3D::lookAt(const vec3& point) { + target_ = point; +} + +} // namespace mcrf diff --git a/src/3d/Camera3D.h b/src/3d/Camera3D.h new file mode 100644 index 0000000..4ffdbba --- /dev/null +++ b/src/3d/Camera3D.h @@ -0,0 +1,69 @@ +// Camera3D.h - 3D camera for McRogueFace +// Provides view and projection matrices for 3D rendering + +#pragma once + +#include "Math3D.h" + +namespace mcrf { + +// ============================================================================= +// Camera3D - First-person style camera with position, target, up vector +// ============================================================================= + +class Camera3D { +public: + Camera3D(); + Camera3D(const vec3& position, const vec3& target); + + // Position and orientation + void setPosition(const vec3& pos); + void setTarget(const vec3& target); + void setUp(const vec3& up); + + vec3 getPosition() const { return position_; } + vec3 getTarget() const { return target_; } + vec3 getUp() const { return up_; } + + // Direction vectors + vec3 getForward() const; + vec3 getRight() const; + + // Projection settings + void setFOV(float fovDegrees); + void setAspect(float aspect); + void setClipPlanes(float near, float far); + + float getFOV() const { return fov_; } + float getAspect() const { return aspect_; } + float getNearClip() const { return nearClip_; } + float getFarClip() const { return farClip_; } + + // Matrix computation + mat4 getViewMatrix() const; + mat4 getProjectionMatrix() const; + mat4 getViewProjectionMatrix() const; + + // Convenience methods for camera movement + void moveForward(float distance); + void moveRight(float distance); + void moveUp(float distance); + + // Orbit around target + void orbit(float yawDelta, float pitchDelta); + + // Look at a specific point (updates target) + void lookAt(const vec3& point); + +private: + vec3 position_; + vec3 target_; + vec3 up_; + + float fov_ = 60.0f; // Vertical FOV in degrees + float aspect_ = 1.0f; // Width / height + float nearClip_ = 0.1f; + float farClip_ = 100.0f; +}; + +} // namespace mcrf diff --git a/src/3d/KHR/khrplatform.h b/src/3d/KHR/khrplatform.h new file mode 100644 index 0000000..0164644 --- /dev/null +++ b/src/3d/KHR/khrplatform.h @@ -0,0 +1,311 @@ +#ifndef __khrplatform_h_ +#define __khrplatform_h_ + +/* +** Copyright (c) 2008-2018 The Khronos Group Inc. +** +** Permission is hereby granted, free of charge, to any person obtaining a +** copy of this software and/or associated documentation files (the +** "Materials"), to deal in the Materials without restriction, including +** without limitation the rights to use, copy, modify, merge, publish, +** distribute, sublicense, and/or sell copies of the Materials, and to +** permit persons to whom the Materials are furnished to do so, subject to +** the following conditions: +** +** The above copyright notice and this permission notice shall be included +** in all copies or substantial portions of the Materials. +** +** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF +** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. +** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY +** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, +** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE +** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. +*/ + +/* Khronos platform-specific types and definitions. + * + * The master copy of khrplatform.h is maintained in the Khronos EGL + * Registry repository at https://github.com/KhronosGroup/EGL-Registry + * The last semantic modification to khrplatform.h was at commit ID: + * 67a3e0864c2d75ea5287b9f3d2eb74a745936692 + * + * Adopters may modify this file to suit their platform. Adopters are + * encouraged to submit platform specific modifications to the Khronos + * group so that they can be included in future versions of this file. + * Please submit changes by filing pull requests or issues on + * the EGL Registry repository linked above. + * + * + * See the Implementer's Guidelines for information about where this file + * should be located on your system and for more details of its use: + * http://www.khronos.org/registry/implementers_guide.pdf + * + * This file should be included as + * #include + * by Khronos client API header files that use its types and defines. + * + * The types in khrplatform.h should only be used to define API-specific types. + * + * Types defined in khrplatform.h: + * khronos_int8_t signed 8 bit + * khronos_uint8_t unsigned 8 bit + * khronos_int16_t signed 16 bit + * khronos_uint16_t unsigned 16 bit + * khronos_int32_t signed 32 bit + * khronos_uint32_t unsigned 32 bit + * khronos_int64_t signed 64 bit + * khronos_uint64_t unsigned 64 bit + * khronos_intptr_t signed same number of bits as a pointer + * khronos_uintptr_t unsigned same number of bits as a pointer + * khronos_ssize_t signed size + * khronos_usize_t unsigned size + * khronos_float_t signed 32 bit floating point + * khronos_time_ns_t unsigned 64 bit time in nanoseconds + * khronos_utime_nanoseconds_t unsigned time interval or absolute time in + * nanoseconds + * khronos_stime_nanoseconds_t signed time interval in nanoseconds + * khronos_boolean_enum_t enumerated boolean type. This should + * only be used as a base type when a client API's boolean type is + * an enum. Client APIs which use an integer or other type for + * booleans cannot use this as the base type for their boolean. + * + * Tokens defined in khrplatform.h: + * + * KHRONOS_FALSE, KHRONOS_TRUE Enumerated boolean false/true values. + * + * KHRONOS_SUPPORT_INT64 is 1 if 64 bit integers are supported; otherwise 0. + * KHRONOS_SUPPORT_FLOAT is 1 if floats are supported; otherwise 0. + * + * Calling convention macros defined in this file: + * KHRONOS_APICALL + * KHRONOS_APIENTRY + * KHRONOS_APIATTRIBUTES + * + * These may be used in function prototypes as: + * + * KHRONOS_APICALL void KHRONOS_APIENTRY funcname( + * int arg1, + * int arg2) KHRONOS_APIATTRIBUTES; + */ + +#if defined(__SCITECH_SNAP__) && !defined(KHRONOS_STATIC) +# define KHRONOS_STATIC 1 +#endif + +/*------------------------------------------------------------------------- + * Definition of KHRONOS_APICALL + *------------------------------------------------------------------------- + * This precedes the return type of the function in the function prototype. + */ +#if defined(KHRONOS_STATIC) + /* If the preprocessor constant KHRONOS_STATIC is defined, make the + * header compatible with static linking. */ +# define KHRONOS_APICALL +#elif defined(_WIN32) +# define KHRONOS_APICALL __declspec(dllimport) +#elif defined (__SYMBIAN32__) +# define KHRONOS_APICALL IMPORT_C +#elif defined(__ANDROID__) +# define KHRONOS_APICALL __attribute__((visibility("default"))) +#else +# define KHRONOS_APICALL +#endif + +/*------------------------------------------------------------------------- + * Definition of KHRONOS_APIENTRY + *------------------------------------------------------------------------- + * This follows the return type of the function and precedes the function + * name in the function prototype. + */ +#if defined(_WIN32) && !defined(_WIN32_WCE) && !defined(__SCITECH_SNAP__) + /* Win32 but not WinCE */ +# define KHRONOS_APIENTRY __stdcall +#else +# define KHRONOS_APIENTRY +#endif + +/*------------------------------------------------------------------------- + * Definition of KHRONOS_APIATTRIBUTES + *------------------------------------------------------------------------- + * This follows the closing parenthesis of the function prototype arguments. + */ +#if defined (__ARMCC_2__) +#define KHRONOS_APIATTRIBUTES __softfp +#else +#define KHRONOS_APIATTRIBUTES +#endif + +/*------------------------------------------------------------------------- + * basic type definitions + *-----------------------------------------------------------------------*/ +#if (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) || defined(__GNUC__) || defined(__SCO__) || defined(__USLC__) + + +/* + * Using + */ +#include +typedef int32_t khronos_int32_t; +typedef uint32_t khronos_uint32_t; +typedef int64_t khronos_int64_t; +typedef uint64_t khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 +/* + * To support platform where unsigned long cannot be used interchangeably with + * inptr_t (e.g. CHERI-extended ISAs), we can use the stdint.h intptr_t. + * Ideally, we could just use (u)intptr_t everywhere, but this could result in + * ABI breakage if khronos_uintptr_t is changed from unsigned long to + * unsigned long long or similar (this results in different C++ name mangling). + * To avoid changes for existing platforms, we restrict usage of intptr_t to + * platforms where the size of a pointer is larger than the size of long. + */ +#if defined(__SIZEOF_LONG__) && defined(__SIZEOF_POINTER__) +#if __SIZEOF_POINTER__ > __SIZEOF_LONG__ +#define KHRONOS_USE_INTPTR_T +#endif +#endif + +#elif defined(__VMS ) || defined(__sgi) + +/* + * Using + */ +#include +typedef int32_t khronos_int32_t; +typedef uint32_t khronos_uint32_t; +typedef int64_t khronos_int64_t; +typedef uint64_t khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#elif defined(_WIN32) && !defined(__SCITECH_SNAP__) + +/* + * Win32 + */ +typedef __int32 khronos_int32_t; +typedef unsigned __int32 khronos_uint32_t; +typedef __int64 khronos_int64_t; +typedef unsigned __int64 khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#elif defined(__sun__) || defined(__digital__) + +/* + * Sun or Digital + */ +typedef int khronos_int32_t; +typedef unsigned int khronos_uint32_t; +#if defined(__arch64__) || defined(_LP64) +typedef long int khronos_int64_t; +typedef unsigned long int khronos_uint64_t; +#else +typedef long long int khronos_int64_t; +typedef unsigned long long int khronos_uint64_t; +#endif /* __arch64__ */ +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#elif 0 + +/* + * Hypothetical platform with no float or int64 support + */ +typedef int khronos_int32_t; +typedef unsigned int khronos_uint32_t; +#define KHRONOS_SUPPORT_INT64 0 +#define KHRONOS_SUPPORT_FLOAT 0 + +#else + +/* + * Generic fallback + */ +#include +typedef int32_t khronos_int32_t; +typedef uint32_t khronos_uint32_t; +typedef int64_t khronos_int64_t; +typedef uint64_t khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#endif + + +/* + * Types that are (so far) the same on all platforms + */ +typedef signed char khronos_int8_t; +typedef unsigned char khronos_uint8_t; +typedef signed short int khronos_int16_t; +typedef unsigned short int khronos_uint16_t; + +/* + * Types that differ between LLP64 and LP64 architectures - in LLP64, + * pointers are 64 bits, but 'long' is still 32 bits. Win64 appears + * to be the only LLP64 architecture in current use. + */ +#ifdef KHRONOS_USE_INTPTR_T +typedef intptr_t khronos_intptr_t; +typedef uintptr_t khronos_uintptr_t; +#elif defined(_WIN64) +typedef signed long long int khronos_intptr_t; +typedef unsigned long long int khronos_uintptr_t; +#else +typedef signed long int khronos_intptr_t; +typedef unsigned long int khronos_uintptr_t; +#endif + +#if defined(_WIN64) +typedef signed long long int khronos_ssize_t; +typedef unsigned long long int khronos_usize_t; +#else +typedef signed long int khronos_ssize_t; +typedef unsigned long int khronos_usize_t; +#endif + +#if KHRONOS_SUPPORT_FLOAT +/* + * Float type + */ +typedef float khronos_float_t; +#endif + +#if KHRONOS_SUPPORT_INT64 +/* Time types + * + * These types can be used to represent a time interval in nanoseconds or + * an absolute Unadjusted System Time. Unadjusted System Time is the number + * of nanoseconds since some arbitrary system event (e.g. since the last + * time the system booted). The Unadjusted System Time is an unsigned + * 64 bit value that wraps back to 0 every 584 years. Time intervals + * may be either signed or unsigned. + */ +typedef khronos_uint64_t khronos_utime_nanoseconds_t; +typedef khronos_int64_t khronos_stime_nanoseconds_t; +#endif + +/* + * Dummy value used to pad enum types to 32 bits. + */ +#ifndef KHRONOS_MAX_ENUM +#define KHRONOS_MAX_ENUM 0x7FFFFFFF +#endif + +/* + * Enumerated boolean type + * + * Values other than zero should be considered to be true. Therefore + * comparisons should not be made against KHRONOS_TRUE. + */ +typedef enum { + KHRONOS_FALSE = 0, + KHRONOS_TRUE = 1, + KHRONOS_BOOLEAN_ENUM_FORCE_SIZE = KHRONOS_MAX_ENUM +} khronos_boolean_enum_t; + +#endif /* __khrplatform_h_ */ diff --git a/src/3d/Math3D.h b/src/3d/Math3D.h new file mode 100644 index 0000000..c337343 --- /dev/null +++ b/src/3d/Math3D.h @@ -0,0 +1,630 @@ +// Math3D.h - Minimal 3D math library for McRogueFace +// Header-only implementation of vec3, mat4, and quat +// Column-major matrices for OpenGL compatibility + +#pragma once + +#include +#include + +namespace mcrf { + +// ============================================================================= +// vec2 - 2D vector +// ============================================================================= + +struct vec2 { + float x, y; + + vec2() : x(0), y(0) {} + vec2(float x_, float y_) : x(x_), y(y_) {} + explicit vec2(float v) : x(v), y(v) {} + + vec2 operator+(const vec2& other) const { return vec2(x + other.x, y + other.y); } + vec2 operator-(const vec2& other) const { return vec2(x - other.x, y - other.y); } + vec2 operator*(float s) const { return vec2(x * s, y * s); } + vec2 operator/(float s) const { return vec2(x / s, y / s); } + + float dot(const vec2& other) const { return x * other.x + y * other.y; } + float length() const { return std::sqrt(x * x + y * y); } + float lengthSquared() const { return x * x + y * y; } + + vec2 normalized() const { + float len = length(); + if (len > 0.0001f) return vec2(x / len, y / len); + return vec2(0, 0); + } +}; + +// ============================================================================= +// vec3 - 3D vector +// ============================================================================= + +struct vec3 { + float x, y, z; + + vec3() : x(0), y(0), z(0) {} + vec3(float x_, float y_, float z_) : x(x_), y(y_), z(z_) {} + explicit vec3(float v) : x(v), y(v), z(v) {} + + vec3 operator+(const vec3& other) const { + return vec3(x + other.x, y + other.y, z + other.z); + } + + vec3 operator-(const vec3& other) const { + return vec3(x - other.x, y - other.y, z - other.z); + } + + vec3 operator*(float s) const { + return vec3(x * s, y * s, z * s); + } + + vec3 operator/(float s) const { + return vec3(x / s, y / s, z / s); + } + + vec3 operator-() const { + return vec3(-x, -y, -z); + } + + vec3& operator+=(const vec3& other) { + x += other.x; y += other.y; z += other.z; + return *this; + } + + vec3& operator-=(const vec3& other) { + x -= other.x; y -= other.y; z -= other.z; + return *this; + } + + vec3& operator*=(float s) { + x *= s; y *= s; z *= s; + return *this; + } + + float dot(const vec3& other) const { + return x * other.x + y * other.y + z * other.z; + } + + vec3 cross(const vec3& other) const { + return vec3( + y * other.z - z * other.y, + z * other.x - x * other.z, + x * other.y - y * other.x + ); + } + + float lengthSquared() const { + return x * x + y * y + z * z; + } + + float length() const { + return std::sqrt(lengthSquared()); + } + + vec3 normalized() const { + float len = length(); + if (len > 0.0001f) { + return *this / len; + } + return vec3(0, 0, 0); + } + + // Component-wise operations + vec3 hadamard(const vec3& other) const { + return vec3(x * other.x, y * other.y, z * other.z); + } + + // Linear interpolation + static vec3 lerp(const vec3& a, const vec3& b, float t) { + return a + (b - a) * t; + } +}; + +// Left-hand scalar multiplication +inline vec3 operator*(float s, const vec3& v) { + return v * s; +} + +// ============================================================================= +// vec4 - 4D vector (for homogeneous coordinates) +// ============================================================================= + +struct vec4 { + float x, y, z, w; + + vec4() : x(0), y(0), z(0), w(0) {} + vec4(float x_, float y_, float z_, float w_) : x(x_), y(y_), z(z_), w(w_) {} + vec4(const vec3& v, float w_) : x(v.x), y(v.y), z(v.z), w(w_) {} + + vec3 xyz() const { return vec3(x, y, z); } + + // Perspective divide + vec3 perspectiveDivide() const { + if (std::abs(w) > 0.0001f) { + return vec3(x / w, y / w, z / w); + } + return vec3(x, y, z); + } +}; + +// ============================================================================= +// mat4 - 4x4 matrix (column-major for OpenGL) +// ============================================================================= + +struct mat4 { + // Column-major storage: m[col][row] but stored as m[col*4 + row] + // This matches OpenGL's expected layout + float m[16]; + + mat4() { + for (int i = 0; i < 16; i++) m[i] = 0; + } + + // Access element at column c, row r + float& at(int c, int r) { return m[c * 4 + r]; } + const float& at(int c, int r) const { return m[c * 4 + r]; } + + // Get column as vec4 + vec4 col(int c) const { + return vec4(m[c*4], m[c*4+1], m[c*4+2], m[c*4+3]); + } + + // Get raw data pointer (for OpenGL uniforms) + const float* data() const { return m; } + float* data() { return m; } + + static mat4 identity() { + mat4 result; + result.at(0, 0) = 1.0f; + result.at(1, 1) = 1.0f; + result.at(2, 2) = 1.0f; + result.at(3, 3) = 1.0f; + return result; + } + + static mat4 translate(const vec3& v) { + mat4 result = identity(); + result.at(3, 0) = v.x; + result.at(3, 1) = v.y; + result.at(3, 2) = v.z; + return result; + } + + static mat4 translate(float x, float y, float z) { + return translate(vec3(x, y, z)); + } + + static mat4 scale(const vec3& v) { + mat4 result = identity(); + result.at(0, 0) = v.x; + result.at(1, 1) = v.y; + result.at(2, 2) = v.z; + return result; + } + + static mat4 scale(float x, float y, float z) { + return scale(vec3(x, y, z)); + } + + static mat4 scale(float s) { + return scale(vec3(s, s, s)); + } + + static mat4 rotateX(float radians) { + mat4 result = identity(); + float c = std::cos(radians); + float s = std::sin(radians); + result.at(1, 1) = c; + result.at(2, 1) = -s; + result.at(1, 2) = s; + result.at(2, 2) = c; + return result; + } + + static mat4 rotateY(float radians) { + mat4 result = identity(); + float c = std::cos(radians); + float s = std::sin(radians); + result.at(0, 0) = c; + result.at(2, 0) = s; + result.at(0, 2) = -s; + result.at(2, 2) = c; + return result; + } + + static mat4 rotateZ(float radians) { + mat4 result = identity(); + float c = std::cos(radians); + float s = std::sin(radians); + result.at(0, 0) = c; + result.at(1, 0) = -s; + result.at(0, 1) = s; + result.at(1, 1) = c; + return result; + } + + // Perspective projection matrix + // fov: vertical field of view in radians + // aspect: width / height + // near, far: clipping planes + static mat4 perspective(float fov, float aspect, float near, float far) { + mat4 result; + float tanHalfFov = std::tan(fov / 2.0f); + + result.at(0, 0) = 1.0f / (aspect * tanHalfFov); + result.at(1, 1) = 1.0f / tanHalfFov; + result.at(2, 2) = -(far + near) / (far - near); + result.at(2, 3) = -1.0f; + result.at(3, 2) = -(2.0f * far * near) / (far - near); + + return result; + } + + // Orthographic projection matrix + static mat4 ortho(float left, float right, float bottom, float top, float near, float far) { + mat4 result = identity(); + + result.at(0, 0) = 2.0f / (right - left); + result.at(1, 1) = 2.0f / (top - bottom); + result.at(2, 2) = -2.0f / (far - near); + result.at(3, 0) = -(right + left) / (right - left); + result.at(3, 1) = -(top + bottom) / (top - bottom); + result.at(3, 2) = -(far + near) / (far - near); + + return result; + } + + // View matrix (camera transformation) + static mat4 lookAt(const vec3& eye, const vec3& target, const vec3& up) { + vec3 zaxis = (eye - target).normalized(); // Forward (camera looks down -Z) + vec3 xaxis = up.cross(zaxis).normalized(); // Right + vec3 yaxis = zaxis.cross(xaxis); // Up + + mat4 result; + + // Rotation part (transposed because we need the inverse) + result.at(0, 0) = xaxis.x; + result.at(1, 0) = xaxis.y; + result.at(2, 0) = xaxis.z; + + result.at(0, 1) = yaxis.x; + result.at(1, 1) = yaxis.y; + result.at(2, 1) = yaxis.z; + + result.at(0, 2) = zaxis.x; + result.at(1, 2) = zaxis.y; + result.at(2, 2) = zaxis.z; + + // Translation part + result.at(3, 0) = -xaxis.dot(eye); + result.at(3, 1) = -yaxis.dot(eye); + result.at(3, 2) = -zaxis.dot(eye); + result.at(3, 3) = 1.0f; + + return result; + } + + // Matrix multiplication + mat4 operator*(const mat4& other) const { + mat4 result; + for (int c = 0; c < 4; c++) { + for (int r = 0; r < 4; r++) { + float sum = 0.0f; + for (int k = 0; k < 4; k++) { + sum += at(k, r) * other.at(c, k); + } + result.at(c, r) = sum; + } + } + return result; + } + + // Transform a point (assumes w=1, returns xyz) + vec3 transformPoint(const vec3& p) const { + vec4 v(p, 1.0f); + vec4 result( + at(0, 0) * v.x + at(1, 0) * v.y + at(2, 0) * v.z + at(3, 0) * v.w, + at(0, 1) * v.x + at(1, 1) * v.y + at(2, 1) * v.z + at(3, 1) * v.w, + at(0, 2) * v.x + at(1, 2) * v.y + at(2, 2) * v.z + at(3, 2) * v.w, + at(0, 3) * v.x + at(1, 3) * v.y + at(2, 3) * v.z + at(3, 3) * v.w + ); + return result.perspectiveDivide(); + } + + // Transform a direction (assumes w=0) + vec3 transformDirection(const vec3& d) const { + return vec3( + at(0, 0) * d.x + at(1, 0) * d.y + at(2, 0) * d.z, + at(0, 1) * d.x + at(1, 1) * d.y + at(2, 1) * d.z, + at(0, 2) * d.x + at(1, 2) * d.y + at(2, 2) * d.z + ); + } + + // Transform a vec4 + vec4 operator*(const vec4& v) const { + return vec4( + at(0, 0) * v.x + at(1, 0) * v.y + at(2, 0) * v.z + at(3, 0) * v.w, + at(0, 1) * v.x + at(1, 1) * v.y + at(2, 1) * v.z + at(3, 1) * v.w, + at(0, 2) * v.x + at(1, 2) * v.y + at(2, 2) * v.z + at(3, 2) * v.w, + at(0, 3) * v.x + at(1, 3) * v.y + at(2, 3) * v.z + at(3, 3) * v.w + ); + } + + // Transpose + mat4 transposed() const { + mat4 result; + for (int c = 0; c < 4; c++) { + for (int r = 0; r < 4; r++) { + result.at(r, c) = at(c, r); + } + } + return result; + } + + // Inverse (for general 4x4 matrix - used for camera) + // Returns identity if matrix is singular + mat4 inverse() const { + mat4 inv; + const float* m = this->m; + float* out = inv.m; + + out[0] = m[5] * m[10] * m[15] - m[5] * m[11] * m[14] - + m[9] * m[6] * m[15] + m[9] * m[7] * m[14] + + m[13] * m[6] * m[11] - m[13] * m[7] * m[10]; + out[4] = -m[4] * m[10] * m[15] + m[4] * m[11] * m[14] + + m[8] * m[6] * m[15] - m[8] * m[7] * m[14] - + m[12] * m[6] * m[11] + m[12] * m[7] * m[10]; + out[8] = m[4] * m[9] * m[15] - m[4] * m[11] * m[13] - + m[8] * m[5] * m[15] + m[8] * m[7] * m[13] + + m[12] * m[5] * m[11] - m[12] * m[7] * m[9]; + out[12] = -m[4] * m[9] * m[14] + m[4] * m[10] * m[13] + + m[8] * m[5] * m[14] - m[8] * m[6] * m[13] - + m[12] * m[5] * m[10] + m[12] * m[6] * m[9]; + out[1] = -m[1] * m[10] * m[15] + m[1] * m[11] * m[14] + + m[9] * m[2] * m[15] - m[9] * m[3] * m[14] - + m[13] * m[2] * m[11] + m[13] * m[3] * m[10]; + out[5] = m[0] * m[10] * m[15] - m[0] * m[11] * m[14] - + m[8] * m[2] * m[15] + m[8] * m[3] * m[14] + + m[12] * m[2] * m[11] - m[12] * m[3] * m[10]; + out[9] = -m[0] * m[9] * m[15] + m[0] * m[11] * m[13] + + m[8] * m[1] * m[15] - m[8] * m[3] * m[13] - + m[12] * m[1] * m[11] + m[12] * m[3] * m[9]; + out[13] = m[0] * m[9] * m[14] - m[0] * m[10] * m[13] - + m[8] * m[1] * m[14] + m[8] * m[2] * m[13] + + m[12] * m[1] * m[10] - m[12] * m[2] * m[9]; + out[2] = m[1] * m[6] * m[15] - m[1] * m[7] * m[14] - + m[5] * m[2] * m[15] + m[5] * m[3] * m[14] + + m[13] * m[2] * m[7] - m[13] * m[3] * m[6]; + out[6] = -m[0] * m[6] * m[15] + m[0] * m[7] * m[14] + + m[4] * m[2] * m[15] - m[4] * m[3] * m[14] - + m[12] * m[2] * m[7] + m[12] * m[3] * m[6]; + out[10] = m[0] * m[5] * m[15] - m[0] * m[7] * m[13] - + m[4] * m[1] * m[15] + m[4] * m[3] * m[13] + + m[12] * m[1] * m[7] - m[12] * m[3] * m[5]; + out[14] = -m[0] * m[5] * m[14] + m[0] * m[6] * m[13] + + m[4] * m[1] * m[14] - m[4] * m[2] * m[13] - + m[12] * m[1] * m[6] + m[12] * m[2] * m[5]; + out[3] = -m[1] * m[6] * m[11] + m[1] * m[7] * m[10] + + m[5] * m[2] * m[11] - m[5] * m[3] * m[10] - + m[9] * m[2] * m[7] + m[9] * m[3] * m[6]; + out[7] = m[0] * m[6] * m[11] - m[0] * m[7] * m[10] - + m[4] * m[2] * m[11] + m[4] * m[3] * m[10] + + m[8] * m[2] * m[7] - m[8] * m[3] * m[6]; + out[11] = -m[0] * m[5] * m[11] + m[0] * m[7] * m[9] + + m[4] * m[1] * m[11] - m[4] * m[3] * m[9] - + m[8] * m[1] * m[7] + m[8] * m[3] * m[5]; + out[15] = m[0] * m[5] * m[10] - m[0] * m[6] * m[9] - + m[4] * m[1] * m[10] + m[4] * m[2] * m[9] + + m[8] * m[1] * m[6] - m[8] * m[2] * m[5]; + + float det = m[0] * out[0] + m[1] * out[4] + m[2] * out[8] + m[3] * out[12]; + + if (std::abs(det) < 0.0001f) { + return identity(); + } + + det = 1.0f / det; + for (int i = 0; i < 16; i++) { + out[i] *= det; + } + + return inv; + } +}; + +// ============================================================================= +// quat - Quaternion for rotations +// ============================================================================= + +struct quat { + float x, y, z, w; // w is the scalar part + + quat() : x(0), y(0), z(0), w(1) {} // Identity quaternion + quat(float x_, float y_, float z_, float w_) : x(x_), y(y_), z(z_), w(w_) {} + + // Create from axis and angle (angle in radians) + static quat fromAxisAngle(const vec3& axis, float angle) { + float halfAngle = angle * 0.5f; + float s = std::sin(halfAngle); + vec3 n = axis.normalized(); + return quat(n.x * s, n.y * s, n.z * s, std::cos(halfAngle)); + } + + // Create from Euler angles (in radians, applied as yaw-pitch-roll / Y-X-Z) + static quat fromEuler(float pitch, float yaw, float roll) { + float cy = std::cos(yaw * 0.5f); + float sy = std::sin(yaw * 0.5f); + float cp = std::cos(pitch * 0.5f); + float sp = std::sin(pitch * 0.5f); + float cr = std::cos(roll * 0.5f); + float sr = std::sin(roll * 0.5f); + + return quat( + sr * cp * cy - cr * sp * sy, + cr * sp * cy + sr * cp * sy, + cr * cp * sy - sr * sp * cy, + cr * cp * cy + sr * sp * sy + ); + } + + float lengthSquared() const { + return x * x + y * y + z * z + w * w; + } + + float length() const { + return std::sqrt(lengthSquared()); + } + + quat normalized() const { + float len = length(); + if (len > 0.0001f) { + float invLen = 1.0f / len; + return quat(x * invLen, y * invLen, z * invLen, w * invLen); + } + return quat(); + } + + quat conjugate() const { + return quat(-x, -y, -z, w); + } + + quat inverse() const { + float lenSq = lengthSquared(); + if (lenSq > 0.0001f) { + float invLenSq = 1.0f / lenSq; + return quat(-x * invLenSq, -y * invLenSq, -z * invLenSq, w * invLenSq); + } + return quat(); + } + + // Quaternion multiplication + quat operator*(const quat& other) const { + return quat( + w * other.x + x * other.w + y * other.z - z * other.y, + w * other.y - x * other.z + y * other.w + z * other.x, + w * other.z + x * other.y - y * other.x + z * other.w, + w * other.w - x * other.x - y * other.y - z * other.z + ); + } + + // Rotate a vector by this quaternion + vec3 rotate(const vec3& v) const { + // q * v * q^-1 + quat vq(v.x, v.y, v.z, 0); + quat result = (*this) * vq * conjugate(); + return vec3(result.x, result.y, result.z); + } + + // Convert to rotation matrix + mat4 toMatrix() const { + mat4 result = mat4::identity(); + + float xx = x * x; + float yy = y * y; + float zz = z * z; + float xy = x * y; + float xz = x * z; + float yz = y * z; + float wx = w * x; + float wy = w * y; + float wz = w * z; + + result.at(0, 0) = 1.0f - 2.0f * (yy + zz); + result.at(0, 1) = 2.0f * (xy + wz); + result.at(0, 2) = 2.0f * (xz - wy); + + result.at(1, 0) = 2.0f * (xy - wz); + result.at(1, 1) = 1.0f - 2.0f * (xx + zz); + result.at(1, 2) = 2.0f * (yz + wx); + + result.at(2, 0) = 2.0f * (xz + wy); + result.at(2, 1) = 2.0f * (yz - wx); + result.at(2, 2) = 1.0f - 2.0f * (xx + yy); + + return result; + } + + // Spherical linear interpolation + static quat slerp(const quat& a, const quat& b, float t) { + float dot = a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w; + + quat b2 = b; + if (dot < 0.0f) { + // Take the shorter path + b2.x = -b.x; + b2.y = -b.y; + b2.z = -b.z; + b2.w = -b.w; + dot = -dot; + } + + const float DOT_THRESHOLD = 0.9995f; + if (dot > DOT_THRESHOLD) { + // Linear interpolation for very similar quaternions + return quat( + a.x + (b2.x - a.x) * t, + a.y + (b2.y - a.y) * t, + a.z + (b2.z - a.z) * t, + a.w + (b2.w - a.w) * t + ).normalized(); + } + + float theta_0 = std::acos(dot); + float theta = theta_0 * t; + float sin_theta = std::sin(theta); + float sin_theta_0 = std::sin(theta_0); + + float s0 = std::cos(theta) - dot * sin_theta / sin_theta_0; + float s1 = sin_theta / sin_theta_0; + + return quat( + a.x * s0 + b2.x * s1, + a.y * s0 + b2.y * s1, + a.z * s0 + b2.z * s1, + a.w * s0 + b2.w * s1 + ); + } + + // Linear interpolation (faster but less accurate for large angles) + static quat lerp(const quat& a, const quat& b, float t) { + float dot = a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w; + + quat result; + if (dot < 0.0f) { + result = quat( + a.x - (b.x + a.x) * t, + a.y - (b.y + a.y) * t, + a.z - (b.z + a.z) * t, + a.w - (b.w + a.w) * t + ); + } else { + result = quat( + a.x + (b.x - a.x) * t, + a.y + (b.y - a.y) * t, + a.z + (b.z - a.z) * t, + a.w + (b.w - a.w) * t + ); + } + return result.normalized(); + } +}; + +// ============================================================================= +// Utility constants and functions +// ============================================================================= + +constexpr float PI = 3.14159265358979323846f; +constexpr float TWO_PI = PI * 2.0f; +constexpr float HALF_PI = PI * 0.5f; +constexpr float DEG_TO_RAD = PI / 180.0f; +constexpr float RAD_TO_DEG = 180.0f / PI; + +inline float radians(float degrees) { return degrees * DEG_TO_RAD; } +inline float degrees(float radians) { return radians * RAD_TO_DEG; } + +inline float clamp(float v, float min, float max) { + return std::min(std::max(v, min), max); +} + +} // namespace mcrf diff --git a/src/3d/Shader3D.cpp b/src/3d/Shader3D.cpp new file mode 100644 index 0000000..c842e4c --- /dev/null +++ b/src/3d/Shader3D.cpp @@ -0,0 +1,430 @@ +// Shader3D.cpp - Shader management implementation + +#include "Shader3D.h" +#include "../platform/GLContext.h" + +// Include appropriate GL headers based on backend +#if defined(MCRF_SDL2) + #ifdef __EMSCRIPTEN__ + #include + #else + #include + #include + #endif + #define MCRF_HAS_GL 1 +#elif !defined(MCRF_HEADLESS) + // SFML backend - use GLAD + #include + #define MCRF_HAS_GL 1 +#endif + +namespace mcrf { + +// ============================================================================= +// Embedded Shader Sources +// ============================================================================= + +namespace shaders { + +const char* PS1_VERTEX_ES2 = R"( +// PS1-style vertex shader for OpenGL ES 2.0 / WebGL 1.0 +precision mediump float; + +uniform mat4 u_model; +uniform mat4 u_view; +uniform mat4 u_projection; +uniform vec2 u_resolution; +uniform bool u_enable_snap; +uniform float u_fog_start; +uniform float u_fog_end; +uniform vec3 u_light_dir; +uniform vec3 u_ambient; + +attribute vec3 a_position; +attribute vec2 a_texcoord; +attribute vec3 a_normal; +attribute vec4 a_color; + +varying vec4 v_color; +varying vec2 v_texcoord; +varying float v_w; +varying float v_fog; + +void main() { + vec4 worldPos = u_model * vec4(a_position, 1.0); + vec4 viewPos = u_view * worldPos; + vec4 clipPos = u_projection * viewPos; + + if (u_enable_snap) { + vec4 ndc = clipPos; + ndc.xyz /= ndc.w; + vec2 grid = u_resolution * 0.5; + ndc.xy = floor(ndc.xy * grid + 0.5) / grid; + ndc.xyz *= clipPos.w; + clipPos = ndc; + } + + gl_Position = clipPos; + + vec3 worldNormal = normalize(mat3(u_model) * a_normal); + float diffuse = max(dot(worldNormal, -u_light_dir), 0.0); + vec3 lighting = u_ambient + vec3(diffuse); + v_color = vec4(a_color.rgb * lighting, a_color.a); + + v_texcoord = a_texcoord * clipPos.w; + v_w = clipPos.w; + + float depth = -viewPos.z; + v_fog = clamp((depth - u_fog_start) / (u_fog_end - u_fog_start), 0.0, 1.0); +} +)"; + +const char* PS1_FRAGMENT_ES2 = R"( +// PS1-style fragment shader for OpenGL ES 2.0 / WebGL 1.0 +precision mediump float; + +uniform sampler2D u_texture; +uniform bool u_has_texture; +uniform bool u_enable_dither; +uniform vec3 u_fog_color; + +varying vec4 v_color; +varying vec2 v_texcoord; +varying float v_w; +varying float v_fog; + +float getBayerValue(vec2 fragCoord) { + int x = int(mod(fragCoord.x, 4.0)); + int y = int(mod(fragCoord.y, 4.0)); + if (y == 0) { + if (x == 0) return 0.0/16.0; + if (x == 1) return 8.0/16.0; + if (x == 2) return 2.0/16.0; + return 10.0/16.0; + } + if (y == 1) { + if (x == 0) return 12.0/16.0; + if (x == 1) return 4.0/16.0; + if (x == 2) return 14.0/16.0; + return 6.0/16.0; + } + if (y == 2) { + if (x == 0) return 3.0/16.0; + if (x == 1) return 11.0/16.0; + if (x == 2) return 1.0/16.0; + return 9.0/16.0; + } + if (x == 0) return 15.0/16.0; + if (x == 1) return 7.0/16.0; + if (x == 2) return 13.0/16.0; + return 5.0/16.0; +} + +vec3 quantize15bit(vec3 color) { + return floor(color * 31.0 + 0.5) / 31.0; +} + +void main() { + vec2 uv = v_texcoord / v_w; + + vec4 color; + if (u_has_texture) { + vec4 texColor = texture2D(u_texture, uv); + if (texColor.a < 0.5) discard; + color = texColor * v_color; + } else { + color = v_color; + } + + if (u_enable_dither) { + float threshold = getBayerValue(gl_FragCoord.xy); + vec3 dithered = color.rgb + (threshold - 0.5) / 31.0; + color.rgb = quantize15bit(dithered); + } else { + color.rgb = quantize15bit(color.rgb); + } + + color.rgb = mix(color.rgb, u_fog_color, v_fog); + gl_FragColor = color; +} +)"; + +const char* PS1_VERTEX = R"( +#version 150 core +uniform mat4 u_model; +uniform mat4 u_view; +uniform mat4 u_projection; +uniform vec2 u_resolution; +uniform bool u_enable_snap; +uniform float u_fog_start; +uniform float u_fog_end; +uniform vec3 u_light_dir; +uniform vec3 u_ambient; + +in vec3 a_position; +in vec2 a_texcoord; +in vec3 a_normal; +in vec4 a_color; + +out vec4 v_color; +noperspective out vec2 v_texcoord; +out float v_fog; + +void main() { + vec4 worldPos = u_model * vec4(a_position, 1.0); + vec4 viewPos = u_view * worldPos; + vec4 clipPos = u_projection * viewPos; + + if (u_enable_snap) { + vec4 ndc = clipPos; + ndc.xyz /= ndc.w; + vec2 grid = u_resolution * 0.5; + ndc.xy = floor(ndc.xy * grid + 0.5) / grid; + ndc.xyz *= clipPos.w; + clipPos = ndc; + } + + gl_Position = clipPos; + + vec3 worldNormal = normalize(mat3(u_model) * a_normal); + float diffuse = max(dot(worldNormal, -u_light_dir), 0.0); + vec3 lighting = u_ambient + vec3(diffuse); + v_color = vec4(a_color.rgb * lighting, a_color.a); + v_texcoord = a_texcoord; + + float depth = -viewPos.z; + v_fog = clamp((depth - u_fog_start) / (u_fog_end - u_fog_start), 0.0, 1.0); +} +)"; + +const char* PS1_FRAGMENT = R"( +#version 150 core +uniform sampler2D u_texture; +uniform bool u_has_texture; +uniform bool u_enable_dither; +uniform vec3 u_fog_color; + +in vec4 v_color; +noperspective in vec2 v_texcoord; +in float v_fog; + +out vec4 fragColor; + +const int bayerMatrix[16] = int[16](0,8,2,10,12,4,14,6,3,11,1,9,15,7,13,5); + +float getBayerValue(vec2 fragCoord) { + int x = int(mod(fragCoord.x, 4.0)); + int y = int(mod(fragCoord.y, 4.0)); + return float(bayerMatrix[y * 4 + x]) / 16.0; +} + +vec3 quantize15bit(vec3 color) { + return floor(color * 31.0 + 0.5) / 31.0; +} + +void main() { + vec4 color; + if (u_has_texture) { + vec4 texColor = texture(u_texture, v_texcoord); + if (texColor.a < 0.5) discard; + color = texColor * v_color; + } else { + color = v_color; + } + + if (u_enable_dither) { + float threshold = getBayerValue(gl_FragCoord.xy); + vec3 dithered = color.rgb + (threshold - 0.5) / 31.0; + color.rgb = quantize15bit(dithered); + } else { + color.rgb = quantize15bit(color.rgb); + } + + color.rgb = mix(color.rgb, u_fog_color, v_fog); + fragColor = color; +} +)"; + +} // namespace shaders + +// ============================================================================= +// Shader3D Implementation +// ============================================================================= + +Shader3D::Shader3D() = default; + +Shader3D::~Shader3D() { + if (program_ != 0) { + gl::deleteProgram(program_); + } +} + +bool Shader3D::loadPS1Shaders() { +#ifdef MCRF_HAS_GL +#ifdef __EMSCRIPTEN__ + // Use GLES2 shaders for Emscripten/WebGL + return load(shaders::PS1_VERTEX_ES2, shaders::PS1_FRAGMENT_ES2); +#else + // Use desktop GL 3.2+ shaders + return load(shaders::PS1_VERTEX, shaders::PS1_FRAGMENT); +#endif +#else + // SFML backend - requires GLAD (not yet implemented) + return false; +#endif +} + +bool Shader3D::load(const char* vertexSource, const char* fragmentSource) { + if (!gl::isGLReady()) { + return false; + } + + // Compile vertex shader +#ifdef MCRF_HAS_GL + unsigned int vertShader = gl::compileShader(GL_VERTEX_SHADER, vertexSource); +#else + unsigned int vertShader = gl::compileShader(0x8B31, vertexSource); // GL_VERTEX_SHADER +#endif + if (vertShader == 0) { + return false; + } + + // Compile fragment shader +#ifdef MCRF_HAS_GL + unsigned int fragShader = gl::compileShader(GL_FRAGMENT_SHADER, fragmentSource); +#else + unsigned int fragShader = gl::compileShader(0x8B30, fragmentSource); // GL_FRAGMENT_SHADER +#endif + if (fragShader == 0) { + return false; + } + + // Link program + program_ = gl::linkProgram(vertShader, fragShader); + + // Clean up individual shaders (they're now part of the program) +#ifdef MCRF_HAS_GL + glDeleteShader(vertShader); + glDeleteShader(fragShader); +#endif + + if (program_ == 0) { + return false; + } + + // Bind standard attribute locations +#ifdef MCRF_HAS_GL + glBindAttribLocation(program_, ATTRIB_POSITION, "a_position"); + glBindAttribLocation(program_, ATTRIB_TEXCOORD, "a_texcoord"); + glBindAttribLocation(program_, ATTRIB_NORMAL, "a_normal"); + glBindAttribLocation(program_, ATTRIB_COLOR, "a_color"); + + // Re-link after binding attributes + glLinkProgram(program_); +#endif + + uniformCache_.clear(); + return true; +} + +void Shader3D::bind() { +#ifdef MCRF_HAS_GL + if (program_ != 0) { + glUseProgram(program_); + } +#endif +} + +void Shader3D::unbind() { +#ifdef MCRF_HAS_GL + glUseProgram(0); +#endif +} + +int Shader3D::getUniformLocation(const std::string& name) { + auto it = uniformCache_.find(name); + if (it != uniformCache_.end()) { + return it->second; + } + +#ifdef MCRF_HAS_GL + int location = glGetUniformLocation(program_, name.c_str()); + uniformCache_[name] = location; + return location; +#else + return -1; +#endif +} + +int Shader3D::getAttribLocation(const std::string& name) { +#ifdef MCRF_HAS_GL + return glGetAttribLocation(program_, name.c_str()); +#else + return -1; +#endif +} + +void Shader3D::setUniform(const std::string& name, float value) { +#ifdef MCRF_HAS_GL + int loc = getUniformLocation(name); + if (loc >= 0) { + glUniform1f(loc, value); + } +#endif +} + +void Shader3D::setUniform(const std::string& name, int value) { +#ifdef MCRF_HAS_GL + int loc = getUniformLocation(name); + if (loc >= 0) { + glUniform1i(loc, value); + } +#endif +} + +void Shader3D::setUniform(const std::string& name, bool value) { +#ifdef MCRF_HAS_GL + int loc = getUniformLocation(name); + if (loc >= 0) { + glUniform1i(loc, value ? 