diff --git a/CMakeLists.txt b/CMakeLists.txt index d7f79d04c7..9a6706caf3 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -141,6 +141,7 @@ target_link_libraries( qhullstatic_r tinyobjloader tinyxml2 + cglm ) set_target_properties( diff --git a/cmake/MujocoDependencies.cmake b/cmake/MujocoDependencies.cmake index 5cdc33cb7f..f4a21b51bb 100644 --- a/cmake/MujocoDependencies.cmake +++ b/cmake/MujocoDependencies.cmake @@ -61,6 +61,11 @@ set(MUJOCO_DEP_VERSION_benchmark set(MUJOCO_DEP_VERSION_TriangleMeshDistance 2cb643de1436e1ba8e2be49b07ec5491ac604457 CACHE STRING "Version of `TriangleMeshDistance` to be fetched." + ) + +set(MUJOCO_DEP_VERSION_cglm + 144d1e7c29b3b0c6dede7917a0476cc95248559c + CACHE STRING "Version of `CGLM` to be fetched." ) mark_as_advanced(MUJOCO_DEP_VERSION_lodepng) @@ -74,6 +79,7 @@ mark_as_advanced(MUJOCO_DEP_VERSION_abseil) mark_as_advanced(MUJOCO_DEP_VERSION_gtest) mark_as_advanced(MUJOCO_DEP_VERSION_benchmark) mark_as_advanced(MUJOCO_DEP_VERSION_TriangleMeshDistance) +mark_as_advanced(MUJOCO_DEP_VERSION_cglm) include(FetchContent) include(FindOrFetch) @@ -218,6 +224,24 @@ findorfetch( target_compile_options(ccd PRIVATE ${MUJOCO_MACOS_COMPILE_OPTIONS}) target_link_options(ccd PRIVATE ${MUJOCO_MACOS_LINK_OPTIONS}) +findorfetch( + USE_SYSTEM_PACKAGE + OFF + PACKAGE_NAME + cglm + LIBRARY_NAME + cglm + GIT_REPO + https://github.com/recp/cglm.git + GIT_TAG v0.9.6 + ${MUJOCO_DEP_VERSION_cglm} + TARGETS + cglm + EXCLUDE_FROM_ALL +) +target_compile_options(cglm PRIVATE ${MUJOCO_MACOS_COMPILE_OPTIONS}) +target_link_options(cglm PRIVATE ${MUJOCO_MACOS_LINK_OPTIONS}) + # libCCD has an unconditional `#define _CRT_SECURE_NO_WARNINGS` on Windows. # TODO(stunya): Remove this after https://github.com/danfis/libccd/pull/77 is merged. if(WIN32) diff --git a/include/mujoco/mjrender.h b/include/mujoco/mjrender.h index 9a8ed1b787..ec715892f1 100644 --- a/include/mujoco/mjrender.h +++ b/include/mujoco/mjrender.h @@ -147,6 +147,17 @@ struct mjrContext_ { // custom OpenGL context unsigned int* skintexcoordVBO; // skin vertex texture coordinate VBOs (nskin) unsigned int* skinfaceVBO; // skin face index VBOs (nskin) + // Shaders + unsigned int defaultShader; + unsigned int wireframeShader; + + // Plane buffers + int nplanes; + unsigned int planeIndexCount; + unsigned int planeVAO; // Plane vertex array objects (nplane) + unsigned int planeVBO; // Plane vertex buffer objects (nplane) + unsigned int planeEBO; // Plane elemental buffer objects (nplane) + // character info int charWidth[127]; // character widths: normal and shadow int charWidthBig[127]; // chacarter widths: big diff --git a/include/mujoco/mujoco.h b/include/mujoco/mujoco.h index d61db39cae..8d46645d72 100644 --- a/include/mujoco/mujoco.h +++ b/include/mujoco/mujoco.h @@ -745,6 +745,7 @@ MJAPI void mjr_defaultContext(mjrContext* con); // Allocate resources in custom OpenGL context; fontscale is mjtFontScale. MJAPI void mjr_makeContext(const mjModel* m, mjrContext* con, int fontscale); +MJAPI void mjr3_makeContext(const mjModel* m, mjrContext* con, int fontscale); // Change font of existing context. MJAPI void mjr_changeFont(int fontscale, mjrContext* con); @@ -819,6 +820,7 @@ MJAPI void mjr_figure(mjrRect viewport, mjvFigure* fig, const mjrContext* con); // Render 3D scene. MJAPI void mjr_render(mjrRect viewport, mjvScene* scn, const mjrContext* con); +MJAPI void mjr3_render(mjrRect viewport, mjvScene* scn, const mjrContext* con); // Call glFinish. MJAPI void mjr_finish(void); diff --git a/sample/CMakeLists.txt b/sample/CMakeLists.txt index 144557dd52..0388fc5fae 100644 --- a/sample/CMakeLists.txt +++ b/sample/CMakeLists.txt @@ -96,20 +96,31 @@ target_link_libraries( ) target_link_options(basic PRIVATE ${MUJOCO_SAMPLE_LINK_OPTIONS}) -add_executable(record record.cc array_safety.h) -target_compile_options(record PUBLIC ${MUJOCO_SAMPLE_COMPILE_OPTIONS}) +add_executable(basic3 basic3.cc) +target_compile_options(basic3 PUBLIC ${MUJOCO_SAMPLE_COMPILE_OPTIONS}) target_link_libraries( - record + basic3 mujoco::mujoco glfw Threads::Threads ) -target_link_options(record PRIVATE ${MUJOCO_SAMPLE_LINK_OPTIONS}) +target_link_options(basic PRIVATE ${MUJOCO_SAMPLE_LINK_OPTIONS}) + +# add_executable(record record.cc array_safety.h) +# target_compile_options(record PUBLIC ${MUJOCO_SAMPLE_COMPILE_OPTIONS}) +# target_link_libraries( +# record +# mujoco::mujoco +# glfw +# Threads::Threads +# ) +# target_link_options(record PRIVATE ${MUJOCO_SAMPLE_LINK_OPTIONS}) if(APPLE AND MUJOCO_BUILD_MACOS_FRAMEWORKS) embed_in_bundle(basic simulate) + embed_in_bundle(basic3 simulate) embed_in_bundle(compile simulate) - embed_in_bundle(record simulate) + # embed_in_bundle(record simulate) embed_in_bundle(testspeed simulate) endif() @@ -126,8 +137,9 @@ if(_INSTALL_SAMPLES) target_add_rpath( TARGETS basic + basic3 compile - record + # record testspeed INSTALL_DIRECTORY "${CMAKE_INSTALL_PREFIX}/${CMAKE_INSTALL_BINDIR}" @@ -140,7 +152,7 @@ if(_INSTALL_SAMPLES) install( TARGETS basic compile - record + # record testspeed EXPORT ${PROJECT_NAME} RUNTIME DESTINATION "${CMAKE_INSTALL_BINDIR}" COMPONENT samples diff --git a/sample/basic3.cc b/sample/basic3.cc new file mode 100644 index 0000000000..8d61bbc650 --- /dev/null +++ b/sample/basic3.cc @@ -0,0 +1,215 @@ +// Copyright 2021 DeepMind Technologies Limited +// +// Licensed under the Apache License, Version 2.0 (the "License"); +// you may not use this file except in compliance with the License. +// You may obtain a copy of the License at +// +// http://www.apache.org/licenses/LICENSE-2.0 +// +// Unless required by applicable law or agreed to in writing, software +// distributed under the License is distributed on an "AS IS" BASIS, +// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +// See the License for the specific language governing permissions and +// limitations under the License. + +#include +#include + +#include +#include + +// MuJoCo data structures +mjModel* m = NULL; // MuJoCo model +mjData* d = NULL; // MuJoCo data +mjvCamera cam; // abstract camera +mjvOption opt; // visualization options +mjvScene scn; // abstract scene +mjrContext con; // custom GPU context + +// mouse interaction +bool button_left = false; +bool button_middle = false; +bool button_right = false; +double lastx = 0; +double lasty = 0; + + +// keyboard callback +void keyboard(GLFWwindow* window, int key, int scancode, int act, int mods) { + // backspace: reset simulation + if (act==GLFW_PRESS && key==GLFW_KEY_BACKSPACE) { + mj_resetData(m, d); + mj_forward(m, d); + } +} + + +// mouse button callback +void mouse_button(GLFWwindow* window, int button, int act, int mods) { + // update button state + button_left = (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT)==GLFW_PRESS); + button_middle = (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_MIDDLE)==GLFW_PRESS); + button_right = (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT)==GLFW_PRESS); + + // update mouse position + glfwGetCursorPos(window, &lastx, &lasty); +} + + +// mouse move callback +void mouse_move(GLFWwindow* window, double xpos, double ypos) { + // no buttons down: nothing to do + if (!button_left && !button_middle && !button_right) { + return; + } + + // compute mouse displacement, save + double dx = xpos - lastx; + double dy = ypos - lasty; + lastx = xpos; + lasty = ypos; + + // get current window size + int width, height; + glfwGetWindowSize(window, &width, &height); + + // get shift key state + bool mod_shift = (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT)==GLFW_PRESS || + glfwGetKey(window, GLFW_KEY_RIGHT_SHIFT)==GLFW_PRESS); + + // determine action based on mouse button + mjtMouse action; + if (button_right) { + action = mod_shift ? mjMOUSE_MOVE_H : mjMOUSE_MOVE_V; + } else if (button_left) { + action = mod_shift ? mjMOUSE_ROTATE_H : mjMOUSE_ROTATE_V; + } else { + action = mjMOUSE_ZOOM; + } + + // move camera + mjv_moveCamera(m, action, dx/height, dy/height, &scn, &cam); +} + + +// scroll callback +void scroll(GLFWwindow* window, double xoffset, double yoffset) { + // emulate vertical mouse motion = 5% of window height + mjv_moveCamera(m, mjMOUSE_ZOOM, 0, -0.05*yoffset, &scn, &cam); +} + + +// main function +int main(int argc, const char** argv) { + // check command-line arguments + if (argc!=2) { + std::printf(" USAGE: basic modelfile\n"); + return 0; + } + + // load and compile model + char error[1000] = "Could not load binary model"; + if (std::strlen(argv[1])>4 && !std::strcmp(argv[1]+std::strlen(argv[1])-4, ".mjb")) { + m = mj_loadModel(argv[1], 0); + } else { + m = mj_loadXML(argv[1], 0, error, 1000); + } + if (!m) { + mju_error("Load model error: %s", error); + } + + // make data + d = mj_makeData(m); + + // init GLFW + if (!glfwInit()) { + mju_error("Could not initialize GLFW"); + } + + // create window, make OpenGL context current, request v-sync + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // 3.2 is a good minimum for macOS + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required for macOS + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + + // glfwWindowHint(OPENGL_PROFILE, OPENGL_CORE_PROFILE); + GLFWwindow* window = glfwCreateWindow(1200, 900, "Demo", NULL, NULL); + glfwMakeContextCurrent(window); + glfwSwapInterval(1); + + // initialize visualization data structures + mjv_defaultCamera(&cam); + mjv_defaultOption(&opt); + mjv_defaultScene(&scn); + mjr_defaultContext(&con); + + // GLint majorVersion, minorVersion; + // glGetIntegerv(GL_MAJOR_VERSION, &majorVersion); + // glGetIntegerv(GL_MINOR_VERSION, &minorVersion); + + int majorVersion = glfwGetWindowAttrib(window, GLFW_CONTEXT_VERSION_MAJOR); + int minorVersion = glfwGetWindowAttrib(window, GLFW_CONTEXT_VERSION_MINOR); + printf("OpenGL version: %d.%d\n", majorVersion, minorVersion); + + // GLint major, minor; + // glGetIntegerv(0x821B, &major); // GL_MAJOR_VERSION = 0x821B + // glGetIntegerv(0x821C, &minor); // GL_MINOR_VERSION = 0x821C + // GLint major, minor; + // glGetIntegerv(GL_MAJOR_VERSION, &major); + // glGetIntegerv(GL_MINOR_VERSION, &minor); + // std::cout << "OpenGL Version: " << major << "." << minor << std::endl; + // const char *version = (const char *)glGetString(GL_VERSION); + // printf("OpenGL version: %s\n", version); + + // create scene and context + mjv_makeScene(m, &scn, 2000); + mjr3_makeContext(m, &con, mjFONTSCALE_150); + + // install GLFW mouse and keyboard callbacks + glfwSetKeyCallback(window, keyboard); + glfwSetCursorPosCallback(window, mouse_move); + glfwSetMouseButtonCallback(window, mouse_button); + glfwSetScrollCallback(window, scroll); + + // run main loop, target real-time simulation and 60 fps rendering + while (!glfwWindowShouldClose(window)) { + // advance interactive simulation for 1/60 sec + // Assuming MuJoCo can simulate faster than real-time, which it usually can, + // this loop will finish on time for the next frame to be rendered at 60 fps. + // Otherwise add a cpu timer and exit this loop when it is time to render. + mjtNum simstart = d->time; + while (d->time - simstart < 1.0/60.0) { + mj_step(m, d); + } + + // get framebuffer viewport + mjrRect viewport = {0, 0, 0, 0}; + glfwGetFramebufferSize(window, &viewport.width, &viewport.height); + + // update scene and render + mjv_updateScene(m, d, &opt, NULL, &cam, mjCAT_ALL, &scn); + + // swap OpenGL buffers (blocking call due to v-sync) + glfwSwapBuffers(window); + + mjr3_render(viewport, &scn, &con); + + // process pending GUI events, call GLFW callbacks + glfwPollEvents(); + } + + //free visualization storage + mjv_freeScene(&scn); + // mjr_freeContext(&con); + + // free MuJoCo model and data + mj_deleteData(d); + mj_deleteModel(m); + + // terminate GLFW (crashes with Linux NVidia drivers) +#if defined(__APPLE__) || defined(_WIN32) + glfwTerminate(); +#endif + + return 1; +} diff --git a/sample/cmake/SampleDependencies.cmake b/sample/cmake/SampleDependencies.cmake index 5365ab1002..76d6db968d 100644 --- a/sample/cmake/SampleDependencies.cmake +++ b/sample/cmake/SampleDependencies.cmake @@ -27,7 +27,7 @@ option(MUJOCO_SAMPLES_USE_SYSTEM_MUJOCO "Use installed MuJoCo version." unset(DEFAULT_USE_SYSTEM_MUJOCO) option(MUJOCO_SAMPLES_USE_SYSTEM_MUJOCO "Use installed MuJoCo version." OFF) -option(MUJOCO_SAMPLES_USE_SYSTEM_GLFW "Use installed GLFW version." OFF) +option(MUJOCO_SAMPLES_USE_SYSTEM_GLFW "Use installed GLFW version." ON) set(MUJOCO_DEP_VERSION_glfw3 7b6aead9fb88b3623e3b3725ebb42670cbe4c579 # 3.4 diff --git a/src/render/CMakeLists.txt b/src/render/CMakeLists.txt index ac3335f619..9fa07b4e26 100644 --- a/src/render/CMakeLists.txt +++ b/src/render/CMakeLists.txt @@ -16,6 +16,9 @@ set(MUJOCO_RENDER_SRCS glad/glad.c glad/glad.h glad/loader.cc + glad/glad3.c + glad/glad3.h + glad/loader3.cc render_context.c render_context.h render_gl2.c @@ -24,6 +27,14 @@ set(MUJOCO_RENDER_SRCS render_gl3.h render_util.c render_util.h + render3_context.c + render3_context.h + render3_gl2.c + render3_gl2.h + render3_gl3.c + render3_gl3.h + render3_util.c + render3_util.h ) target_sources(mujoco PRIVATE ${MUJOCO_RENDER_SRCS}) diff --git a/src/render/glad/glad3.c b/src/render/glad/glad3.c new file mode 100644 index 0000000000..c7e1266c68 --- /dev/null +++ b/src/render/glad/glad3.c @@ -0,0 +1,1139 @@ +/* + + OpenGL loader generated by glad 0.1.36 on Wed Mar 5 02:48:21 2025. + + Language/Generator: C/C++ + Specification: gl + APIs: gl=3.3 + Profile: core + Extensions: + + Loader: True + Local files: False + Omit khrplatform: False + Reproducible: False + + Commandline: + --profile="core" --api="gl=3.3" --generator="c" --spec="gl" --extensions="" + Online: + https://glad.dav1d.de/#profile=core&language=c&specification=gl&loader=on&api=gl%3D3.3 +*/ + +#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 mjgladLoadGL(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; +int GLAD_GL_VERSION_3_3 = 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; +PFNGLBINDFRAGDATALOCATIONINDEXEDPROC glad_glBindFragDataLocationIndexed = NULL; +PFNGLBINDFRAMEBUFFERPROC glad_glBindFramebuffer = NULL; +PFNGLBINDRENDERBUFFERPROC glad_glBindRenderbuffer = NULL; +PFNGLBINDSAMPLERPROC glad_glBindSampler = 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; +PFNGLCOLORP3UIPROC glad_glColorP3ui = NULL; +PFNGLCOLORP3UIVPROC glad_glColorP3uiv = NULL; +PFNGLCOLORP4UIPROC glad_glColorP4ui = NULL; +PFNGLCOLORP4UIVPROC glad_glColorP4uiv = 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; +PFNGLDELETESAMPLERSPROC glad_glDeleteSamplers = 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; +PFNGLGENSAMPLERSPROC glad_glGenSamplers = 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; +PFNGLGETFRAGDATAINDEXPROC glad_glGetFragDataIndex = 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; +PFNGLGETQUERYOBJECTI64VPROC glad_glGetQueryObjecti64v = NULL; +PFNGLGETQUERYOBJECTIVPROC glad_glGetQueryObjectiv = NULL; +PFNGLGETQUERYOBJECTUI64VPROC glad_glGetQueryObjectui64v = NULL; +PFNGLGETQUERYOBJECTUIVPROC glad_glGetQueryObjectuiv = NULL; +PFNGLGETQUERYIVPROC glad_glGetQueryiv = NULL; +PFNGLGETRENDERBUFFERPARAMETERIVPROC glad_glGetRenderbufferParameteriv = NULL; +PFNGLGETSAMPLERPARAMETERIIVPROC glad_glGetSamplerParameterIiv = NULL; +PFNGLGETSAMPLERPARAMETERIUIVPROC glad_glGetSamplerParameterIuiv = NULL; +PFNGLGETSAMPLERPARAMETERFVPROC glad_glGetSamplerParameterfv = NULL; +PFNGLGETSAMPLERPARAMETERIVPROC glad_glGetSamplerParameteriv = 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; +PFNGLISSAMPLERPROC glad_glIsSampler = 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; +PFNGLMULTITEXCOORDP1UIPROC glad_glMultiTexCoordP1ui = NULL; +PFNGLMULTITEXCOORDP1UIVPROC glad_glMultiTexCoordP1uiv = NULL; +PFNGLMULTITEXCOORDP2UIPROC glad_glMultiTexCoordP2ui = NULL; +PFNGLMULTITEXCOORDP2UIVPROC glad_glMultiTexCoordP2uiv = NULL; +PFNGLMULTITEXCOORDP3UIPROC glad_glMultiTexCoordP3ui = NULL; +PFNGLMULTITEXCOORDP3UIVPROC glad_glMultiTexCoordP3uiv = NULL; +PFNGLMULTITEXCOORDP4UIPROC glad_glMultiTexCoordP4ui = NULL; +PFNGLMULTITEXCOORDP4UIVPROC glad_glMultiTexCoordP4uiv = NULL; +PFNGLNORMALP3UIPROC glad_glNormalP3ui = NULL; +PFNGLNORMALP3UIVPROC glad_glNormalP3uiv = 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; +PFNGLQUERYCOUNTERPROC glad_glQueryCounter = 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; +PFNGLSAMPLERPARAMETERIIVPROC glad_glSamplerParameterIiv = NULL; +PFNGLSAMPLERPARAMETERIUIVPROC glad_glSamplerParameterIuiv = NULL; +PFNGLSAMPLERPARAMETERFPROC glad_glSamplerParameterf = NULL; +PFNGLSAMPLERPARAMETERFVPROC glad_glSamplerParameterfv = NULL; +PFNGLSAMPLERPARAMETERIPROC glad_glSamplerParameteri = NULL; +PFNGLSAMPLERPARAMETERIVPROC glad_glSamplerParameteriv = NULL; +PFNGLSCISSORPROC glad_glScissor = NULL; +PFNGLSECONDARYCOLORP3UIPROC glad_glSecondaryColorP3ui = NULL; +PFNGLSECONDARYCOLORP3UIVPROC glad_glSecondaryColorP3uiv = 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; +PFNGLTEXCOORDP1UIPROC glad_glTexCoordP1ui = NULL; +PFNGLTEXCOORDP1UIVPROC glad_glTexCoordP1uiv = NULL; +PFNGLTEXCOORDP2UIPROC glad_glTexCoordP2ui = NULL; +PFNGLTEXCOORDP2UIVPROC glad_glTexCoordP2uiv = NULL; +PFNGLTEXCOORDP3UIPROC glad_glTexCoordP3ui = NULL; +PFNGLTEXCOORDP3UIVPROC glad_glTexCoordP3uiv = NULL; +PFNGLTEXCOORDP4UIPROC glad_glTexCoordP4ui = NULL; +PFNGLTEXCOORDP4UIVPROC glad_glTexCoordP4uiv = 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; +PFNGLVERTEXATTRIBDIVISORPROC glad_glVertexAttribDivisor = 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; +PFNGLVERTEXATTRIBP1UIPROC glad_glVertexAttribP1ui = NULL; +PFNGLVERTEXATTRIBP1UIVPROC glad_glVertexAttribP1uiv = NULL; +PFNGLVERTEXATTRIBP2UIPROC glad_glVertexAttribP2ui = NULL; +PFNGLVERTEXATTRIBP2UIVPROC glad_glVertexAttribP2uiv = NULL; +PFNGLVERTEXATTRIBP3UIPROC glad_glVertexAttribP3ui = NULL; +PFNGLVERTEXATTRIBP3UIVPROC glad_glVertexAttribP3uiv = NULL; +PFNGLVERTEXATTRIBP4UIPROC glad_glVertexAttribP4ui = NULL; +PFNGLVERTEXATTRIBP4UIVPROC glad_glVertexAttribP4uiv = NULL; +PFNGLVERTEXATTRIBPOINTERPROC glad_glVertexAttribPointer = NULL; +PFNGLVERTEXP2UIPROC glad_glVertexP2ui = NULL; +PFNGLVERTEXP2UIVPROC glad_glVertexP2uiv = NULL; +PFNGLVERTEXP3UIPROC glad_glVertexP3ui = NULL; +PFNGLVERTEXP3UIVPROC glad_glVertexP3uiv = NULL; +PFNGLVERTEXP4UIPROC glad_glVertexP4ui = NULL; +PFNGLVERTEXP4UIVPROC glad_glVertexP4uiv = 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 void load_GL_VERSION_3_3(GLADloadproc load) { + if(!GLAD_GL_VERSION_3_3) return; + glad_glBindFragDataLocationIndexed = (PFNGLBINDFRAGDATALOCATIONINDEXEDPROC)load("glBindFragDataLocationIndexed"); + glad_glGetFragDataIndex = (PFNGLGETFRAGDATAINDEXPROC)load("glGetFragDataIndex"); + glad_glGenSamplers = (PFNGLGENSAMPLERSPROC)load("glGenSamplers"); + glad_glDeleteSamplers = (PFNGLDELETESAMPLERSPROC)load("glDeleteSamplers"); + glad_glIsSampler = (PFNGLISSAMPLERPROC)load("glIsSampler"); + glad_glBindSampler = (PFNGLBINDSAMPLERPROC)load("glBindSampler"); + glad_glSamplerParameteri = (PFNGLSAMPLERPARAMETERIPROC)load("glSamplerParameteri"); + glad_glSamplerParameteriv = (PFNGLSAMPLERPARAMETERIVPROC)load("glSamplerParameteriv"); + glad_glSamplerParameterf = (PFNGLSAMPLERPARAMETERFPROC)load("glSamplerParameterf"); + glad_glSamplerParameterfv = (PFNGLSAMPLERPARAMETERFVPROC)load("glSamplerParameterfv"); + glad_glSamplerParameterIiv = (PFNGLSAMPLERPARAMETERIIVPROC)load("glSamplerParameterIiv"); + glad_glSamplerParameterIuiv = (PFNGLSAMPLERPARAMETERIUIVPROC)load("glSamplerParameterIuiv"); + glad_glGetSamplerParameteriv = (PFNGLGETSAMPLERPARAMETERIVPROC)load("glGetSamplerParameteriv"); + glad_glGetSamplerParameterIiv = (PFNGLGETSAMPLERPARAMETERIIVPROC)load("glGetSamplerParameterIiv"); + glad_glGetSamplerParameterfv = (PFNGLGETSAMPLERPARAMETERFVPROC)load("glGetSamplerParameterfv"); + glad_glGetSamplerParameterIuiv = (PFNGLGETSAMPLERPARAMETERIUIVPROC)load("glGetSamplerParameterIuiv"); + glad_glQueryCounter = (PFNGLQUERYCOUNTERPROC)load("glQueryCounter"); + glad_glGetQueryObjecti64v = (PFNGLGETQUERYOBJECTI64VPROC)load("glGetQueryObjecti64v"); + glad_glGetQueryObjectui64v = (PFNGLGETQUERYOBJECTUI64VPROC)load("glGetQueryObjectui64v"); + glad_glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISORPROC)load("glVertexAttribDivisor"); + glad_glVertexAttribP1ui = (PFNGLVERTEXATTRIBP1UIPROC)load("glVertexAttribP1ui"); + glad_glVertexAttribP1uiv = (PFNGLVERTEXATTRIBP1UIVPROC)load("glVertexAttribP1uiv"); + glad_glVertexAttribP2ui = (PFNGLVERTEXATTRIBP2UIPROC)load("glVertexAttribP2ui"); + glad_glVertexAttribP2uiv = (PFNGLVERTEXATTRIBP2UIVPROC)load("glVertexAttribP2uiv"); + glad_glVertexAttribP3ui = (PFNGLVERTEXATTRIBP3UIPROC)load("glVertexAttribP3ui"); + glad_glVertexAttribP3uiv = (PFNGLVERTEXATTRIBP3UIVPROC)load("glVertexAttribP3uiv"); + glad_glVertexAttribP4ui = (PFNGLVERTEXATTRIBP4UIPROC)load("glVertexAttribP4ui"); + glad_glVertexAttribP4uiv = (PFNGLVERTEXATTRIBP4UIVPROC)load("glVertexAttribP4uiv"); + glad_glVertexP2ui = (PFNGLVERTEXP2UIPROC)load("glVertexP2ui"); + glad_glVertexP2uiv = (PFNGLVERTEXP2UIVPROC)load("glVertexP2uiv"); + glad_glVertexP3ui = (PFNGLVERTEXP3UIPROC)load("glVertexP3ui"); + glad_glVertexP3uiv = (PFNGLVERTEXP3UIVPROC)load("glVertexP3uiv"); + glad_glVertexP4ui = (PFNGLVERTEXP4UIPROC)load("glVertexP4ui"); + glad_glVertexP4uiv = (PFNGLVERTEXP4UIVPROC)load("glVertexP4uiv"); + glad_glTexCoordP1ui = (PFNGLTEXCOORDP1UIPROC)load("glTexCoordP1ui"); + glad_glTexCoordP1uiv = (PFNGLTEXCOORDP1UIVPROC)load("glTexCoordP1uiv"); + glad_glTexCoordP2ui = (PFNGLTEXCOORDP2UIPROC)load("glTexCoordP2ui"); + glad_glTexCoordP2uiv = (PFNGLTEXCOORDP2UIVPROC)load("glTexCoordP2uiv"); + glad_glTexCoordP3ui = (PFNGLTEXCOORDP3UIPROC)load("glTexCoordP3ui"); + glad_glTexCoordP3uiv = (PFNGLTEXCOORDP3UIVPROC)load("glTexCoordP3uiv"); + glad_glTexCoordP4ui = (PFNGLTEXCOORDP4UIPROC)load("glTexCoordP4ui"); + glad_glTexCoordP4uiv = (PFNGLTEXCOORDP4UIVPROC)load("glTexCoordP4uiv"); + glad_glMultiTexCoordP1ui = (PFNGLMULTITEXCOORDP1UIPROC)load("glMultiTexCoordP1ui"); + glad_glMultiTexCoordP1uiv = (PFNGLMULTITEXCOORDP1UIVPROC)load("glMultiTexCoordP1uiv"); + glad_glMultiTexCoordP2ui = (PFNGLMULTITEXCOORDP2UIPROC)load("glMultiTexCoordP2ui"); + glad_glMultiTexCoordP2uiv = (PFNGLMULTITEXCOORDP2UIVPROC)load("glMultiTexCoordP2uiv"); + glad_glMultiTexCoordP3ui = (PFNGLMULTITEXCOORDP3UIPROC)load("glMultiTexCoordP3ui"); + glad_glMultiTexCoordP3uiv = (PFNGLMULTITEXCOORDP3UIVPROC)load("glMultiTexCoordP3uiv"); + glad_glMultiTexCoordP4ui = (PFNGLMULTITEXCOORDP4UIPROC)load("glMultiTexCoordP4ui"); + glad_glMultiTexCoordP4uiv = (PFNGLMULTITEXCOORDP4UIVPROC)load("glMultiTexCoordP4uiv"); + glad_glNormalP3ui = (PFNGLNORMALP3UIPROC)load("glNormalP3ui"); + glad_glNormalP3uiv = (PFNGLNORMALP3UIVPROC)load("glNormalP3uiv"); + glad_glColorP3ui = (PFNGLCOLORP3UIPROC)load("glColorP3ui"); + glad_glColorP3uiv = (PFNGLCOLORP3UIVPROC)load("glColorP3uiv"); + glad_glColorP4ui = (PFNGLCOLORP4UIPROC)load("glColorP4ui"); + glad_glColorP4uiv = (PFNGLCOLORP4UIVPROC)load("glColorP4uiv"); + glad_glSecondaryColorP3ui = (PFNGLSECONDARYCOLORP3UIPROC)load("glSecondaryColorP3ui"); + glad_glSecondaryColorP3uiv = (PFNGLSECONDARYCOLORP3UIVPROC)load("glSecondaryColorP3uiv"); +} +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; + GLAD_GL_VERSION_3_3 = (major == 3 && minor >= 3) || major > 3; + if (GLVersion.major > 3 || (GLVersion.major >= 3 && GLVersion.minor >= 3)) { + max_loaded_major = 3; + max_loaded_minor = 3; + } +} + +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); + load_GL_VERSION_3_3(load); + + if (!find_extensionsGL()) return 0; + return GLVersion.major != 0 || GLVersion.minor != 0; +} diff --git a/src/render/glad/glad3.h b/src/render/glad/glad3.h new file mode 100644 index 0000000000..2ad82f163d --- /dev/null +++ b/src/render/glad/glad3.h @@ -0,0 +1,2129 @@ +/* + + OpenGL loader generated by glad 0.1.36 on Wed Mar 5 02:48:21 2025. + + Language/Generator: C/C++ + Specification: gl + APIs: gl=3.3 + Profile: core + Extensions: + + Loader: True + Local files: False + Omit khrplatform: False + Reproducible: False + + Commandline: + --profile="core" --api="gl=3.3" --generator="c" --spec="gl" --extensions="" + Online: + https://glad.dav1d.de/#profile=core&language=c&specification=gl&loader=on&api=gl%3D3.3 +*/ + + +#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 mjgladLoadGL(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 +#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR 0x88FE +#define GL_SRC1_COLOR 0x88F9 +#define GL_ONE_MINUS_SRC1_COLOR 0x88FA +#define GL_ONE_MINUS_SRC1_ALPHA 0x88FB +#define GL_MAX_DUAL_SOURCE_DRAW_BUFFERS 0x88FC +#define GL_ANY_SAMPLES_PASSED 0x8C2F +#define GL_SAMPLER_BINDING 0x8919 +#define GL_RGB10_A2UI 0x906F +#define GL_TEXTURE_SWIZZLE_R 0x8E42 +#define GL_TEXTURE_SWIZZLE_G 0x8E43 +#define GL_TEXTURE_SWIZZLE_B 0x8E44 +#define GL_TEXTURE_SWIZZLE_A 0x8E45 +#define GL_TEXTURE_SWIZZLE_RGBA 0x8E46 +#define GL_TIME_ELAPSED 0x88BF +#define GL_TIMESTAMP 0x8E28 +#define GL_INT_2_10_10_10_REV 0x8D9F +#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 +#ifndef GL_VERSION_3_3 +#define GL_VERSION_3_3 1 +GLAPI int GLAD_GL_VERSION_3_3; +typedef void (APIENTRYP PFNGLBINDFRAGDATALOCATIONINDEXEDPROC)(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name); +GLAPI PFNGLBINDFRAGDATALOCATIONINDEXEDPROC glad_glBindFragDataLocationIndexed; +#define glBindFragDataLocationIndexed glad_glBindFragDataLocationIndexed +typedef GLint (APIENTRYP PFNGLGETFRAGDATAINDEXPROC)(GLuint program, const GLchar *name); +GLAPI PFNGLGETFRAGDATAINDEXPROC glad_glGetFragDataIndex; +#define glGetFragDataIndex glad_glGetFragDataIndex +typedef void (APIENTRYP PFNGLGENSAMPLERSPROC)(GLsizei count, GLuint *samplers); +GLAPI PFNGLGENSAMPLERSPROC glad_glGenSamplers; +#define glGenSamplers glad_glGenSamplers +typedef void (APIENTRYP PFNGLDELETESAMPLERSPROC)(GLsizei count, const GLuint *samplers); +GLAPI PFNGLDELETESAMPLERSPROC glad_glDeleteSamplers; +#define glDeleteSamplers glad_glDeleteSamplers +typedef GLboolean (APIENTRYP PFNGLISSAMPLERPROC)(GLuint sampler); +GLAPI PFNGLISSAMPLERPROC glad_glIsSampler; +#define glIsSampler glad_glIsSampler +typedef void (APIENTRYP PFNGLBINDSAMPLERPROC)(GLuint unit, GLuint sampler); +GLAPI PFNGLBINDSAMPLERPROC glad_glBindSampler; +#define glBindSampler glad_glBindSampler +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIPROC)(GLuint sampler, GLenum pname, GLint param); +GLAPI PFNGLSAMPLERPARAMETERIPROC glad_glSamplerParameteri; +#define glSamplerParameteri glad_glSamplerParameteri +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIVPROC)(GLuint sampler, GLenum pname, const GLint *param); +GLAPI PFNGLSAMPLERPARAMETERIVPROC glad_glSamplerParameteriv; +#define glSamplerParameteriv glad_glSamplerParameteriv +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERFPROC)(GLuint