diff --git a/CMakeLists.txt b/CMakeLists.txt index 82fa1b239..5c7f65c8c 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -34,6 +34,23 @@ FetchContent_Declare( GIT_TAG v3.4.0 ) FetchContent_MakeAvailable(tomlplusplus) + +# Include RRes +FetchContent_Declare( + RRes + GIT_REPOSITORY "https://github.com/raysan5/rres" + GIT_TAG "1.2.0" +) +FetchContent_MakeAvailable(RRes) + +# Include RayGui +FetchContent_Declare( + RayGui + GIT_REPOSITORY "https://github.com/raysan5/raygui" + GIT_TAG "4.0" +) +FetchContent_MakeAvailable(RayGui) + # Our Project # The configurations we support set(CMAKE_CONFIGURATION_TYPES "Debug;Release;Distribution") @@ -42,7 +59,7 @@ set(CMAKE_CONFIGURATION_TYPES "Debug;Release;Distribution") set(DOUBLE_PRECISION OFF) # When turning this option on, the library will be compiled with debug symbols -set(GENERATE_DEBUG_SYMBOLS ON) +set(GENERATE_DEBUG_SYMBOLS OFF) # When turning this option on, the library will be compiled in such a way to attempt to keep the simulation deterministic across platforms set(CROSS_PLATFORM_DETERMINISTIC OFF) @@ -80,7 +97,6 @@ FetchContent_Declare( ) FetchContent_MakeAvailable(JoltPhysics) - # Set linker flags set(CMAKE_EXE_LINKER_FLAGS_DISTRIBUTION "${CMAKE_EXE_LINKER_FLAGS_RELEASE}") @@ -92,8 +108,10 @@ SET_INTERPROCEDURAL_OPTIMIZATION() add_executable(${PROJECT_NAME} main.cpp) #set(raylib_VERBOSE 1) target_link_libraries(${PROJECT_NAME} raylib) -target_include_directories(${PROJECT_NAME} PUBLIC ${JoltPhysics_SOURCE_DIR}/..) + target_link_libraries(${PROJECT_NAME} Jolt) +target_include_directories(${PROJECT_NAME} PUBLIC ${JoltPhysics_SOURCE_DIR}/..) + include_directories(BEFORE SYSTEM ${CMAKE_CURRENT_SOURCE_DIR}/resources) diff --git a/Common.h b/Common.h index 49f0a345e..c56c67493 100644 --- a/Common.h +++ b/Common.h @@ -4,9 +4,12 @@ #pragma once #include "../build/_deps/raylib-src/src/raylib.h" #include "../build/_deps/raylib-src/src/raymath.h" - +#include "../build/_deps/raylib-src/src/rlgl.h" +#include "../build/_deps/raylib-src/src/rcamera.h" +#include "../build/_deps/raygui-src/src/raygui.h" // End of raylib Libraries + // C++ Libraries #include #include @@ -45,4 +48,5 @@ // End of External Libraries + // End of Common.h \ No newline at end of file diff --git a/Engine/Classes/ConfigMan/ConfigRegistry.h b/Engine/Classes/ConfigMan/ConfigRegistry.h index 6357485c9..d08e415b0 100644 --- a/Engine/Classes/ConfigMan/ConfigRegistry.h +++ b/Engine/Classes/ConfigMan/ConfigRegistry.h @@ -3,7 +3,6 @@ #include #include #include "../Logging/Logman.h" -#include "../../../lib/raylib.h" // Components #include "ConfigFile.h" diff --git a/Engine/Classes/Env/Light/Light.h b/Engine/Classes/Env/Light/Light.h new file mode 100644 index 000000000..bf7094115 --- /dev/null +++ b/Engine/Classes/Env/Light/Light.h @@ -0,0 +1,90 @@ +#pragma once +#include "../../../../common.h" + +#if defined(PLATFORM_DESKTOP) +#define GLSL_VERSION 330 +#else // PLATFORM_ANDROID, PLATFORM_WEB +#define GLSL_VERSION 120 +#endif + +#define MAX_LIGHTS 4 // Max dynamic lights supported by shader + +// Light type +typedef enum +{ + LIGHT_DIRECTIONAL = 0, + LIGHT_POINT, + LIGHT_SPOT +} LightType; + +// Light data +typedef struct { + int type; + int enabled; + Vector3 position; + Vector3 target; + float color[4]; + float intensity; + + // Shader light parameters locations + int typeLoc; + int enabledLoc; + int positionLoc; + int targetLoc; + int colorLoc; + int intensityLoc; +} Light; + +static int lightsCount; + +// Send light properties to shader +// NOTE: Light shader locations should be available +static void UpdateLight(Shader shader, Light light) +{ + SetShaderValue(shader, light.enabledLoc, &light.enabled, SHADER_UNIFORM_INT); + SetShaderValue(shader, light.typeLoc, &light.type, SHADER_UNIFORM_INT); + + // Send to shader light position values + float position[3] = { light.position.x, light.position.y, light.position.z }; + SetShaderValue(shader, light.positionLoc, position, SHADER_UNIFORM_VEC3); + + // Send to shader light target position values + float target[3] = { light.target.x, light.target.y, light.target.z }; + SetShaderValue(shader, light.targetLoc, target, SHADER_UNIFORM_VEC3); + SetShaderValue(shader, light.colorLoc, light.color, SHADER_UNIFORM_VEC4); + SetShaderValue(shader, light.intensityLoc, &light.intensity, SHADER_UNIFORM_FLOAT); +} +// Create light with provided data +// NOTE: It updated the global lightCount and it's limited to MAX_LIGHTS +static Light CreateLight(int type, Vector3 position, Vector3 target, Color color, float intensity, Shader shader) +{ + Light light = { 0 }; + + if (lightsCount < MAX_LIGHTS) + { + light.enabled = 1; + light.type = type; + light.position = position; + light.target = target; + light.color[0] = (float)color.r/255.0f; + light.color[1] = (float)color.g/255.0f; + light.color[2] = (float)color.b/255.0f; + light.color[3] = (float)color.a/255.0f; + light.intensity = intensity; + + // NOTE: Shader parameters names for lights must match the requested ones + light.enabledLoc = GetShaderLocation(shader, TextFormat("lights[%i].enabled", lightsCount)); + light.typeLoc = GetShaderLocation(shader, TextFormat("lights[%i].type", lightsCount)); + light.positionLoc = GetShaderLocation(shader, TextFormat("lights[%i].position", lightsCount)); + light.targetLoc = GetShaderLocation(shader, TextFormat("lights[%i].target", lightsCount)); + light.colorLoc = GetShaderLocation(shader, TextFormat("lights[%i].color", lightsCount)); + light.intensityLoc = GetShaderLocation(shader, TextFormat("lights[%i].intensity", lightsCount)); + + UpdateLight(shader, light); + + lightsCount++; + } + + return light; +} + diff --git a/Engine/Classes/Env/Light/LightObject.h b/Engine/Classes/Env/Light/LightObject.h deleted file mode 100644 index 08150f785..000000000 --- a/Engine/Classes/Env/Light/LightObject.h +++ /dev/null @@ -1,29 +0,0 @@ -#pragma once - -#include "../../../../lib/raylib.h" - -#include "../../../../lib/rlights.h" - -class LightObject { - public: - - LightObject(int type, Vector3 pos, Vector3 targ, Color color, Shader shader) { - - this->lightcomp = CreateLight(type, pos, target, color, shader); - - RegisterLight(this->lightcomp); - } - - Light lightcomp; - private: - - // registers a new light, since we want the ambiance to be affected by all lights - void RegisterLight(Light light) { - ambiance += light.color; - } - - // All light colors added together to simulate world lighting - static inline Color ambiance; - - -}; \ No newline at end of file diff --git a/Engine/Classes/GUIs/Console/Console.h b/Engine/Classes/GUIs/Console/Console.h index 5cf25f474..f630ed930 100644 --- a/Engine/Classes/GUIs/Console/Console.h +++ b/Engine/Classes/GUIs/Console/Console.h @@ -1,5 +1,5 @@ #pragma once -#include "../../../../lib/raylib.h" + #include "../../Logging/Logman.h" #include diff --git a/Engine/Classes/GUIs/Core/MenuCamera.h b/Engine/Classes/GUIs/Core/MenuCamera.h index 23aa8bde4..23b3040e2 100644 --- a/Engine/Classes/GUIs/Core/MenuCamera.h +++ b/Engine/Classes/GUIs/Core/MenuCamera.h @@ -1,5 +1,5 @@ #pragma once -#include "../../../../lib/raylib.h" +#include "../../../../common.h" #include "../../GameObject/Gameobject.h" #pragma diff --git a/Engine/Classes/GameObject/Gameobject.h b/Engine/Classes/GameObject/Gameobject.h index 0f0682bfb..2f5864cfe 100644 --- a/Engine/Classes/GameObject/Gameobject.h +++ b/Engine/Classes/GameObject/Gameobject.h @@ -1,5 +1,5 @@ #pragma once -#include "../../../lib/raylib.h" +#include "../../../common.h" #include "../../DataSets/Globals.h" #include "../Logging/Logman.h" #include @@ -7,6 +7,7 @@ #include #include #include + typedef enum type { BLOCK = 0, // Game object is a block @@ -183,7 +184,7 @@ class GameObject */ static inline void Update() { - Render(); + RenderObjects(); for (auto &GameObject : GameObjects) { @@ -203,7 +204,7 @@ class GameObject GameObjects.push_back(_obj); } - static inline void Render() + static inline void RenderObjects() { for (auto &obj : GameObjects) diff --git a/Engine/Classes/GameObject/Object.h b/Engine/Classes/GameObject/Object.h index 514cc7093..24b2c5461 100644 --- a/Engine/Classes/GameObject/Object.h +++ b/Engine/Classes/GameObject/Object.h @@ -1,48 +1,44 @@ #pragma once #include "Gameobject.h" -#include "ObjectTransform.h" -#include "../Physics/RigidBody.h" +#include "../Project/Game/Game.h" -#include "../../../lib/rlgl.h" -#include "../../../lib/raymath.h" -class Object : public GameObject { - public: +typedef struct +{ + MaterialMap albedo; + MaterialMap normal; + MaterialMap emissive; + MaterialMap metallic; + MaterialMap roughness; + MaterialMap ao; + MaterialMap MRAO; +} MaterialMapList; +class Object : public GameObject +{ +public: + Object(Model model, MaterialMapList materialMapList) + { - Object(Model model, ObjectTransform transform) { - this->model = model; - this->transform = new ObjectTransform(transform); - - }; + }; - void Destroy() { - this->~Object(); - } - - void onUpdate() override { - - } + void Destroy() + { + this->~Object(); + } - void Draw() override { - DrawModel(this->model, this->position, this->scale, ) - } + void onUpdate() override + { + } - Vector3 position; - float scale; + void Draw() override + { + } - - Model model; + Vector3 position; + float scale; + Model model; - private: - ~Object() { - delete this; - } - - void GenCubemap(float roughness) { - - } - + MaterialMapList materialMapList; }; - diff --git a/Engine/Classes/Logging/Logman.h b/Engine/Classes/Logging/Logman.h index d7d021d32..4c4f2225c 100644 --- a/Engine/Classes/Logging/Logman.h +++ b/Engine/Classes/Logging/Logman.h @@ -3,7 +3,7 @@ #include #include -#include "../../../lib/raylib.h" +#include "../../../../build/_deps/raylib-src/src/raylib.h" // handles logging class Logman { diff --git a/Engine/Classes/Player/CameraComp.h b/Engine/Classes/Player/CameraComp.h index 3007ef093..3710c0492 100644 --- a/Engine/Classes/Player/CameraComp.h +++ b/Engine/Classes/Player/CameraComp.h @@ -1,5 +1,5 @@ #pragma once -#include "../../../lib/raylib.h" + #include "CameraData.h" #include #include diff --git a/Engine/Classes/Player/CameraData.h b/Engine/Classes/Player/CameraData.h index 1c7df55f9..be2125033 100644 --- a/Engine/Classes/Player/CameraData.h +++ b/Engine/Classes/Player/CameraData.h @@ -1,5 +1,5 @@ #pragma once -#include "../../../lib/raylib.h" +#include "../../../common.h" class CameraData diff --git a/Engine/Classes/Player/Player.h b/Engine/Classes/Player/Player.h index 7ebefa202..251028b7f 100644 --- a/Engine/Classes/Player/Player.h +++ b/Engine/Classes/Player/Player.h @@ -3,9 +3,9 @@ Split this class into two. one for the controller, and the other for the actual playermodel */ #pragma once -#include "../../../lib/raylib.h" // PLEASE FOR THE LOVE OF GOD DONT PUT. A. FUCKING. SPACE. YOU. MONKEY! -#include "../../../lib/raymath.h" -#include "../../../lib/rcamera.h" +#include "../../../common.h" // PLEASE FOR THE LOVE OF GOD DONT PUT. A. FUCKING. SPACE. YOU. MONKEY! + + #include "../../DataSets/Globals.h" #include "../GameObject/Gameobject.h" @@ -17,9 +17,6 @@ #include "../../../Minero/Classes/Item/Item.h" -#include -#include -#include #define PLAYER_HP 100 @@ -145,6 +142,18 @@ class Player : public GameObject if (IsKeyDown(KEY_V)) { startDriving = false; } + + if (IsKeyDown(KEY_LEFT_SHIFT)) { + controller->isRunning = true; + controller->SetSpeed(0.5f); //m/s + } + if (!IsKeyDown(KEY_LEFT_SHIFT)) { + controller->isRunning = false; + controller->SetSpeed(0.03f); //m/s + } + + + if (startDriving) { Drive(); @@ -229,6 +238,7 @@ class Player : public GameObject Crosshair *crosshair; PlayerHealthComp *healthComp; + private: bool startDriving = false; diff --git a/Engine/Classes/Player/PlayerController.h b/Engine/Classes/Player/PlayerController.h index a412dcc85..57a1d801b 100644 --- a/Engine/Classes/Player/PlayerController.h +++ b/Engine/Classes/Player/PlayerController.h @@ -4,10 +4,8 @@ #include #include -#include "../../../lib/raylib.h" -#include "../../../lib/raymath.h" -#include "../../../lib/rcamera.h" -#include "../Physics/Velocity.h" +#include "../../../common.h" + //#define CAMERA_IMPLEMENTATION @@ -25,6 +23,7 @@ class PlayerController KeyboardKey forward, backward, left, right, jump, crouch; public: + bool isRunning = false; bool canMove = true; bool isGrounded = false; @@ -33,7 +32,7 @@ class PlayerController } - Velocity vel; + void SetSpeed(float speed) { this->speed = speed; diff --git a/Engine/Classes/Player/PlayerHealthBar.h b/Engine/Classes/Player/PlayerHealthBar.h index 6cbe36358..925003647 100644 --- a/Engine/Classes/Player/PlayerHealthBar.h +++ b/Engine/Classes/Player/PlayerHealthBar.h @@ -1,5 +1,5 @@ #pragma once -#include "../../../lib/raylib.h" +#include "../../../common.h" class HealthBar { diff --git a/Engine/Classes/Player/PlayerHealthComp.h b/Engine/Classes/Player/PlayerHealthComp.h index 636749e18..509c2a7f6 100644 --- a/Engine/Classes/Player/PlayerHealthComp.h +++ b/Engine/Classes/Player/PlayerHealthComp.h @@ -1,5 +1,4 @@ #pragma once -#include "../../../lib/raylib.h" #include "PlayerHealthBar.h" class PlayerHealthComp diff --git a/Engine/Classes/Project/Game/Game.h b/Engine/Classes/Project/Game/Game.h index 8dc1fee43..48a919c21 100644 --- a/Engine/Classes/Project/Game/Game.h +++ b/Engine/Classes/Project/Game/Game.h @@ -2,6 +2,7 @@ #pragma once #include "../../../../Common.h" +#include "../../Env/Light/Light.h" #include "Components/GameWindowFactory.h" #include "../../Player/Player.h" @@ -84,6 +85,8 @@ class Game RenderTexture2D fbo; RenderTexture2D depthMapFBO; // shadowmap. + Shader pbrShader; + static inline Environment *env = new Environment(); private: @@ -163,7 +166,7 @@ class Game // windowfactory->StampFlag(FLAG_MSAA_4X_HINT); Logman::CustomLog(LOG_INFO, "Starting Game", NULL); - + windowfactory->ManufactureWindow(windowWidth, windowHeight, "Minero"); InitAudioDevice(); // starts the audio driver(s). @@ -183,7 +186,6 @@ class Game renderer->CreateRenderTexture(windowWidth, windowHeight); - // optimization // rlSetCullFace(RL_CULL_FACE_BACK); } diff --git a/Engine/Classes/ShapeBase/Block/Block.h b/Engine/Classes/ShapeBase/Block/Block.h index 18b555b2d..4de23a063 100644 --- a/Engine/Classes/ShapeBase/Block/Block.h +++ b/Engine/Classes/ShapeBase/Block/Block.h @@ -3,7 +3,7 @@ */ #pragma once -#include "../../../../lib/raylib.h" +#include "../../../../common.h" #include "../../../../lib/glm/glm/glm.hpp" #include "../../GameObject/Gameobject.h" #include "../../../DataSets/Globals.h" @@ -36,7 +36,7 @@ class Block : public GameObject // DrawBoundingBox(this->Box, ORANGE); if (this->type != BlockAir) { - + //BeginShaderMode(shader); DrawModel(model, position, BLOCK_SIZE, color); //EndShaderMode(); @@ -55,34 +55,34 @@ class Block : public GameObject this->shader = shader; this->model = model; - const static Texture2D Bricks = LoadTexture("../../Minero-Game/resources/textures/Brick.png"); - SetTextureFilter(Bricks, TEXTURE_FILTER_BILINEAR); - SetTextureWrap(Bricks, TEXTURE_WRAP_CLAMP); - - const static Texture2D BrickNormal = LoadTexture("../../Minero-Game/resources/textures/Block/Brick/Brick_NORM.png"); - - const static Texture2D BrickSpecular = LoadTexture("../../Minero-Game/resources/textures/Block/Brick/Brick_SPEC.png"); - + const static Texture2D Bricks = LoadTexture("../../Minero-Game/resources/textures/Block/Brick/Brick.png"); this->model.materials[0].shader = shader; this->model.materials[0].shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(this->shader, "viewPos"); - this->model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = Bricks; - this->model.materials[0].maps[MATERIAL_MAP_ALBEDO].texture = Bricks; - this->model.materials[0].maps[MATERIAL_MAP_ROUGHNESS].texture = BrickNormal; - this->model.materials[0].maps[MATERIAL_MAP_SPECULAR].texture = BrickSpecular; - // this->model.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = Global::MeshTools::GenTextureCubemap(Game::Renderer::env->shdrCubemap, Game::Renderer::env->Panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8); - - const float roughness = 1.0f; - SetShaderValue(this->model.materials[0].shader, GetShaderLocation(this->model.materials[0].shader, "texture0"), &Bricks, SHADER_UNIFORM_SAMPLER2D); - SetShaderValue(this->model.materials[0].shader, GetShaderLocation(this->model.materials[0].shader, "roughness"), &roughness, SHADER_UNIFORM_FLOAT); - - - // SetShaderValueMatrix(this->model.materials[0].shader, GetShaderLocation(this->model.materials[0].shader, "matModel"), this->model.transform); - SetShaderValueMatrix(this->model.materials[0].shader, GetShaderLocation(this->model.materials[0].shader, "mvp"), this->model.transform); - - - - + // Setup materials[0].maps default parameters + + + this->model.materials[0].maps[MATERIAL_MAP_ALBEDO].color = WHITE; + this->model.materials[0].maps[MATERIAL_MAP_METALNESS].value = 0.0f; + this->model.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value = 0.0f; + this->model.materials[0].maps[MATERIAL_MAP_OCCLUSION].value = 1.0f; + this->model.materials[0].maps[MATERIAL_MAP_EMISSION].color = Color{ 255, 162, 0, 100 }; + + // Setup materials[0].maps default textures + this->model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = Bricks; + //this->model.materials[0].maps[MATERIAL_MAP_ALBEDO].texture = LoadTexture("../../Minero-Game/resources/textures/Block/Brick/brickA.png"); + this->model.materials[0].maps[MATERIAL_MAP_METALNESS].texture = LoadTexture("../../Minero-Game/resources/textures/Block/Brick/brickMRAO.png"); + this->model.materials[0].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture("../../Minero-Game/resources/textures/Block/Brick/brick_NORM.png"); + this->model.materials[0].maps[MATERIAL_MAP_HEIGHT].texture = LoadTexture("../../Minero-Game/resources/textures/Block/Brick/brick_DISP.png"); + // Setup material texture maps usage in shader + // NOTE: By default, the texture maps are always used + int usage = 1; + SetShaderValue(this->shader, GetShaderLocation(this->shader, "useTexAlbedo"), &usage, SHADER_UNIFORM_INT); + SetShaderValue(this->shader, GetShaderLocation(this->shader, "useTexNormal"), &usage, SHADER_UNIFORM_INT); + SetShaderValue(this->shader, GetShaderLocation(this->shader, "useTexMRA"), &usage, SHADER_UNIFORM_INT); + SetShaderValue(this->shader, GetShaderLocation(this->shader, "useTexEmissive"), &usage, SHADER_UNIFORM_INT); + + // UnloadTexture(Bricks); } // main block constructor. @@ -202,7 +202,7 @@ class Block : public GameObject Texture2D texture; bool m_deleteRequested; // currently unused, since it only takes 1 bit, this isnt gonna be deleted just yet. - + static inline Vector2 carTextureTiling = Vector2{ 0.5f, 0.5f }; const Mesh mesh = GenMeshCube(BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE); // currently unused, this was supposed to be a break block method. diff --git a/Engine/DataSets/Globals.h b/Engine/DataSets/Globals.h index 0229fbdb7..fdd99be7b 100644 --- a/Engine/DataSets/Globals.h +++ b/Engine/DataSets/Globals.h @@ -1,9 +1,7 @@ // TODO : clean up this mess of a file. Now that we have a config system, we need to clean this up #pragma once -#include "../../lib/raylib.h" // raylib framework -#include "../../lib/raymath.h" -#include "../../lib/rlgl.h" +#include "../../common.h" #include #include #include // For debugging purposes diff --git a/Minero.h b/Minero.h deleted file mode 100644 index bbc1d62b1..000000000 --- a/Minero.h +++ /dev/null @@ -1,12 +0,0 @@ -#pragma once - -#include "Engine/Classes/Project/Game/Game.h" - -class Minero { - public: - Minero() { - game.StartGame(); - } - - Game game; -}; \ No newline at end of file diff --git a/Minero/Classes/Flashlight/Flashlight.h b/Minero/Classes/Flashlight/Flashlight.h index aa1b68aff..c833d49e9 100644 --- a/Minero/Classes/Flashlight/Flashlight.h +++ b/Minero/Classes/Flashlight/Flashlight.h @@ -1,9 +1,8 @@ #pragma once -#include "../../../lib/raylib.h" -#include "../../../lib/rlights.h" +#include "../../../common.h" -class Flashlight { - private: +/* +private: Light m_light_source; Vector3 position; public: @@ -29,7 +28,7 @@ class Flashlight { * @param PlayerTarget the target of the player * * @throws ErrorType description of error - */ + void Update(Shader shader, Vector3 PlayerPos, Vector3 PlayerTarget) { this->m_light_source.position = PlayerPos; this->m_light_source.target = PlayerTarget; @@ -37,4 +36,7 @@ class Flashlight { } +*/ +class Flashlight { + public: }; \ No newline at end of file diff --git a/Minero/Classes/Vehicles/Plane.h b/Minero/Classes/Vehicles/Plane.h index 60797c2f1..127b7adce 100644 --- a/Minero/Classes/Vehicles/Plane.h +++ b/Minero/Classes/Vehicles/Plane.h @@ -1,10 +1,10 @@ #pragma once -#include "../lib/raylib.h" +#include "../../../common.h" + #include "../../../Engine/Classes/GameObject/Gameobject.h" -#include "../lib/rlgl.h" + #include -#include "../lib/raymath.h" -#include "../lib/rcamera.h" + #include "../../../Engine/Classes/Player/Player.h" class Plane : public GameObject diff --git a/build/Minero.dir/Debug/Minero.log b/build/Minero.dir/Debug/Minero.log index 93c8a0c60..37b3a6581 100644 --- a/build/Minero.dir/Debug/Minero.log +++ b/build/Minero.dir/Debug/Minero.log @@ -1 +1,7 @@ -cl : command line error D8021: invalid numeric argument '/Wpedantic' + main.cpp +C:\Users\HP\Documents\GitHub\Minero-Game\Engine\Classes\ConfigMan\../Logging/Logman.h(32,28): warning C4996: 'localtime': This function or variable may be unsafe. Consider using localtime_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details. +C:\Users\HP\Documents\GitHub\Minero-Game\Engine\Classes\ConfigMan\ConfigTypeConverter.h(29,20): warning C4244: 'return': conversion from 'int64_t' to 'int', possible loss of data +C:\Users\HP\Documents\GitHub\Minero-Game\Engine\Classes\ConfigMan\ConfigFile.h(37,20): warning C4244: 'initializing': conversion from '__int64' to 'int', possible loss of data +C:\Users\HP\Documents\GitHub\Minero-Game\Engine\Classes\ConfigMan\ConfigRegistrySearcher.h(14,35): warning C4018: '<': signed/unsigned mismatch +C:\Users\HP\Documents\GitHub\Minero-Game\Engine\Classes\ConfigMan\ConfigRegistrySearcher.h(25,31): warning