1 : 0); + } +#endif +} + +void Shader3D::setUniform(const std::string& name, const vec2& value) { +#ifdef MCRF_HAS_GL + int loc = getUniformLocation(name); + if (loc >= 0) { + glUniform2f(loc, value.x, value.y); + } +#endif +} + +void Shader3D::setUniform(const std::string& name, const vec3& value) { +#ifdef MCRF_HAS_GL + int loc = getUniformLocation(name); + if (loc >= 0) { + glUniform3f(loc, value.x, value.y, value.z); + } +#endif +} + +void Shader3D::setUniform(const std::string& name, const vec4& value) { +#ifdef MCRF_HAS_GL + int loc = getUniformLocation(name); + if (loc >= 0) { + glUniform4f(loc, value.x, value.y, value.z, value.w); + } +#endif +} + +void Shader3D::setUniform(const std::string& name, const mat4& value) { +#ifdef MCRF_HAS_GL + int loc = getUniformLocation(name); + if (loc >= 0) { + glUniformMatrix4fv(loc, 1, GL_FALSE, value.m); + } +#endif +} + +} // namespace mcrf diff --git a/src/3d/Shader3D.h b/src/3d/Shader3D.h new file mode 100644 index 0000000..72c60b3 --- /dev/null +++ b/src/3d/Shader3D.h @@ -0,0 +1,72 @@ +// Shader3D.h - Shader management for McRogueFace 3D +// Handles loading, compiling, and uniform management for PS1-style shaders + +#pragma once + +#include "Math3D.h" +#include +#include + +namespace mcrf { + +class Shader3D { +public: + Shader3D(); + ~Shader3D(); + + // Load and compile shaders from embedded source strings + // Automatically selects desktop vs ES2 shaders based on platform + bool loadPS1Shaders(); + + // Load from custom source strings + bool load(const char* vertexSource, const char* fragmentSource); + + // Bind/unbind shader for rendering + void bind(); + void unbind(); + + // Check if shader is valid + bool isValid() const { return program_ != 0; } + + // Uniform setters (cached location lookup) + void setUniform(const std::string& name, float value); + void setUniform(const std::string& name, int value); + void setUniform(const std::string& name, bool value); + void setUniform(const std::string& name, const vec2& value); + void setUniform(const std::string& name, const vec3& value); + void setUniform(const std::string& name, const vec4& value); + void setUniform(const std::string& name, const mat4& value); + + // Get attribute location for VBO setup + int getAttribLocation(const std::string& name); + + // Standard attribute locations for PS1 shaders + static constexpr int ATTRIB_POSITION = 0; + static constexpr int ATTRIB_TEXCOORD = 1; + static constexpr int ATTRIB_NORMAL = 2; + static constexpr int ATTRIB_COLOR = 3; + +private: + unsigned int program_ = 0; + std::unordered_map uniformCache_; + + int getUniformLocation(const std::string& name); +}; + +// ============================================================================= +// Embedded PS1 Shader Sources +// ============================================================================= + +namespace shaders { + +// OpenGL ES 2.0 / WebGL 1.0 shaders +extern const char* PS1_VERTEX_ES2; +extern const char* PS1_FRAGMENT_ES2; + +// OpenGL 3.2+ desktop shaders +extern const char* PS1_VERTEX; +extern const char* PS1_FRAGMENT; + +} // namespace shaders + +} // namespace mcrf diff --git a/src/3d/Viewport3D.cpp b/src/3d/Viewport3D.cpp new file mode 100644 index 0000000..6ab3f12 --- /dev/null +++ b/src/3d/Viewport3D.cpp @@ -0,0 +1,939 @@ +// Viewport3D.cpp - 3D rendering viewport implementation + +#include "Viewport3D.h" +#include "Shader3D.h" +#include "../platform/GLContext.h" +#include "PyVector.h" +#include "PyColor.h" +#include "PyPositionHelper.h" +#include "McRFPy_Doc.h" +#include +#include + +// Include appropriate GL headers based on backend +#if defined(MCRF_SDL2) + #ifdef __EMSCRIPTEN__ + #include + #else + #include + #include + #endif + #define MCRF_HAS_GL 1 +#elif !defined(MCRF_HEADLESS) + // SFML backend - use GLAD + #include + #define MCRF_HAS_GL 1 +#endif + +namespace mcrf { + +// ============================================================================= +// Construction / Destruction +// ============================================================================= + +Viewport3D::Viewport3D() + : size_(320.0f, 240.0f) +{ + position = sf::Vector2f(0, 0); + camera_.setAspect(size_.x / size_.y); +} + +Viewport3D::Viewport3D(float x, float y, float width, float height) + : size_(width, height) +{ + position = sf::Vector2f(x, y); + camera_.setAspect(size_.x / size_.y); +} + +Viewport3D::~Viewport3D() { + cleanupTestGeometry(); + cleanupFBO(); +} + +// ============================================================================= +// UIDrawable Interface +// ============================================================================= + +void Viewport3D::render(sf::Vector2f offset, sf::RenderTarget& target) { + if (!visible) return; + + // Initialize resources if needed (only on GL-ready backends) + if (gl::isGLReady()) { + if (fbo_ == 0) { + initFBO(); + } + if (!shader_) { + initShader(); + } + if (testVBO_ == 0) { + initTestGeometry(); + } + + // Save SFML's GL state before raw GL rendering + // This is REQUIRED when mixing SFML 2D and raw OpenGL + target.pushGLStates(); + } + + // Render 3D content to FBO + render3DContent(); + + // Restore SFML's GL state after our GL calls + if (gl::isGLReady()) { + target.popGLStates(); + } + + // Blit FBO to screen (using SFML's drawing, so after state restore) + blitToScreen(offset, target); +} + +PyObjectsEnum Viewport3D::derived_type() { + return PyObjectsEnum::UIVIEWPORT3D; +} + +UIDrawable* Viewport3D::click_at(sf::Vector2f point) { + sf::FloatRect bounds = get_bounds(); + if (bounds.contains(point)) { + return this; + } + return nullptr; +} + +sf::FloatRect Viewport3D::get_bounds() const { + return sf::FloatRect(position.x, position.y, size_.x, size_.y); +} + +void Viewport3D::move(float dx, float dy) { + position.x += dx; + position.y += dy; +} + +void Viewport3D::resize(float w, float h) { + size_.x = w; + size_.y = h; + camera_.setAspect(size_.x / size_.y); +} + +// ============================================================================= +// Size and Resolution +// ============================================================================= + +void Viewport3D::setSize(float width, float height) { + size_.x = width; + size_.y = height; + camera_.setAspect(size_.x / size_.y); +} + +void Viewport3D::setInternalResolution(int width, int height) { + if (width != internalWidth_ || height != internalHeight_) { + internalWidth_ = width; + internalHeight_ = height; + cleanupFBO(); // Force recreation on next render + } +} + +// ============================================================================= +// Fog Settings +// ============================================================================= + +void Viewport3D::setFogColor(const sf::Color& color) { + fogColor_ = vec3(color.r / 255.0f, color.g / 255.0f, color.b / 255.0f); +} + +sf::Color Viewport3D::getFogColor() const { + return sf::Color( + static_cast(fogColor_.x * 255), + static_cast(fogColor_.y * 255), + static_cast(fogColor_.z * 255) + ); +} + +void Viewport3D::setFogRange(float nearDist, float farDist) { + fogNear_ = nearDist; + fogFar_ = farDist; +} + +// ============================================================================= +// FBO Management +// ============================================================================= + +void Viewport3D::initFBO() { + if (fbo_ != 0) return; // Already initialized + + fbo_ = gl::createFramebuffer(internalWidth_, internalHeight_, + &colorTexture_, &depthRenderbuffer_); + + // Create SFML texture wrapper for blitting + // Note: We can't directly use the GL texture with SFML, so we'll + // read pixels back for now. This is inefficient but works across backends. + blitTexture_ = std::make_unique(); + blitTexture_->create(internalWidth_, internalHeight_); +} + +void Viewport3D::cleanupFBO() { + blitTexture_.reset(); + if (fbo_ != 0) { + gl::deleteFramebuffer(fbo_, colorTexture_, depthRenderbuffer_); + fbo_ = 0; + colorTexture_ = 0; + depthRenderbuffer_ = 0; + } +} + +// ============================================================================= +// Shader and Geometry Initialization +// ============================================================================= + +void Viewport3D::initShader() { + shader_ = std::make_unique(); + if (!shader_->loadPS1Shaders()) { + shader_.reset(); // Shader loading failed + } +} + +void Viewport3D::initTestGeometry() { +#ifdef MCRF_HAS_GL + // Create a colored cube (no texture for now) + // Each vertex: position (3) + texcoord (2) + normal (3) + color (4) = 12 floats + // Cube has 6 faces * 2 triangles * 3 vertices = 36 vertices + + float cubeVertices[] = { + // Front face (red) - normal (0, 0, 1) + -1, -1, 1, 0, 0, 0, 0, 1, 1, 0.2f, 0.2f, 1, + 1, -1, 1, 1, 0, 0, 0, 1, 1, 0.2f, 0.2f, 1, + 1, 1, 1, 1, 1, 0, 0, 1, 1, 0.2f, 0.2f, 1, + -1, -1, 1, 0, 0, 0, 0, 1, 1, 0.2f, 0.2f, 1, + 1, 1, 1, 1, 1, 0, 0, 1, 1, 0.2f, 0.2f, 1, + -1, 1, 1, 0, 1, 0, 0, 1, 1, 0.2f, 0.2f, 1, + + // Back face (cyan) - normal (0, 0, -1) + 1, -1, -1, 0, 0, 0, 0,-1, 0.2f, 1, 1, 1, + -1, -1, -1, 1, 0, 0, 0,-1, 0.2f, 1, 1, 1, + -1, 1, -1, 1, 1, 0, 0,-1, 0.2f, 1, 1, 1, + 1, -1, -1, 0, 0, 0, 0,-1, 0.2f, 1, 1, 1, + -1, 1, -1, 1, 1, 0, 0,-1, 0.2f, 1, 1, 1, + 1, 1, -1, 0, 1, 0, 0,-1, 0.2f, 1, 1, 1, + + // Top face (green) - normal (0, 1, 0) + -1, 1, 1, 0, 0, 0, 1, 0, 0.2f, 1, 0.2f, 1, + 1, 1, 1, 1, 0, 0, 1, 0, 0.2f, 1, 0.2f, 1, + 1, 1, -1, 1, 1, 0, 1, 0, 0.2f, 1, 0.2f, 1, + -1, 1, 1, 0, 0, 0, 1, 0, 0.2f, 1, 0.2f, 1, + 1, 1, -1, 1, 1, 0, 1, 0, 0.2f, 1, 0.2f, 1, + -1, 1, -1, 0, 1, 0, 1, 0, 0.2f, 1, 0.2f, 1, + + // Bottom face (magenta) - normal (0, -1, 0) + -1, -1, -1, 0, 0, 0,-1, 0, 1, 0.2f, 1, 1, + 1, -1, -1, 1, 0, 0,-1, 0, 1, 0.2f, 1, 1, + 1, -1, 1, 1, 1, 0,-1, 0, 1, 0.2f, 1, 1, + -1, -1, -1, 0, 0, 0,-1, 0, 1, 0.2f, 1, 1, + 1, -1, 1, 1, 1, 0,-1, 0, 1, 0.2f, 1, 1, + -1, -1, 1, 0, 1, 0,-1, 0, 1, 0.2f, 1, 1, + + // Right face (blue) - normal (1, 0, 0) + 1, -1, 1, 0, 0, 1, 0, 0, 0.2f, 0.2f, 1, 1, + 1, -1, -1, 1, 0, 1, 0, 0, 0.2f, 0.2f, 1, 1, + 1, 1, -1, 1, 1, 1, 0, 0, 0.2f, 0.2f, 1, 1, + 1, -1, 1, 0, 0, 1, 0, 0, 0.2f, 0.2f, 1, 1, + 1, 1, -1, 1, 1, 1, 0, 0, 0.2f, 0.2f, 1, 1, + 1, 1, 1, 0, 1, 1, 0, 0, 0.2f, 0.2f, 1, 1, + + // Left face (yellow) - normal (-1, 0, 0) + -1, -1, -1, 0, 0, -1, 0, 0, 1, 1, 0.2f, 1, + -1, -1, 1, 1, 0, -1, 0, 0, 1, 1, 0.2f, 1, + -1, 1, 1, 1, 1, -1, 0, 0, 1, 1, 0.2f, 1, + -1, -1, -1, 0, 0, -1, 0, 0, 1, 1, 0.2f, 1, + -1, 1, 1, 1, 1, -1, 0, 0, 1, 1, 0.2f, 1, + -1, 1, -1, 0, 1, -1, 0, 0, 1, 1, 0.2f, 1, + }; + + testVertexCount_ = 36; + + glGenBuffers(1, &testVBO_); + glBindBuffer(GL_ARRAY_BUFFER, testVBO_); + glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), cubeVertices, GL_STATIC_DRAW); + glBindBuffer(GL_ARRAY_BUFFER, 0); +#endif +} + +void Viewport3D::cleanupTestGeometry() { +#ifdef MCRF_HAS_GL + if (testVBO_ != 0) { + glDeleteBuffers(1, &testVBO_); + testVBO_ = 0; + } +#endif +} + +// ============================================================================= +// 3D Rendering +// ============================================================================= + +void Viewport3D::render3DContent() { + // GL not available in current backend - skip 3D rendering + if (!gl::isGLReady() || fbo_ == 0) { + return; + } + +#ifdef MCRF_HAS_GL + // Save GL state + gl::pushState(); + + // Bind FBO + gl::bindFramebuffer(fbo_); + + // Set viewport to internal resolution + glViewport(0, 0, internalWidth_, internalHeight_); + + // Clear with background color + glClearColor(bgColor_.r / 255.0f, bgColor_.g / 255.0f, + bgColor_.b / 255.0f, bgColor_.a / 255.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + // Set up 3D state + gl::setup3DState(); + + // Update test rotation for spinning geometry + testRotation_ += 0.02f; + + // Render test cube if shader and geometry are ready + if (shader_ && shader_->isValid() && testVBO_ != 0) { + shader_->bind(); + + // Set up matrices + mat4 model = mat4::rotateY(testRotation_) * mat4::rotateX(testRotation_ * 0.7f); + mat4 view = camera_.getViewMatrix(); + mat4 projection = camera_.getProjectionMatrix(); + + shader_->setUniform("u_model", model); + shader_->setUniform("u_view", view); + shader_->setUniform("u_projection", projection); + + // PS1 effect uniforms + shader_->setUniform("u_resolution", vec2(static_cast(internalWidth_), + static_cast(internalHeight_))); + shader_->setUniform("u_enable_snap", vertexSnapEnabled_); + shader_->setUniform("u_enable_dither", ditheringEnabled_); + + // Lighting + vec3 lightDir = vec3(0.5f, -0.7f, 0.5f).normalized(); + shader_->setUniform("u_light_dir", lightDir); + shader_->setUniform("u_ambient", vec3(0.3f, 0.3f, 0.3f)); + + // Fog + shader_->setUniform("u_fog_start", fogNear_); + shader_->setUniform("u_fog_end", fogFar_); + shader_->setUniform("u_fog_color", fogColor_); + + // Texture (none for test geometry) + shader_->setUniform("u_has_texture", false); + + // Bind VBO and set up attributes + glBindBuffer(GL_ARRAY_BUFFER, testVBO_); + + // Vertex format: pos(3) + texcoord(2) + normal(3) + color(4) = 12 floats + int stride = 12 * sizeof(float); + + glEnableVertexAttribArray(Shader3D::ATTRIB_POSITION); + glVertexAttribPointer(Shader3D::ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, stride, (void*)0); + + glEnableVertexAttribArray(Shader3D::ATTRIB_TEXCOORD); + glVertexAttribPointer(Shader3D::ATTRIB_TEXCOORD, 2, GL_FLOAT, GL_FALSE, stride, (void*)(3 * sizeof(float))); + + glEnableVertexAttribArray(Shader3D::ATTRIB_NORMAL); + glVertexAttribPointer(Shader3D::ATTRIB_NORMAL, 3, GL_FLOAT, GL_FALSE, stride, (void*)(5 * sizeof(float))); + + glEnableVertexAttribArray(Shader3D::ATTRIB_COLOR); + glVertexAttribPointer(Shader3D::ATTRIB_COLOR, 4, GL_FLOAT, GL_FALSE, stride, (void*)(8 * sizeof(float))); + + // Draw cube + glDrawArrays(GL_TRIANGLES, 0, testVertexCount_); + + // Cleanup + glDisableVertexAttribArray(Shader3D::ATTRIB_POSITION); + glDisableVertexAttribArray(Shader3D::ATTRIB_TEXCOORD); + glDisableVertexAttribArray(Shader3D::ATTRIB_NORMAL); + glDisableVertexAttribArray(Shader3D::ATTRIB_COLOR); + glBindBuffer(GL_ARRAY_BUFFER, 0); + + shader_->unbind(); + } + + // Restore 2D state + gl::restore2DState(); + + // Unbind FBO + gl::bindDefaultFramebuffer(); + + // Restore GL state + gl::popState(); +#endif +} + +void Viewport3D::blitToScreen(sf::Vector2f offset, sf::RenderTarget& target) { + sf::Vector2f screenPos = position + offset; + + // If GL is not ready, just draw a placeholder rectangle + if (!gl::isGLReady() || fbo_ == 0 || !blitTexture_) { + sf::RectangleShape placeholder(size_); + placeholder.setPosition(screenPos); + placeholder.setFillColor(bgColor_); + placeholder.setOutlineColor(sf::Color::White); + placeholder.setOutlineThickness(1.0f); + target.draw(placeholder); + return; + } + +#ifdef MCRF_HAS_GL + // Read pixels from FBO and update SFML texture + // Note: This is inefficient but portable. Future optimization: use GL texture directly. + std::vector pixels(internalWidth_ * internalHeight_ * 4); + + gl::bindFramebuffer(fbo_); + glReadPixels(0, 0, internalWidth_, internalHeight_, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data()); + gl::bindDefaultFramebuffer(); + + // Flip vertically (OpenGL vs SFML coordinate system) + std::vector flipped(pixels.size()); + for (int y = 0; y < internalHeight_; ++y) { + int srcRow = (internalHeight_ - 1 - y) * internalWidth_ * 4; + int dstRow = y * internalWidth_ * 4; + memcpy(&flipped[dstRow], &pixels[srcRow], internalWidth_ * 4); + } + + blitTexture_->update(flipped.data()); + + // Draw to screen with nearest-neighbor scaling (PS1 style) + sf::Sprite sprite(*blitTexture_); + sprite.setPosition(screenPos); + sprite.setScale(size_.x / internalWidth_, size_.y / internalHeight_); + + // Set nearest-neighbor filtering for that crispy PS1 look + // Note: SFML 2.x doesn't have per-draw texture filtering, so this + // affects the texture globally. In practice this is fine for our use. + const_cast(sprite.getTexture())->setSmooth(false); + + target.draw(sprite); +#else + // Non-SDL2 fallback (SFML desktop without GL) + sf::RectangleShape placeholder(size_); + placeholder.setPosition(screenPos); + placeholder.setFillColor(bgColor_); + target.draw(placeholder); +#endif +} + +// ============================================================================= +// Animation Property System +// ============================================================================= + +bool Viewport3D::setProperty(const std::string& name, float value) { + if (name == "x") { position.x = value; return true; } + if (name == "y") { position.y = value; return true; } + if (name == "w") { size_.x = value; camera_.setAspect(size_.x / size_.y); return true; } + if (name == "h") { size_.y = value; camera_.setAspect(size_.x / size_.y); return true; } + if (name == "fov") { camera_.setFOV(value); return true; } + if (name == "fog_near") { fogNear_ = value; return true; } + if (name == "fog_far") { fogFar_ = value; return true; } + if (name == "opacity") { opacity = value; return true; } + return false; +} + +bool Viewport3D::setProperty(const std::string& name, const sf::Color& value) { + if (name == "bg_color") { bgColor_ = value; return true; } + if (name == "fog_color") { setFogColor(value); return true; } + return false; +} + +bool Viewport3D::setProperty(const std::string& name, const sf::Vector2f& value) { + if (name == "pos") { position = value; return true; } + if (name == "size") { size_ = value; camera_.setAspect(size_.x / size_.y); return true; } + return false; +} + +bool Viewport3D::getProperty(const std::string& name, float& value) const { + if (name == "x") { value = position.x; return true; } + if (name == "y") { value = position.y; return true; } + if (name == "w") { value = size_.x; return true; } + if (name == "h") { value = size_.y; return true; } + if (name == "fov") { value = camera_.getFOV(); return true; } + if (name == "fog_near") { value = fogNear_; return true; } + if (name == "fog_far") { value = fogFar_; return true; } + if (name == "opacity") { value = opacity; return true; } + return false; +} + +bool Viewport3D::getProperty(const std::string& name, sf::Color& value) const { + if (name == "bg_color") { value = bgColor_; return true; } + if (name == "fog_color") { value = getFogColor(); return true; } + return false; +} + +bool Viewport3D::getProperty(const std::string& name, sf::Vector2f& value) const { + if (name == "pos") { value = position; return true; } + if (name == "size") { value = size_; return true; } + return false; +} + +bool Viewport3D::hasProperty(const std::string& name) const { + static const std::set props = { + "x", "y", "w", "h", "pos", "size", + "fov", "fog_near", "fog_far", "opacity", + "bg_color", "fog_color" + }; + return props.count(name) > 0; +} + +// ============================================================================= +// Python API +// ============================================================================= + +// Use PyObjectType for UIBase.h macros +#define PyObjectType PyViewport3DObject + +// Helper to get vec3 from Python tuple +static bool PyTuple_GetVec3(PyObject* tuple, mcrf::vec3& out) { + if (!tuple || tuple == Py_None) return false; + if (!PyTuple_Check(tuple) && !PyList_Check(tuple)) return false; + + Py_ssize_t size = PySequence_Size(tuple); + if (size != 3) return false; + + PyObject* x = PySequence_GetItem(tuple, 0); + PyObject* y = PySequence_GetItem(tuple, 1); + PyObject* z = PySequence_GetItem(tuple, 2); + + bool ok = true; + if (PyNumber_Check(x) && PyNumber_Check(y) && PyNumber_Check(z)) { + out.x = static_cast(PyFloat_AsDouble(PyNumber_Float(x))); + out.y = static_cast(PyFloat_AsDouble(PyNumber_Float(y))); + out.z = static_cast(PyFloat_AsDouble(PyNumber_Float(z))); + } else { + ok = false; + } + + Py_DECREF(x); + Py_DECREF(y); + Py_DECREF(z); + return ok; +} + +// Helper to create Python tuple from vec3 +static PyObject* PyTuple_FromVec3(const mcrf::vec3& v) { + return Py_BuildValue("(fff)", v.x, v.y, v.z); +} + +// Position getters/setters +static PyObject* Viewport3D_get_pos(PyViewport3DObject* self, void* closure) { + return PyVector(self->data->position).pyObject(); +} + +static int Viewport3D_set_pos(PyViewport3DObject* self, PyObject* value, void* closure) { + PyVectorObject* vec = PyVector::from_arg(value); + if (!vec) { + PyErr_SetString(PyExc_TypeError, "pos must be a Vector or (x, y) tuple"); + return -1; + } + self->data->position = vec->data; + return 0; +} + +static PyObject* Viewport3D_get_x(PyViewport3DObject* self, void* closure) { + return PyFloat_FromDouble(self->data->position.x); +} + +static int Viewport3D_set_x(PyViewport3DObject* self, PyObject* value, void* closure) { + if (!PyNumber_Check(value)) { + PyErr_SetString(PyExc_TypeError, "x must be a number"); + return -1; + } + self->data->position.x = static_cast(PyFloat_AsDouble(value)); + return 0; +} + +static PyObject* Viewport3D_get_y(PyViewport3DObject* self, void* closure) { + return PyFloat_FromDouble(self->data->position.y); +} + +static int Viewport3D_set_y(PyViewport3DObject* self, PyObject* value, void* closure) { + if (!PyNumber_Check(value)) { + PyErr_SetString(PyExc_TypeError, "y must be a number"); + return -1; + } + self->data->position.y = static_cast(PyFloat_AsDouble(value)); + return 0; +} + +// Size getters/setters +static PyObject* Viewport3D_get_w(PyViewport3DObject* self, void* closure) { + return PyFloat_FromDouble(self->data->getWidth()); +} + +static int Viewport3D_set_w(PyViewport3DObject* self, PyObject* value, void* closure) { + if (!PyNumber_Check(value)) { + PyErr_SetString(PyExc_TypeError, "w must be a number"); + return -1; + } + self->data->setSize(static_cast(PyFloat_AsDouble(value)), self->data->getHeight()); + return 0; +} + +static PyObject* Viewport3D_get_h(PyViewport3DObject* self, void* closure) { + return PyFloat_FromDouble(self->data->getHeight()); +} + +static int Viewport3D_set_h(PyViewport3DObject* self, PyObject* value, void* closure) { + if (!PyNumber_Check(value)) { + PyErr_SetString(PyExc_TypeError, "h must be a number"); + return -1; + } + self->data->setSize(self->data->getWidth(), static_cast(PyFloat_AsDouble(value))); + return 0; +} + +// Render resolution +static PyObject* Viewport3D_get_render_resolution(PyViewport3DObject* self, void* closure) { + return Py_BuildValue("(ii)", self->data->getInternalWidth(), self->data->getInternalHeight()); +} + +static int Viewport3D_set_render_resolution(PyViewport3DObject* self, PyObject* value, void* closure) { + int w, h; + if (!PyArg_ParseTuple(value, "ii", &w, &h)) { + PyErr_SetString(PyExc_TypeError, "render_resolution must be (width, height)"); + return -1; + } + self->data->setInternalResolution(w, h); + return 0; +} + +// Camera position +static PyObject* Viewport3D_get_camera_pos(PyViewport3DObject* self, void* closure) { + return PyTuple_FromVec3(self->data->getCameraPosition()); +} + +static int Viewport3D_set_camera_pos(PyViewport3DObject* self, PyObject* value, void* closure) { + mcrf::vec3 pos; + if (!PyTuple_GetVec3(value, pos)) { + PyErr_SetString(PyExc_TypeError, "camera_pos must be (x, y, z)"); + return -1; + } + self->data->setCameraPosition(pos); + return 0; +} + +// Camera target +static PyObject* Viewport3D_get_camera_target(PyViewport3DObject* self, void* closure) { + return PyTuple_FromVec3(self->data->getCameraTarget()); +} + +static int Viewport3D_set_camera_target(PyViewport3DObject* self, PyObject* value, void* closure) { + mcrf::vec3 target; + if (!PyTuple_GetVec3(value, target)) { + PyErr_SetString(PyExc_TypeError, "camera_target must be (x, y, z)"); + return -1; + } + self->data->setCameraTarget(target); + return 0; +} + +// FOV +static PyObject* Viewport3D_get_fov(PyViewport3DObject* self, void* closure) { + return PyFloat_FromDouble(self->data->getCamera().getFOV()); +} + +static int Viewport3D_set_fov(PyViewport3DObject* self, PyObject* value, void* closure) { + if (!PyNumber_Check(value)) { + PyErr_SetString(PyExc_TypeError, "fov must be a number"); + return -1; + } + self->data->getCamera().setFOV(static_cast(PyFloat_AsDouble(value))); + return 0; +} + +// Background color +static PyObject* Viewport3D_get_bg_color(PyViewport3DObject* self, void* closure) { + return PyColor(self->data->getBackgroundColor()).pyObject(); +} + +static int Viewport3D_set_bg_color(PyViewport3DObject* self, PyObject* value, void* closure) { + sf::Color color = PyColor::fromPy(value); + if (PyErr_Occurred()) { + return -1; + } + self->data->setBackgroundColor(color); + return 0; +} + +// PS1 effect toggles +static PyObject* Viewport3D_get_enable_vertex_snap(PyViewport3DObject* self, void* closure) { + return PyBool_FromLong(self->data->isVertexSnapEnabled()); +} + +static int Viewport3D_set_enable_vertex_snap(PyViewport3DObject* self, PyObject* value, void* closure) { + self->data->setVertexSnapEnabled(PyObject_IsTrue(value)); + return 0; +} + +static PyObject* Viewport3D_get_enable_affine(PyViewport3DObject* self, void* closure) { + return PyBool_FromLong(self->data->isAffineMappingEnabled()); +} + +static int Viewport3D_set_enable_affine(PyViewport3DObject* self, PyObject* value, void* closure) { + self->data->setAffineMappingEnabled(PyObject_IsTrue(value)); + return 0; +} + +static PyObject* Viewport3D_get_enable_dither(PyViewport3DObject* self, void* closure) { + return PyBool_FromLong(self->data->isDitheringEnabled()); +} + +static int Viewport3D_set_enable_dither(PyViewport3DObject* self, PyObject* value, void* closure) { + self->data->setDitheringEnabled(PyObject_IsTrue(value)); + return 0; +} + +static PyObject* Viewport3D_get_enable_fog(PyViewport3DObject* self, void* closure) { + return PyBool_FromLong(self->data->isFogEnabled()); +} + +static int Viewport3D_set_enable_fog(PyViewport3DObject* self, PyObject* value, void* closure) { + self->data->setFogEnabled(PyObject_IsTrue(value)); + return 0; +} + +// Fog color +static PyObject* Viewport3D_get_fog_color(PyViewport3DObject* self, void* closure) { + return PyColor(self->data->getFogColor()).pyObject(); +} + +static int Viewport3D_set_fog_color(PyViewport3DObject* self, PyObject* value, void* closure) { + sf::Color color = PyColor::fromPy(value); + if (PyErr_Occurred()) { + return -1; + } + self->data->setFogColor(color); + return 0; +} + +// Fog range +static PyObject* Viewport3D_get_fog_near(PyViewport3DObject* self, void* closure) { + return PyFloat_FromDouble(self->data->getFogNear()); +} + +static int Viewport3D_set_fog_near(PyViewport3DObject* self, PyObject* value, void* closure) { + if (!PyNumber_Check(value)) { + PyErr_SetString(PyExc_TypeError, "fog_near must be a number"); + return -1; + } + self->data->setFogRange(static_cast(PyFloat_AsDouble(value)), self->data->getFogFar()); + return 0; +} + +static PyObject* Viewport3D_get_fog_far(PyViewport3DObject* self, void* closure) { + return PyFloat_FromDouble(self->data->getFogFar()); +} + +static int Viewport3D_set_fog_far(PyViewport3DObject* self, PyObject* value, void* closure) { + if (!PyNumber_Check(value)) { + PyErr_SetString(PyExc_TypeError, "fog_far must be a number"); + return -1; + } + self->data->setFogRange(self->data->getFogNear(), static_cast(PyFloat_AsDouble(value))); + return 0; +} + +PyGetSetDef Viewport3D::getsetters[] = { + // Position and size + {"x", (getter)Viewport3D_get_x, (setter)Viewport3D_set_x, + MCRF_PROPERTY(x, "X position in pixels."), NULL}, + {"y", (getter)Viewport3D_get_y, (setter)Viewport3D_set_y, + MCRF_PROPERTY(y, "Y position in pixels."), NULL}, + {"pos", (getter)Viewport3D_get_pos, (setter)Viewport3D_set_pos, + MCRF_PROPERTY(pos, "Position as Vector (x, y)."), NULL}, + {"w", (getter)Viewport3D_get_w, (setter)Viewport3D_set_w, + MCRF_PROPERTY(w, "Display width in pixels."), NULL}, + {"h", (getter)Viewport3D_get_h, (setter)Viewport3D_set_h, + MCRF_PROPERTY(h, "Display height in pixels."), NULL}, + + // Render resolution + {"render_resolution", (getter)Viewport3D_get_render_resolution, (setter)Viewport3D_set_render_resolution, + MCRF_PROPERTY(render_resolution, "Internal render resolution (width, height). Lower values for PS1 effect."), NULL}, + + // Camera + {"camera_pos", (getter)Viewport3D_get_camera_pos, (setter)Viewport3D_set_camera_pos, + MCRF_PROPERTY(camera_pos, "Camera position as (x, y, z) tuple."), NULL}, + {"camera_target", (getter)Viewport3D_get_camera_target, (setter)Viewport3D_set_camera_target, + MCRF_PROPERTY(camera_target, "Camera look-at target as (x, y, z) tuple."), NULL}, + {"fov", (getter)Viewport3D_get_fov, (setter)Viewport3D_set_fov, + MCRF_PROPERTY(fov, "Camera field of view in degrees."), NULL}, + + // Background + {"bg_color", (getter)Viewport3D_get_bg_color, (setter)Viewport3D_set_bg_color, + MCRF_PROPERTY(bg_color, "Background clear color."), NULL}, + + // PS1 effects + {"enable_vertex_snap", (getter)Viewport3D_get_enable_vertex_snap, (setter)Viewport3D_set_enable_vertex_snap, + MCRF_PROPERTY(enable_vertex_snap, "Enable PS1-style vertex snapping (jittery vertices)."), NULL}, + {"enable_affine", (getter)Viewport3D_get_enable_affine, (setter)Viewport3D_set_enable_affine, + MCRF_PROPERTY(enable_affine, "Enable PS1-style affine texture mapping (warped textures)."), NULL}, + {"enable_dither", (getter)Viewport3D_get_enable_dither, (setter)Viewport3D_set_enable_dither, + MCRF_PROPERTY(enable_dither, "Enable PS1-style color dithering."), NULL}, + {"enable_fog", (getter)Viewport3D_get_enable_fog, (setter)Viewport3D_set_enable_fog, + MCRF_PROPERTY(enable_fog, "Enable distance fog."), NULL}, + + // Fog settings + {"fog_color", (getter)Viewport3D_get_fog_color, (setter)Viewport3D_set_fog_color, + MCRF_PROPERTY(fog_color, "Fog color."), NULL}, + {"fog_near", (getter)Viewport3D_get_fog_near, (setter)Viewport3D_set_fog_near, + MCRF_PROPERTY(fog_near, "Fog start distance."), NULL}, + {"fog_far", (getter)Viewport3D_get_fog_far, (setter)Viewport3D_set_fog_far, + MCRF_PROPERTY(fog_far, "Fog end distance."), NULL}, + + // Common UIDrawable properties + UIDRAWABLE_GETSETTERS, + UIDRAWABLE_PARENT_GETSETTERS(PyObjectsEnum::UIVIEWPORT3D), + + {NULL} // Sentinel +}; + +PyObject* Viewport3D::repr(PyViewport3DObject* self) { + char buffer[256]; + snprintf(buffer, sizeof(buffer), "", + self->data->position.x, self->data->position.y, + self->data->getWidth(), self->data->getHeight(), + self->data->getInternalWidth(), self->data->getInternalHeight()); + return PyUnicode_FromString(buffer); +} + +int Viewport3D::init(PyViewport3DObject* self, PyObject* args, PyObject* kwds) { + static const char* kwlist[] = { + "pos", "size", "render_resolution", "fov", + "camera_pos", "camera_target", "bg_color", + "enable_vertex_snap", "enable_affine", "enable_dither", "enable_fog", + "fog_color", "fog_near", "fog_far", + "visible", "z_index", "name", + NULL + }; + + PyObject* pos_obj = nullptr; + PyObject* size_obj = nullptr; + PyObject* render_res_obj = nullptr; + float fov = 60.0f; + PyObject* camera_pos_obj = nullptr; + PyObject* camera_target_obj = nullptr; + PyObject* bg_color_obj = nullptr; + int enable_vertex_snap = 1; + int enable_affine = 1; + int enable_dither = 1; + int enable_fog = 1; + PyObject* fog_color_obj = nullptr; + float fog_near = 10.0f; + float fog_far = 100.0f; + int visible = 1; + int z_index = 0; + const char* name = nullptr; + + if (!PyArg_ParseTupleAndKeywords(args, kwds, "|OOOfOOOppppOffpis", const_cast(kwlist), + &pos_obj, &size_obj, &render_res_obj, &fov, + &camera_pos_obj, &camera_target_obj, &bg_color_obj, + &enable_vertex_snap, &enable_affine, &enable_dither, &enable_fog, + &fog_color_obj, &fog_near, &fog_far, + &visible, &z_index, &name)) { + return -1; + } + + // Position + if (pos_obj && pos_obj != Py_None) { + PyVectorObject* vec = PyVector::from_arg(pos_obj); + if (!vec) { + PyErr_SetString(PyExc_TypeError, "pos must be a tuple (x, y)"); + return -1; + } + self->data->position = vec->data; + } + + // Size + if (size_obj && size_obj != Py_None) { + float w, h; + if (PyTuple_Check(size_obj) && PyTuple_Size(size_obj) == 2) { + w = static_cast(PyFloat_AsDouble(PyTuple_GetItem(size_obj, 0))); + h = static_cast(PyFloat_AsDouble(PyTuple_GetItem(size_obj, 1))); + self->data->setSize(w, h); + } else { + PyErr_SetString(PyExc_TypeError, "size must be a tuple (width, height)"); + return -1; + } + } + + // Render resolution + if (render_res_obj && render_res_obj != Py_None) { + int rw, rh; + if (PyTuple_Check(render_res_obj) && PyTuple_Size(render_res_obj) == 2) { + rw = static_cast(PyLong_AsLong(PyTuple_GetItem(render_res_obj, 0))); + rh = static_cast(PyLong_AsLong(PyTuple_GetItem(render_res_obj, 1))); + self->data->setInternalResolution(rw, rh); + } + } + + // FOV + self->data->getCamera().setFOV(fov); + + // Camera position + if (camera_pos_obj && camera_pos_obj != Py_None) { + mcrf::vec3 cam_pos; + if (PyTuple_GetVec3(camera_pos_obj, cam_pos)) { + self->data->setCameraPosition(cam_pos); + } + } + + // Camera