sampler, GLenum pname, GLfloat param); +GLAPI PFNGLSAMPLERPARAMETERFPROC glad_glSamplerParameterf; +#define glSamplerParameterf glad_glSamplerParameterf +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERFVPROC)(GLuint sampler, GLenum pname, const GLfloat *param); +GLAPI PFNGLSAMPLERPARAMETERFVPROC glad_glSamplerParameterfv; +#define glSamplerParameterfv glad_glSamplerParameterfv +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIIVPROC)(GLuint sampler, GLenum pname, const GLint *param); +GLAPI PFNGLSAMPLERPARAMETERIIVPROC glad_glSamplerParameterIiv; +#define glSamplerParameterIiv glad_glSamplerParameterIiv +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIUIVPROC)(GLuint sampler, GLenum pname, const GLuint *param); +GLAPI PFNGLSAMPLERPARAMETERIUIVPROC glad_glSamplerParameterIuiv; +#define glSamplerParameterIuiv glad_glSamplerParameterIuiv +typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIVPROC)(GLuint sampler, GLenum pname, GLint *params); +GLAPI PFNGLGETSAMPLERPARAMETERIVPROC glad_glGetSamplerParameteriv; +#define glGetSamplerParameteriv glad_glGetSamplerParameteriv +typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIIVPROC)(GLuint sampler, GLenum pname, GLint *params); +GLAPI PFNGLGETSAMPLERPARAMETERIIVPROC glad_glGetSamplerParameterIiv; +#define glGetSamplerParameterIiv glad_glGetSamplerParameterIiv +typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERFVPROC)(GLuint sampler, GLenum pname, GLfloat *params); +GLAPI PFNGLGETSAMPLERPARAMETERFVPROC glad_glGetSamplerParameterfv; +#define glGetSamplerParameterfv glad_glGetSamplerParameterfv +typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIUIVPROC)(GLuint sampler, GLenum pname, GLuint *params); +GLAPI PFNGLGETSAMPLERPARAMETERIUIVPROC glad_glGetSamplerParameterIuiv; +#define glGetSamplerParameterIuiv glad_glGetSamplerParameterIuiv +typedef void (APIENTRYP PFNGLQUERYCOUNTERPROC)(GLuint id, GLenum target); +GLAPI PFNGLQUERYCOUNTERPROC glad_glQueryCounter; +#define glQueryCounter glad_glQueryCounter +typedef void (APIENTRYP PFNGLGETQUERYOBJECTI64VPROC)(GLuint id, GLenum pname, GLint64 *params); +GLAPI PFNGLGETQUERYOBJECTI64VPROC glad_glGetQueryObjecti64v; +#define glGetQueryObjecti64v glad_glGetQueryObjecti64v +typedef void (APIENTRYP PFNGLGETQUERYOBJECTUI64VPROC)(GLuint id, GLenum pname, GLuint64 *params); +GLAPI PFNGLGETQUERYOBJECTUI64VPROC glad_glGetQueryObjectui64v; +#define glGetQueryObjectui64v glad_glGetQueryObjectui64v +typedef void (APIENTRYP PFNGLVERTEXATTRIBDIVISORPROC)(GLuint index, GLuint divisor); +GLAPI PFNGLVERTEXATTRIBDIVISORPROC glad_glVertexAttribDivisor; +#define glVertexAttribDivisor glad_glVertexAttribDivisor +typedef void (APIENTRYP PFNGLVERTEXATTRIBP1UIPROC)(GLuint index, GLenum type, GLboolean normalized, GLuint value); +GLAPI PFNGLVERTEXATTRIBP1UIPROC glad_glVertexAttribP1ui; +#define glVertexAttribP1ui glad_glVertexAttribP1ui +typedef void (APIENTRYP PFNGLVERTEXATTRIBP1UIVPROC)(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); +GLAPI PFNGLVERTEXATTRIBP1UIVPROC glad_glVertexAttribP1uiv; +#define glVertexAttribP1uiv glad_glVertexAttribP1uiv +typedef void (APIENTRYP PFNGLVERTEXATTRIBP2UIPROC)(GLuint index, GLenum type, GLboolean normalized, GLuint value); +GLAPI PFNGLVERTEXATTRIBP2UIPROC glad_glVertexAttribP2ui; +#define glVertexAttribP2ui glad_glVertexAttribP2ui +typedef void (APIENTRYP PFNGLVERTEXATTRIBP2UIVPROC)(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); +GLAPI PFNGLVERTEXATTRIBP2UIVPROC glad_glVertexAttribP2uiv; +#define glVertexAttribP2uiv glad_glVertexAttribP2uiv +typedef void (APIENTRYP PFNGLVERTEXATTRIBP3UIPROC)(GLuint index, GLenum type, GLboolean normalized, GLuint value); +GLAPI PFNGLVERTEXATTRIBP3UIPROC glad_glVertexAttribP3ui; +#define glVertexAttribP3ui glad_glVertexAttribP3ui +typedef void (APIENTRYP PFNGLVERTEXATTRIBP3UIVPROC)(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); +GLAPI PFNGLVERTEXATTRIBP3UIVPROC glad_glVertexAttribP3uiv; +#define glVertexAttribP3uiv glad_glVertexAttribP3uiv +typedef void (APIENTRYP PFNGLVERTEXATTRIBP4UIPROC)(GLuint index, GLenum type, GLboolean normalized, GLuint value); +GLAPI PFNGLVERTEXATTRIBP4UIPROC glad_glVertexAttribP4ui; +#define glVertexAttribP4ui glad_glVertexAttribP4ui +typedef void (APIENTRYP PFNGLVERTEXATTRIBP4UIVPROC)(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); +GLAPI PFNGLVERTEXATTRIBP4UIVPROC glad_glVertexAttribP4uiv; +#define glVertexAttribP4uiv glad_glVertexAttribP4uiv +typedef void (APIENTRYP PFNGLVERTEXP2UIPROC)(GLenum type, GLuint value); +GLAPI PFNGLVERTEXP2UIPROC glad_glVertexP2ui; +#define glVertexP2ui glad_glVertexP2ui +typedef void (APIENTRYP PFNGLVERTEXP2UIVPROC)(GLenum type, const GLuint *value); +GLAPI PFNGLVERTEXP2UIVPROC glad_glVertexP2uiv; +#define glVertexP2uiv glad_glVertexP2uiv +typedef void (APIENTRYP PFNGLVERTEXP3UIPROC)(GLenum type, GLuint value); +GLAPI PFNGLVERTEXP3UIPROC glad_glVertexP3ui; +#define glVertexP3ui glad_glVertexP3ui +typedef void (APIENTRYP PFNGLVERTEXP3UIVPROC)(GLenum type, const GLuint *value); +GLAPI PFNGLVERTEXP3UIVPROC glad_glVertexP3uiv; +#define glVertexP3uiv glad_glVertexP3uiv +typedef void (APIENTRYP PFNGLVERTEXP4UIPROC)(GLenum type, GLuint value); +GLAPI PFNGLVERTEXP4UIPROC glad_glVertexP4ui; +#define glVertexP4ui glad_glVertexP4ui +typedef void (APIENTRYP PFNGLVERTEXP4UIVPROC)(GLenum type, const GLuint *value); +GLAPI PFNGLVERTEXP4UIVPROC glad_glVertexP4uiv; +#define glVertexP4uiv glad_glVertexP4uiv +typedef void (APIENTRYP PFNGLTEXCOORDP1UIPROC)(GLenum type, GLuint coords); +GLAPI PFNGLTEXCOORDP1UIPROC glad_glTexCoordP1ui; +#define glTexCoordP1ui glad_glTexCoordP1ui +typedef void (APIENTRYP PFNGLTEXCOORDP1UIVPROC)(GLenum type, const GLuint *coords); +GLAPI PFNGLTEXCOORDP1UIVPROC glad_glTexCoordP1uiv; +#define glTexCoordP1uiv glad_glTexCoordP1uiv +typedef void (APIENTRYP PFNGLTEXCOORDP2UIPROC)(GLenum type, GLuint coords); +GLAPI PFNGLTEXCOORDP2UIPROC glad_glTexCoordP2ui; +#define glTexCoordP2ui glad_glTexCoordP2ui +typedef void (APIENTRYP PFNGLTEXCOORDP2UIVPROC)(GLenum type, const GLuint *coords); +GLAPI PFNGLTEXCOORDP2UIVPROC glad_glTexCoordP2uiv; +#define glTexCoordP2uiv glad_glTexCoordP2uiv +typedef void (APIENTRYP PFNGLTEXCOORDP3UIPROC)(GLenum type, GLuint coords); +GLAPI PFNGLTEXCOORDP3UIPROC glad_glTexCoordP3ui; +#define glTexCoordP3ui glad_glTexCoordP3ui +typedef void (APIENTRYP PFNGLTEXCOORDP3UIVPROC)(GLenum type, const GLuint *coords); +GLAPI PFNGLTEXCOORDP3UIVPROC glad_glTexCoordP3uiv; +#define glTexCoordP3uiv glad_glTexCoordP3uiv +typedef void (APIENTRYP PFNGLTEXCOORDP4UIPROC)(GLenum type, GLuint coords); +GLAPI PFNGLTEXCOORDP4UIPROC glad_glTexCoordP4ui; +#define glTexCoordP4ui glad_glTexCoordP4ui +typedef void (APIENTRYP PFNGLTEXCOORDP4UIVPROC)(GLenum type, const GLuint *coords); +GLAPI PFNGLTEXCOORDP4UIVPROC glad_glTexCoordP4uiv; +#define glTexCoordP4uiv glad_glTexCoordP4uiv +typedef void (APIENTRYP PFNGLMULTITEXCOORDP1UIPROC)(GLenum texture, GLenum type, GLuint coords); +GLAPI PFNGLMULTITEXCOORDP1UIPROC glad_glMultiTexCoordP1ui; +#define glMultiTexCoordP1ui glad_glMultiTexCoordP1ui +typedef void (APIENTRYP PFNGLMULTITEXCOORDP1UIVPROC)(GLenum texture, GLenum type, const GLuint *coords); +GLAPI PFNGLMULTITEXCOORDP1UIVPROC glad_glMultiTexCoordP1uiv; +#define glMultiTexCoordP1uiv glad_glMultiTexCoordP1uiv +typedef void (APIENTRYP PFNGLMULTITEXCOORDP2UIPROC)(GLenum texture, GLenum type, GLuint coords); +GLAPI PFNGLMULTITEXCOORDP2UIPROC glad_glMultiTexCoordP2ui; +#define glMultiTexCoordP2ui glad_glMultiTexCoordP2ui +typedef void (APIENTRYP PFNGLMULTITEXCOORDP2UIVPROC)(GLenum texture, GLenum type, const GLuint *coords); +GLAPI PFNGLMULTITEXCOORDP2UIVPROC glad_glMultiTexCoordP2uiv; +#define glMultiTexCoordP2uiv glad_glMultiTexCoordP2uiv +typedef void (APIENTRYP PFNGLMULTITEXCOORDP3UIPROC)(GLenum texture, GLenum type, GLuint coords); +GLAPI PFNGLMULTITEXCOORDP3UIPROC glad_glMultiTexCoordP3ui; +#define glMultiTexCoordP3ui glad_glMultiTexCoordP3ui +typedef void (APIENTRYP PFNGLMULTITEXCOORDP3UIVPROC)(GLenum texture, GLenum type, const GLuint *coords); +GLAPI PFNGLMULTITEXCOORDP3UIVPROC glad_glMultiTexCoordP3uiv; +#define glMultiTexCoordP3uiv glad_glMultiTexCoordP3uiv +typedef void (APIENTRYP PFNGLMULTITEXCOORDP4UIPROC)(GLenum texture, GLenum type, GLuint coords); +GLAPI PFNGLMULTITEXCOORDP4UIPROC glad_glMultiTexCoordP4ui; +#define glMultiTexCoordP4ui glad_glMultiTexCoordP4ui +typedef void (APIENTRYP PFNGLMULTITEXCOORDP4UIVPROC)(GLenum texture, GLenum type, const GLuint *coords); +GLAPI PFNGLMULTITEXCOORDP4UIVPROC glad_glMultiTexCoordP4uiv; +#define glMultiTexCoordP4uiv glad_glMultiTexCoordP4uiv +typedef void (APIENTRYP PFNGLNORMALP3UIPROC)(GLenum type, GLuint coords); +GLAPI PFNGLNORMALP3UIPROC glad_glNormalP3ui; +#define glNormalP3ui glad_glNormalP3ui +typedef void (APIENTRYP PFNGLNORMALP3UIVPROC)(GLenum type, const GLuint *coords); +GLAPI PFNGLNORMALP3UIVPROC glad_glNormalP3uiv; +#define glNormalP3uiv glad_glNormalP3uiv +typedef void (APIENTRYP PFNGLCOLORP3UIPROC)(GLenum type, GLuint color); +GLAPI PFNGLCOLORP3UIPROC glad_glColorP3ui; +#define glColorP3ui glad_glColorP3ui +typedef void (APIENTRYP PFNGLCOLORP3UIVPROC)(GLenum type, const GLuint *color); +GLAPI PFNGLCOLORP3UIVPROC glad_glColorP3uiv; +#define glColorP3uiv glad_glColorP3uiv +typedef void (APIENTRYP PFNGLCOLORP4UIPROC)(GLenum type, GLuint color); +GLAPI PFNGLCOLORP4UIPROC glad_glColorP4ui; +#define glColorP4ui glad_glColorP4ui +typedef void (APIENTRYP PFNGLCOLORP4UIVPROC)(GLenum type, const GLuint *color); +GLAPI PFNGLCOLORP4UIVPROC glad_glColorP4uiv; +#define glColorP4uiv glad_glColorP4uiv +typedef void (APIENTRYP PFNGLSECONDARYCOLORP3UIPROC)(GLenum type, GLuint color); +GLAPI PFNGLSECONDARYCOLORP3UIPROC glad_glSecondaryColorP3ui; +#define glSecondaryColorP3ui glad_glSecondaryColorP3ui +typedef void (APIENTRYP PFNGLSECONDARYCOLORP3UIVPROC)(GLenum type, const GLuint *color); +GLAPI PFNGLSECONDARYCOLORP3UIVPROC glad_glSecondaryColorP3uiv; +#define glSecondaryColorP3uiv glad_glSecondaryColorP3uiv +#endif + +#ifdef __cplusplus +} +#endif + +#endif diff --git a/src/render/glad/khrplatform.h b/src/render/glad/khrplatform.h new file mode 100644 index 0000000000..01646449ca --- /dev/null +++ b/src/render/glad/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/render/glad/loader3.cc b/src/render/glad/loader3.cc new file mode 100644 index 0000000000..ec877acf9d --- /dev/null +++ b/src/render/glad/loader3.cc @@ -0,0 +1,26 @@ +// Copyright 2022 DeepMind Technologies Limited +// +// Licensed under the Apache License, Version 2.0 (the "License"); +// you may not use this file except in compliance with the License. +// You may obtain a copy of the License at +// +// http://www.apache.org/licenses/LICENSE-2.0 +// +// Unless required by applicable law or agreed to in writing, software +// distributed under the License is distributed on an "AS IS" BASIS, +// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +// See the License for the specific language governing permissions and +// limitations under the License. + +// https://glad.dav1d.de/#language=c&specification=gl&api=gl%3D3.3&api=gles1%3Dnone&api=gles2%3Dnone&api=glsc2%3Dnone&profile=core&loader=on + +#include "render/glad/glad3.h" + +extern "C" { + +GLAPI int _mjGladLoadGL() { + static const int glad_initialized = 1;// GladLoadGLUnsafe(); + return glad_initialized; +} + +} // extern "C" diff --git a/src/render/render3_context.c b/src/render/render3_context.c new file mode 100644 index 0000000000..886bebe34c --- /dev/null +++ b/src/render/render3_context.c @@ -0,0 +1,2084 @@ +// Copyright 2021 DeepMind Technologies Limited +// +// Licensed under the Apache License, Version 2.0 (the "License"); +// you may not use this file except in compliance with the License. +// You may obtain a copy of the License at +// +// http://www.apache.org/licenses/LICENSE-2.0 +// +// Unless required by applicable law or agreed to in writing, software +// distributed under the License is distributed on an "AS IS" BASIS, +// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +// See the License for the specific language governing permissions and +// limitations under the License. + +#include "render/render3_context.h" + +#include +#include +#include +#include + +#include +#include +#include +#include "render/render3_util.h" +#include "render/glad/glad3.h" +#include + +// bitmap font definitions +#include "render/font/normal50.inc" +#include "render/font/normal100.inc" +#include "render/font/normal150.inc" +#include "render/font/normal200.inc" +#include "render/font/normal250.inc" +#include "render/font/normal300.inc" +#include "render/font/back50.inc" +#include "render/font/back100.inc" +#include "render/font/back150.inc" +#include "render/font/back200.inc" +#include "render/font/back250.inc" +#include "render/font/back300.inc" +#include "render/font/big50.inc" +#include "render/font/big100.inc" +#include "render/font/big150.inc" +#include "render/font/big200.inc" +#include "render/font/big250.inc" +#include "render/font/big300.inc" + + +const char *vertexShaderSource = "#version 330 core\n" + "layout (location = 0) in vec3 aPos;\n" + "layout (location = 1) in vec3 aNorm;\n" + "uniform mat4 uView;\n" + "uniform mat4 uProjection;\n" + "void main()\n" + "{\n" + " gl_Position = uProjection * uView * vec4(aPos, 1.0);\n" + "}\0"; + + +const char *fragmentShaderSource = "#version 330 core\n" + "out vec4 FragColor;\n" + "void main()\n" + "{\n" + " FragColor = vec4(1.0f, 1.0f, 0.2f, 1.0f);\n" + "}\n\0"; + + +const char *fragmentWireframeShaderSource = "#version 330 core\n" + "out vec4 FragColor;\n" + "void main()\n" + "{\n" + " FragColor = vec4(0.0f, 0.0f, 0.0f, 1.0f);\n" + "}\n\0"; + + + +//----------------------------- custom OpenGL context ---------------------------------------------- + +// set default mjrContext +void mjr_defaultContext(mjrContext* con) { + memset(con, 0, sizeof(mjrContext)); + /* int majorVersion = 0; */ + /* int minorVersion = 0; */ + /* glGetIntegerv(GL_MAJOR_VERSION, &majorVersion); */ + /* glGetIntegerv(GL_MINOR_VERSION, &minorVersion); */ +} + + +/* // allocate lists */ +/* static void listAllocate(GLuint* base, GLsizei* range, GLsizei newrange) { */ +/* // allocate lists */ +/* *range = newrange; */ +/* if (newrange) { */ +/* *base = glGenLists(*range); */ +/* if (*base <= 0) { */ +/* mju_error("Could not allocate display lists"); */ +/* } */ +/* } */ +/* } */ + + +// model planes: with grid +static void makePlane(const mjModel* m, mjrContext* con) { + + /* GLuint shaderProgram = mjr_createShaderProgram(vertexShaderSource, fragmentShaderSource); */ + + /* int nplane; */ + + /* // count planes */ + /* nplane = 0; */ + /* for (int i=0; i < m->ngeom; i++) { */ + /* if (m->geom_type[i] == mjGEOM_PLANE) { */ + /* nplane++; */ + /* } */ + /* } */ + + int numQuads = m->vis.quality.numquads;; + // Calculate number of vertices and indices + int vertsPerSide = numQuads + 1; + int totalVerts = vertsPerSide * vertsPerSide; + int totalQuads = numQuads * numQuads; + int totalIndices = totalQuads * 6; // 2 triangles per quad, 3 vertices per triangle + con->planeIndexCount = (unsigned int)totalIndices; + + // Allocate vertex data: position (3 floats) + normal (3 floats) + float* vertices = (float*)mju_malloc(totalVerts * 3 * sizeof(float)); + + double d = 2.0 / numQuads; + int vertIndex = 0; + + // Generate vertices + for (int y = 0; y <= numQuads; y++) { + for (int x = 0; x <= numQuads; x++) { + // Position + vertices[vertIndex++] = 0.5*(d * x - 1.0f); // x + vertices[vertIndex++] = 0.5*(d * y - 1.0f); // y + vertices[vertIndex++] = 0.0f; // z + + /* // Normal (pointing up in +Z direction) */ + /* vertices[vertIndex++] = 0.0f; // nx */ + /* vertices[vertIndex++] = 0.0f; // ny */ + /* vertices[vertIndex++] = 1.0f; // nz */ + } + } + + // Allocate indices for triangles + unsigned int* indices = (unsigned int*)mju_malloc(totalIndices * sizeof(unsigned int)); + + int indexPos = 0; + for (int y = 0; y < numQuads; y++) { + for (int x = 0; x < numQuads; x++) { + // Calculate vertex indices for this quad + unsigned int bottomLeft = y * vertsPerSide + x; + unsigned int bottomRight = y * vertsPerSide + (x + 1); + unsigned int topLeft = (y + 1) * vertsPerSide + x; + unsigned int topRight = (y + 1) * vertsPerSide + (x + 1); + + // First triangle (bottom-left, bottom-right, top-left) + indices[indexPos++] = bottomLeft; + indices[indexPos++] = bottomRight; + indices[indexPos++] = topLeft; + + // Second triangle (bottom-right, top-right, top-left) + indices[indexPos++] = bottomRight; + indices[indexPos++] = topRight; + indices[indexPos++] = topLeft; + } + } + + printf("Created plane: %i \n", totalVerts); + + /* float vertices[] = { */ + /* // positions */ + /* -0.5f, -0.5f, 0.0f, */ + /* 0.5f, -0.5f, 0.0f, */ + /* 0.5f, 0.5f, 0.0f, */ + /* -0.5f, 0.5f, 0.0f */ + /* }; */ + /* unsigned int indices[] = { */ + /* 0, 1, 2, */ + /* 2, 3, 0 */ + /* }; */ + + // After filling vertices + printf("Vertices:\n"); + for (int i = 0; i < totalVerts * 3; i += 3) { + printf(" [%d] (%.3f, %.3f, %.3f)\n", + i/3, vertices[i], vertices[i+1], vertices[i+2]); + } + + // After filling indices + printf("Indices:\n"); + for (int i = 0; i < totalIndices; i += 3) { + printf(" Triangle %d: %d, %d, %d\n", + i/3, indices[i], indices[i+1], indices[i+2]); + } + + + /* printf("Init VAO index %i \n", (unsigned int)VAO); */ + glGenVertexArrays(1, &con->planeVAO); + glGenBuffers(1, &con->planeVBO); + glGenBuffers(1, &con->planeEBO); + + glBindVertexArray(con->planeVAO); + + glBindBuffer(GL_ARRAY_BUFFER, con->planeVBO); + glBufferData(GL_ARRAY_BUFFER, 3*totalVerts*sizeof(float), vertices, GL_STATIC_DRAW); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, con->planeEBO); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, totalIndices*sizeof(unsigned int), indices, GL_STATIC_DRAW); + + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); + glEnableVertexAttribArray(0); + + glBindVertexArray(0); + + mju_free(vertices); + mju_free(indices); + +} + + + +/* // model planes: with grid */ +/* static void makePlane(const mjModel* m, mjrContext* con) { */ +/* mjtNum zfar = m->vis.map.zfar * m->stat.extent; */ +/* mjtNum pad, left, right, sz[2], sz2; */ +/* double grid[2][mjMAXPLANEGRID+1]; */ +/* int nn[2], nplane; */ + +/* // count planes */ +/* nplane = 0; */ +/* for (int i=0; i < m->ngeom; i++) { */ +/* if (m->geom_type[i] == mjGEOM_PLANE) { */ +/* nplane++; */ +/* } */ +/* } */ + +/* // allocate list */ +/* listAllocate(&con->basePlane, &con->rangePlane, nplane+1); */ + +/* // 0: box-division, for rendering plane geoms without dataid */ +/* glNewList(con->basePlane, GL_COMPILE); */ +/* glBegin(GL_QUADS); */ +/* glNormal3d(0, 0, 1); */ +/* double d = 2.0/m->vis.quality.numQuads; */ +/* for (int x=0; x < m->vis.quality.numQuads; x++) { */ +/* for (int y=0; y < m->vis.quality.numQuads; y++) { */ +/* glVertex3d(d*(x+0)-1, d*(y+0)-1, 0); */ +/* glVertex3d(d*(x+1)-1, d*(y+0)-1, 0); */ +/* glVertex3d(d*(x+1)-1, d*(y+1)-1, 0); */ +/* glVertex3d(d*(x+0)-1, d*(y+1)-1, 0); */ +/* } */ +/* } */ +/* glEnd(); */ +/* glEndList(); */ + +/* // construct planes, offset by 1 */ +/* nplane = 0; */ +/* for (int i=0; i < m->ngeom; i++) { */ +/* if (m->geom_type[i] == mjGEOM_PLANE) { */ +/* // get sizes */ +/* sz[0] = m->geom_size[3*i]; */ +/* sz[1] = m->geom_size[3*i+1]; */ + +/* // loop over (x, y) */ +/* for (int k=0; k < 2; k++) { */ +/* // regular dimension */ +/* if (sz[k] > 0) { */ +/* // limit number of grid lines, leave room for padding */ +/* sz2 = mju_max(m->geom_size[3*i+2], sz[k]/(mjMAXPLANEGRID-2)); */ + +/* // compute grid size, force even */ +/* nn[k] = (int)mju_floor(sz[k]/mju_max(mjMINVAL, sz2)); */ +/* nn[k] = nn[k] - (nn[k]%2); */ + +/* // add padding */ +/* pad = sz[k] - nn[k]*sz2; */ +/* nn[k] += 2; */ + +/* // make grid */ +/* for (int x=0; x < nn[k]; x++) { */ +/* // compute left, right (which is bottom, top for y) */ +/* if (x == 0) { */ +/* left = -sz[k]; */ +/* right = left + pad; */ +/* } else { */ +/* left = -sz[k] + pad + (x-1)*sz2*2; */ +/* right = left + (x == nn[k]-1 ? pad : sz2*2); */ +/* } */ + +/* // record */ +/* grid[k][x] = left; */ +/* grid[k][x+1] = mjMAX(left, right); // just in case */ +/* } */ +/* } */ + +/* // infinite dimension */ +/* else { */ +/* // get size increment */ +/* mjtNum sX; */ +/* int matid = m->geom_matid[i]; */ +/* if (matid >= 0 && m->mat_texrepeat[2*matid+k] > 0) { */ +/* sX = 2/m->mat_texrepeat[2*matid+k]; */ +/* } else { */ +/* sX = 2.1*zfar/(mjMAXPLANEGRID-2); */ +/* } */ + +/* // create grid, larger than skybox */ +/* d = (2.1*zfar + 2*sX)/mjMAXPLANEGRID; */ +/* for (int x=0; x <= mjMAXPLANEGRID; x++) { */ +/* grid[k][x] = d*x - d*(mjMAXPLANEGRID/2); */ +/* } */ + +/* // save number */ +/* nn[k] = mjMAXPLANEGRID; */ +/* } */ +/* } */ + +/* // init list */ +/* glNewList(con->basePlane + nplane+1, GL_COMPILE); */ +/* glBegin(GL_QUADS); */ +/* glNormal3d(0, 0, 1); */ + +/* // make grid */ +/* for (int x=0; x < nn[0]; x++) { */ +/* for (int y=0; y < nn[1]; y++) { */ +/* glVertex3d(grid[0][x+0], grid[1][y+0], 0); */ +/* glVertex3d(grid[0][x+1], grid[1][y+0], 0); */ +/* glVertex3d(grid[0][x+1], grid[1][y+1], 0); */ +/* glVertex3d(grid[0][x+0], grid[1][y+1], 0); */ +/* } */ +/* } */ + +/* // end list */ +/* glEnd(); */ +/* glEndList(); */ + +/* // advance counter */ +/* nplane++; */ +/* } */ +/* } */ +/* } */ + + + +/* // model-specific meshes */ +/* static void makeMesh(const mjModel* m, mjrContext* con) { */ +/* // allocate list */ +/* listAllocate(&con->baseMesh, &con->rangeMesh, 2*m->nmesh); */ + +/* // process meshes */ +/* for (int i=0; i < m->nmesh; i++) { */ +/* mjr_uploadMesh(m, con, i); */ +/* } */ +/* } */ + + + +/* // (re) upload mesh to GPU */ +/* void mjr_uploadMesh(const mjModel* m, const mjrContext* con, int meshid) { */ +/* int vertadr, numvert, normaladr, numface, texcoordadr; */ +/* float normal[3], *v1, *v2, *v3, *n1, *n2, *n3, *t1, *t2, *t3; */ + +/* // check index */ +/* if (meshid < 0 || meshid >= m->nmesh) { */ +/* mju_error("Invalid mesh index %d", meshid); */ +/* } */ + +/* // delete old lists (mesh and convex hull) */ +/* glDeleteLists(con->baseMesh + 2*meshid, 2); */ + +/* // get vertex and texcoord address for this mesh */ +/* vertadr = m->mesh_vertadr[meshid]; */ +/* normaladr = m->mesh_normaladr[meshid]; */ +/* texcoordadr = m->mesh_texcoordadr[meshid]; */ + +/* // render original mesh */ +/* glNewList(con->baseMesh + 2*meshid, GL_COMPILE); */ +/* glBegin(GL_TRIANGLES); */ +/* for (int face = m->mesh_faceadr[meshid]; */ +/* face < m->mesh_faceadr[meshid] + m->mesh_facenum[meshid]; */ +/* face++) { */ +/* // compute vertex addresses */ +/* v1 = m->mesh_vert + 3*(m->mesh_face[3*face] + vertadr); */ +/* v2 = m->mesh_vert + 3*(m->mesh_face[3*face+1] + vertadr); */ +/* v3 = m->mesh_vert + 3*(m->mesh_face[3*face+2] + vertadr); */ + +/* // compute normal addresses */ +/* n1 = m->mesh_normal + 3*(m->mesh_facenormal[3*face] + normaladr); */ +/* n2 = m->mesh_normal + 3*(m->mesh_facenormal[3*face+1] + normaladr); */ +/* n3 = m->mesh_normal + 3*(m->mesh_facenormal[3*face+2] + normaladr); */ + +/* // compute texcoord addresses */ +/* if (texcoordadr >= 0) { */ +/* t1 = m->mesh_texcoord + 2*(m->mesh_facetexcoord[3*face] + texcoordadr); */ +/* t2 = m->mesh_texcoord + 2*(m->mesh_facetexcoord[3*face+1] + texcoordadr); */ +/* t3 = m->mesh_texcoord + 2*(m->mesh_facetexcoord[3*face+2] + texcoordadr); */ +/* } else { */ +/* t1 = t2 = t3 = NULL; */ +/* } */ + +/* // compute face normal */ +/* mjr_makeNormal(normal, v1, v2, v3); */ + +/* // make OpenGL triangle */ +/* // vertex1 */ +/* if (t1) { */ +/* glTexCoord2fv(t1); */ +/* glNormal3fv(n1); */ +/* } else { */ +/* if (n1[0]*normal[0]+n1[1]*normal[1]+n1[2]*normal[2] < 0.8) { */ +/* glNormal3fv(normal); */ +/* } else { */ +/* glNormal3fv(n1); */ +/* } */ +/* } */ +/* glVertex3fv(v1); */ + +/* // vertex2 */ +/* if (t2) { */ +/* glTexCoord2fv(t2); */ +/* glNormal3fv(n2); */ +/* } else { */ +/* if (n2[0]*normal[0]+n2[1]*normal[1]+n2[2]*normal[2] < 0.8) { */ +/* glNormal3fv(normal); */ +/* } else { */ +/* glNormal3fv(n2); */ +/* } */ +/* } */ +/* glVertex3fv(v2); */ + +/* // vertex3 */ +/* if (t3) { */ +/* glTexCoord2fv(t3); */ +/* glNormal3fv(n3); */ +/* } else { */ +/* if (n3[0]*normal[0]+n3[1]*normal[1]+n3[2]*normal[2] < 0.8) { */ +/* glNormal3fv(normal); */ +/* } else { */ +/* glNormal3fv(n3); */ +/* } */ +/* } */ +/* glVertex3fv(v3); */ +/* } */ +/* glEnd(); */ +/* glEndList(); */ + +/* // render convex hull if present */ +/* if (m->mesh_graphadr[meshid] >= 0) { */ +/* // get sizes of convex hull */ +/* numvert = m->mesh_graph[m->mesh_graphadr[meshid]]; */ +/* numface = m->mesh_graph[m->mesh_graphadr[meshid]+1]; */ + +/* glNewList(con->baseMesh + 2*meshid+1, GL_COMPILE); */ +/* glBegin(GL_TRIANGLES); */ +/* for (int face=0; face < numface; face++) { */ +/* // face address in graph */ +/* int j = m->mesh_graphadr[meshid] + 2 + 3*numvert + 3*numface + 3*face; */ + +/* // compute vertex addresses */ +/* v1 = m->mesh_vert + 3*(m->mesh_graph[j] + vertadr); */ +/* v2 = m->mesh_vert + 3*(m->mesh_graph[j+1] + vertadr); */ +/* v3 = m->mesh_vert + 3*(m->mesh_graph[j+2] + vertadr); */ + +/* // compute texcoord addresses */ +/* if (texcoordadr >= 0) { */ +/* t1 = m->mesh_texcoord + 2*(m->mesh_graph[j] + texcoordadr); */ +/* t2 = m->mesh_texcoord + 2*(m->mesh_graph[j+1] + texcoordadr); */ +/* t3 = m->mesh_texcoord + 2*(m->mesh_graph[j+2] + texcoordadr); */ +/* } else { */ +/* t1 = t2 = t3 = NULL; */ +/* } */ + +/* // make OpenGL triangle */ +/* mjr_makeNormal(normal, v1, v2, v3); */ +/* glNormal3fv(normal); */ + +/* // vertex 1 */ +/* if (t1) glTexCoord2fv(t1); */ +/* glVertex3fv(v1); */ + +/* // vertex 2 */ +/* if (t2) glTexCoord2fv(t2); */ +/* glVertex3fv(v2); */ + +/* // vertex 3 */ +/* if (t3) glTexCoord2fv(t3); */ +/* glVertex3fv(v3); */ +/* } */ +/* glEnd(); */ +/* glEndList(); */ +/* } */ +/* } */ + + + +/* // helper structure for adding vertices to height field */ +/* struct vertbuf { */ +/* int nvert; */ +/* float vert1[3], vert2[3], vert3[3]; */ +/* }; */ + + +/* // helper function for adding vertices to height field */ +/* static void addVert(float x, float y, float z, float sclz, struct vertbuf* buf) { */ +/* float normal[3]; */ + +/* // update buffer */ +/* memcpy(buf->vert1, buf->vert2, 3*sizeof(float)); */ +/* memcpy(buf->vert2, buf->vert3, 3*sizeof(float)); */ +/* buf->vert3[0] = x; */ +/* buf->vert3[1] = y; */ +/* buf->vert3[2] = z*sclz; */ +/* buf->nvert++; */ + +/* // triangle ready */ +/* if (buf->nvert >= 3) { */ +/* // compensate for alternating orientation */ +/* if (buf->nvert%2) { */ +/* mjr_makeNormal(normal, buf->vert1, buf->vert2, buf->vert3); */ +/* glNormal3fv(normal); */ +/* glVertex3fv(buf->vert1); */ +/* glVertex3fv(buf->vert2); */ +/* glVertex3fv(buf->vert3); */ +/* } else { */ +/* mjr_makeNormal(normal, buf->vert1, buf->vert3, buf->vert2); */ +/* glNormal3fv(normal); */ +/* glVertex3fv(buf->vert1); */ +/* glVertex3fv(buf->vert3); */ +/* glVertex3fv(buf->vert2); */ +/* } */ +/* } */ +/* } */ + + + +/* // model-specific height fields */ +/* static void makeHField(const mjModel* m, mjrContext* con) { */ +/* // allocate list */ +/* listAllocate(&con->baseHField, &con->rangeHField, m->nhfield); */ + +/* // uploaed all heightfields */ +/* for (int i=0; i < m->nhfield; i++) { */ +/* mjr_uploadHField(m, con, i); */ +/* } */ +/* } */ + + + +/* // (re) upload height field to GPU */ +/* void mjr_uploadHField(const mjModel* m, const mjrContext* con, int hfieldid) { */ +/* int d1 = 1, d2 = 0; */ +/* float width, height, sz[4]; */ +/* struct vertbuf buf; */ +/* float* data; */ + +/* // check index */ +/* if (hfieldid < 0 || hfieldid >= m->nhfield) { */ +/* mju_error("Invalid height field index %d", hfieldid); */ +/* } */ + +/* // delete old list */ +/* glDeleteLists(con->baseHField + hfieldid, 1); */ + +/* // init list, get elevation data address */ +/* glNewList(con->baseHField + hfieldid, GL_COMPILE); */ +/* data = m->hfield_data + m->hfield_adr[hfieldid]; */ + +/* // (half) width and height of integer grid */ +/* width = 0.5f * (m->hfield_ncol[hfieldid]-1); */ +/* height = 0.5f * (m->hfield_nrow[hfieldid]-1); */ + +/* // convert size to float */ +/* for (int r=0; r < 4; r++) { */ +/* sz[r] = (float)m->hfield_size[4*hfieldid+r]; */ +/* } */ + +/* // render height field as triangles */ +/* glBegin(GL_TRIANGLES); */ +/* int nr = m->hfield_nrow[hfieldid]; */ +/* int nc = m->hfield_ncol[hfieldid]; */ +/* for (int r=0; r < nr-1; r++) { */ +/* buf.nvert = 0; */ +/* for (int c=0; c < nc; c++) { */ +/* addVert(sz[0]*(c/width-1.0f), sz[1]*((r+d1)/height-1.0f), data[(r+d1)*nc+c], sz[2], &buf); */ +/* addVert(sz[0]*(c/width-1.0f), sz[1]*((r+d2)/height-1.0f), data[(r+d2)*nc+c], sz[2], &buf); */ +/* } */ +/* } */ +/* glEnd(); */ + +/* // render sides as quads */ +/* glBegin(GL_QUADS); */ +/* for (int r=0; r < nr-1; r++) { */ +/* // left */ +/* glNormal3f(-1, 0, 0); */ +/* glVertex3f(-sz[0], sz[1]*((r+1)/height-1.0f), -sz[3]); */ +/* glVertex3f(-sz[0], sz[1]*((r+0)/height-1.0f), -sz[3]); */ +/* glVertex3f(-sz[0], sz[1]*((r+0)/height-1.0f), data[(r+0)*nc]*sz[2]); */ +/* glVertex3f(-sz[0], sz[1]*((r+1)/height-1.0f), data[(r+1)*nc]*sz[2]); */ + +/* // right */ +/* glNormal3f(+1, 0, 0); */ +/* glVertex3f(+sz[0], sz[1]*((r+0)/height-1.0f), -sz[3]); */ +/* glVertex3f(+sz[0], sz[1]*((r+1)/height-1.0f), -sz[3]); */ +/* glVertex3f(+sz[0], sz[1]*((r+1)/height-1.0f), data[(r+1)*nc + nc-1]*sz[2]); */ +/* glVertex3f(+sz[0], sz[1]*((r+0)/height-1.0f), data[(r+0)*nc + nc-1]*sz[2]); */ +/* } */ + +/* for (int c=0; c < nc-1; c++) { */ +/* // front */ +/* glNormal3f(0, -1, 0); */ +/* glVertex3f(sz[0]*((c+0)/width-1.0f), -sz[1], -sz[3]); */ +/* glVertex3f(sz[0]*((c+1)/width-1.0f), -sz[1], -sz[3]); */ +/* glVertex3f(sz[0]*((c+1)/width-1.0f), -sz[1], data[c+1]*sz[2]); */ +/* glVertex3f(sz[0]*((c+0)/width-1.0f), -sz[1], data[c]*sz[2]); */ + +/* // back */ +/* glNormal3f(0, +1, 0); */ +/* glVertex3f(sz[0]*((c+1)/width-1.0f), +sz[1], -sz[3]); */ +/* glVertex3f(sz[0]*((c+0)/width-1.0f), +sz[1], -sz[3]); */ +/* glVertex3f(sz[0]*((c+0)/width-1.0f), +sz[1], data[(nr-1)*nc + c]*sz[2]); */ +/* glVertex3f(sz[0]*((c+1)/width-1.0f), +sz[1], data[(nr-1)*nc + c+1]*sz[2]); */ +/* } */ + +/* // recompute for bottom drawing: different number of grid points */ +/* width = 0.5f * m->vis.quality.numQuads; */ +/* height = 0.5f * m->vis.quality.numQuads; */ + +/* // bottom */ +/* glNormal3f(0, 0, -1); */ +/* for (int r=0; r < m->vis.quality.numQuads; r++) { */ +/* for (int c=0; c < m->vis.quality.numQuads; c++) { */ +/* glVertex3f(sz[0]*((c+0)/width-1.0f), sz[1]*((r+0)/height-1.0f), -sz[3]); */ +/* glVertex3f(sz[0]*((c+0)/width-1.0f), sz[1]*((r+1)/height-1.0f), -sz[3]); */ +/* glVertex3f(sz[0]*((c+1)/width-1.0f), sz[1]*((r+1)/height-1.0f), -sz[3]); */ +/* glVertex3f(sz[0]*((c+1)/width-1.0f), sz[1]*((r+0)/height-1.0f), -sz[3]); */ +/* } */ +/* } */ + +/* glEnd(); */ + +/* // end list */ +/* glEndList(); */ +/* } */ + + + +/* // set one vertex and normal on sphere, given az, el and sign(top/bottom) */ +/* static void setVertexSphere(float* v, float* n, float az, float el, int sign) { */ +/* v[0] = cosf(az) * cosf(el); */ +/* v[1] = sinf(az) * cosf(el); */ +/* v[2] = sign + sinf(el); */ + +/* n[0] = v[0]; */ +/* n[1] = v[1]; */ +/* n[2] = v[2] - sign; */ +/* } */ + + +/* // make half a unit sphere: +1: top, -1: bottom */ +/* static void halfSphere(int sign, int nSlice, int nStack) { */ +/* float az1, az2, el1, el2; */ +/* float v1[3], v2[3], v3[3], v4[3]; */ +/* float n1[3], n2[3], n3[3], n4[3]; */ + +/* // pole: use triangles */ +/* glBegin(GL_TRIANGLES); */ +/* el1 = (mjPI/2.0f * sign * (nStack-1)) / (float)nStack; */ +/* for (int j=0; j < nSlice; j++) { */ +/* az1 = (2.0f*mjPI * (j+0.0f)) / (float)nSlice; */ +/* az2 = (2.0f*mjPI * (j+1.0f)) / (float)nSlice; */ + +/* // compute triangle vertices */ +/* setVertexSphere(v1, n1, az1, el1, sign); */ +/* setVertexSphere(v2, n2, az2, el1, sign); */ +/* v3[0] = v3[1] = 0; */ +/* v3[2] = 2*sign; */ +/* n3[0] = n3[1] = 0; */ +/* n3[2] = sign; */ + +/* // make triangle */ +/* if (sign > 0) { */ +/* glNormal3fv(n1); */ +/* glVertex3fv(v1); */ +/* glNormal3fv(n2); */ +/* glVertex3fv(v2); */ +/* glNormal3fv(n3); */ +/* glVertex3fv(v3); */ +/* } else { */ +/* glNormal3fv(n3); */ +/* glVertex3fv(v3); */ +/* glNormal3fv(n2); */ +/* glVertex3fv(v2); */ +/* glNormal3fv(n1); */ +/* glVertex3fv(v1); */ +/* } */ +/* } */ +/* glEnd(); */ + +/* // the rest: use quads */ +/* glBegin(GL_QUADS); */ +/* for (int i=0; i < nStack-1; i++) { */ +/* el1 = (mjPI/2.0f * sign * (i+0)) / (float)nStack; */ +/* el2 = (mjPI/2.0f * sign * (i+1)) / (float)nStack; */ + +/* for (int j=0; j < nSlice; j++) { */ +/* az1 = (2.0f*mjPI * (j+0)) / (float)nSlice; */ +/* az2 = (2.0f*mjPI * (j+1)) / (float)nSlice; */ + +/* // compute quad vertices */ +/* setVertexSphere(v1, n1, az1, el1, sign); */ +/* setVertexSphere(v2, n2, az2, el1, sign); */ +/* setVertexSphere(v3, n3, az2, el2, sign); */ +/* setVertexSphere(v4, n4, az1, el2, sign); */ + +/* // make quad */ +/* if (sign > 0) { */ +/* glNormal3fv(n1); */ +/* glVertex3fv(v1); */ +/* glNormal3fv(n2); */ +/* glVertex3fv(v2); */ +/* glNormal3fv(n3); */ +/* glVertex3fv(v3); */ +/* glNormal3fv(n4); */ +/* glVertex3fv(v4); */ +/* } else { */ +/* glNormal3fv(n4); */ +/* glVertex3fv(v4); */ +/* glNormal3fv(n3); */ +/* glVertex3fv(v3); */ +/* glNormal3fv(n2); */ +/* glVertex3fv(v2); */ +/* glNormal3fv(n1); */ +/* glVertex3fv(v1); */ +/* } */ +/* } */ +/* } */ +/* glEnd(); */ +/* } */ + + + +/* // make unit sphere */ +/* static void sphere(int nSlice, int nStack) { */ +/* float az1, az2, el1, el2; */ +/* float v1[3], v2[3], v3[3], v4[3]; */ +/* float n1[3], n2[3], n3[3], n4[3]; */ + +/* // poles: use triangles */ +/* glBegin(GL_TRIANGLES); */ +/* for (int sign=-1; sign <= 1; sign+=2) { */ +/* el1 = (0.5*mjPI * sign * (nStack/2-1)) / (float)(nStack/2); */ +/* for (int j=0; j < nSlice; j++) { */ +/* az1 = (2.0f*mjPI * (j+0.0f)) / (float)nSlice; */ +/* az2 = (2.0f*mjPI * (j+1.0f)) / (float)nSlice; */ + +/* // compute triangle vertices */ +/* setVertexSphere(v1, n1, az1, el1, 0); */ +/* setVertexSphere(v2, n2, az2, el1, 0); */ +/* v3[0] = v3[1] = 0; */ +/* v3[2] = sign; */ +/* n3[0] = n3[1] = 0; */ +/* n3[2] = sign; */ + +/* // make triangle */ +/* if (sign > 0) { */ +/* glNormal3fv(n1); */ +/* glVertex3fv(v1); */ +/* glNormal3fv(n2); */ +/* glVertex3fv(v2); */ +/* glNormal3fv(n3); */ +/* glVertex3fv(v3); */ +/* } else { */ +/* glNormal3fv(n3); */ +/* glVertex3fv(v3); */ +/* glNormal3fv(n2); */ +/* glVertex3fv(v2); */ +/* glNormal3fv(n1); */ +/* glVertex3fv(v1); */ +/* } */ +/* } */ +/* } */ +/* glEnd(); */ + +/* // the rest: use quads */ +/* glBegin(GL_QUADS); */ +/* for (int sign=-1; sign <= 1; sign+=2) { */ +/* for (int i=0; i < nStack/2-1; i++) { */ +/* el1 = (0.5*mjPI * sign * (i+0)) / (float)(nStack/2); */ +/* el2 = (0.5*mjPI * sign * (i+1)) / (float)(nStack/2); */ + +/* for (int j=0; j < nSlice; j++) { */ +/* az1 = (2.0f*mjPI * (j+0)) / (float)nSlice; */ +/* az2 = (2.0f*mjPI * (j+1)) / (float)nSlice; */ + +/* // compute quad vertices */ +/* setVertexSphere(v1, n1, az1, el1, 0); */ +/* setVertexSphere(v2, n2, az2, el1, 0); */ +/* setVertexSphere(v3, n3, az2, el2, 0); */ +/* setVertexSphere(v4, n4, az1, el2, 0); */ + +/* // make quad */ +/* if (sign > 0) { */ +/* glNormal3fv(n1); */ +/* glVertex3fv(v1); */ +/* glNormal3fv(n2); */ +/* glVertex3fv(v2); */ +/* glNormal3fv(n3); */ +/* glVertex3fv(v3); */ +/* glNormal3fv(n4); */ +/* glVertex3fv(v4); */ +/* } else { */ +/* glNormal3fv(n4); */ +/* glVertex3fv(v4); */ +/* glNormal3fv(n3); */ +/* glVertex3fv(v3); */ +/* glNormal3fv(n2); */ +/* glVertex3fv(v2); */ +/* glNormal3fv(n1); */ +/* glVertex3fv(v1); */ +/* } */ +/* } */ +/* } */ +/* } */ +/* glEnd(); */ +/* } */ + + + +/* // set one vertex on disk, given az, r and sign(top/bottom) */ +/* static void setVertexDisk(float* v, float az, float r, int sign) { */ +/* v[0] = cosf(az) * r; */ +/* v[1] = sinf(az) * r; */ +/* v[2] = sign; */ +/* } */ + + +/* // make disk: +1: top, -1: bottom, 0: zero facing down */ +/* static void disk(int sign, int nSlice, int nStack) { */ +/* float az1, az2, r1, r2; */ +/* float v1[3], v2[3], v3[3], v4[3]; */ +/* float normal[3] = {0, 0, (sign == 0 ? -1 : sign)}; */ + +/* // pole: use triangles */ +/* glBegin(GL_TRIANGLES); */ +/* glNormal3fv(normal); */ +/* r1 = 1.0f / (float)nStack; */ +/* for (int j=0; j < nSlice; j++) { */ +/* az1 = (2.0f*mjPI * (j+0)) / (float)nSlice; */ +/* az2 = (2.0f*mjPI * (j+1)) / (float)nSlice; */ + +/* // compute triangle vertices */ +/* setVertexDisk(v1, az1, r1, sign); */ +/* setVertexDisk(v2, az2, r1, sign); */ +/* v3[0] = v3[1] = 0; */ +/* v3[2] = sign; */ + +/* // make triangle */ +/* if (sign > 0) { */ +/* glVertex3fv(v1); */ +/* glVertex3fv(v2); */ +/* glVertex3fv(v3); */ +/* } else { */ +/* glVertex3fv(v3); */ +/* glVertex3fv(v2); */ +/* glVertex3fv(v1); */ +/* } */ +/* } */ +/* glEnd(); */ + +/* // the rest: use quads */ +/* glBegin(GL_QUADS); */ +/* glNormal3fv(normal); */ +/* for (int i=0; i < nStack-1; i++) { */ +/* r1 = (i+1) / (float)nStack; */ +/* r2 = (i+2) / (float)nStack; */ + +/* for (int j=0; j < nSlice; j++) { */ +/* az1 = (2.0f*mjPI * (j+0)) / (float)nSlice; */ +/* az2 = (2.0f*mjPI * (j+1)) / (float)nSlice; */ + +/* // compute quad vertices */ +/* setVertexDisk(v1, az1, r2, sign); */ +/* setVertexDisk(v2, az2, r2, sign); */ +/* setVertexDisk(v3, az2, r1, sign); */ +/* setVertexDisk(v4, az1, r1, sign); */ + +/* // make quad */ +/* if (sign > 0) { */ +/* glVertex3fv(v1); */ +/* glVertex3fv(v2); */ +/* glVertex3fv(v3); */ +/* glVertex3fv(v4); */ +/* } else { */ +/* glVertex3fv(v4); */ +/* glVertex3fv(v3); */ +/* glVertex3fv(v2); */ +/* glVertex3fv(v1); */ +/* } */ +/* } */ +/* } */ +/* glEnd(); */ +/* } */ + + + +/* // set vertex and normal on cone, given az, r */ +/* static void setVertexCone(float* v, float* n, float az, float r) { */ +/* const float scale = 1.0f/sqrtf(2.0f); */ + +/* // vertex */ +/* v[0] = cosf(az) * r; */ +/* v[1] = sinf(az) * r; */ +/* v[2] = 1 - r; */ + +/* // normal */ +/* n[0] = cosf(az) * scale; */ +/* n[1] = sinf(az) * scale; */ +/* n[2] = scale; */ +/* } */ + + +/* // make open cone */ +/* static void cone(int nSlice, int nStack) { */ +/* float az1, az2, r1, r2; */ +/* float v1[3], v2[3], v3[3], v4[3]; */ +/* float n1[3], n2[3], n3[3], n4[3]; */ + +/* // pole: use triangles */ +/* glBegin(GL_TRIANGLES); */ +/* r1 = 1.0f / (float)nStack; */ +/* for (int j=0; j < nSlice; j++) { */ +/* az1 = (2.0f*mjPI * (j+0)) / (float)nSlice; */ +/* az2 = (2.0f*mjPI * (j+1)) / (float)nSlice; */ + +/* // compute triangle vertices */ +/* setVertexCone(v1, n1, az1, r1); */ +/* setVertexCone(v2, n2, az2, r1); */ +/* v3[0] = v3[1] = 0; */ +/* v3[2] = 1; */ +/* n3[0] = n1[0]+n2[0]; */ +/* n3[1] = n1[1]+n2[1]; */ +/* n3[2] = n1[2]+n2[2]; */ +/* mjr_normalizeVec(n3); */ + +/* // make triangle */ +/* glNormal3fv(n1); */ +/* glVertex3fv(v1); */ +/* glNormal3fv(n2); */ +/* glVertex3fv(v2); */ +/* glNormal3fv(n3); */ +/* glVertex3fv(v3); */ +/* } */ +/* glEnd(); */ + +/* // the rest: use quads */ +/* glBegin(GL_QUADS); */ +/* for (int i=0; i < nStack-1; i++) { */ +/* r1 = (i+1) / (float)nStack; */ +/* r2 = (i+2) / (float)nStack; */ + +/* for (int j=0; j < nSlice; j++) { */ +/* az1 = (2.0f*mjPI * (j+0)) / (float)nSlice; */ +/* az2 = (2.0f*mjPI * (j+1)) / (float)nSlice; */ + +/* // compute quad vertices */ +/* setVertexCone(v1, n1, az1, r2); */ +/* setVertexCone(v2, n2, az2, r2); */ +/* setVertexCone(v3, n3, az2, r1); */ +/* setVertexCone(v4, n4, az1, r1); */ + +/* // make quad */ +/* glNormal3fv(n1); */ +/* glVertex3fv(v1); */ +/* glNormal3fv(n2); */ +/* glVertex3fv(v2); */ +/* glNormal3fv(n3); */ +/* glVertex3fv(v3); */ +/* glNormal3fv(n4); */ +/* glVertex3fv(v4); */ +/* } */ +/* } */ +/* glEnd(); */ +/* } */ + + + +/* // set one vertex and normal on cylinder, given az and h */ +/* static void setVertexCylinder(float* v, float* n, float az, float h) { */ +/* v[0] = cosf(az); */ +/* v[1] = sinf(az); */ +/* v[2] = h; */ + +/* n[0] = v[0]/sqrtf(v[0]*v[0]+v[1]*v[1]); */ +/* n[1] = v[1]/sqrtf(v[0]*v[0]+v[1]*v[1]); */ +/* n[2] = 0; */ +/* } */ + + +/* // open cylinder from -1 to +1 in z, radius 1 */ +/* static void cylinder(int nSlice, int nStack) { */ +/* float az1, az2, h1, h2; */ +/* float v1[3], v2[3], v3[3], v4[3]; */ +/* float n1[3], n2[3], n3[3], n4[3]; */ + +/* // use quads everywhere */ +/* glBegin(GL_QUADS); */ +/* for (int i=0; i < nStack; i++) { */ +/* h1 = 2*(i+0)/(float)nStack - 1; */ +/* h2 = 2*(i+1)/(float)nStack - 1; */ + +/* for (int j=0; j < nSlice; j++) { */ +/* az1 = (2.0f*mjPI * (j+0)) / (float)nSlice; */ +/* az2 = (2.0f*mjPI * (j+1)) / (float)nSlice; */ + +/* // compute quad vertices */ +/* setVertexCylinder(v1, n1, az1, h1); */ +/* setVertexCylinder(v2, n2, az2, h1); */ +/* setVertexCylinder(v3, n3, az2, h2); */ +/* setVertexCylinder(v4, n4, az1, h2); */ + +/* // make quad */ +/* glNormal3fv(n1); */ +/* glVertex3fv(v1); */ +/* glNormal3fv(n2); */ +/* glVertex3fv(v2); */ +/* glNormal3fv(n3); */ +/* glVertex3fv(v3); */ +/* glNormal3fv(n4); */ +/* glVertex3fv(v4); */ +/* } */ +/* } */ +/* glEnd(); */ +/* } */ + + + +/* // set one vertex in haze */ +/* static void setVertexHaze(float* v, float az, float h, float r) { */ +/* v[0] = cosf(az) * (1 - r*(1-h)); */ +/* v[1] = sinf(az) * (1 - r*(1-h)); */ +/* v[2] = h; */ +/* } */ + + +/* // truncated cone for haze rendering */ +/* static void haze(int nSlice, float r, const float* rgba) { */ +/* // compute elevation h for transparency transition point */ +/* float alpha = atan2f(1, r); */ +/* float beta = (float)(0.75*mjPI) - alpha; */ +/* float h = sqrtf(0.5f) * r * sinf(alpha) / sinf(beta); */ + +/* // use quads everywhere */ +/* glBegin(GL_QUADS); */ + +/* // normal not needed (always rendered with lighting off) */ +/* glNormal3f(0, 0, 1); */ + +/* // stacks = 2 */ +/* for (int i=0; i < 2; i++) { */ +/* float h1 = (i == 0 ? 0 : h); */ +/* float h2 = (i == 0 ? h : 1); */ + +/* for (int j=0; j < nSlice; j++) { */ +/* float az1 = (2.0f*mjPI * (j+0)) / (float)nSlice; */ +/* float az2 = (2.0f*mjPI * (j+1)) / (float)nSlice; */ + +/* // compute quad vertices */ +/* float v1[3], v2[3], v3[3], v4[3]; */ +/* setVertexHaze(v1, az1, h1, r); */ +/* setVertexHaze(v2, az2, h1, r); */ +/* setVertexHaze(v3, az2, h2, r); */ +/* setVertexHaze(v4, az1, h2, r); */ + +/* // colors at elevation h1 and h2 */ +/* float c1 = (i == 1); */ +/* float c2 = (i == 0); */ + +/* // make quad, with colors */ +/* glColor4f(rgba[0], rgba[1], rgba[2], c1); */ +/* glVertex3fv(v1); */ +/* glVertex3fv(v2); */ +/* glColor4f(rgba[0], rgba[1], rgba[2], c2); */ +/* glVertex3fv(v3); */ +/* glVertex3fv(v4); */ +/* } */ +/* } */ +/* glEnd(); */ +/* } */ + + + +/* // builtin geoms types */ +/* static void makeBuiltin(const mjModel* m, mjrContext* con) { */ +/* int numstacks = m->vis.quality.numstacks; */ +/* int numslices = m->vis.quality.numslices; */ +/* int numQuads = m->vis.quality.numQuads; */ +/* float d = 2.0f/numQuads; */ + +/* // allocate list */ +/* listAllocate(&con->baseBuiltin, &con->rangeBuiltin, mjrNUM); */ + +/* // sphere */ +/* glNewList(con->baseBuiltin + mjrSPHERE, GL_COMPILE); */ +/* sphere(numslices, numstacks); */ +/* glEndList(); */ + +/* // sphere top */ +/* glNewList(con->baseBuiltin + mjrSPHERETOP, GL_COMPILE); */ +/* halfSphere(+1, numslices, numstacks/2); */ +/* glEndList(); */ + +/* // sphere bottom */ +/* glNewList(con->baseBuiltin + mjrSPHEREBOTTOM, GL_COMPILE); */ +/* halfSphere(-1, numslices, numstacks/2); */ +/* glEndList(); */ + +/* // closed cylinder, center at z=0 */ +/* glNewList(con->baseBuiltin + mjrCYLINDER, GL_COMPILE); */ +/* disk(-1, numslices, numstacks/2); */ +/* cylinder(numslices, numstacks); */ +/* disk(+1, numslices, numstacks/2); */ +/* glEndList(); */ + +/* // open cylinder, center at z=0 */ +/* glNewList(con->baseBuiltin + mjrCYLINDEROPEN, GL_COMPILE); */ +/* cylinder(numslices, numstacks); */ +/* glEndList(); */ + +/* // haze truncated cone */ +/* glNewList(con->baseBuiltin + mjrHAZE, GL_COMPILE); */ +/* haze(numslices, m->vis.map.haze, m->vis.rgba.haze); */ +/* glEndList(); */ + +/* // box */ +/* glNewList(con->baseBuiltin + mjrBOX, GL_COMPILE); */ +/* glBegin(GL_QUADS); */ +/* for (int x=0; x < numQuads; x++) { */ +/* for (int y=0; y < numQuads; y++) { */ +/* glNormal3f(0, 0, 1); // top */ +/* glVertex3f(d*(x+0)-1, d*(y+0)-1, 1); */ +/* glVertex3f(d*(x+1)-1, d*(y+0)-1, 1); */ +/* glVertex3f(d*(x+1)-1, d*(y+1)-1, 1); */ +/* glVertex3f(d*(x+0)-1, d*(y+1)-1, 1); */ + +/* glNormal3f(0, 0, -1); // bottom */ +/* glVertex3f(d*(x+0)-1, d*(y+1)-1, -1); */ +/* glVertex3f(d*(x+1)-1, d*(y+1)-1, -1); */ +/* glVertex3f(d*(x+1)-1, d*(y+0)-1, -1); */ +/* glVertex3f(d*(x+0)-1, d*(y+0)-1, -1); */ + +/* glNormal3f(1, 0, 0); // right */ +/* glVertex3f(1, d*(x+0)-1, d*(y+0)-1); */ +/* glVertex3f(1, d*(x+1)-1, d*(y+0)-1); */ +/* glVertex3f(1, d*(x+1)-1, d*(y+1)-1); */ +/* glVertex3f(1, d*(x+0)-1, d*(y+1)-1); */ + +/* glNormal3f(-1, 0, 0); // left */ +/* glVertex3f(-1, d*(x+0)-1, d*(y+1)-1); */ +/* glVertex3f(-1, d*(x+1)-1, d*(y+1)-1); */ +/* glVertex3f(-1, d*(x+1)-1, d*(y+0)-1); */ +/* glVertex3f(-1, d*(x+0)-1, d*(y+0)-1); */ + +/* glNormal3f(0, -1, 0); // front */ +/* glVertex3f(d*(x+0)-1, -1, d*(y+0)-1); */ +/* glVertex3f(d*(x+1)-1, -1, d*(y+0)-1); */ +/* glVertex3f(d*(x+1)-1, -1, d*(y+1)-1); */ +/* glVertex3f(d*(x+0)-1, -1, d*(y+1)-1); */ + +/* glNormal3f(0, 1, 0); // back */ +/* glVertex3f(d*(x+0)-1, 1, d*(y+1)-1); */ +/* glVertex3f(d*(x+1)-1, 1, d*(y+1)-1); */ +/* glVertex3f(d*(x+1)-1, 1, d*(y+0)-1); */ +/* glVertex3f(d*(x+0)-1, 1, d*(y+0)-1); */ +/* } */ +/* } */ +/* glEnd(); */ +/* glEndList(); */ + +/* // cone, bottom at z=0 */ +/* glNewList(con->baseBuiltin + mjrCONE, GL_COMPILE); */ +/* cone(numslices, numstacks); */ +/* disk(0, numslices, numstacks); */ +/* glEndList(); */ +/* } */ + + + +/* // make depth texture and FBO for shadow mapping */ +/* static void makeShadow(const mjModel* m, mjrContext* con) { */ +/* // return if size is 0 */ +/* if (!con->shadowSize) { */ +/* return; */ +/* } */ + +/* // create FBO */ +/* glGenFramebuffers(1, &con->shadowFBO); */ +/* if (!con->shadowFBO) { */ +/* mju_error("Could not allocate shadow framebuffer"); */ +/* } */ +/* glBindFramebuffer(GL_FRAMEBUFFER, con->shadowFBO); */ + +/* // create shadow depth texture: in TEXTURE1 */ +/* glGenTextures(1, &con->shadowTex); */ +/* glActiveTexture(GL_TEXTURE1); */ +/* glEnable(GL_TEXTURE_2D); */ +/* glBindTexture(GL_TEXTURE_2D, con->shadowTex); */ +/* glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, */ +/* con->shadowSize, con->shadowSize, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL); */ +/* 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); */ +/* glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE); */ +/* glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_GEQUAL); */ +/* glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY); */ +/* glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); */ +/* glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); */ +/* glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); */ +/* glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); */ + +/* // attach to FBO */ +/* glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, con->shadowTex, 0); */ +/* glDrawBuffer(GL_NONE); */ +/* glReadBuffer(GL_NONE); */ + +/* // check FBO status */ +/* GLenum err = glCheckFramebufferStatus(GL_FRAMEBUFFER); */ +/* if (err != GL_FRAMEBUFFER_COMPLETE) { */ +/* mju_error("Shadow framebuffer is not complete, error 0x%x", err); */ +/* } */ + +/* glDisable(GL_TEXTURE_2D); */ +/* } */ + + + +/* // make render buffers and FBO for offscreen rendering */ +/* static void makeOff(mjrContext* con) { */ +/* // return if size is 0 */ +/* if (!con->offWidth || !con->offHeight) { */ +/* return; */ +/* } */ + +/* // create FBO */ +/* glGenFramebuffers(1, &con->offFBO); */ +/* if (!con->offFBO) { */ +/* mju_error("Could not allocate offscreen framebuffer"); */ +/* } */ +/* glBindFramebuffer(GL_FRAMEBUFFER, con->offFBO); */ + +/* // clamp samples request */ +/* int sMax = 0; */ +/* glGetIntegerv(GL_MAX_SAMPLES, &sMax); */ +/* if (con->offSamples > sMax) { */ +/* con->offSamples = sMax; */ +/* } */ + +/* // create color buffer */ +/* glGenRenderbuffers(1, &con->offColor); */ +/* if (!con->offColor) { */ +/* mju_error("Could not allocate offscreen color buffer"); */ +/* } */ +/* glBindRenderbuffer(GL_RENDERBUFFER, con->offColor); */ +/* if (con->offSamples) { */ +/* glRenderbufferStorageMultisample(GL_RENDERBUFFER, con->offSamples, GL_RGBA8, */ +/* con->offWidth, con->offHeight); */ +/* } else { */ +/* glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, con->offWidth, con->offHeight); */ +/* } */ +/* glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, con->offColor); */ + +/* // create depth and stencil buffer */ +/* glGenRenderbuffers(1, &con->offDepthStencil); */ +/* if (!con->offDepthStencil) { */ +/* mju_error("Could not allocate offscreen depth and stencil buffer"); */ +/* } */ +/* glBindRenderbuffer(GL_RENDERBUFFER, con->offDepthStencil); */ + +/* GLenum depth_buffer_format = */ +/* mjGLAD_GL_ARB_depth_buffer_float ? GL_DEPTH32F_STENCIL8 : GL_DEPTH24_STENCIL8; */ +/* if (con->offSamples) { */ +/* glRenderbufferStorageMultisample(GL_RENDERBUFFER, con->offSamples, depth_buffer_format, */ +/* con->offWidth, con->offHeight); */ +/* } else { */ +/* glRenderbufferStorage(GL_RENDERBUFFER, depth_buffer_format, con->offWidth, con->offHeight); */ +/* } */ +/* glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, */ +/* GL_RENDERBUFFER, con->offDepthStencil); */ + +/* // check FBO status */ +/* GLenum err = glCheckFramebufferStatus(GL_FRAMEBUFFER); */ +/* if (err != GL_FRAMEBUFFER_COMPLETE) { */ +/* mju_error("Offscreen framebuffer is not complete, error 0x%x", err); */ +/* } */ + +/* // get actual number of samples */ +/* glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES, &con->offSamples); */ + +/* // create FBO for resolving multisamples */ +/* if (con->offSamples) { */ +/* // create FBO */ +/* glGenFramebuffers(1, &con->offFBO_r); */ +/* if (!con->offFBO_r) { */ +/* mju_error("Could not allocate offscreen framebuffer_r"); */ +/* } */ +/* glBindFramebuffer(GL_FRAMEBUFFER, con->offFBO_r); */ + +/* // create color buffer */ +/* glGenRenderbuffers(1, &con->offColor_r); */ +/* if (!con->offColor_r) { */ +/* mju_error("Could not allocate offscreen color buffer_r"); */ +/* } */ +/* glBindRenderbuffer(GL_RENDERBUFFER, con->offColor_r); */ +/* glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, con->offWidth, con->offHeight); */ +/* glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, */ +/* GL_RENDERBUFFER, con->offColor_r); */ + +/* // create depth and stencil buffer */ +/* glGenRenderbuffers(1, &con->offDepthStencil_r); */ +/* if (!con->offDepthStencil_r) { */ +/* mju_error("Could not allocate offscreen depth and stencil buffer_r"); */ +/* } */ +/* glBindRenderbuffer(GL_RENDERBUFFER, con->offDepthStencil_r); */ +/* glRenderbufferStorage(GL_RENDERBUFFER, depth_buffer_format, con->offWidth, con->offHeight); */ +/* glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, */ +/* GL_RENDERBUFFER, con->offDepthStencil_r); */ + +/* // check FBO status */ +/* GLenum err = glCheckFramebufferStatus(GL_FRAMEBUFFER); */ +/* if (err != GL_FRAMEBUFFER_COMPLETE) { */ +/* mju_error("Offscreen framebuffer_r is not complete, error 0x%x", err); */ +/* } */ +/* } */ +/* } */ + + + +/* // make fonts */ +/* static void makeFont(mjrContext* con, int fontscale) { */ +/* // data addresses */ +/* int adr = 0, adr_big = 0; */ + +/* // font data pointers for given scaling */ +/* const unsigned char* font_normal = NULL; */ +/* const unsigned char* font_back = NULL; */ +/* const unsigned char* font_big = NULL; */ +/* switch (fontscale) { */ +/* case mjFONTSCALE_50: */ +/* font_normal = font_normal50; */ +/* font_back = font_back50; */ +/* font_big = font_big50; */ +/* break; */ + +/* case mjFONTSCALE_100: */ +/* font_normal = font_normal100; */ +/* font_back = font_back100; */ +/* font_big = font_big100; */ +/* break; */ + +/* case mjFONTSCALE_150: */ +/* font_normal = font_normal150; */ +/* font_back = font_back150; */ +/* font_big = font_big150; */ +/* break; */ + +/* case mjFONTSCALE_200: */ +/* font_normal = font_normal200; */ +/* font_back = font_back200; */ +/* font_big = font_big200; */ +/* break; */ + +/* case mjFONTSCALE_250: */ +/* font_normal = font_normal250; */ +/* font_back = font_back250; */ +/* font_big = font_big250; */ +/* break; */ + +/* case mjFONTSCALE_300: */ +/* font_normal = font_normal300; */ +/* font_back = font_back300; */ +/* font_big = font_big300; */ +/* break; */ + +/* default: */ +/* mju_error("Invalid fontscale"); */ +/* } */ + +/* // save fontScale */ +/* con->fontScale = fontscale; */ + +/* // init lists */ +/* con->rangeFont = 128; */ +/* con->baseFontNormal = glGenLists(con->rangeFont); */ +/* con->baseFontShadow = glGenLists(con->rangeFont); */ +/* con->baseFontBig = glGenLists(con->rangeFont); */ +/* if (con->baseFontNormal == 0 || con->baseFontShadow == 0 || con->baseFontBig == 0) { */ +/* mju_error("Could not allocate font lists"); */ +/* } */ + +/* // loop over printable characters (32-126) */ +/* for (unsigned char i=32; i <= 126; i++) { */ +/* // assert character code; SHOULD NOT OCCUR */ +/* if (font_normal[adr] != i || font_back[adr] != i || font_big[adr_big] != i) { */ +/* mju_error("Invalid font data index"); */ +/* } */ + +/* // save character sizes */ +/* con->charWidth[i] = font_normal[adr+1]; */ +/* con->charWidthBig[i] = font_big[adr_big+1]; */ +/* con->charHeight = font_normal[adr+2]; */ +/* con->charHeightBig = font_big[adr_big+2]; */ + +/* // make bitmap display list: normal */ +/* glNewList(con->baseFontNormal+i, GL_COMPILE); */ +/* glBitmap(con->charWidth[i], con->charHeight, 0, 0, con->charWidth[i], 0, */ +/* font_normal + adr + 3); */ +/* glEndList(); */ + +/* // make bitmap display list: back */ +/* glNewList(con->baseFontShadow+i, GL_COMPILE); */ +/* glBitmap(con->charWidth[i], con->charHeight, 0, 0, con->charWidth[i], 0, */ +/* font_back + adr + 3); */ +/* glEndList(); */ + +/* // make bitmap display list: big */ +/* glNewList(con->baseFontBig+i, GL_COMPILE); */ +/* glBitmap(con->charWidthBig[i], con->charHeightBig, 0, 0, con->charWidthBig[i], 0, */ +/* font_big + adr_big + 3); */ +/* glEndList(); */ + +/* // compute width in bytes */ +/* int width = (con->charWidth[i]-1)/8 + 1; */ +/* int widthBig = (con->charWidthBig[i]-1)/8 + 1; */ + +/* // advance addresses */ +/* adr += 3 + width*con->charHeight; */ +/* adr_big += 3 + widthBig*con->charHeightBig; */ +/* } */ + +/* // assert 123 termination token; SHOULD NOT OCCUR */ +/* if (font_normal[adr] != 123 || font_back[adr] != 123 || font_big[adr_big] != 123) { */ +/* mju_error("Invalid font data termination"); */ +/* } */ +/* } */ + +/* // make materials, just for those that have textures */ +/* static void makeMaterial(const mjModel* m, mjrContext* con) { */ +/* memset(con->mat_texid, -1, sizeof(con->mat_texid)); */ +/* memset(con->mat_texuniform, 0, sizeof(con->mat_texuniform)); */ +/* memset(con->mat_texrepeat, 0, sizeof(con->mat_texrepeat)); */ +/* if (!m->nmat || !m->ntex) { */ +/* return; */ +/* } */ + +/* if (m->nmat >= mjMAXMATERIAL-1) { */ +/* mju_error("Maximum number of materials is %d, got %d", mjMAXMATERIAL, m->nmat); */ +/* } */ +/* for (int i=0; i < m->nmat; i++) { */ +/* if (m->mat_texid[i*mjNTEXROLE + mjTEXROLE_RGB] >= 0) { */ +/* for (int j=0; j < mjNTEXROLE; j++) { */ +/* con->mat_texid[i*mjNTEXROLE + j] = m->mat_texid[i*mjNTEXROLE + j]; */ +/* } */ +/* con->mat_texuniform[i] = m->mat_texuniform[i]; */ +/* con->mat_texrepeat[2*i] = m->mat_texrepeat[2*i]; */ +/* con->mat_texrepeat[2*i+1] = m->mat_texrepeat[2*i+1]; */ +/* } */ +/* } */ +/* // find skybox texture */ +/* for (int i=0; i < m->ntex; i++) { */ +/* if (m->tex_type[i] == mjTEXTURE_SKYBOX) { */ +/* if (m->nmat >= mjMAXMATERIAL-2) { */ +/* mju_error("With skybox, maximum number of materials is %d, got %d", */ +/* mjMAXMATERIAL-1, m->nmat); */ +/* } */ +/* for (int j=0; j < mjNTEXROLE; j++) { */ +/* con->mat_texid[mjNTEXROLE * (mjMAXMATERIAL-1) + j] = -1; */ +/* } */ +/* con->mat_texid[mjNTEXROLE * (mjMAXMATERIAL-1) + mjTEXROLE_RGB] = i; */ + +/* break; */ +/* } */ +/* } */ +/* } */ + + +/* // make textures */ +/* static void makeTexture(const mjModel* m, mjrContext* con) { */ +/* // checks size */ +/* if (m->ntex > mjMAXTEXTURE) { */ +/* mju_error("Maximum number of textures is %d", mjMAXTEXTURE); */ +/* } */ + +/* // save new size */ +/* con->ntexture = m->ntex; */ +/* if (!m->ntex) { */ +/* return; */ +/* } */ + +/* // allocate and upload */ +/* glGenTextures(con->ntexture, con->texture); */ +/* for (int i=0; i < m->ntex; i++) { */ +/* con->textureType[i] = m->tex_type[i]; */ +/* mjr_uploadTexture(m, con, i); */ +/* } */ +/* } */ + + + +/* // (re) upload texture to GPU */ +/* void mjr_uploadTexture(const mjModel* m, const mjrContext* con, int texid) { */ +/* int w = m->tex_width[texid]; */ +/* float plane[4]; */ + +/* // 2D texture */ +/* if (m->tex_type[texid] == mjTEXTURE_2D) { */ +/* // OpenGL settings */ +/* glActiveTexture(GL_TEXTURE0); */ +/* glEnable(GL_TEXTURE_2D); */ +/* glBindTexture(GL_TEXTURE_2D, con->texture[texid]); */ +/* glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); */ +/* glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); */ +/* glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); */ +/* glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); */ +/* glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); */ +/* glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); */ + +/* // set mapping */ +/* mjr_setf4(plane, 1, 0, 0, 0); */ +/* glTexGenfv(GL_S, GL_OBJECT_PLANE, plane); */ +/* mjr_setf4(plane, 0, 1, 0, 0); */ +/* glTexGenfv(GL_T, GL_OBJECT_PLANE, plane); */ + +/* // assign data */ +/* int type = 0; */ +/* if (m->tex_nchannel[texid] == 3) { */ +/* type = GL_RGB; */ +/* } else if (m->tex_nchannel[texid] == 4) { */ +/* type = GL_RGBA; */ +/* } else { */ +/* mju_error("Number of channels not supported: %d", m->tex_nchannel[texid]); */ +/* } */ +/* glTexImage2D(GL_TEXTURE_2D, 0, type, m->tex_width[texid], m->tex_height[texid], 0, */ +/* type, GL_UNSIGNED_BYTE, m->tex_data + m->tex_adr[texid]); */ + +/* // generate mipmaps */ +/* glGenerateMipmap(GL_TEXTURE_2D); */ +/* glDisable(GL_TEXTURE_2D); */ +/* } */ + +/* // cube or skybox texture */ +/* else { */ +/* // OpenGL settings */ +/* glActiveTexture(GL_TEXTURE0); */ +/* glEnable(GL_TEXTURE_CUBE_MAP); */ +/* glBindTexture(GL_TEXTURE_CUBE_MAP, con->texture[texid]); */ +/* glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); */ +/* glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); */ +/* glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); */ +/* glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); */ +/* glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); */ +/* glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); */ +/* glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); */ +/* glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); */ + +/* // set mapping */ +/* mjr_setf4(plane, 1, 0, 0, 0); */ +/* glTexGenfv(GL_S, GL_OBJECT_PLANE, plane); */ +/* mjr_setf4(plane, 0, 1, 0, 0); */ +/* glTexGenfv(GL_T, GL_OBJECT_PLANE, plane); */ +/* mjr_setf4(plane, 0, 0, 1, 0); */ +/* glTexGenfv(GL_R, GL_OBJECT_PLANE, plane); */ + +/* // assign data: repeated */ +/* if (m->tex_width[texid] == m->tex_height[texid]) { */ +/* for (int i=0; i < 6; i++) { */ +/* glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X+i, 0, GL_RGB, w, w, 0, */ +/* GL_RGB, GL_UNSIGNED_BYTE, m->tex_data + m->tex_adr[texid]); */ +/* } */ +/* } */ + +/* // assign data: separate faces */ +/* else { */ +/* for (int i=0; i < 6; i++) { */ +/* glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X+i, 0, GL_RGB, w, w, 0, */ +/* GL_RGB, GL_UNSIGNED_BYTE, m->tex_data + m->tex_adr[texid] + i*3*w*w); */ +/* } */ +/* } */ + +/* // generate mipmaps */ +/* glGenerateMipmap(GL_TEXTURE_CUBE_MAP); */ +/* glDisable(GL_TEXTURE_CUBE_MAP); */ +/* } */ +/* } */ + + + +/* // allocate buffers for skins, copy constants */ +/* static void makeSkin(const mjModel* m, mjrContext* con) { */ +/* int nskin = m->nskin; */ + +/* // save number of skins (so we can delete context without model) */ +/* con->nskin = m->nskin; */ + +/* // allocate buffers */ +/* if (nskin) { */ +/* // allocate VBO names */ +/* con->skinvertVBO = (unsigned int*) mju_malloc(nskin*sizeof(int)); */ +/* con->skinnormalVBO = (unsigned int*) mju_malloc(nskin*sizeof(int)); */ +/* con->skintexcoordVBO = (unsigned int*) mju_malloc(nskin*sizeof(int)); */ +/* con->skinfaceVBO = (unsigned int*) mju_malloc(nskin*sizeof(int)); */ + +/* // generage VBOs */ +/* glGenBuffers(nskin, con->skinvertVBO); */ +/* glGenBuffers(nskin, con->skinnormalVBO); */ +/* glGenBuffers(nskin, con->skintexcoordVBO); */ +/* glGenBuffers(nskin, con->skinfaceVBO); */ + +/* // process skins */ +/* for (int i=0; i < nskin; i++) { */ +/* // texture coordinates */ +/* if (m->skin_texcoordadr[i] >= 0) { */ +/* glBindBuffer(GL_ARRAY_BUFFER, con->skintexcoordVBO[i]); */ +/* glBufferData(GL_ARRAY_BUFFER, */ +/* 2*m->skin_vertnum[i]*sizeof(float), */ +/* m->skin_texcoord + 2*m->skin_texcoordadr[i], */ +/* GL_STATIC_DRAW); */ +/* } else { */ +/* glDeleteBuffers(1, con->skintexcoordVBO+i); */ +/* con->skintexcoordVBO[i] = 0; */ +/* } */ + +/* // face indices */ +/* glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, con->skinfaceVBO[i]); */ +/* glBufferData(GL_ELEMENT_ARRAY_BUFFER, */ +/* 3*m->skin_facenum[i]*sizeof(int), */ +/* m->skin_face + 3*m->skin_faceadr[i], */ +/* GL_STATIC_DRAW); */ +/* } */ +/* } */ +/* } */ + + + +/* // callback to print out GL_DEBUG output (when enabled for internal testing) */ +/* void GLAPIENTRY debugCallback(GLenum source, */ +/* GLenum type, */ +/* GLuint id, */ +/* GLenum severity, */ +/* GLsizei length, */ +/* const GLchar* message, */ +/* const void* userParam) { */ +/* printf("GL DEBUG: source = 0x%x, type = 0x%x, severity = 0x%x, id = 0x%x\nmessage = %s\n\n", */ +/* source, type, severity, id, message); */ +/* } */ + + + +/* // returns 1 if MUJOCO_GL_DEBUG environment variable is set to 1 */ +/* static int glDebugEnabled(void) { */ +/* char* debug = getenv("MUJOCO_GL_DEBUG"); */ +/* return debug && strcmp(debug, "1") == 0; */ +/* } */ + + + +void mjr3_makeContext_offSize(const mjModel* m, mjrContext* con, int fontscale, + int default_offwidth, int default_offheight) { + // fix fontscale + fontscale = 50 * mju_round(((mjtNum)fontscale)/50.0); + if (fontscale < 100) { + fontscale = 100; + } else if (fontscale > 300) { + fontscale = 300; + } + + // initialize GLAD, determine window and FBO availability + if (!con->glInitialized) { + + if (!mjgladLoadGL()) { + mju_error("Failed to initialize GLAD\n"); + } + + // Print what GLAD thinks the version is + printf("GLAD_GL_VERSION_3_3: %d\n", GLAD_GL_VERSION_3_3); + /* printf("GLAD_GL_VERSION_4_1: %d\n", GLAD_GL_VERSION_4_1); */ + + if (!GLAD_GL_VERSION_3_3) { + mju_error("OpenGL version 3.0 or higher required"); + } + + GLint major, minor; + glGetIntegerv(0x821B, &major); // GL_MAJOR_VERSION = 0x821B + glGetIntegerv(0x821C, &minor); // GL_MINOR_VERSION = 0x821C + // Not requires in version 3.0 + /* if (!GLAD_GL_ARB_framebuffer_object) { */ + /* mju_error("OpenGL ARB_framebuffer_object required"); */ + /* } */ + /* if (!GLAD_GL_ARB_vertex_buffer_object) { */ + /* mju_error("OpenGL ARB_vertex_buffer_object required"); */ + /* } */ + con->glInitialized = 1; + + const GLubyte* version = glGetString(GL_VERSION); + const GLubyte* renderer = glGetString(GL_RENDERER); + + if (version && renderer) { + printf("OpenGL Version %s \n", version); + printf("OpenGL Renderer %s \n", renderer); + } else { + mju_error("Failed to retrieve OpenGL version"); + } + + // determine window availability (could be EGL-headless) + glBindFramebuffer(GL_FRAMEBUFFER, 0); + unsigned int status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + if (status == GL_FRAMEBUFFER_COMPLETE) { + con->windowAvailable = 1; + } else if (status == GL_FRAMEBUFFER_UNDEFINED) { + con->windowAvailable = 0; + } else { + mju_error("Default framebuffer is not complete, error 0x%x", status); + } + } + + // Make shaders + con->defaultShader = mjr_createShaderProgram(vertexShaderSource, fragmentShaderSource); + con->wireframeShader = mjr_createShaderProgram(vertexShaderSource, fragmentWireframeShaderSource); + + // OpenGL debug output + /* if (glDebugEnabled() && mjGLAD_GL_KHR_debug) { */ + /* glEnable(GL_DEBUG_OUTPUT); */ + /* glDebugMessageCallback(debugCallback, 0); */ + /* } */ + + /* // determine samples, stereo and doublebuffer if window available */ + /* if (con->windowAvailable) { */ + /* // get stereo */ + /* GLboolean b; */ + /* glGetBooleanv(GL_STEREO, &b); */ + /* con->windowStereo = (int)b; */ + + /* // get doublebuffer */ + /* glGetBooleanv(GL_DOUBLEBUFFER, &b); */ + /* con->windowDoublebuffer = (int)b; */ + + /* // get samples */ + /* GLint n; */ + /* glGetIntegerv(GL_SAMPLE_BUFFERS, &n); */ + /* if (n) { */ + /* glGetIntegerv(GL_SAMPLES, &n); */ + /* con->windowSamples = (int)n; */ + /* } else { */ + /* con->windowSamples = 0; */ + /* } */ + /* } */ + + /* // set pixel (un)packing */ + /* glPixelStorei(GL_PACK_ALIGNMENT, 1); */ + /* glPixelStorei(GL_UNPACK_ALIGNMENT, 1); */ + + /* mjr_freeContext(con); */ + + /* // no model: offscreen and font only */ + /* if (!m) { */ + /* // default offscreen */ + /* con->offWidth = default_offwidth; */ + /* con->offHeight = default_offheight; */ + /* con->offSamples = 0; */ + /* makeOff(con); */ + + /* // font */ + /* makeFont(con, fontscale); */ + + /* // try to bind window (bind offscreen if no window) */ + /* mjr_setBuffer(mjFB_WINDOW, con); */ + + /* return; */ + /* } */ + + /* // map shadow clip and scale to absolute units */ + /* con->shadowClip = m->stat.extent * m->vis.map.shadowclip; */ + /* con->shadowScale = m->vis.map.shadowscale; */ + + /* // copy parameters */ + /* con->offWidth = m->vis.global.offwidth; */ + /* con->offHeight = m->vis.global.offheight; */ + /* con->offSamples = m->vis.quality.offsamples; */ + /* con->fogStart = (float)(m->stat.extent * m->vis.map.fogstart); */ + /* con->fogEnd = (float)(m->stat.extent * m->vis.map.fogend); */ + /* con->fogRGBA[0] = m->vis.rgba.fog[0]; */ + /* con->fogRGBA[1] = m->vis.rgba.fog[1]; */ + /* con->fogRGBA[2] = m->vis.rgba.fog[2]; */ + /* con->fogRGBA[3] = m->vis.rgba.fog[3]; */ + /* con->lineWidth = m->vis.global.linewidth; */ + /* con->shadowSize = m->vis.quality.shadowsize; */ + + /* // set fog parameters (model-dependent) */ + /* glFogi(GL_FOG_MODE, GL_LINEAR); */ + /* glFogf(GL_FOG_START, con->fogStart); */ + /* glFogf(GL_FOG_END, con->fogEnd); */ + /* glFogfv(GL_FOG_COLOR, con->fogRGBA); */ + /* glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH); */ + /* glHint(GL_FOG_HINT, GL_NICEST); */ + + /* // make everything */ + /* makeOff(con); */ + /* makeShadow(m, con); */ + /* makeMaterial(m, con); */ + /* makeTexture(m, con); */ + makePlane(m, con); + /* makeMesh(m, con); */ + /* makeHField(m, con); */ + /* makeBuiltin(m, con); */ + /* makeSkin(m, con); */ + /* makeFont(con, fontscale); */ + + /* // enable seamless cube maps if supported */ + /* if (mjGLAD_GL_ARB_seamless_cube_map) { */ + /* glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); */ + /* } */ + + /* // try to bind window (bind offscreen if no window) */ + /* mjr_setBuffer(mjFB_WINDOW, con); */ + + /* // issue warnings for any OpenGL errors */ + /* GLenum err; */ + /* while ((err = glGetError())) { */ + /* mju_warning("OpenGL error 0x%x in or before mjr_makeContext", err); */ + /* } */ + + /* // set default color pixel format for mjr_readPixels */ + /* con->readPixelFormat = GL_RGB; */ + + /* // set default depth mapping for mjr_readPixels */ + /* con->readDepthMap = mjDEPTH_ZERONEAR; */ +} + + + +// allocate resources in custom OpenGL context +void mjr3_makeContext(const mjModel* m, mjrContext* con, int fontscale) { + mjr3_makeContext_offSize(m, con, fontscale, 800, 600); +} + + + +/* // Change font of existing context. */ +/* void mjr_changeFont(int fontscale, mjrContext* con) { */ +/* // free existing font */ +/* if (con->rangeFont) { */ +/* glDeleteLists(con->baseFontNormal, con->rangeFont); */ +/* glDeleteLists(con->baseFontShadow, con->rangeFont); */ +/* glDeleteLists(con->baseFontBig, con->rangeFont); */ +/* } */ +/* con->baseFontNormal = 0; */ +/* con->baseFontShadow = 0; */ +/* con->baseFontBig = 0; */ +/* con->rangeFont = 0; */ + +/* // make new font */ +/* makeFont(con, fontscale); */ +/* } */ + + + +/* // Add Aux buffer to context; free previous Aux buffer. */ +/* void mjr_addAux(int index, int width, int height, int samples, mjrContext* con) { */ +/* // check index */ +/* if (index < 0 || index >= mjNAUX) { */ +/* mju_error("Invalid aux buffer index"); */ +/* } */ + +/* // free previous */ +/* if (con->auxColor[index]) { */ +/* glDeleteRenderbuffers(1, con->auxColor + index); */ +/* } */ +/* if (con->auxColor_r[index]) { */ +/* glDeleteRenderbuffers(1, con->auxColor_r + index); */ +/* } */ +/* if (con->auxFBO[index]) { */ +/* glDeleteFramebuffers(1, con->auxFBO + index); */ +/* } */ +/* if (con->auxFBO_r[index]) { */ +/* glDeleteFramebuffers(1, con->auxFBO_r + index); */ +/* } */ +/* con->auxColor[index] = 0; */ +/* con->auxColor_r[index] = 0; */ +/* con->auxFBO[index] = 0; */ +/* con->auxFBO_r[index] = 0; */ + +/* // return if size is not positive */ +/* if (width < 1 || height < 1) { */ +/* return; */ +/* } */ + +/* // check max size */ +/* int maxSize = 0; */ +/* glGetIntegerv(GL_MAX_RENDERBUFFER_SIZE, &maxSize); */ +/* if (width > maxSize) { */ +/* mju_error( */ +/* "Auxiliary buffer width exceeds maximum allowed by OpenGL " */ +/* "implementation: %d > %d", */ +/* width, maxSize); */ +/* } */ +/* if (height > maxSize) { */ +/* mju_error( */ +/* "Auxiliary buffer height exceeds maximum allowed by OpenGL " */ +/* "implementation: %d > %d", */ +/* height, maxSize); */ +/* } */ + +/* // clamp samples request */ +/* int maxSample = 0; */ +/* glGetIntegerv(GL_MAX_SAMPLES, &maxSample); */ +/* if (samples > maxSample) { */ +/* samples = maxSample; */ +/* } */ + +/* // assign sizes */ +/* con->auxWidth[index] = width; */ +/* con->auxHeight[index] = height; */ +/* con->auxSamples[index] = samples; */ + +/* // create FBO */ +/* glGenFramebuffers(1, con->auxFBO + index); */ +/* if (!con->auxFBO[index]) { */ +/* mju_error("Could not allocate auxiliary framebuffer"); */ +/* } */ +/* glBindFramebuffer(GL_FRAMEBUFFER, con->auxFBO[index]); */ + +/* // create color buffer with multisamples */ +/* glGenRenderbuffers(1, con->auxColor + index); */ +/* if (!con->auxColor[index]) { */ +/* mju_error("Could not allocate auxiliary color buffer"); */ +/* } */ +/* glBindRenderbuffer(GL_RENDERBUFFER, con->auxColor[index]); */ +/* glRenderbufferStorageMultisample(GL_RENDERBUFFER, con->auxSamples[index], GL_RGBA8, */ +/* con->auxWidth[index], con->auxHeight[index]); */ +/* glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, */ +/* GL_RENDERBUFFER, con->auxColor[index]); */ + +/* // check FBO status */ +/* GLenum err = glCheckFramebufferStatus(GL_FRAMEBUFFER); */ +/* if (err != GL_FRAMEBUFFER_COMPLETE) { */ +/* mju_error("Auxiliary framebuffer is not complete, error 0x%x", err); */ +/* } */ + +/* // create FBO for resolving */ +/* glGenFramebuffers(1, con->auxFBO_r + index); */ +/* if (!con->auxFBO_r[index]) { */ +/* mju_error("Could not allocate auxiliary resolve framebuffer"); */ +/* } */ +/* glBindFramebuffer(GL_FRAMEBUFFER, con->auxFBO_r[index]); */ + +/* // create color buffer for resolving multisamples */ +/* glGenRenderbuffers(1, con->auxColor_r + index); */ +/* if (!con->auxColor_r[index]) { */ +/* mju_error("Could not allocate auxiliary color resolve buffer"); */ +/* } */ +/* glBindRenderbuffer(GL_RENDERBUFFER, con->auxColor_r[index]); */ +/* glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, */ +/* con->auxWidth[index], con->auxHeight[index]); */ +/* glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, */ +/* GL_RENDERBUFFER, con->auxColor_r[index]); */ + +/* // check FBO status */ +/* err = glCheckFramebufferStatus(GL_FRAMEBUFFER); */ +/* if (err != GL_FRAMEBUFFER_COMPLETE) { */ +/* mju_error("Auxiliary framebuffer resolve is not complete, error 0x%x", err); */ +/* } */ + +/* // restore */ +/* mjr_restoreBuffer(con); */ +/* } */ + + + +/* // free resources in custom OpenGL context */ +/* void mjr_freeContext(mjrContext* con) { */ +/* // save flags */ +/* int glInitialized = con->glInitialized; */ +/* int windowAvailable = con->windowAvailable; */ +/* int windowSamples = con->windowSamples; */ +/* int windowStereo = con->windowStereo; */ +/* int windowDoublebuffer = con->windowDoublebuffer; */ + +/* // free GPU resources */ +/* if (con->ntexture) glDeleteTextures(con->ntexture, con->texture); */ +/* if (con->offColor) glDeleteRenderbuffers(1, &con->offColor); */ +/* if (con->offColor_r) glDeleteRenderbuffers(1, &con->offColor_r); */ +/* if (con->offDepthStencil) glDeleteRenderbuffers(1, &con->offDepthStencil); */ +/* if (con->offDepthStencil_r) glDeleteRenderbuffers(1, &con->offDepthStencil_r); */ +/* if (con->offFBO) glDeleteFramebuffers(1, &con->offFBO); */ +/* if (con->offFBO_r) glDeleteFramebuffers(1, &con->offFBO_r); */ +/* if (con->shadowTex) glDeleteTextures(1, &con->shadowTex); */ +/* if (con->shadowFBO) glDeleteFramebuffers(1, &con->shadowFBO); */ +/* for (int i=0; i < mjNAUX; i++) { */ +/* if (con->auxColor[i]) glDeleteRenderbuffers(1, con->auxColor + i); */ +/* if (con->auxColor_r[i]) glDeleteRenderbuffers(1, con->auxColor_r + i); */ +/* if (con->auxFBO[i]) glDeleteFramebuffers(1, con->auxFBO + i); */ +/* if (con->auxFBO_r[i]) glDeleteFramebuffers(1, con->auxFBO_r + i); */ +/* } */ +/* if (con->rangePlane) glDeleteLists(con->basePlane, con->rangePlane); */ +/* if (con->rangeMesh) glDeleteLists(con->baseMesh, con->rangeMesh); */ +/* if (con->rangeHField) glDeleteLists(con->baseHField, con->rangeHField); */ +/* if (con->rangeBuiltin) glDeleteLists(con->baseBuiltin, con->rangeBuiltin); */ +/* if (con->rangeFont) { */ +/* glDeleteLists(con->baseFontNormal, con->rangeFont); */ +/* glDeleteLists(con->baseFontShadow, con->rangeFont); */ +/* glDeleteLists(con->baseFontBig, con->rangeFont); */ +/* } */ + +/* // delete skin */ +/* if (con->nskin) { */ +/* // delete VBOs */ +/* glDeleteBuffers(con->nskin, con->skinvertVBO); */ +/* glDeleteBuffers(con->nskin, con->skinnormalVBO); */ +/* glDeleteBuffers(con->nskin, con->skintexcoordVBO); */ +/* glDeleteBuffers(con->nskin, con->skinfaceVBO); */ + +/* mju_free(con->skinvertVBO); */ +/* mju_free(con->skinnormalVBO); */ +/* mju_free(con->skintexcoordVBO); */ +/* mju_free(con->skinfaceVBO); */ +/* } */ + +/* // clear fields */ +/* mjr_defaultContext(con); */ + +/* // restore flags */ +/* con->glInitialized = glInitialized; */ +/* con->windowAvailable = windowAvailable; */ +/* con->windowSamples = windowSamples; */ +/* con->windowStereo = windowStereo; */ +/* con->windowDoublebuffer = windowDoublebuffer; */ +/* } */ + + + +/* // resize offscreen buffers */ +/* void mjr_resizeOffscreen(int width, int height, mjrContext* con) { */ +/* if (con->offWidth == width && con->offHeight == height) { */ +/* return; */ +/* } */ + +/* con->offWidth = width; */ +/* con->offHeight = height; */ + +/* if (!width || !height) { */ +/* return; */ +/* } */ + +/* if (!con->offFBO) { */ +/* makeOff(con); */ +/* return; */ +/* } */ + +/* glBindRenderbuffer(GL_RENDERBUFFER, con->offColor); */ +/* if (con->offSamples) { */ +/* glRenderbufferStorageMultisample(GL_RENDERBUFFER, con->offSamples, GL_RGBA8, */ +/* con->offWidth, con->offHeight); */ +/* } else { */ +/* glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, con->offWidth, con->offHeight); */ +/* } */ + +/* glBindRenderbuffer(GL_RENDERBUFFER, con->offDepthStencil); */ +/* if (con->offSamples) { */ +/* glRenderbufferStorageMultisample(GL_RENDERBUFFER, con->offSamples, GL_DEPTH32F_STENCIL8, */ +/* con->offWidth, con->offHeight); */ +/* } else { */ +/* glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH32F_STENCIL8, con->offWidth, con->offHeight); */ +/* } */ + +/* if (con->offSamples) { */ +/* glBindRenderbuffer(GL_RENDERBUFFER, con->offColor_r); */ +/* glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, con->offWidth, con->offHeight); */ + +/* glBindRenderbuffer(GL_RENDERBUFFER, con->offDepthStencil_r); */ +/* glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH32F_STENCIL8, con->offWidth, con->offHeight); */ +/* } */ +/* } */ diff --git a/src/render/render3_context.h b/src/render/render3_context.h new file mode 100644 index 0000000000..1854b88cc9 --- /dev/null +++ b/src/render/render3_context.h @@ -0,0 +1,73 @@ +// Copyright 2021 DeepMind Technologies Limited +// +// Licensed under the Apache License, Version 2.0 (the "License"); +// you may not use this file except in compliance with the License. +// You may obtain a copy of the License at +// +// http://www.apache.org/licenses/LICENSE-2.0 +// +// Unless required by applicable law or agreed to in writing, software +// distributed under the License is distributed on an "AS IS" BASIS, +// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +// See the License for the specific language governing permissions and +// limitations under the License. + +#ifndef MUJOCO_SRC_RENDER_RENDER_CONTEXT_H_ +#define MUJOCO_SRC_RENDER_RENDER_CONTEXT_H_ + + +#include +#include +#include +#include + +#if defined(__cplusplus) +extern "C" { +#endif + +// builtin display list addresses (relative to base) +enum { + mjrSPHERE = 0, + mjrSPHERETOP, + mjrSPHEREBOTTOM, + mjrCYLINDER, + mjrCYLINDEROPEN, + mjrHAZE, + mjrBOX, + mjrCONE, + mjrNUM +}; + + +// set default mjrContext +MJAPI void mjr_defaultContext(mjrContext* con); + +// allocate resources in custom OpenGL context; fontscale is mjtFontScale +MJAPI void mjr3_makeContext(const mjModel* m, mjrContext* con, int fontscale); + +/* // Change font of existing context. */ +/* MJAPI void mjr_changeFont(int fontscale, mjrContext* con); */ + +/* // Add Aux buffer with given index to context; free previous Aux buffer. */ +/* MJAPI void mjr_addAux(int index, int width, int height, int samples, mjrContext* con); */ + +/* // free resources in custom OpenGL context, set to default */ +/* MJAPI void mjr_freeContext(mjrContext* con); */ + +/* // resize offscreen renderbuffer */ +/* MJAPI void mjr_resizeOffscreen(int offwidth, int offheight, mjrContext* con); */ + +/* // (re) upload texture to GPU */ +/* MJAPI void mjr_uploadTexture(const mjModel* m, const mjrContext* con, int texid); */ + +/* // (re) upload mesh to GPU */ +/* MJAPI void mjr_uploadMesh(const mjModel* m, const mjrContext* con, int meshid); */ + +/* // (re) upload height field to GPU */ +/* MJAPI void mjr_uploadHField(const mjModel* m, const mjrContext* con, int hfieldid); */ + +#if defined(__cplusplus) +} +#endif + +#endif // MUJOCO_SRC_RENDER_RENDER_CONTEXT_H_ diff --git a/src/render/render3_gl2.c b/src/render/render3_gl2.c new file mode 100644 index 0000000000..2fd1e24c72 --- /dev/null +++ b/src/render/render3_gl2.c @@ -0,0 +1,1317 @@ +// Copyright 2021 DeepMind Technologies Limited +// +// Licensed under the Apache License, Version 2.0 (the "License"); +// you may not use this file except in compliance with the License. +// You may obtain a copy of the License at +// +// http://www.apache.org/licenses/LICENSE-2.0 +// +// Unless required by applicable law or agreed to in writing, software +// distributed under the License is distributed on an "AS IS" BASIS, +// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +// See the License for the specific language governing permissions and +// limitations under the License. + +#include "render/render3_gl2.h" + +#include +#include +#include + +#include +#include +#include "engine/engine_array_safety.h" +#include "render/glad/glad3.h" + +#define STRING_BUFSIZE 100 + + +//------------------------- OpenGL framebuffer operations ------------------------------------------ + +// set OpenGL framebuffer for rendering: mjFB_WINDOW or mjFB_OFFSCREEN +// if only one buffer is available, set that buffer and ignore framebuffer argument +/* void mjr_setBuffer(int framebuffer, mjrContext* con) { */ +/* // no buffer: error */ +/* if (!con->windowAvailable && !con->offFBO) { */ +/* mju_error("No OpenGL framebuffer available"); */ +/* } */ + +/* // window only: set window */ +/* else if (con->windowAvailable && !con->offFBO) { */ +/* // bind window */ +/* glBindFramebuffer(GL_FRAMEBUFFER, 0); */ +/* glReadBuffer(con->windowDoublebuffer ? GL_BACK : GL_FRONT); */ +/* glDrawBuffer(con->windowDoublebuffer ? GL_BACK : GL_FRONT); */ + +/* // save */ +/* con->currentBuffer = mjFB_WINDOW; */ +/* } */ + +/* // offscreen only: set offscreen */ +/* else if (!con->windowAvailable && con->offFBO) { */ +/* // bind offscreen */ +/* glBindFramebuffer(GL_FRAMEBUFFER, con->offFBO); */ +/* glReadBuffer(GL_COLOR_ATTACHMENT0); */ +/* glDrawBuffer(GL_COLOR_ATTACHMENT0); */ + +/* // save */ +/* con->currentBuffer = mjFB_OFFSCREEN; */ +/* } */ + +/* // both available: use selected framebuffer */ +/* else { */ +/* // bind selected buffer */ +/* if (framebuffer == mjFB_WINDOW) { */ +/* glBindFramebuffer(GL_FRAMEBUFFER, 0); */ +/* glReadBuffer(con->windowDoublebuffer ? GL_BACK : GL_FRONT); */ +/* glDrawBuffer(con->windowDoublebuffer ? GL_BACK : GL_FRONT); */ +/* } else { */ +/* glBindFramebuffer(GL_FRAMEBUFFER, con->offFBO); */ +/* glReadBuffer(GL_COLOR_ATTACHMENT0); */ +/* glDrawBuffer(GL_COLOR_ATTACHMENT0); */ +/* } */ + +/* // save */ +/* con->currentBuffer = framebuffer; */ +/* } */ +/* } */ + + + +/* // make con->currentBuffer current again */ +/* void mjr_restoreBuffer(const mjrContext* con) { */ +/* if (con->currentBuffer == mjFB_WINDOW) { */ +/* glBindFramebuffer(GL_FRAMEBUFFER, 0); */ +/* glReadBuffer(con->windowDoublebuffer ? GL_BACK : GL_FRONT); */ +/* glDrawBuffer(con->windowDoublebuffer ? GL_BACK : GL_FRONT); */ +/* } else { */ +/* glBindFramebuffer(GL_FRAMEBUFFER, con->offFBO); */ +/* glReadBuffer(GL_COLOR_ATTACHMENT0); */ +/* glDrawBuffer(GL_COLOR_ATTACHMENT0); */ +/* } */ +/* } */ + + + +/* // emit one warning about mjGLAD_GL_ARB_clip_control */ +/* static void warnAboutARBClipControl(void) { */ +/* // not thread safe, but the consequence is just too many log lines */ +/* static int warned = 0; */ +/* if (!warned) { */ +/* warned = 1; */ +/* mju_warning("ARB_clip_control unavailable while mjDEPTH_ZEROFAR requested, " */ +/* "depth accuracy will be limited"); */ +/* } */ +/* } */ + + + +/* // emit one warning about mjGLAD_GL_ARB_depth_buffer_float */ +/* static void warnAboutARBDepthBuffer(void) { */ +/* // not thread safe, but the consequence is just too many log lines */ +/* static int warned = 0; */ +/* if (!warned) { */ +/* warned = 1; */ +/* mju_warning("ARB_depth_buffer_float unavailable while mjDEPTH_ZEROFAR requested, " */ +/* "depth accuracy will be limited"); */ +/* } */ +/* } */ + + + +/* static inline void flipDepthIfRequired(float* depth, mjrRect viewport, const mjrContext* con) { */ +/* if (con->readDepthMap == mjDEPTH_ZERONEAR) { */ +/* int npixel = viewport.width * viewport.height; */ +/* for (int i = 0; i < npixel; i++) { */ +/* depth[i] = 1.0 - depth[i]; // Reverse the reversed Z buffer */ +/* } */ +/* } else if (!mjGLAD_GL_ARB_clip_control) { */ +/* warnAboutARBClipControl(); */ +/* } else if (!mjGLAD_GL_ARB_depth_buffer_float) { */ +/* warnAboutARBDepthBuffer(); */ +/* } */ +/* } */ + + + +/* // read pixels from current OpenGL framebuffer to client buffer */ +/* // viewport is in OpenGL framebuffer; client buffer starts at (0,0) */ +/* void mjr_readPixels(unsigned char* rgb, float* depth, */ +/* mjrRect viewport, const mjrContext* con) { */ +/* // construct mask resolve-blit */ +/* GLbitfield mask = (rgb ? GL_COLOR_BUFFER_BIT : 0) | */ +/* (depth ? GL_DEPTH_BUFFER_BIT : 0); */ + +/* // make sure we have something to do */ +/* if (!mask) { */ +/* return; */ +/* } */ + +/* // read from window */ +/* if (con->currentBuffer == mjFB_WINDOW) { */ +/* // read rgb and depth */ +/* if (rgb) { */ +/* glReadPixels(viewport.left, viewport.bottom, viewport.width, viewport.height, */ +/* GL_RGB, GL_UNSIGNED_BYTE, rgb); */ +/* } */ +/* if (depth) { */ +/* glReadPixels(viewport.left, viewport.bottom, viewport.width, viewport.height, */ +/* GL_DEPTH_COMPONENT, GL_FLOAT, depth); */ +/* flipDepthIfRequired(depth, viewport, con); */ +/* } */ +/* } */ + +/* // read from offscreen */ +/* else { */ +/* // multisample: blit to resolve buffer and read from there */ +/* if (con->offSamples) { */ +/* // make sure blit is supported */ +/* if (!glBlitFramebuffer) { */ +/* return; */ +/* } */ + +/* // prepare for resolve-blit */ +/* glBindFramebuffer(GL_READ_FRAMEBUFFER, con->offFBO); */ +/* glReadBuffer(GL_COLOR_ATTACHMENT0); */ +/* glBindFramebuffer(GL_DRAW_FRAMEBUFFER, con->offFBO_r); */ +/* glDrawBuffer(GL_COLOR_ATTACHMENT0); */ + +/* // resolve-blit */ +/* glBlitFramebuffer(viewport.left, viewport.bottom, */ +/* viewport.left+viewport.width, viewport.bottom+viewport.height, */ +/* viewport.left, viewport.bottom, */ +/* viewport.left+viewport.width, viewport.bottom+viewport.height, */ +/* mask, GL_NEAREST); */ + +/* // read from resolved */ +/* glBindFramebuffer(GL_READ_FRAMEBUFFER, con->offFBO_r); */ +/* glReadBuffer(GL_COLOR_ATTACHMENT0); */ +/* } */ + +/* // no multisample: read from offscreen */ +/* else { */ +/* glBindFramebuffer(GL_READ_FRAMEBUFFER, con->offFBO); */ +/* glReadBuffer(GL_COLOR_ATTACHMENT0); */ +/* } */ + +/* // read rgb and depth */ +/* if (rgb) { */ +/* glReadPixels(viewport.left, viewport.bottom, viewport.width, viewport.height, */ +/* con->readPixelFormat, GL_UNSIGNED_BYTE, rgb); */ +/* } */ +/* if (depth) { */ +/* glReadPixels(viewport.left, viewport.bottom, viewport.width, viewport.height, */ +/* GL_DEPTH_COMPONENT, GL_FLOAT, depth); */ +/* flipDepthIfRequired(depth, viewport, con); */ +/* } */ + +/* // restore currentBuffer */ +/* mjr_restoreBuffer(con); */ +/* } */ +/* } */ + + + +/* // draw pixels from client buffer to current OpenGL framebuffer */ +/* // viewport is in OpenGL framebuffer; client buffer starts at (0,0) */ +/* void mjr_drawPixels(const unsigned char* rgb, const float* depth, */ +/* mjrRect viewport, const mjrContext* con) { */ +/* // set raster position */ +/* glWindowPos2i(viewport.left, viewport.bottom); */ + +/* // write rgb and depth */ +/* if (rgb) { */ +/* glDrawPixels(viewport.width, viewport.height, GL_RGB, GL_UNSIGNED_BYTE, rgb); */ +/* } */ +/* if (depth) { */ +/* glDrawPixels(viewport.width, viewport.height, GL_DEPTH_COMPONENT, GL_FLOAT, depth); */ +/* } */ +/* } */ + + + +/* // blit from src viewpoint in current framebuffer to dst viewport in other framebuffer */ +/* // if src, dst have different size and flg_depth==0, color is interpolated with GL_LINEAR */ +/* void mjr_blitBuffer(mjrRect src, mjrRect dst, */ +/* int flg_color, int flg_depth, const mjrContext* con) { */ +/* // construct mask and filter for blit */ +/* GLbitfield mask = (flg_color ? GL_COLOR_BUFFER_BIT : 0) | */ +/* (flg_depth ? GL_DEPTH_BUFFER_BIT : 0); */ +/* GLenum filter = (!flg_depth && (src.width != dst.width || src.height != dst.height)) ? */ +/* GL_LINEAR : GL_NEAREST; */ + +/* // make sure both buffers are available and we have something to do */ +/* if (!con->windowAvailable || !con->offFBO || !mask) { */ +/* return; */ +/* } */ + +/* // make sure blit is supported */ +/* if (!glBlitFramebuffer) { */ +/* return; */ +/* } */ + +/* // from window to offsreen */ +/* if (con->currentBuffer == mjFB_WINDOW) { */ +/* // offscreen is multisample: go through resolve */ +/* if (con->offSamples) { */ +/* // prepare to blit from window to resolve */ +/* glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); */ +/* glReadBuffer(con->windowDoublebuffer ? GL_BACK : GL_FRONT); */ +/* glBindFramebuffer(GL_DRAW_FRAMEBUFFER, con->offFBO_r); */ +/* glDrawBuffer(GL_COLOR_ATTACHMENT0); */ + +/* // blit */ +/* glBlitFramebuffer(src.left, src.bottom, src.left+src.width, src.bottom+src.height, */ +/* dst.left, dst.bottom, dst.left+dst.width, dst.bottom+dst.height, */ +/* mask, filter); */ + +/* // prepare to blit from resolve to offscreen */ +/* glBindFramebuffer(GL_READ_FRAMEBUFFER, con->offFBO_r); */ +/* glReadBuffer(GL_COLOR_ATTACHMENT0); */ +/* glBindFramebuffer(GL_DRAW_FRAMEBUFFER, con->offFBO); */ +/* glDrawBuffer(GL_COLOR_ATTACHMENT0); */ + +/* // blit: both dst */ +/* glBlitFramebuffer(dst.left, dst.bottom, dst.left+dst.width, dst.bottom+dst.height, */ +/* dst.left, dst.bottom, dst.left+dst.width, dst.bottom+dst.height, */ +/* mask, filter); */ +/* } */ + +/* // otherwise direct */ +/* else { */ +/* // prepare */ +/* glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); */ +/* glReadBuffer(con->windowDoublebuffer ? GL_BACK : GL_FRONT); */ +/* glBindFramebuffer(GL_DRAW_FRAMEBUFFER, con->offFBO); */ +/* glDrawBuffer(GL_COLOR_ATTACHMENT0); */ + +/* // blit */ +/* glBlitFramebuffer(src.left, src.bottom, src.left+src.width, src.bottom+src.height, */ +/* dst.left, dst.bottom, dst.left+dst.width, dst.bottom+dst.height, */ +/* mask, filter); */ +/* } */ +/* } */ + +/* // from offscreen to window */ +/* else { */ +/* // offscreen is multisample: go through resolve */ +/* if (con->offSamples) { */ +/* // prepare to blit from offscreen to resolve */ +/* glBindFramebuffer(GL_READ_FRAMEBUFFER, con->offFBO); */ +/* glReadBuffer(GL_COLOR_ATTACHMENT0); */ +/* glBindFramebuffer(GL_DRAW_FRAMEBUFFER, con->offFBO_r); */ +/* glDrawBuffer(GL_COLOR_ATTACHMENT0); */ + +/* // blit: both src */ +/* glBlitFramebuffer(src.left, src.bottom, src.left+src.width, src.bottom+src.height, */ +/* src.left, src.bottom, src.left+src.width, src.bottom+src.height, */ +/* mask, filter); */ + +/* // prepare to blit from resolve to window */ +/* glBindFramebuffer(GL_READ_FRAMEBUFFER, con->offFBO_r); */ +/* glReadBuffer(GL_COLOR_ATTACHMENT0); */ +/* } */ + +/* // otherwise direct */ +/* else { */ +/* glBindFramebuffer(GL_READ_FRAMEBUFFER, con->offFBO); */ +/* glReadBuffer(GL_COLOR_ATTACHMENT0); */ +/* } */ + +/* // set target and blit */ +/* glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); */ +/* glDrawBuffer(con->windowDoublebuffer ? GL_BACK : GL_FRONT); */ +/* glBlitFramebuffer(src.left, src.bottom, src.left+src.width, src.bottom+src.height, */ +/* dst.left, dst.bottom, dst.left+dst.width, dst.bottom+dst.height, */ +/* mask, filter); */ +/* } */ + +/* // restore currentBuffer */ +/* mjr_restoreBuffer(con); */ +/* } */ + + + +/* // Set Aux buffer for custom OpenGL rendering (call restoreBuffer when done). */ +/* void mjr_setAux(int index, const mjrContext* con) { */ +/* // check index */ +/* if (index < 0 || index >= mjNAUX) { */ +/* mju_error("Invalid aux buffer index"); */ +/* } */ + +/* // set */ +/* if (con->auxFBO[index]) { */ +/* glBindFramebuffer(GL_FRAMEBUFFER, con->auxFBO[index]); */ +/* glReadBuffer(GL_COLOR_ATTACHMENT0); */ +/* glDrawBuffer(GL_COLOR_ATTACHMENT0); */ +/* } else { */ +/* mju_error("auxFBO %d does not exist", index); */ +/* } */ +/* } */ + + + +/* // Blit from Aux buffer to con->currentBuffer. */ +/* void mjr_blitAux(int index, mjrRect src, int left, int bottom, const mjrContext* con) { */ +/* // check index */ +/* if (index < 0 || index >= mjNAUX) { */ +/* mju_error("Invalid aux buffer index"); */ +/* } */ + +/* // make sure aux buffers is available */ +/* if (!con->auxFBO[index]) { */ +/* return; */ +/* } */ + +/* // make sure blit is supported */ +/* if (!glBlitFramebuffer) { */ +/* return; */ +/* } */ + +/* // resolve blit */ +/* glBindFramebuffer(GL_READ_FRAMEBUFFER, con->auxFBO[index]); */ +/* glReadBuffer(GL_COLOR_ATTACHMENT0); */ +/* glBindFramebuffer(GL_DRAW_FRAMEBUFFER, con->auxFBO_r[index]); */ +/* glDrawBuffer(GL_COLOR_ATTACHMENT0); */ +/* glBlitFramebuffer(src.left, src.bottom, src.left+src.width, src.bottom+src.height, */ +/* src.left, src.bottom, src.left+src.width, src.bottom+src.height, */ +/* GL_COLOR_BUFFER_BIT, GL_NEAREST); */ + +/* // set source */ +/* glBindFramebuffer(GL_READ_FRAMEBUFFER, con->auxFBO_r[index]); */ +/* glReadBuffer(GL_COLOR_ATTACHMENT0); */ + +/* // set destination */ +/* if (con->currentBuffer == mjFB_WINDOW) { */ +/* glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); */ +/* glDrawBuffer(con->windowDoublebuffer ? GL_BACK : GL_FRONT); */ +/* } else { */ +/* glBindFramebuffer(GL_DRAW_FRAMEBUFFER, con->offFBO); */ +/* glDrawBuffer(GL_COLOR_ATTACHMENT0); */ +/* } */ + +/* // blit */ +/* glBlitFramebuffer(src.left, src.bottom, src.left+src.width, src.bottom+src.height, */ +/* left, bottom, left+src.width, bottom+src.height, */ +/* GL_COLOR_BUFFER_BIT, GL_NEAREST); */ + +/* // restore */ +/* mjr_restoreBuffer(con); */ +/* } */ + + + +/* //---------------------------------- Text ---------------------------------------------------------- */ + +/* // init OpenGL for 2D */ +/* static void init2D(void) { */ +/* // set OpenGL options */ +/* glDisable(GL_NORMALIZE); */ +/* glDisable(GL_DEPTH_TEST); */ +/* glShadeModel(GL_FLAT); */ +/* glDisable(GL_CULL_FACE); */ +/* glDisable(GL_LIGHTING); */ +/* glDisable(GL_COLOR_MATERIAL); */ +/* glDisable(GL_BLEND); */ +/* glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); */ +/* glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); */ + +/* // standard 2D projection */ +/* glMatrixMode(GL_PROJECTION); */ +/* glLoadIdentity(); */ +/* glOrtho(0, 1, 0, 1, -1, 1); */ +/* glMatrixMode(GL_MODELVIEW); */ +/* glLoadIdentity(); */ +/* } */ + + + +/* // actual draw text, do not initialize OpenGL options */ +/* void mjr_textActual(int font, const char* txt, const mjrContext* con, */ +/* float x, float y, float z, float r, float g, float b) { */ +/* // return if font is not installed */ +/* if (!con->rangeFont) { */ +/* return; */ +/* } */ + +/* // shadow text */ +/* if (font == mjFONT_SHADOW) { */ +/* // blend shadow with black */ +/* glListBase(con->baseFontShadow); */ +/* glColor4f(0, 0, 0, 0.5); */ +/* glRasterPos3f(x, y, z); */ +/* glCallLists((GLsizei)strlen(txt), GL_UNSIGNED_BYTE, txt); */ + +/* // render text */ +/* glListBase(con->baseFontNormal); */ +/* glColor4f(r, g, b, 1); */ +/* glRasterPos3f(x, y, z); */ +/* glCallLists((GLsizei)strlen(txt), GL_UNSIGNED_BYTE, txt); */ +/* } */ + +/* // regular text (normal or big) */ +/* else { */ +/* glListBase(font == mjFONT_BIG ? con->baseFontBig : con->baseFontNormal); */ +/* glColor4f(r, g, b, 1); */ +/* glRasterPos3f(x, y, z); */ +/* glCallLists((GLsizei)strlen(txt), GL_UNSIGNED_BYTE, txt); */ +/* } */ +/* } */ + + + +/* // draw text at (x,y) in relative coordinates; font is mjtFont */ +/* void mjr_text(int font, const char* txt, const mjrContext* con, */ +/* float x, float y, float r, float g, float b) { */ +/* // init OpenGL */ +/* init2D(); */ + +/* // call actual drawing function */ +/* mjr_textActual(font, txt, con, x, y, 0, r, g, b); */ +/* } */ + + + +/* // actual overlay drawing; used for each column; return width (used as skip for next call) */ +/* static int draw_overlay(int font, mjrRect viewport, int skip, int gridpos, */ +/* float red, float green, float blue, */ +/* const char* overlay, const mjrContext* con) { */ +/* int pos, ncthis, nc, nr, W, H, flg_big = (font == mjFONT_BIG); */ +/* int PAD = 5, sz = mjMIN(mjMAXOVERLAY, (int)strlen(overlay)); */ +/* char text[mjMAXOVERLAY]; */ + +/* // count rows and columns of text rectangle in pixels */ +/* nr = flg_big ? con->charHeightBig : con->charHeight; */ +/* ncthis = nc = 0; */ +/* for (int i=0; i < sz; i++) { */ +/* // process this char */ +/* if (overlay[i] != '\n') { */ +/* ncthis += flg_big ? con->charWidthBig[(unsigned char)overlay[i]] */ +/* : con->charWidth[(unsigned char)overlay[i]]; */ +/* nc = mjMAX(nc, ncthis); */ +/* } */ + +/* // advance to next line */ +/* else { */ +/* nr += PAD + (flg_big ? con->charHeightBig : con->charHeight); */ +/* ncthis = 0; */ +/* } */ +/* } */ + +/* // viewport width and height */ +/* W = PAD+nc+8; */ +/* H = PAD+nr; */ + +/* // set viewport to specific grid position */ +/* switch (gridpos) { */ +/* case mjGRID_TOPLEFT: */ +/* glViewport(viewport.left+skip+PAD, */ +/* viewport.bottom+viewport.height-1-PAD-H, W, H); */ +/* break; */ + +/* case mjGRID_TOPRIGHT: */ +/* glViewport(viewport.left+viewport.width-skip-1-PAD-W, */ +/* viewport.bottom+viewport.height-1-PAD-H, W, H); */ +/* break; */ + +/* case mjGRID_BOTTOMLEFT: */ +/* glViewport(viewport.left+skip+PAD, */ +/* viewport.bottom+PAD, W, H); */ +/* break; */ + +/* case mjGRID_BOTTOMRIGHT: */ +/* glViewport(viewport.left+viewport.width-skip-1-PAD-W, */ +/* viewport.bottom+PAD, W, H); */ +/* break; */ + +/* case mjGRID_TOP: */ +/* glViewport(viewport.left+(viewport.width-skip-W)/2-1-PAD, */ +/* viewport.bottom+viewport.height-1-PAD-H, W, H); */ +/* break; */ + +/* case mjGRID_BOTTOM: */ +/* glViewport(viewport.left+(viewport.width-skip-W)/2-1-PAD, */ +/* viewport.bottom+PAD, W, H); */ +/* break; */ + +/* case mjGRID_LEFT: */ +/* glViewport(viewport.left+skip+PAD, */ +/* viewport.bottom+(viewport.height-H)/2-1-PAD, W, H); */ +/* break; */ + +/* case mjGRID_RIGHT: */ +/* glViewport(viewport.left+viewport.width-skip-1-PAD-W, */ +/* viewport.bottom+(viewport.height-H)/2-1-PAD, W, H); */ +/* } */ + +/* // set projection in pixels */ +/* glMatrixMode(GL_PROJECTION); */ +/* glLoadIdentity(); */ +/* glOrtho(0, W-1, 0, H-1, -1, 1); */ +/* glMatrixMode(GL_MODELVIEW); */ +/* glLoadIdentity(); */ + +/* // blend with black background */ +/* glEnable(GL_BLEND); */ +/* glColor4d(0, 0, 0, 0.5); */ +/* glBegin(GL_QUADS); */ +/* glNormal3d(0, 0, 1); */ +/* glVertex2d(0, 0); */ +/* glVertex2d(0, H); */ +/* glVertex2d(W, H); */ +/* glVertex2d(W, 0); */ +/* glEnd(); */ +/* glDisable(GL_BLEND); */ + +/* // draw text line by line */ +/* nr = flg_big ? con->charHeightBig : con->charHeight; */ +/* pos = 0; */ +/* for (int i=0; i < sz; i++) { */ +/* // terminate line and draw */ +/* if (overlay[i] == '\n' || i == sz-1) { */ +/* if (overlay[i] == '\n') { */ +/* text[pos] = 0; */ +/* } else { */ +/* text[pos] = overlay[i]; */ +/* text[pos+1] = 0; */ +/* } */ +/* mjr_textActual(font, text, con, 3, H-nr, 0, red, green, blue); */ + +/* // advance to next line */ +/* nr += PAD + (flg_big ? con->charHeightBig : con->charHeight); */ +/* pos = 0; */ +/* } */ + +/* // copy char */ +/* else { */ +/* text[pos++] = overlay[i]; */ +/* } */ +/* } */ + +/* return W-2; */ +/* } */ + + + +/* // draw text overlay; font is mjtFont; gridpos is mjtGridPos */ +/* void mjr_overlay(int font, int gridpos, mjrRect viewport, */ +/* const char* overlay, const char* overlay2, const mjrContext* con) { */ +/* int skip = 0; */ + +/* // empty viewport: nothing to do */ +/* if (viewport.width <= 0 || viewport.height <= 0) { */ +/* return; */ +/* } */ + +/* // init OpenGL once per overlay, set viewport later */ +/* init2D(); */ + +/* // two-column */ +/* if (overlay2 && overlay2[0]) { */ +/* // left side */ +/* if (gridpos == mjGRID_TOPLEFT || gridpos == mjGRID_BOTTOMLEFT) { */ +/* skip = draw_overlay(font, viewport, 0, gridpos, .7, .7, .7, overlay, con); */ +/* draw_overlay(font, viewport, skip, gridpos, 1, 1, 1, overlay2, con); */ +/* } */ + +/* // right side */ +/* else { */ +/* skip = draw_overlay(font, viewport, 0, gridpos, 1, 1, 1, overlay2, con); */ +/* draw_overlay(font, viewport, skip, gridpos, .7, .7, .7, overlay, con); */ +/* } */ +/* } */ + +/* // one-column */ +/* else { */ +/* draw_overlay(font, viewport, 0, gridpos, 1, 1, 1, overlay, con); */ +/* } */ +/* } */ + + + +/* //------------------------------ 2D drawing -------------------------------------------------------- */ + +/* // get maximum viewport for active buffer */ +/* mjrRect mjr_maxViewport(const mjrContext* con) { */ +/* // init with offscreen */ +/* mjrRect res = {0, 0, con->offWidth, con->offHeight}; */ + +/* // window: get from scissor box */ +/* int dims[4]; */ +/* if (con->currentBuffer == mjFB_WINDOW) { */ +/* glGetIntegerv(GL_SCISSOR_BOX, dims); */ +/* res.width = dims[2]; */ +/* res.height = dims[3]; */ +/* } */ + +/* return res; */ +/* } */ + + + +/* // draw rectangle */ +/* void mjr_rectangle(mjrRect viewport, float r, float g, float b, float a) { */ +/* // empty viewport: nothing to do */ +/* if (viewport.width <= 0 || viewport.height <= 0) { */ +/* return; */ +/* } */ + +/* // init OpenGL, set viewport */ +/* init2D(); */ +/* glViewport(viewport.left, viewport.bottom, viewport.width, viewport.height); */ + +/* // draw rectangle */ +/* glEnable(GL_BLEND); */ +/* glColor4f(r, g, b, a); */ +/* glBegin(GL_QUADS); */ +/* glVertex2f(0, 0); */ +/* glVertex2f(0, 1); */ +/* glVertex2f(1, 1); */ +/* glVertex2f(1, 0); */ +/* glEnd(); */ +/* glDisable(GL_BLEND); */ +/* } */ + + + +/* // draw rectangle with centered text */ +/* void mjr_label(mjrRect viewport, int font, const char* txt, */ +/* float r, float g, float b, float a, float rt, float gt, float bt, */ +/* const mjrContext* con) { */ +/* // empty viewport: nothing to do */ +/* if (viewport.width <= 0 || viewport.height <= 0) { */ +/* return; */ +/* } */ + +/* // set OpenGL options */ +/* glDisable(GL_NORMALIZE); */ +/* glDisable(GL_DEPTH_TEST); */ +/* glDisable(GL_CULL_FACE); */ +/* glDisable(GL_LIGHTING); */ +/* glDisable(GL_COLOR_MATERIAL); */ +/* glShadeModel(GL_FLAT); */ +/* glEnable(GL_BLEND); */ +/* glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); */ +/* glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); */ + +/* // standard 2D projection, in framebuffer units */ +/* glMatrixMode(GL_PROJECTION); */ +/* glLoadIdentity(); */ +/* glOrtho(0, viewport.width, 0, viewport.height, -1, 1); */ +/* glMatrixMode(GL_MODELVIEW); */ +/* glLoadIdentity(); */ + +/* // set viewport */ +/* glViewport(viewport.left, viewport.bottom, viewport.width, viewport.height); */ + +/* // get sizes */ +/* int W = viewport.width; */ +/* int H = viewport.height; */ + +/* // render */ +/* glBegin(GL_QUADS); */ +/* glColor4f(r, g, b, a); */ +/* glVertex2i(0, 0); */ +/* glVertex2i(W, 0); */ +/* glVertex2i(W, H); */ +/* glVertex2i(0, H); */ +/* glEnd(); */ + +/* // draw text */ +/* if (txt && con->rangeFont) { */ +/* // compute width */ +/* int i = 0, width = 0; */ +/* if (font == mjFONT_BIG) { */ +/* while (txt[i]) { */ +/* width += con->charWidthBig[(unsigned char)txt[i++]]; */ +/* } */ +/* } else { */ +/* while (txt[i]) { */ +/* width += con->charWidth[(unsigned char)txt[i++]]; */ +/* } */ +/* } */ + +/* // compute center */ +/* int cx = (W - width)/2; */ +/* int cy = (H - (font == mjFONT_BIG ? con->charHeightBig : con->charHeight))/2; */ + +/* // draw */ +/* glListBase(font == mjFONT_BIG ? con->baseFontBig : con->baseFontNormal); */ +/* glColor3f(rt, gt, bt); */ +/* glRasterPos2i(mjMAX(0, cx), cy); */ +/* glCallLists((GLsizei)strlen(txt), GL_UNSIGNED_BYTE, txt); */ +/* } */ +/* } */ + + + +/* // make text, strip trailing zeros */ +/* static void maketext(const char* format, char* txt, float num, int txt_sz) { */ +/* int i, j; */ + +/* // full text */ +/* snprintf(txt, txt_sz, format, num); */ + +/* // locate trailing zeros */ +/* i = strlen(txt); */ +/* while (i > 0 && txt[i-1] == '0') { */ +/* i--; */ +/* } */ +/* if (i <= 1) { */ +/* return; */ +/* } */ + +/* // strip if preceding char is '.' */ +/* if (txt[i-1] == '.') { */ +/* txt[i-1] = 0; */ +/* } */ + +/* // otherwise find earlier '.' */ +/* else { */ +/* // find regular preceding digits */ +/* j = i-1; */ +/* while (j >= 0 && txt[j] >= '0' && txt[j] <= '9') { */ +/* j--; */ +/* } */ + +/* // '.' found: strip */ +/* if (j >= 0 && txt[j] == '.') { */ +/* txt[i] = 0; */ +/* } */ +/* } */ +/* } */ + + + +/* // compute text width in pixels */ +/* static int textwidth(const mjrContext* con, const char* text) { */ +/* int i = 0, width = 0; */ + +/* // add character widths */ +/* while (text[i]) { */ +/* width += con->charWidth[(unsigned char)text[i++]]; */ +/* } */ + +/* return width; */ +/* } */ + + + +/* // draw 2D figure */ +/* void mjr_figure(mjrRect viewport, mjvFigure* fig, const mjrContext* con) { */ +/* float range[2][2]; */ +/* float griddata[100]; */ +/* const float minrange = 1e-5, offset = 0.001; */ +/* const int PAD = con->charHeight/2; */ +/* char datatxt[STRING_BUFSIZE]; */ + +/* // empty viewport: nothing to do */ +/* if (viewport.width <= 0 || viewport.height <= 0) { */ +/* return; */ +/* } */ + +/* // init OpenGL, set viewport */ +/* init2D(); */ +/* glViewport(viewport.left, viewport.bottom, viewport.width, viewport.height); */ + +/* // clear background and blend */ +/* glEnable(GL_BLEND); */ +/* glColor4fv(fig->figurergba); */ +/* glBegin(GL_QUADS); */ +/* glVertex2d(0, 0); */ +/* glVertex2d(0, 1); */ +/* glVertex2d(1, 1); */ +/* glVertex2d(1, 0); */ +/* glEnd(); */ +/* glDisable(GL_BLEND); */ + +/* // determine range along (x,y) */ +/* for (int axis=0; axis < 2; axis++) { */ +/* // init ranges, set flag */ +/* range[axis][0] = fig->range[axis][0]; */ +/* range[axis][1] = fig->range[axis][1]; */ +/* int flg; */ +/* if (fig->range[axis][0] < fig->range[axis][1]) { */ +/* flg = 1; */ +/* } else { */ +/* flg = 0; */ +/* } */ + +/* // determine range: scan line data, find min and max */ +/* if (!flg || fig->flg_extend) { */ +/* for (int n=0; n < mjMAXLINE; n++) { */ +/* for (int i=0; i < fig->linepnt[n]; i++) { */ +/* // get data */ +/* float ldata = fig->linedata[n][2*i+axis]; */ + +/* // skip if not finite */ +/* if (!isfinite(ldata)) { */ +/* continue; */ +/* } */ + +/* // copy first finite data point */ +/* if (!flg) { */ +/* range[axis][0] = ldata; */ +/* range[axis][1] = ldata; */ +/* flg = 1; */ +/* } */ + +/* // otherwise regular update */ +/* else { */ +/* // update minimum */ +/* if (range[axis][0] > ldata) { */ +/* range[axis][0] = ldata; */ +/* } */ + +/* // update maximum */ +/* if (range[axis][1] < ldata) { */ +/* range[axis][1] = ldata; */ +/* } */ +/* } */ +/* } */ +/* } */ +/* } */ + +/* // make sure range is not too small */ +/* if (range[axis][1]-range[axis][0] < minrange) { */ +/* float needed = minrange - (range[axis][1]-range[axis][0]); */ +/* range[axis][0] -= 0.5f*needed; */ +/* range[axis][1] += 0.5f*needed; */ +/* } */ + +/* // make y-range symmetric */ +/* if (fig->flg_symmetric) { */ +/* float ymax = mjMAX(fabsf(range[1][0]), fabsf(range[1][1])); */ +/* range[1][0] = -ymax; */ +/* range[1][1] = +ymax; */ +/* } */ +/* } */ + +/* // save ranges */ +/* fig->xaxisdata[0] = range[0][0]; */ +/* fig->xaxisdata[1] = range[0][1]; */ +/* fig->yaxisdata[0] = range[1][0]; */ +/* fig->yaxisdata[1] = range[1][1]; */ + +/* // set projection in pixels */ +/* glMatrixMode(GL_PROJECTION); */ +/* glLoadIdentity(); */ +/* if (viewport.width <= 1 || viewport.height <= 1) { */ +/* return; */ +/* } */ +/* glOrtho(0, viewport.width-1, 0, viewport.height-1, -1, 1); */ + +/* // draw title, save vertical size */ +/* int sy_title = 0; */ +/* if (fig->title[0]) { */ +/* // find address of selected subplot title */ +/* int subadr = 0, subcnt = 0; */ +/* while (subcnt < fig->subplot && subadr < 1000 && fig->title[subadr]) { */ +/* // skip non-space */ +/* while (subadr < 1000 && fig->title[subadr] && fig->title[subadr] != ' ') { */ +/* subadr++; */ +/* } */ + +/* // skip space, count */ +/* int cntspace = 0; */ +/* while (subadr < 1000 && fig->title[subadr] == ' ') { */ +/* subadr++; */ +/* cntspace++; */ +/* } */ + +/* // count subplot if 2+ spaces */ +/* if (cntspace > 1) { */ +/* subcnt++; */ +/* } */ +/* } */ + +/* // find length of selected subplot title (skip non-space or single space) */ +/* int sublen = 0; */ +/* while ((subadr+sublen < 1000 && */ +/* fig->title[subadr+sublen] && */ +/* fig->title[subadr+sublen] != ' ') || */ +/* (subadr+sublen+1 < 1000 && fig->title[subadr+sublen+1] && */ +/* fig->title[subadr+sublen+1] != ' ')) { */ +/* sublen++; */ +/* } */ + +/* // proceed if non-empty */ +/* if (sublen) { */ +/* // save vertical size */ +/* sy_title = con->charHeight; */ + +/* // get title size */ +/* int sx_title = 0; */ +/* for (int i=subadr; i < subadr+sublen; i++) { */ +/* sx_title += con->charWidth[(unsigned char)fig->title[i]]; */ +/* } */ + +/* // compute left edge of title */ +/* int left = mjMAX(0, viewport.width/2-sx_title/2); */ + +/* // compute left edge and address of extended title */ +/* int left1 = left, subadr1 = subadr; */ +/* while (subadr1 > 0 && left1 >= con->charWidth[(unsigned char)fig->title[subadr1-1]]) { */ +/* left1 -= con->charWidth[(unsigned char)fig->title[subadr1-1]]; */ +/* subadr1--; */ +/* } */ + +/* // compute right edge and length of extended title */ +/* int sublen1 = 0, right1 = left1; */ +/* while (sublen1+subadr1 < 1000 && fig->title[subadr1+sublen1] && */ +/* right1+con->charWidth[(unsigned char)fig->title[subadr1+sublen1]] < viewport.width) { */ +/* right1 += con->charWidth[(unsigned char)fig->title[subadr1+sublen1]]; */ +/* sublen1++; */ +/* } */ + +/* // extended title */ +/* glListBase(con->baseFontNormal); */ +/* glColor4f(0.4*fig->textrgb[0]+0.6*fig->figurergba[0], */ +/* 0.4*fig->textrgb[1]+0.6*fig->figurergba[1], */ +/* 0.4*fig->textrgb[2]+0.6*fig->figurergba[2], 1); */ +/* glRasterPos3f(left1, viewport.height-PAD-sy_title, 0); */ +/* glCallLists((GLsizei)sublen1, GL_UNSIGNED_BYTE, fig->title+subadr1); */ + +/* // actual title */ +/* glListBase(con->baseFontNormal); */ +/* glColor4f(fig->textrgb[0], fig->textrgb[1], fig->textrgb[2], 1); */ +/* glRasterPos3f(left, viewport.height-PAD-sy_title, 0); */ +/* glCallLists((GLsizei)sublen, GL_UNSIGNED_BYTE, fig->title+subadr); */ +/* } */ +/* } */ + +/* // draw xlabel, save size */ +/* int sx_label = 0, sy_label = 0; */ +/* if (fig->xlabel[0]) { */ +/* // get xlabel size */ +/* sx_label = textwidth(con, fig->xlabel); */ +/* sy_label = con->charHeight; */ + +/* // render xlabel */ +/* mjr_textActual(mjFONT_NORMAL, fig->xlabel, con, */ +/* mjMAX(0, viewport.width/2-sx_label/2), PAD, 0, */ +/* fig->textrgb[0], fig->textrgb[1], fig->textrgb[2]); */ +/* } */ + +/* // reduce viewport to account for title and xlabel vertical size */ +/* if (sy_title || sy_label) { */ +/* // reduce viewport */ +/* viewport.bottom += (sy_label ? sy_label + PAD/2 : 0); */ +/* viewport.height -= (sy_label ? sy_label + PAD/2 : 0) + (sy_title ? sy_title + PAD : 0); */ +/* if (viewport.width <= 0 || viewport.height <= 0) { */ +/* return; */ +/* } */ +/* glViewport(viewport.left, viewport.bottom, viewport.width, viewport.height); */ + +/* // set matrix projection in pixels */ +/* glMatrixMode(GL_PROJECTION); */ +/* glLoadIdentity(); */ +/* glOrtho(0, viewport.width-1, 0, viewport.height-1, -1, 1); */ +/* } */ + +/* // draw optional tick labels, reduce viewport */ +/* if (fig->gridsize[0] > 1 && fig->gridsize[1] > 1) { */ +/* char txt[STRING_BUFSIZE]; */ + +/* // determine xtick height */ +/* int xtick_height = 0; */ +/* if (fig->flg_ticklabel[0]) { */ +/* xtick_height = con->charHeight + PAD; */ +/* } */ + +/* // determine ytick width */ +/* int ytick_width = 0; */ +/* if (fig->flg_ticklabel[1]) { */ +/* // start with minwidth */ +/* if (fig->minwidth[0]) { */ +/* ytick_width = textwidth(con, fig->minwidth); */ +/* } */ + +/* // limit to 20 ticks */ +/* int n = mjMIN(20, fig->gridsize[1]); */ + +/* // generate all strings, find max width */ +/* for (int i=0; i < n; i++) { */ +/* const int txt_sz = mjSIZEOFARRAY(txt); */ +/* maketext(fig->yformat, txt, range[1][0] + (range[1][1]-range[1][0])*i/(float)(n-1), */ +/* txt_sz); */ +/* ytick_width = mjMAX(ytick_width, textwidth(con, txt)); */ +/* } */ + +/* ytick_width += PAD; */ +/* } */ + +/* // draw xtick */ +/* if (fig->flg_ticklabel[0]) { */ +/* // limit to 20 ticks */ +/* int n = mjMIN(20, fig->gridsize[0]); */ + +/* // process ticks */ +/* for (int i=0; i < n; i++) { */ +/* // make text, get width */ +/* { */ +/* const int txt_sz = mjSIZEOFARRAY(txt); */ +/* maketext(fig->xformat, txt, */ +/* range[0][0] + (range[0][1]-range[0][0])*i/(float)(n-1), txt_sz); */ +/* } */ +/* int w = textwidth(con, txt); */ + +/* // draw */ +/* mjr_textActual(mjFONT_NORMAL, txt, con, */ +/* PAD+ytick_width+ */ +/* (i == 0 ? 0 : (i == n-1 ? -w : -w/2))+ */ +/* (viewport.width-2*PAD-ytick_width)*i/(float)(n-1), */ +/* PAD, 0, */ +/* fig->textrgb[0], fig->textrgb[0], fig->textrgb[0]); */ +/* } */ +/* } */ + +/* // draw ytick */ +/* if (fig->flg_ticklabel[1]) { */ +/* // limit to 20 ticks */ +/* int n = mjMIN(20, fig->gridsize[1]); */ + +/* // process ticks */ +/* for (int i=0; i < n; i++) { */ +/* // make text, get width */ +/* { */ +/* const int txt_sz = mjSIZEOFARRAY(txt); */ +/* maketext(fig->yformat, txt, */ +/* range[1][0] + (range[1][1]-range[1][0])*i/(float)(n-1), txt_sz); */ +/* } */ +/* int w = textwidth(con, txt); */ + +/* // draw */ +/* mjr_textActual(mjFONT_NORMAL, txt, con, */ +/* ytick_width-w, */ +/* PAD+xtick_height-con->charHeight/2+ */ +/* (viewport.height-2*PAD-xtick_height)*i/(float)(n-1), 0, */ +/* fig->textrgb[0], fig->textrgb[0], fig->textrgb[0]); */ +/* } */ +/* } */ + +/* // adjust viewport size */ +/* viewport.left += ytick_width; */ +/* viewport.width -= ytick_width; */ +/* viewport.bottom += xtick_height; */ +/* viewport.height -= xtick_height; */ +/* } */ + +/* // set plot viewport */ +/* viewport.left += PAD; */ +/* viewport.width -= 2*PAD; */ +/* viewport.bottom += PAD; */ +/* viewport.height -= 2*PAD; */ +/* if (viewport.width <= 0 || viewport.height <= 0) { */ +/* return; */ +/* } */ +/* glViewport(viewport.left, viewport.bottom, viewport.width, viewport.height); */ + +/* // save range */ +/* fig->xaxispixel[0] = viewport.left; */ +/* fig->xaxispixel[1] = viewport.left + viewport.width - 1; */ +/* fig->yaxispixel[0] = viewport.bottom; */ +/* fig->yaxispixel[1] = viewport.bottom + viewport.height - 1; */ + +/* // set matrix projection to (0,1) + offset */ +/* glMatrixMode(GL_PROJECTION); */ +/* glLoadIdentity(); */ +/* glOrtho(-offset, 1 + offset, -offset, 1 + offset, -1, 1); */ + +/* // draw pane background */ +/* glEnable(GL_BLEND); */ +/* glColor4fv(fig->panergba); */ +/* glBegin(GL_QUADS); */ +/* glVertex2d(0, 0); */ +/* glVertex2d(0, 1); */ +/* glVertex2d(1, 1); */ +/* glVertex2d(1, 0); */ +/* glEnd(); */ +/* glDisable(GL_BLEND); */ + +/* // prepare to render lines */ +/* glEnableClientState(GL_VERTEX_ARRAY); */ + +/* // draw grid */ +/* if (fig->gridsize[0] > 1 && fig->gridsize[1] > 1) { */ +/* // common GL state */ +/* glVertexPointer(2, GL_FLOAT, 0, griddata); */ +/* glColor3fv(fig->gridrgb); */ +/* glLineWidth(fig->gridwidth); */ + +/* // prepare vertical lines */ +/* int n = mjMIN(20, fig->gridsize[0]); */ +/* for (int i=0; i < n; i++) { */ +/* griddata[4*i] = i/(float)(n-1); */ +/* griddata[4*i+1] = 0; */ +/* griddata[4*i+2] = griddata[4*i]; */ +/* griddata[4*i+3] = 1; */ +/* } */ + +/* // draw vertical lines */ +/* glDrawArrays(GL_LINES, 0, 2*n); */ + +/* // prepare horizontal lines */ +/* n = mjMIN(20, fig->gridsize[1]); */ +/* for (int i=0; i < n; i++) { */ +/* griddata[4*i] = 0; */ +/* griddata[4*i+1] = i/(float)(n-1); */ +/* griddata[4*i+2] = 1; */ +/* griddata[4*i+3] = griddata[4*i+1]; */ +/* } */ + +/* // draw vertical lines */ +/* glDrawArrays(GL_LINES, 0, 2*n); */ +/* } */ + +/* // set matrix projection to range, with small padding */ +/* float difx = range[0][1] - range[0][0]; */ +/* float dify = range[1][1] - range[1][0]; */ +/* glMatrixMode(GL_PROJECTION); */ +/* glLoadIdentity(); */ +/* glOrtho(range[0][0] - difx*offset, range[0][1] + difx*offset, */ +/* range[1][0] - dify*offset, range[1][1] + dify*offset, -1, 1); */ + +/* // draw lines: back to front */ +/* for (int n=mjMAXLINE-1; n >= 0; n--) */ +/* if (fig->linepnt[n]) { */ +/* // GL state */ +/* glVertexPointer(2, GL_FLOAT, 0, fig->linedata[n]); */ +/* glColor3fv(fig->linergb[n]); */ +/* glLineWidth(fig->linewidth); */ + +/* // draw line */ +/* glDrawArrays(fig->flg_barplot ? GL_LINES : GL_LINE_STRIP, 0, fig->linepnt[n]); */ +/* } */ + +/* // selection */ +/* if (fig->flg_selection) { */ +/* glColor3f(1, 1, 1); */ +/* glLineWidth(3); */ +/* glBegin(GL_LINES); */ +/* glVertex2f(fig->selection, range[1][0]); */ +/* glVertex2f(fig->selection, range[1][1]); */ +/* glEnd(); */ +/* } */ + +/* // draw legend, find line to highlight */ +/* int hlight = fig->highlightid; */ +/* if (fig->flg_legend) { */ +/* // set matrix projection in pixels */ +/* glMatrixMode(GL_PROJECTION); */ +/* glLoadIdentity(); */ +/* if (viewport.width <= 1 || viewport.height <= 1) { */ +/* return; */ +/* } */ +/* glOrtho(0, viewport.width-1, 0, viewport.height-1, -1, 1); */ + +/* // find legend size */ +/* int lw = 0, lh = 0, cnt = 0; */ +/* for (int n=fig->legendoffset; n < mjMAXLINE; n++) { */ +/* if (fig->linename[n][0]) { */ +/* // max width, accumulate height */ +/* lw = mjMAX(lw, textwidth(con, fig->linename[n])); */ +/* lh += con->charHeight; */ + +/* // count */ +/* cnt++; */ + +/* // too big: correct and break */ +/* if (lh+2*PAD >= viewport.height) { */ +/* cnt--; */ +/* lh -= con->charHeight; */ +/* break; */ +/* } */ +/* } */ +/* } */ + +/* // detect highlighted line */ +/* int hcnt = -1; */ +/* int hx = fig->highlight[0] - viewport.left; */ +/* int hy = fig->highlight[1] - viewport.bottom; */ +/* if (hx >= viewport.width-PAD-lw && */ +/* hx <= viewport.width-PAD && */ +/* hy >= viewport.height-PAD-lh && */ +/* hy <= viewport.height-PAD) { */ +/* hcnt = (viewport.height-PAD-hy) / con->charHeight; */ +/* } */ + +/* // draw background */ +/* if (cnt) { */ +/* glEnable(GL_BLEND); */ +/* glColor4fv(fig->legendrgba); */ +/* glBegin(GL_QUADS); */ +/* glVertex2d(viewport.width-2*PAD-lw, viewport.height-2*PAD-lh); */ +/* glVertex2d(viewport.width-2*PAD-lw, viewport.height); */ +/* glVertex2d(viewport.width, viewport.height); */ +/* glVertex2d(viewport.width, viewport.height-2*PAD-lh); */ +/* glEnd(); */ +/* glDisable(GL_BLEND); */ +/* } */ + +/* // find named lines and draw text */ +/* cnt = 0; */ +/* for (int n=fig->legendoffset; n < mjMAXLINE; n++) { */ +/* if (fig->linename[n][0]) { */ +/* // get width */ +/* int width = textwidth(con, fig->linename[n]); */ + +/* // render right-aligned */ +/* mjr_textActual(mjFONT_SHADOW, fig->linename[n], con, */ +/* viewport.width-PAD-width, viewport.height-PAD-(cnt+1)*con->charHeight, 0, */ +/* fig->linergb[n][0], fig->linergb[n][1], fig->linergb[n][2]); */ + +/* // save hlight */ +/* if (hcnt == cnt) { */ +/* hlight = n; */ +/* } */ + +/* // count */ +/* cnt++; */ + +/* // break if viewport is full */ +/* if ((cnt+1)*con->charHeight+2*PAD >= viewport.height) { */ +/* break; */ +/* } */ +/* } */ +/* } */ +/* } */ + +/* // draw highlight */ +/* if (hlight >= 0 && hlight < mjMAXLINE) { */ +/* // line-rendering projection */ +/* glMatrixMode(GL_PROJECTION); */ +/* glLoadIdentity(); */ +/* glOrtho(range[0][0] - difx*offset, range[0][1] + difx*offset, */ +/* range[1][0] - dify*offset, range[1][1] + dify*offset, -1, 1); */ + +/* // render selected line with extra width */ +/* glVertexPointer(2, GL_FLOAT, 0, fig->linedata[hlight]); */ +/* glColor3fv(fig->linergb[hlight]); */ +/* glLineWidth(5*fig->linewidth); */ +/* glDrawArrays(fig->flg_barplot ? GL_LINES : GL_LINE_STRIP, 0, fig->linepnt[hlight]); */ + +/* // print data coordinates */ +/* if (fig->flg_selection) { */ +/* // find nearest x-value */ +/* int ibest = -1; */ +/* float best = 0; */ +/* for (int i=0; i < fig->linepnt[hlight]; i++) { */ +/* if (ibest < 0 || best > fabs(fig->selection-fig->linedata[hlight][2*i])) { */ +/* ibest = i; */ +/* best = fabs(fig->selection-fig->linedata[hlight][2*i]); */ +/* } */ +/* } */ + +/* // show text */ +/* mjSNPRINTF(datatxt, "( %.4g : %.4g )", */ +/* fig->linedata[hlight][2*ibest], fig->linedata[hlight][2*ibest+1]); */ +/* mjr_textActual(mjFONT_SHADOW, datatxt, con, */ +/* 0.9*range[0][0]+0.1*range[0][1], 0.9*range[1][0]+0.1*range[1][1], 0, */ +/* fig->textrgb[0], fig->textrgb[1], fig->textrgb[2]); */ +/* } */ +/* } */ + +/* // stop rendering lines */ +/* glDisableClientState(GL_VERTEX_ARRAY); */ +/* } */ diff --git a/src/render/render3_gl2.h b/src/render/render3_gl2.h new file mode 100644 index 0000000000..6ab51ae9e2 --- /dev/null +++ b/src/render/render3_gl2.h @@ -0,0 +1,84 @@ +// Copyright 2021 DeepMind Technologies Limited +// +// Licensed under the Apache License, Version 2.0 (the "License"); +// you may not use this file except in compliance with the License. +// You may obtain a copy of the License at +// +// http://www.apache.org/licenses/LICENSE-2.0 +// +// Unless required by applicable law or agreed to in writing, software +// distributed under the License is distributed on an "AS IS" BASIS, +// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +// See the License for the specific language governing permissions and +// limitations under the License. + +#ifndef THIRD_PARTY_MUJOCO_SRC_RENDER_RENDER_GL2_ +#define THIRD_PARTY_MUJOCO_SRC_RENDER_RENDER_GL2_ + +#include +#include +#include + +#if defined(__cplusplus) +extern "C" { +#endif + +/* // Make con->currentBuffer current again. */ +/* MJAPI void mjr_restoreBuffer(const mjrContext* con); */ + +/* // actual draw text, do not initialize OpenGL options */ +/* void mjr_textActual(int font, const char* txt, const mjrContext* con, */ +/* float x, float y, float z, float r, float g, float b); */ + +/* // set OpenGL framebuffer for rendering: mjFB_WINDOW or mjFB_OFFSCREEN */ +/* // if only one buffer is available, set that buffer and ignore framebuffer argument */ +/* MJAPI void mjr_setBuffer(int framebuffer, mjrContext* con); */ + +/* // read pixels from current OpenGL framebuffer to client buffer */ +/* // viewport is in OpenGL framebuffer; client buffer starts at (0,0) */ +/* MJAPI void mjr_readPixels(unsigned char* rgb, float* depth, */ +/* mjrRect viewport, const mjrContext* con); */ + +/* // draw pixels from client buffer to current OpenGL framebuffer */ +/* // viewport is in OpenGL framebuffer; client buffer starts at (0,0) */ +/* MJAPI void mjr_drawPixels(const unsigned char* rgb, const float* depth, */ +/* mjrRect viewport, const mjrContext* con); */ + +/* // blit from src viewpoint in current framebuffer to dst viewport in other framebuffer */ +/* // if src, dst have different size and flg_depth==0, color is interpolated with GL_LINEAR */ +/* MJAPI void mjr_blitBuffer(mjrRect src, mjrRect dst, */ +/* int flg_color, int flg_depth, const mjrContext* con); */ + +/* // Set Aux buffer for custom OpenGL rendering (call restoreBuffer when done). */ +/* MJAPI void mjr_setAux(int index, const mjrContext* con); */ + +/* // Blit from Aux buffer to con->currentBuffer. */ +/* MJAPI void mjr_blitAux(int index, mjrRect src, int left, int bottom, */ +/* const mjrContext* con); */ + +/* // draw text at (x,y) in relative coordinates; font is mjtFont */ +/* MJAPI void mjr_text(int font, const char* txt, const mjrContext* con, */ +/* float x, float y, float r, float g, float b); */ + +/* // draw text overlay; font is mjtFont; gridpos is mjtGridPos */ +/* MJAPI void mjr_overlay(int font, int gridpos, mjrRect viewport, */ +/* const char* overlay, const char* overlay2, const mjrContext* con); */ + +/* // get maximum viewport for active buffer */ +/* MJAPI mjrRect mjr_maxViewport(const mjrContext* con); */ + +/* // draw rectangle */ +/* MJAPI void mjr_rectangle(mjrRect viewport, float r, float g, float b, float a); */ + +/* // draw rectangle with centered text */ +/* MJAPI void mjr_label(mjrRect viewport, int font, const char* txt, */ +/* float r, float g, float b, float a, float rt, float gt, float bt, */ +/* const mjrContext* con); */ + +/* // draw 2D figure */ +/* MJAPI void mjr_figure(mjrRect viewport, mjvFigure* fig, const mjrContext* con); */ + +#if defined(__cplusplus) +} +#endif +#endif // THIRD_PARTY_MUJOCO_SRC_RENDER_RENDER_GL2_ diff --git a/src/render/render3_gl3.c b/src/render/render3_gl3.c new file mode 100644 index 0000000000..163a304a32 --- /dev/null +++ b/src/render/render3_gl3.c @@ -0,0 +1,1641 @@ +// Copyright 2021 DeepMind Technologies Limited +// +// Licensed under the Apache License, Version 2.0 (the "License"); +// you may not use this file except in compliance with the License. +// You may obtain a copy of the License at +// +// http://www.apache.org/licenses/LICENSE-2.0 +// +// Unless required by applicable law or agreed to in writing, software +// distributed under the License is distributed on an "AS IS" BASIS, +// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +// See the License for the specific language governing permissions and +// limitations under the License. + +#include "render/render3_gl3.h" + +#include +#include +#include +#include + +#include +#include +#include +#include "engine/engine_sort.h" +#include "engine/engine_vis_init.h" +#include "render/render3_context.h" +#include "render/render3_gl2.h" +#include "render/render3_util.h" +#include "render/glad/glad3.h" + +#include "cglm/cglm.h" + + +//----------------------------- low-level 3D rendering --------------------------------------------- + +// check if head is behind plane +/* static int isBehind(const float* headpos, const float* pos, const float* mat) { */ +/* return ((headpos[0]-pos[0])*mat[2] + */ +/* (headpos[1]-pos[1])*mat[5] + */ +/* (headpos[2]-pos[2])*mat[8] < 0.0f); */ +/* } */ + + + +/* // check if geom is reflective */ +/* static int isReflective(const mjvGeom* geom) { */ +/* return ((geom->type == mjGEOM_PLANE || geom->type == mjGEOM_BOX) && */ +/* !geom->transparent && */ +/* (geom->reflectance > 0)); */ +/* } */ + + + +/* // texture types for settexture */ +/* enum { */ +/* mjtexSHADOW = 0, */ +/* mjtexSKYBOX, */ +/* mjtexREGULAR */ +/* }; */ + + +/* // enable/disable texture mapping */ +/* static void settexture(int type, int state, const mjrContext* con, const mjvGeom* geom) { */ +/* float plane[4], scl[2]; */ +/* int texid = -1; */ +/* if (geom) { */ +/* if (geom->matid >= 0) { */ +/* texid = con->mat_texid[mjNTEXROLE * geom->matid + mjTEXROLE_RGB]; */ +/* } */ +/* } */ + +/* // shadow */ +/* if (type == mjtexSHADOW) { */ +/* // enable */ +/* if (state) { */ +/* glActiveTexture(GL_TEXTURE1); */ +/* glEnable(GL_TEXTURE_2D); */ +/* glEnable(GL_TEXTURE_GEN_S); */ +/* glEnable(GL_TEXTURE_GEN_T); */ +/* glEnable(GL_TEXTURE_GEN_R); */ +/* glEnable(GL_TEXTURE_GEN_Q); */ +/* glBindTexture(GL_TEXTURE_2D, con->shadowTex); */ +/* } */ + +/* // disable */ +/* else { */ +/* glActiveTexture(GL_TEXTURE1); */ +/* glDisable(GL_TEXTURE_2D); */ +/* glDisable(GL_TEXTURE_GEN_S); */ +/* glDisable(GL_TEXTURE_GEN_T); */ +/* glDisable(GL_TEXTURE_GEN_R); */ +/* glDisable(GL_TEXTURE_GEN_Q); */ +/* } */ +/* } */ + +/* // explicit texture coordinates */ +/* else if (type == mjtexREGULAR && geom->texcoord) { */ +/* // enable */ +/* if (state && texid >= 0) { */ +/* glActiveTexture(GL_TEXTURE0); */ +/* glEnable(GL_TEXTURE_2D); */ +/* glBindTexture(GL_TEXTURE_2D, con->texture[texid]); */ +/* } */ + +/* // disable */ +/* else { */ +/* glActiveTexture(GL_TEXTURE0); */ +/* glDisable(GL_TEXTURE_2D); */ +/* } */ +/* } */ + +/* // 2D */ +/* else if (type == mjtexREGULAR && texid >= 0 && con->textureType[texid] == mjTEXTURE_2D) { */ +/* // enable */ +/* if (state) { */ +/* glActiveTexture(GL_TEXTURE0); */ +/* glEnable(GL_TEXTURE_2D); */ +/* glEnable(GL_TEXTURE_GEN_S); */ +/* glEnable(GL_TEXTURE_GEN_T); */ +/* glBindTexture(GL_TEXTURE_2D, con->texture[texid]); */ + +/* // determine scaling, adjust for pre-scaled geoms */ +/* scl[0] = con->mat_texrepeat[geom->matid*2]; */ +/* scl[1] = con->mat_texrepeat[geom->matid*2+1]; */ +/* if (geom->dataid >= 0) { */ +/* if (geom->size[0] > 0) { */ +/* scl[0] = scl[0] / mju_max(mjMINVAL, geom->size[0]); */ +/* } */ + +/* if (geom->size[1] > 0) { */ +/* scl[1] = scl[1] / mju_max(mjMINVAL, geom->size[1]); */ +/* } */ +/* } */ + +/* // uniform: repeat relative to spatial units rather than object */ +/* if (con->mat_texuniform[geom->matid]) { */ +/* if (geom->size[0] > 0) { */ +/* scl[0] = scl[0] * geom->size[0]; */ +/* } */ + +/* if (geom->size[1] > 0) { */ +/* scl[1] = scl[1] * geom->size[1]; */ +/* } */ +/* } */ + +/* // set mapping */ +/* mjr_setf4(plane, 0.5*scl[0], 0, 0, -0.5); */ +/* glTexGenfv(GL_S, GL_OBJECT_PLANE, plane); */ +/* mjr_setf4(plane, 0, -0.5*scl[1], 0, -0.5); */ +/* glTexGenfv(GL_T, GL_OBJECT_PLANE, plane); */ +/* } */ + +/* // disable */ +/* else { */ +/* glActiveTexture(GL_TEXTURE0); */ +/* glDisable(GL_TEXTURE_2D); */ +/* glDisable(GL_TEXTURE_GEN_S); */ +/* glDisable(GL_TEXTURE_GEN_T); */ +/* } */ +/* } */ + +/* // cube or skybox */ +/* else { */ +/* // enable */ +/* if (state && texid >= 0) { */ +/* glActiveTexture(GL_TEXTURE0); */ +/* glEnable(GL_TEXTURE_CUBE_MAP); */ +/* glEnable(GL_TEXTURE_GEN_S); */ +/* glEnable(GL_TEXTURE_GEN_T); */ +/* glEnable(GL_TEXTURE_GEN_R); */ +/* glBindTexture(GL_TEXTURE_CUBE_MAP, con->texture[texid]); */ + +/* // set mapping : cube */ +/* if (type == mjtexREGULAR) { */ +/* mjr_setf4(plane, con->mat_texuniform[geom->matid] ? geom->size[0] : 1, 0, 0, 0); */ +/* glTexGenfv(GL_S, GL_OBJECT_PLANE, plane); */ +/* mjr_setf4(plane, 0, con->mat_texuniform[geom->matid] ? geom->size[1] : 1, 0, 0); */ +/* glTexGenfv(GL_T, GL_OBJECT_PLANE, plane); */ +/* mjr_setf4(plane, 0, 0, con->mat_texuniform[geom->matid] ? geom->size[2] : 1, 0); */ +/* glTexGenfv(GL_R, GL_OBJECT_PLANE, plane); */ +/* } */ + +/* // set mapping: skybox (rotate 90 deg around X) */ +/* else { */ +/* mjr_setf4(plane, 1, 0, 0, 0); */ +/* glTexGenfv(GL_S, GL_OBJECT_PLANE, plane); */ +/* mjr_setf4(plane, 0, 0, 1, 0); */ +/* glTexGenfv(GL_T, GL_OBJECT_PLANE, plane); */ +/* mjr_setf4(plane, 0, -1, 0, 0); */ +/* glTexGenfv(GL_R, GL_OBJECT_PLANE, plane); */ +/* } */ +/* } */ + +/* // disable */ +/* else { */ +/* glActiveTexture(GL_TEXTURE0); */ +/* glDisable(GL_TEXTURE_CUBE_MAP); */ +/* glDisable(GL_TEXTURE_GEN_S); */ +/* glDisable(GL_TEXTURE_GEN_T); */ +/* glDisable(GL_TEXTURE_GEN_R); */ +/* } */ +/* } */ +/* } */ + + + +// rendering modes for renderGeom +enum { + mjrRND_NORMAL = 0, + mjrRND_SHADOWMAP = 1, + mjrRND_SHADOWCAST = 2, + mjrRND_SEGMENT = 3, + mjrRND_IDCOLOR = 4 +}; + + +/* // render one geom */ +/* static void renderGeom(const mjvGeom* geom, int mode, const float* headpos, */ +/* const mjvScene* scn, const mjrContext* con) { */ +/* const float* size = geom->size; */ +/* float temp[4] = {0, 0, 0, 1}, av; */ +/* float rgba[4] = {geom->rgba[0], geom->rgba[1], geom->rgba[2], geom->rgba[3]}; */ +/* int behind, whichface, lighting; */ + +/* // lines and triangles do not cast shadows */ +/* if (mode == mjrRND_SHADOWCAST && (geom->type == mjGEOM_LINE || geom->category == mjCAT_DECOR)) { */ +/* return; */ +/* } */ + +/* // make transformation matrix */ +/* float mat[16] = { */ +/* geom->mat[0], geom->mat[3], geom->mat[6], 0.0f, */ +/* geom->mat[1], geom->mat[4], geom->mat[7], 0.0f, */ +/* geom->mat[2], geom->mat[5], geom->mat[8], 0.0f, */ +/* 0.0f, 0.0f, 0.0f, 1.0f */ +/* }; */ + +/* // precompute isbehind */ +/* behind = isBehind(headpos, geom->pos, geom->mat); */ + +/* // enable texture in normal and shadowmap mode */ +/* if (geom->matid >= 0 && */ +/* (mode == mjrRND_NORMAL || mode == mjrRND_SHADOWMAP)) { */ +/* settexture(mjtexREGULAR, 1, con, geom); */ +/* } */ + +/* // make plane more transparent from the back */ +/* if (geom->type == mjGEOM_PLANE && behind && mode == mjrRND_NORMAL) { */ +/* rgba[3] *= 0.3; */ +/* } */ + +/* // set material emission: none in shadow mode */ +/* if (mode == mjrRND_NORMAL) { */ +/* mjr_setf4(temp, */ +/* geom->emission*rgba[0], */ +/* geom->emission*rgba[1], */ +/* geom->emission*rgba[2], 1); */ +/* } else { */ +/* mjr_setf4(temp, 0, 0, 0, 1); */ +/* } */ +/* glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, temp); */ + +/* // set color and material */ +/* glColor4fv(rgba); */ +/* glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, geom->shininess * 128.0f); */ +/* mjr_setf4(temp, geom->specular, geom->specular, geom->specular, 1); */ +/* glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, temp); */ + +/* // set color for segmentation mode */ +/* if (mode >= mjrRND_SEGMENT) { */ +/* // segid color */ +/* if (mode == mjrRND_IDCOLOR) { */ +/* unsigned char seg[4] = { */ +/* (geom->segid+1) & 0xFF, */ +/* ((geom->segid+1)>>8) & 0xFF, */ +/* ((geom->segid+1)>>16) & 0xFF, */ +/* 0xFF */ +/* }; */ +/* glColor4ubv(seg); */ +/* } */ + +/* // random color */ +/* else { */ +/* float seg[4] = { */ +/* 0.1f + 0.8f*mju_Halton(geom->segid+10, 2), */ +/* 0.1f + 0.8f*mju_Halton(geom->segid+10, 3), */ +/* 0.1f + 0.8f*mju_Halton(geom->segid+10, 5), */ +/* 1 */ +/* }; */ +/* glColor4fv(seg); */ +/* } */ +/* } */ + +/* // apply coordinate transformation, except for flex and skin which are global */ +/* glPushMatrix(); */ +/* if (geom->type != mjGEOM_FLEX && geom->type != mjGEOM_SKIN) { */ +/* glTranslatef(geom->pos[0], geom->pos[1], geom->pos[2]); */ +/* glMultMatrixf(mat); */ +/* } */ + +/* // render geom */ +/* switch (geom->type) { */ +/* case mjGEOM_PLANE: // plane */ +/* if (behind) { */ +/* glGetIntegerv(GL_CULL_FACE_MODE, &whichface); */ +/* if (whichface == GL_BACK) { */ +/* glCullFace(GL_FRONT); */ +/* } */ +/* } */ + +/* // use plane-specific displaylist if available */ +/* if (geom->dataid >= 0) { */ +/* glCallList(con->basePlane + geom->dataid+1); */ +/* } */ + +/* // otherwise default list */ +/* else { */ +/* glScalef(size[0], size[1], 1.0f); */ +/* glCallList(con->basePlane); */ +/* } */ + +/* if (behind && whichface == GL_BACK) { */ +/* glCullFace(GL_BACK); */ +/* } */ +/* break; */ + +/* case mjGEOM_HFIELD: // height field */ +/* if (geom->dataid >= 0) { */ +/* glCallList(con->baseHField + geom->dataid); */ +/* } */ +/* break; */ + +/* case mjGEOM_SPHERE: // sphere */ +/* glScalef(size[0], size[1], size[2]); */ +/* glCallList(con->baseBuiltin + mjrSPHERE); */ +/* break; */ + +/* case mjGEOM_CAPSULE: // capsule */ +/* av = 0.5*(size[0]+size[1]); */ +/* glScalef(size[0], size[1], size[2]); */ +/* glCallList(con->baseBuiltin + mjrCYLINDEROPEN); */ +/* glScalef(1, 1, av/size[2]); */ +/* glTranslatef(0, 0, (size[2]-av)/av); */ +/* glCallList(con->baseBuiltin + mjrSPHERETOP); */ +/* glTranslatef(0, 0, 2*(av-size[2])/av); */ +/* glCallList(con->baseBuiltin + mjrSPHEREBOTTOM); */ +/* break; */ + +/* case mjGEOM_ELLIPSOID: // ellipsoid */ +/* glScalef(size[0], size[1], size[2]); */ +/* glCallList(con->baseBuiltin + mjrSPHERE); */ +/* break; */ + +/* case mjGEOM_CYLINDER: // cylinder */ +/* glScalef(size[0], size[1], size[2]); */ +/* glCallList(con->baseBuiltin + mjrCYLINDER); */ +/* break; */ + +/* case mjGEOM_BOX: // box */ +/* glScalef(size[0], size[1], size[2]); */ +/* glCallList(con->baseBuiltin + mjrBOX); */ +/* break; */ + +/* case mjGEOM_MESH: // mesh */ +/* case mjGEOM_SDF: */ +/* if (geom->dataid >= 0) { */ +/* glCallList(con->baseMesh + geom->dataid); */ +/* } */ +/* break; */ + +/* case mjGEOM_ARROW: // arrow */ +/* glScalef(size[0], size[1], size[2]/6.0f); */ +/* glTranslatef(0, 0, 1); */ +/* glCallList(con->baseBuiltin + mjrCYLINDER); */ +/* glTranslatef(0, 0, 1); */ +/* glScalef(1.75f, 1.75f, 1); */ +/* glCallList(con->baseBuiltin + mjrCONE); */ +/* break; */ + +/* case mjGEOM_ARROW1: // arrow without wedges */ +/* glScalef(size[0], size[1], size[2]/6.0f); */ +/* glTranslatef(0, 0, 1); */ +/* glCallList(con->baseBuiltin + mjrCYLINDER); */ +/* glTranslatef(0, 0, 1); */ +/* glCallList(con->baseBuiltin + mjrCONE); */ +/* break; */ + +/* case mjGEOM_ARROW2: // arrow in both directions */ +/* glScalef(size[0], size[1], size[2]/3.0f); */ +/* glCallList(con->baseBuiltin + mjrCYLINDEROPEN); */ +/* glScalef(1.75f, 1.75f, 0.5f); */ +/* glTranslatef(0, 0, -2); */ +/* glRotatef(180.0f, 1.0f, 0.0f, 0.0f); */ +/* glCallList(con->baseBuiltin + mjrCONE); */ +/* glRotatef(180.0f, 1.0f, 0.0f, 0.0f); */ +/* glTranslatef(0, 0, 4); */ +/* glCallList(con->baseBuiltin + mjrCONE); */ +/* break; */ + +/* case mjGEOM_LINE: // line */ +/* glLineWidth(size[0]*con->lineWidth); */ +/* lighting = glIsEnabled(GL_LIGHTING); */ +/* glDisable(GL_LIGHTING); */ +/* glBegin(GL_LINES); */ +/* glVertex3f(0, 0, 0); */ +/* glVertex3f(0, 0, size[2]); */ +/* glEnd(); */ +/* glLineWidth(con->lineWidth); */ +/* if (lighting) { */ +/* glEnable(GL_LIGHTING); */ +/* } */ +/* break; */ + +/* case mjGEOM_LINEBOX: // box with line edges */ +/* glLineWidth(1.5*con->lineWidth); */ +/* lighting = glIsEnabled(GL_LIGHTING); */ +/* glDisable(GL_LIGHTING); */ +/* // bottom face */ +/* glBegin(GL_LINE_LOOP); */ +/* glVertex3f(-size[0], -size[1], -size[2]); */ +/* glVertex3f( size[0], -size[1], -size[2]); */ +/* glVertex3f( size[0], size[1], -size[2]); */ +/* glVertex3f(-size[0], size[1], -size[2]); */ +/* glEnd(); */ +/* // top face */ +/* glBegin(GL_LINE_LOOP); */ +/* glVertex3f(-size[0], -size[1], size[2]); */ +/* glVertex3f( size[0], -size[1], size[2]); */ +/* glVertex3f( size[0], size[1], size[2]); */ +/* glVertex3f(-size[0], size[1], size[2]); */ +/* glEnd(); */ +/* // vertical edges */ +/* glBegin(GL_LINES); */ +/* glVertex3f(-size[0], -size[1], -size[2]); */ +/* glVertex3f(-size[0], -size[1], size[2]); */ +/* glVertex3f( size[0], -size[1], -size[2]); */ +/* glVertex3f( size[0], -size[1], size[2]); */ +/* glVertex3f( size[0], size[1], -size[2]); */ +/* glVertex3f( size[0], size[1], size[2]); */ +/* glVertex3f(-size[0], size[1], -size[2]); */ +/* glVertex3f(-size[0], size[1], size[2]); */ +/* glEnd(); */ +/* glLineWidth(con->lineWidth); */ +/* if (lighting) { */ +/* glEnable(GL_LIGHTING); */ +/* } */ +/* break; */ + +/* case mjGEOM_TRIANGLE: // triangle */ +/* glBegin(GL_TRIANGLES); */ +/* glVertex3f(0, 0, 0); */ +/* glVertex3f(size[0], 0, 0); */ +/* glVertex3f(0, size[1], 0); */ +/* glEnd(); */ +/* break; */ + +/* case mjGEOM_FLEX: // flex */ +/* { */ +/* // no texture for vertices and edges */ +/* GLboolean texture_is_enabled = glIsEnabled(GL_TEXTURE_2D); */ +/* if (texture_is_enabled == GL_TRUE) { */ +/* glDisable(GL_TEXTURE_2D); */ +/* } */ + +/* // vertex spheres */ +/* if (size[0]>0 && scn->flexvertopt && */ +/* !(scn->flexskinopt && scn->flexfaceused[geom->objid])) { */ +/* for (int v=scn->flexvertadr[geom->objid]; */ +/* vflexvertadr[geom->objid]+scn->flexvertnum[geom->objid]; v++) { */ +/* glPushMatrix(); */ +/* glTranslatef(scn->flexvert[3*v], scn->flexvert[3*v+1], scn->flexvert[3*v+2]); */ +/* glScalef(size[0], size[0], size[0]); */ +/* glCallList(con->baseBuiltin + mjrSPHERE); */ +/* glPopMatrix(); */ +/* } */ +/* } */ + +/* // edge cylinders */ +/* if (size[0]>0 && scn->flexedgeopt && */ +/* !(scn->flexskinopt && scn->flexfaceused[geom->objid])) { */ +/* for (int e=scn->flexedgeadr[geom->objid]; */ +/* eflexedgeadr[geom->objid]+scn->flexedgenum[geom->objid]; e++) { */ +/* // get vertices for this edge */ +/* float* v1 = scn->flexvert + 3*(scn->flexvertadr[geom->objid]+scn->flexedge[2*e]); */ +/* float* v2 = scn->flexvert + 3*(scn->flexvertadr[geom->objid]+scn->flexedge[2*e+1]); */ + +/* // compute legth and rotation matrix */ +/* mjtNum vec[3] = {v2[0]-v1[0], v2[1]-v1[1], v2[2]-v1[2]}; */ +/* mjtNum len = mju_normalize3(vec); */ +/* mjtNum edgequat[4], edgemat[9]; */ +/* mju_quatZ2Vec(edgequat, vec); */ +/* mju_negQuat(edgequat, edgequat); */ +/* mju_quat2Mat(edgemat, edgequat); */ +/* mat[0] = (float)edgemat[0]; */ +/* mat[1] = (float)edgemat[1]; */ +/* mat[2] = (float)edgemat[2]; */ +/* mat[4] = (float)edgemat[3]; */ +/* mat[5] = (float)edgemat[4]; */ +/* mat[6] = (float)edgemat[5]; */ +/* mat[8] = (float)edgemat[6]; */ +/* mat[9] = (float)edgemat[7]; */ +/* mat[10] = (float)edgemat[8]; */ + +/* // transform and render */ +/* glPushMatrix(); */ +/* glTranslatef((v1[0]+v2[0])*0.5f, (v1[1]+v2[1])*0.5f, (v1[2]+v2[2])*0.5f); */ +/* glMultMatrixf(mat); */ +/* glScalef(size[0], size[0], (float)(len*0.5)); */ +/* glCallList(con->baseBuiltin + mjrCYLINDEROPEN); */ +/* glPopMatrix(); */ +/* } */ +/* } */ + +/* // restore texture for faces */ +/* if (texture_is_enabled == GL_TRUE) { */ +/* glEnable(GL_TEXTURE_2D); */ +/* } */ + +/* // face triangles */ +/* if (scn->flexfaceused[geom->objid]) { */ +/* glEnableClientState(GL_VERTEX_ARRAY); */ +/* glEnableClientState(GL_NORMAL_ARRAY); */ +/* glVertexPointer(3, GL_FLOAT, 0, scn->flexface + 9*scn->flexfaceadr[geom->objid]); */ +/* glNormalPointer(GL_FLOAT, 0, scn->flexnormal + 9*scn->flexfaceadr[geom->objid]); */ +/* if (geom->texcoord && geom->matid>=0) { */ +/* glEnableClientState(GL_TEXTURE_COORD_ARRAY); */ +/* glTexCoordPointer(2, GL_FLOAT, 0, scn->flextexcoord + 6*scn->flexfaceadr[geom->objid]); */ +/* } */ +/* glDrawArrays(GL_TRIANGLES, 0, 3*scn->flexfaceused[geom->objid]); */ +/* glDisableClientState(GL_VERTEX_ARRAY); */ +/* glDisableClientState(GL_NORMAL_ARRAY); */ +/* if (geom->texcoord && geom->matid>=0) { */ +/* glDisableClientState(GL_TEXTURE_COORD_ARRAY); */ +/* } */ +/* } */ +/* break; */ +/* } */ + +/* case mjGEOM_SKIN: // skin */ +/* // vertex positions */ +/* glEnableClientState(GL_VERTEX_ARRAY); */ +/* glBindBuffer(GL_ARRAY_BUFFER, con->skinvertVBO[geom->objid]); */ +/* glVertexPointer(3, GL_FLOAT, 0, NULL); */ + +/* // vertex normals */ +/* glEnableClientState(GL_NORMAL_ARRAY); */ +/* glBindBuffer(GL_ARRAY_BUFFER, con->skinnormalVBO[geom->objid]); */ +/* glNormalPointer(GL_FLOAT, 0, NULL); */ + +/* // vertex texture coordinates */ +/* if (con->skintexcoordVBO[geom->objid]) { */ +/* glEnableClientState(GL_TEXTURE_COORD_ARRAY); */ +/* glBindBuffer(GL_ARRAY_BUFFER, con->skintexcoordVBO[geom->objid]); */ +/* glTexCoordPointer(2, GL_FLOAT, 0, NULL); */ +/* } else { */ +/* glDisableClientState(GL_TEXTURE_COORD_ARRAY); */ +/* } */ + +/* // triangle face indices */ +/* glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, con->skinfaceVBO[geom->objid]); */ + +/* // draw */ +/* glDrawElements(GL_TRIANGLES, 3*scn->skinfacenum[geom->objid], GL_UNSIGNED_INT, NULL); */ + +/* // restore */ +/* glBindBuffer(GL_ARRAY_BUFFER, 0); */ +/* glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); */ +/* glDisableClientState(GL_VERTEX_ARRAY); */ +/* glDisableClientState(GL_NORMAL_ARRAY); */ +/* glDisableClientState(GL_TEXTURE_COORD_ARRAY); */ +/* break; */ +/* } */ + +/* // undo coordinate transformation */ +/* glPopMatrix(); */ + +/* // disable texture if enabled */ +/* if (geom->matid >= 0 && */ +/* (mode == mjrRND_NORMAL || mode == mjrRND_SHADOWMAP)) { */ +/* settexture(mjtexREGULAR, 0, con, geom); */ +/* } */ +/* } */ + + + +/* void renderGeomReflection(int id, float reflectance, float headpos[3], */ +/* mjvScene* scn, const mjrContext* con) { */ +/* float old_rgb[3]; */ + +/* // save rgb, modulate rgb by this->reflectance */ +/* for (int k=0; k < 3; k++) { */ +/* old_rgb[k] = scn->geoms[id].rgba[k]; */ +/* scn->geoms[id].rgba[k] *= reflectance; */ +/* } */ + +/* // render */ +/* renderGeom(scn->geoms+id, mjrRND_NORMAL, headpos, scn, con); */ + +/* // restore rgb */ +/* for (int k=0; k < 3; k++) { */ +/* scn->geoms[id].rgba[k] = old_rgb[k]; */ +/* } */ +/* } */ + + + +/* //----------------------------- high-level 3D rendering -------------------------------------------- */ + +// init, with or without special effects +static void initGL3(const mjvScene* scn, const mjrContext* con) { + + // multisampling + glEnable(GL_MULTISAMPLE); + + // depth buffer + glEnable(GL_DEPTH_TEST); + glDepthMask(GL_TRUE); + glDepthFunc(GL_GEQUAL); // or GL_LEQUAL if not reversed depth + glDepthRange(0.0, 1.0); + glClearDepth(0.0); // matches GL_GEQUAL + + // culling + if (scn->flags[mjRND_CULL_FACE]) { + glEnable(GL_CULL_FACE); + } else { + glDisable(GL_CULL_FACE); + } + glFrontFace(GL_CCW); + + // polygon mode / line width + glPolygonMode(GL_FRONT_AND_BACK, + scn->flags[mjRND_WIREFRAME] ? GL_LINE : GL_FILL); + glLineWidth(con->lineWidth); + + // clear state + glClearColor(0.0f, 0.0f, 0.0f, 0.0f); + glClearStencil(0); + + // optional: modern clip control + /* if (mjGLAD_GL_ARB_clip_control) { */ + /* glClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE); */ + /* } */ + + /* float rgbaWhite[4] = {1.0f, 1.0f, 1.0f, 1.0f}; */ + + /* // special effects */ + /* glEnable(GL_MULTISAMPLE); */ + /* glEnable(GL_LIGHTING); */ + /* if (scn->flags[mjRND_FOG]) { */ + /* glEnable(GL_FOG); */ + /* } else { */ + /* glDisable(GL_FOG); */ + /* } */ + + /* // common options */ + /* glDisable(GL_BLEND); */ + /* glEnable(GL_NORMALIZE); */ + /* if (mjGLAD_GL_ARB_clip_control) { */ + /* glClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE); */ + /* } */ + /* glEnable(GL_DEPTH_TEST); */ + /* glDepthMask(GL_TRUE); */ + /* if (scn->flags[mjRND_CULL_FACE]) { */ + /* glEnable(GL_CULL_FACE); */ + /* } else { */ + /* glDisable(GL_CULL_FACE); */ + /* } */ + /* glShadeModel(GL_SMOOTH); */ + /* glDepthFunc(GL_GEQUAL); */ + /* glDepthRange(0, 1); */ + /* glAlphaFunc(GL_GEQUAL, 0.99f); */ + /* glClearColor(0, 0, 0, 0); */ + /* glClearDepth(0); */ + /* glClearStencil(0); */ + /* glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); */ + + /* // polygon mode */ + /* glPolygonMode(GL_FRONT_AND_BACK, scn->flags[mjRND_WIREFRAME] ? GL_LINE : GL_FILL); */ + /* glLineWidth(con->lineWidth); */ + /* glFrontFace(GL_CCW); */ + + /* // fixed material properties; the rest are set by glColor (track material) */ + /* glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, rgbaWhite); */ + /* glEnable(GL_COLOR_MATERIAL); */ + /* glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE); */ +} + + + +/* // init lights */ +/* static void initLights(mjvScene* scn) { */ +/* // create some ambient light if no ligths are present */ +/* float global = scn->nlight ? 0 : 0.3f; */ +/* float rgba_global[4] = {global, global, global, 1}; */ + +/* // init light model */ +/* glLightModelfv(GL_LIGHT_MODEL_AMBIENT, rgba_global); */ +/* glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0); */ +/* glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1); */ + +/* // set light properties */ +/* for (int i=0; i < scn->nlight; i++) { */ +/* // colors */ +/* glLightfv(GL_LIGHT0+i, GL_AMBIENT, scn->lights[i].ambient); */ +/* glLightfv(GL_LIGHT0+i, GL_DIFFUSE, scn->lights[i].diffuse); */ +/* glLightfv(GL_LIGHT0+i, GL_SPECULAR, scn->lights[i].specular); */ + +/* // parameters for directional light */ +/* if (scn->lights[i].directional) { */ +/* glLightf(GL_LIGHT0+i, GL_SPOT_EXPONENT, 0); */ +/* glLightf(GL_LIGHT0+i, GL_SPOT_CUTOFF, 180); */ +/* glLightf(GL_LIGHT0+i, GL_CONSTANT_ATTENUATION, 1); */ +/* glLightf(GL_LIGHT0+i, GL_LINEAR_ATTENUATION, 0); */ +/* glLightf(GL_LIGHT0+i, GL_QUADRATIC_ATTENUATION, 0); */ +/* } */ + +/* // parameters for spot light */ +/* else { */ +/* glLightf(GL_LIGHT0+i, GL_SPOT_EXPONENT, scn->lights[i].exponent); */ +/* glLightf(GL_LIGHT0+i, GL_SPOT_CUTOFF, scn->lights[i].cutoff); */ +/* glLightf(GL_LIGHT0+i, GL_CONSTANT_ATTENUATION, scn->lights[i].attenuation[0]); */ +/* glLightf(GL_LIGHT0+i, GL_LINEAR_ATTENUATION, scn->lights[i].attenuation[1]); */ +/* glLightf(GL_LIGHT0+i, GL_QUADRATIC_ATTENUATION, scn->lights[i].attenuation[2]); */ +/* } */ +/* } */ + +/* // disable all lights (enable selectively in render) */ +/* for (int i=0; i < scn->nlight; i++) { */ +/* glDisable(GL_LIGHT0+i); */ +/* } */ +/* } */ + + + +/* // set projection and modelview */ +/* static void setView(int view, mjrRect viewport, const mjvScene* scn, const mjrContext* con, */ +/* float camProject[16], float camView[16]) { */ +/* mjvGLCamera cam; */ + +/* // copy specified camera for stereo, average for mono (view = -1) */ +/* if (view >= 0) { */ +/* cam = scn->camera[view]; */ +/* } else { */ +/* cam = mjv_averageCamera(scn->camera, scn->camera+1); */ +/* } */ + +/* // compute frustum halfwidth so as to match viewport aspect ratio */ +/* float halfwidth = cam.frustum_width ? cam.frustum_width */ +/* : 0.5f * (float)viewport.width / (float)viewport.height * */ +/* (cam.frustum_top - cam.frustum_bottom); */ + +/* // prepare projection */ +/* glMatrixMode(GL_PROJECTION); */ +/* glLoadIdentity(); */ +/* if (mjGLAD_GL_ARB_clip_control) { */ +/* // reverse Z rendering mapping [znear, zfar] -> [1, 0] (ndc) */ +/* glTranslatef(0.0f, 0.0f, 0.5f); */ +/* glScalef(1.0f, 1.0f, -0.5f); */ +/* } else { */ +/* // reverse Z rendering mapping without shift [znear, zfar] -> [1, -1] (ndc) */ +/* glScalef(1.0f, 1.0f, -1.0f); */ +/* } */ + +/* // set projection, orthographic or perspective */ +/* if (cam.orthographic) { */ +/* glOrtho(cam.frustum_center - halfwidth, */ +/* cam.frustum_center + halfwidth, */ +/* cam.frustum_bottom, */ +/* cam.frustum_top, */ +/* cam.frustum_near, */ +/* cam.frustum_far); */ +/* } else { */ +/* glFrustum(cam.frustum_center - halfwidth, */ +/* cam.frustum_center + halfwidth, */ +/* cam.frustum_bottom, */ +/* cam.frustum_top, */ +/* cam.frustum_near, */ +/* cam.frustum_far); */ +/* } */ + +/* // save projection matrix if requested */ +/* if (camProject) { */ +/* glGetFloatv(GL_PROJECTION_MATRIX, camProject); */ +/* } */ + +/* // set modelview */ +/* glMatrixMode(GL_MODELVIEW); */ +/* glLoadIdentity(); */ +/* mjr_lookAt(cam.pos, cam.forward, cam.up); */ +/* if (scn->enabletransform) { */ +/* mjr_transform(scn->translate, scn->rotate, scn->scale); */ +/* } */ + +/* // save modelview matrix if requested */ +/* if (camView) { */ +/* glGetFloatv(GL_MODELVIEW_MATRIX, camView); */ +/* } */ +/* } */ + + + +/* // comparison function for geom sorting */ +/* static inline int geomcmp(int* i, int* j, void* context) { */ +/* mjvGeom* geom = (mjvGeom*) context; */ +/* float d1 = geom[*i].camdist; */ +/* float d2 = geom[*j].camdist; */ + +/* if (d1 < d2) { */ +/* return -1; */ +/* } else if (d1 == d2) { */ +/* return 0; */ +/* } else { */ +/* return 1; */ +/* } */ +/* } */ + +/* // define geomSort function for sorting geoms */ +/* mjSORT(geomSort, int, geomcmp) */ + + + +/* // adjust light n position and direction */ +/* static void adjustLight(const mjvLight* thislight, int n) { */ +/* float temp[4]; */ + +/* // set position and direction according to type */ +/* if (thislight->directional) { */ +/* mjr_setf4(temp, -thislight->dir[0], -thislight->dir[1], -thislight->dir[2], 0); */ +/* glLightfv(GL_LIGHT0+n, GL_POSITION, temp); */ +/* } else { */ +/* mjr_setf4(temp, thislight->dir[0], thislight->dir[1], thislight->dir[2], 0); */ +/* glLightfv(GL_LIGHT0+n, GL_SPOT_DIRECTION, temp); */ +/* mjr_setf4(temp, thislight->pos[0], thislight->pos[1], thislight->pos[2], 1); */ +/* glLightfv(GL_LIGHT0+n, GL_POSITION, temp); */ +/* } */ +/* } */ + + +const char *vertexShaderSource = "#version 330 core\n" + "layout (location = 0) in vec3 aPos;\n" + "uniform mat4 uView;\n" + "uniform mat4 uProjection;\n" + "void main()\n" + "{\n" + " gl_Position = uProjection * uView * vec4(aPos, 1.0);\n" + "}\0"; + +const char *fragmentShaderSource = "#version 330 core\n" + "out vec4 FragColor;\n" + "void main()\n" + "{\n" + " FragColor = vec4(1.0f, 1.0f, 0.2f, 1.0f);\n" + "}\n\0"; + + +// Utility to compile a single shader +GLuint compileShader(GLenum type, const char* source) { + GLuint shader = glCreateShader(type); + glShaderSource(shader, 1, &source, NULL); + glCompileShader(shader); + + // Check for errors + GLint success; + glGetShaderiv(shader, GL_COMPILE_STATUS, &success); + if (!success) { + char log[512]; + glGetShaderInfoLog(shader, 512, NULL, log); + //std::cerr << "ERROR::SHADER::COMPILATION_FAILED\n" << log << std::endl; + } + + return shader; +} + +// Utility to compile + link a program +GLuint createShaderProgram(const char* vertexSrc, const char* fragmentSrc) { + GLuint vertexShader = compileShader(GL_VERTEX_SHADER, vertexSrc); + GLuint fragmentShader = compileShader(GL_FRAGMENT_SHADER, fragmentSrc); + + GLuint program = glCreateProgram(); + glAttachShader(program, vertexShader); + glAttachShader(program, fragmentShader); + glLinkProgram(program); + + // Check link errors + GLint success; + glGetProgramiv(program, GL_LINK_STATUS, &success); + if (!success) { + char log[512]; + glGetProgramInfoLog(program, 512, NULL, log); + //std::cerr << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << log << std::endl; + } + + // Cleanup after linking + glDeleteShader(vertexShader); + glDeleteShader(fragmentShader); + + return program; +} + + +/* // render */ +void mjr3_render(mjrRect viewport, mjvScene* scn, const mjrContext* con) { + + glClearColor(0.2f, 0.3f, 0.7f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT); + + +/* int stereo, nt, ngeom = scn->ngeom, nlight = mjMIN(mjMAXLIGHT, scn->nlight); */ +/* unsigned int drawbuffer; */ + mjvGLCamera cam; +/* mjtNum hpos[3]; */ +/* float temp[4], headpos[3], skyboxdst; */ + /* float camProject[16], camView[16], lightProject[16], lightView[16]; */ +/* double clipplane[4]; */ +/* float biasMatrix[16] = { */ +/* 0.5f, 0.0f, 0.0f, 0.0f, */ +/* 0.0f, 0.5f, 0.0f, 0.0f, */ +/* 0.0f, 0.0f, 1.0f, 0.0f, */ +/* 0.5f, 0.5f, 0.0f, 1.0f */ +/* }; */ +/* if (!mjGLAD_GL_ARB_clip_control) { */ +/* // account for conversion from ndc to window coordinates */ +/* biasMatrix[2*4+2] = 0.5; */ +/* biasMatrix[3*4+2] = 0.5; */ +/* } */ + +/* float tempMatrix[16], textureMatrix[16]; */ +/* mjvGeom *thisgeom, tempgeom; */ +/* mjvLight *thislight; */ + + // empty viewport: nothing to do + if (viewport.width <= 0 || viewport.height <= 0) { + return; + } + + // average cameras + cam = mjv_averageCamera(scn->camera, scn->camera+1); + + // check znear + if (cam.frustum_near < mjMINVAL) { + // geoms: error + if (scn->ngeom) { + mju_error("mjvScene frustum_near too small in mjr_render"); + } + + // no geoms: return silently + else { + return; + } + } + + + mat4 proj; + float view[16]; + mjr3_lookAt(cam.pos, cam.forward, cam.up, view); + + // Projection matrix + // compute frustum halfwidth so as to match viewport aspect ratio + float halfwidth = cam.frustum_width ? cam.frustum_width + : 0.5f * (float)viewport.width / (float)viewport.height * + (cam.frustum_top - cam.frustum_bottom); + if(cam.orthographic) { + glm_ortho( + cam.frustum_center - halfwidth, + cam.frustum_center + halfwidth, + cam.frustum_bottom, + cam.frustum_top, + cam.frustum_near, + cam.frustum_far, + proj + ); + } else { + // Perspective projection from frustum + glm_frustum( + cam.frustum_center - halfwidth, + cam.frustum_center + halfwidth, + cam.frustum_bottom, + cam.frustum_top, + cam.frustum_near, + cam.frustum_far, + proj + ); + } + + /* GLuint VBO, EBO; */ + /* GLuint VAO = (GLuint)scn->VAO; */ + /* glGenVertexArrays(1, &VAO); */ + /* glGenBuffers(1, &VBO); */ + /* glGenBuffers(1, &EBO); */ + + /* glBindVertexArray(VAO); */ + + /* glBindBuffer(GL_ARRAY_BUFFER, VBO); */ + /* glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), quadVertices, GL_STATIC_DRAW); */ + + /* glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); */ + /* glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); */ + + /* glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); */ + /* glEnableVertexAttribArray(0); */ + + /* glBindVertexArray(0); */ + + // Send to shaders + glUseProgram(con->defaultShader); + GLuint viewLoc = glGetUniformLocation(con->defaultShader, "uView"); + GLuint projectionLoc = glGetUniformLocation(con->defaultShader, "uProjection"); + glUniformMatrix4fv(viewLoc, 1, GL_FALSE, (const GLfloat *)view); + glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, proj[0]); + glBindVertexArray(con->planeVAO); + glDisable(GL_DEPTH_TEST); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + glDrawElements(GL_TRIANGLES, con->planeIndexCount, GL_UNSIGNED_INT, 0); + + glUseProgram(con->wireframeShader); + viewLoc = glGetUniformLocation(con->defaultShader, "uView"); + projectionLoc = glGetUniformLocation(con->defaultShader, "uProjection"); + glUniformMatrix4fv(viewLoc, 1, GL_FALSE, (const GLfloat *)view); + glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, proj[0]); + glBindVertexArray(con->planeVAO); + glDisable(GL_DEPTH_TEST); + glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); + glDrawElements(GL_TRIANGLES, con->planeIndexCount, GL_UNSIGNED_INT, 0); + + glEnable(GL_DEPTH_TEST); + glBindVertexArray(0); + +/* // upload dynamic skin data to GPU */ +/* for (int i=0; i < scn->nskin; i++) { */ +/* // upload positions to VBO */ +/* glBindBuffer(GL_ARRAY_BUFFER, con->skinvertVBO[i]); */ +/* glBufferData(GL_ARRAY_BUFFER, */ +/* 3*scn->skinvertnum[i]*sizeof(float), */ +/* scn->skinvert + 3*scn->skinvertadr[i], */ +/* GL_STREAM_DRAW); */ + +/* // upload normals to VBO */ +/* glBindBuffer(GL_ARRAY_BUFFER, con->skinnormalVBO[i]); */ +/* glBufferData(GL_ARRAY_BUFFER, */ +/* 3*scn->skinvertnum[i]*sizeof(float), */ +/* scn->skinnormal + 3*scn->skinvertadr[i], */ +/* GL_STREAM_DRAW); */ +/* } */ + +/* // determine drawbuffer; may be changed by stereo later */ +/* if (con->currentBuffer == mjFB_WINDOW) { */ +/* drawbuffer = (con->windowDoublebuffer ? GL_BACK : GL_FRONT); */ +/* } else { */ +/* drawbuffer = GL_COLOR_ATTACHMENT0; */ +/* } */ + +/* // init lights */ +/* initLights(scn); */ + +/* // compute head position in model space */ +/* mjv_cameraInModel(hpos, NULL, NULL, scn); */ +/* mju_n2f(headpos, hpos, 3); */ + +/* // make list of transparent geoms */ +/* nt = 0; */ +/* for (int i=0; i < ngeom; i++) { */ +/* // get geom pointer */ +/* thisgeom = scn->geoms + i; */ + +/* if (thisgeom->rgba[3] < 0.995 || (thisgeom->type == mjGEOM_PLANE && */ +/* isBehind(headpos, thisgeom->pos, thisgeom->mat))) { */ +/* // include index in list */ +/* scn->geomorder[nt++] = i; */ +/* thisgeom->transparent = 1; */ + +/* // compute distance to camera */ +/* thisgeom->camdist = sqrtf((thisgeom->pos[0]-headpos[0])*(thisgeom->pos[0]-headpos[0]) + */ +/* (thisgeom->pos[1]-headpos[1])*(thisgeom->pos[1]-headpos[1]) + */ +/* (thisgeom->pos[2]-headpos[2])*(thisgeom->pos[2]-headpos[2])); */ + +/* // correct for rbound */ +/* thisgeom->camdist -= mjv_rbound(thisgeom); */ + +/* // plane always far away */ +/* if (thisgeom->type == mjGEOM_PLANE) { */ +/* thisgeom->camdist = 1E+10; */ +/* } */ +/* } else { */ +/* thisgeom->transparent = 0; */ +/* } */ +/* } */ + +/* // sort transparent geoms according to distance to camera */ +/* if (nt > 1) { */ +/* int *buf = (int*) mju_malloc(nt * sizeof(int)); */ +/* geomSort(scn->geomorder, buf, nt, scn->geoms); */ +/* mju_free(buf); */ +/* } */ + +/* // allow only one reflective geom */ +/* int j = 0; */ +/* for (int i=0; i < ngeom; i++) { */ +/* if (j) { */ +/* scn->geoms[i].reflectance = 0; */ +/* } else if (isReflective(scn->geoms + i)) { */ +/* j = 1; */ +/* } */ +/* } */ + +/* // init OpenGL */ + initGL3(scn, con); + + // set full viewport + glViewport(viewport.left, viewport.bottom, viewport.width, viewport.height); + +/* // clear, with scissor */ +/* glScissor(viewport.left, viewport.bottom, viewport.width, viewport.height); */ +/* glEnable(GL_SCISSOR_TEST); */ +/* glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); */ +/* glDisable(GL_SCISSOR_TEST); */ + +/* // determine stereo; quadbuffered reverts to sidebyside if hardware not available */ +/* stereo = scn->stereo; */ +/* if (stereo == mjSTEREO_QUADBUFFERED && */ +/* (con->currentBuffer != mjFB_WINDOW || !con->windowStereo)) { */ +/* stereo = mjSTEREO_SIDEBYSIDE; */ +/* } */ + +/* // SIDEBYSIDE: reduce viewport */ +/* if (stereo == mjSTEREO_SIDEBYSIDE) { */ +/* viewport.width /= 2; */ +/* } */ + +/* // render with stereo */ +/* for (int view = (stereo ? 0 : -1); view < (stereo ? 