C4018: '<': signed/unsigned mismatch +C:\Users\HP\Documents\GitHub\Minero-Game\../build/_deps/joltphysics-src/Jolt/Jolt.h(8,10): fatal error C1083: Cannot open include file: 'Jolt/Core/Core.h': No such file or directory diff --git a/build/Minero.dir/Debug/Minero.tlog/CL.command.1.tlog b/build/Minero.dir/Debug/Minero.tlog/CL.command.1.tlog index 120c2af54..a6ac1356b 100644 Binary files a/build/Minero.dir/Debug/Minero.tlog/CL.command.1.tlog and b/build/Minero.dir/Debug/Minero.tlog/CL.command.1.tlog differ diff --git a/build/Minero.dir/Debug/Minero.tlog/CL.read.1.tlog b/build/Minero.dir/Debug/Minero.tlog/CL.read.1.tlog index d0808102e..d575a0b7b 100644 Binary files a/build/Minero.dir/Debug/Minero.tlog/CL.read.1.tlog and b/build/Minero.dir/Debug/Minero.tlog/CL.read.1.tlog differ diff --git a/build/Minero.dir/Debug/Minero.tlog/CL.write.1.tlog b/build/Minero.dir/Debug/Minero.tlog/CL.write.1.tlog index c4cd0bb32..f1d8d3ab7 100644 Binary files a/build/Minero.dir/Debug/Minero.tlog/CL.write.1.tlog and b/build/Minero.dir/Debug/Minero.tlog/CL.write.1.tlog differ diff --git a/build/Minero.dir/Debug/Minero.tlog/Minero.lastbuildstate b/build/Minero.dir/Debug/Minero.tlog/Minero.lastbuildstate index b215e7056..0ec245f24 100644 --- a/build/Minero.dir/Debug/Minero.tlog/Minero.lastbuildstate +++ b/build/Minero.dir/Debug/Minero.tlog/Minero.lastbuildstate @@ -1,2 +1,2 @@ PlatformToolSet=v143:VCToolArchitecture=Native32Bit:VCToolsVersion=14.36.32532:TargetPlatformVersion=10.0.22000.0: -Debug|win32|C:\Users\HP\Documents\GitHub\build\| +Debug|win32|C:\Users\HP\Documents\GitHub\Minero-Game\build\| diff --git a/build/Minero.dir/Debug/Minero.tlog/unsuccessfulbuild b/build/Minero.dir/Debug/Minero.tlog/unsuccessfulbuild new file mode 100644 index 000000000..e69de29bb diff --git a/build/Minero.dir/Debug/vc143.pdb b/build/Minero.dir/Debug/vc143.pdb index f7d5794dc..7048ad6f9 100644 Binary files a/build/Minero.dir/Debug/vc143.pdb and b/build/Minero.dir/Debug/vc143.pdb differ diff --git a/build/_deps/raylib-build/raylib/external/glfw/src/glfw.dir/Debug/glfw.log b/build/_deps/raylib-build/raylib/external/glfw/src/glfw.dir/Debug/glfw.log index aa48a32aa..b0280c83b 100644 --- a/build/_deps/raylib-build/raylib/external/glfw/src/glfw.dir/Debug/glfw.log +++ b/build/_deps/raylib-build/raylib/external/glfw/src/glfw.dir/Debug/glfw.log @@ -1 +1,25 @@ - glfw.vcxproj -> C:\Users\HP\Documents\GitHub\build\_deps\raylib-build\raylib\external\glfw\src\Debug\glfw3.lib + context.c + init.c + input.c + monitor.c + platform.c + vulkan.c + window.c + egl_context.c + osmesa_context.c + null_init.c + null_monitor.c + null_window.c + null_joystick.c + win32_module.c + win32_time.c + win32_thread.c + win32_init.c + win32_joystick.c + win32_monitor.c + win32_window.c + Generating Code... + Compiling... + wgl_context.c + Generating Code... + glfw.vcxproj -> C:\Users\HP\Documents\GitHub\build\_deps\raylib-build\raylib\external\glfw\src\Debug\glfw3.lib diff --git a/build/_deps/raylib-build/raylib/external/glfw/src/glfw.dir/Debug/glfw.tlog/CL.write.1.tlog b/build/_deps/raylib-build/raylib/external/glfw/src/glfw.dir/Debug/glfw.tlog/CL.write.1.tlog index afa667ebe..cf62d0492 100644 Binary files a/build/_deps/raylib-build/raylib/external/glfw/src/glfw.dir/Debug/glfw.tlog/CL.write.1.tlog and b/build/_deps/raylib-build/raylib/external/glfw/src/glfw.dir/Debug/glfw.tlog/CL.write.1.tlog differ diff --git a/build/_deps/raylib-build/raylib/external/glfw/src/glfw.dir/Debug/glfw.tlog/Cl.items.tlog b/build/_deps/raylib-build/raylib/external/glfw/src/glfw.dir/Debug/glfw.tlog/Cl.items.tlog index 19f63cdb5..bf94aafe7 100644 --- a/build/_deps/raylib-build/raylib/external/glfw/src/glfw.dir/Debug/glfw.tlog/Cl.items.tlog +++ b/build/_deps/raylib-build/raylib/external/glfw/src/glfw.dir/Debug/glfw.tlog/Cl.items.tlog @@ -1,21 +1,21 @@ -C:\Users\HP\Documents\GitHub\build\_deps\raylib-src\src\external\glfw\src\context.c;C:\Users\HP\Documents\GitHub\build\_deps\raylib-build\raylib\external\glfw\src\glfw.dir\Debug\context.obj -C:\Users\HP\Documents\GitHub\build\_deps\raylib-src\src\external\glfw\src\init.c;C:\Users\HP\Documents\GitHub\build\_deps\raylib-build\raylib\external\glfw\src\glfw.dir\Debug\init.obj -C:\Users\HP\Documents\GitHub\build\_deps\raylib-src\src\external\glfw\src\input.c;C:\Users\HP\Documents\GitHub\build\_deps\raylib-build\raylib\external\glfw\src\glfw.dir\Debug\input.obj -C:\Users\HP\Documents\GitHub\build\_deps\raylib-src\src\external\glfw\src\monitor.c;C:\Users\HP\Documents\GitHub\build\_deps\raylib-build\raylib\external\glfw\src\glfw.dir\Debug\monitor.obj -C:\Users\HP\Documents\GitHub\build\_deps\raylib-src\src\external\glfw\src\platform.c;C:\Users\HP\Documents\GitHub\build\_deps\raylib-build\raylib\external\glfw\src\glfw.dir\Debug\platform.obj -C:\Users\HP\Documents\GitHub\build\_deps\raylib-src\src\external\glfw\src\vulkan.c;C:\Users\HP\Documents\GitHub\build\_deps\raylib-build\raylib\external\glfw\src\glfw.dir\Debug\vulkan.obj -C:\Users\HP\Documents\GitHub\build\_deps\raylib-src\src\external\glfw\src\window.c;C:\Users\HP\Documents\GitHub\build\_deps\raylib-build\raylib\external\glfw\src\glfw.dir\Debug\window.obj -C:\Users\HP\Documents\GitHub\build\_deps\raylib-src\src\external\glfw\src\egl_context.c;C:\Users\HP\Documents\GitHub\build\_deps\raylib-build\raylib\external\glfw\src\glfw.dir\Debug\egl_context.obj -C:\Users\HP\Documents\GitHub\build\_deps\raylib-src\src\external\glfw\src\osmesa_context.c;C:\Users\HP\Documents\GitHub\build\_deps\raylib-build\raylib\external\glfw\src\glfw.dir\Debug\osmesa_context.obj -C:\Users\HP\Documents\GitHub\build\_deps\raylib-src\src\external\glfw\src\null_init.c;C:\Users\HP\Documents\GitHub\build\_deps\raylib-build\raylib\external\glfw\src\glfw.dir\Debug\null_init.obj -C:\Users\HP\Documents\GitHub\build\_deps\raylib-src\src\external\glfw\src\null_monitor.c;C:\Users\HP\Documents\GitHub\build\_deps\raylib-build\raylib\external\glfw\src\glfw.dir\Debug\null_monitor.obj -C:\Users\HP\Documents\GitHub\build\_deps\raylib-src\src\external\glfw\src\null_window.c;C:\Users\HP\Documents\GitHub\build\_deps\raylib-build\raylib\external\glfw\src\glfw.dir\Debug\null_window.obj -C:\Users\HP\Documents\GitHub\build\_deps\raylib-src\src\external\glfw\src\null_joystick.c;C:\Users\HP\Documents\GitHub\build\_deps\raylib-build\raylib\external\glfw\src\glfw.dir\Debug\null_joystick.obj -C:\Users\HP\Documents\GitHub\build\_deps\raylib-src\src\external\glfw\src\win32_module.c;C:\Users\HP\Documents\GitHub\build\_deps\raylib-build\raylib\external\glfw\src\glfw.dir\Debug\win32_module.obj -C:\Users\HP\Documents\GitHub\build\_deps\raylib-src\src\external\glfw\src\win32_time.c;C:\Users\HP\Documents\GitHub\build\_deps\raylib-build\raylib\external\glfw\src\glfw.dir\Debug\win32_time.obj -C:\Users\HP\Documents\GitHub\build\_deps\raylib-src\src\external\glfw\src\win32_thread.c;C:\Users\HP\Documents\GitHub\build\_deps\raylib-build\raylib\external\glfw\src\glfw.dir\Debug\win32_thread.obj -C:\Users\HP\Documents\GitHub\build\_deps\raylib-src\src\external\glfw\src\win32_init.c;C:\Users\HP\Documents\GitHub\build\_deps\raylib-build\raylib\external\glfw\src\glfw.dir\Debug\win32_init.obj -C:\Users\HP\Documents\GitHub\build\_deps\raylib-src\src\external\glfw\src\win32_joystick.c;C:\Users\HP\Documents\GitHub\build\_deps\raylib-build\raylib\external\glfw\src\glfw.dir\Debug\win32_joystick.obj -C:\Users\HP\Documents\GitHub\build\_deps\raylib-src\src\external\glfw\src\win32_monitor.c;C:\Users\HP\Documents\GitHub\build\_deps\raylib-build\raylib\external\glfw\src\glfw.dir\Debug\win32_monitor.obj -C:\Users\HP\Documents\GitHub\build\_deps\raylib-src\src\external\glfw\src\win32_window.c;C:\Users\HP\Documents\GitHub\build\_deps\raylib-build\raylib\external\glfw\src\glfw.dir\Debug\win32_window.obj -C:\Users\HP\Documents\GitHub\build\_deps\raylib-src\src\external\glfw\src\wgl_context.c;C:\Users\HP\Documents\GitHub\build\_deps\raylib-build\raylib\external\glfw\src\glfw.dir\Debug\wgl_context.obj +C:\Users\HP\Documents\GitHub\build\_deps\raylib-src\src\external\glfw\src\context.c;C:\Users\HP\Documents\GitHub\Minero-Game\build\_deps\raylib-build\raylib\external\glfw\src\glfw.dir\Debug\context.obj +C:\Users\HP\Documents\GitHub\build\_deps\raylib-src\src\external\glfw\src\init.c;C:\Users\HP\Documents\GitHub\Minero-Game\build\_deps\raylib-build\raylib\external\glfw\src\glfw.dir\Debug\init.obj +C:\Users\HP\Documents\GitHub\build\_deps\raylib-src\src\external\glfw\src\input.c;C:\Users\HP\Documents\GitHub\Minero-Game\build\_deps\raylib-build\raylib\external\glfw\src\glfw.dir\Debug\input.obj +C:\Users\HP\Documents\GitHub\build\_deps\raylib-src\src\external\glfw\src\monitor.c;C:\Users\HP\Documents\GitHub\Minero-Game\build\_deps\raylib-build\raylib\external\glfw\src\glfw.dir\Debug\monitor.obj +C:\Users\HP\Documents\GitHub\build\_deps\raylib-src\src\external\glfw\src\platform.c;C:\Users\HP\Documents\GitHub\Minero-Game\build\_deps\raylib-build\raylib\external\glfw\src\glfw.dir\Debug\platform.obj +C:\Users\HP\Documents\GitHub\build\_deps\raylib-src\src\external\glfw\src\vulkan.c;C:\Users\HP\Documents\GitHub\Minero-Game\build\_deps\raylib-build\raylib\external\glfw\src\glfw.dir\Debug\vulkan.obj +C:\Users\HP\Documents\GitHub\build\_deps\raylib-src\src\external\glfw\src\window.c;C:\Users\HP\Documents\GitHub\Minero-Game\build\_deps\raylib-build\raylib\external\glfw\src\glfw.dir\Debug\window.obj +C:\Users\HP\Documents\GitHub\build\_deps\raylib-src\src\external\glfw\src\egl_context.c;C:\Users\HP\Documents\GitHub\Minero-Game\build\_deps\raylib-build\raylib\external\glfw\src\glfw.dir\Debug\egl_context.obj +C:\Users\HP\Documents\GitHub\build\_deps\raylib-src\src\external\glfw\src\osmesa_context.c;C:\Users\HP\Documents\GitHub\Minero-Game\build\_deps\raylib-build\raylib\external\glfw\src\glfw.dir\Debug\osmesa_context.obj +C:\Users\HP\Documents\GitHub\build\_deps\raylib-src\src\external\glfw\src\null_init.c;C:\Users\HP\Documents\GitHub\Minero-Game\build\_deps\raylib-build\raylib\external\glfw\src\glfw.dir\Debug\null_init.obj +C:\Users\HP\Documents\GitHub\build\_deps\raylib-src\src\external\glfw\src\null_monitor.c;C:\Users\HP\Documents\GitHub\Minero-Game\build\_deps\raylib-build\raylib\external\glfw\src\glfw.dir\Debug\null_monitor.obj +C:\Users\HP\Documents\GitHub\build\_deps\raylib-src\src\external\glfw\src\null_window.c;C:\Users\HP\Documents\GitHub\Minero-Game\build\_deps\raylib-build\raylib\external\glfw\src\glfw.dir\Debug\null_window.obj +C:\Users\HP\Documents\GitHub\build\_deps\raylib-src\src\external\glfw\src\null_joystick.c;C:\Users\HP\Documents\GitHub\Minero-Game\build\_deps\raylib-build\raylib\external\glfw\src\glfw.dir\Debug\null_joystick.obj +C:\Users\HP\Documents\GitHub\build\_deps\raylib-src\src\external\glfw\src\win32_module.c;C:\Users\HP\Documents\GitHub\Minero-Game\build\_deps\raylib-build\raylib\external\glfw\src\glfw.dir\Debug\win32_module.obj +C:\Users\HP\Documents\GitHub\build\_deps\raylib-src\src\external\glfw\src\win32_time.c;C:\Users\HP\Documents\GitHub\Minero-Game\build\_deps\raylib-build\raylib\external\glfw\src\glfw.dir\Debug\win32_time.obj +C:\Users\HP\Documents\GitHub\build\_deps\raylib-src\src\external\glfw\src\win32_thread.c;C:\Users\HP\Documents\GitHub\Minero-Game\build\_deps\raylib-build\raylib\external\glfw\src\glfw.dir\Debug\win32_thread.obj +C:\Users\HP\Documents\GitHub\build\_deps\raylib-src\src\external\glfw\src\win32_init.c;C:\Users\HP\Documents\GitHub\Minero-Game\build\_deps\raylib-build\raylib\external\glfw\src\glfw.dir\Debug\win32_init.obj +C:\Users\HP\Documents\GitHub\build\_deps\raylib-src\src\external\glfw\src\win32_joystick.c;C:\Users\HP\Documents\GitHub\Minero-Game\build\_deps\raylib-build\raylib\external\glfw\src\glfw.dir\Debug\win32_joystick.obj +C:\Users\HP\Documents\GitHub\build\_deps\raylib-src\src\external\glfw\src\win32_monitor.c;C:\Users\HP\Documents\GitHub\Minero-Game\build\_deps\raylib-build\raylib\external\glfw\src\glfw.dir\Debug\win32_monitor.obj +C:\Users\HP\Documents\GitHub\build\_deps\raylib-src\src\external\glfw\src\win32_window.c;C:\Users\HP\Documents\GitHub\Minero-Game\build\_deps\raylib-build\raylib\external\glfw\src\glfw.dir\Debug\win32_window.obj +C:\Users\HP\Documents\GitHub\build\_deps\raylib-src\src\external\glfw\src\wgl_context.c;C:\Users\HP\Documents\GitHub\Minero-Game\build\_deps\raylib-build\raylib\external\glfw\src\glfw.dir\Debug\wgl_context.obj diff --git a/build/_deps/raylib-build/raylib/external/glfw/src/glfw.dir/Debug/glfw.tlog/Lib-link.read.1.tlog b/build/_deps/raylib-build/raylib/external/glfw/src/glfw.dir/Debug/glfw.tlog/Lib-link.read.1.tlog index aefbd7422..09357e054 100644 Binary files a/build/_deps/raylib-build/raylib/external/glfw/src/glfw.dir/Debug/glfw.tlog/Lib-link.read.1.tlog and b/build/_deps/raylib-build/raylib/external/glfw/src/glfw.dir/Debug/glfw.tlog/Lib-link.read.1.tlog differ diff --git a/build/_deps/raylib-build/raylib/external/glfw/src/glfw.dir/Debug/glfw.tlog/Lib-link.write.1.tlog b/build/_deps/raylib-build/raylib/external/glfw/src/glfw.dir/Debug/glfw.tlog/Lib-link.write.1.tlog index 72ceadeb3..7c8912bdd 100644 Binary files a/build/_deps/raylib-build/raylib/external/glfw/src/glfw.dir/Debug/glfw.tlog/Lib-link.write.1.tlog and b/build/_deps/raylib-build/raylib/external/glfw/src/glfw.dir/Debug/glfw.tlog/Lib-link.write.1.tlog differ diff --git a/build/_deps/raylib-build/raylib/external/glfw/src/glfw.dir/Debug/glfw.tlog/Lib.command.1.tlog b/build/_deps/raylib-build/raylib/external/glfw/src/glfw.dir/Debug/glfw.tlog/Lib.command.1.tlog index 8aa88d346..969ac4eab 100644 Binary files a/build/_deps/raylib-build/raylib/external/glfw/src/glfw.dir/Debug/glfw.tlog/Lib.command.1.tlog and b/build/_deps/raylib-build/raylib/external/glfw/src/glfw.dir/Debug/glfw.tlog/Lib.command.1.tlog differ diff --git a/build/_deps/raylib-build/raylib/external/glfw/src/glfw.dir/Debug/glfw.tlog/glfw.lastbuildstate b/build/_deps/raylib-build/raylib/external/glfw/src/glfw.dir/Debug/glfw.tlog/glfw.lastbuildstate index 90815d808..0ec245f24 100644 --- a/build/_deps/raylib-build/raylib/external/glfw/src/glfw.dir/Debug/glfw.tlog/glfw.lastbuildstate +++ b/build/_deps/raylib-build/raylib/external/glfw/src/glfw.dir/Debug/glfw.tlog/glfw.lastbuildstate @@ -1,2 +1,2 @@ PlatformToolSet=v143:VCToolArchitecture=Native32Bit:VCToolsVersion=14.36.32532:TargetPlatformVersion=10.0.22000.0: -Debug|win32|C:\Users\HP\Documents\GitHub\build\_deps\raylib-build\raylib\external\glfw\src\| +Debug|win32|C:\Users\HP\Documents\GitHub\Minero-Game\build\| diff --git a/build/_deps/raylib-build/raylib/external/glfw/src/glfw.dir/Debug/glfw3.lib.recipe b/build/_deps/raylib-build/raylib/external/glfw/src/glfw.dir/Debug/glfw3.lib.recipe index 7f9908e0b..a53f9611d 100644 --- a/build/_deps/raylib-build/raylib/external/glfw/src/glfw.dir/Debug/glfw3.lib.recipe +++ b/build/_deps/raylib-build/raylib/external/glfw/src/glfw.dir/Debug/glfw3.lib.recipe @@ -1,10 +1,6 @@  - - - C:\Users\HP\Documents\GitHub\build\Debug\ZERO_CHECK - - + diff --git a/build/_deps/raylib-build/raylib/raylib.dir/Debug/raylib.log b/build/_deps/raylib-build/raylib/raylib.dir/Debug/raylib.log index 9cb0408b6..df76ba7c9 100644 --- a/build/_deps/raylib-build/raylib/raylib.dir/Debug/raylib.log +++ b/build/_deps/raylib-build/raylib/raylib.dir/Debug/raylib.log @@ -1 +1,15 @@ - raylib.vcxproj -> C:\Users\HP\Documents\GitHub\build\_deps\raylib-build\raylib\Debug\raylib.lib + rcore.c +C:\Users\HP\Documents\GitHub\build\_deps\raylib-src\src\external/sinfl.h(428,15): warning C4018: '>': signed/unsigned mismatch +C:\Users\HP\Documents\GitHub\build\_deps\raylib-src\src\external/rprand.h(206,27): warning C4018: '<': signed/unsigned mismatch + rmodels.c + rshapes.c + rtext.c + rtextures.c + utils.c + raudio.c +C:\Users\HP\Documents\GitHub\build\_deps\raylib-src\src\external/jar_xm.h(130,22): warning C4018: '<': signed/unsigned mismatch +C:\Users\HP\Documents\GitHub\build\_deps\raylib-src\src\external/jar_xm.h(143,22): warning C4018: '<': signed/unsigned mismatch +C:\Users\HP\Documents\GitHub\build\_deps\raylib-src\src\external/jar_xm.h(2220,43): warning C4018: '<': signed/unsigned mismatch + Generating Code... +C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Microsoft\VC\v170\Microsoft.CppCommon.targets(1575,5): error MSB6006: "Lib.exe" exited with code 1181. +LINK : fatal error LNK1181: cannot open input file 'C:\Users\HP\Documents\GitHub\build\_deps\raylib-build\raylib\external\glfw\src\glfw.dir\Debug\context.obj' diff --git a/build/_deps/raylib-build/raylib/raylib.dir/Debug/raylib.tlog/CL.read.1.tlog b/build/_deps/raylib-build/raylib/raylib.dir/Debug/raylib.tlog/CL.read.1.tlog index 5a185b4f7..df1a36e38 100644 Binary files a/build/_deps/raylib-build/raylib/raylib.dir/Debug/raylib.tlog/CL.read.1.tlog and b/build/_deps/raylib-build/raylib/raylib.dir/Debug/raylib.tlog/CL.read.1.tlog differ diff --git a/build/_deps/raylib-build/raylib/raylib.dir/Debug/raylib.tlog/CL.write.1.tlog b/build/_deps/raylib-build/raylib/raylib.dir/Debug/raylib.tlog/CL.write.1.tlog index f2ff85041..1aa2753a8 100644 Binary files a/build/_deps/raylib-build/raylib/raylib.dir/Debug/raylib.tlog/CL.write.1.tlog and b/build/_deps/raylib-build/raylib/raylib.dir/Debug/raylib.tlog/CL.write.1.tlog differ diff --git a/build/_deps/raylib-build/raylib/raylib.dir/Debug/raylib.tlog/raylib.lastbuildstate b/build/_deps/raylib-build/raylib/raylib.dir/Debug/raylib.tlog/raylib.lastbuildstate index 2d0c67482..0ec245f24 100644 --- a/build/_deps/raylib-build/raylib/raylib.dir/Debug/raylib.tlog/raylib.lastbuildstate +++ b/build/_deps/raylib-build/raylib/raylib.dir/Debug/raylib.tlog/raylib.lastbuildstate @@ -1,2 +1,2 @@ PlatformToolSet=v143:VCToolArchitecture=Native32Bit:VCToolsVersion=14.36.32532:TargetPlatformVersion=10.0.22000.0: -Debug|win32|C:\Users\HP\Documents\GitHub\build\_deps\raylib-build\raylib\| +Debug|win32|C:\Users\HP\Documents\GitHub\Minero-Game\build\| diff --git a/build/_deps/raylib-build/raylib/raylib.dir/Debug/raylib.tlog/unsuccessfulbuild b/build/_deps/raylib-build/raylib/raylib.dir/Debug/raylib.tlog/unsuccessfulbuild new file mode 100644 index 000000000..e69de29bb diff --git a/build/win32/Debug/ALL_BUILD/ALL_BUILD.log b/build/win32/Debug/ALL_BUILD/ALL_BUILD.log index a0a4cbb0f..5f282702b 100644 --- a/build/win32/Debug/ALL_BUILD/ALL_BUILD.log +++ b/build/win32/Debug/ALL_BUILD/ALL_BUILD.log @@ -1 +1 @@ - Building Custom Rule C:/Users/HP/Documents/GitHub/Minero-Game/CMakeLists.txt + \ No newline at end of file diff --git a/build/win32/Debug/ALL_BUILD/ALL_BUILD.recipe b/build/win32/Debug/ALL_BUILD/ALL_BUILD.recipe index 9f34a2ec6..dd32a370b 100644 --- a/build/win32/Debug/ALL_BUILD/ALL_BUILD.recipe +++ b/build/win32/Debug/ALL_BUILD/ALL_BUILD.recipe @@ -2,13 +2,7 @@ - C:\Users\HP\Documents\GitHub\build\Debug\ZERO_CHECK - - - C:\Users\HP\Documents\GitHub\build\Debug\Minero.exe - - - C:\Users\HP\Documents\GitHub\build\Debug\ALL_BUILD + C:\Users\HP\Documents\GitHub\Minero-Game\build\Debug\ALL_BUILD diff --git a/build/win32/Debug/ALL_BUILD/ALL_BUILD.tlog/ALL_BUILD.lastbuildstate b/build/win32/Debug/ALL_BUILD/ALL_BUILD.tlog/ALL_BUILD.lastbuildstate index b215e7056..0ec245f24 100644 --- a/build/win32/Debug/ALL_BUILD/ALL_BUILD.tlog/ALL_BUILD.lastbuildstate +++ b/build/win32/Debug/ALL_BUILD/ALL_BUILD.tlog/ALL_BUILD.lastbuildstate @@ -1,2 +1,2 @@ PlatformToolSet=v143:VCToolArchitecture=Native32Bit:VCToolsVersion=14.36.32532:TargetPlatformVersion=10.0.22000.0: -Debug|win32|C:\Users\HP\Documents\GitHub\build\| +Debug|win32|C:\Users\HP\Documents\GitHub\Minero-Game\build\| diff --git a/build/win32/Debug/ZERO_CHECK/ZERO_CHECK.log b/build/win32/Debug/ZERO_CHECK/ZERO_CHECK.log new file mode 100644 index 000000000..5f282702b --- /dev/null +++ b/build/win32/Debug/ZERO_CHECK/ZERO_CHECK.log @@ -0,0 +1 @@ + \ No newline at end of file diff --git a/build/win32/Debug/ZERO_CHECK/ZERO_CHECK.recipe b/build/win32/Debug/ZERO_CHECK/ZERO_CHECK.recipe index 7f9908e0b..6f2dda96d 100644 --- a/build/win32/Debug/ZERO_CHECK/ZERO_CHECK.recipe +++ b/build/win32/Debug/ZERO_CHECK/ZERO_CHECK.recipe @@ -2,7 +2,7 @@ - C:\Users\HP\Documents\GitHub\build\Debug\ZERO_CHECK + C:\Users\HP\Documents\GitHub\Minero-Game\build\Debug\ZERO_CHECK diff --git a/build/win32/Debug/ZERO_CHECK/ZERO_CHECK.tlog/ZERO_CHECK.lastbuildstate b/build/win32/Debug/ZERO_CHECK/ZERO_CHECK.tlog/ZERO_CHECK.lastbuildstate index b215e7056..0ec245f24 100644 --- a/build/win32/Debug/ZERO_CHECK/ZERO_CHECK.tlog/ZERO_CHECK.lastbuildstate +++ b/build/win32/Debug/ZERO_CHECK/ZERO_CHECK.tlog/ZERO_CHECK.lastbuildstate @@ -1,2 +1,2 @@ PlatformToolSet=v143:VCToolArchitecture=Native32Bit:VCToolsVersion=14.36.32532:TargetPlatformVersion=10.0.22000.0: -Debug|win32|C:\Users\HP\Documents\GitHub\build\| +Debug|win32|C:\Users\HP\Documents\GitHub\Minero-Game\build\| diff --git a/lib/Buttons/src/ButtonR.h b/lib/Buttons/src/ButtonR.h index 55671426e..60ab472e0 100644 --- a/lib/Buttons/src/ButtonR.h +++ b/lib/Buttons/src/ButtonR.h @@ -31,11 +31,7 @@ #pragma once #endif // _MSC_VER -#include "../../raylib.h" -#include "../../raymath.h" - -#include // For debugging purposes -#include +#include "../../../common.h" #include using namespace std; diff --git a/lib/rPBR-1.0/.gitattributes b/lib/rPBR-1.0/.gitattributes deleted file mode 100644 index bdb0cabc8..000000000 --- a/lib/rPBR-1.0/.gitattributes +++ /dev/null @@ -1,17 +0,0 @@ -# Auto detect text files and perform LF normalization -* text=auto - -# Custom for Visual Studio -*.cs diff=csharp - -# Standard to msysgit -*.doc diff=astextplain -*.DOC diff=astextplain -*.docx diff=astextplain -*.DOCX diff=astextplain -*.dot diff=astextplain -*.DOT diff=astextplain -*.pdf diff=astextplain -*.PDF diff=astextplain -*.rtf diff=astextplain -*.RTF diff=astextplain diff --git a/lib/rPBR-1.0/.gitignore b/lib/rPBR-1.0/.gitignore deleted file mode 100644 index c2d5ab4d3..000000000 --- a/lib/rPBR-1.0/.gitignore +++ /dev/null @@ -1,85 +0,0 @@ -# Object files -*.o -*.ko -*.elf - -# Precompiled Headers -*.gch -*.pch - -# Libraries -*.lib -*.a -*.la -*.lo - -# Shared objects (inc. Windows DLLs) -*.dll -*.so -*.so.