target + if (camera_target_obj && camera_target_obj != Py_None) { + mcrf::vec3 cam_target; + if (PyTuple_GetVec3(camera_target_obj, cam_target)) { + self->data->setCameraTarget(cam_target); + } + } + + // Background color + if (bg_color_obj && bg_color_obj != Py_None) { + sf::Color bg = PyColor::fromPy(bg_color_obj); + if (!PyErr_Occurred()) { + self->data->setBackgroundColor(bg); + } + } + + // PS1 effects + self->data->setVertexSnapEnabled(enable_vertex_snap); + self->data->setAffineMappingEnabled(enable_affine); + self->data->setDitheringEnabled(enable_dither); + self->data->setFogEnabled(enable_fog); + + // Fog color + if (fog_color_obj && fog_color_obj != Py_None) { + sf::Color fc = PyColor::fromPy(fog_color_obj); + if (!PyErr_Occurred()) { + self->data->setFogColor(fc); + } + } + + // Fog range + self->data->setFogRange(fog_near, fog_far); + + // Common properties + self->data->visible = visible; + self->data->z_index = z_index; + if (name) { + self->data->name = name; + } + + return 0; +} + +#undef PyObjectType + +} // namespace mcrf + +// Methods array (outside namespace) +PyMethodDef Viewport3D_methods[] = { + // Add UIDRAWABLE_METHODS when ready + {NULL} // Sentinel +}; diff --git a/src/3d/Viewport3D.h b/src/3d/Viewport3D.h new file mode 100644 index 0000000..c9931e6 --- /dev/null +++ b/src/3d/Viewport3D.h @@ -0,0 +1,272 @@ +// Viewport3D.h - 3D rendering viewport for McRogueFace +// A UIDrawable that renders a 3D scene to an FBO and displays it + +#pragma once + +#include "Common.h" +#include "Python.h" +#include "structmember.h" +#include "UIDrawable.h" +#include "UIBase.h" +#include "PyDrawable.h" +#include "Math3D.h" +#include "Camera3D.h" +#include + +namespace mcrf { + +// Forward declarations +class Viewport3D; +class Shader3D; + +} // namespace mcrf + +// Python object struct +typedef struct { + PyObject_HEAD + std::shared_ptr data; + PyObject* weakreflist; +} PyViewport3DObject; + +namespace mcrf { + +// ============================================================================= +// Viewport3D - 3D rendering viewport as a UIDrawable +// Renders 3D content to an FBO, then blits to screen at display size +// ============================================================================= + +class Viewport3D : public UIDrawable { +public: + Viewport3D(); + Viewport3D(float x, float y, float width, float height); + ~Viewport3D(); + + // UIDrawable interface + void render(sf::Vector2f offset, sf::RenderTarget& target) override final; + PyObjectsEnum derived_type() override final; + UIDrawable* click_at(sf::Vector2f point) override final; + sf::FloatRect get_bounds() const override; + void move(float dx, float dy) override; + void resize(float w, float h) override; + + // Size (screen display size) + void setSize(float width, float height); + float getWidth() const { return size_.x; } + float getHeight() const { return size_.y; } + + // Internal resolution (PS1 style: render at low res, upscale) + void setInternalResolution(int width, int height); + int getInternalWidth() const { return internalWidth_; } + int getInternalHeight() const { return internalHeight_; } + + // Camera access + Camera3D& getCamera() { return camera_; } + const Camera3D& getCamera() const { return camera_; } + + // Camera convenience methods (exposed to Python) + void setCameraPosition(const vec3& pos) { camera_.setPosition(pos); } + void setCameraTarget(const vec3& target) { camera_.setTarget(target); } + vec3 getCameraPosition() const { return camera_.getPosition(); } + vec3 getCameraTarget() const { return camera_.getTarget(); } + + // Background color + void setBackgroundColor(const sf::Color& color) { bgColor_ = color; } + sf::Color getBackgroundColor() const { return bgColor_; } + + // PS1 effect settings + void setVertexSnapEnabled(bool enable) { vertexSnapEnabled_ = enable; } + bool isVertexSnapEnabled() const { return vertexSnapEnabled_; } + + void setAffineMappingEnabled(bool enable) { affineMappingEnabled_ = enable; } + bool isAffineMappingEnabled() const { return affineMappingEnabled_; } + + void setDitheringEnabled(bool enable) { ditheringEnabled_ = enable; } + bool isDitheringEnabled() const { return ditheringEnabled_; } + + void setFogEnabled(bool enable) { fogEnabled_ = enable; } + bool isFogEnabled() const { return fogEnabled_; } + void setFogColor(const sf::Color& color); + sf::Color getFogColor() const; + void setFogRange(float nearDist, float farDist); + float getFogNear() const { return fogNear_; } + float getFogFar() const { return fogFar_; } + + // Animation property system + bool setProperty(const std::string& name, float value) override; + bool setProperty(const std::string& name, const sf::Color& value) override; + bool setProperty(const std::string& name, const sf::Vector2f& value) override; + + bool getProperty(const std::string& name, float& value) const override; + bool getProperty(const std::string& name, sf::Color& value) const override; + bool getProperty(const std::string& name, sf::Vector2f& value) const override; + + bool hasProperty(const std::string& name) const override; + + // Python API + static PyGetSetDef getsetters[]; + static PyObject* repr(PyViewport3DObject* self); + static int init(PyViewport3DObject* self, PyObject* args, PyObject* kwds); + +private: + // Display size (screen coordinates) + sf::Vector2f size_; + + // Internal render target dimensions (PS1 was 320x240) + int internalWidth_ = 320; + int internalHeight_ = 240; + + // FBO for render-to-texture + unsigned int fbo_ = 0; + unsigned int colorTexture_ = 0; + unsigned int depthRenderbuffer_ = 0; + + // Camera + Camera3D camera_; + + // Background color + sf::Color bgColor_ = sf::Color(25, 25, 50); + + // PS1 effect flags + bool vertexSnapEnabled_ = true; + bool affineMappingEnabled_ = true; + bool ditheringEnabled_ = true; + bool fogEnabled_ = true; + + // Fog parameters + vec3 fogColor_ = vec3(0.5f, 0.5f, 0.6f); + float fogNear_ = 10.0f; + float fogFar_ = 100.0f; + + // Render test geometry (temporary until Entity3D/MeshLayer added) + float testRotation_ = 0.0f; + + // Shader for PS1-style rendering + std::unique_ptr shader_; + + // Test geometry VBO (cube) + unsigned int testVBO_ = 0; + unsigned int testVertexCount_ = 0; + + // SFML texture for blitting (wraps GL texture) + std::unique_ptr blitTexture_; + + // Initialize/cleanup FBO + void initFBO(); + void cleanupFBO(); + + // Initialize shader and test geometry + void initShader(); + void initTestGeometry(); + void cleanupTestGeometry(); + + // Render 3D content to FBO + void render3DContent(); + + // Blit FBO to screen + void blitToScreen(sf::Vector2f offset, sf::RenderTarget& target); +}; + +} // namespace mcrf + +// Forward declaration of methods array +extern PyMethodDef Viewport3D_methods[]; + +namespace mcrfpydef { + +static PyTypeObject PyViewport3DType = { + .ob_base = {.ob_base = {.ob_refcnt = 1, .ob_type = NULL}, .ob_size = 0}, + .tp_name = "mcrfpy.Viewport3D", + .tp_basicsize = sizeof(PyViewport3DObject), + .tp_itemsize = 0, + .tp_dealloc = (destructor)[](PyObject* self) + { + PyViewport3DObject* obj = (PyViewport3DObject*)self; + PyObject_GC_UnTrack(self); + if (obj->weakreflist != NULL) { + PyObject_ClearWeakRefs(self); + } + if (obj->data) { + obj->data->click_unregister(); + obj->data->on_enter_unregister(); + obj->data->on_exit_unregister(); + obj->data->on_move_unregister(); + } + obj->data.reset(); + Py_TYPE(self)->tp_free(self); + }, + .tp_repr = (reprfunc)mcrf::Viewport3D::repr, + .tp_flags = Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE | Py_TPFLAGS_HAVE_GC, + .tp_doc = PyDoc_STR("Viewport3D(pos=None, size=None, **kwargs)\n\n" + "A 3D rendering viewport that displays a 3D scene as a UI element.\n\n" + "Args:\n" + " pos (tuple, optional): Position as (x, y) tuple. Default: (0, 0)\n" + " size (tuple, optional): Display size as (width, height). Default: (320, 240)\n\n" + "Keyword Args:\n" + " render_resolution (tuple): Internal render resolution (width, height). Default: (320, 240)\n" + " fov (float): Camera field of view in degrees. Default: 60\n" + " camera_pos (tuple): Camera position (x, y, z). Default: (0, 0, 5)\n" + " camera_target (tuple): Camera look-at point (x, y, z). Default: (0, 0, 0)\n" + " bg_color (Color): Background clear color. Default: (25, 25, 50)\n" + " enable_vertex_snap (bool): PS1-style vertex snapping. Default: True\n" + " enable_affine (bool): PS1-style affine texture mapping. Default: True\n" + " enable_dither (bool): PS1-style color dithering. Default: True\n" + " enable_fog (bool): Distance fog. Default: True\n" + " fog_color (Color): Fog color. Default: (128, 128, 153)\n" + " fog_near (float): Fog start distance. Default: 10\n" + " fog_far (float): Fog end distance. Default: 100\n"), + .tp_traverse = [](PyObject* self, visitproc visit, void* arg) -> int { + PyViewport3DObject* obj = (PyViewport3DObject*)self; + if (obj->data) { + if (obj->data->click_callable) { + PyObject* callback = obj->data->click_callable->borrow(); + if (callback && callback != Py_None) { + Py_VISIT(callback); + } + } + if (obj->data->on_enter_callable) { + PyObject* callback = obj->data->on_enter_callable->borrow(); + if (callback && callback != Py_None) { + Py_VISIT(callback); + } + } + if (obj->data->on_exit_callable) { + PyObject* callback = obj->data->on_exit_callable->borrow(); + if (callback && callback != Py_None) { + Py_VISIT(callback); + } + } + if (obj->data->on_move_callable) { + PyObject* callback = obj->data->on_move_callable->borrow(); + if (callback && callback != Py_None) { + Py_VISIT(callback); + } + } + } + return 0; + }, + .tp_clear = [](PyObject* self) -> int { + PyViewport3DObject* obj = (PyViewport3DObject*)self; + if (obj->data) { + obj->data->click_unregister(); + obj->data->on_enter_unregister(); + obj->data->on_exit_unregister(); + obj->data->on_move_unregister(); + } + return 0; + }, + .tp_methods = Viewport3D_methods, + .tp_getset = mcrf::Viewport3D::getsetters, + .tp_base = &mcrfpydef::PyDrawableType, + .tp_init = (initproc)mcrf::Viewport3D::init, + .tp_new = [](PyTypeObject* type, PyObject* args, PyObject* kwds) -> PyObject* + { + PyViewport3DObject* self = (PyViewport3DObject*)type->tp_alloc(type, 0); + if (self) { + self->data = std::make_shared(); + self->weakreflist = nullptr; + } + return (PyObject*)self; + } +}; + +} // namespace mcrfpydef diff --git a/src/3d/glad.c b/src/3d/glad.c new file mode 100644 index 0000000..10f25ca --- /dev/null +++ b/src/3d/glad.c @@ -0,0 +1,1018 @@ +/* + + OpenGL loader generated by glad 0.1.36 on Wed Feb 4 18:16:20 2026. + + Language/Generator: C/C++ + Specification: gl + APIs: gl=3.2 + Profile: core + Extensions: + + Loader: True + Local files: False + Omit khrplatform: False + Reproducible: False + + Commandline: + --profile="core" --api="gl=3.2" --generator="c" --spec="gl" --extensions="" + Online: + https://glad.dav1d.de/#profile=core&language=c&specification=gl&loader=on&api=gl%3D3.2 +*/ + +#include +#include +#include +#include + +static void* get_proc(const char *namez); + +#if defined(_WIN32) || defined(__CYGWIN__) +#ifndef _WINDOWS_ +#undef APIENTRY +#endif +#include +static HMODULE libGL; + +typedef void* (APIENTRYP PFNWGLGETPROCADDRESSPROC_PRIVATE)(const char*); +static PFNWGLGETPROCADDRESSPROC_PRIVATE gladGetProcAddressPtr; + +#ifdef _MSC_VER +#ifdef __has_include + #if __has_include() + #define HAVE_WINAPIFAMILY 1 + #endif +#elif _MSC_VER >= 1700 && !_USING_V110_SDK71_ + #define HAVE_WINAPIFAMILY 1 +#endif +#endif + +#ifdef HAVE_WINAPIFAMILY + #include + #if !WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP) && WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP) + #define IS_UWP 1 + #endif +#endif + +static +int open_gl(void) { +#ifndef IS_UWP + libGL = LoadLibraryW(L"opengl32.dll"); + if(libGL != NULL) { + void (* tmp)(void); + tmp = (void(*)(void)) GetProcAddress(libGL, "wglGetProcAddress"); + gladGetProcAddressPtr = (PFNWGLGETPROCADDRESSPROC_PRIVATE) tmp; + return gladGetProcAddressPtr != NULL; + } +#endif + + return 0; +} + +static +void close_gl(void) { + if(libGL != NULL) { + FreeLibrary((HMODULE) libGL); + libGL = NULL; + } +} +#else +#include +static void* libGL; + +#if !defined(__APPLE__) && !defined(__HAIKU__) +typedef void* (APIENTRYP PFNGLXGETPROCADDRESSPROC_PRIVATE)(const char*); +static PFNGLXGETPROCADDRESSPROC_PRIVATE gladGetProcAddressPtr; +#endif + +static +int open_gl(void) { +#ifdef __APPLE__ + static const char *NAMES[] = { + "../Frameworks/OpenGL.framework/OpenGL", + "/Library/Frameworks/OpenGL.framework/OpenGL", + "/System/Library/Frameworks/OpenGL.framework/OpenGL", + "/System/Library/Frameworks/OpenGL.framework/Versions/Current/OpenGL" + }; +#else + static const char *NAMES[] = {"libGL.so.1", "libGL.so"}; +#endif + + unsigned int index = 0; + for(index = 0; index < (sizeof(NAMES) / sizeof(NAMES[0])); index++) { + libGL = dlopen(NAMES[index], RTLD_NOW | RTLD_GLOBAL); + + if(libGL != NULL) { +#if defined(__APPLE__) || defined(__HAIKU__) + return 1; +#else + gladGetProcAddressPtr = (PFNGLXGETPROCADDRESSPROC_PRIVATE)dlsym(libGL, + "glXGetProcAddressARB"); + return gladGetProcAddressPtr != NULL; +#endif + } + } + + return 0; +} + +static +void close_gl(void) { + if(libGL != NULL) { + dlclose(libGL); + libGL = NULL; + } +} +#endif + +static +void* get_proc(const char *namez) { + void* result = NULL; + if(libGL == NULL) return NULL; + +#if !defined(__APPLE__) && !defined(__HAIKU__) + if(gladGetProcAddressPtr != NULL) { + result = gladGetProcAddressPtr(namez); + } +#endif + if(result == NULL) { +#if defined(_WIN32) || defined(__CYGWIN__) + result = (void*)GetProcAddress((HMODULE) libGL, namez); +#else + result = dlsym(libGL, namez); +#endif + } + + return result; +} + +int gladLoadGL(void) { + int status = 0; + + if(open_gl()) { + status = gladLoadGLLoader(&get_proc); + close_gl(); + } + + return status; +} + +struct gladGLversionStruct GLVersion = { 0, 0 }; + +#if defined(GL_ES_VERSION_3_0) || defined(GL_VERSION_3_0) +#define _GLAD_IS_SOME_NEW_VERSION 1 +#endif + +static int max_loaded_major; +static int max_loaded_minor; + +static const char *exts = NULL; +static int num_exts_i = 0; +static char **exts_i = NULL; + +static int get_exts(void) { +#ifdef _GLAD_IS_SOME_NEW_VERSION + if(max_loaded_major < 3) { +#endif + exts = (const char *)glGetString(GL_EXTENSIONS); +#ifdef _GLAD_IS_SOME_NEW_VERSION + } else { + int index; + + num_exts_i = 0; + glGetIntegerv(GL_NUM_EXTENSIONS, &num_exts_i); + if (num_exts_i > 0) { + exts_i = (char **)malloc((size_t)num_exts_i * (sizeof *exts_i)); + } + + if (exts_i == NULL) { + return 0; + } + + for(index = 0; index < num_exts_i; index++) { + const char *gl_str_tmp = (const char*)glGetStringi(GL_EXTENSIONS, index); + size_t len = strlen(gl_str_tmp); + + char *local_str = (char*)malloc((len+1) * sizeof(char)); + if(local_str != NULL) { + memcpy(local_str, gl_str_tmp, (len+1) * sizeof(char)); + } + exts_i[index] = local_str; + } + } +#endif + return 1; +} + +static void free_exts(void) { + if (exts_i != NULL) { + int index; + for(index = 0; index < num_exts_i; index++) { + free((char *)exts_i[index]); + } + free((void *)exts_i); + exts_i = NULL; + } +} + +static int has_ext(const char *ext) { +#ifdef _GLAD_IS_SOME_NEW_VERSION + if(max_loaded_major < 3) { +#endif + const char *extensions; + const char *loc; + const char *terminator; + extensions = exts; + if(extensions == NULL || ext == NULL) { + return 0; + } + + while(1) { + loc = strstr(extensions, ext); + if(loc == NULL) { + return 0; + } + + terminator = loc + strlen(ext); + if((loc == extensions || *(loc - 1) == ' ') && + (*terminator == ' ' || *terminator == '\0')) { + return 1; + } + extensions = terminator; + } +#ifdef _GLAD_IS_SOME_NEW_VERSION + } else { + int index; + if(exts_i == NULL) return 0; + for(index = 0; index < num_exts_i; index++) { + const char *e = exts_i[index]; + + if(exts_i[index] != NULL && strcmp(e, ext) == 0) { + return 1; + } + } + } +#endif + + return 0; +} +int GLAD_GL_VERSION_1_0 = 0; +int GLAD_GL_VERSION_1_1 = 0; +int GLAD_GL_VERSION_1_2 = 0; +int GLAD_GL_VERSION_1_3 = 0; +int GLAD_GL_VERSION_1_4 = 0; +int GLAD_GL_VERSION_1_5 = 0; +int GLAD_GL_VERSION_2_0 = 0; +int GLAD_GL_VERSION_2_1 = 0; +int GLAD_GL_VERSION_3_0 = 0; +int GLAD_GL_VERSION_3_1 = 0; +int GLAD_GL_VERSION_3_2 = 0; +PFNGLACTIVETEXTUREPROC glad_glActiveTexture = NULL; +PFNGLATTACHSHADERPROC glad_glAttachShader = NULL; +PFNGLBEGINCONDITIONALRENDERPROC glad_glBeginConditionalRender = NULL; +PFNGLBEGINQUERYPROC glad_glBeginQuery = NULL; +PFNGLBEGINTRANSFORMFEEDBACKPROC glad_glBeginTransformFeedback = NULL; +PFNGLBINDATTRIBLOCATIONPROC glad_glBindAttribLocation = NULL; +PFNGLBINDBUFFERPROC glad_glBindBuffer = NULL; +PFNGLBINDBUFFERBASEPROC glad_glBindBufferBase = NULL; +PFNGLBINDBUFFERRANGEPROC glad_glBindBufferRange = NULL; +PFNGLBINDFRAGDATALOCATIONPROC glad_glBindFragDataLocation = NULL; +PFNGLBINDFRAMEBUFFERPROC glad_glBindFramebuffer = NULL; +PFNGLBINDRENDERBUFFERPROC glad_glBindRenderbuffer = NULL; +PFNGLBINDTEXTUREPROC glad_glBindTexture = NULL; +PFNGLBINDVERTEXARRAYPROC glad_glBindVertexArray = NULL; +PFNGLBLENDCOLORPROC glad_glBlendColor = NULL; +PFNGLBLENDEQUATIONPROC glad_glBlendEquation = NULL; +PFNGLBLENDEQUATIONSEPARATEPROC glad_glBlendEquationSeparate = NULL; +PFNGLBLENDFUNCPROC glad_glBlendFunc = NULL; +PFNGLBLENDFUNCSEPARATEPROC glad_glBlendFuncSeparate = NULL; +PFNGLBLITFRAMEBUFFERPROC glad_glBlitFramebuffer = NULL; +PFNGLBUFFERDATAPROC glad_glBufferData = NULL; +PFNGLBUFFERSUBDATAPROC glad_glBufferSubData = NULL; +PFNGLCHECKFRAMEBUFFERSTATUSPROC glad_glCheckFramebufferStatus = NULL; +PFNGLCLAMPCOLORPROC glad_glClampColor = NULL; +PFNGLCLEARPROC glad_glClear = NULL; +PFNGLCLEARBUFFERFIPROC glad_glClearBufferfi = NULL; +PFNGLCLEARBUFFERFVPROC glad_glClearBufferfv = NULL; +PFNGLCLEARBUFFERIVPROC glad_glClearBufferiv = NULL; +PFNGLCLEARBUFFERUIVPROC glad_glClearBufferuiv = NULL; +PFNGLCLEARCOLORPROC glad_glClearColor = NULL; +PFNGLCLEARDEPTHPROC glad_glClearDepth = NULL; +PFNGLCLEARSTENCILPROC glad_glClearStencil = NULL; +PFNGLCLIENTWAITSYNCPROC glad_glClientWaitSync = NULL; +PFNGLCOLORMASKPROC glad_glColorMask = NULL; +PFNGLCOLORMASKIPROC glad_glColorMaski = NULL; +PFNGLCOMPILESHADERPROC glad_glCompileShader = NULL; +PFNGLCOMPRESSEDTEXIMAGE1DPROC glad_glCompressedTexImage1D = NULL; +PFNGLCOMPRESSEDTEXIMAGE2DPROC glad_glCompressedTexImage2D = NULL; +PFNGLCOMPRESSEDTEXIMAGE3DPROC glad_glCompressedTexImage3D = NULL; +PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC glad_glCompressedTexSubImage1D = NULL; +PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC glad_glCompressedTexSubImage2D = NULL; +PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC glad_glCompressedTexSubImage3D = NULL; +PFNGLCOPYBUFFERSUBDATAPROC glad_glCopyBufferSubData = NULL; +PFNGLCOPYTEXIMAGE1DPROC glad_glCopyTexImage1D = NULL; +PFNGLCOPYTEXIMAGE2DPROC glad_glCopyTexImage2D = NULL; +PFNGLCOPYTEXSUBIMAGE1DPROC glad_glCopyTexSubImage1D = NULL; +PFNGLCOPYTEXSUBIMAGE2DPROC glad_glCopyTexSubImage2D = NULL; +PFNGLCOPYTEXSUBIMAGE3DPROC glad_glCopyTexSubImage3D = NULL; +PFNGLCREATEPROGRAMPROC glad_glCreateProgram = NULL; +PFNGLCREATESHADERPROC glad_glCreateShader = NULL; +PFNGLCULLFACEPROC glad_glCullFace = NULL; +PFNGLDELETEBUFFERSPROC glad_glDeleteBuffers = NULL; +PFNGLDELETEFRAMEBUFFERSPROC glad_glDeleteFramebuffers = NULL; +PFNGLDELETEPROGRAMPROC glad_glDeleteProgram = NULL; +PFNGLDELETEQUERIESPROC glad_glDeleteQueries = NULL; +PFNGLDELETERENDERBUFFERSPROC glad_glDeleteRenderbuffers = NULL; +PFNGLDELETESHADERPROC glad_glDeleteShader = NULL; +PFNGLDELETESYNCPROC glad_glDeleteSync = NULL; +PFNGLDELETETEXTURESPROC glad_glDeleteTextures = NULL; +PFNGLDELETEVERTEXARRAYSPROC glad_glDeleteVertexArrays = NULL; +PFNGLDEPTHFUNCPROC glad_glDepthFunc = NULL; +PFNGLDEPTHMASKPROC glad_glDepthMask = NULL; +PFNGLDEPTHRANGEPROC glad_glDepthRange = NULL; +PFNGLDETACHSHADERPROC glad_glDetachShader = NULL; +PFNGLDISABLEPROC glad_glDisable = NULL; +PFNGLDISABLEVERTEXATTRIBARRAYPROC glad_glDisableVertexAttribArray = NULL; +PFNGLDISABLEIPROC glad_glDisablei = NULL; +PFNGLDRAWARRAYSPROC glad_glDrawArrays = NULL; +PFNGLDRAWARRAYSINSTANCEDPROC glad_glDrawArraysInstanced = NULL; +PFNGLDRAWBUFFERPROC glad_glDrawBuffer = NULL; +PFNGLDRAWBUFFERSPROC glad_glDrawBuffers = NULL; +PFNGLDRAWELEMENTSPROC glad_glDrawElements = NULL; +PFNGLDRAWELEMENTSBASEVERTEXPROC glad_glDrawElementsBaseVertex = NULL; +PFNGLDRAWELEMENTSINSTANCEDPROC glad_glDrawElementsInstanced = NULL; +PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC glad_glDrawElementsInstancedBaseVertex = NULL; +PFNGLDRAWRANGEELEMENTSPROC glad_glDrawRangeElements = NULL; +PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC glad_glDrawRangeElementsBaseVertex = NULL; +PFNGLENABLEPROC glad_glEnable = NULL; +PFNGLENABLEVERTEXATTRIBARRAYPROC glad_glEnableVertexAttribArray = NULL; +PFNGLENABLEIPROC glad_glEnablei = NULL; +PFNGLENDCONDITIONALRENDERPROC glad_glEndConditionalRender = NULL; +PFNGLENDQUERYPROC glad_glEndQuery = NULL; +PFNGLENDTRANSFORMFEEDBACKPROC glad_glEndTransformFeedback = NULL; +PFNGLFENCESYNCPROC glad_glFenceSync = NULL; +PFNGLFINISHPROC glad_glFinish = NULL; +PFNGLFLUSHPROC glad_glFlush = NULL; +PFNGLFLUSHMAPPEDBUFFERRANGEPROC glad_glFlushMappedBufferRange = NULL; +PFNGLFRAMEBUFFERRENDERBUFFERPROC glad_glFramebufferRenderbuffer = NULL; +PFNGLFRAMEBUFFERTEXTUREPROC glad_glFramebufferTexture = NULL; +PFNGLFRAMEBUFFERTEXTURE1DPROC glad_glFramebufferTexture1D = NULL; +PFNGLFRAMEBUFFERTEXTURE2DPROC glad_glFramebufferTexture2D = NULL; +PFNGLFRAMEBUFFERTEXTURE3DPROC glad_glFramebufferTexture3D = NULL; +PFNGLFRAMEBUFFERTEXTURELAYERPROC glad_glFramebufferTextureLayer = NULL; +PFNGLFRONTFACEPROC glad_glFrontFace = NULL; +PFNGLGENBUFFERSPROC glad_glGenBuffers = NULL; +PFNGLGENFRAMEBUFFERSPROC glad_glGenFramebuffers = NULL; +PFNGLGENQUERIESPROC glad_glGenQueries = NULL; +PFNGLGENRENDERBUFFERSPROC glad_glGenRenderbuffers = NULL; +PFNGLGENTEXTURESPROC glad_glGenTextures = NULL; +PFNGLGENVERTEXARRAYSPROC glad_glGenVertexArrays = NULL; +PFNGLGENERATEMIPMAPPROC glad_glGenerateMipmap = NULL; +PFNGLGETACTIVEATTRIBPROC glad_glGetActiveAttrib = NULL; +PFNGLGETACTIVEUNIFORMPROC glad_glGetActiveUniform = NULL; +PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC glad_glGetActiveUniformBlockName = NULL; +PFNGLGETACTIVEUNIFORMBLOCKIVPROC glad_glGetActiveUniformBlockiv = NULL; +PFNGLGETACTIVEUNIFORMNAMEPROC glad_glGetActiveUniformName = NULL; +PFNGLGETACTIVEUNIFORMSIVPROC glad_glGetActiveUniformsiv = NULL; +PFNGLGETATTACHEDSHADERSPROC glad_glGetAttachedShaders = NULL; +PFNGLGETATTRIBLOCATIONPROC glad_glGetAttribLocation = NULL; +PFNGLGETBOOLEANI_VPROC glad_glGetBooleani_v = NULL; +PFNGLGETBOOLEANVPROC glad_glGetBooleanv = NULL; +PFNGLGETBUFFERPARAMETERI64VPROC glad_glGetBufferParameteri64v = NULL; +PFNGLGETBUFFERPARAMETERIVPROC glad_glGetBufferParameteriv = NULL; +PFNGLGETBUFFERPOINTERVPROC glad_glGetBufferPointerv = NULL; +PFNGLGETBUFFERSUBDATAPROC glad_glGetBufferSubData = NULL; +PFNGLGETCOMPRESSEDTEXIMAGEPROC glad_glGetCompressedTexImage = NULL; +PFNGLGETDOUBLEVPROC glad_glGetDoublev = NULL; +PFNGLGETERRORPROC glad_glGetError = NULL; +PFNGLGETFLOATVPROC glad_glGetFloatv = NULL; +PFNGLGETFRAGDATALOCATIONPROC glad_glGetFragDataLocation = NULL; +PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glad_glGetFramebufferAttachmentParameteriv = NULL; +PFNGLGETINTEGER64I_VPROC glad_glGetInteger64i_v = NULL; +PFNGLGETINTEGER64VPROC glad_glGetInteger64v = NULL; +PFNGLGETINTEGERI_VPROC glad_glGetIntegeri_v = NULL; +PFNGLGETINTEGERVPROC glad_glGetIntegerv = NULL; +PFNGLGETMULTISAMPLEFVPROC glad_glGetMultisamplefv = NULL; +PFNGLGETPROGRAMINFOLOGPROC glad_glGetProgramInfoLog = NULL; +PFNGLGETPROGRAMIVPROC glad_glGetProgramiv = NULL; +PFNGLGETQUERYOBJECTIVPROC glad_glGetQueryObjectiv = NULL; +PFNGLGETQUERYOBJECTUIVPROC glad_glGetQueryObjectuiv = NULL; +PFNGLGETQUERYIVPROC glad_glGetQueryiv = NULL; +PFNGLGETRENDERBUFFERPARAMETERIVPROC glad_glGetRenderbufferParameteriv = NULL; +PFNGLGETSHADERINFOLOGPROC glad_glGetShaderInfoLog = NULL; +PFNGLGETSHADERSOURCEPROC glad_glGetShaderSource = NULL; +PFNGLGETSHADERIVPROC glad_glGetShaderiv = NULL; +PFNGLGETSTRINGPROC glad_glGetString = NULL; +PFNGLGETSTRINGIPROC glad_glGetStringi = NULL; +PFNGLGETSYNCIVPROC glad_glGetSynciv = NULL; +PFNGLGETTEXIMAGEPROC glad_glGetTexImage = NULL; +PFNGLGETTEXLEVELPARAMETERFVPROC glad_glGetTexLevelParameterfv = NULL; +PFNGLGETTEXLEVELPARAMETERIVPROC glad_glGetTexLevelParameteriv = NULL; +PFNGLGETTEXPARAMETERIIVPROC glad_glGetTexParameterIiv = NULL; +PFNGLGETTEXPARAMETERIUIVPROC glad_glGetTexParameterIuiv = NULL; +PFNGLGETTEXPARAMETERFVPROC glad_glGetTexParameterfv = NULL; +PFNGLGETTEXPARAMETERIVPROC glad_glGetTexParameteriv = NULL; +PFNGLGETTRANSFORMFEEDBACKVARYINGPROC glad_glGetTransformFeedbackVarying = NULL; +PFNGLGETUNIFORMBLOCKINDEXPROC glad_glGetUniformBlockIndex = NULL; +PFNGLGETUNIFORMINDICESPROC glad_glGetUniformIndices = NULL; +PFNGLGETUNIFORMLOCATIONPROC glad_glGetUniformLocation = NULL; +PFNGLGETUNIFORMFVPROC glad_glGetUniformfv = NULL; +PFNGLGETUNIFORMIVPROC glad_glGetUniformiv = NULL; +PFNGLGETUNIFORMUIVPROC glad_glGetUniformuiv = NULL; +PFNGLGETVERTEXATTRIBIIVPROC glad_glGetVertexAttribIiv = NULL; +PFNGLGETVERTEXATTRIBIUIVPROC glad_glGetVertexAttribIuiv = NULL; +PFNGLGETVERTEXATTRIBPOINTERVPROC glad_glGetVertexAttribPointerv = NULL; +PFNGLGETVERTEXATTRIBDVPROC glad_glGetVertexAttribdv = NULL; +PFNGLGETVERTEXATTRIBFVPROC glad_glGetVertexAttribfv = NULL; +PFNGLGETVERTEXATTRIBIVPROC glad_glGetVertexAttribiv = NULL; +PFNGLHINTPROC glad_glHint = NULL; +PFNGLISBUFFERPROC glad_glIsBuffer = NULL; +PFNGLISENABLEDPROC glad_glIsEnabled = NULL; +PFNGLISENABLEDIPROC glad_glIsEnabledi = NULL; +PFNGLISFRAMEBUFFERPROC glad_glIsFramebuffer = NULL; +PFNGLISPROGRAMPROC glad_glIsProgram = NULL; +PFNGLISQUERYPROC glad_glIsQuery = NULL; +PFNGLISRENDERBUFFERPROC glad_glIsRenderbuffer = NULL; +PFNGLISSHADERPROC glad_glIsShader = NULL; +PFNGLISSYNCPROC glad_glIsSync = NULL; +PFNGLISTEXTUREPROC glad_glIsTexture = NULL; +PFNGLISVERTEXARRAYPROC glad_glIsVertexArray = NULL; +PFNGLLINEWIDTHPROC glad_glLineWidth = NULL; +PFNGLLINKPROGRAMPROC glad_glLinkProgram = NULL; +PFNGLLOGICOPPROC glad_glLogicOp = NULL; +PFNGLMAPBUFFERPROC glad_glMapBuffer = NULL; +PFNGLMAPBUFFERRANGEPROC glad_glMapBufferRange = NULL; +PFNGLMULTIDRAWARRAYSPROC glad_glMultiDrawArrays = NULL; +PFNGLMULTIDRAWELEMENTSPROC glad_glMultiDrawElements = NULL; +PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC glad_glMultiDrawElementsBaseVertex = NULL; +PFNGLPIXELSTOREFPROC glad_glPixelStoref = NULL; +PFNGLPIXELSTOREIPROC glad_glPixelStorei = NULL; +PFNGLPOINTPARAMETERFPROC glad_glPointParameterf = NULL; +PFNGLPOINTPARAMETERFVPROC glad_glPointParameterfv = NULL; +PFNGLPOINTPARAMETERIPROC glad_glPointParameteri = NULL; +PFNGLPOINTPARAMETERIVPROC glad_glPointParameteriv = NULL; +PFNGLPOINTSIZEPROC glad_glPointSize = NULL; +PFNGLPOLYGONMODEPROC glad_glPolygonMode = NULL; +PFNGLPOLYGONOFFSETPROC glad_glPolygonOffset = NULL; +PFNGLPRIMITIVERESTARTINDEXPROC glad_glPrimitiveRestartIndex = NULL; +PFNGLPROVOKINGVERTEXPROC glad_glProvokingVertex = NULL; +PFNGLREADBUFFERPROC glad_glReadBuffer = NULL; +PFNGLREADPIXELSPROC glad_glReadPixels = NULL; +PFNGLRENDERBUFFERSTORAGEPROC glad_glRenderbufferStorage = NULL; +PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC glad_glRenderbufferStorageMultisample = NULL; +PFNGLSAMPLECOVERAGEPROC glad_glSampleCoverage = NULL; +PFNGLSAMPLEMASKIPROC glad_glSampleMaski = NULL; +PFNGLSCISSORPROC glad_glScissor = NULL; +PFNGLSHADERSOURCEPROC glad_glShaderSource = NULL; +PFNGLSTENCILFUNCPROC glad_glStencilFunc = NULL; +PFNGLSTENCILFUNCSEPARATEPROC glad_glStencilFuncSeparate = NULL; +PFNGLSTENCILMASKPROC glad_glStencilMask = NULL; +PFNGLSTENCILMASKSEPARATEPROC glad_glStencilMaskSeparate = NULL; +PFNGLSTENCILOPPROC glad_glStencilOp = NULL; +PFNGLSTENCILOPSEPARATEPROC glad_glStencilOpSeparate = NULL; +PFNGLTEXBUFFERPROC glad_glTexBuffer = NULL; +PFNGLTEXIMAGE1DPROC glad_glTexImage1D = NULL; +PFNGLTEXIMAGE2DPROC glad_glTexImage2D = NULL; +PFNGLTEXIMAGE2DMULTISAMPLEPROC glad_glTexImage2DMultisample = NULL; +PFNGLTEXIMAGE3DPROC glad_glTexImage3D = NULL; +PFNGLTEXIMAGE3DMULTISAMPLEPROC glad_glTexImage3DMultisample = NULL; +PFNGLTEXPARAMETERIIVPROC glad_glTexParameterIiv = NULL; +PFNGLTEXPARAMETERIUIVPROC glad_glTexParameterIuiv = NULL; +PFNGLTEXPARAMETERFPROC glad_glTexParameterf = NULL; +PFNGLTEXPARAMETERFVPROC glad_glTexParameterfv = NULL; +PFNGLTEXPARAMETERIPROC glad_glTexParameteri = NULL; +PFNGLTEXPARAMETERIVPROC glad_glTexParameteriv = NULL; +PFNGLTEXSUBIMAGE1DPROC glad_glTexSubImage1D = NULL; +PFNGLTEXSUBIMAGE2DPROC glad_glTexSubImage2D = NULL; +PFNGLTEXSUBIMAGE3DPROC glad_glTexSubImage3D = NULL; +PFNGLTRANSFORMFEEDBACKVARYINGSPROC glad_glTransformFeedbackVaryings = NULL; +PFNGLUNIFORM1FPROC glad_glUniform1f = NULL; +PFNGLUNIFORM1FVPROC glad_glUniform1fv = NULL; +PFNGLUNIFORM1IPROC glad_glUniform1i = NULL; +PFNGLUNIFORM1IVPROC glad_glUniform1iv = NULL; +PFNGLUNIFORM1UIPROC glad_glUniform1ui = NULL; +PFNGLUNIFORM1UIVPROC glad_glUniform1uiv = NULL; +PFNGLUNIFORM2FPROC glad_glUniform2f = NULL; +PFNGLUNIFORM2FVPROC glad_glUniform2fv = NULL; +PFNGLUNIFORM2IPROC glad_glUniform2i = NULL; +PFNGLUNIFORM2IVPROC glad_glUniform2iv = NULL; +PFNGLUNIFORM2UIPROC glad_glUniform2ui = NULL; +PFNGLUNIFORM2UIVPROC glad_glUniform2uiv = NULL; +PFNGLUNIFORM3FPROC glad_glUniform3f = NULL; +PFNGLUNIFORM3FVPROC glad_glUniform3fv = NULL; +PFNGLUNIFORM3IPROC glad_glUniform3i = NULL; +PFNGLUNIFORM3IVPROC glad_glUniform3iv = NULL; +PFNGLUNIFORM3UIPROC glad_glUniform3ui = NULL; +PFNGLUNIFORM3UIVPROC glad_glUniform3uiv = NULL; +PFNGLUNIFORM4FPROC glad_glUniform4f = NULL; +PFNGLUNIFORM4FVPROC glad_glUniform4fv = NULL; +PFNGLUNIFORM4IPROC glad_glUniform4i = NULL; +PFNGLUNIFORM4IVPROC glad_glUniform4iv = NULL; +PFNGLUNIFORM4UIPROC glad_glUniform4ui = NULL; +PFNGLUNIFORM4UIVPROC glad_glUniform4uiv = NULL; +PFNGLUNIFORMBLOCKBINDINGPROC glad_glUniformBlockBinding = NULL; +PFNGLUNIFORMMATRIX2FVPROC glad_glUniformMatrix2fv = NULL; +PFNGLUNIFORMMATRIX2X3FVPROC glad_glUniformMatrix2x3fv = NULL; +PFNGLUNIFORMMATRIX2X4FVPROC glad_glUniformMatrix2x4fv = NULL; +PFNGLUNIFORMMATRIX3FVPROC glad_glUniformMatrix3fv = NULL; +PFNGLUNIFORMMATRIX3X2FVPROC glad_glUniformMatrix3x2fv = NULL; +PFNGLUNIFORMMATRIX3X4FVPROC glad_glUniformMatrix3x4fv = NULL; +PFNGLUNIFORMMATRIX4FVPROC glad_glUniformMatrix4fv = NULL; +PFNGLUNIFORMMATRIX4X2FVPROC glad_glUniformMatrix4x2fv = NULL; +PFNGLUNIFORMMATRIX4X3FVPROC glad_glUniformMatrix4x3fv = NULL; +PFNGLUNMAPBUFFERPROC glad_glUnmapBuffer = NULL; +PFNGLUSEPROGRAMPROC glad_glUseProgram = NULL; +PFNGLVALIDATEPROGRAMPROC glad_glValidateProgram = NULL; +PFNGLVERTEXATTRIB1DPROC glad_glVertexAttrib1d = NULL; +PFNGLVERTEXATTRIB1DVPROC glad_glVertexAttrib1dv = NULL; +PFNGLVERTEXATTRIB1FPROC glad_glVertexAttrib1f = NULL; +PFNGLVERTEXATTRIB1FVPROC glad_glVertexAttrib1fv = NULL; +PFNGLVERTEXATTRIB1SPROC glad_glVertexAttrib1s = NULL; +PFNGLVERTEXATTRIB1SVPROC glad_glVertexAttrib1sv = NULL; +PFNGLVERTEXATTRIB2DPROC glad_glVertexAttrib2d = NULL; +PFNGLVERTEXATTRIB2DVPROC glad_glVertexAttrib2dv = NULL; +PFNGLVERTEXATTRIB2FPROC glad_glVertexAttrib2f = NULL; +PFNGLVERTEXATTRIB2FVPROC glad_glVertexAttrib2fv = NULL; +PFNGLVERTEXATTRIB2SPROC glad_glVertexAttrib2s = NULL; +PFNGLVERTEXATTRIB2SVPROC glad_glVertexAttrib2sv = NULL; +PFNGLVERTEXATTRIB3DPROC glad_glVertexAttrib3d = NULL; +PFNGLVERTEXATTRIB3DVPROC glad_glVertexAttrib3dv = NULL; +PFNGLVERTEXATTRIB3FPROC glad_glVertexAttrib3f = NULL; +PFNGLVERTEXATTRIB3FVPROC glad_glVertexAttrib3fv = NULL; +PFNGLVERTEXATTRIB3SPROC glad_glVertexAttrib3s = NULL; +PFNGLVERTEXATTRIB3SVPROC glad_glVertexAttrib3sv = NULL; +PFNGLVERTEXATTRIB4NBVPROC glad_glVertexAttrib4Nbv = NULL; +PFNGLVERTEXATTRIB4NIVPROC glad_glVertexAttrib4Niv = NULL; +PFNGLVERTEXATTRIB4NSVPROC glad_glVertexAttrib4Nsv = NULL; +PFNGLVERTEXATTRIB4NUBPROC glad_glVertexAttrib4Nub = NULL; +PFNGLVERTEXATTRIB4NUBVPROC glad_glVertexAttrib4Nubv = NULL; +PFNGLVERTEXATTRIB4NUIVPROC glad_glVertexAttrib4Nuiv = NULL; +PFNGLVERTEXATTRIB4NUSVPROC glad_glVertexAttrib4Nusv = NULL; +PFNGLVERTEXATTRIB4BVPROC glad_glVertexAttrib4bv = NULL; +PFNGLVERTEXATTRIB4DPROC glad_glVertexAttrib4d = NULL; +PFNGLVERTEXATTRIB4DVPROC glad_glVertexAttrib4dv = NULL; +PFNGLVERTEXATTRIB4FPROC glad_glVertexAttrib4f = NULL; +PFNGLVERTEXATTRIB4FVPROC glad_glVertexAttrib4fv = NULL; +PFNGLVERTEXATTRIB4IVPROC glad_glVertexAttrib4iv = NULL; +PFNGLVERTEXATTRIB4SPROC glad_glVertexAttrib4s = NULL; +PFNGLVERTEXATTRIB4SVPROC glad_glVertexAttrib4sv = NULL; +PFNGLVERTEXATTRIB4UBVPROC glad_glVertexAttrib4ubv = NULL; +PFNGLVERTEXATTRIB4UIVPROC glad_glVertexAttrib4uiv = NULL; +PFNGLVERTEXATTRIB4USVPROC glad_glVertexAttrib4usv = NULL; +PFNGLVERTEXATTRIBI1IPROC glad_glVertexAttribI1i = NULL; +PFNGLVERTEXATTRIBI1IVPROC glad_glVertexAttribI1iv = NULL; +PFNGLVERTEXATTRIBI1UIPROC glad_glVertexAttribI1ui = NULL; +PFNGLVERTEXATTRIBI1UIVPROC glad_glVertexAttribI1uiv = NULL; +PFNGLVERTEXATTRIBI2IPROC glad_glVertexAttribI2i = NULL; +PFNGLVERTEXATTRIBI2IVPROC glad_glVertexAttribI2iv = NULL; +PFNGLVERTEXATTRIBI2UIPROC glad_glVertexAttribI2ui = NULL; +PFNGLVERTEXATTRIBI2UIVPROC glad_glVertexAttribI2uiv = NULL; +PFNGLVERTEXATTRIBI3IPROC glad_glVertexAttribI3i = NULL; +PFNGLVERTEXATTRIBI3IVPROC glad_glVertexAttribI3iv = NULL; +PFNGLVERTEXATTRIBI3UIPROC glad_glVertexAttribI3ui = NULL; +PFNGLVERTEXATTRIBI3UIVPROC glad_glVertexAttribI3uiv = NULL; +PFNGLVERTEXATTRIBI4BVPROC glad_glVertexAttribI4bv = NULL; +PFNGLVERTEXATTRIBI4IPROC glad_glVertexAttribI4i = NULL; +PFNGLVERTEXATTRIBI4IVPROC glad_glVertexAttribI4iv = NULL; +PFNGLVERTEXATTRIBI4SVPROC glad_glVertexAttribI4sv = NULL; +PFNGLVERTEXATTRIBI4UBVPROC glad_glVertexAttribI4ubv = NULL; +PFNGLVERTEXATTRIBI4UIPROC glad_glVertexAttribI4ui = NULL; +PFNGLVERTEXATTRIBI4UIVPROC glad_glVertexAttribI4uiv = NULL; +PFNGLVERTEXATTRIBI4USVPROC glad_glVertexAttribI4usv = NULL; +PFNGLVERTEXATTRIBIPOINTERPROC glad_glVertexAttribIPointer = NULL; +PFNGLVERTEXATTRIBPOINTERPROC glad_glVertexAttribPointer = NULL; +PFNGLVIEWPORTPROC glad_glViewport = NULL; +PFNGLWAITSYNCPROC glad_glWaitSync = NULL; +static void load_GL_VERSION_1_0(GLADloadproc load) { + if(!GLAD_GL_VERSION_1_0) return; + glad_glCullFace = (PFNGLCULLFACEPROC)load("glCullFace"); + glad_glFrontFace = (PFNGLFRONTFACEPROC)load("glFrontFace"); + glad_glHint = (PFNGLHINTPROC)load("glHint"); + glad_glLineWidth = (PFNGLLINEWIDTHPROC)load("glLineWidth"); + glad_glPointSize = (PFNGLPOINTSIZEPROC)load("glPointSize"); + glad_glPolygonMode = (PFNGLPOLYGONMODEPROC)load("glPolygonMode"); + glad_glScissor = (PFNGLSCISSORPROC)load("glScissor"); + glad_glTexParameterf = (PFNGLTEXPARAMETERFPROC)load("glTexParameterf"); + glad_glTexParameterfv = (PFNGLTEXPARAMETERFVPROC)load("glTexParameterfv"); + glad_glTexParameteri = (PFNGLTEXPARAMETERIPROC)load("glTexParameteri"); + glad_glTexParameteriv = (PFNGLTEXPARAMETERIVPROC)load("glTexParameteriv"); + glad_glTexImage1D = (PFNGLTEXIMAGE1DPROC)load("glTexImage1D"); + glad_glTexImage2D = (PFNGLTEXIMAGE2DPROC)load("glTexImage2D"); + glad_glDrawBuffer = (PFNGLDRAWBUFFERPROC)load("glDrawBuffer"); + glad_glClear = (PFNGLCLEARPROC)load("glClear"); + glad_glClearColor = (PFNGLCLEARCOLORPROC)load("glClearColor"); + glad_glClearStencil = (PFNGLCLEARSTENCILPROC)load("glClearStencil"); + glad_glClearDepth = (PFNGLCLEARDEPTHPROC)load("glClearDepth"); + glad_glStencilMask = (PFNGLSTENCILMASKPROC)load("glStencilMask"); + glad_glColorMask = (PFNGLCOLORMASKPROC)load("glColorMask"); + glad_glDepthMask = (PFNGLDEPTHMASKPROC)load("glDepthMask"); + glad_glDisable = (PFNGLDISABLEPROC)load("glDisable"); + glad_glEnable = (PFNGLENABLEPROC)load("glEnable"); + glad_glFinish = (PFNGLFINISHPROC)load("glFinish"); + glad_glFlush = (PFNGLFLUSHPROC)load("glFlush"); + glad_glBlendFunc = (PFNGLBLENDFUNCPROC)load("glBlendFunc"); + glad_glLogicOp = (PFNGLLOGICOPPROC)load("glLogicOp"); + glad_glStencilFunc = (PFNGLSTENCILFUNCPROC)load("glStencilFunc"); + glad_glStencilOp = (PFNGLSTENCILOPPROC)load("glStencilOp"); + glad_glDepthFunc = (PFNGLDEPTHFUNCPROC)load("glDepthFunc"); + glad_glPixelStoref = (PFNGLPIXELSTOREFPROC)load("glPixelStoref"); + glad_glPixelStorei = (PFNGLPIXELSTOREIPROC)load("glPixelStorei"); + glad_glReadBuffer = (PFNGLREADBUFFERPROC)load("glReadBuffer"); + glad_glReadPixels = (PFNGLREADPIXELSPROC)load("glReadPixels"); + glad_glGetBooleanv = (PFNGLGETBOOLEANVPROC)load("glGetBooleanv"); + glad_glGetDoublev = (PFNGLGETDOUBLEVPROC)load("glGetDoublev"); + glad_glGetError = (PFNGLGETERRORPROC)load("glGetError"); + glad_glGetFloatv = (PFNGLGETFLOATVPROC)load("glGetFloatv"); + glad_glGetIntegerv = (PFNGLGETINTEGERVPROC)load("glGetIntegerv"); + glad_glGetString = (PFNGLGETSTRINGPROC)load("glGetString"); + glad_glGetTexImage = (PFNGLGETTEXIMAGEPROC)load("glGetTexImage"); + glad_glGetTexParameterfv = (PFNGLGETTEXPARAMETERFVPROC)load("glGetTexParameterfv"); + glad_glGetTexParameteriv = (PFNGLGETTEXPARAMETERIVPROC)load("glGetTexParameteriv"); + glad_glGetTexLevelParameterfv = (PFNGLGETTEXLEVELPARAMETERFVPROC)load("glGetTexLevelParameterfv"); + glad_glGetTexLevelParameteriv = (PFNGLGETTEXLEVELPARAMETERIVPROC)load("glGetTexLevelParameteriv"); + glad_glIsEnabled = (PFNGLISENABLEDPROC)load("glIsEnabled"); + glad_glDepthRange = (PFNGLDEPTHRANGEPROC)load("glDepthRange"); + glad_glViewport = (PFNGLVIEWPORTPROC)load("glViewport"); +} +static void load_GL_VERSION_1_1(GLADloadproc load) { + if(!GLAD_GL_VERSION_1_1) return; + glad_glDrawArrays = (PFNGLDRAWARRAYSPROC)load("glDrawArrays"); + glad_glDrawElements = (PFNGLDRAWELEMENTSPROC)load("glDrawElements"); + glad_glPolygonOffset = (PFNGLPOLYGONOFFSETPROC)load("glPolygonOffset"); + glad_glCopyTexImage1D = (PFNGLCOPYTEXIMAGE1DPROC)load("glCopyTexImage1D"); + glad_glCopyTexImage2D = (PFNGLCOPYTEXIMAGE2DPROC)load("glCopyTexImage2D"); + glad_glCopyTexSubImage1D = (PFNGLCOPYTEXSUBIMAGE1DPROC)load("glCopyTexSubImage1D"); + glad_glCopyTexSubImage2D = (PFNGLCOPYTEXSUBIMAGE2DPROC)load("glCopyTexSubImage2D"); + glad_glTexSubImage1D = (PFNGLTEXSUBIMAGE1DPROC)load("glTexSubImage1D"); + glad_glTexSubImage2D = (PFNGLTEXSUBIMAGE2DPROC)load("glTexSubImage2D"); + glad_glBindTexture = (PFNGLBINDTEXTUREPROC)load("glBindTexture"); + glad_glDeleteTextures = (PFNGLDELETETEXTURESPROC)load("glDeleteTextures"); + glad_glGenTextures = (PFNGLGENTEXTURESPROC)load("glGenTextures"); + glad_glIsTexture = (PFNGLISTEXTUREPROC)load("glIsTexture"); +} +static void load_GL_VERSION_1_2(GLADloadproc load) { + if(!GLAD_GL_VERSION_1_2) return; + glad_glDrawRangeElements = (PFNGLDRAWRANGEELEMENTSPROC)load("glDrawRangeElements"); + glad_glTexImage3D = (PFNGLTEXIMAGE3DPROC)load("glTexImage3D"); + glad_glTexSubImage3D = (PFNGLTEXSUBIMAGE3DPROC)load("glTexSubImage3D"); + glad_glCopyTexSubImage3D = (PFNGLCOPYTEXSUBIMAGE3DPROC)load("glCopyTexSubImage3D"); +} +static void load_GL_VERSION_1_3(GLADloadproc load) { + if(!GLAD_GL_VERSION_1_3) return; + glad_glActiveTexture = (PFNGLACTIVETEXTUREPROC)load("glActiveTexture"); + glad_glSampleCoverage = (PFNGLSAMPLECOVERAGEPROC)load("glSampleCoverage"); + glad_glCompressedTexImage3D = (PFNGLCOMPRESSEDTEXIMAGE3DPROC)load("glCompressedTexImage3D"); + glad_glCompressedTexImage2D = (PFNGLCOMPRESSEDTEXIMAGE2DPROC)load("glCompressedTexImage2D"); + glad_glCompressedTexImage1D = (PFNGLCOMPRESSEDTEXIMAGE1DPROC)load("glCompressedTexImage1D"); + glad_glCompressedTexSubImage3D = (PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC)load("glCompressedTexSubImage3D"); + glad_glCompressedTexSubImage2D = (PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC)load("glCompressedTexSubImage2D"); + glad_glCompressedTexSubImage1D = (PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC)load("glCompressedTexSubImage1D"); + glad_glGetCompressedTexImage = (PFNGLGETCOMPRESSEDTEXIMAGEPROC)load("glGetCompressedTexImage"); +} +static void load_GL_VERSION_1_4(GLADloadproc load) { + if(!GLAD_GL_VERSION_1_4) return; + glad_glBlendFuncSeparate = (PFNGLBLENDFUNCSEPARATEPROC)load("glBlendFuncSeparate"); + glad_glMultiDrawArrays = (PFNGLMULTIDRAWARRAYSPROC)load("glMultiDrawArrays"); + glad_glMultiDrawElements = (PFNGLMULTIDRAWELEMENTSPROC)load("glMultiDrawElements"); + glad_glPointParameterf = (PFNGLPOINTPARAMETERFPROC)load("glPointParameterf"); + glad_glPointParameterfv = (PFNGLPOINTPARAMETERFVPROC)load("glPointParameterfv"); + glad_glPointParameteri = (PFNGLPOINTPARAMETERIPROC)load("glPointParameteri"); + glad_glPointParameteriv = (PFNGLPOINTPARAMETERIVPROC)load("glPointParameteriv"); + glad_glBlendColor = (PFNGLBLENDCOLORPROC)load("glBlendColor"); + glad_glBlendEquation = (PFNGLBLENDEQUATIONPROC)load("glBlendEquation"); +} +static void load_GL_VERSION_1_5(GLADloadproc load) { + if(!GLAD_GL_VERSION_1_5) return; + glad_glGenQueries = (PFNGLGENQUERIESPROC)load("glGenQueries"); + glad_glDeleteQueries = (PFNGLDELETEQUERIESPROC)load("glDeleteQueries"); + glad_glIsQuery = (PFNGLISQUERYPROC)load("glIsQuery"); + glad_glBeginQuery = (PFNGLBEGINQUERYPROC)load("glBeginQuery"); + glad_glEndQuery = (PFNGLENDQUERYPROC)load("glEndQuery"); + glad_glGetQueryiv = (PFNGLGETQUERYIVPROC)load("glGetQueryiv"); + glad_glGetQueryObjectiv = (PFNGLGETQUERYOBJECTIVPROC)load("glGetQueryObjectiv"); + glad_glGetQueryObjectuiv = (PFNGLGETQUERYOBJECTUIVPROC)load("glGetQueryObjectuiv"); + glad_glBindBuffer = (PFNGLBINDBUFFERPROC)load("glBindBuffer"); + glad_glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)load("glDeleteBuffers"); + glad_glGenBuffers = (PFNGLGENBUFFERSPROC)load("glGenBuffers"); + glad_glIsBuffer = (PFNGLISBUFFERPROC)load("glIsBuffer"); + glad_glBufferData = (PFNGLBUFFERDATAPROC)load("glBufferData"); + glad_glBufferSubData = (PFNGLBUFFERSUBDATAPROC)load("glBufferSubData"); + glad_glGetBufferSubData = (PFNGLGETBUFFERSUBDATAPROC)load("glGetBufferSubData"); + glad_glMapBuffer = (PFNGLMAPBUFFERPROC)load("glMapBuffer"); + glad_glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)load("glUnmapBuffer"); + glad_glGetBufferParameteriv = (PFNGLGETBUFFERPARAMETERIVPROC)load("glGetBufferParameteriv"); + glad_glGetBufferPointerv = (PFNGLGETBUFFERPOINTERVPROC)load("glGetBufferPointerv"); +} +static void load_GL_VERSION_2_0(GLADloadproc load) { + if(!GLAD_GL_VERSION_2_0) return; + glad_glBlendEquationSeparate = (PFNGLBLENDEQUATIONSEPARATEPROC)load("glBlendEquationSeparate"); + glad_glDrawBuffers = (PFNGLDRAWBUFFERSPROC)load("glDrawBuffers"); + glad_glStencilOpSeparate = (PFNGLSTENCILOPSEPARATEPROC)load("glStencilOpSeparate"); + glad_glStencilFuncSeparate = (PFNGLSTENCILFUNCSEPARATEPROC)load("glStencilFuncSeparate"); + glad_glStencilMaskSeparate = (PFNGLSTENCILMASKSEPARATEPROC)load("glStencilMaskSeparate"); + glad_glAttachShader = (PFNGLATTACHSHADERPROC)load("glAttachShader"); + glad_glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC)load("glBindAttribLocation"); + glad_glCompileShader = (PFNGLCOMPILESHADERPROC)load("glCompileShader"); + glad_glCreateProgram = (PFNGLCREATEPROGRAMPROC)load("glCreateProgram"); + glad_glCreateShader = (PFNGLCREATESHADERPROC)load("glCreateShader"); + glad_glDeleteProgram = (PFNGLDELETEPROGRAMPROC)load("glDeleteProgram"); + glad_glDeleteShader = (PFNGLDELETESHADERPROC)load("glDeleteShader"); + glad_glDetachShader = (PFNGLDETACHSHADERPROC)load("glDetachShader"); + glad_glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC)load("glDisableVertexAttribArray"); + glad_glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)load("glEnableVertexAttribArray"); + glad_glGetActiveAttrib = (PFNGLGETACTIVEATTRIBPROC)load("glGetActiveAttrib"); + glad_glGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC)load("glGetActiveUniform"); + glad_glGetAttachedShaders = (PFNGLGETATTACHEDSHADERSPROC)load("glGetAttachedShaders"); + glad_glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)load("glGetAttribLocation"); + glad_glGetProgramiv = (PFNGLGETPROGRAMIVPROC)load("glGetProgramiv"); + glad_glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)load("glGetProgramInfoLog"); + glad_glGetShaderiv = (PFNGLGETSHADERIVPROC)load("glGetShaderiv"); + glad_glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)load("glGetShaderInfoLog"); + glad_glGetShaderSource = (PFNGLGETSHADERSOURCEPROC)load("glGetShaderSource"); + glad_glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)load("glGetUniformLocation"); + glad_glGetUniformfv = (PFNGLGETUNIFORMFVPROC)load("glGetUniformfv"); + glad_glGetUniformiv = (PFNGLGETUNIFORMIVPROC)load("glGetUniformiv"); + glad_glGetVertexAttribdv = (PFNGLGETVERTEXATTRIBDVPROC)load("glGetVertexAttribdv"); + glad_glGetVertexAttribfv = (PFNGLGETVERTEXATTRIBFVPROC)load("glGetVertexAttribfv"); + glad_glGetVertexAttribiv = (PFNGLGETVERTEXATTRIBIVPROC)load("glGetVertexAttribiv"); + glad_glGetVertexAttribPointerv = (PFNGLGETVERTEXATTRIBPOINTERVPROC)load("glGetVertexAttribPointerv"); + glad_glIsProgram = (PFNGLISPROGRAMPROC)load("glIsProgram"); + glad_glIsShader = (PFNGLISSHADERPROC)load("glIsShader"); + glad_glLinkProgram = (PFNGLLINKPROGRAMPROC)load("glLinkProgram"); + glad_glShaderSource = (PFNGLSHADERSOURCEPROC)load("glShaderSource"); + glad_glUseProgram = (PFNGLUSEPROGRAMPROC)load("glUseProgram"); + glad_glUniform1f = (PFNGLUNIFORM1FPROC)load("glUniform1f"); + glad_glUniform2f = (PFNGLUNIFORM2FPROC)load("glUniform2f"); + glad_glUniform3f = (PFNGLUNIFORM3FPROC)load("glUniform3f"); + glad_glUniform4f = (PFNGLUNIFORM4FPROC)load("glUniform4f"); + glad_glUniform1i = (PFNGLUNIFORM1IPROC)load("glUniform1i"); + glad_glUniform2i = (PFNGLUNIFORM2IPROC)load("glUniform2i"); + glad_glUniform3i = (PFNGLUNIFORM3IPROC)load("glUniform3i"); + glad_glUniform4i = (PFNGLUNIFORM4IPROC)load("glUniform4i"); + glad_glUniform1fv = (PFNGLUNIFORM1FVPROC)load("glUniform1fv"); + glad_glUniform2fv = (PFNGLUNIFORM2FVPROC)load("glUniform2fv"); + glad_glUniform3fv = (PFNGLUNIFORM3FVPROC)load("glUniform3fv"); + glad_glUniform4fv = (PFNGLUNIFORM4FVPROC)load("glUniform4fv"); + glad_glUniform1iv = (PFNGLUNIFORM1IVPROC)load("glUniform1iv"); + glad_glUniform2iv = (PFNGLUNIFORM2IVPROC)load("glUniform2iv"); + glad_glUniform3iv = (PFNGLUNIFORM3IVPROC)load("glUniform3iv"); + glad_glUniform4iv = (PFNGLUNIFORM4IVPROC)load("glUniform4iv"); + glad_glUniformMatrix2fv = (PFNGLUNIFORMMATRIX2FVPROC)load("glUniformMatrix2fv"); + glad_glUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC)load("glUniformMatrix3fv"); + glad_glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)load("glUniformMatrix4fv"); + glad_glValidateProgram = (PFNGLVALIDATEPROGRAMPROC)load("glValidateProgram"); + glad_glVertexAttrib1d = (PFNGLVERTEXATTRIB1DPROC)load("glVertexAttrib1d"); + glad_glVertexAttrib1dv = (PFNGLVERTEXATTRIB1DVPROC)load("glVertexAttrib1dv"); + glad_glVertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC)load("glVertexAttrib1f"); + glad_glVertexAttrib1fv = (PFNGLVERTEXATTRIB1FVPROC)load("glVertexAttrib1fv"); + glad_glVertexAttrib1s = (PFNGLVERTEXATTRIB1SPROC)load("glVertexAttrib1s"); + glad_glVertexAttrib1sv = (PFNGLVERTEXATTRIB1SVPROC)load("glVertexAttrib1sv"); + glad_glVertexAttrib2d = (PFNGLVERTEXATTRIB2DPROC)load("glVertexAttrib2d"); + glad_glVertexAttrib2dv = (PFNGLVERTEXATTRIB2DVPROC)load("glVertexAttrib2dv"); + glad_glVertexAttrib2f = (PFNGLVERTEXATTRIB2FPROC)load("glVertexAttrib2f"); + glad_glVertexAttrib2fv = (PFNGLVERTEXATTRIB2FVPROC)load("glVertexAttrib2fv"); + glad_glVertexAttrib2s = (PFNGLVERTEXATTRIB2SPROC)load("glVertexAttrib2s"); + glad_glVertexAttrib2sv = (PFNGLVERTEXATTRIB2SVPROC)load("glVertexAttrib2sv"); + glad_glVertexAttrib3d = (PFNGLVERTEXATTRIB3DPROC)load("glVertexAttrib3d"); + glad_glVertexAttrib3dv = (PFNGLVERTEXATTRIB3DVPROC)load("glVertexAttrib3dv"); + glad_glVertexAttrib3f = (PFNGLVERTEXATTRIB3FPROC)load("glVertexAttrib3f"); + glad_glVertexAttrib3fv = (PFNGLVERTEXATTRIB3FVPROC)load("glVertexAttrib3fv"); + glad_glVertexAttrib3s = (PFNGLVERTEXATTRIB3SPROC)load("glVertexAttrib3s"); + glad_glVertexAttrib3sv = (PFNGLVERTEXATTRIB3SVPROC)load("glVertexAttrib3sv"); + glad_glVertexAttrib4Nbv = (PFNGLVERTEXATTRIB4NBVPROC)load("glVertexAttrib4Nbv"); + glad_glVertexAttrib4Niv = (PFNGLVERTEXATTRIB4NIVPROC)load("glVertexAttrib4Niv"); + glad_glVertexAttrib4Nsv = (PFNGLVERTEXATTRIB4NSVPROC)load("glVertexAttrib4Nsv"); + glad_glVertexAttrib4Nub = (PFNGLVERTEXATTRIB4NUBPROC)load("glVertexAttrib4Nub"); + glad_glVertexAttrib4Nubv = (PFNGLVERTEXATTRIB4NUBVPROC)load("glVertexAttrib4Nubv"); + glad_glVertexAttrib4Nuiv = (PFNGLVERTEXATTRIB4NUIVPROC)load("glVertexAttrib4Nuiv"); + glad_glVertexAttrib4Nusv = (PFNGLVERTEXATTRIB4NUSVPROC)load("glVertexAttrib4Nusv"); + glad_glVertexAttrib4bv = (PFNGLVERTEXATTRIB4BVPROC)load("glVertexAttrib4bv"); + glad_glVertexAttrib4d = (PFNGLVERTEXATTRIB4DPROC)load("glVertexAttrib4d"); + glad_glVertexAttrib4dv = (PFNGLVERTEXATTRIB4DVPROC)load("glVertexAttrib4dv"); + glad_glVertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC)load("glVertexAttrib4f"); + glad_glVertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC)load("glVertexAttrib4fv"); + glad_glVertexAttrib4iv = (PFNGLVERTEXATTRIB4IVPROC)load("glVertexAttrib4iv"); + glad_glVertexAttrib4s = (PFNGLVERTEXATTRIB4SPROC)load("glVertexAttrib4s"); + glad_glVertexAttrib4sv = (PFNGLVERTEXATTRIB4SVPROC)load("glVertexAttrib4sv"); + glad_glVertexAttrib4ubv = (PFNGLVERTEXATTRIB4UBVPROC)load("glVertexAttrib4ubv"); + glad_glVertexAttrib4uiv = (PFNGLVERTEXATTRIB4UIVPROC)load("glVertexAttrib4uiv"); + glad_glVertexAttrib4usv = (PFNGLVERTEXATTRIB4USVPROC)load("glVertexAttrib4usv"); + glad_glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)load("glVertexAttribPointer"); +} +static void load_GL_VERSION_2_1(GLADloadproc load) { + if(!GLAD_GL_VERSION_2_1) return; + glad_glUniformMatrix2x3fv = (PFNGLUNIFORMMATRIX2X3FVPROC)load("glUniformMatrix2x3fv"); + glad_glUniformMatrix3x2fv = (PFNGLUNIFORMMATRIX3X2FVPROC)load("glUniformMatrix3x2fv"); + glad_glUniformMatrix2x4fv = (PFNGLUNIFORMMATRIX2X4FVPROC)load("glUniformMatrix2x4fv"); + glad_glUniformMatrix4x2fv = (PFNGLUNIFORMMATRIX4X2FVPROC)load("glUniformMatrix4x2fv"); + glad_glUniformMatrix3x4fv = (PFNGLUNIFORMMATRIX3X4FVPROC)load("glUniformMatrix3x4fv"); + glad_glUniformMatrix4x3fv = (PFNGLUNIFORMMATRIX4X3FVPROC)load("glUniformMatrix4x3fv"); +} +static void load_GL_VERSION_3_0(GLADloadproc load) { + if(!GLAD_GL_VERSION_3_0) return; + glad_glColorMaski = (PFNGLCOLORMASKIPROC)load("glColorMaski"); + glad_glGetBooleani_v = (PFNGLGETBOOLEANI_VPROC)load("glGetBooleani_v"); + glad_glGetIntegeri_v = (PFNGLGETINTEGERI_VPROC)load("glGetIntegeri_v"); + glad_glEnablei = (PFNGLENABLEIPROC)load("glEnablei"); + glad_glDisablei = (PFNGLDISABLEIPROC)load("glDisablei"); + glad_glIsEnabledi = (PFNGLISENABLEDIPROC)load("glIsEnabledi"); + glad_glBeginTransformFeedback = (PFNGLBEGINTRANSFORMFEEDBACKPROC)load("glBeginTransformFeedback"); + glad_glEndTransformFeedback = (PFNGLENDTRANSFORMFEEDBACKPROC)load("glEndTransformFeedback"); + glad_glBindBufferRange = (PFNGLBINDBUFFERRANGEPROC)load("glBindBufferRange"); + glad_glBindBufferBase = (PFNGLBINDBUFFERBASEPROC)load("glBindBufferBase"); + glad_glTransformFeedbackVaryings = (PFNGLTRANSFORMFEEDBACKVARYINGSPROC)load("glTransformFeedbackVaryings"); + glad_glGetTransformFeedbackVarying = (PFNGLGETTRANSFORMFEEDBACKVARYINGPROC)load("glGetTransformFeedbackVarying"); + glad_glClampColor = (PFNGLCLAMPCOLORPROC)load("glClampColor"); + glad_glBeginConditionalRender = (PFNGLBEGINCONDITIONALRENDERPROC)load("glBeginConditionalRender"); + glad_glEndConditionalRender = (PFNGLENDCONDITIONALRENDERPROC)load("glEndConditionalRender"); + glad_glVertexAttribIPointer = (PFNGLVERTEXATTRIBIPOINTERPROC)load("glVertexAttribIPointer"); + glad_glGetVertexAttribIiv = (PFNGLGETVERTEXATTRIBIIVPROC)load("glGetVertexAttribIiv"); + glad_glGetVertexAttribIuiv = (PFNGLGETVERTEXATTRIBIUIVPROC)load("glGetVertexAttribIuiv"); + glad_glVertexAttribI1i = (PFNGLVERTEXATTRIBI1IPROC)load("glVertexAttribI1i"); + glad_glVertexAttribI2i = (PFNGLVERTEXATTRIBI2IPROC)load("glVertexAttribI2i"); + glad_glVertexAttribI3i = (PFNGLVERTEXATTRIBI3IPROC)load("glVertexAttribI3i"); + glad_glVertexAttribI4i = (PFNGLVERTEXATTRIBI4IPROC)load("glVertexAttribI4i"); + glad_glVertexAttribI1ui = (PFNGLVERTEXATTRIBI1UIPROC)load("glVertexAttribI1ui"); + glad_glVertexAttribI2ui = (PFNGLVERTEXATTRIBI2UIPROC)load("glVertexAttribI2ui"); + glad_glVertexAttribI3ui = (PFNGLVERTEXATTRIBI3UIPROC)load("glVertexAttribI3ui"); + glad_glVertexAttribI4ui = (PFNGLVERTEXATTRIBI4UIPROC)load("glVertexAttribI4ui"); + glad_glVertexAttribI1iv = (PFNGLVERTEXATTRIBI1IVPROC)load("glVertexAttribI1iv"); + glad_glVertexAttribI2iv = (PFNGLVERTEXATTRIBI2IVPROC)load("glVertexAttribI2iv"); + glad_glVertexAttribI3iv = (PFNGLVERTEXATTRIBI3IVPROC)load("glVertexAttribI3iv"); + glad_glVertexAttribI4iv = (PFNGLVERTEXATTRIBI4IVPROC)load("glVertexAttribI4iv"); + glad_glVertexAttribI1uiv = (PFNGLVERTEXATTRIBI1UIVPROC)load("glVertexAttribI1uiv"); + glad_glVertexAttribI2uiv = (PFNGLVERTEXATTRIBI2UIVPROC)load("glVertexAttribI2uiv"); + glad_glVertexAttribI3uiv = (PFNGLVERTEXATTRIBI3UIVPROC)load("glVertexAttribI3uiv"); + glad_glVertexAttribI4uiv = (PFNGLVERTEXATTRIBI4UIVPROC)load("glVertexAttribI4uiv"); + glad_glVertexAttribI4bv = (PFNGLVERTEXATTRIBI4BVPROC)load("glVertexAttribI4bv"); + glad_glVertexAttribI4sv = (PFNGLVERTEXATTRIBI4SVPROC)load("glVertexAttribI4sv"); + glad_glVertexAttribI4ubv = (PFNGLVERTEXATTRIBI4UBVPROC)load("glVertexAttribI4ubv"); + glad_glVertexAttribI4usv = (PFNGLVERTEXATTRIBI4USVPROC)load("glVertexAttribI4usv"); + glad_glGetUniformuiv = (PFNGLGETUNIFORMUIVPROC)load("glGetUniformuiv"); + glad_glBindFragDataLocation = (PFNGLBINDFRAGDATALOCATIONPROC)load("glBindFragDataLocation"); + glad_glGetFragDataLocation = (PFNGLGETFRAGDATALOCATIONPROC)load("glGetFragDataLocation"); + glad_glUniform1ui = (PFNGLUNIFORM1UIPROC)load("glUniform1ui"); + glad_glUniform2ui = (PFNGLUNIFORM2UIPROC)load("glUniform2ui"); + glad_glUniform3ui = (PFNGLUNIFORM3UIPROC)load("glUniform3ui"); + glad_glUniform4ui = (PFNGLUNIFORM4UIPROC)load("glUniform4ui"); + glad_glUniform1uiv = (PFNGLUNIFORM1UIVPROC)load("glUniform1uiv"); + glad_glUniform2uiv = (PFNGLUNIFORM2UIVPROC)load("glUniform2uiv"); + glad_glUniform3uiv = (PFNGLUNIFORM3UIVPROC)load("glUniform3uiv"); + glad_glUniform4uiv = (PFNGLUNIFORM4UIVPROC)load("glUniform4uiv"); + glad_glTexParameterIiv = (PFNGLTEXPARAMETERIIVPROC)load("glTexParameterIiv"); + glad_glTexParameterIuiv = (PFNGLTEXPARAMETERIUIVPROC)load("glTexParameterIuiv"); + glad_glGetTexParameterIiv = (PFNGLGETTEXPARAMETERIIVPROC)load("glGetTexParameterIiv"); + glad_glGetTexParameterIuiv = (PFNGLGETTEXPARAMETERIUIVPROC)load("glGetTexParameterIuiv"); + glad_glClearBufferiv = (PFNGLCLEARBUFFERIVPROC)load("glClearBufferiv"); + glad_glClearBufferuiv = (PFNGLCLEARBUFFERUIVPROC)load("glClearBufferuiv"); + glad_glClearBufferfv = (PFNGLCLEARBUFFERFVPROC)load("glClearBufferfv"); + glad_glClearBufferfi = (PFNGLCLEARBUFFERFIPROC)load("glClearBufferfi"); + glad_glGetStringi = (PFNGLGETSTRINGIPROC)load("glGetStringi"); + glad_glIsRenderbuffer = (PFNGLISRENDERBUFFERPROC)load("glIsRenderbuffer"); + glad_glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)load("glBindRenderbuffer"); + glad_glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)load("glDeleteRenderbuffers"); + glad_glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)load("glGenRenderbuffers"); + glad_glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)load("glRenderbufferStorage"); + glad_glGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC)load("glGetRenderbufferParameteriv"); + glad_glIsFramebuffer = (PFNGLISFRAMEBUFFERPROC)load("glIsFramebuffer"); + glad_glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)load("glBindFramebuffer"); + glad_glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)load("glDeleteFramebuffers"); + glad_glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)load("glGenFramebuffers"); + glad_glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)load("glCheckFramebufferStatus"); + glad_glFramebufferTexture1D = (PFNGLFRAMEBUFFERTEXTURE1DPROC)load("glFramebufferTexture1D"); + glad_glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)load("glFramebufferTexture2D"); + glad_glFramebufferTexture3D = (PFNGLFRAMEBUFFERTEXTURE3DPROC)load("glFramebufferTexture3D"); + glad_glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)load("glFramebufferRenderbuffer"); + glad_glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)load("glGetFramebufferAttachmentParameteriv"); + glad_glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC)load("glGenerateMipmap"); + glad_glBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC)load("glBlitFramebuffer"); + glad_glRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC)load("glRenderbufferStorageMultisample"); + glad_glFramebufferTextureLayer = (PFNGLFRAMEBUFFERTEXTURELAYERPROC)load("glFramebufferTextureLayer"); + glad_glMapBufferRange = (PFNGLMAPBUFFERRANGEPROC)load("glMapBufferRange"); + glad_glFlushMappedBufferRange = (PFNGLFLUSHMAPPEDBUFFERRANGEPROC)load("glFlushMappedBufferRange"); + glad_glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC)load("glBindVertexArray"); + glad_glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC)load("glDeleteVertexArrays"); + glad_glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)load("glGenVertexArrays"); + glad_glIsVertexArray = (PFNGLISVERTEXARRAYPROC)load("glIsVertexArray"); +} +static void load_GL_VERSION_3_1(GLADloadproc load) { + if(!GLAD_GL_VERSION_3_1) return; + glad_glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDPROC)load("glDrawArraysInstanced"); + glad_glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDPROC)load("glDrawElementsInstanced"); + glad_glTexBuffer = (PFNGLTEXBUFFERPROC)load("glTexBuffer"); + glad_glPrimitiveRestartIndex = (PFNGLPRIMITIVERESTARTINDEXPROC)load("glPrimitiveRestartIndex"); + glad_glCopyBufferSubData = (PFNGLCOPYBUFFERSUBDATAPROC)load("glCopyBufferSubData"); + glad_glGetUniformIndices = (PFNGLGETUNIFORMINDICESPROC)load("glGetUniformIndices"); + glad_glGetActiveUniformsiv = (PFNGLGETACTIVEUNIFORMSIVPROC)load("glGetActiveUniformsiv"); + glad_glGetActiveUniformName = (PFNGLGETACTIVEUNIFORMNAMEPROC)load("glGetActiveUniformName"); + glad_glGetUniformBlockIndex = (PFNGLGETUNIFORMBLOCKINDEXPROC)load("glGetUniformBlockIndex"); + glad_glGetActiveUniformBlockiv = (PFNGLGETACTIVEUNIFORMBLOCKIVPROC)load("glGetActiveUniformBlockiv"); + glad_glGetActiveUniformBlockName = (PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC)load("glGetActiveUniformBlockName"); + glad_glUniformBlockBinding = (PFNGLUNIFORMBLOCKBINDINGPROC)load("glUniformBlockBinding"); + glad_glBindBufferRange = (PFNGLBINDBUFFERRANGEPROC)load("glBindBufferRange"); + glad_glBindBufferBase = (PFNGLBINDBUFFERBASEPROC)load("glBindBufferBase"); + glad_glGetIntegeri_v = (PFNGLGETINTEGERI_VPROC)load("glGetIntegeri_v"); +} +static void load_GL_VERSION_3_2(GLADloadproc load) { + if(!GLAD_GL_VERSION_3_2) return; + glad_glDrawElementsBaseVertex = (PFNGLDRAWELEMENTSBASEVERTEXPROC)load("glDrawElementsBaseVertex"); + glad_glDrawRangeElementsBaseVertex = (PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC)load("glDrawRangeElementsBaseVertex"); + glad_glDrawElementsInstancedBaseVertex = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC)load("glDrawElementsInstancedBaseVertex"); + glad_glMultiDrawElementsBaseVertex = (PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC)load("glMultiDrawElementsBaseVertex"); + glad_glProvokingVertex = (PFNGLPROVOKINGVERTEXPROC)load("glProvokingVertex"); + glad_glFenceSync = (PFNGLFENCESYNCPROC)load("glFenceSync"); + glad_glIsSync = (PFNGLISSYNCPROC)load("glIsSync"); + glad_glDeleteSync = (PFNGLDELETESYNCPROC)load("glDeleteSync"); + glad_glClientWaitSync = (PFNGLCLIENTWAITSYNCPROC)load("glClientWaitSync"); + glad_glWaitSync = (PFNGLWAITSYNCPROC)load("glWaitSync"); + glad_glGetInteger64v = (PFNGLGETINTEGER64VPROC)load("glGetInteger64v"); + glad_glGetSynciv = (PFNGLGETSYNCIVPROC)load("glGetSynciv"); + glad_glGetInteger64i_v = (PFNGLGETINTEGER64I_VPROC)load("glGetInteger64i_v"); + glad_glGetBufferParameteri64v = (PFNGLGETBUFFERPARAMETERI64VPROC)load("glGetBufferParameteri64v"); + glad_glFramebufferTexture = (PFNGLFRAMEBUFFERTEXTUREPROC)load("glFramebufferTexture"); + glad_glTexImage2DMultisample = (PFNGLTEXIMAGE2DMULTISAMPLEPROC)load("glTexImage2DMultisample"); + glad_glTexImage3DMultisample = (PFNGLTEXIMAGE3DMULTISAMPLEPROC)load("glTexImage3DMultisample"); + glad_glGetMultisamplefv = (PFNGLGETMULTISAMPLEFVPROC)load("glGetMultisamplefv"); + glad_glSampleMaski = (PFNGLSAMPLEMASKIPROC)load("glSampleMaski"); +} +static int find_extensionsGL(void) { + if (!get_exts()) return 0; + (void)&has_ext; + free_exts(); + return 1; +} + +static void find_coreGL(void) { + + /* Thank you @elmindreda + * https://github.com/elmindreda/greg/blob/master/templates/greg.c.in#L176 + * https://github.com/glfw/glfw/blob/master/src/context.c#L36 + */ + int i, major, minor; + + const char* version; + const char* prefixes[] = { + "OpenGL ES-CM ", + "OpenGL ES-CL ", + "OpenGL ES ", + NULL + }; + + version = (const char*) glGetString(GL_VERSION); + if (!version) return; + + for (i = 0; prefixes[i]; i++) { + const size_t length = strlen(prefixes[i]); + if (strncmp(version, prefixes[i], length) == 0) { + version += length; + break; + } + } + +/* PR #18 */ +#ifdef _MSC_VER + sscanf_s(version, "%d.%d", &major, &minor); +#else + sscanf(version, "%d.%d", &major, &minor); +#endif + + GLVersion.major = major; GLVersion.minor = minor; + max_loaded_major = major; max_loaded_minor = minor; + GLAD_GL_VERSION_1_0 = (major == 1 && minor >= 0) || major > 1; + GLAD_GL_VERSION_1_1 = (major == 1 && minor >= 1) || major > 1; + GLAD_GL_VERSION_1_2 = (major == 1 && minor >= 2) || major > 1; + GLAD_GL_VERSION_1_3 = (major == 1 && minor >= 3) || major > 1; + GLAD_GL_VERSION_1_4 = (major == 1 && minor >= 4) || major > 1; + GLAD_GL_VERSION_1_5 = (major == 1 && minor >= 5) || major > 1; + GLAD_GL_VERSION_2_0 = (major == 2 && minor >= 0) || major > 2; + GLAD_GL_VERSION_2_1 = (major == 2 && minor >= 1) || major > 2; + GLAD_GL_VERSION_3_0 = (major == 3 && minor >= 0) || major > 3; + GLAD_GL_VERSION_3_1 = (major == 3 && minor >= 1) || major > 3; + GLAD_GL_VERSION_3_2 = (major == 3 && minor >= 2) || major > 3; + if (GLVersion.major > 3 || (GLVersion.major >= 3 && GLVersion.minor >= 2)) { + max_loaded_major = 3; + max_loaded_minor = 2; + } +} + +int gladLoadGLLoader(GLADloadproc load) { + GLVersion.major = 0; GLVersion.minor = 0; + glGetString = (PFNGLGETSTRINGPROC)load("glGetString"); + if(glGetString == NULL) return 0; + if(glGetString(GL_VERSION) == NULL) return 0; + find_coreGL(); + load_GL_VERSION_1_0(load); + load_GL_VERSION_1_1(load); + load_GL_VERSION_1_2(load); + load_GL_VERSION_1_3(load); + load_GL_VERSION_1_4(load); + load_GL_VERSION_1_5(load); + load_GL_VERSION_2_0(load); + load_GL_VERSION_2_1(load); + load_GL_VERSION_3_0(load); + load_GL_VERSION_3_1(load); + load_GL_VERSION_3_2(load); + + if (!find_extensionsGL()) return 0; + return GLVersion.major != 0 || GLVersion.minor != 0; +} + diff --git a/src/3d/glad/glad.h b/src/3d/glad/glad.h new file mode 100644 index 0000000..6d9e808 --- /dev/null +++ b/src/3d/glad/glad.h @@ -0,0 +1,1935 @@ +/* + + OpenGL loader generated by glad 0.1.36 on Wed Feb 4 18:16:20 2026. + + Language/Generator: C/C++ + Specification: gl + APIs: gl=3.2 + Profile: core + Extensions: + + Loader: True + Local files: False + Omit khrplatform: False + Reproducible: False + + Commandline: + --profile="core" --api="gl=3.2" --generator="c" --spec="gl" --extensions="" + Online: + https://glad.dav1d.de/#profile=core&language=c&specification=gl&loader=on&api=gl%3D3.2 +*/ + + +#ifndef __glad_h_ +#define __glad_h_ + +#ifdef __gl_h_ +#error OpenGL header already included, remove this include, glad already provides it +#endif +#define __gl_h_ + +#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__) +#define APIENTRY __stdcall +#endif + +#ifndef APIENTRY +#define APIENTRY +#endif +#ifndef APIENTRYP +#define APIENTRYP APIENTRY * +#endif + +#ifndef GLAPIENTRY +#define GLAPIENTRY APIENTRY +#endif + +#ifdef __cplusplus +extern "C" { +#endif + +struct gladGLversionStruct { + int major; + int minor; +}; + +typedef void* (* GLADloadproc)(const char *name); + +#ifndef GLAPI +# if defined(GLAD_GLAPI_EXPORT) +# if defined(_WIN32) || defined(__CYGWIN__) +# if defined(GLAD_GLAPI_EXPORT_BUILD) +# if defined(__GNUC__) +# define GLAPI __attribute__ ((dllexport)) extern +# else +# define GLAPI __declspec(dllexport) extern +# endif +# else +# if defined(__GNUC__) +# define GLAPI __attribute__ ((dllimport)) extern +# else +# define GLAPI __declspec(dllimport) extern +# endif +# endif +# elif defined(__GNUC__) && defined(GLAD_GLAPI_EXPORT_BUILD) +# define GLAPI __attribute__ ((visibility ("default"))) extern +# else +# define GLAPI extern +# endif +# else +# define GLAPI extern +# endif +#endif + +GLAPI struct gladGLversionStruct GLVersion; + +GLAPI int gladLoadGL(void); + +GLAPI int gladLoadGLLoader(GLADloadproc); + +#include +typedef unsigned int GLenum; +typedef unsigned char GLboolean; +typedef unsigned int GLbitfield; +typedef void GLvoid; +typedef khronos_int8_t GLbyte; +typedef khronos_uint8_t GLubyte; +typedef khronos_int16_t GLshort; +typedef khronos_uint16_t GLushort; +typedef int GLint; +typedef unsigned int GLuint; +typedef khronos_int32_t GLclampx; +typedef int GLsizei; +typedef khronos_float_t GLfloat; +typedef khronos_float_t GLclampf; +typedef double GLdouble; +typedef double GLclampd; +typedef void *GLeglClientBufferEXT; +typedef void *GLeglImageOES; +typedef char GLchar; +typedef char GLcharARB; +#ifdef __APPLE__ +typedef void *GLhandleARB; +#else +typedef unsigned int GLhandleARB; +#endif +typedef khronos_uint16_t GLhalf; +typedef khronos_uint16_t GLhalfARB; +typedef khronos_int32_t GLfixed; +typedef khronos_intptr_t GLintptr; +typedef khronos_intptr_t GLintptrARB; +typedef khronos_ssize_t GLsizeiptr; +typedef khronos_ssize_t GLsizeiptrARB; +typedef khronos_int64_t GLint64; +typedef khronos_int64_t GLint64EXT; +typedef khronos_uint64_t GLuint64; +typedef khronos_uint64_t GLuint64EXT; +typedef struct __GLsync *GLsync; +struct _cl_context; +struct _cl_event; +typedef void (APIENTRY *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); +typedef void (APIENTRY *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); +typedef void (APIENTRY *GLDEBUGPROCKHR)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); +typedef void (APIENTRY *GLDEBUGPROCAMD)(GLuint id,GLenum category,GLenum severity,GLsizei length,const GLchar *message,void *userParam); +typedef unsigned short GLhalfNV; +typedef GLintptr GLvdpauSurfaceNV; +typedef void (APIENTRY *GLVULKANPROCNV)(void); +#define GL_DEPTH_BUFFER_BIT 0x00000100 +#define GL_STENCIL_BUFFER_BIT 0x00000400 +#define GL_COLOR_BUFFER_BIT 0x00004000 +#define GL_FALSE 0 +#define GL_TRUE 1 +#define GL_POINTS 0x0000 +#define GL_LINES 0x0001 +#define GL_LINE_LOOP 0x0002 +#define GL_LINE_STRIP 0x0003 +#define GL_TRIANGLES 0x0004 +#define GL_TRIANGLE_STRIP 0x0005 +#define GL_TRIANGLE_FAN 0x0006 +#define GL_NEVER 0x0200 +#define GL_LESS 0x0201 +#define GL_EQUAL 0x0202 +#define GL_LEQUAL 0x0203 +#define GL_GREATER 0x0204 +#define GL_NOTEQUAL 0x0205 +#define GL_GEQUAL 0x0206 +#define GL_ALWAYS 0x0207 +#define GL_ZERO 0 +#define GL_ONE 1 +#define GL_SRC_COLOR 0x0300 +#define GL_ONE_MINUS_SRC_COLOR 0x0301 +#define GL_SRC_ALPHA 0x0302 +#define GL_ONE_MINUS_SRC_ALPHA 0x0303 +#define GL_DST_ALPHA 0x0304 +#define GL_ONE_MINUS_DST_ALPHA 0x0305 +#define GL_DST_COLOR 0x0306 +#define GL_ONE_MINUS_DST_COLOR 0x0307 +#define GL_SRC_ALPHA_SATURATE 0x0308 +#define GL_NONE 0 +#define GL_FRONT_LEFT 0x0400 +#define GL_FRONT_RIGHT 0x0401 +#define GL_BACK_LEFT 0x0402 +#define GL_BACK_RIGHT 0x0403 +#define GL_FRONT 0x0404 +#define GL_BACK 0x0405 +#define GL_LEFT 0x0406 +#define GL_RIGHT 0x0407 +#define GL_FRONT_AND_BACK 0x0408 +#define GL_NO_ERROR 0 +#define GL_INVALID_ENUM 0x0500 +#define GL_INVALID_VALUE 0x0501 +#define GL_INVALID_OPERATION 0x0502 +#define GL_OUT_OF_MEMORY 0x0505 +#define GL_CW 0x0900 +#define GL_CCW 0x0901 +#define GL_POINT_SIZE 0x0B11 +#define GL_POINT_SIZE_RANGE 0x0B12 +#define GL_POINT_SIZE_GRANULARITY 0x0B13 +#define GL_LINE_SMOOTH 0x0B20 +#define GL_LINE_WIDTH 0x0B21 +#define GL_LINE_WIDTH_RANGE 0x0B22 +#define GL_LINE_WIDTH_GRANULARITY 0x0B23 +#define GL_POLYGON_MODE 0x0B40 +#define GL_POLYGON_SMOOTH 0x0B41 +#define GL_CULL_FACE 0x0B44 +#define GL_CULL_FACE_MODE 0x0B45 +#define GL_FRONT_FACE 0x0B46 +#define GL_DEPTH_RANGE 0x0B70 +#define GL_DEPTH_TEST 0x0B71 +#define GL_DEPTH_WRITEMASK 0x0B72 +#define GL_DEPTH_CLEAR_VALUE 0x0B73 +#define GL_DEPTH_FUNC 0x0B74 +#define GL_STENCIL_TEST 0x0B90 +#define GL_STENCIL_CLEAR_VALUE 0x0B91 +#define GL_STENCIL_FUNC 0x0B92 +#define GL_STENCIL_VALUE_MASK 0x0B93 +#define GL_STENCIL_FAIL 0x0B94 +#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95 +#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96 +#define GL_STENCIL_REF 0x0B97 +#define GL_STENCIL_WRITEMASK 0x0B98 +#define GL_VIEWPORT 0x0BA2 +#define GL_DITHER 0x0BD0 +#define GL_BLEND_DST 0x0BE0 +#define GL_BLEND_SRC 0x0BE1 +#define GL_BLEND 0x0BE2 +#define GL_LOGIC_OP_MODE 0x0BF0 +#define GL_DRAW_BUFFER 0x0C01 +#define GL_READ_BUFFER 0x0C02 +#define GL_SCISSOR_BOX 0x0C10 +#define GL_SCISSOR_TEST 0x0C11 +#define GL_COLOR_CLEAR_VALUE 0x0C22 +#define GL_COLOR_WRITEMASK 0x0C23 +#define GL_DOUBLEBUFFER 0x0C32 +#define GL_STEREO 0x0C33 +#define GL_LINE_SMOOTH_HINT 0x0C52 +#define GL_POLYGON_SMOOTH_HINT 0x0C53 +#define GL_UNPACK_SWAP_BYTES 0x0CF0 +#define GL_UNPACK_LSB_FIRST 0x0CF1 +#define GL_UNPACK_ROW_LENGTH 0x0CF2 +#define GL_UNPACK_SKIP_ROWS 0x0CF3 +#define GL_UNPACK_SKIP_PIXELS 0x0CF4 +#define GL_UNPACK_ALIGNMENT 0x0CF5 +#define GL_PACK_SWAP_BYTES 0x0D00 +#define GL_PACK_LSB_FIRST 0x0D01 +#define GL_PACK_ROW_LENGTH 0x0D02 +#define GL_PACK_SKIP_ROWS 0x0D03 +#define GL_PACK_SKIP_PIXELS 0x0D04 +#define GL_PACK_ALIGNMENT 0x0D05 +#define GL_MAX_TEXTURE_SIZE 0x0D33 +#define GL_MAX_VIEWPORT_DIMS 0x0D3A +#define GL_SUBPIXEL_BITS 0x0D50 +#define GL_TEXTURE_1D 0x0DE0 +#define GL_TEXTURE_2D 0x0DE1 +#define GL_TEXTURE_WIDTH 0x1000 +#define GL_TEXTURE_HEIGHT 0x1001 +#define GL_TEXTURE_BORDER_COLOR 0x1004 +#define GL_DONT_CARE 0x1100 +#define GL_FASTEST 0x1101 +#define GL_NICEST 0x1102 +#define GL_BYTE 0x1400 +#define GL_UNSIGNED_BYTE 0x1401 +#define GL_SHORT 0x1402 +#define GL_UNSIGNED_SHORT 0x1403 +#define GL_INT 0x1404 +#define GL_UNSIGNED_INT 0x1405 +#define GL_FLOAT 0x1406 +#define GL_CLEAR 0x1500 +#define GL_AND 0x1501 +#define GL_AND_REVERSE 0x1502 +#define GL_COPY 0x1503 +#define GL_AND_INVERTED 0x1504 +#define GL_NOOP 0x1505 +#define GL_XOR 0x1506 +#define GL_OR 0x1507 +#define GL_NOR 0x1508 +#define GL_EQUIV 0x1509 +#define GL_INVERT 0x150A +#define GL_OR_REVERSE 0x150B +#define GL_COPY_INVERTED 0x150C +#define GL_OR_INVERTED 0x150D +#define GL_NAND 0x150E +#define GL_SET 0x150F +#define GL_TEXTURE 0x1702 +#define GL_COLOR 0x1800 +#define GL_DEPTH 0x1801 +#define GL_STENCIL 0x1802 +#define GL_STENCIL_INDEX 0x1901 +#define GL_DEPTH_COMPONENT 0x1902 +#define GL_RED 0x1903 +#define GL_GREEN 0x1904 +#define GL_BLUE 0x1905 +#define GL_ALPHA 0x1906 +#define GL_RGB 0x1907 +#define GL_RGBA 0x1908 +#define GL_POINT 0x1B00 +#define GL_LINE 0x1B01 +#define GL_FILL 0x1B02 +#define GL_KEEP 0x1E00 +#define GL_REPLACE 0x1E01 +#define GL_INCR 0x1E02 +#define GL_DECR 0x1E03 +#define GL_VENDOR 0x1F00 +#define GL_RENDERER 0x1F01 +#define GL_VERSION 0x1F02 +#define GL_EXTENSIONS 0x1F03 +#define GL_NEAREST 0x2600 +#define GL_LINEAR 0x2601 +#define GL_NEAREST_MIPMAP_NEAREST 0x2700 +#define GL_LINEAR_MIPMAP_NEAREST 0x2701 +#define GL_NEAREST_MIPMAP_LINEAR 0x2702 +#define GL_LINEAR_MIPMAP_LINEAR 0x2703 +#define GL_TEXTURE_MAG_FILTER 0x2800 +#define GL_TEXTURE_MIN_FILTER 0x2801 +#define GL_TEXTURE_WRAP_S 0x2802 +#define GL_TEXTURE_WRAP_T 0x2803 +#define GL_REPEAT 0x2901 +#define GL_COLOR_LOGIC_OP 0x0BF2 +#define GL_POLYGON_OFFSET_UNITS 0x2A00 +#define GL_POLYGON_OFFSET_POINT 0x2A01 +#define GL_POLYGON_OFFSET_LINE 0x2A02 +#define