2 : 0); view++) { */ +/* // change drawbuffer for QUADBUFFERED stereo */ +/* if (stereo == mjSTEREO_QUADBUFFERED) { */ +/* if (con->windowDoublebuffer) { */ +/* drawbuffer = (view ? GL_BACK_RIGHT : GL_BACK_LEFT); */ +/* } else { */ +/* drawbuffer = (view ? GL_FRONT_RIGHT : GL_FRONT_LEFT); */ +/* } */ +/* glDrawBuffer(drawbuffer); */ + +/* // clear depth buffer for second view (since it is shared) */ +/* if (view) { */ +/* glClear(GL_DEPTH_BUFFER_BIT); */ +/* } */ +/* } */ + +/* // change viewport for SIDEBYSIDE stereo */ +/* else if (stereo == mjSTEREO_SIDEBYSIDE) { */ +/* // move viewport to the right for view 1 */ +/* if (view) { */ +/* viewport.left += viewport.width; */ +/* } */ + +/* // set reduced/moved viewport */ +/* glViewport(viewport.left, viewport.bottom, viewport.width, viewport.height); */ +/* } */ + +/* // set projection and modelview */ +/* setView(view, viewport, scn, con, camProject, camView); */ + +/* //---------------------------------- segmentation rendering */ + +/* if (scn->flags[mjRND_SEGMENT]) { */ +/* // constant color rendering */ +/* glShadeModel(GL_FLAT); */ +/* glDisable(GL_LIGHTING); */ +/* glDisable(GL_COLOR_MATERIAL); */ +/* glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); */ +/* glDisable(GL_FOG); */ +/* glDisable(GL_MULTISAMPLE); */ + +/* // render all geoms */ +/* for (int i=0; i < ngeom; i++) { */ +/* if (scn->geoms[i].segid >= 0) { */ +/* renderGeom(scn->geoms+i, */ +/* scn->flags[mjRND_IDCOLOR] ? mjrRND_IDCOLOR : mjrRND_SEGMENT, */ +/* headpos, scn, con); */ +/* } */ +/* } */ + +/* // skip the remaining passes */ +/* continue; */ +/* } */ + +/* //---------------------------------- reflection rendering */ + +/* // plane and box reflection rendering */ +/* if (scn->flags[mjRND_REFLECTION]) { */ +/* for (int i=0; i < ngeom; i++) { */ +/* // get geom pointer */ +/* thisgeom = scn->geoms + i; */ + +/* if (isReflective(thisgeom)) { */ +/* // if box, replace with temporary plane matching Z+ box side */ +/* if (thisgeom->type == mjGEOM_BOX) { */ +/* // copy and convert to plane */ +/* tempgeom = *thisgeom; */ +/* tempgeom.type = mjGEOM_PLANE; */ + +/* // offset position to Z+ face side */ +/* tempgeom.pos[0] += tempgeom.size[2]*tempgeom.mat[2]; */ +/* tempgeom.pos[1] += tempgeom.size[2]*tempgeom.mat[5]; */ +/* tempgeom.pos[2] += tempgeom.size[2]*tempgeom.mat[8]; */ + +/* // redirect pointer */ +/* thisgeom = &tempgeom; */ +/* } */ + +/* // camera behind plane or box side: nothing to show */ +/* if (isBehind(headpos, thisgeom->pos, thisgeom->mat)) { */ +/* continue; */ +/* } */ + +/* // prepare to render plane in stencil buffer */ +/* glDisable(GL_DEPTH_TEST); */ +/* glColorMask(0, 0, 0, 0); */ +/* glEnable(GL_STENCIL_TEST); */ +/* glClear(GL_STENCIL_BUFFER_BIT); */ +/* glStencilFunc(GL_ALWAYS, 1, 0xFF); */ +/* glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); */ + +/* // render thisgeom in stencil buffer, always fill */ +/* glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); */ +/* renderGeom(thisgeom, mjrRND_NORMAL, headpos, scn, con); */ +/* glPolygonMode(GL_FRONT_AND_BACK, scn->flags[mjRND_WIREFRAME] ? GL_LINE : GL_FILL); */ + +/* // prepare to render scene where stencil==1 */ +/* glEnable(GL_DEPTH_TEST); */ +/* glColorMask(1, 1, 1, 1); */ +/* glStencilFunc(GL_EQUAL, 1, 0xFF); */ +/* glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); */ + +/* // set clipplane */ +/* glEnable(GL_CLIP_PLANE0); */ +/* clipplane[0] = -thisgeom->mat[2]; */ +/* clipplane[1] = -thisgeom->mat[5]; */ +/* clipplane[2] = -thisgeom->mat[8]; */ +/* clipplane[3] = */ +/* thisgeom->pos[0]*thisgeom->mat[2] + */ +/* thisgeom->pos[1]*thisgeom->mat[5] + */ +/* thisgeom->pos[2]*thisgeom->mat[8]; */ +/* glClipPlane(GL_CLIP_PLANE0, clipplane); */ + +/* // set reflection matrix */ +/* glFrontFace(GL_CW); */ +/* glPushMatrix(); */ +/* mjr_reflect(thisgeom->pos, thisgeom->mat); */ + +/* // set light position and direction, enable */ +/* for (int j=0; j < nlight; j++) { */ +/* adjustLight(scn->lights+j, j); */ +/* glEnable(GL_LIGHT0+j); */ +/* } */ + +/* // render reflected non-transparent geoms, except for thisgeom */ +/* for (int j=0; j < ngeom; j++) { */ +/* if (!scn->geoms[j].transparent && i != j) { */ +/* renderGeomReflection(j, thisgeom->reflectance, headpos, scn, con); */ +/* } */ +/* } */ + +/* // render reflected transparent geoms, except for thisgeom */ +/* glDepthMask(GL_FALSE); */ +/* glEnable(GL_BLEND); */ +/* if (scn->flags[mjRND_ADDITIVE]) { */ +/* glBlendFunc(GL_SRC_ALPHA, GL_ONE); */ +/* } else { */ +/* glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); */ +/* } */ +/* for (int j=0; j < nt; j++) { */ +/* if (i != scn->geomorder[j]) { */ +/* renderGeomReflection(scn->geomorder[j], thisgeom->reflectance, headpos, scn, con); */ +/* } */ +/* } */ +/* if (!scn->flags[mjRND_ADDITIVE]) { */ +/* for (int j=nt-1; j >= 0; j--) { */ +/* if (i != scn->geomorder[j]) { */ +/* renderGeomReflection(scn->geomorder[j], thisgeom->reflectance, headpos, scn, con); */ +/* } */ +/* } */ +/* } */ +/* glDepthMask(GL_TRUE); */ +/* glDisable(GL_BLEND); */ + +/* // disable lights */ +/* for (int j=0; j < nlight; j++) { */ +/* glDisable(GL_LIGHT0+j); */ +/* } */ + +/* // end reflection rendering */ +/* glDisable(GL_STENCIL_TEST); */ +/* glDisable(GL_CLIP_PLANE0); */ +/* glPopMatrix(); */ +/* glFrontFace(GL_CCW); */ +/* } */ +/* } */ +/* } */ + +/* //---------------------------------- regular rendering */ + +/* // set light position and direction, enable non-shadow lights */ +/* for (int i=0; i < nlight; i++) { */ +/* // set light */ +/* thislight = scn->lights + i; */ +/* adjustLight(thislight, i); */ + +/* // enable lights without shadows */ +/* if (!thislight->castshadow || !(scn->flags[mjRND_SHADOW] && con->shadowFBO)) { */ +/* glEnable(GL_LIGHT0+i); */ +/* } */ +/* } */ + +/* // render reflecting geoms */ +/* // (only one allowed, more would result in weird transparency) */ +/* glEnable(GL_BLEND); */ +/* glBlendFunc(GL_ONE, GL_ONE); */ +/* for (int i=0; i < ngeom; i++) */ +/* if (isReflective(scn->geoms+i)) { */ +/* renderGeom(scn->geoms+i, mjrRND_NORMAL, headpos, scn, con); */ +/* } */ +/* glDisable(GL_BLEND); */ + +/* // render remaining opaque geoms */ +/* for (int i=0; i < ngeom; i++) { */ +/* if (!scn->geoms[i].transparent && !isReflective(scn->geoms+i)) { */ +/* renderGeom(scn->geoms+i, mjrRND_NORMAL, headpos, scn, con); */ +/* } */ +/* } */ + +/* // disable lights */ +/* for (int i=0; i < nlight; i++) { */ +/* glDisable(GL_LIGHT0+i); */ +/* } */ + +/* //------------------------------------ shadow rendering */ + +/* // black fog, to avoid glow */ +/* float black[4] = {0, 0, 0, 0}; */ +/* glFogfv(GL_FOG_COLOR, black); */ + +/* // shadow map rendering */ +/* if (scn->flags[mjRND_SHADOW] && con->shadowFBO) { */ +/* for (int i=0; i < nlight; i++) { */ +/* // get pointer */ +/* thislight = scn->lights + i; */ + +/* if (thislight->castshadow) { */ +/* // prepare up-direction */ +/* mjr_orthoVec(temp, thislight->dir); */ + +/* // set projection: from light viewpoint */ +/* glMatrixMode(GL_PROJECTION); */ +/* glLoadIdentity(); */ +/* if (mjGLAD_GL_ARB_clip_control) { */ +/* // reverse Z rendering mapping [znear, zfar] -> [1, 0] (ndc) */ +/* glTranslatef(0.0f, 0.0f, 0.5f); */ +/* glScalef(1.0f, 1.0f, -0.5f); */ +/* } */ +/* else { */ +/* // reverse Z rendering mapping without shift [znear, zfar] -> [1, -1] (ndc) */ +/* glScalef(1.0f, 1.0f, -1.0f); */ +/* } */ +/* if (thislight->directional) { */ +/* glOrtho(-con->shadowClip, con->shadowClip, */ +/* -con->shadowClip, con->shadowClip, */ +/* cam.frustum_near, cam.frustum_far); */ +/* } else { */ +/* mjr_perspective(mju_min(2*thislight->cutoff*con->shadowScale, 160), 1, */ +/* cam.frustum_near, cam.frustum_far); */ +/* } */ +/* glGetFloatv(GL_PROJECTION_MATRIX, lightProject); */ + +/* // set modelview: from light viewpoint */ +/* glMatrixMode(GL_MODELVIEW); */ +/* glLoadIdentity(); */ +/* mjr_lookAt(thislight->pos, thislight->dir, temp); */ +/* glGetFloatv(GL_MODELVIEW_MATRIX, lightView); */ + +/* // adjust OpenGL settings for shadow rendering */ +/* glBindFramebuffer(GL_FRAMEBUFFER, con->shadowFBO); */ +/* glDrawBuffer(GL_NONE); */ +/* glClear(GL_DEPTH_BUFFER_BIT); */ +/* glViewport( */ +/* 1, 1, con->shadowSize-2, con->shadowSize-2); // avoid infinite shadows from edges */ +/* glCullFace(GL_FRONT); */ +/* glShadeModel(GL_FLAT); */ +/* glDisable(GL_LIGHTING); */ +/* glColorMask(0, 0, 0, 0); */ + +/* // render all geoms to depth texture */ +/* for (int j=0; j < ngeom; j++) { */ +/* renderGeom(scn->geoms+j, mjrRND_SHADOWCAST, headpos, scn, con); */ +/* } */ + +/* // restore OpenGL settings */ +/* glBindFramebuffer(GL_FRAMEBUFFER, */ +/* con->currentBuffer == mjFB_WINDOW ? 0 : con->offFBO); */ +/* glDrawBuffer(drawbuffer); */ +/* glViewport(viewport.left, viewport.bottom, viewport.width, viewport.height); */ +/* glCullFace(GL_BACK); */ +/* glShadeModel(GL_SMOOTH); */ +/* glEnable(GL_LIGHTING); */ +/* glColorMask(1, 1, 1, 1); */ +/* glMatrixMode(GL_PROJECTION); */ +/* glLoadMatrixf(camProject); */ +/* glMatrixMode(GL_MODELVIEW); */ +/* glLoadMatrixf(camView); */ + +/* // compute camera-light mapping */ +/* mjr_mulMat44(tempMatrix, lightProject, lightView); */ +/* mjr_mulMat44(textureMatrix, biasMatrix, tempMatrix); */ + +/* // enable texture machinery */ +/* settexture(mjtexSHADOW, 1, con, 0); */ +/* mjr_getrow4(temp, textureMatrix, 0); */ +/* glTexGenfv(GL_S, GL_EYE_PLANE, temp); */ +/* mjr_getrow4(temp, textureMatrix, 1); */ +/* glTexGenfv(GL_T, GL_EYE_PLANE, temp); */ +/* mjr_getrow4(temp, textureMatrix, 2); */ +/* glTexGenfv(GL_R, GL_EYE_PLANE, temp); */ +/* mjr_getrow4(temp, textureMatrix, 3); */ +/* glTexGenfv(GL_Q, GL_EYE_PLANE, temp); */ + +/* // render with shadow light i */ +/* glEnable(GL_ALPHA_TEST); */ +/* glEnable(GL_BLEND); */ +/* glBlendFunc(GL_ONE, GL_ONE); */ +/* glEnable(GL_LIGHT0+i); */ + +/* // only opaque geoms accept shadows */ +/* for (int j=0; j < ngeom; j++) { */ +/* if (!scn->geoms[j].transparent) { */ +/* renderGeom(scn->geoms+j, mjrRND_SHADOWMAP, headpos, scn, con); */ +/* } */ +/* } */ + +/* glDisable(GL_LIGHT0+i); */ +/* glDisable(GL_BLEND); */ +/* glDisable(GL_ALPHA_TEST); */ + +/* // disable texture machinery */ +/* settexture(mjtexSHADOW, 0, con, 0); */ +/* } */ +/* } */ +/* } */ + +/* // restore fog color */ +/* glFogfv(GL_FOG_COLOR, con->fogRGBA); */ + +/* //------------------------------------ skybox rendering */ + +/* if (scn->flags[mjRND_SKYBOX]) { */ +/* // skybox always filled */ +/* glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); */ + +/* // find skybox texture */ +/* for (int i=0; i < con->ntexture; i++) { */ +/* if (con->textureType[i] == mjTEXTURE_SKYBOX) { */ +/* // save first skybox texture id in tempgeom */ +/* memset(&tempgeom, 0, sizeof(mjvGeom)); */ +/* tempgeom.matid = mjMAXMATERIAL - 1; */ + +/* // modify settings */ +/* glDisable(GL_LIGHTING); */ +/* glDisable(GL_COLOR_MATERIAL); */ +/* glCullFace(GL_FRONT); */ + +/* // center at headpos, scale to avoid far clipping: just below 1/sqrt(2) */ +/* glPushMatrix(); */ +/* glTranslatef(headpos[0], headpos[1], headpos[2]); */ +/* skyboxdst = cam.frustum_far*0.70f; */ +/* if (scn->enabletransform) { */ +/* skyboxdst /= scn->scale; */ +/* } */ +/* glScalef(skyboxdst, skyboxdst, skyboxdst); */ + +/* // render cylinder, with skybox texture */ +/* settexture(mjtexSKYBOX, 1, con, &tempgeom); */ +/* glColor4f(1, 1, 1, 1); */ +/* glCallList(con->baseBuiltin + mjrCYLINDER); */ +/* settexture(mjtexSKYBOX, 0, con, &tempgeom); */ + +/* // haze */ +/* if (scn->flags[mjRND_HAZE]) { */ +/* for (int j=0; j < ngeom; j++) { */ +/* if (scn->geoms[j].type == mjGEOM_PLANE && */ +/* scn->geoms[j].size[0] == 0 && */ +/* scn->geoms[j].size[1] == 0) { */ +/* // compute headpos elevation above plane */ +/* float* mat3 = scn->geoms[j].mat; */ +/* float elevation = ((headpos[0]-scn->geoms[j].pos[0])*mat3[2] + */ +/* (headpos[1]-scn->geoms[j].pos[1])*mat3[5] + */ +/* (headpos[2]-scn->geoms[j].pos[2])*mat3[8]) / */ +/* skyboxdst; */ + +/* // below plane: no rendering */ +/* if (elevation < 0) { */ +/* break; */ +/* } */ + +/* // rotate to plane */ +/* float mat4[16] = { */ +/* mat3[0], mat3[3], mat3[6], 0.0f, */ +/* mat3[1], mat3[4], mat3[7], 0.0f, */ +/* mat3[2], mat3[5], mat3[8], 0.0f, */ +/* 0.0f, 0.0f, 0.0f, 1.0f */ +/* }; */ +/* glMultMatrixf(mat4); */ + +/* // translate and scale */ +/* glTranslatef(0, 0, -elevation); */ +/* glScalef(1, 1, elevation); */ + +/* // render */ +/* glEnable(GL_BLEND); */ +/* glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); */ +/* glCallList(con->baseBuiltin + mjrHAZE); */ +/* glDisable(GL_BLEND); */ + +/* // only first infinite plane */ +/* break; */ +/* } */ +/* } */ +/* } */ + +/* // recover settings */ +/* glPopMatrix(); */ +/* glEnable(GL_LIGHTING); */ +/* glEnable(GL_COLOR_MATERIAL); */ +/* glCullFace(GL_BACK); */ + +/* // render only first skybox */ +/* break; */ +/* } */ +/* } */ + +/* // wireframe or filled depending on flag */ +/* glPolygonMode(GL_FRONT_AND_BACK, scn->flags[mjRND_WIREFRAME] ? GL_LINE : GL_FILL); */ +/* } */ + +/* //------------------------------------ transparent regular rendering */ + +/* // enable lights */ +/* for (int i=0; i < nlight; i++) { */ +/* glEnable(GL_LIGHT0+i); */ +/* } */ + +/* // blend mode */ +/* glDepthMask(GL_FALSE); */ +/* glEnable(GL_BLEND); */ +/* if (scn->flags[mjRND_ADDITIVE]) { */ +/* glBlendFunc(GL_SRC_ALPHA, GL_ONE); */ +/* } else { */ +/* glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); */ +/* } */ + +/* // render transparent geoms: front to back */ +/* for (int i=0; i < nt; i++) { */ +/* renderGeom(scn->geoms+scn->geomorder[i], mjrRND_NORMAL, headpos, scn, con); */ +/* } */ + +/* // render transparent geoms: back to front, if not additive */ +/* if (!scn->flags[mjRND_ADDITIVE]) { */ +/* for (int i=nt-1; i >= 0; i--) { */ +/* renderGeom(scn->geoms+scn->geomorder[i], mjrRND_NORMAL, headpos, scn, con); */ +/* } */ +/* } */ + +/* // normal mode */ +/* glDepthMask(GL_TRUE); */ +/* glDisable(GL_BLEND); */ + +/* // disable lights */ +/* for (int i=0; i < nlight; i++) { */ +/* glDisable(GL_LIGHT0+i); */ +/* } */ + +/* //------------------------------------ label rendering */ + +/* // render text labels if present */ +/* glDisable(GL_DEPTH_TEST); */ +/* glDisable(GL_LIGHTING); */ +/* for (int i=0; i < ngeom; i++) { */ +/* thisgeom = scn->geoms + i; */ + +/* if (thisgeom->label[0]) { */ +/* mjr_textActual(mjFONT_SHADOW, thisgeom->label, con, */ +/* thisgeom->pos[0], thisgeom->pos[1], thisgeom->pos[2], 1, 1, 1); */ +/* } */ +/* } */ +/* glEnable(GL_DEPTH_TEST); */ +/* glEnable(GL_LIGHTING); */ +/* } */ + +/* // frame */ +/* if (scn->framewidth) { */ +/* // prepare */ +/* glClearColor(scn->framergb[0], scn->framergb[1], scn->framergb[2], 0); */ +/* glEnable(GL_SCISSOR_TEST); */ + +/* // bottom edge */ +/* glScissor(viewport.left, viewport.bottom, */ +/* viewport.width, scn->framewidth); */ +/* glClear(GL_COLOR_BUFFER_BIT); */ + +/* // top edge */ +/* glScissor(viewport.left, viewport.bottom+viewport.height-scn->framewidth, */ +/* viewport.width, scn->framewidth); */ +/* glClear(GL_COLOR_BUFFER_BIT); */ + +/* // left edge */ +/* glScissor(viewport.left, viewport.bottom, */ +/* scn->framewidth, viewport.height); */ +/* glClear(GL_COLOR_BUFFER_BIT); */ + +/* // right edge */ +/* glScissor(viewport.left+viewport.width-scn->framewidth, viewport.bottom, */ +/* scn->framewidth, viewport.height); */ +/* glClear(GL_COLOR_BUFFER_BIT); */ + +/* // disable scissor */ +/* glDisable(GL_SCISSOR_TEST); */ +/* } */ + +/* // restore currentBuffer */ +/* mjr_restoreBuffer(con); */ +} + + + +// call glFinish +void mjr_finish(void) { + glFinish(); +} + + + +// call glGetError and return result +int mjr_getError(void) { + return (int)glGetError(); +} diff --git a/src/render/render3_gl3.h b/src/render/render3_gl3.h new file mode 100644 index 0000000000..6e58f5d711 --- /dev/null +++ b/src/render/render3_gl3.h @@ -0,0 +1,38 @@ +// Copyright 2021 DeepMind Technologies Limited +// +// Licensed under the Apache License, Version 2.0 (the "License"); +// you may not use this file except in compliance with the License. +// You may obtain a copy of the License at +// +// http://www.apache.org/licenses/LICENSE-2.0 +// +// Unless required by applicable law or agreed to in writing, software +// distributed under the License is distributed on an "AS IS" BASIS, +// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +// See the License for the specific language governing permissions and +// limitations under the License. + +#ifndef THIRD_PARTY_MUJOCO_SRC_RENDER_RENDER_GL3_ +#define THIRD_PARTY_MUJOCO_SRC_RENDER_RENDER_GL3_ + +#include +#include +#include + +#if defined(__cplusplus) +extern "C" { +#endif + +// 3D rendering +MJAPI void mjr3_render(mjrRect viewport, mjvScene* scn, const mjrContext* con); + +// call glFinish +MJAPI void mjr_finish(void); + +// call glGetError and return result +MJAPI int mjr_getError(void); + +#if defined(__cplusplus) +} +#endif +#endif // THIRD_PARTY_MUJOCO_SRC_RENDER_RENDER_GL3_ diff --git a/src/render/render3_util.c b/src/render/render3_util.c new file mode 100644 index 0000000000..501c7711e0 --- /dev/null +++ b/src/render/render3_util.c @@ -0,0 +1,332 @@ +// Copyright 2021 DeepMind Technologies Limited +// +// Licensed under the Apache License, Version 2.0 (the "License"); +// you may not use this file except in compliance with the License. +// You may obtain a copy of the License at +// +// http://www.apache.org/licenses/LICENSE-2.0 +// +// Unless required by applicable law or agreed to in writing, software +// distributed under the License is distributed on an "AS IS" BASIS, +// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +// See the License for the specific language governing permissions and +// limitations under the License. + +#include "render/render3_util.h" + +#include +#include + +#include + +#include + +//----------------------------- utility ------------------------------------------------------------ + +// compute normal vector to given triangle, return length +void mjr_makeNormal(float* normal, const float* p1, const float* p2, const float* p3) { + float v1[3] = {p2[0]-p1[0], p2[1]-p1[1], p2[2]-p1[2]}; + float v2[3] = {p3[0]-p1[0], p3[1]-p1[1], p3[2]-p1[2]}; + + mjr_crossVec(normal, v1, v2); + mjr_normalizeVec(normal); +} + + + +// set 4 floats +void mjr_setf4(float* vec, float f0, float f1, float f2, float f3) { + vec[0] = f0; + vec[1] = f1; + vec[2] = f2; + vec[3] = f3; +} + + + +// set 3 floats +void mjr_setf3(float* vec, float f0, float f1, float f2) { + vec[0] = f0; + vec[1] = f1; + vec[2] = f2; +} + + + +// multiply 4-by-4 matrices, column-major +void mjr_mulMat44(float* res, const float* A, const float* B) { + for (int r=0; r < 4; r++) { + for (int c=0; c < 4; c++) { + res[r+4*c] = 0; + for (int i=0; i < 4; i++) { + res[r+4*c] += A[r+4*i]*B[i+4*c]; + } + } + } +} + + + +// get row from 4-by-4 matrix, column-major +void mjr_getrow4(float* res, const float* A, int r) { + res[0] = A[r]; + res[1] = A[r+4]; + res[2] = A[r+8]; + res[3] = A[r+12]; +} + + + +// compute vector cross-product a = b x c +void mjr_crossVec(float* a, const float* b, const float* c) { + a[0] = b[1]*c[2] - b[2]*c[1]; + a[1] = b[2]*c[0] - b[0]*c[2]; + a[2] = b[0]*c[1] - b[1]*c[0]; +} + + + +// normalize vector +void mjr_normalizeVec(float* v) { + float scl, len = sqrtf(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]); + + if (len < 1E-10f) { + v[0] = 0; + v[1] = 0; + v[2] = 1; + } else { + scl = 1.0f/len; + v[0] *= scl; + v[1] *= scl; + v[2] *= scl; + } +} + + + +// construct orthogonal vector (for up-direction) +void mjr_orthoVec(float* res, const float* v) { + float other[3] = {-1, 0, 0}; + + // try cross with negative X-axis + mjr_crossVec(res, v, other); + + // success + if (res[0]*res[0]+res[1]*res[1]+res[2]*res[2] > 0.01) { + mjr_normalizeVec(res); + return; + } + + // otherwise use positive Y-axis + other[0] = 0; + other[1] = 1; + mjr_crossVec(res, v, other); + mjr_normalizeVec(res); +} + + + +// compute dot-product +float mjr_dotVec(const float* a, const float* b) { + return a[0]*b[0] + a[1]*b[1] + a[2]*b[2]; +} + + + +// multiply 4x4 matrix by vector; column-major (OpenGL format) +void mjr_multiply4(float* res, const float* mat, const float* vec) { + for (int i=0; i < 4; i++) { + res[i] = 0; + for (int j=0; j < 4; j++) { + res[i] += mat[i+4*j]*vec[j]; + } + } +} + + + +// gluLookAt replacement, with forward instead of center +void mjr3_lookAt(const float* eye, const float* forward, const float* up, float* mat) { + float f[3] = {forward[0], forward[1], forward[2]}; + float s[3], u[3]; + + // prepare vectors + mjr_normalizeVec(f); + mjr_crossVec(s, f, up); + mjr_normalizeVec(s); + mjr_crossVec(u, s, f); + mjr_normalizeVec(u); + + // fill in 4x4 matrix (column-major OpenGL format) + mat[0] = s[0]; + mat[1] = u[0]; + mat[2] = -f[0]; + mat[3] = 0; + + mat[4] = s[1]; + mat[5] = u[1]; + mat[6] = -f[1]; + mat[7] = 0; + + mat[8] = s[2]; + mat[9] = u[2]; + mat[10]= -f[2]; + mat[11]= 0; + + mat[12]= -mjr_dotVec(s, eye); + mat[13]= -mjr_dotVec(u, eye); + mat[14]= mjr_dotVec(f, eye); + mat[15]= 1; + +} + + + +// gluPerspective replacement +/* void mjr_perspective(float fovy, float aspect, float znear, float zfar) { */ +/* double h, w; */ + +/* // compute width and height */ +/* h = tan((double)fovy / 360.0 * mjPI) * (double)znear; */ +/* w = h * (double)aspect; */ + +/* // make symmetric frustrum */ +/* glFrustum(-w, w, -h, h, (double)znear, (double)zfar); */ +/* } */ + + + +/* // set reflection matrix */ +/* void mjr_reflect(const float* pos, const float* mat) { */ +/* float reflect[16], v[3], vvt[9]; */ + +/* // copy axis */ +/* v[0] = mat[2]; */ +/* v[1] = mat[5]; */ +/* v[2] = mat[8]; */ + +/* // compute outer product v*vT */ +/* for (int i=0; i < 3; i++) { */ +/* for (int j=0; j < 3; j++) { */ +/* vvt[3*i+j] = v[i]*v[j]; */ +/* } */ +/* } */ + +/* // construct reflection matrix */ +/* reflect[0] = 1-2*vvt[0]; */ +/* reflect[1] = -2*vvt[1]; */ +/* reflect[2] = -2*vvt[2]; */ +/* reflect[3] = 0; */ +/* reflect[4] = -2*vvt[3]; */ +/* reflect[5] = 1-2*vvt[4]; */ +/* reflect[6] = -2*vvt[5]; */ +/* reflect[7] = 0; */ +/* reflect[8] = -2*vvt[6]; */ +/* reflect[9] = -2*vvt[7]; */ +/* reflect[10] = 1-2*vvt[8]; */ +/* reflect[11] = 0; */ +/* reflect[12] = 2*mjr_dotVec(vvt, pos); */ +/* reflect[13] = 2*mjr_dotVec(vvt+3, pos); */ +/* reflect[14] = 2*mjr_dotVec(vvt+6, pos); */ +/* reflect[15] = 1; */ + +/* // multiply current OpenGL matrix */ +/* glMultMatrixf(reflect); */ +/* } */ + + + +/* // set transformation matrix */ +/* void mjr_transform(const float* translate, const float* rotate, float scale) { */ +/* mjtNum quat[4], mat[9]; */ +/* float glmat[16]; */ + +/* // construct matrix rotation */ +/* mju_f2n(quat, rotate, 4); */ +/* mju_quat2Mat(mat, quat); */ + +/* // prepare transformation matrix */ +/* glmat[0] = scale * (float)mat[0]; */ +/* glmat[1] = scale * (float)mat[3]; */ +/* glmat[2] = scale * (float)mat[6]; */ +/* glmat[3] = 0; */ +/* glmat[4] = scale * (float)mat[1]; */ +/* glmat[5] = scale * (float)mat[4]; */ +/* glmat[6] = scale * (float)mat[7]; */ +/* glmat[7] = 0; */ +/* glmat[8] = scale * (float)mat[2]; */ +/* glmat[9] = scale * (float)mat[5]; */ +/* glmat[10]= scale * (float)mat[8]; */ +/* glmat[11]= 0; */ +/* glmat[12]= translate[0]; */ +/* glmat[13]= translate[1]; */ +/* glmat[14]= translate[2]; */ +/* glmat[15] = 1; */ + +/* // multiply current OpenGL matrix */ +/* glMultMatrixf(glmat); */ +/* } */ + + + +/* // Find first rectangle containing mouse, -1: not found. */ +/* int mjr_findRect(int x, int y, int nrect, const mjrRect* rect) { */ +/* // scan */ +/* for (int i=0; i < nrect; i++) { */ +/* if (x >= rect[i].left && */ +/* x < rect[i].left+rect[i].width && */ +/* y >= rect[i].bottom && */ +/* y < rect[i].bottom+rect[i].height) { */ +/* return i; */ +/* } */ +/* } */ + +/* // not found */ +/* return -1; */ +/* } */ + + +// Utility to compile a single shader +GLuint mjr_compileShader(GLenum type, const char* source) { + GLuint shader = glCreateShader(type); + glShaderSource(shader, 1, &source, NULL); + glCompileShader(shader); + + // Check for errors + GLint success; + glGetShaderiv(shader, GL_COMPILE_STATUS, &success); + if (!success) { + char log[512]; + glGetShaderInfoLog(shader, 512, NULL, log); + /* mju_error(log); */ + } + + return shader; +} + + +// Utility to compile + link a program +GLuint mjr_createShaderProgram(const char* vertex_src, const char* fragment_src) { + GLuint vertex_shader = mjr_compileShader(GL_VERTEX_SHADER, vertex_src); + GLuint fragment_shader = mjr_compileShader(GL_FRAGMENT_SHADER, fragment_src); + + GLuint program = glCreateProgram(); + glAttachShader(program, vertex_shader); + glAttachShader(program, fragment_shader); + glLinkProgram(program); + + // Check link errors + GLint success; + glGetProgramiv(program, GL_LINK_STATUS, &success); + if (!success) { + char log[512]; + glGetProgramInfoLog(program, 512, NULL, log); + /* mju_error(log); */ + } + + // Cleanup after linking + glDeleteShader(vertex_shader); + glDeleteShader(fragment_shader); + + return program; +} diff --git a/src/render/render3_util.h b/src/render/render3_util.h new file mode 100644 index 0000000000..0dbc6f09c5 --- /dev/null +++ b/src/render/render3_util.h @@ -0,0 +1,81 @@ +// Copyright 2021 DeepMind Technologies Limited +// +// Licensed under the Apache License, Version 2.0 (the "License"); +// you may not use this file except in compliance with the License. +// You may obtain a copy of the License at +// +// http://www.apache.org/licenses/LICENSE-2.0 +// +// Unless required by applicable law or agreed to in writing, software +// distributed under the License is distributed on an "AS IS" BASIS, +// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +// See the License for the specific language governing permissions and +// limitations under the License. + +#ifndef THIRD_PARTY_MUJOCO_SRC_RENDER_RENDER_UTIL_ +#define THIRD_PARTY_MUJOCO_SRC_RENDER_RENDER_UTIL_ + +#include +#include + +#include "render/glad/glad3.h" + +#if defined(__cplusplus) +extern "C" { +#endif + +// compute normal vector to given triangle, return length +void mjr_makeNormal(float* normal, const float* p1, const float* p2, const float* p3); + +// set 4 floats +void mjr_setf4(float* vec, float f0, float f1, float f2, float f3); + +// set 3 floats +void mjr_setf3(float* vec, float f0, float f1, float f2); + +// multiply 4-by-4 matrices, column-major +void mjr_mulMat44(float* res, const float* A, const float* B); + +// get row from 4-by-4 matrix, column-major +void mjr_getrow4(float* res, const float* A, int r); + +// compute 3D vector cross-product a = b x c +void mjr_crossVec(float* a, const float* b, const float* c); + +// normalize 3D vector +void mjr_normalizeVec(float* v); + +// construct orthogonal vector (for up-direction) +void mjr_orthoVec(float* res, const float* v); + +// compute dot-product +float mjr_dotVec(const float* a, const float* b); + +// multiply 4x4 matrix by vector; column-major (OpenGL format) +void mjr_multiply4(float* res, const float* mat, const float* vec); + +// gluLookAt replacement, with forward instead of center +void mjr3_lookAt(const float* eye, const float* forward, const float* up, float* mat); + +// gluPerspective replacement +void mjr_perspective(float fovy, float aspect, float znear, float zfar); + +// set reflection matrix +void mjr_reflect(const float* pos, const float* mat); + +// set transformation matrix +void mjr_transform(const float* translate, const float* rotate, float scale); + +// Find first rectangle containing mouse, -1: not found. +MJAPI int mjr_findRect(int x, int y, int nrect, const mjrRect* rect); + +// Utility to compile a single shader +GLuint mjr_compileShader(GLenum type, const char* source); + +// Utility to compile + link a program +GLuint mjr_createShaderProgram(const char* vertex_src, const char* fragment_src); + +#if defined(__cplusplus) +} +#endif +#endif // THIRD_PARTY_MUJOCO_SRC_RENDER_RENDER_UTIL_