* -*.dylib - -# Executables -*.out -*.app -*.i*86 -*.x86_64 -*.hex - -# Debug files -*.dSYM/ - -# Testing files -src/resources/ -src/rpbr.exe - -# ========================= -# Operating System Files -# ========================= - -# OSX -# ========================= - -.DS_Store -.AppleDouble -.LSOverride - -# Thumbnails -._* - -# Files that might appear in the root of a volume -.DocumentRevisions-V100 -.fseventsd -.Spotlight-V100 -.TemporaryItems -.Trashes -.VolumeIcon.icns - -# Directories potentially created on remote AFP share -.AppleDB -.AppleDesktop -Network Trash Folder -Temporary Items -.apdisk - -# Windows -# ========================= - -# Windows image file caches -Thumbs.db -ehthumbs.db - -# Folder config file -Desktop.ini - -# Recycle Bin used on file shares -$RECYCLE.BIN/ - -# Windows Installer files -*.cab -*.msi -*.msm -*.msp - -# Windows shortcuts -*.lnk diff --git a/lib/rPBR-1.0/.gitmodules b/lib/rPBR-1.0/.gitmodules deleted file mode 100644 index 51d8d31f6..000000000 --- a/lib/rPBR-1.0/.gitmodules +++ /dev/null @@ -1,3 +0,0 @@ -[submodule "src/external/raylib"] - path = src/external/raylib - url = https://github.com/raysan5/raylib.git diff --git a/lib/rPBR-1.0/README.md b/lib/rPBR-1.0/README.md deleted file mode 100644 index 91515a4e3..000000000 --- a/lib/rPBR-1.0/README.md +++ /dev/null @@ -1,70 +0,0 @@ - - -# rPBR -_Created by Víctor Fisac [www.victorfisac.com]_ - -rPBR is a 3D model viewer with a physically based rendering (PBR) pipeline written in pure C. The PBR pipeline is written directly using OpenGL and the viewer uses raylib programming library for windows management, inputs and interface drawing. - -The viewer uses a High Dynamic Range (HDR) file to load and create an environment: cubemap, prefilter reflection map, irradiance map (global illumination) and brdf map. By the other hand, physically based rendering materials are created to store model textures: albedo, tangent space normals, metallic, roughness, ambient occlusion, emission and parallax. - -The header contains a few customizable define values. I set the values that gived me the best results. - -```c -#define WINDOW_WIDTH 1440 // Default screen width during program initialization -#define WINDOW_HEIGHT 810 // Default screen height during program initialization -#define WINDOW_MIN_WIDTH 960 // Resizable window minimum width -#define WINDOW_MIN_HEIGHT 540 // Resizable window minimum height - -#define LIGHT_SPEED 0.1f // Light rotation input speed -#define LIGHT_DISTANCE 3.5f // Light distance from center of world -#define LIGHT_HEIGHT 1.0f // Light height from center of world -#define LIGHT_RADIUS 0.05f // Light gizmo drawing radius -#define LIGHT_OFFSET 0.03f // Light gizmo drawing radius when mouse is over - -#define CUBEMAP_SIZE 1024 // Cubemap texture size -#define IRRADIANCE_SIZE 32 // Irradiance map from cubemap texture size -#define PREFILTERED_SIZE 256 // Prefiltered HDR environment map texture size -#define BRDF_SIZE 512 // BRDF LUT texture map size -``` - -_Note: paths to environment and physically based rendering shaders are defined in pbrcore.h. Check the paths if your program doesn't load shaders properly._ - -Installation ------ - -rPBR requires raylib and raygui submodules. To add them to the repository we need to use the following commands using Git Shell: - - * cd src/external/raylib - * git submodule update --init --recursive - * cd ../raygui - * git submodule update --init --recursive - -It will install the raylib and raygui submodules. Ensure to be in master branch in each submodule to work with a stable version. - -Dependencies ------ - -rPBR requires the following C libraries to work: - - * [raylib.h](https://github.com/raysan5/raylib) - raylib framework for window management and inputs. - * [raygui.h](https://github.com/raysan5/raygui) - raylib user interface drawing functions. - * [math.h](https://github.com/Alexpux/mingw-w64/blob/master/mingw-w64-headers/crt/math.h) - Math operations functions [powf()]. - * [stb_image.h](https://github.com/nothings/stb/blob/master/stb_image.h) - Image loading [Sean Barret]. - * [glad.h](https://github.com/glfw/glfw/blob/master/deps/glad/glad.h) - OpenGL API [3.3 Core profile]. - - -Screenshots ------ - - - - - - - - -Credits ------ - - * [Victor Fisac](http://www.victorfisac.com) - Main rPBR developer - * [Ramón Santamaria](http://www.raylib.com) - Support designing and developing rPBR diff --git a/lib/rPBR-1.0/release/resources/rpbr_gui.style b/lib/rPBR-1.0/release/resources/rpbr_gui.style deleted file mode 100644 index 6479701ee..000000000 --- a/lib/rPBR-1.0/release/resources/rpbr_gui.style +++ /dev/null @@ -1,98 +0,0 @@ -GLOBAL_BASE_COLOR 0x051a24ff -GLOBAL_BORDER_COLOR 0x102ff -GLOBAL_TEXT_COLOR 0xf8f8f1ff -GLOBAL_TEXT_FONTSIZE 0xa -GLOBAL_BORDER_WIDTH 0x1 -BACKGROUND_COLOR 0xb6b7b5ff -LABEL_BORDER_WIDTH 0x1 -LABEL_TEXT_COLOR 0xf8f8f1ff -LABEL_TEXT_PADDING 0x14 -BUTTON_BORDER_WIDTH 0x1 -BUTTON_TEXT_PADDING 0x14 -BUTTON_DEFAULT_BORDER_COLOR 0xea534dff -BUTTON_DEFAULT_INSIDE_COLOR 0xf5f5f5ff -BUTTON_DEFAULT_TEXT_COLOR 0xea534dff -BUTTON_HOVER_BORDER_COLOR 0xf5f5f5ff -BUTTON_HOVER_INSIDE_COLOR 0xf5f5f5ff -BUTTON_HOVER_TEXT_COLOR 0xea534dff -BUTTON_PRESSED_BORDER_COLOR 0xf5f5f5ff -BUTTON_PRESSED_INSIDE_COLOR 0xea534dff -BUTTON_PRESSED_TEXT_COLOR 0xf5f5f5ff -TOGGLE_TEXT_PADDING 0x14 -TOGGLE_BORDER_WIDTH 0x1 -TOGGLE_DEFAULT_BORDER_COLOR 0xea534dff -TOGGLE_DEFAULT_INSIDE_COLOR 0xf5f5f5ff -TOGGLE_DEFAULT_TEXT_COLOR 0xf8f8f1ff -TOGGLE_HOVER_BORDER_COLOR 0xf5f5f5ff -TOGGLE_HOVER_INSIDE_COLOR 0xf5f5f5ff -TOGGLE_HOVER_TEXT_COLOR 0xf8f8f2ff -TOGGLE_PRESSED_BORDER_COLOR 0x102ff -TOGGLE_PRESSED_INSIDE_COLOR 0x868883ff -TOGGLE_PRESSED_TEXT_COLOR 0xfbfbf7ff -TOGGLE_ACTIVE_BORDER_COLOR 0x102ff -TOGGLE_ACTIVE_INSIDE_COLOR 0xea534dff -TOGGLE_ACTIVE_TEXT_COLOR 0xfbfbf7ff -TOGGLEGROUP_PADDING 0x3 -SLIDER_BORDER_WIDTH 0x1 -SLIDER_BUTTON_BORDER_WIDTH 0x1 -SLIDER_BORDER_COLOR 0xea534dff -SLIDER_INSIDE_COLOR 0xf5f5f5ff -SLIDER_DEFAULT_COLOR 0xea534dff -SLIDER_HOVER_COLOR 0xbb4540ff -SLIDER_ACTIVE_COLOR 0xbb4540ff -SLIDERBAR_BORDER_COLOR 0xea534dff -SLIDERBAR_INSIDE_COLOR 0xf5f5f5ff -SLIDERBAR_DEFAULT_COLOR 0xea534dff -SLIDERBAR_HOVER_COLOR 0xbb4540ff -SLIDERBAR_ACTIVE_COLOR 0x051a24ff -SLIDERBAR_ZERO_LINE_COLOR 0xea534dff -PROGRESSBAR_BORDER_COLOR 0xea534dff -PROGRESSBAR_INSIDE_COLOR 0xf5f5f5ff -PROGRESSBAR_PROGRESS_COLOR 0xea534dff -PROGRESSBAR_BORDER_WIDTH 0x2 -SPINNER_LABEL_BORDER_COLOR 0xea534dff -SPINNER_LABEL_INSIDE_COLOR 0xf5f5f5ff -SPINNER_DEFAULT_BUTTON_BORDER_COLOR 0xea534dff -SPINNER_DEFAULT_BUTTON_INSIDE_COLOR 0xf5f5f5ff -SPINNER_DEFAULT_SYMBOL_COLOR 0xf8f8f1ff -SPINNER_DEFAULT_TEXT_COLOR 0xf8f8f1ff -SPINNER_HOVER_BUTTON_BORDER_COLOR 0xf5f5f5ff -SPINNER_HOVER_BUTTON_INSIDE_COLOR 0xf5f5f5ff -SPINNER_HOVER_SYMBOL_COLOR 0xf8f8f2ff -SPINNER_HOVER_TEXT_COLOR 0xf8f8f2ff -SPINNER_PRESSED_BUTTON_BORDER_COLOR 0x102ff -SPINNER_PRESSED_BUTTON_INSIDE_COLOR 0x868883ff -SPINNER_PRESSED_SYMBOL_COLOR 0xfbfbf7ff -SPINNER_PRESSED_TEXT_COLOR 0xfbfbf7ff -COMBOBOX_PADDING 0x1 -COMBOBOX_BUTTON_WIDTH 0x1e -COMBOBOX_BUTTON_HEIGHT 0x1e -COMBOBOX_BORDER_WIDTH 0x1 -COMBOBOX_DEFAULT_BORDER_COLOR 0xea534dff -COMBOBOX_DEFAULT_INSIDE_COLOR 0xf5f5f5ff -COMBOBOX_DEFAULT_TEXT_COLOR 0xea534dff -COMBOBOX_DEFAULT_LIST_TEXT_COLOR 0xea534dff -COMBOBOX_HOVER_BORDER_COLOR 0xbb4540ff -COMBOBOX_HOVER_INSIDE_COLOR 0xf5f5f5ff -COMBOBOX_HOVER_TEXT_COLOR 0xbb4540ff -COMBOBOX_HOVER_LIST_TEXT_COLOR 0xbb4540ff -COMBOBOX_PRESSED_BORDER_COLOR 0xf5f5f5ff -COMBOBOX_PRESSED_INSIDE_COLOR 0xea534dff -COMBOBOX_PRESSED_TEXT_COLOR 0xf5f5f5ff -COMBOBOX_PRESSED_LIST_BORDER_COLOR 0xf5f5f5ff -COMBOBOX_PRESSED_LIST_INSIDE_COLOR 0xea534dff -COMBOBOX_PRESSED_LIST_TEXT_COLOR 0xf5f5f5ff -CHECKBOX_DEFAULT_BORDER_COLOR 0xea534dff -CHECKBOX_DEFAULT_INSIDE_COLOR 0xf5f5f5ff -CHECKBOX_HOVER_BORDER_COLOR 0xf5f5f5ff -CHECKBOX_HOVER_INSIDE_COLOR 0xf5f5f5ff -CHECKBOX_CLICK_BORDER_COLOR 0xf5f5f5ff -CHECKBOX_CLICK_INSIDE_COLOR 0xea534dff -CHECKBOX_STATUS_ACTIVE_COLOR 0xea534dff -CHECKBOX_INSIDE_WIDTH 0x4 -TEXTBOX_BORDER_WIDTH 0x1 -TEXTBOX_BORDER_COLOR 0xea534dff -TEXTBOX_INSIDE_COLOR 0xf5f5f5ff -TEXTBOX_TEXT_COLOR 0xf8f8f1ff -TEXTBOX_LINE_COLOR 0xfafaf5ff -TEXTBOX_TEXT_FONTSIZE 0xa diff --git a/lib/rPBR-1.0/release/resources/shaders/brdf.fs b/lib/rPBR-1.0/release/resources/shaders/brdf.fs deleted file mode 100644 index 59ae384ae..000000000 --- a/lib/rPBR-1.0/release/resources/shaders/brdf.fs +++ /dev/null @@ -1,140 +0,0 @@ -/******************************************************************************************* -* -* rPBR [shader] - Bidirectional reflectance distribution function fragment shader -* -* Copyright (c) 2017 Victor Fisac -* -**********************************************************************************************/ - -#version 330 -#define MAX_SAMPLES 1024u - -// Input vertex attributes (from vertex shader) -in vec2 fragTexCoord; - -// Constant values -const float PI = 3.14159265359; - -// Output fragment color -out vec4 finalColor; - -float DistributionGGX(vec3 N, vec3 H, float roughness); -float RadicalInverse_VdC(uint bits); -vec2 Hammersley(uint i, uint N); -vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness); -float GeometrySchlickGGX(float NdotV, float roughness); -float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness); -vec2 IntegrateBRDF(float NdotV, float roughness); - -float DistributionGGX(vec3 N, vec3 H, float roughness) -{ - float a = roughness*roughness; - float a2 = a*a; - float NdotH = max(dot(N, H), 0.0); - float NdotH2 = NdotH*NdotH; - - float nom = a2; - float denom = (NdotH2*(a2 - 1.0) + 1.0); - denom = PI*denom*denom; - - return nom/denom; -} - -float RadicalInverse_VdC(uint bits) -{ - bits = (bits << 16u) | (bits >> 16u); - bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u); - bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u); - bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u); - bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u); - return float(bits) * 2.3283064365386963e-10; // / 0x100000000 -} - -vec2 Hammersley(uint i, uint N) -{ - return vec2(float(i)/float(N), RadicalInverse_VdC(i)); -} - -vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness) -{ - float a = roughness*roughness; - float phi = 2.0 * PI * Xi.x; - float cosTheta = sqrt((1.0 - Xi.y)/(1.0 + (a*a - 1.0)*Xi.y)); - float sinTheta = sqrt(1.0 - cosTheta*cosTheta); - - // Transform from spherical coordinates to cartesian coordinates (halfway vector) - vec3 H = vec3(cos(phi)*sinTheta, sin(phi)*sinTheta, cosTheta); - - // Transform from tangent space H vector to world space sample vector - vec3 up = ((abs(N.z) < 0.999) ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0)); - vec3 tangent = normalize(cross(up, N)); - vec3 bitangent = cross(N, tangent); - vec3 sampleVec = tangent*H.x + bitangent*H.y + N*H.z; - - return normalize(sampleVec); -} - -float GeometrySchlickGGX(float NdotV, float roughness) -{ - // For IBL k is calculated different - float k = (roughness*roughness)/2.0; - - float nom = NdotV; - float denom = NdotV*(1.0 - k) + k; - - return nom/denom; -} - -float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness) -{ - float NdotV = max(dot(N, V), 0.0); - float NdotL = max(dot(N, L), 0.0); - float ggx2 = GeometrySchlickGGX(NdotV, roughness); - float ggx1 = GeometrySchlickGGX(NdotL, roughness); - - return ggx1*ggx2; -} - -vec2 IntegrateBRDF(float NdotV, float roughness) -{ - vec3 V = vec3(sqrt(1.0 - NdotV*NdotV), 0.0, NdotV); - float A = 0.0; - float B = 0.0; - vec3 N = vec3(0.0, 0.0, 1.0); - - for(uint i = 0u; i < MAX_SAMPLES; i++) - { - // Generate a sample vector that's biased towards the preferred alignment direction (importance sampling) - vec2 Xi = Hammersley(i, MAX_SAMPLES); - vec3 H = ImportanceSampleGGX(Xi, N, roughness); - vec3 L = normalize(2.0*dot(V, H)*H - V); - float NdotL = max(L.z, 0.0); - float NdotH = max(H.z, 0.0); - float VdotH = max(dot(V, H), 0.0); - - if (NdotL > 0.0) - { - float G = GeometrySmith(N, V, L, roughness); - float G_Vis = (G*VdotH)/(NdotH*NdotV); - float Fc = pow(1.0 - VdotH, 5.0); - - A += (1.0 - Fc)*G_Vis; - B += Fc*G_Vis; - } - } - - // Calculate brdf average sample - A /= float(MAX_SAMPLES); - B /= float(MAX_SAMPLES); - - return vec2(A, B); -} - -void main() -{ - // Calculate brdf based on texture coordinates - vec2 brdf = IntegrateBRDF(fragTexCoord.x, fragTexCoord.y); - - // Calculate final fragment color - finalColor = vec4(brdf.r, brdf.g, 0.0, 1.0); -} diff --git a/lib/rPBR-1.0/release/resources/shaders/brdf.vs b/lib/rPBR-1.0/release/resources/shaders/brdf.vs deleted file mode 100644 index 3727dd927..000000000 --- a/lib/rPBR-1.0/release/resources/shaders/brdf.vs +++ /dev/null @@ -1,25 +0,0 @@ -/******************************************************************************************* -* -* rPBR [shader] - Bidirectional reflectance distribution function vertex shader -* -* Copyright (c) 2017 Victor Fisac -* -**********************************************************************************************/ - -#version 330 - -// Input vertex attributes -in vec3 vertexPosition; -in vec2 vertexTexCoord; - -// Output vertex attributes (to fragment shader) -out vec2 fragTexCoord; - -void main() -{ - // Calculate fragment position based on model transformations - fragTexCoord = vertexTexCoord; - - // Calculate final vertex position - gl_Position = vec4(vertexPosition, 1.0); -} diff --git a/lib/rPBR-1.0/release/resources/shaders/cubemap.fs b/lib/rPBR-1.0/release/resources/shaders/cubemap.fs deleted file mode 100644 index 4cae26112..000000000 --- a/lib/rPBR-1.0/release/resources/shaders/cubemap.fs +++ /dev/null @@ -1,40 +0,0 @@ -/******************************************************************************************* -* -* rPBR [shader] - Equirectangular to cubemap fragment shader -* -* Copyright (c) 2017 Victor Fisac -* -**********************************************************************************************/ - -#version 330 - -// Input vertex attributes (from vertex shader) -in vec3 fragPos; - -// Input uniform values -uniform sampler2D equirectangularMap; - -// Output fragment color -out vec4 finalColor; - -vec2 SampleSphericalMap(vec3 v); - -vec2 SampleSphericalMap(vec3 v) -{ - vec2 uv = vec2(atan(v.z, v.x), asin(v.y)); - uv *= vec2(0.1591, 0.3183); - uv += 0.5; - return uv; -} - -void main() -{ - // Normalize local position - vec2 uv = SampleSphericalMap(normalize(fragPos)); - - // Fetch color from texture map - vec3 color = texture(equirectangularMap, uv).rgb; - - // Calculate final fragment color - finalColor = vec4(color, 1.0); -} diff --git a/lib/rPBR-1.0/release/resources/shaders/cubemap.vs b/lib/rPBR-1.0/release/resources/shaders/cubemap.vs deleted file mode 100644 index 6e0bf4e10..000000000 --- a/lib/rPBR-1.0/release/resources/shaders/cubemap.vs +++ /dev/null @@ -1,28 +0,0 @@ -/******************************************************************************************* -* -* rPBR [shader] - Equirectangular to cubemap vertex shader -* -* Copyright (c) 2017 Victor Fisac -* -**********************************************************************************************/ - -#version 330 - -// Input vertex attributes -in vec3 vertexPosition; - -// Input uniform values -uniform mat4 projection; -uniform mat4 view; - -// Output vertex attributes (to fragment shader) -out vec3 fragPos; - -void main() -{ - // Calculate fragment position based on model transformations - fragPos = vertexPosition; - - // Calculate final vertex position - gl_Position = projection*view*vec4(vertexPosition, 1.0); -} diff --git a/lib/rPBR-1.0/release/resources/shaders/irradiance.fs b/lib/rPBR-1.0/release/resources/shaders/irradiance.fs deleted file mode 100644 index 87113673f..000000000 --- a/lib/rPBR-1.0/release/resources/shaders/irradiance.fs +++ /dev/null @@ -1,58 +0,0 @@ -/******************************************************************************************* -* -* rPBR [shader] - Irradiance cubemap fragment shader -* -* Copyright (c) 2017 Victor Fisac -* -**********************************************************************************************/ - -#version 330 - -// Input vertex attributes (from vertex shader) -in vec3 fragPos; - -// Input uniform values -uniform samplerCube environmentMap; - -// Constant values -const float PI = 3.14159265359f; - -// Output fragment color -out vec4 finalColor; - -void main() -{ - // The sample direction equals the hemisphere's orientation - vec3 normal = normalize(fragPos); - - vec3 irradiance = vec3(0.0); - - vec3 up = vec3(0.0, 1.0, 0.0); - vec3 right = cross(up, normal); - up = cross(normal, right); - - float sampleDelta = 0.025f; - float nrSamples = 0.0f; - - for (float phi = 0.0; phi < 2.0*PI; phi += sampleDelta) - { - for (float theta = 0.0; theta < 0.5*PI; theta += sampleDelta) - { - // Spherical to cartesian (in tangent space) - vec3 tangentSample = vec3(sin(theta)*cos(phi), sin(theta)*sin(phi), cos(theta)); - - // tangent space to world - vec3 sampleVec = tangentSample.x*right + tangentSample.y*up + tangentSample.z*normal; - - // Fetch color from environment cubemap - irradiance += texture(environmentMap, sampleVec).rgb*cos(theta)*sin(theta); - nrSamples++; - } - } - - // Calculate irradiance average value from samples - irradiance = PI*irradiance*(1.0/float(nrSamples)); - - // Calculate final fragment color - finalColor = vec4(irradiance, 1.0); -} diff --git a/lib/rPBR-1.0/release/resources/shaders/pbr.fs b/lib/rPBR-1.0/release/resources/shaders/pbr.fs deleted file mode 100644 index a4b1b41dc..000000000 --- a/lib/rPBR-1.0/release/resources/shaders/pbr.fs +++ /dev/null @@ -1,291 +0,0 @@ -/******************************************************************************************* -* -* rPBR [shader] - Physically based rendering fragment shader -* -* Copyright (c) 2017 Victor Fisac -* -**********************************************************************************************/ - -#version 330 - -#define MAX_LIGHTS 4 -#define MAX_REFLECTION_LOD 4.0 -#define MAX_DEPTH_LAYER 20 -#define MIN_DEPTH_LAYER 10 -#define LIGHT_DIRECTIONAL 0 -#define LIGHT_POINT 1 - -struct MaterialProperty { - vec3 color; - int useSampler; - sampler2D sampler; -}; - -struct Light { - int enabled; - int type; - vec3 position; - vec3 target; - vec4 color; -}; - -// Input vertex attributes (from vertex shader) -in vec2 fragTexCoord; -in vec3 fragPos; -in vec3 fragNormal; -in vec3 fragTangent; -in vec3 fragBinormal; - -// Input material values -uniform MaterialProperty albedo; -uniform MaterialProperty normals; -uniform MaterialProperty metalness; -uniform MaterialProperty roughness; -uniform MaterialProperty ao; -uniform MaterialProperty emission; -uniform MaterialProperty height; - -// Input lighting values -uniform Light lights[MAX_LIGHTS]; - -// Input uniform values -uniform samplerCube irradianceMap; -uniform samplerCube prefilterMap; -uniform sampler2D brdfLUT; - -// Other uniform values -uniform int renderMode; -uniform vec3 viewPos; -vec2 texCoord; - -// Constant values -const float PI = 3.14159265359; - -// Output fragment color -out vec4 finalColor; - -vec3 ComputeMaterialProperty(MaterialProperty property); -float DistributionGGX(vec3 N, vec3 H, float roughness); -float GeometrySchlickGGX(float NdotV, float roughness); -float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness); -vec3 fresnelSchlick(float cosTheta, vec3 F0); -vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness); -vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir); - -vec3 ComputeMaterialProperty(MaterialProperty property) -{ - if (property.useSampler == 1) return texture(property.sampler, texCoord).rgb; - else return property.color; -} - -float DistributionGGX(vec3 N, vec3 H, float roughness) -{ - float a = roughness*roughness; - float a2 = a*a; - float NdotH = max(dot(N, H), 0.0); - float NdotH2 = NdotH*NdotH; - - float nom = a2; - float denom = (NdotH2*(a2 - 1.0) + 1.0); - denom = PI*denom*denom; - - return nom/denom; -} - -float GeometrySchlickGGX(float NdotV, float roughness) -{ - float r = (roughness + 1.0); - float k = r*r/8.0; - - float nom = NdotV; - float denom = NdotV*(1.0 - k) + k; - - return nom/denom; -} -float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness) -{ - float NdotV = max(dot(N, V), 0.0); - float NdotL = max(dot(N, L), 0.0); - float ggx2 = GeometrySchlickGGX(NdotV, roughness); - float ggx1 = GeometrySchlickGGX(NdotL, roughness); - - return ggx1*ggx2; -} - -vec3 fresnelSchlick(float cosTheta, vec3 F0) -{ - return F0 + (1.0 - F0)*pow(1.0 - cosTheta, 5.0); -} - -vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness) -{ - return F0 + (max(vec3(1.0 - roughness), F0) - F0)*pow(1.0 - cosTheta, 5.0); -} - -vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir) -{ - // Calculate the number of depth layers and calculate the size of each layer - float numLayers = mix(MAX_DEPTH_LAYER, MIN_DEPTH_LAYER, abs(dot(vec3(0.0, 0.0, 1.0), viewDir))); - float layerDepth = 1.0/numLayers; - - // Calculate depth of current layer - float currentLayerDepth = 0.0; - - // Calculate the amount to shift the texture coordinates per layer (from vector P) - // Note: height amount is stored in height material attribute color R channel (sampler use is independent) - vec2 P = viewDir.xy*height.color.r; - vec2 deltaTexCoords = P/numLayers; - - // Store initial texture coordinates and depth values - vec2 currentTexCoords = texCoords; - float currentDepthMapValue = texture(height.sampler, currentTexCoords).r; - - while (currentLayerDepth < currentDepthMapValue) - { - // Shift texture coordinates along direction of P - currentTexCoords -= deltaTexCoords; - - // Get depth map value at current texture coordinates - currentDepthMapValue = texture(height.sampler, currentTexCoords).r; - - // Get depth of next layer - currentLayerDepth += layerDepth; - } - - // Get texture coordinates before collision (reverse operations) - vec2 prevTexCoords = currentTexCoords + deltaTexCoords; - - // Get depth after and before collision for linear interpolation - float afterDepth = currentDepthMapValue - currentLayerDepth; - float beforeDepth = texture(height.sampler, prevTexCoords).r - currentLayerDepth + layerDepth; - - // Interpolation of texture coordinates - float weight = afterDepth/(afterDepth - beforeDepth); - vec2 finalTexCoords = prevTexCoords*weight + currentTexCoords*(1.0 - weight); - - return finalTexCoords; -} - -void main() -{ - // Calculate TBN and RM matrices - mat3 TBN = transpose(mat3(fragTangent, fragBinormal, fragNormal)); - - // Calculate lighting required attributes - vec3 normal = normalize(fragNormal); - vec3 view = normalize(viewPos - fragPos); - vec3 refl = reflect(-view, normal); - - // Check if parallax mapping is enabled and calculate texture coordinates to use based on height map - if (height.useSampler == 1) texCoord = ParallaxMapping(fragTexCoord, view); - else texCoord = fragTexCoord; // Use default texture coordinates - - // Fetch material values from texture sampler or color attributes - vec3 color = pow(ComputeMaterialProperty(albedo), vec3(2.2)); - vec3 metal = ComputeMaterialProperty(metalness); - vec3 rough = ComputeMaterialProperty(roughness); - vec3 emiss = ComputeMaterialProperty(emission); - vec3 occlusion = ComputeMaterialProperty(ao); - - // Check if normal mapping is enabled - if (normals.useSampler == 1) - { - // Fetch normal map color and transform lighting values to tangent space - normal = ComputeMaterialProperty(normals); - normal = normalize(normal*2.0 - 1.0); - normal = normalize(normal*TBN); - - // Convert tangent space normal to world space due to cubemap reflection calculations - refl = normalize(reflect(-view, normal)); - } - - // Calculate reflectance at normal incidence - vec3 F0 = vec3(0.04); - F0 = mix(F0, color, metal.r); - - // Calculate lighting for all lights - vec3 Lo = vec3(0.0); - vec3 lightDot = vec3(0.0); - - for (int i = 0; i < MAX_LIGHTS; i++) - { - if (lights[i].enabled == 1) - { - // Calculate per-light radiance - vec3 light = vec3(0.0); - vec3 radiance = lights[i].color.rgb; - if (lights[i].type == LIGHT_DIRECTIONAL) light = -normalize(lights[i].target - lights[i].position); - else if (lights[i].type == LIGHT_POINT) - { - light = normalize(lights[i].position - fragPos); - float distance = length(lights[i].position - fragPos); - float attenuation = 1.0/(distance*distance); - radiance *= attenuation; - } - - // Cook-torrance BRDF - vec3 high = normalize(view + light); - float NDF = DistributionGGX(normal, high, rough.r); - float G = GeometrySmith(normal, view, light, rough.r); - vec3 F = fresnelSchlick(max(dot(high, view), 0.0), F0); - vec3 nominator = NDF*G*F; - float denominator = 4*max(dot(normal, view), 0.0)*max(dot(normal, light), 0.0) + 0.001; - vec3 brdf = nominator/denominator; - - // Store to kS the fresnel value and calculate energy conservation - vec3 kS = F; - vec3 kD = vec3(1.0) - kS; - - // Multiply kD by the inverse metalness such that only non-metals have diffuse lighting - kD *= 1.0 - metal.r; - - // Scale light by dot product between normal and light direction - float NdotL = max(dot(normal, light), 0.0); - - // Add to outgoing radiance Lo - // Note: BRDF is already multiplied by the Fresnel so it doesn't need to be multiplied again - Lo += (kD*color/PI + brdf)*radiance*NdotL*lights[i].color.a; - lightDot += radiance*NdotL + brdf*lights[i].color.a; - } - } - - // Calculate ambient lighting using IBL - vec3 F = fresnelSchlickRoughness(max(dot(normal, view), 0.0), F0, rough.r); - vec3 kS = F; - vec3 kD = 1.0 - kS; - kD *= 1.0 - metal.r; - - // Calculate indirect diffuse - vec3 irradiance = texture(irradianceMap, fragNormal).rgb; - vec3 diffuse = color*irradiance; - - // Sample both the prefilter map and the BRDF lut and combine them together as per the Split-Sum approximation - vec3 prefilterColor = textureLod(prefilterMap, refl, rough.r*MAX_REFLECTION_LOD).rgb; - vec2 brdf = texture(brdfLUT, vec2(max(dot(normal, view), 0.0), rough.r)).rg; - vec3 reflection = prefilterColor*(F*brdf.x + brdf.y); - - // Calculate final lighting - vec3 ambient = (kD*diffuse + reflection)*occlusion; - - // Calculate fragment color based on render mode - vec3 fragmentColor = ambient + Lo + emiss; // Physically Based Rendering - if (renderMode == 1) fragmentColor = color; // Albedo - else if (renderMode == 2) fragmentColor = normal; // Normals - else if (renderMode == 3) fragmentColor = metal; // Metalness - else if (renderMode == 4) fragmentColor = rough; // Roughness - else if (renderMode == 5) fragmentColor = occlusion; // Ambient Occlusion - else if (renderMode == 6) fragmentColor = emiss; // Emission - else if (renderMode == 7) fragmentColor = lightDot; // Lighting - else if (renderMode == 8) fragmentColor = kS; // Fresnel - else if (renderMode == 9) fragmentColor = irradiance; // Irradiance - else if (renderMode == 10) fragmentColor = reflection; // Reflection - - // Apply HDR tonemapping - fragmentColor = fragmentColor/(fragmentColor + vec3(1.0)); - - // Apply gamma correction - fragmentColor = pow(fragmentColor, vec3(1.0/2.2)); - - // Calculate final fragment color - finalColor = vec4(fragmentColor, 1.0); -} diff --git a/lib/rPBR-1.0/release/resources/shaders/pbr.vs b/lib/rPBR-1.0/release/resources/shaders/pbr.vs deleted file mode 100644 index f7b62dd3d..000000000 --- a/lib/rPBR-1.0/release/resources/shaders/pbr.vs +++ /dev/null @@ -1,49 +0,0 @@ -/******************************************************************************************* -* -* rPBR [shader] - Physically based rendering vertex shader -* -* Copyright (c) 2017 Victor Fisac -* -**********************************************************************************************/ - -#version 330 - -// Input vertex attributes -in vec3 vertexPosition; -in vec2 vertexTexCoord; -in vec3 vertexNormal; -in vec3 vertexTangent; - -// Input uniform values -uniform mat4 mvpMatrix; -uniform mat4 mMatrix; - -// Output vertex attributes (to fragment shader) -out vec2 fragTexCoord; -out vec3 fragPos; -out vec3 fragNormal; -out vec3 fragTangent; -out vec3 fragBinormal; - -void main() -{ - // Calculate binormal from vertex normal and tangent - vec3 vertexBinormal = cross(vertexNormal, vertexTangent); - - // Calculate fragment normal based on normal transformations - mat3 normalMatrix = transpose(inverse(mat3(mMatrix))); - - // Calculate fragment position based on model transformations - fragPos = vec3(mMatrix*vec4(vertexPosition, 1.0f)); - - // Send vertex attributes to fragment shader - fragTexCoord = vertexTexCoord; - fragNormal = normalize(normalMatrix*vertexNormal); - fragTangent = normalize(normalMatrix*vertexTangent); - fragTangent = normalize(fragTangent - dot(fragTangent, fragNormal)*fragNormal); - fragBinormal = normalize(normalMatrix*vertexBinormal); - fragBinormal = cross(fragNormal, fragTangent); - - // Calculate final vertex position - gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); -} diff --git a/lib/rPBR-1.0/release/resources/shaders/postfx.fs b/lib/rPBR-1.0/release/resources/shaders/postfx.fs deleted file mode 100644 index 9ae4b4338..000000000 --- a/lib/rPBR-1.0/release/resources/shaders/postfx.fs +++ /dev/null @@ -1,113 +0,0 @@ -/******************************************************************************************* -* -* rPBR [shader] - Post-processing effects fragment shader -* -* Copyright (c) 2017 Victor Fisac -* -**********************************************************************************************/ - -#version 330 - -#define FXAA_REDUCE_MIN (1.0/128.0) -#define FXAA_REDUCE_MUL (1.0/8.0) -#define FXAA_SPAN_MAX 8.0 - -// Input vertex attributes (from vertex shader) -in vec2 fragTexCoord; - -// Input uniform values -uniform sampler2D texture0; -uniform vec2 resolution; -uniform int enabledFxaa; -uniform int enabledBloom; -uniform int enabledVignette; - -// Constant values -const float samples = 32.0; // pixels per axis; higher = bigger glow, worse performance -const float quality = 0.25; // lower = smaller glow, better quality -const float radius = 0.75; // Radius of our vignette, where 0.5 results in a circle fitting the screen -const float softness = 0.9; // Softness of our vignette, between 0.0 and 1.0 -const float oppacity = 0.7; // Opacity to apply vignette to source image - -// Output fragment color -out vec4 finalColor; - -void main() -{ - finalColor = texture(texture0, fragTexCoord); - - // FXAA - //------------------------------------------------------------------------------ - if (enabledFxaa == 1) - { - // Calculate inverse of resolution vector - vec2 inverse_resolution = vec2(1.0/resolution.x,1.0/resolution.y); - - // Calculate antialiasing algorithm - vec3 rgbNW = texture2D(texture0, fragTexCoord.xy + (vec2(-1.0,-1.0))*inverse_resolution).xyz; - vec3 rgbNE = texture2D(texture0, fragTexCoord.xy + (vec2(1.0,-1.0))*inverse_resolution).xyz; - vec3 rgbSW = texture2D(texture0, fragTexCoord.xy + (vec2(-1.0,1.0))*inverse_resolution).xyz; - vec3 rgbSE = texture2D(texture0, fragTexCoord.xy + (vec2(1.0,1.0))*inverse_resolution).xyz; - - vec3 rgbM = texture2D(texture0, fragTexCoord.xy).xyz; - vec3 luma = vec3(0.299, 0.587, 0.114); - - float lumaNW = dot(rgbNW, luma); - float lumaNE = dot(rgbNE, luma); - float lumaSW = dot(rgbSW, luma); - float lumaSE = dot(rgbSE, luma); - float lumaM = dot(rgbM, luma); - float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE))); - float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE))); - - vec2 dir = vec2(-((lumaNW + lumaNE) - (lumaSW + lumaSE)), ((lumaNW + lumaSW) - (lumaNE + lumaSE))); - float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE)*(0.25*FXAA_REDUCE_MUL),FXAA_REDUCE_MIN); - float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce); - dir = min(vec2( FXAA_SPAN_MAX, FXAA_SPAN_MAX),max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),dir*rcpDirMin))*inverse_resolution; - vec3 rgbA = 0.5*(texture2D(texture0, fragTexCoord + dir*(1.0/3.0 - 0.5)).xyz + texture2D(texture0, fragTexCoord + dir*(2.0/3.0 - 0.5)).xyz); - vec3 rgbB = rgbA*0.5 + 0.25*(texture2D(texture0, fragTexCoord + dir*-0.5).xyz + texture2D(texture0, fragTexCoord + dir*0.5).xyz); - float lumaB = dot(rgbB, luma); - - // Calculate final fragment color - finalColor = vec4((((lumaB < lumaMin) || (lumaB > lumaMax)) ? rgbA : rgbB), 1.0); - } - - // Bloom - //------------------------------------------------------------------------------ - if (enabledBloom == 1) - { - const int range = (int(samples) - 1)/2; - vec2 sizeFactor = vec2(1)/resolution*quality; - vec4 sum = vec4(0); - for (int x = -range; x <= range; x++) - { - for (int y = -range; y <= range; y++) sum += texture(texture0, fragTexCoord + vec2(x, y)*sizeFactor); - } - - vec4 bloomColor = ((sum/(samples*samples)) + finalColor); - float amount = clamp(finalColor.r + finalColor.g + finalColor.b, 0.0, 1.0); - - // Calculate final fragment color - finalColor = mix(finalColor, bloomColor, amount); - } - - // Vignette - //------------------------------------------------------------------------------ - if (enabledVignette == 1) - { - // Determine center - vec2 position = fragTexCoord.xy - vec2(0.5); - - // Determine the vector length from center - float len = length(position); - - // Our vignette effect, using smoothstep - float vignette = smoothstep(radius, radius - softness, len); - - // Apply our vignette - vec3 final = finalColor.rgb*vignette; - - // Calculate final fragment color - finalColor = vec4(mix(finalColor.rgb, final, oppacity), 1.0); - } -} diff --git a/lib/rPBR-1.0/release/resources/shaders/postfx.vs b/lib/rPBR-1.0/release/resources/shaders/postfx.vs deleted file mode 100644 index 1c525b45d..000000000 --- a/lib/rPBR-1.0/release/resources/shaders/postfx.vs +++ /dev/null @@ -1,31 +0,0 @@ -/******************************************************************************************* -* -* rPBR [shader] - Post-processing effects vertex shader -* -* Copyright (c) 2017 Victor Fisac -* -**********************************************************************************************/ - -#version 330 - -// Input vertex attributes -in vec3 vertexPosition; -in vec2 vertexTexCoord; -in vec3 vertexNormal; - -// Input uniform values -uniform mat4 mvpMatrix; -uniform mat4 modelMatrix; -uniform mat4 viewMatrix; - -// Output vertex attributes (to fragment shader) -out vec2 fragTexCoord; - -void main() -{ - // Send vertex attributes to fragment shader - fragTexCoord = vertexTexCoord; - - // Calculate final vertex position - gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); -} diff --git a/lib/rPBR-1.0/release/resources/shaders/prefilter.fs b/lib/rPBR-1.0/release/resources/shaders/prefilter.fs deleted file mode 100644 index f5cf64be2..000000000 --- a/lib/rPBR-1.0/release/resources/shaders/prefilter.fs +++ /dev/null @@ -1,120 +0,0 @@ -/******************************************************************************************* -* -* rPBR [shader] - Prefiltered environment for reflections fragment shader -* -* Copyright (c) 2017 Victor Fisac -* -**********************************************************************************************/ - -#version 330 -#define MAX_SAMPLES 1024u -#define CUBEMAP_RESOLUTION 1024.0 - -// Input vertex attributes (from vertex shader) -in vec3 fragPos; - -// Input uniform values -uniform samplerCube environmentMap; -uniform float roughness; - -// Constant values -const float PI = 3.14159265359f; - -// Output fragment color -out vec4 finalColor; - -float DistributionGGX(vec3 N, vec3 H, float roughness); -float RadicalInverse_VdC(uint bits); -vec2 Hammersley(uint i, uint N); -vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness); - -float DistributionGGX(vec3 N, vec3 H, float roughness) -{ - float a = roughness*roughness; - float a2 = a*a; - float NdotH = max(dot(N, H), 0.0); - float NdotH2 = NdotH*NdotH; - - float nom = a2; - float denom = (NdotH2*(a2 - 1.0) + 1.0); - denom = PI*denom*denom; - - return nom/denom; -} - -float RadicalInverse_VdC(uint bits) -{ - bits = (bits << 16u) | (bits >> 16u); - bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u); - bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u); - bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u); - bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u); - return float(bits) * 2.3283064365386963e-10; // / 0x100000000 -} - -vec2 Hammersley(uint i, uint N) -{ - return vec2(float(i)/float(N), RadicalInverse_VdC(i)); -} - -vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness) -{ - float a = roughness*roughness; - float phi = 2.0 * PI * Xi.x; - float cosTheta = sqrt((1.0 - Xi.y)/(1.0 + (a*a - 1.0)*Xi.y)); - float sinTheta = sqrt(1.0 - cosTheta*cosTheta); - - // Transform from spherical coordinates to cartesian coordinates (halfway vector) - vec3 H = vec3(cos(phi)*sinTheta, sin(phi)*sinTheta, cosTheta); - - // Transform from tangent space H vector to world space sample vector - vec3 up = ((abs(N.z) < 0.999) ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0)); - vec3 tangent = normalize(cross(up, N)); - vec3 bitangent = cross(N, tangent); - vec3 sampleVec = tangent*H.x + bitangent*H.y + N*H.z; - - return normalize(sampleVec); -} - -void main() -{ - // Make the simplyfying assumption that V equals R equals the normal - vec3 N = normalize(fragPos); - vec3 R = N; - vec3 V = R; - - vec3 prefilteredColor = vec3(0.0); - float totalWeight = 0.0; - - for (uint i = 0u; i < MAX_SAMPLES; i++) - { - // Generate a sample vector that's biased towards the preferred alignment direction (importance sampling) - vec2 Xi = Hammersley(i, MAX_SAMPLES); - vec3 H = ImportanceSampleGGX(Xi, N, roughness); - vec3 L = normalize(2.0*dot(V, H)*H - V); - - float NdotL = max(dot(N, L), 0.0); - if(NdotL > 0.0) - { - // Sample from the environment's mip level based on roughness/pdf - float D = DistributionGGX(N, H, roughness); - float NdotH = max(dot(N, H), 0.0); - float HdotV = max(dot(H, V), 0.0); - float pdf = D*NdotH/(4.0*HdotV) + 0.0001; - - float resolution = CUBEMAP_RESOLUTION; - float saTexel = 4.0*PI/(6.0*resolution*resolution); - float saSample = 1.0/(float(MAX_SAMPLES)*pdf + 0.0001); - float mipLevel = ((roughness == 0.0) ? 0.0 : 0.5*log2(saSample/saTexel)); - - prefilteredColor += textureLod(environmentMap, L, mipLevel).rgb*NdotL; - totalWeight += NdotL; - } - } - - // Calculate prefilter average color - prefilteredColor = prefilteredColor/totalWeight; - - // Calculate final fragment color - finalColor = vec4(prefilteredColor, 1.0); -} diff --git a/lib/rPBR-1.0/release/resources/shaders/skybox.fs b/lib/rPBR-1.0/release/resources/shaders/skybox.fs deleted file mode 100644 index 0bd2f320c..000000000 --- a/lib/rPBR-1.0/release/resources/shaders/skybox.fs +++ /dev/null @@ -1,31 +0,0 @@ -/******************************************************************************************* -* -* rPBR [shader] - Background skybox fragment shader -* -* Copyright (c) 2017 Victor Fisac -* -**********************************************************************************************/ - -#version 330 - -// Input vertex attributes (from vertex shader) -in vec3 fragPos; - -// Input uniform values -uniform samplerCube environmentMap; - -// Output fragment color -out vec4 finalColor; - -void main() -{ - // Fetch color from texture map - vec3 color = texture(environmentMap, fragPos).rgb; - - // Apply gamma correction - color = color/(color + vec3(1.0)); - color = pow(color, vec3(1.0/2.2)); - - // Calculate final fragment color - finalColor = vec4(color, 1.0); -} diff --git a/lib/rPBR-1.0/release/resources/shaders/skybox.vs b/lib/rPBR-1.0/release/resources/shaders/skybox.vs deleted file mode 100644 index f40d615c7..000000000 --- a/lib/rPBR-1.0/release/resources/shaders/skybox.vs +++ /dev/null @@ -1,32 +0,0 @@ -/******************************************************************************************* -* -* rPBR [shader] - Background skybox vertex shader -* -* Copyright (c) 2017 Victor Fisac -* -**********************************************************************************************/ - -#version 330 - -// Input vertex attributes -in vec3 vertexPosition; - -// Input uniform values -uniform mat4 projection; -uniform mat4 view; - -// Output vertex attributes (to fragment shader) -out vec3 fragPos; - -void main() -{ - // Calculate fragment position based on model transformations - fragPos = vertexPosition; - - // Remove translation from the view matrix - mat4 rotView = mat4(mat3(view)); - vec4 clipPos = projection*rotView*vec4(vertexPosition, 1.0); - - // Calculate final vertex position - gl_Position = clipPos.xyww; -} diff --git a/lib/rPBR-1.0/release/resources/textures/cerberus/cerberus_albedo.png b/lib/rPBR-1.0/release/resources/textures/cerberus/cerberus_albedo.png deleted file mode 100644 index 2bb0cfb57..000000000 Binary files a/lib/rPBR-1.0/release/resources/textures/cerberus/cerberus_albedo.png and /dev/null differ diff --git a/lib/rPBR-1.0/release/resources/textures/cerberus/cerberus_metalness.png b/lib/rPBR-1.0/release/resources/textures/cerberus/cerberus_metalness.png deleted file mode 100644 index f7db40a21..000000000 Binary files a/lib/rPBR-1.0/release/resources/textures/cerberus/cerberus_metalness.png and /dev/null differ diff --git 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b/lib/rPBR-1.0/screenshots/rpbr_vs_marmoset_textured.png deleted file mode 100644 index d750d0557..000000000 Binary files a/lib/rPBR-1.0/screenshots/rpbr_vs_marmoset_textured.png and /dev/null differ diff --git a/lib/rPBR-1.0/src/external/glad.h b/lib/rPBR-1.0/src/external/glad.h deleted file mode 100644 index ab5947e68..000000000 --- a/lib/rPBR-1.0/src/external/glad.h +++ /dev/null @@ -1,5441 +0,0 @@ -/* - - OpenGL loader generated by glad 0.1.10a0 on Fri Jun 10 12:54:12 2016. - - Language/Generator: C/C++ - Specification: gl - APIs: gl=3.3 - Profile: core - Extensions: - GL_AMD_debug_output, GL_AMD_query_buffer_object, GL_ARB_ES2_compatibility, GL_ARB_ES3_compatibility, GL_ARB_buffer_storage, GL_ARB_compatibility, GL_ARB_compressed_texture_pixel_storage, GL_ARB_debug_output, GL_ARB_depth_buffer_float, GL_ARB_depth_clamp, GL_ARB_depth_texture, GL_ARB_draw_buffers, GL_ARB_draw_buffers_blend, GL_ARB_explicit_attrib_location, GL_ARB_explicit_uniform_location, GL_ARB_fragment_program, GL_ARB_fragment_shader, GL_ARB_framebuffer_object, GL_ARB_framebuffer_sRGB, GL_ARB_multisample, GL_ARB_sample_locations, GL_ARB_texture_compression, GL_ARB_texture_float, GL_ARB_texture_multisample, GL_ARB_texture_non_power_of_two, GL_ARB_texture_rg, GL_ARB_texture_swizzle, GL_ARB_uniform_buffer_object, GL_ARB_vertex_array_object, GL_ARB_vertex_attrib_binding, GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader, GL_ATI_element_array, GL_ATI_fragment_shader, GL_ATI_vertex_array_object, GL_EXT_blend_color, GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate, GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample, GL_EXT_framebuffer_multisample_blit_scaled, GL_EXT_framebuffer_object, GL_EXT_framebuffer_sRGB, GL_EXT_index_array_formats, GL_EXT_texture, GL_EXT_texture_compression_s3tc, GL_EXT_texture_sRGB, GL_EXT_texture_swizzle, GL_EXT_vertex_array, GL_EXT_vertex_shader - Loader: No - - Commandline: - --profile="core" --api="gl=3.3" --generator="c" --spec="gl" --no-loader --extensions="GL_AMD_debug_output,GL_AMD_query_buffer_object,GL_ARB_ES2_compatibility,GL_ARB_ES3_compatibility,GL_ARB_buffer_storage,GL_ARB_compatibility,GL_ARB_compressed_texture_pixel_storage,GL_ARB_debug_output,GL_ARB_depth_buffer_float,GL_ARB_depth_clamp,GL_ARB_depth_texture,GL_ARB_draw_buffers,GL_ARB_draw_buffers_blend,GL_ARB_explicit_attrib_location,GL_ARB_explicit_uniform_location,GL_ARB_fragment_program,GL_ARB_fragment_shader,GL_ARB_framebuffer_object,GL_ARB_framebuffer_sRGB,GL_ARB_multisample,GL_ARB_sample_locations,GL_ARB_texture_compression,GL_ARB_texture_float,GL_ARB_texture_multisample,GL_ARB_texture_non_power_of_two,GL_ARB_texture_rg,GL_ARB_texture_swizzle,GL_ARB_uniform_buffer_object,GL_ARB_vertex_array_object,GL_ARB_vertex_attrib_binding,GL_ARB_vertex_buffer_object,GL_ARB_vertex_program,GL_ARB_vertex_shader,GL_ATI_element_array,GL_ATI_fragment_shader,GL_ATI_vertex_array_object,GL_EXT_blend_color,GL_EXT_blend_equation_separate,GL_EXT_blend_func_separate,GL_EXT_framebuffer_blit,GL_EXT_framebuffer_multisample,GL_EXT_framebuffer_multisample_blit_scaled,GL_EXT_framebuffer_object,GL_EXT_framebuffer_sRGB,GL_EXT_index_array_formats,GL_EXT_texture,GL_EXT_texture_compression_s3tc,GL_EXT_texture_sRGB,GL_EXT_texture_swizzle,GL_EXT_vertex_array,GL_EXT_vertex_shader" - Online: - http://glad.dav1d.de/#profile=core&language=c&specification=gl&api=gl%3D3.3&extensions=GL_AMD_debug_output&extensions=GL_AMD_query_buffer_object&extensions=GL_ARB_ES2_compatibility&extensions=GL_ARB_ES3_compatibility&extensions=GL_ARB_buffer_storage&extensions=GL_ARB_compatibility&extensions=GL_ARB_compressed_texture_pixel_storage&extensions=GL_ARB_debug_output&extensions=GL_ARB_depth_buffer_float&extensions=GL_ARB_depth_clamp&extensions=GL_ARB_depth_texture&extensions=GL_ARB_draw_buffers&extensions=GL_ARB_draw_buffers_blend&extensions=GL_ARB_explicit_attrib_location&extensions=GL_ARB_explicit_uniform_location&extensions=GL_ARB_fragment_program&extensions=GL_ARB_fragment_shader&extensions=GL_ARB_framebuffer_object&extensions=GL_ARB_framebuffer_sRGB&extensions=GL_ARB_multisample&extensions=GL_ARB_sample_locations&extensions=GL_ARB_texture_compression&extensions=GL_ARB_texture_float&extensions=GL_ARB_texture_multisample&extensions=GL_ARB_texture_non_power_of_two&extensions=GL_ARB_texture_rg&extensions=GL_ARB_texture_swizzle&extensions=GL_ARB_uniform_buffer_object&extensions=GL_ARB_vertex_array_object&extensions=GL_ARB_vertex_attrib_binding&extensions=GL_ARB_vertex_buffer_object&extensions=GL_ARB_vertex_program&extensions=GL_ARB_vertex_shader&extensions=GL_ATI_element_array&extensions=GL_ATI_fragment_shader&extensions=GL_ATI_vertex_array_object&extensions=GL_EXT_blend_color&extensions=GL_EXT_blend_equation_separate&extensions=GL_EXT_blend_func_separate&extensions=GL_EXT_framebuffer_blit&extensions=GL_EXT_framebuffer_multisample&extensions=GL_EXT_framebuffer_multisample_blit_scaled&extensions=GL_EXT_framebuffer_object&extensions=GL_EXT_framebuffer_sRGB&extensions=GL_EXT_index_array_formats&extensions=GL_EXT_texture&extensions=GL_EXT_texture_compression_s3tc&extensions=GL_EXT_texture_sRGB&extensions=GL_EXT_texture_swizzle&extensions=GL_EXT_vertex_array&extensions=GL_EXT_vertex_shader -*/ - - -#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__) -#ifndef WIN32_LEAN_AND_MEAN -#define WIN32_LEAN_AND_MEAN 1 -#endif -//#include -#define APIENTRY __stdcall // RAY: Added -#endif - -#ifndef APIENTRY -#define APIENTRY -#endif -#ifndef APIENTRYP -#define APIENTRYP 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 gladLoadGLLoader(GLADloadproc); - -#include -//#include // RAY: Not required -#ifndef GLEXT_64_TYPES_DEFINED -/* This code block is duplicated in glxext.h, so must be protected */ -#define GLEXT_64_TYPES_DEFINED -/* Define int32_t, int64_t, and uint64_t types for UST/MSC */ -/* (as used in the GL_EXT_timer_query extension). */ -#if defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L -#include -#elif defined(__sun__) || defined(__digital__) -#include -#if defined(__STDC__) -#if defined(__arch64__) || defined(_LP64) -typedef long int int64_t; -typedef unsigned long int uint64_t; -#else -typedef long long int int64_t; -typedef unsigned long long int uint64_t; -#endif /* __arch64__ */ -#endif /* __STDC__ */ -#elif defined( __VMS ) || defined(__sgi) -#include -#elif defined(__SCO__) || defined(__USLC__) -#include -#elif defined(__UNIXOS2__) || defined(__SOL64__) -typedef long int int32_t; -typedef long long int int64_t; -typedef unsigned long long int uint64_t; -#elif defined(_WIN32) && defined(__GNUC__) -#include -#elif defined(_WIN32) -typedef __int32 int32_t; -typedef __int64 int64_t; -typedef unsigned __int64 uint64_t; -#else -/* Fallback if nothing above works */ -#include -#endif -#endif -typedef unsigned int GLenum; -typedef unsigned char GLboolean; -typedef unsigned int GLbitfield; -typedef void GLvoid; -typedef signed char GLbyte; -typedef short GLshort; -typedef int GLint; -typedef int GLclampx; -typedef unsigned char GLubyte; -typedef unsigned short GLushort; -typedef unsigned int GLuint; -typedef int GLsizei; -typedef float GLfloat; -typedef float GLclampf; -typedef double GLdouble; -typedef double GLclampd; -typedef void *GLeglImageOES; -typedef char GLchar; -typedef char GLcharARB; -#ifdef __APPLE__ -typedef void *GLhandleARB; -#else -typedef unsigned int GLhandleARB; -#endif -typedef unsigned short GLhalfARB; -typedef unsigned short GLhalf; -typedef GLint GLfixed; -typedef ptrdiff_t GLintptr; -typedef ptrdiff_t GLsizeiptr; -typedef int64_t GLint64; -typedef uint64_t GLuint64; -typedef ptrdiff_t GLintptrARB; -typedef ptrdiff_t GLsizeiptrARB; -typedef int64_t GLint64EXT; -typedef 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; -#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_COLOR_LOGIC_OP 0x0BF2 -#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_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_WIDTH 0x1000 -#define GL_TEXTURE_HEIGHT 0x1001 -#define GL_TEXTURE_INTERNAL_FORMAT 0x1003 -#define GL_TEXTURE_BORDER_COLOR 0x1004 -#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_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_DOUBLE 0x140A -#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_PROXY_TEXTURE_1D 0x8063 -#define GL_PROXY_TEXTURE_2D 0x8064 -#define GL_REPEAT 0x2901 -#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_FUNC_ADD 0x8006 -#define GL_FUNC_SUBTRACT 0x800A -#define GL_FUNC_REVERSE_SUBTRACT 0x800B -#define GL_MIN 0x8007 -#define GL_MAX 0x8008 -#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_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_INDEX 0x8222 -#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 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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)(); -GLAPI PFNGLFINISHPROC glad_glFinish; -#define glFinish glad_glFinish -typedef void (APIENTRYP PFNGLFLUSHPROC)(); -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)(); -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 near, GLdouble far); -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** 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)(); -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** 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 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(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 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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)(); -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** 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** 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 bufSize, 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 -#define GL_MAX_DEBUG_MESSAGE_LENGTH_AMD 0x9143 -#define GL_MAX_DEBUG_LOGGED_MESSAGES_AMD 0x9144 -#define GL_DEBUG_LOGGED_MESSAGES_AMD 0x9145 -#define GL_DEBUG_SEVERITY_HIGH_AMD 0x9146 -#define GL_DEBUG_SEVERITY_MEDIUM_AMD 0x9147 -#define GL_DEBUG_SEVERITY_LOW_AMD 0x9148 -#define GL_DEBUG_CATEGORY_API_ERROR_AMD 0x9149 -#define GL_DEBUG_CATEGORY_WINDOW_SYSTEM_AMD 0x914A -#define GL_DEBUG_CATEGORY_DEPRECATION_AMD 0x914B -#define GL_DEBUG_CATEGORY_UNDEFINED_BEHAVIOR_AMD 0x914C -#define GL_DEBUG_CATEGORY_PERFORMANCE_AMD 0x914D -#define GL_DEBUG_CATEGORY_SHADER_COMPILER_AMD 0x914E -#define GL_DEBUG_CATEGORY_APPLICATION_AMD 0x914F -#define GL_DEBUG_CATEGORY_OTHER_AMD 0x9150 -#define GL_QUERY_BUFFER_AMD 0x9192 -#define GL_QUERY_BUFFER_BINDING_AMD 0x9193 -#define GL_QUERY_RESULT_NO_WAIT_AMD 0x9194 -#define GL_FIXED 0x140C -#define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A -#define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B -#define GL_LOW_FLOAT 0x8DF0 -#define GL_MEDIUM_FLOAT 0x8DF1 -#define GL_HIGH_FLOAT 0x8DF2 -#define GL_LOW_INT 0x8DF3 -#define GL_MEDIUM_INT 0x8DF4 -#define GL_HIGH_INT 0x8DF5 -#define GL_SHADER_COMPILER 0x8DFA -#define GL_SHADER_BINARY_FORMATS 0x8DF8 -#define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9 -#define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB -#define GL_MAX_VARYING_VECTORS 0x8DFC -#define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD -#define GL_RGB565 0x8D62 -#define GL_COMPRESSED_RGB8_ETC2 0x9274 -#define GL_COMPRESSED_SRGB8_ETC2 0x9275 -#define GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9276 -#define GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9277 -#define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278 -#define GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC 0x9279 -#define GL_COMPRESSED_R11_EAC 0x9270 -#define GL_COMPRESSED_SIGNED_R11_EAC 0x9271 -#define GL_COMPRESSED_RG11_EAC 0x9272 -#define GL_COMPRESSED_SIGNED_RG11_EAC 0x9273 -#define GL_PRIMITIVE_RESTART_FIXED_INDEX 0x8D69 -#define GL_ANY_SAMPLES_PASSED_CONSERVATIVE 0x8D6A -#define GL_MAX_ELEMENT_INDEX 0x8D6B -#define GL_MAP_PERSISTENT_BIT 0x0040 -#define GL_MAP_COHERENT_BIT 0x0080 -#define GL_DYNAMIC_STORAGE_BIT 0x0100 -#define GL_CLIENT_STORAGE_BIT 0x0200 -#define GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT 0x00004000 -#define GL_BUFFER_IMMUTABLE_STORAGE 0x821F -#define GL_BUFFER_STORAGE_FLAGS 0x8220 -#define GL_UNPACK_COMPRESSED_BLOCK_WIDTH 0x9127 -#define GL_UNPACK_COMPRESSED_BLOCK_HEIGHT 0x9128 -#define GL_UNPACK_COMPRESSED_BLOCK_DEPTH 0x9129 -#define GL_UNPACK_COMPRESSED_BLOCK_SIZE 0x912A -#define GL_PACK_COMPRESSED_BLOCK_WIDTH 0x912B -#define GL_PACK_COMPRESSED_BLOCK_HEIGHT 0x912C -#define GL_PACK_COMPRESSED_BLOCK_DEPTH 0x912D -#define GL_PACK_COMPRESSED_BLOCK_SIZE 0x912E -#define GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB 0x8242 -#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB 0x8243 -#define GL_DEBUG_CALLBACK_FUNCTION_ARB 0x8244 -#define GL_DEBUG_CALLBACK_USER_PARAM_ARB 0x8245 -#define GL_DEBUG_SOURCE_API_ARB 0x8246 -#define GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB 0x8247 -#define GL_DEBUG_SOURCE_SHADER_COMPILER_ARB 0x8248 -#define GL_DEBUG_SOURCE_THIRD_PARTY_ARB 0x8249 -#define GL_DEBUG_SOURCE_APPLICATION_ARB 0x824A -#define GL_DEBUG_SOURCE_OTHER_ARB 0x824B -#define GL_DEBUG_TYPE_ERROR_ARB 0x824C -#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB 0x824D -#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB 0x824E -#define GL_DEBUG_TYPE_PORTABILITY_ARB 0x824F -#define GL_DEBUG_TYPE_PERFORMANCE_ARB 0x8250 -#define GL_DEBUG_TYPE_OTHER_ARB 0x8251 -#define GL_MAX_DEBUG_MESSAGE_LENGTH_ARB 0x9143 -#define GL_MAX_DEBUG_LOGGED_MESSAGES_ARB 0x9144 -#define GL_DEBUG_LOGGED_MESSAGES_ARB 0x9145 -#define GL_DEBUG_SEVERITY_HIGH_ARB 0x9146 -#define GL_DEBUG_SEVERITY_MEDIUM_ARB 0x9147 -#define GL_DEBUG_SEVERITY_LOW_ARB 0x9148 -#define GL_DEPTH_COMPONENT16_ARB 0x81A5 -#define GL_DEPTH_COMPONENT24_ARB 0x81A6 -#define GL_DEPTH_COMPONENT32_ARB 0x81A7 -#define GL_TEXTURE_DEPTH_SIZE_ARB 0x884A -#define GL_DEPTH_TEXTURE_MODE_ARB 0x884B -#define GL_MAX_DRAW_BUFFERS_ARB 0x8824 -#define GL_DRAW_BUFFER0_ARB 0x8825 -#define GL_DRAW_BUFFER1_ARB 0x8826 -#define GL_DRAW_BUFFER2_ARB 0x8827 -#define GL_DRAW_BUFFER3_ARB 0x8828 -#define GL_DRAW_BUFFER4_ARB 0x8829 -#define GL_DRAW_BUFFER5_ARB 0x882A -#define GL_DRAW_BUFFER6_ARB 0x882B -#define GL_DRAW_BUFFER7_ARB 0x882C -#define GL_DRAW_BUFFER8_ARB 0x882D -#define GL_DRAW_BUFFER9_ARB 0x882E -#define GL_DRAW_BUFFER10_ARB 0x882F -#define GL_DRAW_BUFFER11_ARB 0x8830 -#define GL_DRAW_BUFFER12_ARB 0x8831 -#define GL_DRAW_BUFFER13_ARB 0x8832 -#define GL_DRAW_BUFFER14_ARB 0x8833 -#define GL_DRAW_BUFFER15_ARB 0x8834 -#define GL_MAX_UNIFORM_LOCATIONS 0x826E -#define GL_FRAGMENT_PROGRAM_ARB 0x8804 -#define GL_PROGRAM_FORMAT_ASCII_ARB 0x8875 -#define GL_PROGRAM_LENGTH_ARB 0x8627 -#define GL_PROGRAM_FORMAT_ARB 0x8876 -#define GL_PROGRAM_BINDING_ARB 0x8677 -#define GL_PROGRAM_INSTRUCTIONS_ARB 0x88A0 -#define GL_MAX_PROGRAM_INSTRUCTIONS_ARB 0x88A1 -#define GL_PROGRAM_NATIVE_INSTRUCTIONS_ARB 0x88A2 -#define GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB 0x88A3 -#define GL_PROGRAM_TEMPORARIES_ARB 0x88A4 -#define GL_MAX_PROGRAM_TEMPORARIES_ARB 0x88A5 -#define GL_PROGRAM_NATIVE_TEMPORARIES_ARB 0x88A6 -#define GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB 0x88A7 -#define GL_PROGRAM_PARAMETERS_ARB 0x88A8 -#define GL_MAX_PROGRAM_PARAMETERS_ARB 0x88A9 -#define GL_PROGRAM_NATIVE_PARAMETERS_ARB 0x88AA -#define GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB 0x88AB -#define GL_PROGRAM_ATTRIBS_ARB 0x88AC -#define GL_MAX_PROGRAM_ATTRIBS_ARB 0x88AD -#define GL_PROGRAM_NATIVE_ATTRIBS_ARB 0x88AE -#define GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB 0x88AF -#define GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB 0x88B4 -#define GL_MAX_PROGRAM_ENV_PARAMETERS_ARB 0x88B5 -#define GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB 0x88B6 -#define GL_PROGRAM_ALU_INSTRUCTIONS_ARB 0x8805 -#define GL_PROGRAM_TEX_INSTRUCTIONS_ARB 0x8806 -#define GL_PROGRAM_TEX_INDIRECTIONS_ARB 0x8807 -#define GL_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB 0x8808 -#define GL_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB 0x8809 -#define GL_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB 0x880A -#define GL_MAX_PROGRAM_ALU_INSTRUCTIONS_ARB 0x880B -#define GL_MAX_PROGRAM_TEX_INSTRUCTIONS_ARB 0x880C -#define GL_MAX_PROGRAM_TEX_INDIRECTIONS_ARB 0x880D -#define GL_MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB 0x880E -#define GL_MAX_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB 0x880F -#define GL_MAX_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB 0x8810 -#define GL_PROGRAM_STRING_ARB 0x8628 -#define GL_PROGRAM_ERROR_POSITION_ARB 0x864B -#define GL_CURRENT_MATRIX_ARB 0x8641 -#define GL_TRANSPOSE_CURRENT_MATRIX_ARB 0x88B7 -#define GL_CURRENT_MATRIX_STACK_DEPTH_ARB 0x8640 -#define GL_MAX_PROGRAM_MATRICES_ARB 0x862F -#define GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB 0x862E -#define GL_MAX_TEXTURE_COORDS_ARB 0x8871 -#define GL_MAX_TEXTURE_IMAGE_UNITS_ARB 0x8872 -#define GL_PROGRAM_ERROR_STRING_ARB 0x8874 -#define GL_MATRIX0_ARB 0x88C0 -#define GL_MATRIX1_ARB 0x88C1 -#define GL_MATRIX2_ARB 0x88C2 -#define GL_MATRIX3_ARB 0x88C3 -#define GL_MATRIX4_ARB 0x88C4 -#define GL_MATRIX5_ARB 0x88C5 -#define GL_MATRIX6_ARB 0x88C6 -#define GL_MATRIX7_ARB 0x88C7 -#define GL_MATRIX8_ARB 0x88C8 -#define GL_MATRIX9_ARB 0x88C9 -#define GL_MATRIX10_ARB 0x88CA -#define GL_MATRIX11_ARB 0x88CB -#define GL_MATRIX12_ARB 0x88CC -#define GL_MATRIX13_ARB 0x88CD -#define GL_MATRIX14_ARB 0x88CE -#define GL_MATRIX15_ARB 0x88CF -#define GL_MATRIX16_ARB 0x88D0 -#define GL_MATRIX17_ARB 0x88D1 -#define GL_MATRIX18_ARB 0x88D2 -#define GL_MATRIX19_ARB 0x88D3 -#define GL_MATRIX20_ARB 0x88D4 -#define GL_MATRIX21_ARB 0x88D5 -#define GL_MATRIX22_ARB 0x88D6 -#define GL_MATRIX23_ARB 0x88D7 -#define GL_MATRIX24_ARB 0x88D8 -#define GL_MATRIX25_ARB 0x88D9 -#define GL_MATRIX26_ARB 0x88DA -#define GL_MATRIX27_ARB 0x88DB -#define GL_MATRIX28_ARB 0x88DC -#define GL_MATRIX29_ARB 0x88DD -#define GL_MATRIX30_ARB 0x88DE -#define GL_MATRIX31_ARB 0x88DF -#define GL_FRAGMENT_SHADER_ARB 0x8B30 -#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB 0x8B49 -#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB 0x8B8B -#define GL_MULTISAMPLE_ARB 0x809D -#define GL_SAMPLE_ALPHA_TO_COVERAGE_ARB 0x809E -#define GL_SAMPLE_ALPHA_TO_ONE_ARB 0x809F -#define GL_SAMPLE_COVERAGE_ARB 0x80A0 -#define GL_SAMPLE_BUFFERS_ARB 0x80A8 -#define GL_SAMPLES_ARB 0x80A9 -#define GL_SAMPLE_COVERAGE_VALUE_ARB 0x80AA -#define GL_SAMPLE_COVERAGE_INVERT_ARB 0x80AB -#define GL_MULTISAMPLE_BIT_ARB 0x20000000 -#define GL_SAMPLE_LOCATION_SUBPIXEL_BITS_ARB 0x933D -#define GL_SAMPLE_LOCATION_PIXEL_GRID_WIDTH_ARB 0x933E -#define GL_SAMPLE_LOCATION_PIXEL_GRID_HEIGHT_ARB 0x933F -#define GL_PROGRAMMABLE_SAMPLE_LOCATION_TABLE_SIZE_ARB 0x9340 -#define GL_SAMPLE_LOCATION_ARB 0x8E50 -#define GL_PROGRAMMABLE_SAMPLE_LOCATION_ARB 0x9341 -#define GL_FRAMEBUFFER_PROGRAMMABLE_SAMPLE_LOCATIONS_ARB 0x9342 -#define GL_FRAMEBUFFER_SAMPLE_LOCATION_PIXEL_GRID_ARB 0x9343 -#define GL_COMPRESSED_ALPHA_ARB 0x84E9 -#define GL_COMPRESSED_LUMINANCE_ARB 0x84EA -#define GL_COMPRESSED_LUMINANCE_ALPHA_ARB 0x84EB -#define GL_COMPRESSED_INTENSITY_ARB 0x84EC -#define GL_COMPRESSED_RGB_ARB 0x84ED -#define GL_COMPRESSED_RGBA_ARB 0x84EE -#define GL_TEXTURE_COMPRESSION_HINT_ARB 0x84EF -#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE_ARB 0x86A0 -#define GL_TEXTURE_COMPRESSED_ARB 0x86A1 -#define GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A2 -#define GL_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A3 -#define GL_TEXTURE_RED_TYPE_ARB 0x8C10 -#define GL_TEXTURE_GREEN_TYPE_ARB 0x8C11 -#define GL_TEXTURE_BLUE_TYPE_ARB 0x8C12 -#define GL_TEXTURE_ALPHA_TYPE_ARB 0x8C13 -#define GL_TEXTURE_LUMINANCE_TYPE_ARB 0x8C14 -#define GL_TEXTURE_INTENSITY_TYPE_ARB 0x8C15 -#define GL_TEXTURE_DEPTH_TYPE_ARB 0x8C16 -#define GL_UNSIGNED_NORMALIZED_ARB 0x8C17 -#define GL_RGBA32F_ARB 0x8814 -#define GL_RGB32F_ARB 0x8815 -#define GL_ALPHA32F_ARB 0x8816 -#define GL_INTENSITY32F_ARB 0x8817 -#define GL_LUMINANCE32F_ARB 0x8818 -#define GL_LUMINANCE_ALPHA32F_ARB 0x8819 -#define GL_RGBA16F_ARB 0x881A -#define GL_RGB16F_ARB 0x881B -#define GL_ALPHA16F_ARB 0x881C -#define GL_INTENSITY16F_ARB 0x881D -#define GL_LUMINANCE16F_ARB 0x881E -#define GL_LUMINANCE_ALPHA16F_ARB 0x881F -#define GL_VERTEX_ATTRIB_BINDING 0x82D4 -#define GL_VERTEX_ATTRIB_RELATIVE_OFFSET 0x82D5 -#define GL_VERTEX_BINDING_DIVISOR 0x82D6 -#define GL_VERTEX_BINDING_OFFSET 0x82D7 -#define GL_VERTEX_BINDING_STRIDE 0x82D8 -#define GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET 0x82D9 -#define GL_MAX_VERTEX_ATTRIB_BINDINGS 0x82DA -#define GL_BUFFER_SIZE_ARB 0x8764 -#define GL_BUFFER_USAGE_ARB 0x8765 -#define GL_ARRAY_BUFFER_ARB 0x8892 -#define GL_ELEMENT_ARRAY_BUFFER_ARB 0x8893 -#define GL_ARRAY_BUFFER_BINDING_ARB 0x8894 -#define GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB 0x8895 -#define GL_VERTEX_ARRAY_BUFFER_BINDING_ARB 0x8896 -#define GL_NORMAL_ARRAY_BUFFER_BINDING_ARB 0x8897 -#define GL_COLOR_ARRAY_BUFFER_BINDING_ARB 0x8898 -#define GL_INDEX_ARRAY_BUFFER_BINDING_ARB 0x8899 -#define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB 0x889A -#define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB 0x889B -#define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB 0x889C -#define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB 0x889D -#define GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB 0x889E -#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB 0x889F -#define GL_READ_ONLY_ARB 0x88B8 -#define GL_WRITE_ONLY_ARB 0x88B9 -#define GL_READ_WRITE_ARB 0x88BA -#define GL_BUFFER_ACCESS_ARB 0x88BB -#define GL_BUFFER_MAPPED_ARB 0x88BC -#define GL_BUFFER_MAP_POINTER_ARB 0x88BD -#define GL_STREAM_DRAW_ARB 0x88E0 -#define GL_STREAM_READ_ARB 0x88E1 -#define GL_STREAM_COPY_ARB 0x88E2 -#define GL_STATIC_DRAW_ARB 0x88E4 -#define GL_STATIC_READ_ARB 0x88E5 -#define GL_STATIC_COPY_ARB 0x88E6 -#define GL_DYNAMIC_DRAW_ARB 0x88E8 -#define GL_DYNAMIC_READ_ARB 0x88E9 -#define GL_DYNAMIC_COPY_ARB 0x88EA -#define GL_COLOR_SUM_ARB 0x8458 -#define GL_VERTEX_PROGRAM_ARB 0x8620 -#define GL_VERTEX_ATTRIB_ARRAY_ENABLED_ARB 0x8622 -#define GL_VERTEX_ATTRIB_ARRAY_SIZE_ARB 0x8623 -#define GL_VERTEX_ATTRIB_ARRAY_STRIDE_ARB 0x8624 -#define GL_VERTEX_ATTRIB_ARRAY_TYPE_ARB 0x8625 -#define GL_CURRENT_VERTEX_ATTRIB_ARB 0x8626 -#define GL_VERTEX_PROGRAM_POINT_SIZE_ARB 0x8642 -#define GL_VERTEX_PROGRAM_TWO_SIDE_ARB 0x8643 -#define GL_VERTEX_ATTRIB_ARRAY_POINTER_ARB 0x8645 -#define GL_MAX_VERTEX_ATTRIBS_ARB 0x8869 -#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED_ARB 0x886A -#define GL_PROGRAM_ADDRESS_REGISTERS_ARB 0x88B0 -#define GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB 0x88B1 -#define GL_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB 0x88B2 -#define GL_MAX_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB 0x88B3 -#define GL_VERTEX_SHADER_ARB 0x8B31 -#define GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB 0x8B4A -#define GL_MAX_VARYING_FLOATS_ARB 0x8B4B -#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB 0x8B4C -#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB 0x8B4D -#define GL_OBJECT_ACTIVE_ATTRIBUTES_ARB 0x8B89 -#define GL_OBJECT_ACTIVE_ATTRIBUTE_MAX_LENGTH_ARB 0x8B8A -#define GL_FLOAT_VEC2_ARB 0x8B50 -#define GL_FLOAT_VEC3_ARB 0x8B51 -#define GL_FLOAT_VEC4_ARB 0x8B52 -#define GL_FLOAT_MAT2_ARB 0x8B5A -#define GL_FLOAT_MAT3_ARB 0x8B5B -#define GL_FLOAT_MAT4_ARB 0x8B5C -#define GL_ELEMENT_ARRAY_ATI 0x8768 -#define GL_ELEMENT_ARRAY_TYPE_ATI 0x8769 -#define GL_ELEMENT_ARRAY_POINTER_ATI 0x876A -#define GL_FRAGMENT_SHADER_ATI 0x8920 -#define GL_REG_0_ATI 0x8921 -#define GL_REG_1_ATI 0x8922 -#define GL_REG_2_ATI 0x8923 -#define GL_REG_3_ATI 0x8924 -#define GL_REG_4_ATI 0x8925 -#define GL_REG_5_ATI 0x8926 -#define GL_REG_6_ATI 0x8927 -#define GL_REG_7_ATI 0x8928 -#define GL_REG_8_ATI 0x8929 -#define GL_REG_9_ATI 0x892A -#define GL_REG_10_ATI 0x892B -#define GL_REG_11_ATI 0x892C -#define GL_REG_12_ATI 0x892D -#define GL_REG_13_ATI 0x892E -#define GL_REG_14_ATI 0x892F -#define GL_REG_15_ATI 0x8930 -#define GL_REG_16_ATI 0x8931 -#define GL_REG_17_ATI 0x8932 -#define GL_REG_18_ATI 0x8933 -#define GL_REG_19_ATI 0x8934 -#define GL_REG_20_ATI 0x8935 -#define GL_REG_21_ATI 0x8936 -#define GL_REG_22_ATI 0x8937 -#define GL_REG_23_ATI 0x8938 -#define GL_REG_24_ATI 0x8939 -#define GL_REG_25_ATI 0x893A -#define GL_REG_26_ATI 0x893B -#define GL_REG_27_ATI 0x893C -#define GL_REG_28_ATI 0x893D -#define GL_REG_29_ATI 0x893E -#define GL_REG_30_ATI 0x893F -#define GL_REG_31_ATI 0x8940 -#define GL_CON_0_ATI 0x8941 -#define GL_CON_1_ATI 0x8942 -#define GL_CON_2_ATI 0x8943 -#define GL_CON_3_ATI 0x8944 -#define GL_CON_4_ATI 0x8945 -#define GL_CON_5_ATI 0x8946 -#define GL_CON_6_ATI 0x8947 -#define GL_CON_7_ATI 0x8948 -#define GL_CON_8_ATI 0x8949 -#define GL_CON_9_ATI 0x894A -#define GL_CON_10_ATI 0x894B -#define GL_CON_11_ATI 0x894C -#define GL_CON_12_ATI 0x894D -#define GL_CON_13_ATI 0x894E -#define GL_CON_14_ATI 0x894F -#define GL_CON_15_ATI 0x8950 -#define GL_CON_16_ATI 0x8951 -#define GL_CON_17_ATI 0x8952 -#define GL_CON_18_ATI 