GL_POLYGON_OFFSET_FILL 0x8037 +#define GL_POLYGON_OFFSET_FACTOR 0x8038 +#define GL_TEXTURE_BINDING_1D 0x8068 +#define GL_TEXTURE_BINDING_2D 0x8069 +#define GL_TEXTURE_INTERNAL_FORMAT 0x1003 +#define GL_TEXTURE_RED_SIZE 0x805C +#define GL_TEXTURE_GREEN_SIZE 0x805D +#define GL_TEXTURE_BLUE_SIZE 0x805E +#define GL_TEXTURE_ALPHA_SIZE 0x805F +#define GL_DOUBLE 0x140A +#define GL_PROXY_TEXTURE_1D 0x8063 +#define GL_PROXY_TEXTURE_2D 0x8064 +#define GL_R3_G3_B2 0x2A10 +#define GL_RGB4 0x804F +#define GL_RGB5 0x8050 +#define GL_RGB8 0x8051 +#define GL_RGB10 0x8052 +#define GL_RGB12 0x8053 +#define GL_RGB16 0x8054 +#define GL_RGBA2 0x8055 +#define GL_RGBA4 0x8056 +#define GL_RGB5_A1 0x8057 +#define GL_RGBA8 0x8058 +#define GL_RGB10_A2 0x8059 +#define GL_RGBA12 0x805A +#define GL_RGBA16 0x805B +#define GL_UNSIGNED_BYTE_3_3_2 0x8032 +#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 +#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 +#define GL_UNSIGNED_INT_8_8_8_8 0x8035 +#define GL_UNSIGNED_INT_10_10_10_2 0x8036 +#define GL_TEXTURE_BINDING_3D 0x806A +#define GL_PACK_SKIP_IMAGES 0x806B +#define GL_PACK_IMAGE_HEIGHT 0x806C +#define GL_UNPACK_SKIP_IMAGES 0x806D +#define GL_UNPACK_IMAGE_HEIGHT 0x806E +#define GL_TEXTURE_3D 0x806F +#define GL_PROXY_TEXTURE_3D 0x8070 +#define GL_TEXTURE_DEPTH 0x8071 +#define GL_TEXTURE_WRAP_R 0x8072 +#define GL_MAX_3D_TEXTURE_SIZE 0x8073 +#define GL_UNSIGNED_BYTE_2_3_3_REV 0x8362 +#define GL_UNSIGNED_SHORT_5_6_5 0x8363 +#define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364 +#define GL_UNSIGNED_SHORT_4_4_4_4_REV 0x8365 +#define GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366 +#define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367 +#define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368 +#define GL_BGR 0x80E0 +#define GL_BGRA 0x80E1 +#define GL_MAX_ELEMENTS_VERTICES 0x80E8 +#define GL_MAX_ELEMENTS_INDICES 0x80E9 +#define GL_CLAMP_TO_EDGE 0x812F +#define GL_TEXTURE_MIN_LOD 0x813A +#define GL_TEXTURE_MAX_LOD 0x813B +#define GL_TEXTURE_BASE_LEVEL 0x813C +#define GL_TEXTURE_MAX_LEVEL 0x813D +#define GL_SMOOTH_POINT_SIZE_RANGE 0x0B12 +#define GL_SMOOTH_POINT_SIZE_GRANULARITY 0x0B13 +#define GL_SMOOTH_LINE_WIDTH_RANGE 0x0B22 +#define GL_SMOOTH_LINE_WIDTH_GRANULARITY 0x0B23 +#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E +#define GL_TEXTURE0 0x84C0 +#define GL_TEXTURE1 0x84C1 +#define GL_TEXTURE2 0x84C2 +#define GL_TEXTURE3 0x84C3 +#define GL_TEXTURE4 0x84C4 +#define GL_TEXTURE5 0x84C5 +#define GL_TEXTURE6 0x84C6 +#define GL_TEXTURE7 0x84C7 +#define GL_TEXTURE8 0x84C8 +#define GL_TEXTURE9 0x84C9 +#define GL_TEXTURE10 0x84CA +#define GL_TEXTURE11 0x84CB +#define GL_TEXTURE12 0x84CC +#define GL_TEXTURE13 0x84CD +#define GL_TEXTURE14 0x84CE +#define GL_TEXTURE15 0x84CF +#define GL_TEXTURE16 0x84D0 +#define GL_TEXTURE17 0x84D1 +#define GL_TEXTURE18 0x84D2 +#define GL_TEXTURE19 0x84D3 +#define GL_TEXTURE20 0x84D4 +#define GL_TEXTURE21 0x84D5 +#define GL_TEXTURE22 0x84D6 +#define GL_TEXTURE23 0x84D7 +#define GL_TEXTURE24 0x84D8 +#define GL_TEXTURE25 0x84D9 +#define GL_TEXTURE26 0x84DA +#define GL_TEXTURE27 0x84DB +#define GL_TEXTURE28 0x84DC +#define GL_TEXTURE29 0x84DD +#define GL_TEXTURE30 0x84DE +#define GL_TEXTURE31 0x84DF +#define GL_ACTIVE_TEXTURE 0x84E0 +#define GL_MULTISAMPLE 0x809D +#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E +#define GL_SAMPLE_ALPHA_TO_ONE 0x809F +#define GL_SAMPLE_COVERAGE 0x80A0 +#define GL_SAMPLE_BUFFERS 0x80A8 +#define GL_SAMPLES 0x80A9 +#define GL_SAMPLE_COVERAGE_VALUE 0x80AA +#define GL_SAMPLE_COVERAGE_INVERT 0x80AB +#define GL_TEXTURE_CUBE_MAP 0x8513 +#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A +#define GL_PROXY_TEXTURE_CUBE_MAP 0x851B +#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C +#define GL_COMPRESSED_RGB 0x84ED +#define GL_COMPRESSED_RGBA 0x84EE +#define GL_TEXTURE_COMPRESSION_HINT 0x84EF +#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE 0x86A0 +#define GL_TEXTURE_COMPRESSED 0x86A1 +#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2 +#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3 +#define GL_CLAMP_TO_BORDER 0x812D +#define GL_BLEND_DST_RGB 0x80C8 +#define GL_BLEND_SRC_RGB 0x80C9 +#define GL_BLEND_DST_ALPHA 0x80CA +#define GL_BLEND_SRC_ALPHA 0x80CB +#define GL_POINT_FADE_THRESHOLD_SIZE 0x8128 +#define GL_DEPTH_COMPONENT16 0x81A5 +#define GL_DEPTH_COMPONENT24 0x81A6 +#define GL_DEPTH_COMPONENT32 0x81A7 +#define GL_MIRRORED_REPEAT 0x8370 +#define GL_MAX_TEXTURE_LOD_BIAS 0x84FD +#define GL_TEXTURE_LOD_BIAS 0x8501 +#define GL_INCR_WRAP 0x8507 +#define GL_DECR_WRAP 0x8508 +#define GL_TEXTURE_DEPTH_SIZE 0x884A +#define GL_TEXTURE_COMPARE_MODE 0x884C +#define GL_TEXTURE_COMPARE_FUNC 0x884D +#define GL_BLEND_COLOR 0x8005 +#define GL_BLEND_EQUATION 0x8009 +#define GL_CONSTANT_COLOR 0x8001 +#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002 +#define GL_CONSTANT_ALPHA 0x8003 +#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004 +#define GL_FUNC_ADD 0x8006 +#define GL_FUNC_REVERSE_SUBTRACT 0x800B +#define GL_FUNC_SUBTRACT 0x800A +#define GL_MIN 0x8007 +#define GL_MAX 0x8008 +#define GL_BUFFER_SIZE 0x8764 +#define GL_BUFFER_USAGE 0x8765 +#define GL_QUERY_COUNTER_BITS 0x8864 +#define GL_CURRENT_QUERY 0x8865 +#define GL_QUERY_RESULT 0x8866 +#define GL_QUERY_RESULT_AVAILABLE 0x8867 +#define GL_ARRAY_BUFFER 0x8892 +#define GL_ELEMENT_ARRAY_BUFFER 0x8893 +#define GL_ARRAY_BUFFER_BINDING 0x8894 +#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895 +#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F +#define GL_READ_ONLY 0x88B8 +#define GL_WRITE_ONLY 0x88B9 +#define GL_READ_WRITE 0x88BA +#define GL_BUFFER_ACCESS 0x88BB +#define GL_BUFFER_MAPPED 0x88BC +#define GL_BUFFER_MAP_POINTER 0x88BD +#define GL_STREAM_DRAW 0x88E0 +#define GL_STREAM_READ 0x88E1 +#define GL_STREAM_COPY 0x88E2 +#define GL_STATIC_DRAW 0x88E4 +#define GL_STATIC_READ 0x88E5 +#define GL_STATIC_COPY 0x88E6 +#define GL_DYNAMIC_DRAW 0x88E8 +#define GL_DYNAMIC_READ 0x88E9 +#define GL_DYNAMIC_COPY 0x88EA +#define GL_SAMPLES_PASSED 0x8914 +#define GL_SRC1_ALPHA 0x8589 +#define GL_BLEND_EQUATION_RGB 0x8009 +#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622 +#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623 +#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624 +#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625 +#define GL_CURRENT_VERTEX_ATTRIB 0x8626 +#define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642 +#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645 +#define GL_STENCIL_BACK_FUNC 0x8800 +#define GL_STENCIL_BACK_FAIL 0x8801 +#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802 +#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803 +#define GL_MAX_DRAW_BUFFERS 0x8824 +#define GL_DRAW_BUFFER0 0x8825 +#define GL_DRAW_BUFFER1 0x8826 +#define GL_DRAW_BUFFER2 0x8827 +#define GL_DRAW_BUFFER3 0x8828 +#define GL_DRAW_BUFFER4 0x8829 +#define GL_DRAW_BUFFER5 0x882A +#define GL_DRAW_BUFFER6 0x882B +#define GL_DRAW_BUFFER7 0x882C +#define GL_DRAW_BUFFER8 0x882D +#define GL_DRAW_BUFFER9 0x882E +#define GL_DRAW_BUFFER10 0x882F +#define GL_DRAW_BUFFER11 0x8830 +#define GL_DRAW_BUFFER12 0x8831 +#define GL_DRAW_BUFFER13 0x8832 +#define GL_DRAW_BUFFER14 0x8833 +#define GL_DRAW_BUFFER15 0x8834 +#define GL_BLEND_EQUATION_ALPHA 0x883D +#define GL_MAX_VERTEX_ATTRIBS 0x8869 +#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A +#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872 +#define GL_FRAGMENT_SHADER 0x8B30 +#define GL_VERTEX_SHADER 0x8B31 +#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49 +#define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A +#define GL_MAX_VARYING_FLOATS 0x8B4B +#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C +#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D +#define GL_SHADER_TYPE 0x8B4F +#define GL_FLOAT_VEC2 0x8B50 +#define GL_FLOAT_VEC3 0x8B51 +#define GL_FLOAT_VEC4 0x8B52 +#define GL_INT_VEC2 0x8B53 +#define GL_INT_VEC3 0x8B54 +#define GL_INT_VEC4 0x8B55 +#define GL_BOOL 0x8B56 +#define GL_BOOL_VEC2 0x8B57 +#define GL_BOOL_VEC3 0x8B58 +#define GL_BOOL_VEC4 0x8B59 +#define GL_FLOAT_MAT2 0x8B5A +#define GL_FLOAT_MAT3 0x8B5B +#define GL_FLOAT_MAT4 0x8B5C +#define GL_SAMPLER_1D 0x8B5D +#define GL_SAMPLER_2D 0x8B5E +#define GL_SAMPLER_3D 0x8B5F +#define GL_SAMPLER_CUBE 0x8B60 +#define GL_SAMPLER_1D_SHADOW 0x8B61 +#define GL_SAMPLER_2D_SHADOW 0x8B62 +#define GL_DELETE_STATUS 0x8B80 +#define GL_COMPILE_STATUS 0x8B81 +#define GL_LINK_STATUS 0x8B82 +#define GL_VALIDATE_STATUS 0x8B83 +#define GL_INFO_LOG_LENGTH 0x8B84 +#define GL_ATTACHED_SHADERS 0x8B85 +#define GL_ACTIVE_UNIFORMS 0x8B86 +#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87 +#define GL_SHADER_SOURCE_LENGTH 0x8B88 +#define GL_ACTIVE_ATTRIBUTES 0x8B89 +#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A +#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B +#define GL_SHADING_LANGUAGE_VERSION 0x8B8C +#define GL_CURRENT_PROGRAM 0x8B8D +#define GL_POINT_SPRITE_COORD_ORIGIN 0x8CA0 +#define GL_LOWER_LEFT 0x8CA1 +#define GL_UPPER_LEFT 0x8CA2 +#define GL_STENCIL_BACK_REF 0x8CA3 +#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4 +#define GL_STENCIL_BACK_WRITEMASK 0x8CA5 +#define GL_PIXEL_PACK_BUFFER 0x88EB +#define GL_PIXEL_UNPACK_BUFFER 0x88EC +#define GL_PIXEL_PACK_BUFFER_BINDING 0x88ED +#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF +#define GL_FLOAT_MAT2x3 0x8B65 +#define GL_FLOAT_MAT2x4 0x8B66 +#define GL_FLOAT_MAT3x2 0x8B67 +#define GL_FLOAT_MAT3x4 0x8B68 +#define GL_FLOAT_MAT4x2 0x8B69 +#define GL_FLOAT_MAT4x3 0x8B6A +#define GL_SRGB 0x8C40 +#define GL_SRGB8 0x8C41 +#define GL_SRGB_ALPHA 0x8C42 +#define GL_SRGB8_ALPHA8 0x8C43 +#define GL_COMPRESSED_SRGB 0x8C48 +#define GL_COMPRESSED_SRGB_ALPHA 0x8C49 +#define GL_COMPARE_REF_TO_TEXTURE 0x884E +#define GL_CLIP_DISTANCE0 0x3000 +#define GL_CLIP_DISTANCE1 0x3001 +#define GL_CLIP_DISTANCE2 0x3002 +#define GL_CLIP_DISTANCE3 0x3003 +#define GL_CLIP_DISTANCE4 0x3004 +#define GL_CLIP_DISTANCE5 0x3005 +#define GL_CLIP_DISTANCE6 0x3006 +#define GL_CLIP_DISTANCE7 0x3007 +#define GL_MAX_CLIP_DISTANCES 0x0D32 +#define GL_MAJOR_VERSION 0x821B +#define GL_MINOR_VERSION 0x821C +#define GL_NUM_EXTENSIONS 0x821D +#define GL_CONTEXT_FLAGS 0x821E +#define GL_COMPRESSED_RED 0x8225 +#define GL_COMPRESSED_RG 0x8226 +#define GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT 0x00000001 +#define GL_RGBA32F 0x8814 +#define GL_RGB32F 0x8815 +#define GL_RGBA16F 0x881A +#define GL_RGB16F 0x881B +#define GL_VERTEX_ATTRIB_ARRAY_INTEGER 0x88FD +#define GL_MAX_ARRAY_TEXTURE_LAYERS 0x88FF +#define GL_MIN_PROGRAM_TEXEL_OFFSET 0x8904 +#define GL_MAX_PROGRAM_TEXEL_OFFSET 0x8905 +#define GL_CLAMP_READ_COLOR 0x891C +#define GL_FIXED_ONLY 0x891D +#define GL_MAX_VARYING_COMPONENTS 0x8B4B +#define GL_TEXTURE_1D_ARRAY 0x8C18 +#define GL_PROXY_TEXTURE_1D_ARRAY 0x8C19 +#define GL_TEXTURE_2D_ARRAY 0x8C1A +#define GL_PROXY_TEXTURE_2D_ARRAY 0x8C1B +#define GL_TEXTURE_BINDING_1D_ARRAY 0x8C1C +#define GL_TEXTURE_BINDING_2D_ARRAY 0x8C1D +#define GL_R11F_G11F_B10F 0x8C3A +#define GL_UNSIGNED_INT_10F_11F_11F_REV 0x8C3B +#define GL_RGB9_E5 0x8C3D +#define GL_UNSIGNED_INT_5_9_9_9_REV 0x8C3E +#define GL_TEXTURE_SHARED_SIZE 0x8C3F +#define GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH 0x8C76 +#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE 0x8C7F +#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS 0x8C80 +#define GL_TRANSFORM_FEEDBACK_VARYINGS 0x8C83 +#define GL_TRANSFORM_FEEDBACK_BUFFER_START 0x8C84 +#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE 0x8C85 +#define GL_PRIMITIVES_GENERATED 0x8C87 +#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN 0x8C88 +#define GL_RASTERIZER_DISCARD 0x8C89 +#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS 0x8C8A +#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS 0x8C8B +#define GL_INTERLEAVED_ATTRIBS 0x8C8C +#define GL_SEPARATE_ATTRIBS 0x8C8D +#define GL_TRANSFORM_FEEDBACK_BUFFER 0x8C8E +#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING 0x8C8F +#define GL_RGBA32UI 0x8D70 +#define GL_RGB32UI 0x8D71 +#define GL_RGBA16UI 0x8D76 +#define GL_RGB16UI 0x8D77 +#define GL_RGBA8UI 0x8D7C +#define GL_RGB8UI 0x8D7D +#define GL_RGBA32I 0x8D82 +#define GL_RGB32I 0x8D83 +#define GL_RGBA16I 0x8D88 +#define GL_RGB16I 0x8D89 +#define GL_RGBA8I 0x8D8E +#define GL_RGB8I 0x8D8F +#define GL_RED_INTEGER 0x8D94 +#define GL_GREEN_INTEGER 0x8D95 +#define GL_BLUE_INTEGER 0x8D96 +#define GL_RGB_INTEGER 0x8D98 +#define GL_RGBA_INTEGER 0x8D99 +#define GL_BGR_INTEGER 0x8D9A +#define GL_BGRA_INTEGER 0x8D9B +#define GL_SAMPLER_1D_ARRAY 0x8DC0 +#define GL_SAMPLER_2D_ARRAY 0x8DC1 +#define GL_SAMPLER_1D_ARRAY_SHADOW 0x8DC3 +#define GL_SAMPLER_2D_ARRAY_SHADOW 0x8DC4 +#define GL_SAMPLER_CUBE_SHADOW 0x8DC5 +#define GL_UNSIGNED_INT_VEC2 0x8DC6 +#define GL_UNSIGNED_INT_VEC3 0x8DC7 +#define GL_UNSIGNED_INT_VEC4 0x8DC8 +#define GL_INT_SAMPLER_1D 0x8DC9 +#define GL_INT_SAMPLER_2D 0x8DCA +#define GL_INT_SAMPLER_3D 0x8DCB +#define GL_INT_SAMPLER_CUBE 0x8DCC +#define GL_INT_SAMPLER_1D_ARRAY 0x8DCE +#define GL_INT_SAMPLER_2D_ARRAY 0x8DCF +#define GL_UNSIGNED_INT_SAMPLER_1D 0x8DD1 +#define GL_UNSIGNED_INT_SAMPLER_2D 0x8DD2 +#define GL_UNSIGNED_INT_SAMPLER_3D 0x8DD3 +#define GL_UNSIGNED_INT_SAMPLER_CUBE 0x8DD4 +#define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY 0x8DD6 +#define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY 0x8DD7 +#define GL_QUERY_WAIT 0x8E13 +#define GL_QUERY_NO_WAIT 0x8E14 +#define GL_QUERY_BY_REGION_WAIT 0x8E15 +#define GL_QUERY_BY_REGION_NO_WAIT 0x8E16 +#define GL_BUFFER_ACCESS_FLAGS 0x911F +#define GL_BUFFER_MAP_LENGTH 0x9120 +#define GL_BUFFER_MAP_OFFSET 0x9121 +#define GL_DEPTH_COMPONENT32F 0x8CAC +#define GL_DEPTH32F_STENCIL8 0x8CAD +#define GL_FLOAT_32_UNSIGNED_INT_24_8_REV 0x8DAD +#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506 +#define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING 0x8210 +#define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE 0x8211 +#define GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE 0x8212 +#define GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE 0x8213 +#define GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE 0x8214 +#define GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE 0x8215 +#define GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE 0x8216 +#define GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE 0x8217 +#define GL_FRAMEBUFFER_DEFAULT 0x8218 +#define GL_FRAMEBUFFER_UNDEFINED 0x8219 +#define GL_DEPTH_STENCIL_ATTACHMENT 0x821A +#define GL_MAX_RENDERBUFFER_SIZE 0x84E8 +#define GL_DEPTH_STENCIL 0x84F9 +#define GL_UNSIGNED_INT_24_8 0x84FA +#define GL_DEPTH24_STENCIL8 0x88F0 +#define GL_TEXTURE_STENCIL_SIZE 0x88F1 +#define GL_TEXTURE_RED_TYPE 0x8C10 +#define GL_TEXTURE_GREEN_TYPE 0x8C11 +#define GL_TEXTURE_BLUE_TYPE 0x8C12 +#define GL_TEXTURE_ALPHA_TYPE 0x8C13 +#define GL_TEXTURE_DEPTH_TYPE 0x8C16 +#define GL_UNSIGNED_NORMALIZED 0x8C17 +#define GL_FRAMEBUFFER_BINDING 0x8CA6 +#define GL_DRAW_FRAMEBUFFER_BINDING 0x8CA6 +#define GL_RENDERBUFFER_BINDING 0x8CA7 +#define GL_READ_FRAMEBUFFER 0x8CA8 +#define GL_DRAW_FRAMEBUFFER 0x8CA9 +#define GL_READ_FRAMEBUFFER_BINDING 0x8CAA +#define GL_RENDERBUFFER_SAMPLES 0x8CAB +#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0 +#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER 0x8CD4 +#define GL_FRAMEBUFFER_COMPLETE 0x8CD5 +#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6 +#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7 +#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER 0x8CDB +#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER 0x8CDC +#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD +#define GL_MAX_COLOR_ATTACHMENTS 0x8CDF +#define GL_COLOR_ATTACHMENT0 0x8CE0 +#define GL_COLOR_ATTACHMENT1 0x8CE1 +#define GL_COLOR_ATTACHMENT2 0x8CE2 +#define GL_COLOR_ATTACHMENT3 0x8CE3 +#define GL_COLOR_ATTACHMENT4 0x8CE4 +#define GL_COLOR_ATTACHMENT5 0x8CE5 +#define GL_COLOR_ATTACHMENT6 0x8CE6 +#define GL_COLOR_ATTACHMENT7 0x8CE7 +#define GL_COLOR_ATTACHMENT8 0x8CE8 +#define GL_COLOR_ATTACHMENT9 0x8CE9 +#define GL_COLOR_ATTACHMENT10 0x8CEA +#define GL_COLOR_ATTACHMENT11 0x8CEB +#define GL_COLOR_ATTACHMENT12 0x8CEC +#define GL_COLOR_ATTACHMENT13 0x8CED +#define GL_COLOR_ATTACHMENT14 0x8CEE +#define GL_COLOR_ATTACHMENT15 0x8CEF +#define GL_COLOR_ATTACHMENT16 0x8CF0 +#define GL_COLOR_ATTACHMENT17 0x8CF1 +#define GL_COLOR_ATTACHMENT18 0x8CF2 +#define GL_COLOR_ATTACHMENT19 0x8CF3 +#define GL_COLOR_ATTACHMENT20 0x8CF4 +#define GL_COLOR_ATTACHMENT21 0x8CF5 +#define GL_COLOR_ATTACHMENT22 0x8CF6 +#define GL_COLOR_ATTACHMENT23 0x8CF7 +#define GL_COLOR_ATTACHMENT24 0x8CF8 +#define GL_COLOR_ATTACHMENT25 0x8CF9 +#define GL_COLOR_ATTACHMENT26 0x8CFA +#define GL_COLOR_ATTACHMENT27 0x8CFB +#define GL_COLOR_ATTACHMENT28 0x8CFC +#define GL_COLOR_ATTACHMENT29 0x8CFD +#define GL_COLOR_ATTACHMENT30 0x8CFE +#define GL_COLOR_ATTACHMENT31 0x8CFF +#define GL_DEPTH_ATTACHMENT 0x8D00 +#define GL_STENCIL_ATTACHMENT 0x8D20 +#define GL_FRAMEBUFFER 0x8D40 +#define GL_RENDERBUFFER 0x8D41 +#define GL_RENDERBUFFER_WIDTH 0x8D42 +#define GL_RENDERBUFFER_HEIGHT 0x8D43 +#define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44 +#define GL_STENCIL_INDEX1 0x8D46 +#define GL_STENCIL_INDEX4 0x8D47 +#define GL_STENCIL_INDEX8 0x8D48 +#define GL_STENCIL_INDEX16 0x8D49 +#define GL_RENDERBUFFER_RED_SIZE 0x8D50 +#define GL_RENDERBUFFER_GREEN_SIZE 0x8D51 +#define GL_RENDERBUFFER_BLUE_SIZE 0x8D52 +#define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53 +#define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54 +#define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55 +#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE 0x8D56 +#define GL_MAX_SAMPLES 0x8D57 +#define GL_FRAMEBUFFER_SRGB 0x8DB9 +#define GL_HALF_FLOAT 0x140B +#define GL_MAP_READ_BIT 0x0001 +#define GL_MAP_WRITE_BIT 0x0002 +#define GL_MAP_INVALIDATE_RANGE_BIT 0x0004 +#define GL_MAP_INVALIDATE_BUFFER_BIT 0x0008 +#define GL_MAP_FLUSH_EXPLICIT_BIT 0x0010 +#define GL_MAP_UNSYNCHRONIZED_BIT 0x0020 +#define GL_COMPRESSED_RED_RGTC1 0x8DBB +#define GL_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC +#define GL_COMPRESSED_RG_RGTC2 0x8DBD +#define GL_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE +#define GL_RG 0x8227 +#define GL_RG_INTEGER 0x8228 +#define GL_R8 0x8229 +#define GL_R16 0x822A +#define GL_RG8 0x822B +#define GL_RG16 0x822C +#define GL_R16F 0x822D +#define GL_R32F 0x822E +#define GL_RG16F 0x822F +#define GL_RG32F 0x8230 +#define GL_R8I 0x8231 +#define GL_R8UI 0x8232 +#define GL_R16I 0x8233 +#define GL_R16UI 0x8234 +#define GL_R32I 0x8235 +#define GL_R32UI 0x8236 +#define GL_RG8I 0x8237 +#define GL_RG8UI 0x8238 +#define GL_RG16I 0x8239 +#define GL_RG16UI 0x823A +#define GL_RG32I 0x823B +#define GL_RG32UI 0x823C +#define GL_VERTEX_ARRAY_BINDING 0x85B5 +#define GL_SAMPLER_2D_RECT 0x8B63 +#define GL_SAMPLER_2D_RECT_SHADOW 0x8B64 +#define GL_SAMPLER_BUFFER 0x8DC2 +#define GL_INT_SAMPLER_2D_RECT 0x8DCD +#define GL_INT_SAMPLER_BUFFER 0x8DD0 +#define GL_UNSIGNED_INT_SAMPLER_2D_RECT 0x8DD5 +#define GL_UNSIGNED_INT_SAMPLER_BUFFER 0x8DD8 +#define GL_TEXTURE_BUFFER 0x8C2A +#define GL_MAX_TEXTURE_BUFFER_SIZE 0x8C2B +#define GL_TEXTURE_BINDING_BUFFER 0x8C2C +#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING 0x8C2D +#define GL_TEXTURE_RECTANGLE 0x84F5 +#define GL_TEXTURE_BINDING_RECTANGLE 0x84F6 +#define GL_PROXY_TEXTURE_RECTANGLE 0x84F7 +#define GL_MAX_RECTANGLE_TEXTURE_SIZE 0x84F8 +#define GL_R8_SNORM 0x8F94 +#define GL_RG8_SNORM 0x8F95 +#define GL_RGB8_SNORM 0x8F96 +#define GL_RGBA8_SNORM 0x8F97 +#define GL_R16_SNORM 0x8F98 +#define GL_RG16_SNORM 0x8F99 +#define GL_RGB16_SNORM 0x8F9A +#define GL_RGBA16_SNORM 0x8F9B +#define GL_SIGNED_NORMALIZED 0x8F9C +#define GL_PRIMITIVE_RESTART 0x8F9D +#define GL_PRIMITIVE_RESTART_INDEX 0x8F9E +#define GL_COPY_READ_BUFFER 0x8F36 +#define GL_COPY_WRITE_BUFFER 0x8F37 +#define GL_UNIFORM_BUFFER 0x8A11 +#define GL_UNIFORM_BUFFER_BINDING 0x8A28 +#define GL_UNIFORM_BUFFER_START 0x8A29 +#define GL_UNIFORM_BUFFER_SIZE 0x8A2A +#define GL_MAX_VERTEX_UNIFORM_BLOCKS 0x8A2B +#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS 0x8A2C +#define GL_MAX_FRAGMENT_UNIFORM_BLOCKS 0x8A2D +#define GL_MAX_COMBINED_UNIFORM_BLOCKS 0x8A2E +#define GL_MAX_UNIFORM_BUFFER_BINDINGS 0x8A2F +#define GL_MAX_UNIFORM_BLOCK_SIZE 0x8A30 +#define GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS 0x8A31 +#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS 0x8A32 +#define GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS 0x8A33 +#define GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT 0x8A34 +#define GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH 0x8A35 +#define GL_ACTIVE_UNIFORM_BLOCKS 0x8A36 +#define GL_UNIFORM_TYPE 0x8A37 +#define GL_UNIFORM_SIZE 0x8A38 +#define GL_UNIFORM_NAME_LENGTH 0x8A39 +#define GL_UNIFORM_BLOCK_INDEX 0x8A3A +#define GL_UNIFORM_OFFSET 0x8A3B +#define GL_UNIFORM_ARRAY_STRIDE 0x8A3C +#define GL_UNIFORM_MATRIX_STRIDE 0x8A3D +#define GL_UNIFORM_IS_ROW_MAJOR 0x8A3E +#define GL_UNIFORM_BLOCK_BINDING 0x8A3F +#define GL_UNIFORM_BLOCK_DATA_SIZE 0x8A40 +#define GL_UNIFORM_BLOCK_NAME_LENGTH 0x8A41 +#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS 0x8A42 +#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES 0x8A43 +#define GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER 0x8A44 +#define GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER 0x8A45 +#define GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER 0x8A46 +#define GL_INVALID_INDEX 0xFFFFFFFF +#define GL_CONTEXT_CORE_PROFILE_BIT 0x00000001 +#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002 +#define GL_LINES_ADJACENCY 0x000A +#define GL_LINE_STRIP_ADJACENCY 0x000B +#define GL_TRIANGLES_ADJACENCY 0x000C +#define GL_TRIANGLE_STRIP_ADJACENCY 0x000D +#define GL_PROGRAM_POINT_SIZE 0x8642 +#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS 0x8C29 +#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED 0x8DA7 +#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS 0x8DA8 +#define GL_GEOMETRY_SHADER 0x8DD9 +#define GL_GEOMETRY_VERTICES_OUT 0x8916 +#define GL_GEOMETRY_INPUT_TYPE 0x8917 +#define GL_GEOMETRY_OUTPUT_TYPE 0x8918 +#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS 0x8DDF +#define GL_MAX_GEOMETRY_OUTPUT_VERTICES 0x8DE0 +#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS 0x8DE1 +#define GL_MAX_VERTEX_OUTPUT_COMPONENTS 0x9122 +#define GL_MAX_GEOMETRY_INPUT_COMPONENTS 0x9123 +#define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS 0x9124 +#define GL_MAX_FRAGMENT_INPUT_COMPONENTS 0x9125 +#define GL_CONTEXT_PROFILE_MASK 0x9126 +#define GL_DEPTH_CLAMP 0x864F +#define GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION 0x8E4C +#define GL_FIRST_VERTEX_CONVENTION 0x8E4D +#define GL_LAST_VERTEX_CONVENTION 0x8E4E +#define GL_PROVOKING_VERTEX 0x8E4F +#define GL_TEXTURE_CUBE_MAP_SEAMLESS 0x884F +#define GL_MAX_SERVER_WAIT_TIMEOUT 0x9111 +#define GL_OBJECT_TYPE 0x9112 +#define GL_SYNC_CONDITION 0x9113 +#define GL_SYNC_STATUS 0x9114 +#define GL_SYNC_FLAGS 0x9115 +#define GL_SYNC_FENCE 0x9116 +#define GL_SYNC_GPU_COMMANDS_COMPLETE 0x9117 +#define GL_UNSIGNALED 0x9118 +#define GL_SIGNALED 0x9119 +#define GL_ALREADY_SIGNALED 0x911A +#define GL_TIMEOUT_EXPIRED 0x911B +#define GL_CONDITION_SATISFIED 0x911C +#define GL_WAIT_FAILED 0x911D +#define GL_TIMEOUT_IGNORED 0xFFFFFFFFFFFFFFFF +#define GL_SYNC_FLUSH_COMMANDS_BIT 0x00000001 +#define GL_SAMPLE_POSITION 0x8E50 +#define GL_SAMPLE_MASK 0x8E51 +#define GL_SAMPLE_MASK_VALUE 0x8E52 +#define GL_MAX_SAMPLE_MASK_WORDS 0x8E59 +#define GL_TEXTURE_2D_MULTISAMPLE 0x9100 +#define GL_PROXY_TEXTURE_2D_MULTISAMPLE 0x9101 +#define GL_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9102 +#define GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9103 +#define GL_TEXTURE_BINDING_2D_MULTISAMPLE 0x9104 +#define GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY 0x9105 +#define GL_TEXTURE_SAMPLES 0x9106 +#define GL_TEXTURE_FIXED_SAMPLE_LOCATIONS 0x9107 +#define GL_SAMPLER_2D_MULTISAMPLE 0x9108 +#define GL_INT_SAMPLER_2D_MULTISAMPLE 0x9109 +#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE 0x910A +#define GL_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910B +#define GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910C +#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910D +#define GL_MAX_COLOR_TEXTURE_SAMPLES 0x910E +#define GL_MAX_DEPTH_TEXTURE_SAMPLES 0x910F +#define GL_MAX_INTEGER_SAMPLES 0x9110 +#ifndef GL_VERSION_1_0 +#define GL_VERSION_1_0 1 +GLAPI int GLAD_GL_VERSION_1_0; +typedef void (APIENTRYP PFNGLCULLFACEPROC)(GLenum mode); +GLAPI PFNGLCULLFACEPROC glad_glCullFace; +#define glCullFace glad_glCullFace +typedef void (APIENTRYP PFNGLFRONTFACEPROC)(GLenum mode); +GLAPI PFNGLFRONTFACEPROC glad_glFrontFace; +#define glFrontFace glad_glFrontFace +typedef void (APIENTRYP PFNGLHINTPROC)(GLenum target, GLenum mode); +GLAPI PFNGLHINTPROC glad_glHint; +#define glHint glad_glHint +typedef void (APIENTRYP PFNGLLINEWIDTHPROC)(GLfloat width); +GLAPI PFNGLLINEWIDTHPROC glad_glLineWidth; +#define glLineWidth glad_glLineWidth +typedef void (APIENTRYP PFNGLPOINTSIZEPROC)(GLfloat size); +GLAPI PFNGLPOINTSIZEPROC glad_glPointSize; +#define glPointSize glad_glPointSize +typedef void (APIENTRYP PFNGLPOLYGONMODEPROC)(GLenum face, GLenum mode); +GLAPI PFNGLPOLYGONMODEPROC glad_glPolygonMode; +#define glPolygonMode glad_glPolygonMode +typedef void (APIENTRYP PFNGLSCISSORPROC)(GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI PFNGLSCISSORPROC glad_glScissor; +#define glScissor glad_glScissor +typedef void (APIENTRYP PFNGLTEXPARAMETERFPROC)(GLenum target, GLenum pname, GLfloat param); +GLAPI PFNGLTEXPARAMETERFPROC glad_glTexParameterf; +#define glTexParameterf glad_glTexParameterf +typedef void (APIENTRYP PFNGLTEXPARAMETERFVPROC)(GLenum target, GLenum pname, const GLfloat *params); +GLAPI PFNGLTEXPARAMETERFVPROC glad_glTexParameterfv; +#define glTexParameterfv glad_glTexParameterfv +typedef void (APIENTRYP PFNGLTEXPARAMETERIPROC)(GLenum target, GLenum pname, GLint param); +GLAPI PFNGLTEXPARAMETERIPROC glad_glTexParameteri; +#define glTexParameteri glad_glTexParameteri +typedef void (APIENTRYP PFNGLTEXPARAMETERIVPROC)(GLenum target, GLenum pname, const GLint *params); +GLAPI PFNGLTEXPARAMETERIVPROC glad_glTexParameteriv; +#define glTexParameteriv glad_glTexParameteriv +typedef void (APIENTRYP PFNGLTEXIMAGE1DPROC)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXIMAGE1DPROC glad_glTexImage1D; +#define glTexImage1D glad_glTexImage1D +typedef void (APIENTRYP PFNGLTEXIMAGE2DPROC)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXIMAGE2DPROC glad_glTexImage2D; +#define glTexImage2D glad_glTexImage2D +typedef void (APIENTRYP PFNGLDRAWBUFFERPROC)(GLenum buf); +GLAPI PFNGLDRAWBUFFERPROC glad_glDrawBuffer; +#define glDrawBuffer glad_glDrawBuffer +typedef void (APIENTRYP PFNGLCLEARPROC)(GLbitfield mask); +GLAPI PFNGLCLEARPROC glad_glClear; +#define glClear glad_glClear +typedef void (APIENTRYP PFNGLCLEARCOLORPROC)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +GLAPI PFNGLCLEARCOLORPROC glad_glClearColor; +#define glClearColor glad_glClearColor +typedef void (APIENTRYP PFNGLCLEARSTENCILPROC)(GLint s); +GLAPI PFNGLCLEARSTENCILPROC glad_glClearStencil; +#define glClearStencil glad_glClearStencil +typedef void (APIENTRYP PFNGLCLEARDEPTHPROC)(GLdouble depth); +GLAPI PFNGLCLEARDEPTHPROC glad_glClearDepth; +#define glClearDepth glad_glClearDepth +typedef void (APIENTRYP PFNGLSTENCILMASKPROC)(GLuint mask); +GLAPI PFNGLSTENCILMASKPROC glad_glStencilMask; +#define glStencilMask glad_glStencilMask +typedef void (APIENTRYP PFNGLCOLORMASKPROC)(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); +GLAPI PFNGLCOLORMASKPROC glad_glColorMask; +#define glColorMask glad_glColorMask +typedef void (APIENTRYP PFNGLDEPTHMASKPROC)(GLboolean flag); +GLAPI PFNGLDEPTHMASKPROC glad_glDepthMask; +#define glDepthMask glad_glDepthMask +typedef void (APIENTRYP PFNGLDISABLEPROC)(GLenum cap); +GLAPI PFNGLDISABLEPROC glad_glDisable; +#define glDisable glad_glDisable +typedef void (APIENTRYP PFNGLENABLEPROC)(GLenum cap); +GLAPI PFNGLENABLEPROC glad_glEnable; +#define glEnable glad_glEnable +typedef void (APIENTRYP PFNGLFINISHPROC)(void); +GLAPI PFNGLFINISHPROC glad_glFinish; +#define glFinish glad_glFinish +typedef void (APIENTRYP PFNGLFLUSHPROC)(void); +GLAPI PFNGLFLUSHPROC glad_glFlush; +#define glFlush glad_glFlush +typedef void (APIENTRYP PFNGLBLENDFUNCPROC)(GLenum sfactor, GLenum dfactor); +GLAPI PFNGLBLENDFUNCPROC glad_glBlendFunc; +#define glBlendFunc glad_glBlendFunc +typedef void (APIENTRYP PFNGLLOGICOPPROC)(GLenum opcode); +GLAPI PFNGLLOGICOPPROC glad_glLogicOp; +#define glLogicOp glad_glLogicOp +typedef void (APIENTRYP PFNGLSTENCILFUNCPROC)(GLenum func, GLint ref, GLuint mask); +GLAPI PFNGLSTENCILFUNCPROC glad_glStencilFunc; +#define glStencilFunc glad_glStencilFunc +typedef void (APIENTRYP PFNGLSTENCILOPPROC)(GLenum fail, GLenum zfail, GLenum zpass); +GLAPI PFNGLSTENCILOPPROC glad_glStencilOp; +#define glStencilOp glad_glStencilOp +typedef void (APIENTRYP PFNGLDEPTHFUNCPROC)(GLenum func); +GLAPI PFNGLDEPTHFUNCPROC glad_glDepthFunc; +#define glDepthFunc glad_glDepthFunc +typedef void (APIENTRYP PFNGLPIXELSTOREFPROC)(GLenum pname, GLfloat param); +GLAPI PFNGLPIXELSTOREFPROC glad_glPixelStoref; +#define glPixelStoref glad_glPixelStoref +typedef void (APIENTRYP PFNGLPIXELSTOREIPROC)(GLenum pname, GLint param); +GLAPI PFNGLPIXELSTOREIPROC glad_glPixelStorei; +#define glPixelStorei glad_glPixelStorei +typedef void (APIENTRYP PFNGLREADBUFFERPROC)(GLenum src); +GLAPI PFNGLREADBUFFERPROC glad_glReadBuffer; +#define glReadBuffer glad_glReadBuffer +typedef void (APIENTRYP PFNGLREADPIXELSPROC)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels); +GLAPI PFNGLREADPIXELSPROC glad_glReadPixels; +#define glReadPixels glad_glReadPixels +typedef void (APIENTRYP PFNGLGETBOOLEANVPROC)(GLenum pname, GLboolean *data); +GLAPI PFNGLGETBOOLEANVPROC glad_glGetBooleanv; +#define glGetBooleanv glad_glGetBooleanv +typedef void (APIENTRYP PFNGLGETDOUBLEVPROC)(GLenum pname, GLdouble *data); +GLAPI PFNGLGETDOUBLEVPROC glad_glGetDoublev; +#define glGetDoublev glad_glGetDoublev +typedef GLenum (APIENTRYP PFNGLGETERRORPROC)(void); +GLAPI PFNGLGETERRORPROC glad_glGetError; +#define glGetError glad_glGetError +typedef void (APIENTRYP PFNGLGETFLOATVPROC)(GLenum pname, GLfloat *data); +GLAPI PFNGLGETFLOATVPROC glad_glGetFloatv; +#define glGetFloatv glad_glGetFloatv +typedef void (APIENTRYP PFNGLGETINTEGERVPROC)(GLenum pname, GLint *data); +GLAPI PFNGLGETINTEGERVPROC glad_glGetIntegerv; +#define glGetIntegerv glad_glGetIntegerv +typedef const GLubyte * (APIENTRYP PFNGLGETSTRINGPROC)(GLenum name); +GLAPI PFNGLGETSTRINGPROC glad_glGetString; +#define glGetString glad_glGetString +typedef void (APIENTRYP PFNGLGETTEXIMAGEPROC)(GLenum target, GLint level, GLenum format, GLenum type, void *pixels); +GLAPI PFNGLGETTEXIMAGEPROC glad_glGetTexImage; +#define glGetTexImage glad_glGetTexImage +typedef void (APIENTRYP PFNGLGETTEXPARAMETERFVPROC)(GLenum target, GLenum pname, GLfloat *params); +GLAPI PFNGLGETTEXPARAMETERFVPROC glad_glGetTexParameterfv; +#define glGetTexParameterfv glad_glGetTexParameterfv +typedef void (APIENTRYP PFNGLGETTEXPARAMETERIVPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETTEXPARAMETERIVPROC glad_glGetTexParameteriv; +#define glGetTexParameteriv glad_glGetTexParameteriv +typedef void (APIENTRYP PFNGLGETTEXLEVELPARAMETERFVPROC)(GLenum target, GLint level, GLenum pname, GLfloat *params); +GLAPI PFNGLGETTEXLEVELPARAMETERFVPROC glad_glGetTexLevelParameterfv; +#define glGetTexLevelParameterfv glad_glGetTexLevelParameterfv +typedef void (APIENTRYP PFNGLGETTEXLEVELPARAMETERIVPROC)(GLenum target, GLint level, GLenum pname, GLint *params); +GLAPI PFNGLGETTEXLEVELPARAMETERIVPROC glad_glGetTexLevelParameteriv; +#define glGetTexLevelParameteriv glad_glGetTexLevelParameteriv +typedef GLboolean (APIENTRYP PFNGLISENABLEDPROC)(GLenum cap); +GLAPI PFNGLISENABLEDPROC glad_glIsEnabled; +#define glIsEnabled glad_glIsEnabled +typedef void (APIENTRYP PFNGLDEPTHRANGEPROC)(GLdouble n, GLdouble f); +GLAPI PFNGLDEPTHRANGEPROC glad_glDepthRange; +#define glDepthRange glad_glDepthRange +typedef void (APIENTRYP PFNGLVIEWPORTPROC)(GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI PFNGLVIEWPORTPROC glad_glViewport; +#define glViewport glad_glViewport +#endif +#ifndef GL_VERSION_1_1 +#define GL_VERSION_1_1 1 +GLAPI int GLAD_GL_VERSION_1_1; +typedef void (APIENTRYP PFNGLDRAWARRAYSPROC)(GLenum mode, GLint first, GLsizei count); +GLAPI PFNGLDRAWARRAYSPROC glad_glDrawArrays; +#define glDrawArrays glad_glDrawArrays +typedef void (APIENTRYP PFNGLDRAWELEMENTSPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices); +GLAPI PFNGLDRAWELEMENTSPROC glad_glDrawElements; +#define glDrawElements glad_glDrawElements +typedef void (APIENTRYP PFNGLPOLYGONOFFSETPROC)(GLfloat factor, GLfloat units); +GLAPI PFNGLPOLYGONOFFSETPROC glad_glPolygonOffset; +#define glPolygonOffset glad_glPolygonOffset +typedef void (APIENTRYP PFNGLCOPYTEXIMAGE1DPROC)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); +GLAPI PFNGLCOPYTEXIMAGE1DPROC glad_glCopyTexImage1D; +#define glCopyTexImage1D glad_glCopyTexImage1D +typedef void (APIENTRYP PFNGLCOPYTEXIMAGE2DPROC)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); +GLAPI PFNGLCOPYTEXIMAGE2DPROC glad_glCopyTexImage2D; +#define glCopyTexImage2D glad_glCopyTexImage2D +typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE1DPROC)(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); +GLAPI PFNGLCOPYTEXSUBIMAGE1DPROC glad_glCopyTexSubImage1D; +#define glCopyTexSubImage1D glad_glCopyTexSubImage1D +typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE2DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI PFNGLCOPYTEXSUBIMAGE2DPROC glad_glCopyTexSubImage2D; +#define glCopyTexSubImage2D glad_glCopyTexSubImage2D +typedef void (APIENTRYP PFNGLTEXSUBIMAGE1DPROC)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXSUBIMAGE1DPROC glad_glTexSubImage1D; +#define glTexSubImage1D glad_glTexSubImage1D +typedef void (APIENTRYP PFNGLTEXSUBIMAGE2DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXSUBIMAGE2DPROC glad_glTexSubImage2D; +#define glTexSubImage2D glad_glTexSubImage2D +typedef void (APIENTRYP PFNGLBINDTEXTUREPROC)(GLenum target, GLuint texture); +GLAPI PFNGLBINDTEXTUREPROC glad_glBindTexture; +#define glBindTexture glad_glBindTexture +typedef void (APIENTRYP PFNGLDELETETEXTURESPROC)(GLsizei n, const GLuint *textures); +GLAPI PFNGLDELETETEXTURESPROC glad_glDeleteTextures; +#define glDeleteTextures glad_glDeleteTextures +typedef void (APIENTRYP PFNGLGENTEXTURESPROC)(GLsizei n, GLuint *textures); +GLAPI PFNGLGENTEXTURESPROC glad_glGenTextures; +#define glGenTextures glad_glGenTextures +typedef GLboolean (APIENTRYP PFNGLISTEXTUREPROC)(GLuint texture); +GLAPI PFNGLISTEXTUREPROC glad_glIsTexture; +#define glIsTexture glad_glIsTexture +#endif +#ifndef GL_VERSION_1_2 +#define GL_VERSION_1_2 1 +GLAPI int GLAD_GL_VERSION_1_2; +typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTSPROC)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices); +GLAPI PFNGLDRAWRANGEELEMENTSPROC glad_glDrawRangeElements; +#define glDrawRangeElements glad_glDrawRangeElements +typedef void (APIENTRYP PFNGLTEXIMAGE3DPROC)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXIMAGE3DPROC glad_glTexImage3D; +#define glTexImage3D glad_glTexImage3D +typedef void (APIENTRYP PFNGLTEXSUBIMAGE3DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXSUBIMAGE3DPROC glad_glTexSubImage3D; +#define glTexSubImage3D glad_glTexSubImage3D +typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE3DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI PFNGLCOPYTEXSUBIMAGE3DPROC glad_glCopyTexSubImage3D; +#define glCopyTexSubImage3D glad_glCopyTexSubImage3D +#endif +#ifndef GL_VERSION_1_3 +#define GL_VERSION_1_3 1 +GLAPI int GLAD_GL_VERSION_1_3; +typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC)(GLenum texture); +GLAPI PFNGLACTIVETEXTUREPROC glad_glActiveTexture; +#define glActiveTexture glad_glActiveTexture +typedef void (APIENTRYP PFNGLSAMPLECOVERAGEPROC)(GLfloat value, GLboolean invert); +GLAPI PFNGLSAMPLECOVERAGEPROC glad_glSampleCoverage; +#define glSampleCoverage glad_glSampleCoverage +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE3DPROC)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); +GLAPI PFNGLCOMPRESSEDTEXIMAGE3DPROC glad_glCompressedTexImage3D; +#define glCompressedTexImage3D glad_glCompressedTexImage3D +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE2DPROC)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data); +GLAPI PFNGLCOMPRESSEDTEXIMAGE2DPROC glad_glCompressedTexImage2D; +#define glCompressedTexImage2D glad_glCompressedTexImage2D +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE1DPROC)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data); +GLAPI PFNGLCOMPRESSEDTEXIMAGE1DPROC glad_glCompressedTexImage1D; +#define glCompressedTexImage1D glad_glCompressedTexImage1D +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); +GLAPI PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC glad_glCompressedTexSubImage3D; +#define glCompressedTexSubImage3D glad_glCompressedTexSubImage3D +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); +GLAPI PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC glad_glCompressedTexSubImage2D; +#define glCompressedTexSubImage2D glad_glCompressedTexSubImage2D +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); +GLAPI PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC glad_glCompressedTexSubImage1D; +#define glCompressedTexSubImage1D glad_glCompressedTexSubImage1D +typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXIMAGEPROC)(GLenum target, GLint level, void *img); +GLAPI PFNGLGETCOMPRESSEDTEXIMAGEPROC glad_glGetCompressedTexImage; +#define glGetCompressedTexImage glad_glGetCompressedTexImage +#endif +#ifndef GL_VERSION_1_4 +#define GL_VERSION_1_4 1 +GLAPI int GLAD_GL_VERSION_1_4; +typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC)(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); +GLAPI PFNGLBLENDFUNCSEPARATEPROC glad_glBlendFuncSeparate; +#define glBlendFuncSeparate glad_glBlendFuncSeparate +typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSPROC)(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount); +GLAPI PFNGLMULTIDRAWARRAYSPROC glad_glMultiDrawArrays; +#define glMultiDrawArrays glad_glMultiDrawArrays +typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSPROC)(GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei drawcount); +GLAPI PFNGLMULTIDRAWELEMENTSPROC glad_glMultiDrawElements; +#define glMultiDrawElements glad_glMultiDrawElements +typedef void (APIENTRYP PFNGLPOINTPARAMETERFPROC)(GLenum pname, GLfloat param); +GLAPI PFNGLPOINTPARAMETERFPROC glad_glPointParameterf; +#define glPointParameterf glad_glPointParameterf +typedef void (APIENTRYP PFNGLPOINTPARAMETERFVPROC)(GLenum pname, const GLfloat *params); +GLAPI PFNGLPOINTPARAMETERFVPROC glad_glPointParameterfv; +#define glPointParameterfv glad_glPointParameterfv +typedef void (APIENTRYP PFNGLPOINTPARAMETERIPROC)(GLenum pname, GLint param); +GLAPI PFNGLPOINTPARAMETERIPROC glad_glPointParameteri; +#define glPointParameteri glad_glPointParameteri +typedef void (APIENTRYP PFNGLPOINTPARAMETERIVPROC)(GLenum pname, const GLint *params); +GLAPI PFNGLPOINTPARAMETERIVPROC glad_glPointParameteriv; +#define glPointParameteriv glad_glPointParameteriv +typedef void (APIENTRYP PFNGLBLENDCOLORPROC)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +GLAPI PFNGLBLENDCOLORPROC glad_glBlendColor; +#define glBlendColor glad_glBlendColor +typedef void (APIENTRYP PFNGLBLENDEQUATIONPROC)(GLenum mode); +GLAPI PFNGLBLENDEQUATIONPROC glad_glBlendEquation; +#define glBlendEquation glad_glBlendEquation +#endif +#ifndef GL_VERSION_1_5 +#define GL_VERSION_1_5 1 +GLAPI int GLAD_GL_VERSION_1_5; +typedef void (APIENTRYP PFNGLGENQUERIESPROC)(GLsizei n, GLuint *ids); +GLAPI PFNGLGENQUERIESPROC glad_glGenQueries; +#define glGenQueries glad_glGenQueries +typedef void (APIENTRYP PFNGLDELETEQUERIESPROC)(GLsizei n, const GLuint *ids); +GLAPI PFNGLDELETEQUERIESPROC glad_glDeleteQueries; +#define glDeleteQueries glad_glDeleteQueries +typedef GLboolean (APIENTRYP PFNGLISQUERYPROC)(GLuint id); +GLAPI PFNGLISQUERYPROC glad_glIsQuery; +#define glIsQuery glad_glIsQuery +typedef void (APIENTRYP PFNGLBEGINQUERYPROC)(GLenum target, GLuint id); +GLAPI PFNGLBEGINQUERYPROC glad_glBeginQuery; +#define glBeginQuery glad_glBeginQuery +typedef void (APIENTRYP PFNGLENDQUERYPROC)(GLenum target); +GLAPI PFNGLENDQUERYPROC glad_glEndQuery; +#define glEndQuery glad_glEndQuery +typedef void (APIENTRYP PFNGLGETQUERYIVPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETQUERYIVPROC glad_glGetQueryiv; +#define glGetQueryiv glad_glGetQueryiv +typedef void (APIENTRYP PFNGLGETQUERYOBJECTIVPROC)(GLuint id, GLenum pname, GLint *params); +GLAPI PFNGLGETQUERYOBJECTIVPROC glad_glGetQueryObjectiv; +#define glGetQueryObjectiv glad_glGetQueryObjectiv +typedef void (APIENTRYP PFNGLGETQUERYOBJECTUIVPROC)(GLuint id, GLenum pname, GLuint *params); +GLAPI PFNGLGETQUERYOBJECTUIVPROC glad_glGetQueryObjectuiv; +#define glGetQueryObjectuiv glad_glGetQueryObjectuiv +typedef void (APIENTRYP PFNGLBINDBUFFERPROC)(GLenum target, GLuint buffer); +GLAPI PFNGLBINDBUFFERPROC glad_glBindBuffer; +#define glBindBuffer glad_glBindBuffer +typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC)(GLsizei n, const GLuint *buffers); +GLAPI PFNGLDELETEBUFFERSPROC glad_glDeleteBuffers; +#define glDeleteBuffers glad_glDeleteBuffers +typedef void (APIENTRYP PFNGLGENBUFFERSPROC)(GLsizei n, GLuint *buffers); +GLAPI PFNGLGENBUFFERSPROC glad_glGenBuffers; +#define glGenBuffers glad_glGenBuffers +typedef GLboolean (APIENTRYP PFNGLISBUFFERPROC)(GLuint buffer); +GLAPI PFNGLISBUFFERPROC glad_glIsBuffer; +#define glIsBuffer glad_glIsBuffer +typedef void (APIENTRYP PFNGLBUFFERDATAPROC)(GLenum target, GLsizeiptr size, const void *data, GLenum usage); +GLAPI PFNGLBUFFERDATAPROC glad_glBufferData; +#define glBufferData glad_glBufferData +typedef void (APIENTRYP PFNGLBUFFERSUBDATAPROC)(GLenum target, GLintptr offset, GLsizeiptr size, const void *data); +GLAPI PFNGLBUFFERSUBDATAPROC glad_glBufferSubData; +#define glBufferSubData glad_glBufferSubData +typedef void (APIENTRYP PFNGLGETBUFFERSUBDATAPROC)(GLenum target, GLintptr offset, GLsizeiptr size, void *data); +GLAPI PFNGLGETBUFFERSUBDATAPROC glad_glGetBufferSubData; +#define glGetBufferSubData glad_glGetBufferSubData +typedef void * (APIENTRYP PFNGLMAPBUFFERPROC)(GLenum target, GLenum access); +GLAPI PFNGLMAPBUFFERPROC glad_glMapBuffer; +#define glMapBuffer glad_glMapBuffer +typedef GLboolean (APIENTRYP PFNGLUNMAPBUFFERPROC)(GLenum target); +GLAPI PFNGLUNMAPBUFFERPROC glad_glUnmapBuffer; +#define glUnmapBuffer glad_glUnmapBuffer +typedef void (APIENTRYP PFNGLGETBUFFERPARAMETERIVPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETBUFFERPARAMETERIVPROC glad_glGetBufferParameteriv; +#define glGetBufferParameteriv glad_glGetBufferParameteriv +typedef void (APIENTRYP PFNGLGETBUFFERPOINTERVPROC)(GLenum target, GLenum pname, void **params); +GLAPI PFNGLGETBUFFERPOINTERVPROC glad_glGetBufferPointerv; +#define glGetBufferPointerv glad_glGetBufferPointerv +#endif +#ifndef GL_VERSION_2_0 +#define GL_VERSION_2_0 1 +GLAPI int GLAD_GL_VERSION_2_0; +typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC)(GLenum modeRGB, GLenum modeAlpha); +GLAPI PFNGLBLENDEQUATIONSEPARATEPROC glad_glBlendEquationSeparate; +#define glBlendEquationSeparate glad_glBlendEquationSeparate +typedef void (APIENTRYP PFNGLDRAWBUFFERSPROC)(GLsizei n, const GLenum *bufs); +GLAPI PFNGLDRAWBUFFERSPROC glad_glDrawBuffers; +#define glDrawBuffers glad_glDrawBuffers +typedef void (APIENTRYP PFNGLSTENCILOPSEPARATEPROC)(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); +GLAPI PFNGLSTENCILOPSEPARATEPROC glad_glStencilOpSeparate; +#define glStencilOpSeparate glad_glStencilOpSeparate +typedef void (APIENTRYP PFNGLSTENCILFUNCSEPARATEPROC)(GLenum face, GLenum func, GLint ref, GLuint mask); +GLAPI PFNGLSTENCILFUNCSEPARATEPROC glad_glStencilFuncSeparate; +#define glStencilFuncSeparate glad_glStencilFuncSeparate +typedef void (APIENTRYP PFNGLSTENCILMASKSEPARATEPROC)(GLenum face, GLuint mask); +GLAPI PFNGLSTENCILMASKSEPARATEPROC glad_glStencilMaskSeparate; +#define glStencilMaskSeparate glad_glStencilMaskSeparate +typedef void (APIENTRYP PFNGLATTACHSHADERPROC)(GLuint program, GLuint shader); +GLAPI PFNGLATTACHSHADERPROC glad_glAttachShader; +#define glAttachShader glad_glAttachShader +typedef void (APIENTRYP PFNGLBINDATTRIBLOCATIONPROC)(GLuint program, GLuint index, const GLchar *name); +GLAPI PFNGLBINDATTRIBLOCATIONPROC glad_glBindAttribLocation; +#define glBindAttribLocation glad_glBindAttribLocation +typedef void (APIENTRYP PFNGLCOMPILESHADERPROC)(GLuint shader); +GLAPI PFNGLCOMPILESHADERPROC glad_glCompileShader; +#define glCompileShader glad_glCompileShader +typedef GLuint (APIENTRYP PFNGLCREATEPROGRAMPROC)(void); +GLAPI PFNGLCREATEPROGRAMPROC glad_glCreateProgram; +#define glCreateProgram glad_glCreateProgram +typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC)(GLenum type); +GLAPI PFNGLCREATESHADERPROC glad_glCreateShader; +#define glCreateShader glad_glCreateShader +typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC)(GLuint program); +GLAPI PFNGLDELETEPROGRAMPROC glad_glDeleteProgram; +#define glDeleteProgram glad_glDeleteProgram +typedef void (APIENTRYP PFNGLDELETESHADERPROC)(GLuint shader); +GLAPI PFNGLDELETESHADERPROC glad_glDeleteShader; +#define glDeleteShader glad_glDeleteShader +typedef void (APIENTRYP PFNGLDETACHSHADERPROC)(GLuint program, GLuint shader); +GLAPI PFNGLDETACHSHADERPROC glad_glDetachShader; +#define glDetachShader glad_glDetachShader +typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC)(GLuint index); +GLAPI PFNGLDISABLEVERTEXATTRIBARRAYPROC glad_glDisableVertexAttribArray; +#define glDisableVertexAttribArray glad_glDisableVertexAttribArray +typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC)(GLuint index); +GLAPI PFNGLENABLEVERTEXATTRIBARRAYPROC glad_glEnableVertexAttribArray; +#define glEnableVertexAttribArray glad_glEnableVertexAttribArray +typedef void (APIENTRYP PFNGLGETACTIVEATTRIBPROC)(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); +GLAPI PFNGLGETACTIVEATTRIBPROC glad_glGetActiveAttrib; +#define glGetActiveAttrib glad_glGetActiveAttrib +typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMPROC)(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); +GLAPI PFNGLGETACTIVEUNIFORMPROC glad_glGetActiveUniform; +#define glGetActiveUniform glad_glGetActiveUniform +typedef void (APIENTRYP PFNGLGETATTACHEDSHADERSPROC)(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders); +GLAPI PFNGLGETATTACHEDSHADERSPROC glad_glGetAttachedShaders; +#define glGetAttachedShaders glad_glGetAttachedShaders +typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC)(GLuint program, const GLchar *name); +GLAPI PFNGLGETATTRIBLOCATIONPROC glad_glGetAttribLocation; +#define glGetAttribLocation glad_glGetAttribLocation +typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC)(GLuint program, GLenum pname, GLint *params); +GLAPI PFNGLGETPROGRAMIVPROC glad_glGetProgramiv; +#define glGetProgramiv glad_glGetProgramiv +typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC)(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +GLAPI PFNGLGETPROGRAMINFOLOGPROC glad_glGetProgramInfoLog; +#define glGetProgramInfoLog glad_glGetProgramInfoLog +typedef void (APIENTRYP PFNGLGETSHADERIVPROC)(GLuint shader, GLenum pname, GLint *params); +GLAPI PFNGLGETSHADERIVPROC glad_glGetShaderiv; +#define glGetShaderiv glad_glGetShaderiv +typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC)(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +GLAPI PFNGLGETSHADERINFOLOGPROC glad_glGetShaderInfoLog; +#define glGetShaderInfoLog glad_glGetShaderInfoLog +typedef void (APIENTRYP PFNGLGETSHADERSOURCEPROC)(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source); +GLAPI PFNGLGETSHADERSOURCEPROC glad_glGetShaderSource; +#define glGetShaderSource glad_glGetShaderSource +typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC)(GLuint program, const GLchar *name); +GLAPI PFNGLGETUNIFORMLOCATIONPROC glad_glGetUniformLocation; +#define glGetUniformLocation glad_glGetUniformLocation +typedef void (APIENTRYP PFNGLGETUNIFORMFVPROC)(GLuint program, GLint location, GLfloat *params); +GLAPI PFNGLGETUNIFORMFVPROC glad_glGetUniformfv; +#define glGetUniformfv glad_glGetUniformfv +typedef void (APIENTRYP PFNGLGETUNIFORMIVPROC)(GLuint program, GLint location, GLint *params); +GLAPI PFNGLGETUNIFORMIVPROC glad_glGetUniformiv; +#define glGetUniformiv glad_glGetUniformiv +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBDVPROC)(GLuint index, GLenum pname, GLdouble *params); +GLAPI PFNGLGETVERTEXATTRIBDVPROC glad_glGetVertexAttribdv; +#define glGetVertexAttribdv glad_glGetVertexAttribdv +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBFVPROC)(GLuint index, GLenum pname, GLfloat *params); +GLAPI PFNGLGETVERTEXATTRIBFVPROC glad_glGetVertexAttribfv; +#define glGetVertexAttribfv glad_glGetVertexAttribfv +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVPROC)(GLuint index, GLenum pname, GLint *params); +GLAPI PFNGLGETVERTEXATTRIBIVPROC glad_glGetVertexAttribiv; +#define glGetVertexAttribiv glad_glGetVertexAttribiv +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC)(GLuint index, GLenum pname, void **pointer); +GLAPI PFNGLGETVERTEXATTRIBPOINTERVPROC glad_glGetVertexAttribPointerv; +#define glGetVertexAttribPointerv glad_glGetVertexAttribPointerv +typedef GLboolean (APIENTRYP PFNGLISPROGRAMPROC)(GLuint program); +GLAPI PFNGLISPROGRAMPROC glad_glIsProgram; +#define glIsProgram glad_glIsProgram +typedef GLboolean (APIENTRYP PFNGLISSHADERPROC)(GLuint shader); +GLAPI PFNGLISSHADERPROC glad_glIsShader; +#define glIsShader glad_glIsShader +typedef void (APIENTRYP PFNGLLINKPROGRAMPROC)(GLuint program); +GLAPI PFNGLLINKPROGRAMPROC glad_glLinkProgram; +#define glLinkProgram glad_glLinkProgram +typedef void (APIENTRYP PFNGLSHADERSOURCEPROC)(GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length); +GLAPI PFNGLSHADERSOURCEPROC glad_glShaderSource; +#define glShaderSource glad_glShaderSource +typedef void (APIENTRYP PFNGLUSEPROGRAMPROC)(GLuint program); +GLAPI PFNGLUSEPROGRAMPROC glad_glUseProgram; +#define glUseProgram glad_glUseProgram +typedef void (APIENTRYP PFNGLUNIFORM1FPROC)(GLint location, GLfloat v0); +GLAPI PFNGLUNIFORM1FPROC glad_glUniform1f; +#define glUniform1f glad_glUniform1f +typedef void (APIENTRYP PFNGLUNIFORM2FPROC)(GLint location, GLfloat v0, GLfloat v1); +GLAPI PFNGLUNIFORM2FPROC glad_glUniform2f; +#define glUniform2f glad_glUniform2f +typedef void (APIENTRYP PFNGLUNIFORM3FPROC)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +GLAPI PFNGLUNIFORM3FPROC glad_glUniform3f; +#define glUniform3f glad_glUniform3f +typedef void (APIENTRYP PFNGLUNIFORM4FPROC)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +GLAPI PFNGLUNIFORM4FPROC glad_glUniform4f; +#define glUniform4f glad_glUniform4f +typedef void (APIENTRYP PFNGLUNIFORM1IPROC)(GLint location, GLint v0); +GLAPI PFNGLUNIFORM1IPROC glad_glUniform1i; +#define glUniform1i glad_glUniform1i +typedef void (APIENTRYP PFNGLUNIFORM2IPROC)(GLint location, GLint v0, GLint v1); +GLAPI PFNGLUNIFORM2IPROC glad_glUniform2i; +#define glUniform2i glad_glUniform2i +typedef void (APIENTRYP PFNGLUNIFORM3IPROC)(GLint location, GLint v0, GLint v1, GLint v2); +GLAPI PFNGLUNIFORM3IPROC glad_glUniform3i; +#define glUniform3i glad_glUniform3i +typedef void (APIENTRYP PFNGLUNIFORM4IPROC)(GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +GLAPI PFNGLUNIFORM4IPROC glad_glUniform4i; +#define glUniform4i glad_glUniform4i +typedef void (APIENTRYP PFNGLUNIFORM1FVPROC)(GLint location, GLsizei count, const GLfloat *value); +GLAPI PFNGLUNIFORM1FVPROC glad_glUniform1fv; +#define glUniform1fv glad_glUniform1fv +typedef void (APIENTRYP PFNGLUNIFORM2FVPROC)(GLint location, GLsizei count, const GLfloat *value); +GLAPI PFNGLUNIFORM2FVPROC glad_glUniform2fv; +#define glUniform2fv glad_glUniform2fv +typedef void (APIENTRYP PFNGLUNIFORM3FVPROC)(GLint location, GLsizei count, const GLfloat *value); +GLAPI PFNGLUNIFORM3FVPROC glad_glUniform3fv; +#define glUniform3fv glad_glUniform3fv +typedef void (APIENTRYP PFNGLUNIFORM4FVPROC)(GLint location, GLsizei count, const GLfloat *value); +GLAPI PFNGLUNIFORM4FVPROC glad_glUniform4fv; +#define glUniform4fv glad_glUniform4fv +typedef void (APIENTRYP PFNGLUNIFORM1IVPROC)(GLint location, GLsizei count, const GLint *value); +GLAPI PFNGLUNIFORM1IVPROC glad_glUniform1iv; +#define glUniform1iv glad_glUniform1iv +typedef void (APIENTRYP PFNGLUNIFORM2IVPROC)(GLint location, GLsizei count, const GLint *value); +GLAPI PFNGLUNIFORM2IVPROC glad_glUniform2iv; +#define glUniform2iv glad_glUniform2iv +typedef void (APIENTRYP PFNGLUNIFORM3IVPROC)(GLint location, GLsizei count, const GLint *value); +GLAPI PFNGLUNIFORM3IVPROC glad_glUniform3iv; +#define glUniform3iv glad_glUniform3iv +typedef void (APIENTRYP PFNGLUNIFORM4IVPROC)(GLint location, GLsizei count, const GLint *value); +GLAPI PFNGLUNIFORM4IVPROC glad_glUniform4iv; +#define glUniform4iv glad_glUniform4iv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX2FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX2FVPROC glad_glUniformMatrix2fv; +#define glUniformMatrix2fv glad_glUniformMatrix2fv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX3FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX3FVPROC glad_glUniformMatrix3fv; +#define glUniformMatrix3fv glad_glUniformMatrix3fv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX4FVPROC glad_glUniformMatrix4fv; +#define glUniformMatrix4fv glad_glUniformMatrix4fv +typedef void (APIENTRYP PFNGLVALIDATEPROGRAMPROC)(GLuint program); +GLAPI PFNGLVALIDATEPROGRAMPROC glad_glValidateProgram; +#define glValidateProgram glad_glValidateProgram +typedef void (APIENTRYP PFNGLVERTEXATTRIB1DPROC)(GLuint index, GLdouble x); +GLAPI PFNGLVERTEXATTRIB1DPROC glad_glVertexAttrib1d; +#define glVertexAttrib1d glad_glVertexAttrib1d +typedef void (APIENTRYP PFNGLVERTEXATTRIB1DVPROC)(GLuint index, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIB1DVPROC glad_glVertexAttrib1dv; +#define glVertexAttrib1dv glad_glVertexAttrib1dv +typedef void (APIENTRYP PFNGLVERTEXATTRIB1FPROC)(GLuint index, GLfloat x); +GLAPI PFNGLVERTEXATTRIB1FPROC glad_glVertexAttrib1f; +#define glVertexAttrib1f glad_glVertexAttrib1f +typedef void (APIENTRYP PFNGLVERTEXATTRIB1FVPROC)(GLuint index, const GLfloat *v); +GLAPI PFNGLVERTEXATTRIB1FVPROC glad_glVertexAttrib1fv; +#define glVertexAttrib1fv glad_glVertexAttrib1fv +typedef void (APIENTRYP PFNGLVERTEXATTRIB1SPROC)(GLuint index, GLshort x); +GLAPI PFNGLVERTEXATTRIB1SPROC glad_glVertexAttrib1s; +#define glVertexAttrib1s glad_glVertexAttrib1s +typedef void (APIENTRYP PFNGLVERTEXATTRIB1SVPROC)(GLuint index, const GLshort *v); +GLAPI PFNGLVERTEXATTRIB1SVPROC glad_glVertexAttrib1sv; +#define glVertexAttrib1sv glad_glVertexAttrib1sv +typedef void (APIENTRYP PFNGLVERTEXATTRIB2DPROC)(GLuint index, GLdouble x, GLdouble y); +GLAPI PFNGLVERTEXATTRIB2DPROC glad_glVertexAttrib2d; +#define glVertexAttrib2d glad_glVertexAttrib2d +typedef void (APIENTRYP PFNGLVERTEXATTRIB2DVPROC)(GLuint index, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIB2DVPROC glad_glVertexAttrib2dv; +#define glVertexAttrib2dv glad_glVertexAttrib2dv +typedef void (APIENTRYP PFNGLVERTEXATTRIB2FPROC)(GLuint index, GLfloat x, GLfloat y); +GLAPI PFNGLVERTEXATTRIB2FPROC glad_glVertexAttrib2f; +#define glVertexAttrib2f glad_glVertexAttrib2f +typedef void (APIENTRYP PFNGLVERTEXATTRIB2FVPROC)(GLuint index, const GLfloat *v); +GLAPI PFNGLVERTEXATTRIB2FVPROC glad_glVertexAttrib2fv; +#define glVertexAttrib2fv glad_glVertexAttrib2fv +typedef void (APIENTRYP PFNGLVERTEXATTRIB2SPROC)(GLuint index, GLshort x, GLshort y); +GLAPI PFNGLVERTEXATTRIB2SPROC glad_glVertexAttrib2s; +#define glVertexAttrib2s glad_glVertexAttrib2s +typedef void (APIENTRYP PFNGLVERTEXATTRIB2SVPROC)(GLuint index, const GLshort *v); +GLAPI PFNGLVERTEXATTRIB2SVPROC glad_glVertexAttrib2sv; +#define glVertexAttrib2sv glad_glVertexAttrib2sv +typedef void (APIENTRYP PFNGLVERTEXATTRIB3DPROC)(GLuint index, GLdouble x, GLdouble y, GLdouble z); +GLAPI PFNGLVERTEXATTRIB3DPROC glad_glVertexAttrib3d; +#define glVertexAttrib3d glad_glVertexAttrib3d +typedef void (APIENTRYP PFNGLVERTEXATTRIB3DVPROC)(GLuint index, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIB3DVPROC glad_glVertexAttrib3dv; +#define glVertexAttrib3dv glad_glVertexAttrib3dv +typedef void (APIENTRYP PFNGLVERTEXATTRIB3FPROC)(GLuint index, GLfloat x, GLfloat y, GLfloat z); +GLAPI PFNGLVERTEXATTRIB3FPROC glad_glVertexAttrib3f; +#define glVertexAttrib3f glad_glVertexAttrib3f +typedef void (APIENTRYP PFNGLVERTEXATTRIB3FVPROC)(GLuint index, const GLfloat *v); +GLAPI PFNGLVERTEXATTRIB3FVPROC glad_glVertexAttrib3fv; +#define glVertexAttrib3fv glad_glVertexAttrib3fv +typedef void (APIENTRYP PFNGLVERTEXATTRIB3SPROC)(GLuint index, GLshort x, GLshort y, GLshort z); +GLAPI PFNGLVERTEXATTRIB3SPROC glad_glVertexAttrib3s; +#define glVertexAttrib3s glad_glVertexAttrib3s +typedef void (APIENTRYP PFNGLVERTEXATTRIB3SVPROC)(GLuint index, const GLshort *v); +GLAPI PFNGLVERTEXATTRIB3SVPROC glad_glVertexAttrib3sv; +#define glVertexAttrib3sv glad_glVertexAttrib3sv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NBVPROC)(GLuint index, const GLbyte *v); +GLAPI PFNGLVERTEXATTRIB4NBVPROC glad_glVertexAttrib4Nbv; +#define glVertexAttrib4Nbv glad_glVertexAttrib4Nbv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NIVPROC)(GLuint index, const GLint *v); +GLAPI PFNGLVERTEXATTRIB4NIVPROC glad_glVertexAttrib4Niv; +#define glVertexAttrib4Niv glad_glVertexAttrib4Niv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NSVPROC)(GLuint index, const GLshort *v); +GLAPI PFNGLVERTEXATTRIB4NSVPROC glad_glVertexAttrib4Nsv; +#define glVertexAttrib4Nsv glad_glVertexAttrib4Nsv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBPROC)(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); +GLAPI PFNGLVERTEXATTRIB4NUBPROC glad_glVertexAttrib4Nub; +#define glVertexAttrib4Nub glad_glVertexAttrib4Nub +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBVPROC)(GLuint index, const GLubyte *v); +GLAPI PFNGLVERTEXATTRIB4NUBVPROC glad_glVertexAttrib4Nubv; +#define glVertexAttrib4Nubv glad_glVertexAttrib4Nubv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUIVPROC)(GLuint index, const GLuint *v); +GLAPI PFNGLVERTEXATTRIB4NUIVPROC glad_glVertexAttrib4Nuiv; +#define glVertexAttrib4Nuiv glad_glVertexAttrib4Nuiv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUSVPROC)(GLuint index, const GLushort *v); +GLAPI PFNGLVERTEXATTRIB4NUSVPROC glad_glVertexAttrib4Nusv; +#define glVertexAttrib4Nusv glad_glVertexAttrib4Nusv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4BVPROC)(GLuint index, const GLbyte *v); +GLAPI PFNGLVERTEXATTRIB4BVPROC glad_glVertexAttrib4bv; +#define glVertexAttrib4bv glad_glVertexAttrib4bv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4DPROC)(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI PFNGLVERTEXATTRIB4DPROC glad_glVertexAttrib4d; +#define glVertexAttrib4d glad_glVertexAttrib4d +typedef void (APIENTRYP PFNGLVERTEXATTRIB4DVPROC)(GLuint index, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIB4DVPROC glad_glVertexAttrib4dv; +#define glVertexAttrib4dv glad_glVertexAttrib4dv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4FPROC)(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GLAPI PFNGLVERTEXATTRIB4FPROC glad_glVertexAttrib4f; +#define glVertexAttrib4f glad_glVertexAttrib4f +typedef void (APIENTRYP PFNGLVERTEXATTRIB4FVPROC)(GLuint index, const GLfloat *v); +GLAPI PFNGLVERTEXATTRIB4FVPROC glad_glVertexAttrib4fv; +#define glVertexAttrib4fv glad_glVertexAttrib4fv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4IVPROC)(GLuint index, const GLint *v); +GLAPI PFNGLVERTEXATTRIB4IVPROC glad_glVertexAttrib4iv; +#define glVertexAttrib4iv glad_glVertexAttrib4iv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4SPROC)(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); +GLAPI PFNGLVERTEXATTRIB4SPROC glad_glVertexAttrib4s; +#define glVertexAttrib4s glad_glVertexAttrib4s +typedef void (APIENTRYP PFNGLVERTEXATTRIB4SVPROC)(GLuint index, const GLshort *v); +GLAPI PFNGLVERTEXATTRIB4SVPROC glad_glVertexAttrib4sv; +#define glVertexAttrib4sv glad_glVertexAttrib4sv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4UBVPROC)(GLuint index, const GLubyte *v); +GLAPI PFNGLVERTEXATTRIB4UBVPROC glad_glVertexAttrib4ubv; +#define glVertexAttrib4ubv glad_glVertexAttrib4ubv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4UIVPROC)(GLuint index, const GLuint *v); +GLAPI PFNGLVERTEXATTRIB4UIVPROC glad_glVertexAttrib4uiv; +#define glVertexAttrib4uiv glad_glVertexAttrib4uiv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4USVPROC)(GLuint index, const GLushort *v); +GLAPI PFNGLVERTEXATTRIB4USVPROC glad_glVertexAttrib4usv; +#define glVertexAttrib4usv glad_glVertexAttrib4usv +typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC)(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); +GLAPI PFNGLVERTEXATTRIBPOINTERPROC glad_glVertexAttribPointer; +#define glVertexAttribPointer glad_glVertexAttribPointer +#endif +#ifndef GL_VERSION_2_1 +#define GL_VERSION_2_1 1 +GLAPI int GLAD_GL_VERSION_2_1; +typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X3FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX2X3FVPROC glad_glUniformMatrix2x3fv; +#define glUniformMatrix2x3fv glad_glUniformMatrix2x3fv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X2FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX3X2FVPROC glad_glUniformMatrix3x2fv; +#define glUniformMatrix3x2fv glad_glUniformMatrix3x2fv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X4FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX2X4FVPROC glad_glUniformMatrix2x4fv; +#define glUniformMatrix2x4fv glad_glUniformMatrix2x4fv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X2FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX4X2FVPROC glad_glUniformMatrix4x2fv; +#define glUniformMatrix4x2fv glad_glUniformMatrix4x2fv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X4FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX3X4FVPROC glad_glUniformMatrix3x4fv; +#define glUniformMatrix3x4fv glad_glUniformMatrix3x4fv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X3FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX4X3FVPROC glad_glUniformMatrix4x3fv; +#define glUniformMatrix4x3fv glad_glUniformMatrix4x3fv +#endif +#ifndef GL_VERSION_3_0 +#define GL_VERSION_3_0 1 +GLAPI int GLAD_GL_VERSION_3_0; +typedef void (APIENTRYP PFNGLCOLORMASKIPROC)(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a); +GLAPI PFNGLCOLORMASKIPROC glad_glColorMaski; +#define glColorMaski glad_glColorMaski +typedef void (APIENTRYP PFNGLGETBOOLEANI_VPROC)(GLenum target, GLuint index, GLboolean *data); +GLAPI PFNGLGETBOOLEANI_VPROC glad_glGetBooleani_v; +#define glGetBooleani_v glad_glGetBooleani_v +typedef void (APIENTRYP PFNGLGETINTEGERI_VPROC)(GLenum target, GLuint index, GLint *data); +GLAPI PFNGLGETINTEGERI_VPROC glad_glGetIntegeri_v; +#define glGetIntegeri_v glad_glGetIntegeri_v +typedef void (APIENTRYP PFNGLENABLEIPROC)(GLenum target, GLuint index); +GLAPI PFNGLENABLEIPROC glad_glEnablei; +#define glEnablei glad_glEnablei +typedef void (APIENTRYP PFNGLDISABLEIPROC)(GLenum target, GLuint index); +GLAPI PFNGLDISABLEIPROC glad_glDisablei; +#define glDisablei glad_glDisablei +typedef GLboolean (APIENTRYP PFNGLISENABLEDIPROC)(GLenum target, GLuint index); +GLAPI PFNGLISENABLEDIPROC glad_glIsEnabledi; +#define glIsEnabledi glad_glIsEnabledi +typedef void (APIENTRYP PFNGLBEGINTRANSFORMFEEDBACKPROC)(GLenum primitiveMode); +GLAPI PFNGLBEGINTRANSFORMFEEDBACKPROC glad_glBeginTransformFeedback; +#define glBeginTransformFeedback glad_glBeginTransformFeedback +typedef void (APIENTRYP PFNGLENDTRANSFORMFEEDBACKPROC)(void); +GLAPI PFNGLENDTRANSFORMFEEDBACKPROC glad_glEndTransformFeedback; +#define glEndTransformFeedback glad_glEndTransformFeedback +typedef void (APIENTRYP PFNGLBINDBUFFERRANGEPROC)(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); +GLAPI PFNGLBINDBUFFERRANGEPROC glad_glBindBufferRange; +#define glBindBufferRange glad_glBindBufferRange +typedef void (APIENTRYP PFNGLBINDBUFFERBASEPROC)(GLenum target, GLuint index, GLuint buffer); +GLAPI PFNGLBINDBUFFERBASEPROC glad_glBindBufferBase; +#define glBindBufferBase glad_glBindBufferBase +typedef void (APIENTRYP PFNGLTRANSFORMFEEDBACKVARYINGSPROC)(GLuint program, GLsizei count, const GLchar *const*varyings, GLenum bufferMode); +GLAPI PFNGLTRANSFORMFEEDBACKVARYINGSPROC glad_glTransformFeedbackVaryings; +#define glTransformFeedbackVaryings glad_glTransformFeedbackVaryings +typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKVARYINGPROC)(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name); +GLAPI PFNGLGETTRANSFORMFEEDBACKVARYINGPROC glad_glGetTransformFeedbackVarying; +#define glGetTransformFeedbackVarying glad_glGetTransformFeedbackVarying +typedef void (APIENTRYP PFNGLCLAMPCOLORPROC)(GLenum target, GLenum clamp); +GLAPI PFNGLCLAMPCOLORPROC glad_glClampColor; +#define glClampColor glad_glClampColor +typedef void (APIENTRYP PFNGLBEGINCONDITIONALRENDERPROC)(GLuint id, GLenum mode); +GLAPI PFNGLBEGINCONDITIONALRENDERPROC glad_glBeginConditionalRender; +#define glBeginConditionalRender glad_glBeginConditionalRender +typedef void (APIENTRYP PFNGLENDCONDITIONALRENDERPROC)(void); +GLAPI PFNGLENDCONDITIONALRENDERPROC glad_glEndConditionalRender; +#define glEndConditionalRender glad_glEndConditionalRender +typedef void (APIENTRYP PFNGLVERTEXATTRIBIPOINTERPROC)(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); +GLAPI PFNGLVERTEXATTRIBIPOINTERPROC glad_glVertexAttribIPointer; +#define glVertexAttribIPointer glad_glVertexAttribIPointer +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIIVPROC)(GLuint index, GLenum pname, GLint *params); +GLAPI PFNGLGETVERTEXATTRIBIIVPROC glad_glGetVertexAttribIiv; +#define glGetVertexAttribIiv glad_glGetVertexAttribIiv +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIUIVPROC)(GLuint index, GLenum pname, GLuint *params); +GLAPI PFNGLGETVERTEXATTRIBIUIVPROC glad_glGetVertexAttribIuiv; +#define glGetVertexAttribIuiv glad_glGetVertexAttribIuiv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI1IPROC)(GLuint index, GLint x); +GLAPI PFNGLVERTEXATTRIBI1IPROC glad_glVertexAttribI1i; +#define glVertexAttribI1i glad_glVertexAttribI1i +typedef void (APIENTRYP PFNGLVERTEXATTRIBI2IPROC)(GLuint index, GLint x, GLint y); +GLAPI PFNGLVERTEXATTRIBI2IPROC glad_glVertexAttribI2i; +#define glVertexAttribI2i glad_glVertexAttribI2i +typedef void (APIENTRYP PFNGLVERTEXATTRIBI3IPROC)(GLuint index, GLint x, GLint y, GLint z); +GLAPI PFNGLVERTEXATTRIBI3IPROC glad_glVertexAttribI3i; +#define glVertexAttribI3i glad_glVertexAttribI3i +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4IPROC)(GLuint index, GLint x, GLint y, GLint z, GLint w); +GLAPI PFNGLVERTEXATTRIBI4IPROC glad_glVertexAttribI4i; +#define glVertexAttribI4i glad_glVertexAttribI4i +typedef void (APIENTRYP PFNGLVERTEXATTRIBI1UIPROC)(GLuint index, GLuint x); +GLAPI PFNGLVERTEXATTRIBI1UIPROC glad_glVertexAttribI1ui; +#define glVertexAttribI1ui glad_glVertexAttribI1ui +typedef void (APIENTRYP PFNGLVERTEXATTRIBI2UIPROC)(GLuint index, GLuint x, GLuint y); +GLAPI PFNGLVERTEXATTRIBI2UIPROC glad_glVertexAttribI2ui; +#define glVertexAttribI2ui glad_glVertexAttribI2ui +typedef void (APIENTRYP PFNGLVERTEXATTRIBI3UIPROC)(GLuint index, GLuint x, GLuint y, GLuint z); +GLAPI PFNGLVERTEXATTRIBI3UIPROC glad_glVertexAttribI3ui; +#define glVertexAttribI3ui glad_glVertexAttribI3ui +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UIPROC)(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); +GLAPI PFNGLVERTEXATTRIBI4UIPROC glad_glVertexAttribI4ui; +#define glVertexAttribI4ui glad_glVertexAttribI4ui +typedef void (APIENTRYP PFNGLVERTEXATTRIBI1IVPROC)(GLuint index, const GLint *v); +GLAPI PFNGLVERTEXATTRIBI1IVPROC glad_glVertexAttribI1iv; +#define glVertexAttribI1iv glad_glVertexAttribI1iv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI2IVPROC)(GLuint index, const GLint *v); +GLAPI PFNGLVERTEXATTRIBI2IVPROC glad_glVertexAttribI2iv; +#define glVertexAttribI2iv glad_glVertexAttribI2iv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI3IVPROC)(GLuint index, const GLint *v); +GLAPI PFNGLVERTEXATTRIBI3IVPROC glad_glVertexAttribI3iv; +#define glVertexAttribI3iv glad_glVertexAttribI3iv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4IVPROC)(GLuint index, const GLint *v); +GLAPI PFNGLVERTEXATTRIBI4IVPROC glad_glVertexAttribI4iv; +#define glVertexAttribI4iv glad_glVertexAttribI4iv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI1UIVPROC)(GLuint index, const GLuint *v); +GLAPI PFNGLVERTEXATTRIBI1UIVPROC glad_glVertexAttribI1uiv; +#define glVertexAttribI1uiv glad_glVertexAttribI1uiv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI2UIVPROC)(GLuint index, const GLuint *v); +GLAPI PFNGLVERTEXATTRIBI2UIVPROC glad_glVertexAttribI2uiv; +#define glVertexAttribI2uiv glad_glVertexAttribI2uiv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI3UIVPROC)(GLuint index, const GLuint *v); +GLAPI PFNGLVERTEXATTRIBI3UIVPROC glad_glVertexAttribI3uiv; +#define glVertexAttribI3uiv glad_glVertexAttribI3uiv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UIVPROC)(GLuint index, const GLuint *v); +GLAPI PFNGLVERTEXATTRIBI4UIVPROC glad_glVertexAttribI4uiv; +#define glVertexAttribI4uiv glad_glVertexAttribI4uiv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4BVPROC)(GLuint index, const GLbyte *v); +GLAPI PFNGLVERTEXATTRIBI4BVPROC glad_glVertexAttribI4bv; +#define glVertexAttribI4bv glad_glVertexAttribI4bv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4SVPROC)(GLuint index, const GLshort *v); +GLAPI PFNGLVERTEXATTRIBI4SVPROC glad_glVertexAttribI4sv; +#define glVertexAttribI4sv glad_glVertexAttribI4sv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UBVPROC)(GLuint index, const GLubyte *v); +GLAPI PFNGLVERTEXATTRIBI4UBVPROC glad_glVertexAttribI4ubv; +#define glVertexAttribI4ubv glad_glVertexAttribI4ubv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4USVPROC)(GLuint index, const GLushort *v); +GLAPI PFNGLVERTEXATTRIBI4USVPROC glad_glVertexAttribI4usv; +#define glVertexAttribI4usv glad_glVertexAttribI4usv +typedef void (APIENTRYP PFNGLGETUNIFORMUIVPROC)(GLuint program, GLint location, GLuint *params); +GLAPI PFNGLGETUNIFORMUIVPROC glad_glGetUniformuiv; +#define glGetUniformuiv glad_glGetUniformuiv +typedef void (APIENTRYP PFNGLBINDFRAGDATALOCATIONPROC)(GLuint program, GLuint color, const GLchar *name); +GLAPI PFNGLBINDFRAGDATALOCATIONPROC glad_glBindFragDataLocation; +#define glBindFragDataLocation glad_glBindFragDataLocation +typedef GLint (APIENTRYP PFNGLGETFRAGDATALOCATIONPROC)(GLuint program, const GLchar *name); +GLAPI PFNGLGETFRAGDATALOCATIONPROC glad_glGetFragDataLocation; +#define glGetFragDataLocation glad_glGetFragDataLocation +typedef void (APIENTRYP PFNGLUNIFORM1UIPROC)(GLint location, GLuint v0); +GLAPI PFNGLUNIFORM1UIPROC glad_glUniform1ui; +#define glUniform1ui glad_glUniform1ui +typedef void (APIENTRYP PFNGLUNIFORM2UIPROC)(GLint location, GLuint v0, GLuint v1); +GLAPI PFNGLUNIFORM2UIPROC glad_glUniform2ui; +#define glUniform2ui glad_glUniform2ui +typedef void (APIENTRYP PFNGLUNIFORM3UIPROC)(GLint location, GLuint v0, GLuint v1, GLuint v2); +GLAPI PFNGLUNIFORM3UIPROC glad_glUniform3ui; +#define glUniform3ui glad_glUniform3ui +typedef void (APIENTRYP PFNGLUNIFORM4UIPROC)(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); +GLAPI PFNGLUNIFORM4UIPROC glad_glUniform4ui; +#define glUniform4ui glad_glUniform4ui +typedef void (APIENTRYP PFNGLUNIFORM1UIVPROC)(GLint