0x8953 -#define GL_CON_19_ATI 0x8954 -#define GL_CON_20_ATI 0x8955 -#define GL_CON_21_ATI 0x8956 -#define GL_CON_22_ATI 0x8957 -#define GL_CON_23_ATI 0x8958 -#define GL_CON_24_ATI 0x8959 -#define GL_CON_25_ATI 0x895A -#define GL_CON_26_ATI 0x895B -#define GL_CON_27_ATI 0x895C -#define GL_CON_28_ATI 0x895D -#define GL_CON_29_ATI 0x895E -#define GL_CON_30_ATI 0x895F -#define GL_CON_31_ATI 0x8960 -#define GL_MOV_ATI 0x8961 -#define GL_ADD_ATI 0x8963 -#define GL_MUL_ATI 0x8964 -#define GL_SUB_ATI 0x8965 -#define GL_DOT3_ATI 0x8966 -#define GL_DOT4_ATI 0x8967 -#define GL_MAD_ATI 0x8968 -#define GL_LERP_ATI 0x8969 -#define GL_CND_ATI 0x896A -#define GL_CND0_ATI 0x896B -#define GL_DOT2_ADD_ATI 0x896C -#define GL_SECONDARY_INTERPOLATOR_ATI 0x896D -#define GL_NUM_FRAGMENT_REGISTERS_ATI 0x896E -#define GL_NUM_FRAGMENT_CONSTANTS_ATI 0x896F -#define GL_NUM_PASSES_ATI 0x8970 -#define GL_NUM_INSTRUCTIONS_PER_PASS_ATI 0x8971 -#define GL_NUM_INSTRUCTIONS_TOTAL_ATI 0x8972 -#define GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI 0x8973 -#define GL_NUM_LOOPBACK_COMPONENTS_ATI 0x8974 -#define GL_COLOR_ALPHA_PAIRING_ATI 0x8975 -#define GL_SWIZZLE_STR_ATI 0x8976 -#define GL_SWIZZLE_STQ_ATI 0x8977 -#define GL_SWIZZLE_STR_DR_ATI 0x8978 -#define GL_SWIZZLE_STQ_DQ_ATI 0x8979 -#define GL_SWIZZLE_STRQ_ATI 0x897A -#define GL_SWIZZLE_STRQ_DQ_ATI 0x897B -#define GL_RED_BIT_ATI 0x00000001 -#define GL_GREEN_BIT_ATI 0x00000002 -#define GL_BLUE_BIT_ATI 0x00000004 -#define GL_2X_BIT_ATI 0x00000001 -#define GL_4X_BIT_ATI 0x00000002 -#define GL_8X_BIT_ATI 0x00000004 -#define GL_HALF_BIT_ATI 0x00000008 -#define GL_QUARTER_BIT_ATI 0x00000010 -#define GL_EIGHTH_BIT_ATI 0x00000020 -#define GL_SATURATE_BIT_ATI 0x00000040 -#define GL_COMP_BIT_ATI 0x00000002 -#define GL_NEGATE_BIT_ATI 0x00000004 -#define GL_BIAS_BIT_ATI 0x00000008 -#define GL_STATIC_ATI 0x8760 -#define GL_DYNAMIC_ATI 0x8761 -#define GL_PRESERVE_ATI 0x8762 -#define GL_DISCARD_ATI 0x8763 -#define GL_OBJECT_BUFFER_SIZE_ATI 0x8764 -#define GL_OBJECT_BUFFER_USAGE_ATI 0x8765 -#define GL_ARRAY_OBJECT_BUFFER_ATI 0x8766 -#define GL_ARRAY_OBJECT_OFFSET_ATI 0x8767 -#define GL_CONSTANT_COLOR_EXT 0x8001 -#define GL_ONE_MINUS_CONSTANT_COLOR_EXT 0x8002 -#define GL_CONSTANT_ALPHA_EXT 0x8003 -#define GL_ONE_MINUS_CONSTANT_ALPHA_EXT 0x8004 -#define GL_BLEND_COLOR_EXT 0x8005 -#define GL_BLEND_EQUATION_RGB_EXT 0x8009 -#define GL_BLEND_EQUATION_ALPHA_EXT 0x883D -#define GL_BLEND_DST_RGB_EXT 0x80C8 -#define GL_BLEND_SRC_RGB_EXT 0x80C9 -#define GL_BLEND_DST_ALPHA_EXT 0x80CA -#define GL_BLEND_SRC_ALPHA_EXT 0x80CB -#define GL_READ_FRAMEBUFFER_EXT 0x8CA8 -#define GL_DRAW_FRAMEBUFFER_EXT 0x8CA9 -#define GL_DRAW_FRAMEBUFFER_BINDING_EXT 0x8CA6 -#define GL_READ_FRAMEBUFFER_BINDING_EXT 0x8CAA -#define GL_RENDERBUFFER_SAMPLES_EXT 0x8CAB -#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT 0x8D56 -#define GL_MAX_SAMPLES_EXT 0x8D57 -#define GL_SCALED_RESOLVE_FASTEST_EXT 0x90BA -#define GL_SCALED_RESOLVE_NICEST_EXT 0x90BB -#define GL_INVALID_FRAMEBUFFER_OPERATION_EXT 0x0506 -#define GL_MAX_RENDERBUFFER_SIZE_EXT 0x84E8 -#define GL_FRAMEBUFFER_BINDING_EXT 0x8CA6 -#define GL_RENDERBUFFER_BINDING_EXT 0x8CA7 -#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE_EXT 0x8CD0 -#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT 0x8CD1 -#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL_EXT 0x8CD2 -#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE_EXT 0x8CD3 -#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_EXT 0x8CD4 -#define GL_FRAMEBUFFER_COMPLETE_EXT 0x8CD5 -#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT 0x8CD6 -#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT 0x8CD7 -#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT 0x8CD9 -#define GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT 0x8CDA -#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT 0x8CDB -#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT 0x8CDC -#define GL_FRAMEBUFFER_UNSUPPORTED_EXT 0x8CDD -#define GL_MAX_COLOR_ATTACHMENTS_EXT 0x8CDF -#define GL_COLOR_ATTACHMENT0_EXT 0x8CE0 -#define GL_COLOR_ATTACHMENT1_EXT 0x8CE1 -#define GL_COLOR_ATTACHMENT2_EXT 0x8CE2 -#define GL_COLOR_ATTACHMENT3_EXT 0x8CE3 -#define GL_COLOR_ATTACHMENT4_EXT 0x8CE4 -#define GL_COLOR_ATTACHMENT5_EXT 0x8CE5 -#define GL_COLOR_ATTACHMENT6_EXT 0x8CE6 -#define GL_COLOR_ATTACHMENT7_EXT 0x8CE7 -#define GL_COLOR_ATTACHMENT8_EXT 0x8CE8 -#define GL_COLOR_ATTACHMENT9_EXT 0x8CE9 -#define GL_COLOR_ATTACHMENT10_EXT 0x8CEA -#define GL_COLOR_ATTACHMENT11_EXT 0x8CEB -#define GL_COLOR_ATTACHMENT12_EXT 0x8CEC -#define GL_COLOR_ATTACHMENT13_EXT 0x8CED -#define GL_COLOR_ATTACHMENT14_EXT 0x8CEE -#define GL_COLOR_ATTACHMENT15_EXT 0x8CEF -#define GL_DEPTH_ATTACHMENT_EXT 0x8D00 -#define GL_STENCIL_ATTACHMENT_EXT 0x8D20 -#define GL_FRAMEBUFFER_EXT 0x8D40 -#define GL_RENDERBUFFER_EXT 0x8D41 -#define GL_RENDERBUFFER_WIDTH_EXT 0x8D42 -#define GL_RENDERBUFFER_HEIGHT_EXT 0x8D43 -#define GL_RENDERBUFFER_INTERNAL_FORMAT_EXT 0x8D44 -#define GL_STENCIL_INDEX1_EXT 0x8D46 -#define GL_STENCIL_INDEX4_EXT 0x8D47 -#define GL_STENCIL_INDEX8_EXT 0x8D48 -#define GL_STENCIL_INDEX16_EXT 0x8D49 -#define GL_RENDERBUFFER_RED_SIZE_EXT 0x8D50 -#define GL_RENDERBUFFER_GREEN_SIZE_EXT 0x8D51 -#define GL_RENDERBUFFER_BLUE_SIZE_EXT 0x8D52 -#define GL_RENDERBUFFER_ALPHA_SIZE_EXT 0x8D53 -#define GL_RENDERBUFFER_DEPTH_SIZE_EXT 0x8D54 -#define GL_RENDERBUFFER_STENCIL_SIZE_EXT 0x8D55 -#define GL_FRAMEBUFFER_SRGB_EXT 0x8DB9 -#define GL_FRAMEBUFFER_SRGB_CAPABLE_EXT 0x8DBA -#define GL_IUI_V2F_EXT 0x81AD -#define GL_IUI_V3F_EXT 0x81AE -#define GL_IUI_N3F_V2F_EXT 0x81AF -#define GL_IUI_N3F_V3F_EXT 0x81B0 -#define GL_T2F_IUI_V2F_EXT 0x81B1 -#define GL_T2F_IUI_V3F_EXT 0x81B2 -#define GL_T2F_IUI_N3F_V2F_EXT 0x81B3 -#define GL_T2F_IUI_N3F_V3F_EXT 0x81B4 -#define GL_ALPHA4_EXT 0x803B -#define GL_ALPHA8_EXT 0x803C -#define GL_ALPHA12_EXT 0x803D -#define GL_ALPHA16_EXT 0x803E -#define GL_LUMINANCE4_EXT 0x803F -#define GL_LUMINANCE8_EXT 0x8040 -#define GL_LUMINANCE12_EXT 0x8041 -#define GL_LUMINANCE16_EXT 0x8042 -#define GL_LUMINANCE4_ALPHA4_EXT 0x8043 -#define GL_LUMINANCE6_ALPHA2_EXT 0x8044 -#define GL_LUMINANCE8_ALPHA8_EXT 0x8045 -#define GL_LUMINANCE12_ALPHA4_EXT 0x8046 -#define GL_LUMINANCE12_ALPHA12_EXT 0x8047 -#define GL_LUMINANCE16_ALPHA16_EXT 0x8048 -#define GL_INTENSITY_EXT 0x8049 -#define GL_INTENSITY4_EXT 0x804A -#define GL_INTENSITY8_EXT 0x804B -#define GL_INTENSITY12_EXT 0x804C -#define GL_INTENSITY16_EXT 0x804D -#define GL_RGB2_EXT 0x804E -#define GL_RGB4_EXT 0x804F -#define GL_RGB5_EXT 0x8050 -#define GL_RGB8_EXT 0x8051 -#define GL_RGB10_EXT 0x8052 -#define GL_RGB12_EXT 0x8053 -#define GL_RGB16_EXT 0x8054 -#define GL_RGBA2_EXT 0x8055 -#define GL_RGBA4_EXT 0x8056 -#define GL_RGB5_A1_EXT 0x8057 -#define GL_RGBA8_EXT 0x8058 -#define GL_RGB10_A2_EXT 0x8059 -#define GL_RGBA12_EXT 0x805A -#define GL_RGBA16_EXT 0x805B -#define GL_TEXTURE_RED_SIZE_EXT 0x805C -#define GL_TEXTURE_GREEN_SIZE_EXT 0x805D -#define GL_TEXTURE_BLUE_SIZE_EXT 0x805E -#define GL_TEXTURE_ALPHA_SIZE_EXT 0x805F -#define GL_TEXTURE_LUMINANCE_SIZE_EXT 0x8060 -#define GL_TEXTURE_INTENSITY_SIZE_EXT 0x8061 -#define GL_REPLACE_EXT 0x8062 -#define GL_PROXY_TEXTURE_1D_EXT 0x8063 -#define GL_PROXY_TEXTURE_2D_EXT 0x8064 -#define GL_TEXTURE_TOO_LARGE_EXT 0x8065 -#define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0 -#define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1 -#define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2 -#define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3 -#define GL_SRGB_EXT 0x8C40 -#define GL_SRGB8_EXT 0x8C41 -#define GL_SRGB_ALPHA_EXT 0x8C42 -#define GL_SRGB8_ALPHA8_EXT 0x8C43 -#define GL_SLUMINANCE_ALPHA_EXT 0x8C44 -#define GL_SLUMINANCE8_ALPHA8_EXT 0x8C45 -#define GL_SLUMINANCE_EXT 0x8C46 -#define GL_SLUMINANCE8_EXT 0x8C47 -#define GL_COMPRESSED_SRGB_EXT 0x8C48 -#define GL_COMPRESSED_SRGB_ALPHA_EXT 0x8C49 -#define GL_COMPRESSED_SLUMINANCE_EXT 0x8C4A -#define GL_COMPRESSED_SLUMINANCE_ALPHA_EXT 0x8C4B -#define GL_COMPRESSED_SRGB_S3TC_DXT1_EXT 0x8C4C -#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT 0x8C4D -#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT 0x8C4E -#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT 0x8C4F -#define GL_TEXTURE_SWIZZLE_R_EXT 0x8E42 -#define GL_TEXTURE_SWIZZLE_G_EXT 0x8E43 -#define GL_TEXTURE_SWIZZLE_B_EXT 0x8E44 -#define GL_TEXTURE_SWIZZLE_A_EXT 0x8E45 -#define GL_TEXTURE_SWIZZLE_RGBA_EXT 0x8E46 -#define GL_VERTEX_ARRAY_EXT 0x8074 -#define GL_NORMAL_ARRAY_EXT 0x8075 -#define GL_COLOR_ARRAY_EXT 0x8076 -#define GL_INDEX_ARRAY_EXT 0x8077 -#define GL_TEXTURE_COORD_ARRAY_EXT 0x8078 -#define GL_EDGE_FLAG_ARRAY_EXT 0x8079 -#define GL_VERTEX_ARRAY_SIZE_EXT 0x807A -#define GL_VERTEX_ARRAY_TYPE_EXT 0x807B -#define GL_VERTEX_ARRAY_STRIDE_EXT 0x807C -#define GL_VERTEX_ARRAY_COUNT_EXT 0x807D -#define GL_NORMAL_ARRAY_TYPE_EXT 0x807E -#define GL_NORMAL_ARRAY_STRIDE_EXT 0x807F -#define GL_NORMAL_ARRAY_COUNT_EXT 0x8080 -#define GL_COLOR_ARRAY_SIZE_EXT 0x8081 -#define GL_COLOR_ARRAY_TYPE_EXT 0x8082 -#define GL_COLOR_ARRAY_STRIDE_EXT 0x8083 -#define GL_COLOR_ARRAY_COUNT_EXT 0x8084 -#define GL_INDEX_ARRAY_TYPE_EXT 0x8085 -#define GL_INDEX_ARRAY_STRIDE_EXT 0x8086 -#define GL_INDEX_ARRAY_COUNT_EXT 0x8087 -#define GL_TEXTURE_COORD_ARRAY_SIZE_EXT 0x8088 -#define GL_TEXTURE_COORD_ARRAY_TYPE_EXT 0x8089 -#define GL_TEXTURE_COORD_ARRAY_STRIDE_EXT 0x808A -#define GL_TEXTURE_COORD_ARRAY_COUNT_EXT 0x808B -#define GL_EDGE_FLAG_ARRAY_STRIDE_EXT 0x808C -#define GL_EDGE_FLAG_ARRAY_COUNT_EXT 0x808D -#define GL_VERTEX_ARRAY_POINTER_EXT 0x808E -#define GL_NORMAL_ARRAY_POINTER_EXT 0x808F -#define GL_COLOR_ARRAY_POINTER_EXT 0x8090 -#define GL_INDEX_ARRAY_POINTER_EXT 0x8091 -#define GL_TEXTURE_COORD_ARRAY_POINTER_EXT 0x8092 -#define GL_EDGE_FLAG_ARRAY_POINTER_EXT 0x8093 -#define GL_VERTEX_SHADER_EXT 0x8780 -#define GL_VERTEX_SHADER_BINDING_EXT 0x8781 -#define GL_OP_INDEX_EXT 0x8782 -#define GL_OP_NEGATE_EXT 0x8783 -#define GL_OP_DOT3_EXT 0x8784 -#define GL_OP_DOT4_EXT 0x8785 -#define GL_OP_MUL_EXT 0x8786 -#define GL_OP_ADD_EXT 0x8787 -#define GL_OP_MADD_EXT 0x8788 -#define GL_OP_FRAC_EXT 0x8789 -#define GL_OP_MAX_EXT 0x878A -#define GL_OP_MIN_EXT 0x878B -#define GL_OP_SET_GE_EXT 0x878C -#define GL_OP_SET_LT_EXT 0x878D -#define GL_OP_CLAMP_EXT 0x878E -#define GL_OP_FLOOR_EXT 0x878F -#define GL_OP_ROUND_EXT 0x8790 -#define GL_OP_EXP_BASE_2_EXT 0x8791 -#define GL_OP_LOG_BASE_2_EXT 0x8792 -#define GL_OP_POWER_EXT 0x8793 -#define GL_OP_RECIP_EXT 0x8794 -#define GL_OP_RECIP_SQRT_EXT 0x8795 -#define GL_OP_SUB_EXT 0x8796 -#define GL_OP_CROSS_PRODUCT_EXT 0x8797 -#define GL_OP_MULTIPLY_MATRIX_EXT 0x8798 -#define GL_OP_MOV_EXT 0x8799 -#define GL_OUTPUT_VERTEX_EXT 0x879A -#define GL_OUTPUT_COLOR0_EXT 0x879B -#define GL_OUTPUT_COLOR1_EXT 0x879C -#define GL_OUTPUT_TEXTURE_COORD0_EXT 0x879D -#define GL_OUTPUT_TEXTURE_COORD1_EXT 0x879E -#define GL_OUTPUT_TEXTURE_COORD2_EXT 0x879F -#define GL_OUTPUT_TEXTURE_COORD3_EXT 0x87A0 -#define GL_OUTPUT_TEXTURE_COORD4_EXT 0x87A1 -#define GL_OUTPUT_TEXTURE_COORD5_EXT 0x87A2 -#define GL_OUTPUT_TEXTURE_COORD6_EXT 0x87A3 -#define GL_OUTPUT_TEXTURE_COORD7_EXT 0x87A4 -#define GL_OUTPUT_TEXTURE_COORD8_EXT 0x87A5 -#define GL_OUTPUT_TEXTURE_COORD9_EXT 0x87A6 -#define GL_OUTPUT_TEXTURE_COORD10_EXT 0x87A7 -#define GL_OUTPUT_TEXTURE_COORD11_EXT 0x87A8 -#define GL_OUTPUT_TEXTURE_COORD12_EXT 0x87A9 -#define GL_OUTPUT_TEXTURE_COORD13_EXT 0x87AA -#define GL_OUTPUT_TEXTURE_COORD14_EXT 0x87AB -#define GL_OUTPUT_TEXTURE_COORD15_EXT 0x87AC -#define GL_OUTPUT_TEXTURE_COORD16_EXT 0x87AD -#define GL_OUTPUT_TEXTURE_COORD17_EXT 0x87AE -#define GL_OUTPUT_TEXTURE_COORD18_EXT 0x87AF -#define GL_OUTPUT_TEXTURE_COORD19_EXT 0x87B0 -#define GL_OUTPUT_TEXTURE_COORD20_EXT 0x87B1 -#define GL_OUTPUT_TEXTURE_COORD21_EXT 0x87B2 -#define GL_OUTPUT_TEXTURE_COORD22_EXT 0x87B3 -#define GL_OUTPUT_TEXTURE_COORD23_EXT 0x87B4 -#define GL_OUTPUT_TEXTURE_COORD24_EXT 0x87B5 -#define GL_OUTPUT_TEXTURE_COORD25_EXT 0x87B6 -#define GL_OUTPUT_TEXTURE_COORD26_EXT 0x87B7 -#define GL_OUTPUT_TEXTURE_COORD27_EXT 0x87B8 -#define GL_OUTPUT_TEXTURE_COORD28_EXT 0x87B9 -#define GL_OUTPUT_TEXTURE_COORD29_EXT 0x87BA -#define GL_OUTPUT_TEXTURE_COORD30_EXT 0x87BB -#define GL_OUTPUT_TEXTURE_COORD31_EXT 0x87BC -#define GL_OUTPUT_FOG_EXT 0x87BD -#define GL_SCALAR_EXT 0x87BE -#define GL_VECTOR_EXT 0x87BF -#define GL_MATRIX_EXT 0x87C0 -#define GL_VARIANT_EXT 0x87C1 -#define GL_INVARIANT_EXT 0x87C2 -#define GL_LOCAL_CONSTANT_EXT 0x87C3 -#define GL_LOCAL_EXT 0x87C4 -#define GL_MAX_VERTEX_SHADER_INSTRUCTIONS_EXT 0x87C5 -#define GL_MAX_VERTEX_SHADER_VARIANTS_EXT 0x87C6 -#define GL_MAX_VERTEX_SHADER_INVARIANTS_EXT 0x87C7 -#define GL_MAX_VERTEX_SHADER_LOCAL_CONSTANTS_EXT 0x87C8 -#define GL_MAX_VERTEX_SHADER_LOCALS_EXT 0x87C9 -#define GL_MAX_OPTIMIZED_VERTEX_SHADER_INSTRUCTIONS_EXT 0x87CA -#define GL_MAX_OPTIMIZED_VERTEX_SHADER_VARIANTS_EXT 0x87CB -#define GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCAL_CONSTANTS_EXT 0x87CC -#define GL_MAX_OPTIMIZED_VERTEX_SHADER_INVARIANTS_EXT 0x87CD -#define GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCALS_EXT 0x87CE -#define GL_VERTEX_SHADER_INSTRUCTIONS_EXT 0x87CF -#define GL_VERTEX_SHADER_VARIANTS_EXT 0x87D0 -#define GL_VERTEX_SHADER_INVARIANTS_EXT 0x87D1 -#define GL_VERTEX_SHADER_LOCAL_CONSTANTS_EXT 0x87D2 -#define GL_VERTEX_SHADER_LOCALS_EXT 0x87D3 -#define GL_VERTEX_SHADER_OPTIMIZED_EXT 0x87D4 -#define GL_X_EXT 0x87D5 -#define GL_Y_EXT 0x87D6 -#define GL_Z_EXT 0x87D7 -#define GL_W_EXT 0x87D8 -#define GL_NEGATIVE_X_EXT 0x87D9 -#define GL_NEGATIVE_Y_EXT 0x87DA -#define GL_NEGATIVE_Z_EXT 0x87DB -#define GL_NEGATIVE_W_EXT 0x87DC -#define GL_ZERO_EXT 0x87DD -#define GL_ONE_EXT 0x87DE -#define GL_NEGATIVE_ONE_EXT 0x87DF -#define GL_NORMALIZED_RANGE_EXT 0x87E0 -#define GL_FULL_RANGE_EXT 0x87E1 -#define GL_CURRENT_VERTEX_EXT 0x87E2 -#define GL_MVP_MATRIX_EXT 0x87E3 -#define GL_VARIANT_VALUE_EXT 0x87E4 -#define GL_VARIANT_DATATYPE_EXT 0x87E5 -#define GL_VARIANT_ARRAY_STRIDE_EXT 0x87E6 -#define GL_VARIANT_ARRAY_TYPE_EXT 0x87E7 -#define GL_VARIANT_ARRAY_EXT 0x87E8 -#define GL_VARIANT_ARRAY_POINTER_EXT 0x87E9 -#define GL_INVARIANT_VALUE_EXT 0x87EA -#define GL_INVARIANT_DATATYPE_EXT 0x87EB -#define GL_LOCAL_CONSTANT_VALUE_EXT 0x87EC -#define GL_LOCAL_CONSTANT_DATATYPE_EXT 0x87ED -#ifndef GL_AMD_debug_output -#define GL_AMD_debug_output 1 -GLAPI int GLAD_GL_AMD_debug_output; -typedef void (APIENTRYP PFNGLDEBUGMESSAGEENABLEAMDPROC)(GLenum category, GLenum severity, GLsizei count, const GLuint* ids, GLboolean enabled); -GLAPI PFNGLDEBUGMESSAGEENABLEAMDPROC glad_glDebugMessageEnableAMD; -#define glDebugMessageEnableAMD glad_glDebugMessageEnableAMD -typedef void (APIENTRYP PFNGLDEBUGMESSAGEINSERTAMDPROC)(GLenum category, GLenum severity, GLuint id, GLsizei length, const GLchar* buf); -GLAPI PFNGLDEBUGMESSAGEINSERTAMDPROC glad_glDebugMessageInsertAMD; -#define glDebugMessageInsertAMD glad_glDebugMessageInsertAMD -typedef void (APIENTRYP PFNGLDEBUGMESSAGECALLBACKAMDPROC)(GLDEBUGPROCAMD callback, void* userParam); -GLAPI PFNGLDEBUGMESSAGECALLBACKAMDPROC glad_glDebugMessageCallbackAMD; -#define glDebugMessageCallbackAMD glad_glDebugMessageCallbackAMD -typedef GLuint (APIENTRYP PFNGLGETDEBUGMESSAGELOGAMDPROC)(GLuint count, GLsizei bufsize, GLenum* categories, GLuint* severities, GLuint* ids, GLsizei* lengths, GLchar* message); -GLAPI PFNGLGETDEBUGMESSAGELOGAMDPROC glad_glGetDebugMessageLogAMD; -#define glGetDebugMessageLogAMD glad_glGetDebugMessageLogAMD -#endif -#ifndef GL_AMD_query_buffer_object -#define GL_AMD_query_buffer_object 1 -GLAPI int GLAD_GL_AMD_query_buffer_object; -#endif -#ifndef GL_ARB_ES2_compatibility -#define GL_ARB_ES2_compatibility 1 -GLAPI int GLAD_GL_ARB_ES2_compatibility; -typedef void (APIENTRYP PFNGLRELEASESHADERCOMPILERPROC)(); -GLAPI PFNGLRELEASESHADERCOMPILERPROC glad_glReleaseShaderCompiler; -#define glReleaseShaderCompiler glad_glReleaseShaderCompiler -typedef void (APIENTRYP PFNGLSHADERBINARYPROC)(GLsizei count, const GLuint* shaders, GLenum binaryformat, const void* binary, GLsizei length); -GLAPI PFNGLSHADERBINARYPROC glad_glShaderBinary; -#define glShaderBinary glad_glShaderBinary -typedef void (APIENTRYP PFNGLGETSHADERPRECISIONFORMATPROC)(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision); -GLAPI PFNGLGETSHADERPRECISIONFORMATPROC glad_glGetShaderPrecisionFormat; -#define glGetShaderPrecisionFormat glad_glGetShaderPrecisionFormat -typedef void (APIENTRYP PFNGLDEPTHRANGEFPROC)(GLfloat n, GLfloat f); -GLAPI PFNGLDEPTHRANGEFPROC glad_glDepthRangef; -#define glDepthRangef glad_glDepthRangef -typedef void (APIENTRYP PFNGLCLEARDEPTHFPROC)(GLfloat d); -GLAPI PFNGLCLEARDEPTHFPROC glad_glClearDepthf; -#define glClearDepthf glad_glClearDepthf -#endif -#ifndef GL_ARB_ES3_compatibility -#define GL_ARB_ES3_compatibility 1 -GLAPI int GLAD_GL_ARB_ES3_compatibility; -#endif -#ifndef GL_ARB_buffer_storage -#define GL_ARB_buffer_storage 1 -GLAPI int GLAD_GL_ARB_buffer_storage; -typedef void (APIENTRYP PFNGLBUFFERSTORAGEPROC)(GLenum target, GLsizeiptr size, const void* data, GLbitfield flags); -GLAPI PFNGLBUFFERSTORAGEPROC glad_glBufferStorage; -#define glBufferStorage glad_glBufferStorage -#endif -#ifndef GL_ARB_compatibility -#define GL_ARB_compatibility 1 -GLAPI int GLAD_GL_ARB_compatibility; -#endif -#ifndef GL_ARB_compressed_texture_pixel_storage -#define GL_ARB_compressed_texture_pixel_storage 1 -GLAPI int GLAD_GL_ARB_compressed_texture_pixel_storage; -#endif -#ifndef GL_ARB_debug_output -#define GL_ARB_debug_output 1 -GLAPI int GLAD_GL_ARB_debug_output; -typedef void (APIENTRYP PFNGLDEBUGMESSAGECONTROLARBPROC)(GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint* ids, GLboolean enabled); -GLAPI PFNGLDEBUGMESSAGECONTROLARBPROC glad_glDebugMessageControlARB; -#define glDebugMessageControlARB glad_glDebugMessageControlARB -typedef void (APIENTRYP PFNGLDEBUGMESSAGEINSERTARBPROC)(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* buf); -GLAPI PFNGLDEBUGMESSAGEINSERTARBPROC glad_glDebugMessageInsertARB; -#define glDebugMessageInsertARB glad_glDebugMessageInsertARB -typedef void (APIENTRYP PFNGLDEBUGMESSAGECALLBACKARBPROC)(GLDEBUGPROCARB callback, const void* userParam); -GLAPI PFNGLDEBUGMESSAGECALLBACKARBPROC glad_glDebugMessageCallbackARB; -#define glDebugMessageCallbackARB glad_glDebugMessageCallbackARB -typedef GLuint (APIENTRYP PFNGLGETDEBUGMESSAGELOGARBPROC)(GLuint count, GLsizei bufSize, GLenum* sources, GLenum* types, GLuint* ids, GLenum* severities, GLsizei* lengths, GLchar* messageLog); -GLAPI PFNGLGETDEBUGMESSAGELOGARBPROC glad_glGetDebugMessageLogARB; -#define glGetDebugMessageLogARB glad_glGetDebugMessageLogARB -#endif -#ifndef GL_ARB_depth_buffer_float -#define GL_ARB_depth_buffer_float 1 -GLAPI int GLAD_GL_ARB_depth_buffer_float; -#endif -#ifndef GL_ARB_depth_clamp -#define GL_ARB_depth_clamp 1 -GLAPI int GLAD_GL_ARB_depth_clamp; -#endif -#ifndef GL_ARB_depth_texture -#define GL_ARB_depth_texture 1 -GLAPI int GLAD_GL_ARB_depth_texture; -#endif -#ifndef GL_ARB_draw_buffers -#define GL_ARB_draw_buffers 1 -GLAPI int GLAD_GL_ARB_draw_buffers; -typedef void (APIENTRYP PFNGLDRAWBUFFERSARBPROC)(GLsizei n, const GLenum* bufs); -GLAPI PFNGLDRAWBUFFERSARBPROC glad_glDrawBuffersARB; -#define glDrawBuffersARB glad_glDrawBuffersARB -#endif -#ifndef GL_ARB_draw_buffers_blend -#define GL_ARB_draw_buffers_blend 1 -GLAPI int GLAD_GL_ARB_draw_buffers_blend; -typedef void (APIENTRYP PFNGLBLENDEQUATIONIARBPROC)(GLuint buf, GLenum mode); -GLAPI PFNGLBLENDEQUATIONIARBPROC glad_glBlendEquationiARB; -#define glBlendEquationiARB glad_glBlendEquationiARB -typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEIARBPROC)(GLuint buf, GLenum modeRGB, GLenum modeAlpha); -GLAPI PFNGLBLENDEQUATIONSEPARATEIARBPROC glad_glBlendEquationSeparateiARB; -#define glBlendEquationSeparateiARB glad_glBlendEquationSeparateiARB -typedef void (APIENTRYP PFNGLBLENDFUNCIARBPROC)(GLuint buf, GLenum src, GLenum dst); -GLAPI PFNGLBLENDFUNCIARBPROC glad_glBlendFunciARB; -#define glBlendFunciARB glad_glBlendFunciARB -typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEIARBPROC)(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); -GLAPI PFNGLBLENDFUNCSEPARATEIARBPROC glad_glBlendFuncSeparateiARB; -#define glBlendFuncSeparateiARB glad_glBlendFuncSeparateiARB -#endif -#ifndef GL_ARB_explicit_attrib_location -#define GL_ARB_explicit_attrib_location 1 -GLAPI int GLAD_GL_ARB_explicit_attrib_location; -#endif -#ifndef GL_ARB_explicit_uniform_location -#define GL_ARB_explicit_uniform_location 1 -GLAPI int GLAD_GL_ARB_explicit_uniform_location; -#endif -#ifndef GL_ARB_fragment_program -#define GL_ARB_fragment_program 1 -GLAPI int GLAD_GL_ARB_fragment_program; -typedef void (APIENTRYP PFNGLPROGRAMSTRINGARBPROC)(GLenum target, GLenum format, GLsizei len, const void* string); -GLAPI PFNGLPROGRAMSTRINGARBPROC glad_glProgramStringARB; -#define glProgramStringARB glad_glProgramStringARB -typedef void (APIENTRYP PFNGLBINDPROGRAMARBPROC)(GLenum target, GLuint program); -GLAPI PFNGLBINDPROGRAMARBPROC glad_glBindProgramARB; -#define glBindProgramARB glad_glBindProgramARB -typedef void (APIENTRYP PFNGLDELETEPROGRAMSARBPROC)(GLsizei n, const GLuint* programs); -GLAPI PFNGLDELETEPROGRAMSARBPROC glad_glDeleteProgramsARB; -#define glDeleteProgramsARB glad_glDeleteProgramsARB -typedef void (APIENTRYP PFNGLGENPROGRAMSARBPROC)(GLsizei n, GLuint* programs); -GLAPI PFNGLGENPROGRAMSARBPROC glad_glGenProgramsARB; -#define glGenProgramsARB glad_glGenProgramsARB -typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETER4DARBPROC)(GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); -GLAPI PFNGLPROGRAMENVPARAMETER4DARBPROC glad_glProgramEnvParameter4dARB; -#define glProgramEnvParameter4dARB glad_glProgramEnvParameter4dARB -typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETER4DVARBPROC)(GLenum target, GLuint index, const GLdouble* params); -GLAPI PFNGLPROGRAMENVPARAMETER4DVARBPROC glad_glProgramEnvParameter4dvARB; -#define glProgramEnvParameter4dvARB glad_glProgramEnvParameter4dvARB -typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETER4FARBPROC)(GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); -GLAPI PFNGLPROGRAMENVPARAMETER4FARBPROC glad_glProgramEnvParameter4fARB; -#define glProgramEnvParameter4fARB glad_glProgramEnvParameter4fARB -typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETER4FVARBPROC)(GLenum target, GLuint index, const GLfloat* params); -GLAPI PFNGLPROGRAMENVPARAMETER4FVARBPROC glad_glProgramEnvParameter4fvARB; -#define glProgramEnvParameter4fvARB glad_glProgramEnvParameter4fvARB -typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETER4DARBPROC)(GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); -GLAPI PFNGLPROGRAMLOCALPARAMETER4DARBPROC glad_glProgramLocalParameter4dARB; -#define glProgramLocalParameter4dARB glad_glProgramLocalParameter4dARB -typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETER4DVARBPROC)(GLenum target, GLuint index, const GLdouble* params); -GLAPI PFNGLPROGRAMLOCALPARAMETER4DVARBPROC glad_glProgramLocalParameter4dvARB; -#define glProgramLocalParameter4dvARB glad_glProgramLocalParameter4dvARB -typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETER4FARBPROC)(GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); -GLAPI PFNGLPROGRAMLOCALPARAMETER4FARBPROC glad_glProgramLocalParameter4fARB; -#define glProgramLocalParameter4fARB glad_glProgramLocalParameter4fARB -typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETER4FVARBPROC)(GLenum target, GLuint index, const GLfloat* params); -GLAPI PFNGLPROGRAMLOCALPARAMETER4FVARBPROC glad_glProgramLocalParameter4fvARB; -#define glProgramLocalParameter4fvARB glad_glProgramLocalParameter4fvARB -typedef void (APIENTRYP PFNGLGETPROGRAMENVPARAMETERDVARBPROC)(GLenum target, GLuint index, GLdouble* params); -GLAPI PFNGLGETPROGRAMENVPARAMETERDVARBPROC glad_glGetProgramEnvParameterdvARB; -#define glGetProgramEnvParameterdvARB glad_glGetProgramEnvParameterdvARB -typedef void (APIENTRYP PFNGLGETPROGRAMENVPARAMETERFVARBPROC)(GLenum target, GLuint index, GLfloat* params); -GLAPI PFNGLGETPROGRAMENVPARAMETERFVARBPROC glad_glGetProgramEnvParameterfvARB; -#define glGetProgramEnvParameterfvARB glad_glGetProgramEnvParameterfvARB -typedef void (APIENTRYP PFNGLGETPROGRAMLOCALPARAMETERDVARBPROC)(GLenum target, GLuint index, GLdouble* params); -GLAPI PFNGLGETPROGRAMLOCALPARAMETERDVARBPROC glad_glGetProgramLocalParameterdvARB; -#define glGetProgramLocalParameterdvARB glad_glGetProgramLocalParameterdvARB -typedef void (APIENTRYP PFNGLGETPROGRAMLOCALPARAMETERFVARBPROC)(GLenum target, GLuint index, GLfloat* params); -GLAPI PFNGLGETPROGRAMLOCALPARAMETERFVARBPROC glad_glGetProgramLocalParameterfvARB; -#define glGetProgramLocalParameterfvARB glad_glGetProgramLocalParameterfvARB -typedef void (APIENTRYP PFNGLGETPROGRAMIVARBPROC)(GLenum target, GLenum pname, GLint* params); -GLAPI PFNGLGETPROGRAMIVARBPROC glad_glGetProgramivARB; -#define glGetProgramivARB glad_glGetProgramivARB -typedef void (APIENTRYP PFNGLGETPROGRAMSTRINGARBPROC)(GLenum target, GLenum pname, void* string); -GLAPI PFNGLGETPROGRAMSTRINGARBPROC glad_glGetProgramStringARB; -#define glGetProgramStringARB glad_glGetProgramStringARB -typedef GLboolean (APIENTRYP PFNGLISPROGRAMARBPROC)(GLuint program); -GLAPI PFNGLISPROGRAMARBPROC glad_glIsProgramARB; -#define glIsProgramARB glad_glIsProgramARB -#endif -#ifndef GL_ARB_fragment_shader -#define GL_ARB_fragment_shader 1 -GLAPI int GLAD_GL_ARB_fragment_shader; -#endif -#ifndef GL_ARB_framebuffer_object -#define GL_ARB_framebuffer_object 1 -GLAPI int GLAD_GL_ARB_framebuffer_object; -#endif -#ifndef GL_ARB_framebuffer_sRGB -#define GL_ARB_framebuffer_sRGB 1 -GLAPI int GLAD_GL_ARB_framebuffer_sRGB; -#endif -#ifndef GL_ARB_multisample -#define GL_ARB_multisample 1 -GLAPI int GLAD_GL_ARB_multisample; -typedef void (APIENTRYP PFNGLSAMPLECOVERAGEARBPROC)(GLfloat value, GLboolean invert); -GLAPI PFNGLSAMPLECOVERAGEARBPROC glad_glSampleCoverageARB; -#define glSampleCoverageARB glad_glSampleCoverageARB -#endif -#ifndef GL_ARB_sample_locations -#define GL_ARB_sample_locations 1 -GLAPI int GLAD_GL_ARB_sample_locations; -typedef void (APIENTRYP PFNGLFRAMEBUFFERSAMPLELOCATIONSFVARBPROC)(GLenum target, GLuint start, GLsizei count, const GLfloat* v); -GLAPI PFNGLFRAMEBUFFERSAMPLELOCATIONSFVARBPROC glad_glFramebufferSampleLocationsfvARB; -#define glFramebufferSampleLocationsfvARB glad_glFramebufferSampleLocationsfvARB -typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVARBPROC)(GLuint framebuffer, GLuint start, GLsizei count, const GLfloat* v); -GLAPI PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVARBPROC glad_glNamedFramebufferSampleLocationsfvARB; -#define glNamedFramebufferSampleLocationsfvARB glad_glNamedFramebufferSampleLocationsfvARB -typedef void (APIENTRYP PFNGLEVALUATEDEPTHVALUESARBPROC)(); -GLAPI PFNGLEVALUATEDEPTHVALUESARBPROC glad_glEvaluateDepthValuesARB; -#define glEvaluateDepthValuesARB glad_glEvaluateDepthValuesARB -#endif -#ifndef GL_ARB_texture_compression -#define GL_ARB_texture_compression 1 -GLAPI int GLAD_GL_ARB_texture_compression; -typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE3DARBPROC)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void* data); -GLAPI PFNGLCOMPRESSEDTEXIMAGE3DARBPROC glad_glCompressedTexImage3DARB; -#define glCompressedTexImage3DARB glad_glCompressedTexImage3DARB -typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE2DARBPROC)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data); -GLAPI PFNGLCOMPRESSEDTEXIMAGE2DARBPROC glad_glCompressedTexImage2DARB; -#define glCompressedTexImage2DARB glad_glCompressedTexImage2DARB -typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE1DARBPROC)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void* data); -GLAPI PFNGLCOMPRESSEDTEXIMAGE1DARBPROC glad_glCompressedTexImage1DARB; -#define glCompressedTexImage1DARB glad_glCompressedTexImage1DARB -typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE3DARBPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void* data); -GLAPI PFNGLCOMPRESSEDTEXSUBIMAGE3DARBPROC glad_glCompressedTexSubImage3DARB; -#define glCompressedTexSubImage3DARB glad_glCompressedTexSubImage3DARB -typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data); -GLAPI PFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC glad_glCompressedTexSubImage2DARB; -#define glCompressedTexSubImage2DARB glad_glCompressedTexSubImage2DARB -typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE1DARBPROC)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void* data); -GLAPI PFNGLCOMPRESSEDTEXSUBIMAGE1DARBPROC glad_glCompressedTexSubImage1DARB; -#define glCompressedTexSubImage1DARB glad_glCompressedTexSubImage1DARB -typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXIMAGEARBPROC)(GLenum target, GLint level, void* img); -GLAPI PFNGLGETCOMPRESSEDTEXIMAGEARBPROC glad_glGetCompressedTexImageARB; -#define glGetCompressedTexImageARB glad_glGetCompressedTexImageARB -#endif -#ifndef GL_ARB_texture_float -#define GL_ARB_texture_float 1 -GLAPI int GLAD_GL_ARB_texture_float; -#endif -#ifndef GL_ARB_texture_multisample -#define GL_ARB_texture_multisample 1 -GLAPI int GLAD_GL_ARB_texture_multisample; -#endif -#ifndef GL_ARB_texture_non_power_of_two -#define GL_ARB_texture_non_power_of_two 1 -GLAPI int GLAD_GL_ARB_texture_non_power_of_two; -#endif -#ifndef GL_ARB_texture_rg -#define GL_ARB_texture_rg 1 -GLAPI int GLAD_GL_ARB_texture_rg; -#endif -#ifndef GL_ARB_texture_swizzle -#define GL_ARB_texture_swizzle 1 -GLAPI int GLAD_GL_ARB_texture_swizzle; -#endif -#ifndef GL_ARB_uniform_buffer_object -#define GL_ARB_uniform_buffer_object 1 -GLAPI int GLAD_GL_ARB_uniform_buffer_object; -#endif -#ifndef GL_ARB_vertex_array_object -#define GL_ARB_vertex_array_object 1 -GLAPI int GLAD_GL_ARB_vertex_array_object; -#endif -#ifndef GL_ARB_vertex_attrib_binding -#define GL_ARB_vertex_attrib_binding 1 -GLAPI int GLAD_GL_ARB_vertex_attrib_binding; -typedef void (APIENTRYP PFNGLBINDVERTEXBUFFERPROC)(GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride); -GLAPI PFNGLBINDVERTEXBUFFERPROC glad_glBindVertexBuffer; -#define glBindVertexBuffer glad_glBindVertexBuffer -typedef void (APIENTRYP PFNGLVERTEXATTRIBFORMATPROC)(GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset); -GLAPI PFNGLVERTEXATTRIBFORMATPROC glad_glVertexAttribFormat; -#define glVertexAttribFormat glad_glVertexAttribFormat -typedef void (APIENTRYP PFNGLVERTEXATTRIBIFORMATPROC)(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); -GLAPI PFNGLVERTEXATTRIBIFORMATPROC glad_glVertexAttribIFormat; -#define glVertexAttribIFormat glad_glVertexAttribIFormat -typedef void (APIENTRYP PFNGLVERTEXATTRIBLFORMATPROC)(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); -GLAPI PFNGLVERTEXATTRIBLFORMATPROC glad_glVertexAttribLFormat; -#define glVertexAttribLFormat glad_glVertexAttribLFormat -typedef void (APIENTRYP PFNGLVERTEXATTRIBBINDINGPROC)(GLuint attribindex, GLuint bindingindex); -GLAPI PFNGLVERTEXATTRIBBINDINGPROC glad_glVertexAttribBinding; -#define glVertexAttribBinding glad_glVertexAttribBinding -typedef void (APIENTRYP PFNGLVERTEXBINDINGDIVISORPROC)(GLuint bindingindex, GLuint divisor); -GLAPI PFNGLVERTEXBINDINGDIVISORPROC glad_glVertexBindingDivisor; -#define glVertexBindingDivisor glad_glVertexBindingDivisor -#endif -#ifndef GL_ARB_vertex_buffer_object -#define GL_ARB_vertex_buffer_object 1 -GLAPI int GLAD_GL_ARB_vertex_buffer_object; -typedef void (APIENTRYP PFNGLBINDBUFFERARBPROC)(GLenum target, GLuint buffer); -GLAPI PFNGLBINDBUFFERARBPROC glad_glBindBufferARB; -#define glBindBufferARB glad_glBindBufferARB -typedef void (APIENTRYP PFNGLDELETEBUFFERSARBPROC)(GLsizei n, const GLuint* buffers); -GLAPI PFNGLDELETEBUFFERSARBPROC glad_glDeleteBuffersARB; -#define glDeleteBuffersARB glad_glDeleteBuffersARB -typedef void (APIENTRYP PFNGLGENBUFFERSARBPROC)(GLsizei n, GLuint* buffers); -GLAPI PFNGLGENBUFFERSARBPROC glad_glGenBuffersARB; -#define glGenBuffersARB glad_glGenBuffersARB -typedef GLboolean (APIENTRYP PFNGLISBUFFERARBPROC)(GLuint buffer); -GLAPI PFNGLISBUFFERARBPROC glad_glIsBufferARB; -#define glIsBufferARB glad_glIsBufferARB -typedef void (APIENTRYP PFNGLBUFFERDATAARBPROC)(GLenum target, GLsizeiptrARB size, const void* data, GLenum usage); -GLAPI PFNGLBUFFERDATAARBPROC glad_glBufferDataARB; -#define glBufferDataARB glad_glBufferDataARB -typedef void (APIENTRYP PFNGLBUFFERSUBDATAARBPROC)(GLenum target, GLintptrARB offset, GLsizeiptrARB size, const void* data); -GLAPI PFNGLBUFFERSUBDATAARBPROC glad_glBufferSubDataARB; -#define glBufferSubDataARB glad_glBufferSubDataARB -typedef void (APIENTRYP PFNGLGETBUFFERSUBDATAARBPROC)(GLenum target, GLintptrARB offset, GLsizeiptrARB size, void* data); -GLAPI PFNGLGETBUFFERSUBDATAARBPROC glad_glGetBufferSubDataARB; -#define glGetBufferSubDataARB glad_glGetBufferSubDataARB -typedef void* (APIENTRYP PFNGLMAPBUFFERARBPROC)(GLenum target, GLenum access); -GLAPI PFNGLMAPBUFFERARBPROC glad_glMapBufferARB; -#define glMapBufferARB glad_glMapBufferARB -typedef GLboolean (APIENTRYP PFNGLUNMAPBUFFERARBPROC)(GLenum target); -GLAPI PFNGLUNMAPBUFFERARBPROC glad_glUnmapBufferARB; -#define glUnmapBufferARB glad_glUnmapBufferARB -typedef void (APIENTRYP PFNGLGETBUFFERPARAMETERIVARBPROC)(GLenum target, GLenum pname, GLint* params); -GLAPI PFNGLGETBUFFERPARAMETERIVARBPROC glad_glGetBufferParameterivARB; -#define glGetBufferParameterivARB glad_glGetBufferParameterivARB -typedef void (APIENTRYP PFNGLGETBUFFERPOINTERVARBPROC)(GLenum target, GLenum pname, void** params); -GLAPI PFNGLGETBUFFERPOINTERVARBPROC glad_glGetBufferPointervARB; -#define glGetBufferPointervARB glad_glGetBufferPointervARB -#endif -#ifndef GL_ARB_vertex_program -#define GL_ARB_vertex_program 1 -GLAPI int GLAD_GL_ARB_vertex_program; -typedef void (APIENTRYP PFNGLVERTEXATTRIB1DARBPROC)(GLuint index, GLdouble x); -GLAPI PFNGLVERTEXATTRIB1DARBPROC glad_glVertexAttrib1dARB; -#define glVertexAttrib1dARB glad_glVertexAttrib1dARB -typedef void (APIENTRYP PFNGLVERTEXATTRIB1DVARBPROC)(GLuint index, const GLdouble* v); -GLAPI PFNGLVERTEXATTRIB1DVARBPROC glad_glVertexAttrib1dvARB; -#define glVertexAttrib1dvARB glad_glVertexAttrib1dvARB -typedef void (APIENTRYP PFNGLVERTEXATTRIB1FARBPROC)(GLuint index, GLfloat x); -GLAPI PFNGLVERTEXATTRIB1FARBPROC glad_glVertexAttrib1fARB; -#define glVertexAttrib1fARB glad_glVertexAttrib1fARB -typedef void (APIENTRYP PFNGLVERTEXATTRIB1FVARBPROC)(GLuint index, const GLfloat* v); -GLAPI PFNGLVERTEXATTRIB1FVARBPROC glad_glVertexAttrib1fvARB; -#define glVertexAttrib1fvARB glad_glVertexAttrib1fvARB -typedef void (APIENTRYP PFNGLVERTEXATTRIB1SARBPROC)(GLuint index, GLshort x); -GLAPI PFNGLVERTEXATTRIB1SARBPROC glad_glVertexAttrib1sARB; -#define glVertexAttrib1sARB glad_glVertexAttrib1sARB -typedef void (APIENTRYP PFNGLVERTEXATTRIB1SVARBPROC)(GLuint index, const GLshort* v); -GLAPI PFNGLVERTEXATTRIB1SVARBPROC glad_glVertexAttrib1svARB; -#define glVertexAttrib1svARB glad_glVertexAttrib1svARB -typedef void (APIENTRYP PFNGLVERTEXATTRIB2DARBPROC)(GLuint index, GLdouble x, GLdouble y); -GLAPI PFNGLVERTEXATTRIB2DARBPROC glad_glVertexAttrib2dARB; -#define glVertexAttrib2dARB glad_glVertexAttrib2dARB -typedef void (APIENTRYP PFNGLVERTEXATTRIB2DVARBPROC)(GLuint index, const GLdouble* v); -GLAPI PFNGLVERTEXATTRIB2DVARBPROC glad_glVertexAttrib2dvARB; -#define glVertexAttrib2dvARB glad_glVertexAttrib2dvARB -typedef void (APIENTRYP PFNGLVERTEXATTRIB2FARBPROC)(GLuint index, GLfloat x, GLfloat y); -GLAPI PFNGLVERTEXATTRIB2FARBPROC glad_glVertexAttrib2fARB; -#define glVertexAttrib2fARB glad_glVertexAttrib2fARB -typedef void (APIENTRYP PFNGLVERTEXATTRIB2FVARBPROC)(GLuint index, const GLfloat* v); -GLAPI PFNGLVERTEXATTRIB2FVARBPROC glad_glVertexAttrib2fvARB; -#define glVertexAttrib2fvARB glad_glVertexAttrib2fvARB -typedef void (APIENTRYP PFNGLVERTEXATTRIB2SARBPROC)(GLuint index, GLshort x, GLshort y); -GLAPI PFNGLVERTEXATTRIB2SARBPROC glad_glVertexAttrib2sARB; -#define glVertexAttrib2sARB glad_glVertexAttrib2sARB -typedef void (APIENTRYP PFNGLVERTEXATTRIB2SVARBPROC)(GLuint index, const GLshort* v); -GLAPI PFNGLVERTEXATTRIB2SVARBPROC glad_glVertexAttrib2svARB; -#define glVertexAttrib2svARB glad_glVertexAttrib2svARB -typedef void (APIENTRYP PFNGLVERTEXATTRIB3DARBPROC)(GLuint index, GLdouble x, GLdouble y, GLdouble z); -GLAPI PFNGLVERTEXATTRIB3DARBPROC glad_glVertexAttrib3dARB; -#define glVertexAttrib3dARB glad_glVertexAttrib3dARB -typedef void (APIENTRYP PFNGLVERTEXATTRIB3DVARBPROC)(GLuint index, const GLdouble* v); -GLAPI PFNGLVERTEXATTRIB3DVARBPROC glad_glVertexAttrib3dvARB; -#define glVertexAttrib3dvARB glad_glVertexAttrib3dvARB -typedef void (APIENTRYP PFNGLVERTEXATTRIB3FARBPROC)(GLuint index, GLfloat x, GLfloat y, GLfloat z); -GLAPI PFNGLVERTEXATTRIB3FARBPROC glad_glVertexAttrib3fARB; -#define glVertexAttrib3fARB glad_glVertexAttrib3fARB -typedef void (APIENTRYP PFNGLVERTEXATTRIB3FVARBPROC)(GLuint index, const GLfloat* v); -GLAPI PFNGLVERTEXATTRIB3FVARBPROC glad_glVertexAttrib3fvARB; -#define glVertexAttrib3fvARB glad_glVertexAttrib3fvARB -typedef void (APIENTRYP PFNGLVERTEXATTRIB3SARBPROC)(GLuint index, GLshort x, GLshort y, GLshort z); -GLAPI PFNGLVERTEXATTRIB3SARBPROC glad_glVertexAttrib3sARB; -#define glVertexAttrib3sARB glad_glVertexAttrib3sARB -typedef void (APIENTRYP PFNGLVERTEXATTRIB3SVARBPROC)(GLuint index, const GLshort* v); -GLAPI PFNGLVERTEXATTRIB3SVARBPROC glad_glVertexAttrib3svARB; -#define glVertexAttrib3svARB glad_glVertexAttrib3svARB -typedef void (APIENTRYP PFNGLVERTEXATTRIB4NBVARBPROC)(GLuint index, const GLbyte* v); -GLAPI PFNGLVERTEXATTRIB4NBVARBPROC glad_glVertexAttrib4NbvARB; -#define glVertexAttrib4NbvARB glad_glVertexAttrib4NbvARB -typedef void (APIENTRYP PFNGLVERTEXATTRIB4NIVARBPROC)(GLuint index, const GLint* v); -GLAPI PFNGLVERTEXATTRIB4NIVARBPROC glad_glVertexAttrib4NivARB; -#define glVertexAttrib4NivARB glad_glVertexAttrib4NivARB -typedef void (APIENTRYP PFNGLVERTEXATTRIB4NSVARBPROC)(GLuint index, const GLshort* v); -GLAPI PFNGLVERTEXATTRIB4NSVARBPROC glad_glVertexAttrib4NsvARB; -#define glVertexAttrib4NsvARB glad_glVertexAttrib4NsvARB -typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBARBPROC)(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); -GLAPI PFNGLVERTEXATTRIB4NUBARBPROC glad_glVertexAttrib4NubARB; -#define glVertexAttrib4NubARB glad_glVertexAttrib4NubARB -typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBVARBPROC)(GLuint index, const GLubyte* v); -GLAPI PFNGLVERTEXATTRIB4NUBVARBPROC glad_glVertexAttrib4NubvARB; -#define glVertexAttrib4NubvARB glad_glVertexAttrib4NubvARB -typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUIVARBPROC)(GLuint index, const GLuint* v); -GLAPI PFNGLVERTEXATTRIB4NUIVARBPROC glad_glVertexAttrib4NuivARB; -#define glVertexAttrib4NuivARB glad_glVertexAttrib4NuivARB -typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUSVARBPROC)(GLuint index, const GLushort* v); -GLAPI PFNGLVERTEXATTRIB4NUSVARBPROC glad_glVertexAttrib4NusvARB; -#define glVertexAttrib4NusvARB glad_glVertexAttrib4NusvARB -typedef void (APIENTRYP PFNGLVERTEXATTRIB4BVARBPROC)(GLuint index, const GLbyte* v); -GLAPI PFNGLVERTEXATTRIB4BVARBPROC glad_glVertexAttrib4bvARB; -#define glVertexAttrib4bvARB glad_glVertexAttrib4bvARB -typedef void (APIENTRYP PFNGLVERTEXATTRIB4DARBPROC)(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); -GLAPI PFNGLVERTEXATTRIB4DARBPROC glad_glVertexAttrib4dARB; -#define glVertexAttrib4dARB glad_glVertexAttrib4dARB -typedef void (APIENTRYP PFNGLVERTEXATTRIB4DVARBPROC)(GLuint index, const GLdouble* v); -GLAPI PFNGLVERTEXATTRIB4DVARBPROC glad_glVertexAttrib4dvARB; -#define glVertexAttrib4dvARB glad_glVertexAttrib4dvARB -typedef void (APIENTRYP PFNGLVERTEXATTRIB4FARBPROC)(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); -GLAPI PFNGLVERTEXATTRIB4FARBPROC glad_glVertexAttrib4fARB; -#define glVertexAttrib4fARB glad_glVertexAttrib4fARB -typedef void (APIENTRYP PFNGLVERTEXATTRIB4FVARBPROC)(GLuint index, const GLfloat* v); -GLAPI PFNGLVERTEXATTRIB4FVARBPROC glad_glVertexAttrib4fvARB; -#define glVertexAttrib4fvARB glad_glVertexAttrib4fvARB -typedef void (APIENTRYP PFNGLVERTEXATTRIB4IVARBPROC)(GLuint index, const GLint* v); -GLAPI PFNGLVERTEXATTRIB4IVARBPROC glad_glVertexAttrib4ivARB; -#define glVertexAttrib4ivARB glad_glVertexAttrib4ivARB -typedef void (APIENTRYP PFNGLVERTEXATTRIB4SARBPROC)(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); -GLAPI PFNGLVERTEXATTRIB4SARBPROC glad_glVertexAttrib4sARB; -#define glVertexAttrib4sARB glad_glVertexAttrib4sARB -typedef void (APIENTRYP PFNGLVERTEXATTRIB4SVARBPROC)(GLuint index, const GLshort* v); -GLAPI PFNGLVERTEXATTRIB4SVARBPROC glad_glVertexAttrib4svARB; -#define glVertexAttrib4svARB glad_glVertexAttrib4svARB -typedef void (APIENTRYP PFNGLVERTEXATTRIB4UBVARBPROC)(GLuint index, const GLubyte* v); -GLAPI PFNGLVERTEXATTRIB4UBVARBPROC glad_glVertexAttrib4ubvARB; -#define glVertexAttrib4ubvARB glad_glVertexAttrib4ubvARB -typedef void (APIENTRYP PFNGLVERTEXATTRIB4UIVARBPROC)(GLuint index, const GLuint* v); -GLAPI PFNGLVERTEXATTRIB4UIVARBPROC glad_glVertexAttrib4uivARB; -#define glVertexAttrib4uivARB glad_glVertexAttrib4uivARB -typedef void (APIENTRYP PFNGLVERTEXATTRIB4USVARBPROC)(GLuint index, const GLushort* v); -GLAPI PFNGLVERTEXATTRIB4USVARBPROC glad_glVertexAttrib4usvARB; -#define glVertexAttrib4usvARB glad_glVertexAttrib4usvARB -typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERARBPROC)(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* pointer); -GLAPI PFNGLVERTEXATTRIBPOINTERARBPROC glad_glVertexAttribPointerARB; -#define glVertexAttribPointerARB glad_glVertexAttribPointerARB -typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYARBPROC)(GLuint index); -GLAPI PFNGLENABLEVERTEXATTRIBARRAYARBPROC glad_glEnableVertexAttribArrayARB; -#define glEnableVertexAttribArrayARB glad_glEnableVertexAttribArrayARB -typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYARBPROC)(GLuint index); -GLAPI PFNGLDISABLEVERTEXATTRIBARRAYARBPROC glad_glDisableVertexAttribArrayARB; -#define glDisableVertexAttribArrayARB glad_glDisableVertexAttribArrayARB -typedef void (APIENTRYP PFNGLGETVERTEXATTRIBDVARBPROC)(GLuint index, GLenum pname, GLdouble* params); -GLAPI PFNGLGETVERTEXATTRIBDVARBPROC glad_glGetVertexAttribdvARB; -#define glGetVertexAttribdvARB glad_glGetVertexAttribdvARB -typedef void (APIENTRYP PFNGLGETVERTEXATTRIBFVARBPROC)(GLuint index, GLenum pname, GLfloat* params); -GLAPI PFNGLGETVERTEXATTRIBFVARBPROC glad_glGetVertexAttribfvARB; -#define glGetVertexAttribfvARB glad_glGetVertexAttribfvARB -typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVARBPROC)(GLuint index, GLenum pname, GLint* params); -GLAPI PFNGLGETVERTEXATTRIBIVARBPROC glad_glGetVertexAttribivARB; -#define glGetVertexAttribivARB glad_glGetVertexAttribivARB -typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVARBPROC)(GLuint index, GLenum pname, void** pointer); -GLAPI PFNGLGETVERTEXATTRIBPOINTERVARBPROC glad_glGetVertexAttribPointervARB; -#define glGetVertexAttribPointervARB glad_glGetVertexAttribPointervARB -#endif -#ifndef GL_ARB_vertex_shader -#define GL_ARB_vertex_shader 1 -GLAPI int GLAD_GL_ARB_vertex_shader; -typedef void (APIENTRYP PFNGLBINDATTRIBLOCATIONARBPROC)(GLhandleARB programObj, GLuint index, const GLcharARB* name); -GLAPI PFNGLBINDATTRIBLOCATIONARBPROC glad_glBindAttribLocationARB; -#define glBindAttribLocationARB glad_glBindAttribLocationARB -typedef void (APIENTRYP PFNGLGETACTIVEATTRIBARBPROC)(GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei* length, GLint* size, GLenum* type, GLcharARB* name); -GLAPI PFNGLGETACTIVEATTRIBARBPROC glad_glGetActiveAttribARB; -#define glGetActiveAttribARB glad_glGetActiveAttribARB -typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONARBPROC)(GLhandleARB programObj, const GLcharARB* name); -GLAPI PFNGLGETATTRIBLOCATIONARBPROC glad_glGetAttribLocationARB; -#define glGetAttribLocationARB glad_glGetAttribLocationARB -#endif -#ifndef GL_ATI_element_array -#define GL_ATI_element_array 1 -GLAPI int GLAD_GL_ATI_element_array; -typedef void (APIENTRYP PFNGLELEMENTPOINTERATIPROC)(GLenum type, const void* pointer); -GLAPI PFNGLELEMENTPOINTERATIPROC glad_glElementPointerATI; -#define glElementPointerATI