location, GLsizei count, const GLuint *value); +GLAPI PFNGLUNIFORM1UIVPROC glad_glUniform1uiv; +#define glUniform1uiv glad_glUniform1uiv +typedef void (APIENTRYP PFNGLUNIFORM2UIVPROC)(GLint location, GLsizei count, const GLuint *value); +GLAPI PFNGLUNIFORM2UIVPROC glad_glUniform2uiv; +#define glUniform2uiv glad_glUniform2uiv +typedef void (APIENTRYP PFNGLUNIFORM3UIVPROC)(GLint location, GLsizei count, const GLuint *value); +GLAPI PFNGLUNIFORM3UIVPROC glad_glUniform3uiv; +#define glUniform3uiv glad_glUniform3uiv +typedef void (APIENTRYP PFNGLUNIFORM4UIVPROC)(GLint location, GLsizei count, const GLuint *value); +GLAPI PFNGLUNIFORM4UIVPROC glad_glUniform4uiv; +#define glUniform4uiv glad_glUniform4uiv +typedef void (APIENTRYP PFNGLTEXPARAMETERIIVPROC)(GLenum target, GLenum pname, const GLint *params); +GLAPI PFNGLTEXPARAMETERIIVPROC glad_glTexParameterIiv; +#define glTexParameterIiv glad_glTexParameterIiv +typedef void (APIENTRYP PFNGLTEXPARAMETERIUIVPROC)(GLenum target, GLenum pname, const GLuint *params); +GLAPI PFNGLTEXPARAMETERIUIVPROC glad_glTexParameterIuiv; +#define glTexParameterIuiv glad_glTexParameterIuiv +typedef void (APIENTRYP PFNGLGETTEXPARAMETERIIVPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETTEXPARAMETERIIVPROC glad_glGetTexParameterIiv; +#define glGetTexParameterIiv glad_glGetTexParameterIiv +typedef void (APIENTRYP PFNGLGETTEXPARAMETERIUIVPROC)(GLenum target, GLenum pname, GLuint *params); +GLAPI PFNGLGETTEXPARAMETERIUIVPROC glad_glGetTexParameterIuiv; +#define glGetTexParameterIuiv glad_glGetTexParameterIuiv +typedef void (APIENTRYP PFNGLCLEARBUFFERIVPROC)(GLenum buffer, GLint drawbuffer, const GLint *value); +GLAPI PFNGLCLEARBUFFERIVPROC glad_glClearBufferiv; +#define glClearBufferiv glad_glClearBufferiv +typedef void (APIENTRYP PFNGLCLEARBUFFERUIVPROC)(GLenum buffer, GLint drawbuffer, const GLuint *value); +GLAPI PFNGLCLEARBUFFERUIVPROC glad_glClearBufferuiv; +#define glClearBufferuiv glad_glClearBufferuiv +typedef void (APIENTRYP PFNGLCLEARBUFFERFVPROC)(GLenum buffer, GLint drawbuffer, const GLfloat *value); +GLAPI PFNGLCLEARBUFFERFVPROC glad_glClearBufferfv; +#define glClearBufferfv glad_glClearBufferfv +typedef void (APIENTRYP PFNGLCLEARBUFFERFIPROC)(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); +GLAPI PFNGLCLEARBUFFERFIPROC glad_glClearBufferfi; +#define glClearBufferfi glad_glClearBufferfi +typedef const GLubyte * (APIENTRYP PFNGLGETSTRINGIPROC)(GLenum name, GLuint index); +GLAPI PFNGLGETSTRINGIPROC glad_glGetStringi; +#define glGetStringi glad_glGetStringi +typedef GLboolean (APIENTRYP PFNGLISRENDERBUFFERPROC)(GLuint renderbuffer); +GLAPI PFNGLISRENDERBUFFERPROC glad_glIsRenderbuffer; +#define glIsRenderbuffer glad_glIsRenderbuffer +typedef void (APIENTRYP PFNGLBINDRENDERBUFFERPROC)(GLenum target, GLuint renderbuffer); +GLAPI PFNGLBINDRENDERBUFFERPROC glad_glBindRenderbuffer; +#define glBindRenderbuffer glad_glBindRenderbuffer +typedef void (APIENTRYP PFNGLDELETERENDERBUFFERSPROC)(GLsizei n, const GLuint *renderbuffers); +GLAPI PFNGLDELETERENDERBUFFERSPROC glad_glDeleteRenderbuffers; +#define glDeleteRenderbuffers glad_glDeleteRenderbuffers +typedef void (APIENTRYP PFNGLGENRENDERBUFFERSPROC)(GLsizei n, GLuint *renderbuffers); +GLAPI PFNGLGENRENDERBUFFERSPROC glad_glGenRenderbuffers; +#define glGenRenderbuffers glad_glGenRenderbuffers +typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEPROC)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI PFNGLRENDERBUFFERSTORAGEPROC glad_glRenderbufferStorage; +#define glRenderbufferStorage glad_glRenderbufferStorage +typedef void (APIENTRYP PFNGLGETRENDERBUFFERPARAMETERIVPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETRENDERBUFFERPARAMETERIVPROC glad_glGetRenderbufferParameteriv; +#define glGetRenderbufferParameteriv glad_glGetRenderbufferParameteriv +typedef GLboolean (APIENTRYP PFNGLISFRAMEBUFFERPROC)(GLuint framebuffer); +GLAPI PFNGLISFRAMEBUFFERPROC glad_glIsFramebuffer; +#define glIsFramebuffer glad_glIsFramebuffer +typedef void (APIENTRYP PFNGLBINDFRAMEBUFFERPROC)(GLenum target, GLuint framebuffer); +GLAPI PFNGLBINDFRAMEBUFFERPROC glad_glBindFramebuffer; +#define glBindFramebuffer glad_glBindFramebuffer +typedef void (APIENTRYP PFNGLDELETEFRAMEBUFFERSPROC)(GLsizei n, const GLuint *framebuffers); +GLAPI PFNGLDELETEFRAMEBUFFERSPROC glad_glDeleteFramebuffers; +#define glDeleteFramebuffers glad_glDeleteFramebuffers +typedef void (APIENTRYP PFNGLGENFRAMEBUFFERSPROC)(GLsizei n, GLuint *framebuffers); +GLAPI PFNGLGENFRAMEBUFFERSPROC glad_glGenFramebuffers; +#define glGenFramebuffers glad_glGenFramebuffers +typedef GLenum (APIENTRYP PFNGLCHECKFRAMEBUFFERSTATUSPROC)(GLenum target); +GLAPI PFNGLCHECKFRAMEBUFFERSTATUSPROC glad_glCheckFramebufferStatus; +#define glCheckFramebufferStatus glad_glCheckFramebufferStatus +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE1DPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +GLAPI PFNGLFRAMEBUFFERTEXTURE1DPROC glad_glFramebufferTexture1D; +#define glFramebufferTexture1D glad_glFramebufferTexture1D +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE2DPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +GLAPI PFNGLFRAMEBUFFERTEXTURE2DPROC glad_glFramebufferTexture2D; +#define glFramebufferTexture2D glad_glFramebufferTexture2D +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE3DPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); +GLAPI PFNGLFRAMEBUFFERTEXTURE3DPROC glad_glFramebufferTexture3D; +#define glFramebufferTexture3D glad_glFramebufferTexture3D +typedef void (APIENTRYP PFNGLFRAMEBUFFERRENDERBUFFERPROC)(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); +GLAPI PFNGLFRAMEBUFFERRENDERBUFFERPROC glad_glFramebufferRenderbuffer; +#define glFramebufferRenderbuffer glad_glFramebufferRenderbuffer +typedef void (APIENTRYP PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)(GLenum target, GLenum attachment, GLenum pname, GLint *params); +GLAPI PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glad_glGetFramebufferAttachmentParameteriv; +#define glGetFramebufferAttachmentParameteriv glad_glGetFramebufferAttachmentParameteriv +typedef void (APIENTRYP PFNGLGENERATEMIPMAPPROC)(GLenum target); +GLAPI PFNGLGENERATEMIPMAPPROC glad_glGenerateMipmap; +#define glGenerateMipmap glad_glGenerateMipmap +typedef void (APIENTRYP PFNGLBLITFRAMEBUFFERPROC)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +GLAPI PFNGLBLITFRAMEBUFFERPROC glad_glBlitFramebuffer; +#define glBlitFramebuffer glad_glBlitFramebuffer +typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC glad_glRenderbufferStorageMultisample; +#define glRenderbufferStorageMultisample glad_glRenderbufferStorageMultisample +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURELAYERPROC)(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); +GLAPI PFNGLFRAMEBUFFERTEXTURELAYERPROC glad_glFramebufferTextureLayer; +#define glFramebufferTextureLayer glad_glFramebufferTextureLayer +typedef void * (APIENTRYP PFNGLMAPBUFFERRANGEPROC)(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access); +GLAPI PFNGLMAPBUFFERRANGEPROC glad_glMapBufferRange; +#define glMapBufferRange glad_glMapBufferRange +typedef void (APIENTRYP PFNGLFLUSHMAPPEDBUFFERRANGEPROC)(GLenum target, GLintptr offset, GLsizeiptr length); +GLAPI PFNGLFLUSHMAPPEDBUFFERRANGEPROC glad_glFlushMappedBufferRange; +#define glFlushMappedBufferRange glad_glFlushMappedBufferRange +typedef void (APIENTRYP PFNGLBINDVERTEXARRAYPROC)(GLuint array); +GLAPI PFNGLBINDVERTEXARRAYPROC glad_glBindVertexArray; +#define glBindVertexArray glad_glBindVertexArray +typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSPROC)(GLsizei n, const GLuint *arrays); +GLAPI PFNGLDELETEVERTEXARRAYSPROC glad_glDeleteVertexArrays; +#define glDeleteVertexArrays glad_glDeleteVertexArrays +typedef void (APIENTRYP PFNGLGENVERTEXARRAYSPROC)(GLsizei n, GLuint *arrays); +GLAPI PFNGLGENVERTEXARRAYSPROC glad_glGenVertexArrays; +#define glGenVertexArrays glad_glGenVertexArrays +typedef GLboolean (APIENTRYP PFNGLISVERTEXARRAYPROC)(GLuint array); +GLAPI PFNGLISVERTEXARRAYPROC glad_glIsVertexArray; +#define glIsVertexArray glad_glIsVertexArray +#endif +#ifndef GL_VERSION_3_1 +#define GL_VERSION_3_1 1 +GLAPI int GLAD_GL_VERSION_3_1; +typedef void (APIENTRYP PFNGLDRAWARRAYSINSTANCEDPROC)(GLenum mode, GLint first, GLsizei count, GLsizei instancecount); +GLAPI PFNGLDRAWARRAYSINSTANCEDPROC glad_glDrawArraysInstanced; +#define glDrawArraysInstanced glad_glDrawArraysInstanced +typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount); +GLAPI PFNGLDRAWELEMENTSINSTANCEDPROC glad_glDrawElementsInstanced; +#define glDrawElementsInstanced glad_glDrawElementsInstanced +typedef void (APIENTRYP PFNGLTEXBUFFERPROC)(GLenum target, GLenum internalformat, GLuint buffer); +GLAPI PFNGLTEXBUFFERPROC glad_glTexBuffer; +#define glTexBuffer glad_glTexBuffer +typedef void (APIENTRYP PFNGLPRIMITIVERESTARTINDEXPROC)(GLuint index); +GLAPI PFNGLPRIMITIVERESTARTINDEXPROC glad_glPrimitiveRestartIndex; +#define glPrimitiveRestartIndex glad_glPrimitiveRestartIndex +typedef void (APIENTRYP PFNGLCOPYBUFFERSUBDATAPROC)(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); +GLAPI PFNGLCOPYBUFFERSUBDATAPROC glad_glCopyBufferSubData; +#define glCopyBufferSubData glad_glCopyBufferSubData +typedef void (APIENTRYP PFNGLGETUNIFORMINDICESPROC)(GLuint program, GLsizei uniformCount, const GLchar *const*uniformNames, GLuint *uniformIndices); +GLAPI PFNGLGETUNIFORMINDICESPROC glad_glGetUniformIndices; +#define glGetUniformIndices glad_glGetUniformIndices +typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMSIVPROC)(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params); +GLAPI PFNGLGETACTIVEUNIFORMSIVPROC glad_glGetActiveUniformsiv; +#define glGetActiveUniformsiv glad_glGetActiveUniformsiv +typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMNAMEPROC)(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName); +GLAPI PFNGLGETACTIVEUNIFORMNAMEPROC glad_glGetActiveUniformName; +#define glGetActiveUniformName glad_glGetActiveUniformName +typedef GLuint (APIENTRYP PFNGLGETUNIFORMBLOCKINDEXPROC)(GLuint program, const GLchar *uniformBlockName); +GLAPI PFNGLGETUNIFORMBLOCKINDEXPROC glad_glGetUniformBlockIndex; +#define glGetUniformBlockIndex glad_glGetUniformBlockIndex +typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMBLOCKIVPROC)(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params); +GLAPI PFNGLGETACTIVEUNIFORMBLOCKIVPROC glad_glGetActiveUniformBlockiv; +#define glGetActiveUniformBlockiv glad_glGetActiveUniformBlockiv +typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC)(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName); +GLAPI PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC glad_glGetActiveUniformBlockName; +#define glGetActiveUniformBlockName glad_glGetActiveUniformBlockName +typedef void (APIENTRYP PFNGLUNIFORMBLOCKBINDINGPROC)(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding); +GLAPI PFNGLUNIFORMBLOCKBINDINGPROC glad_glUniformBlockBinding; +#define glUniformBlockBinding glad_glUniformBlockBinding +#endif +#ifndef GL_VERSION_3_2 +#define GL_VERSION_3_2 1 +GLAPI int GLAD_GL_VERSION_3_2; +typedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex); +GLAPI PFNGLDRAWELEMENTSBASEVERTEXPROC glad_glDrawElementsBaseVertex; +#define glDrawElementsBaseVertex glad_glDrawElementsBaseVertex +typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex); +GLAPI PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC glad_glDrawRangeElementsBaseVertex; +#define glDrawRangeElementsBaseVertex glad_glDrawRangeElementsBaseVertex +typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex); +GLAPI PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC glad_glDrawElementsInstancedBaseVertex; +#define glDrawElementsInstancedBaseVertex glad_glDrawElementsInstancedBaseVertex +typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC)(GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei drawcount, const GLint *basevertex); +GLAPI PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC glad_glMultiDrawElementsBaseVertex; +#define glMultiDrawElementsBaseVertex glad_glMultiDrawElementsBaseVertex +typedef void (APIENTRYP PFNGLPROVOKINGVERTEXPROC)(GLenum mode); +GLAPI PFNGLPROVOKINGVERTEXPROC glad_glProvokingVertex; +#define glProvokingVertex glad_glProvokingVertex +typedef GLsync (APIENTRYP PFNGLFENCESYNCPROC)(GLenum condition, GLbitfield flags); +GLAPI PFNGLFENCESYNCPROC glad_glFenceSync; +#define glFenceSync glad_glFenceSync +typedef GLboolean (APIENTRYP PFNGLISSYNCPROC)(GLsync sync); +GLAPI PFNGLISSYNCPROC glad_glIsSync; +#define glIsSync glad_glIsSync +typedef void (APIENTRYP PFNGLDELETESYNCPROC)(GLsync sync); +GLAPI PFNGLDELETESYNCPROC glad_glDeleteSync; +#define glDeleteSync glad_glDeleteSync +typedef GLenum (APIENTRYP PFNGLCLIENTWAITSYNCPROC)(GLsync sync, GLbitfield flags, GLuint64 timeout); +GLAPI PFNGLCLIENTWAITSYNCPROC glad_glClientWaitSync; +#define glClientWaitSync glad_glClientWaitSync +typedef void (APIENTRYP PFNGLWAITSYNCPROC)(GLsync sync, GLbitfield flags, GLuint64 timeout); +GLAPI PFNGLWAITSYNCPROC glad_glWaitSync; +#define glWaitSync glad_glWaitSync +typedef void (APIENTRYP PFNGLGETINTEGER64VPROC)(GLenum pname, GLint64 *data); +GLAPI PFNGLGETINTEGER64VPROC glad_glGetInteger64v; +#define glGetInteger64v glad_glGetInteger64v +typedef void (APIENTRYP PFNGLGETSYNCIVPROC)(GLsync sync, GLenum pname, GLsizei count, GLsizei *length, GLint *values); +GLAPI PFNGLGETSYNCIVPROC glad_glGetSynciv; +#define glGetSynciv glad_glGetSynciv +typedef void (APIENTRYP PFNGLGETINTEGER64I_VPROC)(GLenum target, GLuint index, GLint64 *data); +GLAPI PFNGLGETINTEGER64I_VPROC glad_glGetInteger64i_v; +#define glGetInteger64i_v glad_glGetInteger64i_v +typedef void (APIENTRYP PFNGLGETBUFFERPARAMETERI64VPROC)(GLenum target, GLenum pname, GLint64 *params); +GLAPI PFNGLGETBUFFERPARAMETERI64VPROC glad_glGetBufferParameteri64v; +#define glGetBufferParameteri64v glad_glGetBufferParameteri64v +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTUREPROC)(GLenum target, GLenum attachment, GLuint texture, GLint level); +GLAPI PFNGLFRAMEBUFFERTEXTUREPROC glad_glFramebufferTexture; +#define glFramebufferTexture glad_glFramebufferTexture +typedef void (APIENTRYP PFNGLTEXIMAGE2DMULTISAMPLEPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); +GLAPI PFNGLTEXIMAGE2DMULTISAMPLEPROC glad_glTexImage2DMultisample; +#define glTexImage2DMultisample glad_glTexImage2DMultisample +typedef void (APIENTRYP PFNGLTEXIMAGE3DMULTISAMPLEPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); +GLAPI PFNGLTEXIMAGE3DMULTISAMPLEPROC glad_glTexImage3DMultisample; +#define glTexImage3DMultisample glad_glTexImage3DMultisample +typedef void (APIENTRYP PFNGLGETMULTISAMPLEFVPROC)(GLenum pname, GLuint index, GLfloat *val); +GLAPI PFNGLGETMULTISAMPLEFVPROC glad_glGetMultisamplefv; +#define glGetMultisamplefv glad_glGetMultisamplefv +typedef void (APIENTRYP PFNGLSAMPLEMASKIPROC)(GLuint maskNumber, GLbitfield mask); +GLAPI PFNGLSAMPLEMASKIPROC glad_glSampleMaski; +#define glSampleMaski glad_glSampleMaski +#endif + +#ifdef __cplusplus +} +#endif + +#endif diff --git a/src/3d/shaders/.gitkeep b/src/3d/shaders/.gitkeep new file mode 100644 index 0000000..5d62a0a --- /dev/null +++ b/src/3d/shaders/.gitkeep @@ -0,0 +1,2 @@ +# Placeholder for shader files +# PS1-style shaders will be added in Milestone 1 diff --git a/src/3d/shaders/ps1_fragment.glsl b/src/3d/shaders/ps1_fragment.glsl new file mode 100644 index 0000000..18b1fe1 --- /dev/null +++ b/src/3d/shaders/ps1_fragment.glsl @@ -0,0 +1,90 @@ +// PS1-style fragment shader for OpenGL 3.2+ +// Implements affine texture mapping, fog, color quantization, and dithering + +#version 150 core + +// Uniforms - texturing +uniform sampler2D u_texture; +uniform bool u_has_texture; // Whether to use texture or just vertex color + +// Uniforms - PS1 effects +uniform bool u_enable_dither; // Enable ordered dithering +uniform vec3 u_fog_color; // Fog color (usually matches background) + +// Varyings from vertex shader +in vec4 v_color; // Gouraud-shaded vertex color +noperspective in vec2 v_texcoord; // Texture coordinates (affine interpolation!) +in float v_fog; // Fog factor + +// Output +out vec4 fragColor; + +// ========================================================================= +// 4x4 Bayer Dithering Matrix +// Used to add ordered noise for color quantization, reducing banding +// ========================================================================= +const int bayerMatrix[16] = int[16]( + 0, 8, 2, 10, + 12, 4, 14, 6, + 3, 11, 1, 9, + 15, 7, 13, 5 +); + +float getBayerValue(vec2 fragCoord) { + int x = int(mod(fragCoord.x, 4.0)); + int y = int(mod(fragCoord.y, 4.0)); + return float(bayerMatrix[y * 4 + x]) / 16.0; +} + +// ========================================================================= +// 15-bit Color Quantization +// PS1 had 15-bit color (5 bits per channel), creating visible color banding +// ========================================================================= +vec3 quantize15bit(vec3 color) { + // Quantize to 5 bits per channel (32 levels) + return floor(color * 31.0 + 0.5) / 31.0; +} + +void main() { + // Sample texture or use vertex color + vec4 color; + if (u_has_texture) { + vec4 texColor = texture(u_texture, v_texcoord); + + // Binary alpha test (PS1 style - no alpha blending) + if (texColor.a < 0.5) { + discard; + } + + color = texColor * v_color; + } else { + color = v_color; + } + + // ========================================================================= + // PS1 Effect: Color Quantization with Dithering + // Reduce color depth to 15-bit, using dithering to reduce banding + // ========================================================================= + if (u_enable_dither) { + // Get Bayer dither threshold for this pixel + float threshold = getBayerValue(gl_FragCoord.xy); + + // Apply dither before quantization + // Threshold is in range [0, 1), we scale it to affect quantization + vec3 dithered = color.rgb + (threshold - 0.5) / 31.0; + + // Quantize to 15-bit + color.rgb = quantize15bit(dithered); + } else { + // Just quantize without dithering + color.rgb = quantize15bit(color.rgb); + } + + // ========================================================================= + // Fog Application + // Linear fog blending based on depth + // ========================================================================= + color.rgb = mix(color.rgb, u_fog_color, v_fog); + + fragColor = color; +} diff --git a/src/3d/shaders/ps1_fragment_es2.glsl b/src/3d/shaders/ps1_fragment_es2.glsl new file mode 100644 index 0000000..787b1ac --- /dev/null +++ b/src/3d/shaders/ps1_fragment_es2.glsl @@ -0,0 +1,120 @@ +// PS1-style fragment shader for OpenGL ES 2.0 / WebGL 1.0 +// Implements affine texture mapping, fog, color quantization, and dithering + +precision mediump float; + +// Uniforms - texturing +uniform sampler2D u_texture; +uniform bool u_has_texture; // Whether to use texture or just vertex color + +// Uniforms - PS1 effects +uniform bool u_enable_dither; // Enable ordered dithering +uniform vec3 u_fog_color; // Fog color (usually matches background) + +// Varyings from vertex shader +varying vec4 v_color; // Gouraud-shaded vertex color +varying vec2 v_texcoord; // Texture coordinates (pre-multiplied by w) +varying float v_w; // Clip space w for affine restoration +varying float v_fog; // Fog factor + +// ========================================================================= +// 4x4 Bayer Dithering Matrix +// Used to add ordered noise for color quantization, reducing banding +// ========================================================================= +const mat4 bayerMatrix = mat4( + 0.0/16.0, 8.0/16.0, 2.0/16.0, 10.0/16.0, + 12.0/16.0, 4.0/16.0, 14.0/16.0, 6.0/16.0, + 3.0/16.0, 11.0/16.0, 1.0/16.0, 9.0/16.0, + 15.0/16.0, 7.0/16.0, 13.0/16.0, 5.0/16.0 +); + +float getBayerValue(vec2 fragCoord) { + int x = int(mod(fragCoord.x, 4.0)); + int y = int(mod(fragCoord.y, 4.0)); + + // Manual matrix lookup (GLES2 doesn't support integer indexing of mat4) + if (y == 0) { + if (x == 0) return 0.0/16.0; + if (x == 1) return 8.0/16.0; + if (x == 2) return 2.0/16.0; + return 10.0/16.0; + } + if (y == 1) { + if (x == 0) return 12.0/16.0; + if (x == 1) return 4.0/16.0; + if (x == 2) return 14.0/16.0; + return 6.0/16.0; + } + if (y == 2) { + if (x == 0) return 3.0/16.0; + if (x == 1) return 11.0/16.0; + if (x == 2) return 1.0/16.0; + return 9.0/16.0; + } + // y == 3 + if (x == 0) return 15.0/16.0; + if (x == 1) return 7.0/16.0; + if (x == 2) return 13.0/16.0; + return 5.0/16.0; +} + +// ========================================================================= +// 15-bit Color Quantization +// PS1 had 15-bit color (5 bits per channel), creating visible color banding +// ========================================================================= +vec3 quantize15bit(vec3 color) { + // Quantize to 5 bits per channel (32 levels) + return floor(color * 31.0 + 0.5) / 31.0; +} + +void main() { + // ========================================================================= + // PS1 Effect: Affine Texture Mapping + // Divide by interpolated w to restore texture coordinates. + // Because w was interpolated linearly (not perspectively), this creates + // the characteristic texture warping on PS1. + // ========================================================================= + vec2 uv = v_texcoord / v_w; + + // Sample texture or use vertex color + vec4 color; + if (u_has_texture) { + vec4 texColor = texture2D(u_texture, uv); + + // Binary alpha test (PS1 style - no alpha blending) + if (texColor.a < 0.5) { + discard; + } + + color = texColor * v_color; + } else { + color = v_color; + } + + // ========================================================================= + // PS1 Effect: Color Quantization with Dithering + // Reduce color depth to 15-bit, using dithering to reduce banding + // ========================================================================= + if (u_enable_dither) { + // Get Bayer dither threshold for this pixel + float threshold = getBayerValue(gl_FragCoord.xy); + + // Apply dither before quantization + // Threshold is in range [0, 1), we scale it to affect quantization + vec3 dithered = color.rgb + (threshold - 0.5) / 31.0; + + // Quantize to 15-bit + color.rgb = quantize15bit(dithered); + } else { + // Just quantize without dithering + color.rgb = quantize15bit(color.rgb); + } + + // ========================================================================= + // Fog Application + // Linear fog blending based on depth + // ========================================================================= + color.rgb = mix(color.rgb, u_fog_color, v_fog); + + gl_FragColor = color; +} diff --git a/src/3d/shaders/ps1_vertex.glsl b/src/3d/shaders/ps1_vertex.glsl new file mode 100644 index 0000000..1c11cb0 --- /dev/null +++ b/src/3d/shaders/ps1_vertex.glsl @@ -0,0 +1,87 @@ +// PS1-style vertex shader for OpenGL 3.2+ +// Implements vertex snapping, Gouraud shading, and fog distance calculation + +#version 150 core + +// Uniforms - transform matrices +uniform mat4 u_model; +uniform mat4 u_view; +uniform mat4 u_projection; + +// Uniforms - PS1 effects +uniform vec2 u_resolution; // Internal render resolution for vertex snapping +uniform bool u_enable_snap; // Enable vertex snapping to pixel grid +uniform float u_fog_start; // Fog start distance +uniform float u_fog_end; // Fog end distance + +// Uniforms - lighting +uniform vec3 u_light_dir; // Directional light direction (normalized) +uniform vec3 u_ambient; // Ambient light color + +// Attributes +in vec3 a_position; +in vec2 a_texcoord; +in vec3 a_normal; +in vec4 a_color; + +// Varyings - passed to fragment shader +out vec4 v_color; // Gouraud-shaded vertex color +noperspective out vec2 v_texcoord; // Texture coordinates (affine interpolation!) +out float v_fog; // Fog factor (0 = no fog, 1 = full fog) + +void main() { + // Transform vertex to clip space + vec4 worldPos = u_model * vec4(a_position, 1.0); + vec4 viewPos = u_view * worldPos; + vec4 clipPos = u_projection * viewPos; + + // ========================================================================= + // PS1 Effect: Vertex Snapping + // The PS1 had limited precision for vertex positions, causing vertices + // to "snap" to a grid, creating the characteristic jittery look. + // ========================================================================= + if (u_enable_snap) { + // Convert to NDC + vec4 ndc = clipPos; + ndc.xyz /= ndc.w; + + // Snap to pixel grid based on render resolution + vec2 grid = u_resolution * 0.5; + ndc.xy = floor(ndc.xy * grid + 0.5) / grid; + + // Convert back to clip space + ndc.xyz *= clipPos.w; + clipPos = ndc; + } + + gl_Position = clipPos; + + // ========================================================================= + // PS1 Effect: Gouraud Shading + // Per-vertex lighting was used on PS1 due to hardware limitations. + // This creates characteristic flat-shaded polygons. + // ========================================================================= + vec3 worldNormal = mat3(u_model) * a_normal; + worldNormal = normalize(worldNormal); + + // Simple directional light + ambient + float diffuse = max(dot(worldNormal, -u_light_dir), 0.0); + vec3 lighting = u_ambient + vec3(diffuse); + + // Apply lighting to vertex color + v_color = vec4(a_color.rgb * lighting, a_color.a); + + // ========================================================================= + // PS1 Effect: Affine Texture Mapping + // Using 'noperspective' qualifier disables perspective-correct interpolation + // This creates the characteristic texture warping on large polygons + // ========================================================================= + v_texcoord = a_texcoord; + + // ========================================================================= + // Fog Distance Calculation + // Calculate linear fog factor based on view-space depth + // ========================================================================= + float depth = -viewPos.z; // View space depth (positive) + v_fog = clamp((depth - u_fog_start) / (u_fog_end - u_fog_start), 0.0, 1.0); +} diff --git a/src/3d/shaders/ps1_vertex_es2.glsl b/src/3d/shaders/ps1_vertex_es2.glsl new file mode 100644 index 0000000..ea6dcb7 --- /dev/null +++ b/src/3d/shaders/ps1_vertex_es2.glsl @@ -0,0 +1,90 @@ +// PS1-style vertex shader for OpenGL ES 2.0 / WebGL 1.0 +// Implements vertex snapping, Gouraud shading, and fog distance calculation + +precision mediump float; + +// Uniforms - transform matrices +uniform mat4 u_model; +uniform mat4 u_view; +uniform mat4 u_projection; + +// Uniforms - PS1 effects +uniform vec2 u_resolution; // Internal render resolution for vertex snapping +uniform bool u_enable_snap; // Enable vertex snapping to pixel grid +uniform float u_fog_start; // Fog start distance +uniform float u_fog_end; // Fog end distance + +// Uniforms - lighting +uniform vec3 u_light_dir; // Directional light direction (normalized) +uniform vec3 u_ambient; // Ambient light color + +// Attributes +attribute vec3 a_position; +attribute vec2 a_texcoord; +attribute vec3 a_normal; +attribute vec4 a_color; + +// Varyings - passed to fragment shader +varying vec4 v_color; // Gouraud-shaded vertex color +varying vec2 v_texcoord; // Texture coordinates (multiplied by w for affine trick) +varying float v_w; // Clip space w for affine mapping restoration +varying float v_fog; // Fog factor (0 = no fog, 1 = full fog) + +void main() { + // Transform vertex to clip space + vec4 worldPos = u_model * vec4(a_position, 1.0); + vec4 viewPos = u_view * worldPos; + vec4 clipPos = u_projection * viewPos; + + // ========================================================================= + // PS1 Effect: Vertex Snapping + // The PS1 had limited precision for vertex positions, causing vertices + // to "snap" to a grid, creating the characteristic jittery look. + // ========================================================================= + if (u_enable_snap) { + // Convert to NDC + vec4 ndc = clipPos; + ndc.xyz /= ndc.w; + + // Snap to pixel grid based on render resolution + vec2 grid = u_resolution * 0.5; + ndc.xy = floor(ndc.xy * grid + 0.5) / grid; + + // Convert back to clip space + ndc.xyz *= clipPos.w; + clipPos = ndc; + } + + gl_Position = clipPos; + + // ========================================================================= + // PS1 Effect: Gouraud Shading + // Per-vertex lighting was used on PS1 due to hardware limitations. + // This creates characteristic flat-shaded polygons. + // ========================================================================= + vec3 worldNormal = mat3(u_model) * a_normal; + worldNormal = normalize(worldNormal); + + // Simple directional light + ambient + float diffuse = max(dot(worldNormal, -u_light_dir), 0.0); + vec3 lighting = u_ambient + vec3(diffuse); + + // Apply lighting to vertex color + v_color = vec4(a_color.rgb * lighting, a_color.a); + + // ========================================================================= + // PS1 Effect: Affine Texture Mapping Trick + // GLES2 doesn't have 'noperspective' interpolation, so we manually + // multiply texcoords by w here and divide by w in fragment shader. + // This creates the characteristic texture warping on large polygons. + // ========================================================================= + v_texcoord = a_texcoord * clipPos.w; + v_w = clipPos.w; + + // ========================================================================= + // Fog Distance Calculation + // Calculate linear fog factor based on view-space depth + // ========================================================================= + float depth = -viewPos.z; // View space depth (positive) + v_fog = clamp((depth - u_fog_start) / (u_fog_end - u_fog_start), 0.0, 1.0); +} diff --git a/src/GameEngine.cpp b/src/GameEngine.cpp index eec7fed..50c6078 100644 --- a/src/GameEngine.cpp +++ b/src/GameEngine.cpp @@ -7,6 +7,7 @@ #include "Animation.h" #include "Timer.h" #include "BenchmarkLogger.h" +#include "platform/GLContext.h" // ImGui is only available for SFML builds (not headless, not SDL2) #if !defined(MCRF_HEADLESS) && !defined(MCRF_SDL2) #include "imgui.h" @@ -87,6 +88,12 @@ GameEngine::GameEngine(const McRogueFaceConfig& cfg) window->setFramerateLimit(60); render_target = window.get(); + // Initialize OpenGL function pointers via GLAD for 3D rendering + if (!mcrf::gl::initGL()) { + // Non-fatal: 3D features will be unavailable but 2D still works + fprintf(stderr, "Warning: OpenGL initialization failed. 3D features disabled.\n"); + } + #if !defined(MCRF_HEADLESS) && !defined(MCRF_SDL2) // Initialize ImGui for the window (SFML builds only) if (ImGui::SFML::Init(*window)) { diff --git a/src/McRFPy_API.cpp b/src/McRFPy_API.cpp index d60c7a7..8baf273 100644 --- a/src/McRFPy_API.cpp +++ b/src/McRFPy_API.cpp @@ -31,6 +31,7 @@ #include "PyShader.h" // Shader support (#106) #include "PyUniformBinding.h" // Shader uniform bindings (#106) #include "PyUniformCollection.h" // Shader uniform collection (#106) +#include "3d/Viewport3D.h" // 3D rendering viewport #include "McRogueFaceVersion.h" #include "GameEngine.h" // ImGui is only available for SFML builds @@ -415,7 +416,7 @@ PyObject* PyInit_mcrfpy() // This must be done BEFORE PyType_Ready is called on these types PyTypeObject* ui_types_with_callbacks[] = { &PyUIFrameType, &PyUICaptionType, &PyUISpriteType, &PyUIGridType, - &PyUILineType, &PyUICircleType, &PyUIArcType, + &PyUILineType, &PyUICircleType, &PyUIArcType, &PyViewport3DType, nullptr }; for (int i = 0; ui_types_with_callbacks[i] != nullptr; i++) { @@ -432,7 +433,7 @@ PyObject* PyInit_mcrfpy() /*UI widgets*/ &PyUICaptionType, &PyUISpriteType, &PyUIFrameType, &PyUIEntityType, &PyUIGridType, - &PyUILineType, &PyUICircleType, &PyUIArcType, + &PyUILineType, &PyUICircleType, &PyUIArcType, &PyViewport3DType, /*grid layers (#147)*/ &PyColorLayerType, &PyTileLayerType, @@ -547,6 +548,7 @@ PyObject* PyInit_mcrfpy() PyUILineType.tp_weaklistoffset = offsetof(PyUILineObject, weakreflist); PyUICircleType.tp_weaklistoffset = offsetof(PyUICircleObject, weakreflist); PyUIArcType.tp_weaklistoffset = offsetof(PyUIArcObject, weakreflist); + PyViewport3DType.tp_weaklistoffset = offsetof(PyViewport3DObject, weakreflist); // #219 - Initialize PyLock context manager type if (PyLock::init() < 0) { diff --git a/src/UICollection.cpp b/src/UICollection.cpp index fe7fe52..e02380b 100644 --- a/src/UICollection.cpp +++ b/src/UICollection.cpp @@ -7,6 +7,7 @@ #include "UILine.h" #include "UICircle.h" #include "UIArc.h" +#include "3d/Viewport3D.h" #include "McRFPy_API.h" #include "PyObjectUtils.h" #include "PythonObjectCache.h" @@ -118,6 +119,18 @@ static PyObject* convertDrawableToPython(std::shared_ptr drawable) { obj = (PyObject*)pyObj; break; } + case PyObjectsEnum::UIVIEWPORT3D: + { + type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Viewport3D"); + if (!type) return nullptr; + auto pyObj = (PyViewport3DObject*)type->tp_alloc(type, 0); + if (pyObj) { + pyObj->data = std::static_pointer_cast(drawable); + pyObj->weakreflist = NULL; + } + obj = (PyObject*)pyObj; + break; + } default: PyErr_SetString(PyExc_TypeError, "Unknown UIDrawable derived type"); return nullptr; @@ -644,10 +657,11 @@ PyObject* UICollection::append(PyUICollectionObject* self, PyObject* o) !PyObject_IsInstance(o, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Grid")) && !PyObject_IsInstance(o, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Line")) && !PyObject_IsInstance(o, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Circle")) && - !PyObject_IsInstance(o, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Arc")) + !PyObject_IsInstance(o, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Arc")) && + !PyObject_IsInstance(o, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Viewport3D")) ) { - PyErr_SetString(PyExc_TypeError, "Only Frame, Caption, Sprite, Grid, Line, Circle, and Arc objects can be added to UICollection"); + PyErr_SetString(PyExc_TypeError, "Only Frame, Caption, Sprite, Grid, Line, Circle, Arc, and Viewport3D objects can be added to UICollection"); return NULL; } @@ -713,6 +727,10 @@ PyObject* UICollection::append(PyUICollectionObject* self, PyObject* o) { addDrawable(((PyUIArcObject*)o)->data); } + if (PyObject_IsInstance(o, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Viewport3D"))) + { + addDrawable(((PyViewport3DObject*)o)->data); + } // Mark scene as needing resort after adding element McRFPy_API::markSceneNeedsSort(); @@ -752,11 +770,12 @@ PyObject* UICollection::extend(PyUICollectionObject* self, PyObject* iterable) !PyObject_IsInstance(item, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Grid")) && !PyObject_IsInstance(item, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Line")) && !PyObject_IsInstance(item, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Circle")) && - !PyObject_IsInstance(item, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Arc"))) + !PyObject_IsInstance(item, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Arc")) && + !PyObject_IsInstance(item, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Viewport3D"))) { Py_DECREF(item); Py_DECREF(iterator); - PyErr_SetString(PyExc_TypeError, "All items must be Frame, Caption, Sprite, Grid, Line, Circle, or Arc objects"); + PyErr_SetString(PyExc_TypeError, "All items must be Frame, Caption, Sprite, Grid, Line, Circle, Arc, or Viewport3D objects"); return NULL; } @@ -803,12 +822,15 @@ PyObject* UICollection::extend(PyUICollectionObject* self, PyObject* iterable) else if (PyObject_IsInstance(item, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Arc"))) { addDrawable(((PyUIArcObject*)item)->data); } + else if (PyObject_IsInstance(item, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Viewport3D"))) { + addDrawable(((PyViewport3DObject*)item)->data); + } Py_DECREF(item); } Py_DECREF(iterator); - + // Check if iteration ended due to an error if (PyErr_Occurred()) { return NULL; diff --git a/src/UIDrawable.h b/src/UIDrawable.h index 7f0e053..fbddba8 100644 --- a/src/UIDrawable.h +++ b/src/UIDrawable.h @@ -32,7 +32,8 @@ enum PyObjectsEnum : int UIGRID, UILINE, UICIRCLE, - UIARC + UIARC, + UIVIEWPORT3D }; class UIDrawable diff --git a/src/platform/GLContext.h b/src/platform/GLContext.h new file mode 100644 index 0000000..0f079fd --- /dev/null +++ b/src/platform/GLContext.h @@ -0,0 +1,113 @@ +// GLContext.h - OpenGL context abstraction for McRogueFace 3D +// Provides uniform GL access across SFML and SDL2 backends + +#pragma once + +#include "../3d/Math3D.h" + +namespace mcrf { +namespace gl { + +// ============================================================================= +// Initialization +// ============================================================================= + +// Initialize OpenGL function pointers if needed (GLAD for desktop SFML) +// Returns true if GL is ready to use +bool initGL(); + +// Check if GL is initialized and ready +bool isGLReady(); + +// ============================================================================= +// Framebuffer Object (FBO) Management +// ============================================================================= + +// Create a framebuffer with color texture and optional depth renderbuffer +// Returns FBO id, sets colorTex to the color attachment texture +// depthRB is optional - pass nullptr if depth buffer not needed +unsigned int createFramebuffer(int width, int height, unsigned int* colorTex, unsigned int* depthRB = nullptr); + +// Bind a framebuffer for rendering +void bindFramebuffer(unsigned int fbo); + +// Bind the default framebuffer (screen) +void bindDefaultFramebuffer(); + +// Delete a framebuffer and its attachments +void deleteFramebuffer(unsigned int fbo, unsigned int colorTex, unsigned int depthRB); + +// ============================================================================= +// Shader Compilation +// ============================================================================= + +// Compile a vertex or fragment shader from source +// type should be GL_VERTEX_SHADER or GL_FRAGMENT_SHADER +unsigned int compileShader(unsigned int type, const char* source); + +// Link vertex and fragment shaders into a program +// Returns program id, or 0 on failure +unsigned int linkProgram(unsigned int vertShader, unsigned int fragShader); + +// Delete a shader program +void deleteProgram(unsigned int program); + +// ============================================================================= +// GL State Management (for mixing with SFML rendering) +// ============================================================================= + +// Save current OpenGL state before custom 3D rendering +// This includes blend mode, depth test, culling, bound textures, etc. +void pushState(); + +// Restore OpenGL state after custom 3D rendering +void popState(); + +// ============================================================================= +// 3D Rendering State Setup +// ============================================================================= + +// Set up GL state for 3D rendering (depth test, culling, etc.) +void setup3DState(); + +// Restore GL state for 2D rendering (disable depth, etc.) +void restore2DState(); + +// ============================================================================= +// Depth Buffer Operations +// ============================================================================= + +// Enable/disable depth testing +void setDepthTest(bool enable); + +// Enable/disable depth writing +void setDepthWrite(bool enable); + +// Set depth test function (GL_LESS, GL_LEQUAL, etc.) +void setDepthFunc(unsigned int func); + +// Clear the depth buffer +void clearDepth(); + +// ============================================================================= +// Face Culling +// ============================================================================= + +// Enable/disable face culling +void setCulling(bool enable); + +// Set which face to cull (GL_BACK, GL_FRONT, GL_FRONT_AND_BACK) +void setCullFace(unsigned int face); + +// ============================================================================= +// Utility +// ============================================================================= + +// Get last GL error as string (for debugging) +const char* getErrorString(); + +// Check for GL errors and log them +bool checkError(const char* operation); + +} // namespace gl +} // namespace mcrf diff --git a/src/platform/GLContext_Headless.cpp b/src/platform/GLContext_Headless.cpp new file mode 100644 index 0000000..3867d40 --- /dev/null +++ b/src/platform/GLContext_Headless.cpp @@ -0,0 +1,60 @@ +// GLContext_Headless.cpp - Headless backend for OpenGL context abstraction +// Returns failure for all operations since there's no GPU + +#ifdef MCRF_HEADLESS + +#include "GLContext.h" + +namespace mcrf { +namespace gl { + +bool initGL() { + return false; +} + +bool isGLReady() { + return false; +} + +unsigned int createFramebuffer(int width, int height, unsigned int* colorTex, unsigned int* depthRB) { + if (colorTex) *colorTex = 0; + if (depthRB) *depthRB = 0; + return 0; +} + +void bindFramebuffer(unsigned int fbo) {} +void bindDefaultFramebuffer() {} +void deleteFramebuffer(unsigned int fbo, unsigned int colorTex, unsigned int depthRB) {} + +unsigned int compileShader(unsigned int type, const char* source) { + return 0; +} + +unsigned int linkProgram(unsigned int vertShader, unsigned int fragShader) { + return 0; +} + +void deleteProgram(unsigned int program) {} +void pushState() {} +void popState() {} +void setup3DState() {} +void restore2DState() {} +void setDepthTest(bool enable) {} +void setDepthWrite(bool enable) {} +void setDepthFunc(unsigned int func) {} +void clearDepth() {} +void setCulling(bool enable) {} +void setCullFace(unsigned int face) {} + +const char* getErrorString() { + return "Headless mode - no GL context"; +} + +bool checkError(const char* operation) { + return false; +} + +} // namespace gl +} // namespace mcrf + +#endif // MCRF_HEADLESS diff --git a/src/platform/GLContext_SDL2.cpp b/src/platform/GLContext_SDL2.cpp new file mode 100644 index 0000000..250d7bc --- /dev/null +++ b/src/platform/GLContext_SDL2.cpp @@ -0,0 +1,305 @@ +// GLContext_SDL2.cpp - SDL2 backend for OpenGL context abstraction +// Leverages existing SDL2Renderer infrastructure + +#ifdef MCRF_SDL2 + +#include "GLContext.h" +#include "SDL2Renderer.h" + +#ifdef __EMSCRIPTEN__ +#include +#else +#include +#include +#endif + +#include + +namespace mcrf { +namespace gl { + +// ============================================================================= +// State tracking structures (same as SFML version) +// ============================================================================= + +struct GLState { + GLboolean depthTest; + GLboolean depthWrite; + GLenum depthFunc; + GLboolean cullFace; + GLenum cullMode; + GLboolean blend; + GLenum blendSrc; + GLenum blendDst; + GLint viewport[4]; + GLint boundFBO; + GLint boundProgram; + GLint boundTexture; +}; + +static std::vector stateStack; + +// ============================================================================= +// Initialization +// ============================================================================= + +bool initGL() { + // SDL2Renderer handles GL initialization + auto& renderer = sf::SDL2Renderer::getInstance(); + return renderer.isGLInitialized(); +} + +bool isGLReady() { + auto& renderer = sf::SDL2Renderer::getInstance(); + return renderer.isGLInitialized(); +} + +// ============================================================================= +// FBO Management +// ============================================================================= + +unsigned int createFramebuffer(int width, int height, unsigned int* colorTex, unsigned int* depthRB) { + GLuint fbo, tex, depth = 0; + + // Create FBO + glGenFramebuffers(1, &fbo); + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + + // Create color texture + glGenTextures(1, &tex); + glBindTexture(GL_TEXTURE_2D, tex); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0); + + // Create depth renderbuffer if requested + // Note: GLES2 uses GL_DEPTH_COMPONENT16 instead of GL_DEPTH_COMPONENT24 + if (depthRB) { + glGenRenderbuffers(1, &depth); + glBindRenderbuffer(GL_RENDERBUFFER, depth); +#ifdef __EMSCRIPTEN__ + glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height); +#else + glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height); +#endif + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth); + *depthRB = depth; + } + + // Check completeness + if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { + glBindFramebuffer(GL_FRAMEBUFFER, 0); + if (depth) glDeleteRenderbuffers(1, &depth); + glDeleteTextures(1, &tex); + glDeleteFramebuffers(1, &fbo); + return 0; + } + + glBindFramebuffer(GL_FRAMEBUFFER, 0); + *colorTex = tex; + return fbo; +} + +void bindFramebuffer(unsigned int fbo) { + glBindFramebuffer(GL_FRAMEBUFFER, fbo); +} + +void bindDefaultFramebuffer() { + glBindFramebuffer(GL_FRAMEBUFFER, 0); +} + +void deleteFramebuffer(unsigned int fbo, unsigned int colorTex, unsigned int depthRB) { + if (depthRB) { + GLuint rb = depthRB; + glDeleteRenderbuffers(1, &rb); + } + if (colorTex) { + GLuint tex = colorTex; + glDeleteTextures(1, &tex); + } + if (fbo) { + GLuint f = fbo; + glDeleteFramebuffers(1, &f); + } +} + +// ============================================================================= +// Shader Compilation +// ============================================================================= + +unsigned int compileShader(unsigned int type, const char* source) { + GLuint shader = glCreateShader(type); + glShaderSource(shader, 1, &source, nullptr); + glCompileShader(shader); + + GLint success; + glGetShaderiv(shader, GL_COMPILE_STATUS, &success); + if (!success) { + GLchar infoLog[512]; + glGetShaderInfoLog(shader, 512, nullptr, infoLog); + // TODO: Log error + glDeleteShader(shader); + return 0; + } + + return shader; +} + +unsigned int linkProgram(unsigned int vertShader, unsigned int fragShader) { + GLuint program = glCreateProgram(); + glAttachShader(program, vertShader); + glAttachShader(program, fragShader); + glLinkProgram(program); + + GLint success; + glGetProgramiv(program, GL_LINK_STATUS, &success); + if (!success) { + GLchar infoLog[512]; + glGetProgramInfoLog(program, 512, nullptr, infoLog); + // TODO: Log error + glDeleteProgram(program); + return 0; + } + + return program; +} + +void deleteProgram(unsigned int program) { + glDeleteProgram(program); +} + +// ============================================================================= +// State Management +// ============================================================================= + +void pushState() { + GLState state; + + state.depthTest = glIsEnabled(GL_DEPTH_TEST); + glGetBooleanv(GL_DEPTH_WRITEMASK, &state.depthWrite); + glGetIntegerv(GL_DEPTH_FUNC, (GLint*)&state.depthFunc); + + state.cullFace = glIsEnabled(GL_CULL_FACE); + glGetIntegerv(GL_CULL_FACE_MODE, (GLint*)&state.cullMode); + + state.blend = glIsEnabled(GL_BLEND); + glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&state.blendSrc); + glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&state.blendDst); + + glGetIntegerv(GL_VIEWPORT, state.viewport); + glGetIntegerv(GL_FRAMEBUFFER_BINDING, &state.boundFBO); + glGetIntegerv(GL_CURRENT_PROGRAM, &state.boundProgram); + glGetIntegerv(GL_TEXTURE_BINDING_2D, &state.boundTexture); + + stateStack.push_back(state); +} + +void popState() { + if (stateStack.empty()) return; + + GLState& state = stateStack.back(); + + if (state.depthTest) glEnable(GL_DEPTH_TEST); + else glDisable(GL_DEPTH_TEST); + glDepthMask(state.depthWrite); + glDepthFunc(state.depthFunc); + + if (state.cullFace) glEnable(GL_CULL_FACE); + else glDisable(GL_CULL_FACE); + glCullFace(state.cullMode); + + if (state.blend) glEnable(GL_BLEND); + else glDisable(GL_BLEND); + glBlendFunc(state.blendSrc, state.blendDst); + + glViewport(state.viewport[0], state.viewport[1], state.viewport[2], state.viewport[3]); + glBindFramebuffer(GL_FRAMEBUFFER, state.boundFBO); + glUseProgram(state.boundProgram); + glBindTexture(GL_TEXTURE_2D, state.boundTexture); + + stateStack.pop_back(); +} + +// ============================================================================= +// 3D State Setup +// ============================================================================= + +void setup3DState() { + glEnable(GL_DEPTH_TEST); + glDepthMask(GL_TRUE); + glDepthFunc(GL_LESS); + glEnable(GL_CULL_FACE); + glCullFace(GL_BACK); +} + +void restore2DState() { + glDisable(GL_DEPTH_TEST); + glDisable(GL_CULL_FACE); +} + +// ============================================================================= +// Depth Operations +// ============================================================================= + +void setDepthTest(bool enable) { + if (enable) glEnable(GL_DEPTH_TEST); + else glDisable(GL_DEPTH_TEST); +} + +void setDepthWrite(bool enable) { + glDepthMask(enable ? GL_TRUE : GL_FALSE); +} + +void setDepthFunc(unsigned int func) { + glDepthFunc(func); +} + +void clearDepth() { + glClear(GL_DEPTH_BUFFER_BIT); +} + +// ============================================================================= +// Culling +// ============================================================================= + +void setCulling(bool enable) { + if (enable) glEnable(GL_CULL_FACE); + else glDisable(GL_CULL_FACE); +} + +void setCullFace(unsigned int face) { + glCullFace(face); +} + +// ============================================================================= +// Error Handling +// ============================================================================= + +const char* getErrorString() { + GLenum err = glGetError(); + switch (err) { + case GL_NO_ERROR: return nullptr; + case GL_INVALID_ENUM: return "GL_INVALID_ENUM"; + case GL_INVALID_VALUE: return "GL_INVALID_VALUE"; + case GL_INVALID_OPERATION: return "GL_INVALID_OPERATION"; + case GL_OUT_OF_MEMORY: return "GL_OUT_OF_MEMORY"; + default: return "Unknown GL error"; + } +} + +bool checkError(const char* operation) { + const char* err = getErrorString(); + if (err) { + // TODO: Log error with operation name + return false; + } + return true; +} + +} // namespace gl +} // namespace mcrf + +#endif // MCRF_SDL2 diff --git a/src/platform/GLContext_SFML.cpp b/src/platform/GLContext_SFML.cpp new file mode 100644 index 0000000..23c09bd --- /dev/null +++ b/src/platform/GLContext_SFML.cpp @@ -0,0 +1,339 @@ +// GLContext_SFML.cpp - SFML backend for OpenGL context abstraction +// Uses GLAD for GL function loading + +#ifndef MCRF_SDL2 +#ifndef MCRF_HEADLESS + +#include "GLContext.h" +#include +#include +#include +#include + +namespace mcrf { +namespace gl { + +// ============================================================================= +// State tracking +// ============================================================================= + +static bool s_gladInitialized = false; + +struct GLState { + GLboolean depthTest; + GLboolean depthWrite; + GLenum depthFunc; + GLboolean cullFace; + GLenum cullMode; + GLboolean blend; + GLenum blendSrc; + GLenum blendDst; + GLint viewport[4]; + GLint boundFBO; + GLint boundProgram; + GLint boundTexture; +}; + +static std::vector stateStack; + +// ============================================================================= +// Initialization +// ============================================================================= + +bool initGL() { + if (s_gladInitialized) { + return true; + } + + // Load GL function pointers via GLAD + // Note: SFML must have created an OpenGL context before this is called + if (!gladLoadGL()) { + fprintf(stderr, "GLContext_SFML: Failed to initialize GLAD\n"); + return false; + } + + s_gladInitialized = true; + printf("GLContext_SFML: GLAD initialized - OpenGL %d.%d\n", GLVersion.major, GLVersion.minor); + return true; +} + +bool isGLReady() { + return s_gladInitialized; +} + +// ============================================================================= +// FBO Management +// ============================================================================= + +unsigned int createFramebuffer(int width, int height, unsigned int* colorTex, unsigned int* depthRB) { + if (!s_gladInitialized) return 0; + + GLuint fbo, tex, depth = 0; + + // Create FBO + glGenFramebuffers(1, &fbo); + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + + // Create color texture + glGenTextures(1, &tex); + glBindTexture(GL_TEXTURE_2D, tex); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0); + + // Create depth renderbuffer if requested + if (depthRB) { + glGenRenderbuffers(1, &depth); + glBindRenderbuffer(GL_RENDERBUFFER, depth); + glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth); + *depthRB = depth; + } + + // Check completeness + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + if (status != GL_FRAMEBUFFER_COMPLETE) { + fprintf(stderr, "GLContext_SFML: Framebuffer incomplete: 0x%x\n", status); + glBindFramebuffer(GL_FRAMEBUFFER, 0); + if (depth) glDeleteRenderbuffers(1, &depth); + glDeleteTextures(1, &tex); + glDeleteFramebuffers(1, &fbo); + return 0; + } + + glBindFramebuffer(GL_FRAMEBUFFER, 0); + *colorTex = tex; + return fbo; +} + +void bindFramebuffer(unsigned int fbo) { + if (s_gladInitialized) { + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + } +} + +void bindDefaultFramebuffer() { + if (s_gladInitialized) { + glBindFramebuffer(GL_FRAMEBUFFER, 0); + } +} + +void deleteFramebuffer(unsigned int fbo, unsigned int colorTex, unsigned int depthRB) { + if (!s_gladInitialized) return; + + if (depthRB) { + GLuint rb = depthRB; + glDeleteRenderbuffers(1, &rb); + } + if (colorTex) { + GLuint tex = colorTex; + glDeleteTextures(1, &tex); + } + if (fbo) { + GLuint f = fbo; + glDeleteFramebuffers(1, &f); + } +} + +// ============================================================================= +// Shader Compilation +// ============================================================================= + +unsigned int compileShader(unsigned int type, const char* source) { + if (!s_gladInitialized) return 0; + + GLuint shader = glCreateShader(type); + glShaderSource(shader, 1, &source, nullptr); + glCompileShader(shader); + + GLint success; + glGetShaderiv(shader, GL_COMPILE_STATUS, &success); + if (!success) { + GLchar infoLog[512]; + glGetShaderInfoLog(shader, 512, nullptr, infoLog); + fprintf(stderr, "GLContext_SFML: Shader compilation failed:\n%s\n", infoLog); + glDeleteShader(shader); + return 0; + } + + return shader; +} + +unsigned int linkProgram(unsigned int vertShader, unsigned int fragShader) { + if (!s_gladInitialized) return 0; + + GLuint program = glCreateProgram(); + glAttachShader(program, vertShader); + glAttachShader(program, fragShader); + glLinkProgram(program); + + GLint success; + glGetProgramiv(program, GL_LINK_STATUS, &success); + if (!success) { + GLchar infoLog[512]; + glGetProgramInfoLog(program, 512, nullptr, infoLog); + fprintf(stderr, "GLContext_SFML: Program linking failed:\n%s\n", infoLog); + glDeleteProgram(program); + return 0; + } + + return program; +} + +void deleteProgram(unsigned int program) { + if (s_gladInitialized && program) { + glDeleteProgram(program); + } +} + +// ============================================================================= +// State Management +// ============================================================================= + +void pushState() { + if (!s_gladInitialized) return; + + GLState state; + + state.depthTest = glIsEnabled(GL_DEPTH_TEST); + glGetBooleanv(GL_DEPTH_WRITEMASK, &state.depthWrite); + glGetIntegerv(GL_DEPTH_FUNC, (GLint*)&state.depthFunc); + + state.cullFace = glIsEnabled(GL_CULL_FACE); + glGetIntegerv(GL_CULL_FACE_MODE, (GLint*)&state.cullMode); + + state.blend = glIsEnabled(GL_BLEND); + glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&state.blendSrc); + glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&state.blendDst); + + glGetIntegerv(GL_VIEWPORT, state.viewport); + glGetIntegerv(GL_FRAMEBUFFER_BINDING, &state.boundFBO); + glGetIntegerv(GL_CURRENT_PROGRAM, &state.boundProgram); + glGetIntegerv(GL_TEXTURE_BINDING_2D, &state.boundTexture); + + stateStack.push_back(state); +} + +void popState() { + if (!s_gladInitialized || stateStack.empty()) return; + + GLState& state = stateStack.back(); + + if (state.depthTest) glEnable(GL_DEPTH_TEST); + else glDisable(GL_DEPTH_TEST); + glDepthMask(state.depthWrite); + glDepthFunc(state.depthFunc); + + if (state.cullFace) glEnable(GL_CULL_FACE); + else glDisable(GL_CULL_FACE); + glCullFace(state.cullMode); + + if (state.blend) glEnable(GL_BLEND); + else glDisable(GL_BLEND); + glBlendFunc(state.blendSrc, state.blendDst); + + glViewport(state.viewport[0], state.viewport[1], state.viewport[2], state.viewport[3]); + glBindFramebuffer(GL_FRAMEBUFFER, state.boundFBO); + glUseProgram(state.boundProgram); + glBindTexture(GL_TEXTURE_2D, state.boundTexture); + + stateStack.pop_back(); +} + +// ============================================================================= +// 3D State Setup +// ============================================================================= + +void setup3DState() { + if (!s_gladInitialized) return; + + glEnable(GL_DEPTH_TEST); + glDepthMask(GL_TRUE); + glDepthFunc(GL_LESS); + glEnable(GL_CULL_FACE); + glCullFace(GL_BACK); +} + +void restore2DState() { + if (!s_gladInitialized) return; + + glDisable(GL_DEPTH_TEST); + glDisable(GL_CULL_FACE); +} + +// ============================================================================= +// Depth Operations +// ============================================================================= + +void setDepthTest(bool enable) { + if (!s_gladInitialized) return; + if (enable) glEnable(GL_DEPTH_TEST); + else glDisable(GL_DEPTH_TEST); +} + +void setDepthWrite(bool enable) { + if (!s_gladInitialized) return; + glDepthMask(enable ? GL_TRUE : GL_FALSE); +} + +void setDepthFunc(unsigned int func) { + if (!s_gladInitialized) return; + glDepthFunc(func); +} + +void clearDepth() { + if (!s_gladInitialized) return; + glClear(GL_DEPTH_BUFFER_BIT); +} + +// ============================================================================= +// Culling +// ============================================================================= + +void setCulling(bool enable) { + if (!s_gladInitialized) return; + if (enable) glEnable(GL_CULL_FACE); + else glDisable(GL_CULL_FACE); +} + +void setCullFace(unsigned int face) { + if (!s_gladInitialized) return; + glCullFace(face); +} + +// ============================================================================= +// Error Handling +// ============================================================================= + +const char* getErrorString() { + if (!s_gladInitialized) return "GLAD not initialized"; + + GLenum err = glGetError(); + switch (err) { + case GL_NO_ERROR: return nullptr; + case GL_INVALID_ENUM: return "GL_INVALID_ENUM"; + case GL_INVALID_VALUE: return "GL_INVALID_VALUE"; + case GL_INVALID_OPERATION: return "GL_INVALID_OPERATION"; + case GL_OUT_OF_MEMORY: return "GL_OUT_OF_MEMORY"; + case GL_INVALID_FRAMEBUFFER_OPERATION: return "GL_INVALID_FRAMEBUFFER_OPERATION"; + default: return "Unknown GL error"; + } +} + +bool checkError(const char* operation) { + const char* err = getErrorString(); + if (err) { + fprintf(stderr, "GLContext_SFML: GL error after %s: %s\n", operation, err); + return false; + } + return true; +} + +} // namespace gl +} // namespace mcrf + +#endif // MCRF_HEADLESS +#endif // MCRF_SDL2 diff --git a/tests/unit/math3d_test b/tests/unit/math3d_test new file mode 100755 index 0000000000000000000000000000000000000000..3d7c244b065d4cc0f8e02bb8aaaa67c7f89531d0 GIT binary patch literal 31824 zcmeHw4R}=5wf0FM8Y^KYO0K9VQ^Xqo0)g+H4Owf5R;?Y+-F`-C}n`sdBf%*e3h7-C&xQK`qPImIm49ODy^Vr#0E zgYVJSh1O{(4^=!ZFV+N7eRO9!X*TnRfRf%wI_Zaw(rinpcu17=20B)pp(R2sZU^aQ 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HcmV?d00001 diff --git a/tests/unit/math3d_test.cpp b/tests/unit/math3d_test.cpp new file mode 100644 index 0000000..c891626 --- /dev/null +++ b/tests/unit/math3d_test.cpp @@ -0,0 +1,141 @@ +// math3d_test.cpp - Quick verification of Math3D library +// Compile: g++ -std=c++17 -I../../src math3d_test.cpp -o math3d_test && ./math3d_test + +#include "3d/Math3D.h" +#include +#include + +using namespace mcrf; + +bool approx(float a, float b, float eps = 0.0001f) { + return std::abs(a - b) < eps; +} + +int main() { + int passed = 0, failed = 0; + + // vec3 tests + { + vec3 a(1, 2, 3); + vec3 b(4, 5, 6); + + vec3 sum = a + b; + if (approx(sum.x, 5) && approx(sum.y, 7) && approx(sum.z, 9)) { + std::cout << "[PASS] vec3 addition\n"; passed++; + } else { + std::cout << "[FAIL] vec3 addition\n"; failed++; + } + + float dot = a.dot(b); + if (approx(dot, 32)) { // 1*4 + 2*5 + 3*6 = 32 + std::cout << "[PASS] vec3 dot product\n"; passed++; + } else { + std::cout << "[FAIL] vec3 dot product: " << dot << "\n"; failed++; + } + + vec3 c(1, 0, 0); + vec3 d(0, 1, 0); + vec3 cross = c.cross(d); + if (approx(cross.x, 0) && approx(cross.y, 0) && approx(cross.z, 1)) { + std::cout << "[PASS] vec3 cross product\n"; passed++; + } else { + std::cout << "[FAIL] vec3 cross product\n"; failed++; + } + + vec3 n = vec3(3, 4, 0).normalized(); + if (approx(n.length(), 1.0f)) { + std::cout << "[PASS] vec3 normalize\n"; passed++; + } else { + std::cout << "[FAIL] vec3 normalize\n"; failed++; + } + } + + // mat4 tests + { + mat4 id = mat4::identity(); + vec3 p(1, 2, 3); + vec3 transformed = id.transformPoint(p); + if (approx(transformed.x, 1) && approx(transformed.y, 2) && approx(transformed.z, 3)) { + std::cout << "[PASS] mat4 identity transform\n"; passed++; + } else { + std::cout << "[FAIL] mat4 identity transform\n"; failed++; + } + + mat4 trans = mat4::translate(10, 20, 30); + vec3 moved = trans.transformPoint(p); + if (approx(moved.x, 11) && approx(moved.y, 22) && approx(moved.z, 33)) { + std::cout << "[PASS] mat4 translation\n"; passed++; + } else { + std::cout << "[FAIL] mat4 translation\n"; failed++; + } + + mat4 scl = mat4::scale(2, 3, 4); + vec3 scaled = scl.transformPoint(p); + if (approx(scaled.x, 2) && approx(scaled.y, 6) && approx(scaled.z, 12)) { + std::cout << "[PASS] mat4 scale\n"; passed++; + } else { + std::cout << "[FAIL] mat4 scale\n"; failed++; + } + + // Test rotation: 90 degrees around Y should swap X and Z + mat4 rotY = mat4::rotateY(HALF_PI); + vec3 rotated = rotY.transformPoint(vec3(1, 0, 0)); + if (approx(rotated.x, 0) && approx(rotated.z, -1)) { + std::cout << "[PASS] mat4 rotateY\n"; passed++; + } else { + std::cout << "[FAIL] mat4 rotateY: " << rotated.x << "," << rotated.y << "," << rotated.z << "\n"; failed++; + } + } + + // Projection matrix test + { + mat4 proj = mat4::perspective(radians(90.0f), 1.0f, 0.1f, 100.0f); + // A point at z=-1 (in front of camera) should project to valid NDC + vec4 p(0, 0, -1, 1); + vec4 clip = proj * p; + vec3 ndc = clip.perspectiveDivide(); + if (ndc.z > -1.0f && ndc.z < 1.0f) { + std::cout << "[PASS] mat4 perspective\n"; passed++; + } else { + std::cout << "[FAIL] mat4 perspective\n"; failed++; + } + } + + // LookAt matrix test + { + mat4 view = mat4::lookAt(vec3(0, 0, 5), vec3(0, 0, 0), vec3(0, 1, 0)); + vec3 origin = view.transformPoint(vec3(0, 0, 0)); + // Origin should be at z=-5 in view space (5 units in front) + if (approx(origin.x, 0) && approx(origin.y, 0) && approx(origin.z, -5)) { + std::cout << "[PASS] mat4 lookAt\n"; passed++; + } else { + std::cout << "[FAIL] mat4 lookAt: " << origin.x << "," << origin.y << "," << origin.z << "\n"; failed++; + } + } + + // Quaternion tests + { + quat q = quat::fromAxisAngle(vec3(0, 1, 0), HALF_PI); + vec3 rotated = q.rotate(vec3(1, 0, 0)); + if (approx(rotated.x, 0) && approx(rotated.z, -1)) { + std::cout << "[PASS] quat rotation\n"; passed++; + } else { + std::cout << "[FAIL] quat rotation: " << rotated.x << "," << rotated.y << "," << rotated.z << "\n"; failed++; + } + + quat a = quat::fromAxisAngle(vec3(0, 1, 0), 0); + quat b = quat::fromAxisAngle(vec3(0, 1, 0), PI); + quat mid = quat::slerp(a, b, 0.5f); + vec3 half = mid.rotate(vec3(1, 0, 0)); + // At t=0.5 between 0 and PI rotation, we should get 90 degrees + // Result should be perpendicular to input (x near 0, |z| near 1) + if (approx(half.x, 0, 0.01f) && approx(std::abs(half.z), 1, 0.01f)) { + std::cout << "[PASS] quat slerp\n"; passed++; + } else { + std::cout << "[FAIL] quat slerp: " << half.x << "," << half.y << "," << half.z << "\n"; failed++; + } + } + + std::cout << "\n=== Results: " << passed << " passed, " << failed << " failed ===\n"; + return failed > 0 ? 1 : 0; +} diff --git a/tests/unit/viewport3d_test.py b/tests/unit/viewport3d_test.py new file mode 100644 index 0000000..74358b4 --- /dev/null +++ b/tests/unit/viewport3d_test.py @@ -0,0 +1,212 @@ +# viewport3d_test.py - Unit test for Viewport3D 3D rendering viewport + +import mcrfpy +import sys + +def test_viewport3d_creation(): + """Test basic Viewport3D creation and default properties""" + vp = mcrfpy.Viewport3D() + + # Default position + assert vp.x == 0.0, f"Expected x=0, got {vp.x}" + assert vp.y == 0.0, f"Expected y=0, got {vp.y}" + + # Default size (320x240 - PS1 resolution) + assert vp.w == 320.0, f"Expected w=320, got {vp.w}" + assert vp.h == 240.0, f"Expected h=240, got {vp.h}" + + # Default render resolution + assert vp.render_resolution == (320, 240), f"Expected (320, 240), got {vp.render_resolution}" + + # Default camera position + assert vp.camera_pos == (0.0, 0.0, 5.0), f"Expected (0, 0, 5), got {vp.camera_pos}" + + # Default camera target + assert vp.camera_target == (0.0, 0.0, 0.0), f"Expected (0, 0, 0), got {vp.camera_target}" + + # Default FOV + assert vp.fov == 60.0, f"Expected fov=60, got {vp.fov}" + + # Default PS1 effect flags + assert vp.enable_vertex_snap == True, f"Expected vertex_snap=True, got {vp.enable_vertex_snap}" + assert vp.enable_affine == True, f"Expected affine=True, got {vp.enable_affine}" + assert vp.enable_dither == True, f"Expected dither=True, got {vp.enable_dither}" + assert vp.enable_fog == True, f"Expected fog=True, got {vp.enable_fog}" + + # Default fog range + assert vp.fog_near == 10.0, f"Expected fog_near=10, got {vp.fog_near}" + assert vp.fog_far == 100.0, f"Expected fog_far=100, got {vp.fog_far}" + + print("[PASS] test_viewport3d_creation") + +def test_viewport3d_with_kwargs(): + """Test Viewport3D creation with keyword arguments""" + vp = mcrfpy.Viewport3D( + pos=(100, 200), + size=(640, 480), + render_resolution=(160, 120), + fov=90.0, + camera_pos=(10.0, 5.0, 10.0), + camera_target=(0.0, 2.0, 0.0), + enable_vertex_snap=False, + enable_affine=False, + enable_dither=False, + enable_fog=False, + fog_near=5.0, + fog_far=50.0 + ) + + assert vp.x == 100.0, f"Expected x=100, got {vp.x}" + assert vp.y == 200.0, f"Expected y=200, got {vp.y}" + assert vp.w == 640.0, f"Expected w=640, got {vp.w}" + assert vp.h == 480.0, f"Expected h=480, got {vp.h}" + assert vp.render_resolution == (160, 120), f"Expected (160, 120), got {vp.render_resolution}" + assert vp.fov == 90.0, f"Expected fov=90, got {vp.fov}" + assert vp.camera_pos == (10.0, 5.0, 10.0), f"Expected (10, 5, 10), got {vp.camera_pos}" + assert vp.camera_target == (0.0, 2.0, 0.0), f"Expected (0, 2, 0), got {vp.camera_target}" + assert vp.enable_vertex_snap == False, f"Expected vertex_snap=False, got {vp.enable_vertex_snap}" + assert vp.enable_affine == False, f"Expected affine=False, got {vp.enable_affine}" + assert vp.enable_dither == False, f"Expected dither=False, got {vp.enable_dither}" + assert vp.enable_fog == False, f"Expected fog=False, got {vp.enable_fog}" + assert vp.fog_near == 5.0, f"Expected fog_near=5, got {vp.fog_near}" + assert vp.fog_far == 50.0, f"Expected fog_far=50, got {vp.fog_far}" + + print("[PASS] test_viewport3d_with_kwargs") + +def test_viewport3d_property_modification(): + """Test modifying Viewport3D properties after creation""" + vp = mcrfpy.Viewport3D() + + # Modify position + vp.x = 50 + vp.y = 75 + assert vp.x == 50.0, f"Expected x=50, got {vp.x}" + assert vp.y == 75.0, f"Expected y=75, got {vp.y}" + + # Modify size + vp.w = 800 + vp.h = 600 + assert vp.w == 800.0, f"Expected w=800, got {vp.w}" + assert vp.h == 600.0, f"Expected h=600, got {vp.h}" + + # Modify render resolution + vp.render_resolution = (256, 192) + assert vp.render_resolution == (256, 192), f"Expected (256, 192), got {vp.render_resolution}" + + # Modify camera + vp.camera_pos = (0.0, 10.0, 20.0) + vp.camera_target = (5.0, 0.0, 5.0) + vp.fov = 45.0 + assert vp.camera_pos == (0.0, 10.0, 20.0), f"Expected (0, 10, 20), got {vp.camera_pos}" + assert vp.camera_target == (5.0, 0.0, 5.0), f"Expected (5, 0, 5), got {vp.camera_target}" + assert vp.fov == 45.0, f"Expected fov=45, got {vp.fov}" + + # Modify PS1 effects + vp.enable_vertex_snap = False + vp.enable_affine = False + vp.enable_dither = True + vp.enable_fog = True + assert vp.enable_vertex_snap == False + assert vp.enable_affine == False + assert vp.enable_dither == True + assert vp.enable_fog == True + + # Modify fog range + vp.fog_near = 1.0 + vp.fog_far = 200.0 + assert vp.fog_near == 1.0, f"Expected fog_near=1, got {vp.fog_near}" + assert vp.fog_far == 200.0, f"Expected fog_far=200, got {vp.fog_far}" + + print("[PASS] test_viewport3d_property_modification") + +def test_viewport3d_scene_integration(): + """Test adding Viewport3D to a scene""" + scene = mcrfpy.Scene("viewport3d_test_scene") + vp = mcrfpy.Viewport3D(pos=(10, 10), size=(400, 300)) + + # Add to scene + scene.children.append(vp) + + # Verify it was added + assert len(scene.children) == 1, f"Expected 1 child, got {len(scene.children)}" + + # Retrieve and verify type + child = scene.children[0] + assert type(child).__name__ == "Viewport3D", f"Expected Viewport3D, got {type(child).__name__}" + + # Verify properties match + assert child.x == 10.0 + assert child.y == 10.0 + assert child.w == 400.0 + assert child.h == 300.0 + + print("[PASS] test_viewport3d_scene_integration") + +def test_viewport3d_visibility(): + """Test visibility and opacity properties""" + vp = mcrfpy.Viewport3D() + + # Default visibility + assert vp.visible == True, f"Expected visible=True, got {vp.visible}" + assert vp.opacity == 1.0, f"Expected opacity=1.0, got {vp.opacity}" + + # Modify visibility + vp.visible = False + assert vp.visible == False, f"Expected visible=False, got {vp.visible}" + + # Modify opacity + vp.opacity = 0.5 + assert vp.opacity == 0.5, f"Expected opacity=0.5, got {vp.opacity}" + + # Opacity clamping + vp.opacity = 2.0 # Should clamp to 1.0 + assert vp.opacity == 1.0, f"Expected opacity=1.0 after clamping, got {vp.opacity}" + + vp.opacity = -0.5 # Should clamp to 0.0 + assert vp.opacity == 0.0, f"Expected opacity=0.0 after clamping, got {vp.opacity}" + + print("[PASS] test_viewport3d_visibility") + +def test_viewport3d_repr(): + """Test Viewport3D string representation""" + vp = mcrfpy.Viewport3D(pos=(100, 200), size=(640, 480), render_resolution=(320, 240)) + repr_str = repr(vp) + + # Check that repr contains expected information + assert "Viewport3D" in repr_str, f"Expected 'Viewport3D' in repr, got {repr_str}" + assert "100" in repr_str, f"Expected x position in repr, got {repr_str}" + assert "200" in repr_str, f"Expected y position in repr, got {repr_str}" + + print("[PASS] test_viewport3d_repr") + +def run_all_tests(): + """Run all Viewport3D tests""" + tests = [ + test_viewport3d_creation, + test_viewport3d_with_kwargs, + test_viewport3d_property_modification, + test_viewport3d_scene_integration, + test_viewport3d_visibility, + test_viewport3d_repr, + ] + + passed = 0 + failed = 0 + + for test in tests: + try: + test() + passed += 1 + except AssertionError as e: + print(f"[FAIL] {test.__name__}: {e}") + failed += 1 + except Exception as e: + print(f"[ERROR] {test.__name__}: {e}") + failed += 1 + + print(f"\n=== Results: {passed} passed, {failed} failed ===") + return failed == 0 + +if __name__ == "__main__": + success = run_all_tests() + sys.exit(0 if success else 1)