glad_glElementPointerATI -typedef void (APIENTRYP PFNGLDRAWELEMENTARRAYATIPROC)(GLenum mode, GLsizei count); -GLAPI PFNGLDRAWELEMENTARRAYATIPROC glad_glDrawElementArrayATI; -#define glDrawElementArrayATI glad_glDrawElementArrayATI -typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTARRAYATIPROC)(GLenum mode, GLuint start, GLuint end, GLsizei count); -GLAPI PFNGLDRAWRANGEELEMENTARRAYATIPROC glad_glDrawRangeElementArrayATI; -#define glDrawRangeElementArrayATI glad_glDrawRangeElementArrayATI -#endif -#ifndef GL_ATI_fragment_shader -#define GL_ATI_fragment_shader 1 -GLAPI int GLAD_GL_ATI_fragment_shader; -typedef GLuint (APIENTRYP PFNGLGENFRAGMENTSHADERSATIPROC)(GLuint range); -GLAPI PFNGLGENFRAGMENTSHADERSATIPROC glad_glGenFragmentShadersATI; -#define glGenFragmentShadersATI glad_glGenFragmentShadersATI -typedef void (APIENTRYP PFNGLBINDFRAGMENTSHADERATIPROC)(GLuint id); -GLAPI PFNGLBINDFRAGMENTSHADERATIPROC glad_glBindFragmentShaderATI; -#define glBindFragmentShaderATI glad_glBindFragmentShaderATI -typedef void (APIENTRYP PFNGLDELETEFRAGMENTSHADERATIPROC)(GLuint id); -GLAPI PFNGLDELETEFRAGMENTSHADERATIPROC glad_glDeleteFragmentShaderATI; -#define glDeleteFragmentShaderATI glad_glDeleteFragmentShaderATI -typedef void (APIENTRYP PFNGLBEGINFRAGMENTSHADERATIPROC)(); -GLAPI PFNGLBEGINFRAGMENTSHADERATIPROC glad_glBeginFragmentShaderATI; -#define glBeginFragmentShaderATI glad_glBeginFragmentShaderATI -typedef void (APIENTRYP PFNGLENDFRAGMENTSHADERATIPROC)(); -GLAPI PFNGLENDFRAGMENTSHADERATIPROC glad_glEndFragmentShaderATI; -#define glEndFragmentShaderATI glad_glEndFragmentShaderATI -typedef void (APIENTRYP PFNGLPASSTEXCOORDATIPROC)(GLuint dst, GLuint coord, GLenum swizzle); -GLAPI PFNGLPASSTEXCOORDATIPROC glad_glPassTexCoordATI; -#define glPassTexCoordATI glad_glPassTexCoordATI -typedef void (APIENTRYP PFNGLSAMPLEMAPATIPROC)(GLuint dst, GLuint interp, GLenum swizzle); -GLAPI PFNGLSAMPLEMAPATIPROC glad_glSampleMapATI; -#define glSampleMapATI glad_glSampleMapATI -typedef void (APIENTRYP PFNGLCOLORFRAGMENTOP1ATIPROC)(GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod); -GLAPI PFNGLCOLORFRAGMENTOP1ATIPROC glad_glColorFragmentOp1ATI; -#define glColorFragmentOp1ATI glad_glColorFragmentOp1ATI -typedef void (APIENTRYP PFNGLCOLORFRAGMENTOP2ATIPROC)(GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod); -GLAPI PFNGLCOLORFRAGMENTOP2ATIPROC glad_glColorFragmentOp2ATI; -#define glColorFragmentOp2ATI glad_glColorFragmentOp2ATI -typedef void (APIENTRYP PFNGLCOLORFRAGMENTOP3ATIPROC)(GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod, GLuint arg3, GLuint arg3Rep, GLuint arg3Mod); -GLAPI PFNGLCOLORFRAGMENTOP3ATIPROC glad_glColorFragmentOp3ATI; -#define glColorFragmentOp3ATI glad_glColorFragmentOp3ATI -typedef void (APIENTRYP PFNGLALPHAFRAGMENTOP1ATIPROC)(GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod); -GLAPI PFNGLALPHAFRAGMENTOP1ATIPROC glad_glAlphaFragmentOp1ATI; -#define glAlphaFragmentOp1ATI glad_glAlphaFragmentOp1ATI -typedef void (APIENTRYP PFNGLALPHAFRAGMENTOP2ATIPROC)(GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod); -GLAPI PFNGLALPHAFRAGMENTOP2ATIPROC glad_glAlphaFragmentOp2ATI; -#define glAlphaFragmentOp2ATI glad_glAlphaFragmentOp2ATI -typedef void (APIENTRYP PFNGLALPHAFRAGMENTOP3ATIPROC)(GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod, GLuint arg3, GLuint arg3Rep, GLuint arg3Mod); -GLAPI PFNGLALPHAFRAGMENTOP3ATIPROC glad_glAlphaFragmentOp3ATI; -#define glAlphaFragmentOp3ATI glad_glAlphaFragmentOp3ATI -typedef void (APIENTRYP PFNGLSETFRAGMENTSHADERCONSTANTATIPROC)(GLuint dst, const GLfloat* value); -GLAPI PFNGLSETFRAGMENTSHADERCONSTANTATIPROC glad_glSetFragmentShaderConstantATI; -#define glSetFragmentShaderConstantATI glad_glSetFragmentShaderConstantATI -#endif -#ifndef GL_ATI_vertex_array_object -#define GL_ATI_vertex_array_object 1 -GLAPI int GLAD_GL_ATI_vertex_array_object; -typedef GLuint (APIENTRYP PFNGLNEWOBJECTBUFFERATIPROC)(GLsizei size, const void* pointer, GLenum usage); -GLAPI PFNGLNEWOBJECTBUFFERATIPROC glad_glNewObjectBufferATI; -#define glNewObjectBufferATI glad_glNewObjectBufferATI -typedef GLboolean (APIENTRYP PFNGLISOBJECTBUFFERATIPROC)(GLuint buffer); -GLAPI PFNGLISOBJECTBUFFERATIPROC glad_glIsObjectBufferATI; -#define glIsObjectBufferATI glad_glIsObjectBufferATI -typedef void (APIENTRYP PFNGLUPDATEOBJECTBUFFERATIPROC)(GLuint buffer, GLuint offset, GLsizei size, const void* pointer, GLenum preserve); -GLAPI PFNGLUPDATEOBJECTBUFFERATIPROC glad_glUpdateObjectBufferATI; -#define glUpdateObjectBufferATI glad_glUpdateObjectBufferATI -typedef void (APIENTRYP PFNGLGETOBJECTBUFFERFVATIPROC)(GLuint buffer, GLenum pname, GLfloat* params); -GLAPI PFNGLGETOBJECTBUFFERFVATIPROC glad_glGetObjectBufferfvATI; -#define glGetObjectBufferfvATI glad_glGetObjectBufferfvATI -typedef void (APIENTRYP PFNGLGETOBJECTBUFFERIVATIPROC)(GLuint buffer, GLenum pname, GLint* params); -GLAPI PFNGLGETOBJECTBUFFERIVATIPROC glad_glGetObjectBufferivATI; -#define glGetObjectBufferivATI glad_glGetObjectBufferivATI -typedef void (APIENTRYP PFNGLFREEOBJECTBUFFERATIPROC)(GLuint buffer); -GLAPI PFNGLFREEOBJECTBUFFERATIPROC glad_glFreeObjectBufferATI; -#define glFreeObjectBufferATI glad_glFreeObjectBufferATI -typedef void (APIENTRYP PFNGLARRAYOBJECTATIPROC)(GLenum array, GLint size, GLenum type, GLsizei stride, GLuint buffer, GLuint offset); -GLAPI PFNGLARRAYOBJECTATIPROC glad_glArrayObjectATI; -#define glArrayObjectATI glad_glArrayObjectATI -typedef void (APIENTRYP PFNGLGETARRAYOBJECTFVATIPROC)(GLenum array, GLenum pname, GLfloat* params); -GLAPI PFNGLGETARRAYOBJECTFVATIPROC glad_glGetArrayObjectfvATI; -#define glGetArrayObjectfvATI glad_glGetArrayObjectfvATI -typedef void (APIENTRYP PFNGLGETARRAYOBJECTIVATIPROC)(GLenum array, GLenum pname, GLint* params); -GLAPI PFNGLGETARRAYOBJECTIVATIPROC glad_glGetArrayObjectivATI; -#define glGetArrayObjectivATI glad_glGetArrayObjectivATI -typedef void (APIENTRYP PFNGLVARIANTARRAYOBJECTATIPROC)(GLuint id, GLenum type, GLsizei stride, GLuint buffer, GLuint offset); -GLAPI PFNGLVARIANTARRAYOBJECTATIPROC glad_glVariantArrayObjectATI; -#define glVariantArrayObjectATI glad_glVariantArrayObjectATI -typedef void (APIENTRYP PFNGLGETVARIANTARRAYOBJECTFVATIPROC)(GLuint id, GLenum pname, GLfloat* params); -GLAPI PFNGLGETVARIANTARRAYOBJECTFVATIPROC glad_glGetVariantArrayObjectfvATI; -#define glGetVariantArrayObjectfvATI glad_glGetVariantArrayObjectfvATI -typedef void (APIENTRYP PFNGLGETVARIANTARRAYOBJECTIVATIPROC)(GLuint id, GLenum pname, GLint* params); -GLAPI PFNGLGETVARIANTARRAYOBJECTIVATIPROC glad_glGetVariantArrayObjectivATI; -#define glGetVariantArrayObjectivATI glad_glGetVariantArrayObjectivATI -#endif -#ifndef GL_EXT_blend_color -#define GL_EXT_blend_color 1 -GLAPI int GLAD_GL_EXT_blend_color; -typedef void (APIENTRYP PFNGLBLENDCOLOREXTPROC)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); -GLAPI PFNGLBLENDCOLOREXTPROC glad_glBlendColorEXT; -#define glBlendColorEXT glad_glBlendColorEXT -#endif -#ifndef GL_EXT_blend_equation_separate -#define GL_EXT_blend_equation_separate 1 -GLAPI int GLAD_GL_EXT_blend_equation_separate; -typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEEXTPROC)(GLenum modeRGB, GLenum modeAlpha); -GLAPI PFNGLBLENDEQUATIONSEPARATEEXTPROC glad_glBlendEquationSeparateEXT; -#define glBlendEquationSeparateEXT glad_glBlendEquationSeparateEXT -#endif -#ifndef GL_EXT_blend_func_separate -#define GL_EXT_blend_func_separate 1 -GLAPI int GLAD_GL_EXT_blend_func_separate; -typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEEXTPROC)(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); -GLAPI PFNGLBLENDFUNCSEPARATEEXTPROC glad_glBlendFuncSeparateEXT; -#define glBlendFuncSeparateEXT glad_glBlendFuncSeparateEXT -#endif -#ifndef GL_EXT_framebuffer_blit -#define GL_EXT_framebuffer_blit 1 -GLAPI int GLAD_GL_EXT_framebuffer_blit; -typedef void (APIENTRYP PFNGLBLITFRAMEBUFFEREXTPROC)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); -GLAPI PFNGLBLITFRAMEBUFFEREXTPROC glad_glBlitFramebufferEXT; -#define glBlitFramebufferEXT glad_glBlitFramebufferEXT -#endif -#ifndef GL_EXT_framebuffer_multisample -#define GL_EXT_framebuffer_multisample 1 -GLAPI int GLAD_GL_EXT_framebuffer_multisample; -typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); -GLAPI PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC glad_glRenderbufferStorageMultisampleEXT; -#define glRenderbufferStorageMultisampleEXT glad_glRenderbufferStorageMultisampleEXT -#endif -#ifndef GL_EXT_framebuffer_multisample_blit_scaled -#define GL_EXT_framebuffer_multisample_blit_scaled 1 -GLAPI int GLAD_GL_EXT_framebuffer_multisample_blit_scaled; -#endif -#ifndef GL_EXT_framebuffer_object -#define GL_EXT_framebuffer_object 1 -GLAPI int GLAD_GL_EXT_framebuffer_object; -typedef GLboolean (APIENTRYP PFNGLISRENDERBUFFEREXTPROC)(GLuint renderbuffer); -GLAPI PFNGLISRENDERBUFFEREXTPROC glad_glIsRenderbufferEXT; -#define glIsRenderbufferEXT glad_glIsRenderbufferEXT -typedef void (APIENTRYP PFNGLBINDRENDERBUFFEREXTPROC)(GLenum target, GLuint renderbuffer); -GLAPI PFNGLBINDRENDERBUFFEREXTPROC glad_glBindRenderbufferEXT; -#define glBindRenderbufferEXT glad_glBindRenderbufferEXT -typedef void (APIENTRYP PFNGLDELETERENDERBUFFERSEXTPROC)(GLsizei n, const GLuint* renderbuffers); -GLAPI PFNGLDELETERENDERBUFFERSEXTPROC glad_glDeleteRenderbuffersEXT; -#define glDeleteRenderbuffersEXT glad_glDeleteRenderbuffersEXT -typedef void (APIENTRYP PFNGLGENRENDERBUFFERSEXTPROC)(GLsizei n, GLuint* renderbuffers); -GLAPI PFNGLGENRENDERBUFFERSEXTPROC glad_glGenRenderbuffersEXT; -#define glGenRenderbuffersEXT glad_glGenRenderbuffersEXT -typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEEXTPROC)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); -GLAPI PFNGLRENDERBUFFERSTORAGEEXTPROC glad_glRenderbufferStorageEXT; -#define glRenderbufferStorageEXT glad_glRenderbufferStorageEXT -typedef void (APIENTRYP PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC)(GLenum target, GLenum pname, GLint* params); -GLAPI PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC glad_glGetRenderbufferParameterivEXT; -#define glGetRenderbufferParameterivEXT glad_glGetRenderbufferParameterivEXT -typedef GLboolean (APIENTRYP PFNGLISFRAMEBUFFEREXTPROC)(GLuint framebuffer); -GLAPI PFNGLISFRAMEBUFFEREXTPROC glad_glIsFramebufferEXT; -#define glIsFramebufferEXT glad_glIsFramebufferEXT -typedef void (APIENTRYP PFNGLBINDFRAMEBUFFEREXTPROC)(GLenum target, GLuint framebuffer); -GLAPI PFNGLBINDFRAMEBUFFEREXTPROC glad_glBindFramebufferEXT; -#define glBindFramebufferEXT glad_glBindFramebufferEXT -typedef void (APIENTRYP PFNGLDELETEFRAMEBUFFERSEXTPROC)(GLsizei n, const GLuint* framebuffers); -GLAPI PFNGLDELETEFRAMEBUFFERSEXTPROC glad_glDeleteFramebuffersEXT; -#define glDeleteFramebuffersEXT glad_glDeleteFramebuffersEXT -typedef void (APIENTRYP PFNGLGENFRAMEBUFFERSEXTPROC)(GLsizei n, GLuint* framebuffers); -GLAPI PFNGLGENFRAMEBUFFERSEXTPROC glad_glGenFramebuffersEXT; -#define glGenFramebuffersEXT glad_glGenFramebuffersEXT -typedef GLenum (APIENTRYP PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC)(GLenum target); -GLAPI PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC glad_glCheckFramebufferStatusEXT; -#define glCheckFramebufferStatusEXT glad_glCheckFramebufferStatusEXT -typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE1DEXTPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); -GLAPI PFNGLFRAMEBUFFERTEXTURE1DEXTPROC glad_glFramebufferTexture1DEXT; -#define glFramebufferTexture1DEXT glad_glFramebufferTexture1DEXT -typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE2DEXTPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); -GLAPI PFNGLFRAMEBUFFERTEXTURE2DEXTPROC glad_glFramebufferTexture2DEXT; -#define glFramebufferTexture2DEXT glad_glFramebufferTexture2DEXT -typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE3DEXTPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); -GLAPI PFNGLFRAMEBUFFERTEXTURE3DEXTPROC glad_glFramebufferTexture3DEXT; -#define glFramebufferTexture3DEXT glad_glFramebufferTexture3DEXT -typedef void (APIENTRYP PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC)(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); -GLAPI PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC glad_glFramebufferRenderbufferEXT; -#define glFramebufferRenderbufferEXT glad_glFramebufferRenderbufferEXT -typedef void (APIENTRYP PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC)(GLenum target, GLenum attachment, GLenum pname, GLint* params); -GLAPI PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC glad_glGetFramebufferAttachmentParameterivEXT; -#define glGetFramebufferAttachmentParameterivEXT glad_glGetFramebufferAttachmentParameterivEXT -typedef void (APIENTRYP PFNGLGENERATEMIPMAPEXTPROC)(GLenum target); -GLAPI PFNGLGENERATEMIPMAPEXTPROC glad_glGenerateMipmapEXT; -#define glGenerateMipmapEXT glad_glGenerateMipmapEXT -#endif -#ifndef GL_EXT_framebuffer_sRGB -#define GL_EXT_framebuffer_sRGB 1 -GLAPI int GLAD_GL_EXT_framebuffer_sRGB; -#endif -#ifndef GL_EXT_index_array_formats -#define GL_EXT_index_array_formats 1 -GLAPI int GLAD_GL_EXT_index_array_formats; -#endif -#ifndef GL_EXT_texture -#define GL_EXT_texture 1 -GLAPI int GLAD_GL_EXT_texture; -#endif -#ifndef GL_EXT_texture_compression_s3tc -#define GL_EXT_texture_compression_s3tc 1 -GLAPI int GLAD_GL_EXT_texture_compression_s3tc; -#endif -#ifndef GL_EXT_texture_sRGB -#define GL_EXT_texture_sRGB 1 -GLAPI int GLAD_GL_EXT_texture_sRGB; -#endif -#ifndef GL_EXT_texture_swizzle -#define GL_EXT_texture_swizzle 1 -GLAPI int GLAD_GL_EXT_texture_swizzle; -#endif -#ifndef GL_EXT_vertex_array -#define GL_EXT_vertex_array 1 -GLAPI int GLAD_GL_EXT_vertex_array; -typedef void (APIENTRYP PFNGLARRAYELEMENTEXTPROC)(GLint i); -GLAPI PFNGLARRAYELEMENTEXTPROC glad_glArrayElementEXT; -#define glArrayElementEXT glad_glArrayElementEXT -typedef void (APIENTRYP PFNGLCOLORPOINTEREXTPROC)(GLint size, GLenum type, GLsizei stride, GLsizei count, const void* pointer); -GLAPI PFNGLCOLORPOINTEREXTPROC glad_glColorPointerEXT; -#define glColorPointerEXT glad_glColorPointerEXT -typedef void (APIENTRYP PFNGLDRAWARRAYSEXTPROC)(GLenum mode, GLint first, GLsizei count); -GLAPI PFNGLDRAWARRAYSEXTPROC glad_glDrawArraysEXT; -#define glDrawArraysEXT glad_glDrawArraysEXT -typedef void (APIENTRYP PFNGLEDGEFLAGPOINTEREXTPROC)(GLsizei stride, GLsizei count, const GLboolean* pointer); -GLAPI PFNGLEDGEFLAGPOINTEREXTPROC glad_glEdgeFlagPointerEXT; -#define glEdgeFlagPointerEXT glad_glEdgeFlagPointerEXT -typedef void (APIENTRYP PFNGLGETPOINTERVEXTPROC)(GLenum pname, void** params); -GLAPI PFNGLGETPOINTERVEXTPROC glad_glGetPointervEXT; -#define glGetPointervEXT glad_glGetPointervEXT -typedef void (APIENTRYP PFNGLINDEXPOINTEREXTPROC)(GLenum type, GLsizei stride, GLsizei count, const void* pointer); -GLAPI PFNGLINDEXPOINTEREXTPROC glad_glIndexPointerEXT; -#define glIndexPointerEXT glad_glIndexPointerEXT -typedef void (APIENTRYP PFNGLNORMALPOINTEREXTPROC)(GLenum type, GLsizei stride, GLsizei count, const void* pointer); -GLAPI PFNGLNORMALPOINTEREXTPROC glad_glNormalPointerEXT; -#define glNormalPointerEXT glad_glNormalPointerEXT -typedef void (APIENTRYP PFNGLTEXCOORDPOINTEREXTPROC)(GLint size, GLenum type, GLsizei stride, GLsizei count, const void* pointer); -GLAPI PFNGLTEXCOORDPOINTEREXTPROC glad_glTexCoordPointerEXT; -#define glTexCoordPointerEXT glad_glTexCoordPointerEXT -typedef void (APIENTRYP PFNGLVERTEXPOINTEREXTPROC)(GLint size, GLenum type, GLsizei stride, GLsizei count, const void* pointer); -GLAPI PFNGLVERTEXPOINTEREXTPROC glad_glVertexPointerEXT; -#define glVertexPointerEXT glad_glVertexPointerEXT -#endif -#ifndef GL_EXT_vertex_shader -#define GL_EXT_vertex_shader 1 -GLAPI int GLAD_GL_EXT_vertex_shader; -typedef void (APIENTRYP PFNGLBEGINVERTEXSHADEREXTPROC)(); -GLAPI PFNGLBEGINVERTEXSHADEREXTPROC glad_glBeginVertexShaderEXT; -#define glBeginVertexShaderEXT glad_glBeginVertexShaderEXT -typedef void (APIENTRYP PFNGLENDVERTEXSHADEREXTPROC)(); -GLAPI PFNGLENDVERTEXSHADEREXTPROC glad_glEndVertexShaderEXT; -#define glEndVertexShaderEXT glad_glEndVertexShaderEXT -typedef void (APIENTRYP PFNGLBINDVERTEXSHADEREXTPROC)(GLuint id); -GLAPI PFNGLBINDVERTEXSHADEREXTPROC glad_glBindVertexShaderEXT; -#define glBindVertexShaderEXT glad_glBindVertexShaderEXT -typedef GLuint (APIENTRYP PFNGLGENVERTEXSHADERSEXTPROC)(GLuint range); -GLAPI PFNGLGENVERTEXSHADERSEXTPROC glad_glGenVertexShadersEXT; -#define glGenVertexShadersEXT glad_glGenVertexShadersEXT -typedef void (APIENTRYP PFNGLDELETEVERTEXSHADEREXTPROC)(GLuint id); -GLAPI PFNGLDELETEVERTEXSHADEREXTPROC glad_glDeleteVertexShaderEXT; -#define glDeleteVertexShaderEXT glad_glDeleteVertexShaderEXT -typedef void (APIENTRYP PFNGLSHADEROP1EXTPROC)(GLenum op, GLuint res, GLuint arg1); -GLAPI PFNGLSHADEROP1EXTPROC glad_glShaderOp1EXT; -#define glShaderOp1EXT glad_glShaderOp1EXT -typedef void (APIENTRYP PFNGLSHADEROP2EXTPROC)(GLenum op, GLuint res, GLuint arg1, GLuint arg2); -GLAPI PFNGLSHADEROP2EXTPROC glad_glShaderOp2EXT; -#define glShaderOp2EXT glad_glShaderOp2EXT -typedef void (APIENTRYP PFNGLSHADEROP3EXTPROC)(GLenum op, GLuint res, GLuint arg1, GLuint arg2, GLuint arg3); -GLAPI PFNGLSHADEROP3EXTPROC glad_glShaderOp3EXT; -#define glShaderOp3EXT glad_glShaderOp3EXT -typedef void (APIENTRYP PFNGLSWIZZLEEXTPROC)(GLuint res, GLuint in, GLenum outX, GLenum outY, GLenum outZ, GLenum outW); -GLAPI PFNGLSWIZZLEEXTPROC glad_glSwizzleEXT; -#define glSwizzleEXT glad_glSwizzleEXT -typedef void (APIENTRYP PFNGLWRITEMASKEXTPROC)(GLuint res, GLuint in, GLenum outX, GLenum outY, GLenum outZ, GLenum outW); -GLAPI PFNGLWRITEMASKEXTPROC glad_glWriteMaskEXT; -#define glWriteMaskEXT glad_glWriteMaskEXT -typedef void (APIENTRYP PFNGLINSERTCOMPONENTEXTPROC)(GLuint res, GLuint src, GLuint num); -GLAPI PFNGLINSERTCOMPONENTEXTPROC glad_glInsertComponentEXT; -#define glInsertComponentEXT glad_glInsertComponentEXT -typedef void (APIENTRYP PFNGLEXTRACTCOMPONENTEXTPROC)(GLuint res, GLuint src, GLuint num); -GLAPI PFNGLEXTRACTCOMPONENTEXTPROC glad_glExtractComponentEXT; -#define glExtractComponentEXT glad_glExtractComponentEXT -typedef GLuint (APIENTRYP PFNGLGENSYMBOLSEXTPROC)(GLenum datatype, GLenum storagetype, GLenum range, GLuint components); -GLAPI PFNGLGENSYMBOLSEXTPROC glad_glGenSymbolsEXT; -#define glGenSymbolsEXT glad_glGenSymbolsEXT -typedef void (APIENTRYP PFNGLSETINVARIANTEXTPROC)(GLuint id, GLenum type, const void* addr); -GLAPI PFNGLSETINVARIANTEXTPROC glad_glSetInvariantEXT; -#define glSetInvariantEXT glad_glSetInvariantEXT -typedef void (APIENTRYP PFNGLSETLOCALCONSTANTEXTPROC)(GLuint id, GLenum type, const void* addr); -GLAPI PFNGLSETLOCALCONSTANTEXTPROC glad_glSetLocalConstantEXT; -#define glSetLocalConstantEXT glad_glSetLocalConstantEXT -typedef void (APIENTRYP PFNGLVARIANTBVEXTPROC)(GLuint id, const GLbyte* addr); -GLAPI PFNGLVARIANTBVEXTPROC glad_glVariantbvEXT; -#define glVariantbvEXT glad_glVariantbvEXT -typedef void (APIENTRYP PFNGLVARIANTSVEXTPROC)(GLuint id, const GLshort* addr); -GLAPI PFNGLVARIANTSVEXTPROC glad_glVariantsvEXT; -#define glVariantsvEXT glad_glVariantsvEXT -typedef void (APIENTRYP PFNGLVARIANTIVEXTPROC)(GLuint id, const GLint* addr); -GLAPI PFNGLVARIANTIVEXTPROC glad_glVariantivEXT; -#define glVariantivEXT glad_glVariantivEXT -typedef void (APIENTRYP PFNGLVARIANTFVEXTPROC)(GLuint id, const GLfloat* addr); -GLAPI PFNGLVARIANTFVEXTPROC glad_glVariantfvEXT; -#define glVariantfvEXT glad_glVariantfvEXT -typedef void (APIENTRYP PFNGLVARIANTDVEXTPROC)(GLuint id, const GLdouble* addr); -GLAPI PFNGLVARIANTDVEXTPROC glad_glVariantdvEXT; -#define glVariantdvEXT glad_glVariantdvEXT -typedef void (APIENTRYP PFNGLVARIANTUBVEXTPROC)(GLuint id, const GLubyte* addr); -GLAPI PFNGLVARIANTUBVEXTPROC glad_glVariantubvEXT; -#define glVariantubvEXT glad_glVariantubvEXT -typedef void (APIENTRYP 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glad_glDisableVariantClientStateEXT -typedef GLuint (APIENTRYP PFNGLBINDLIGHTPARAMETEREXTPROC)(GLenum light, GLenum value); -GLAPI PFNGLBINDLIGHTPARAMETEREXTPROC glad_glBindLightParameterEXT; -#define glBindLightParameterEXT glad_glBindLightParameterEXT -typedef GLuint (APIENTRYP PFNGLBINDMATERIALPARAMETEREXTPROC)(GLenum face, GLenum value); -GLAPI PFNGLBINDMATERIALPARAMETEREXTPROC glad_glBindMaterialParameterEXT; -#define glBindMaterialParameterEXT glad_glBindMaterialParameterEXT -typedef GLuint (APIENTRYP PFNGLBINDTEXGENPARAMETEREXTPROC)(GLenum unit, GLenum coord, GLenum value); -GLAPI PFNGLBINDTEXGENPARAMETEREXTPROC glad_glBindTexGenParameterEXT; -#define glBindTexGenParameterEXT glad_glBindTexGenParameterEXT -typedef GLuint (APIENTRYP PFNGLBINDTEXTUREUNITPARAMETEREXTPROC)(GLenum unit, GLenum value); -GLAPI PFNGLBINDTEXTUREUNITPARAMETEREXTPROC glad_glBindTextureUnitParameterEXT; -#define glBindTextureUnitParameterEXT glad_glBindTextureUnitParameterEXT -typedef GLuint (APIENTRYP PFNGLBINDPARAMETEREXTPROC)(GLenum value); -GLAPI PFNGLBINDPARAMETEREXTPROC glad_glBindParameterEXT; -#define glBindParameterEXT glad_glBindParameterEXT -typedef GLboolean (APIENTRYP PFNGLISVARIANTENABLEDEXTPROC)(GLuint id, GLenum cap); -GLAPI PFNGLISVARIANTENABLEDEXTPROC glad_glIsVariantEnabledEXT; -#define glIsVariantEnabledEXT glad_glIsVariantEnabledEXT -typedef void (APIENTRYP PFNGLGETVARIANTBOOLEANVEXTPROC)(GLuint id, GLenum value, GLboolean* data); -GLAPI PFNGLGETVARIANTBOOLEANVEXTPROC glad_glGetVariantBooleanvEXT; -#define glGetVariantBooleanvEXT glad_glGetVariantBooleanvEXT -typedef void (APIENTRYP PFNGLGETVARIANTINTEGERVEXTPROC)(GLuint id, GLenum value, GLint* data); -GLAPI PFNGLGETVARIANTINTEGERVEXTPROC glad_glGetVariantIntegervEXT; -#define glGetVariantIntegervEXT glad_glGetVariantIntegervEXT -typedef void (APIENTRYP PFNGLGETVARIANTFLOATVEXTPROC)(GLuint id, GLenum value, GLfloat* data); -GLAPI PFNGLGETVARIANTFLOATVEXTPROC glad_glGetVariantFloatvEXT; -#define glGetVariantFloatvEXT glad_glGetVariantFloatvEXT -typedef void (APIENTRYP PFNGLGETVARIANTPOINTERVEXTPROC)(GLuint id, GLenum value, void** data); -GLAPI PFNGLGETVARIANTPOINTERVEXTPROC glad_glGetVariantPointervEXT; -#define glGetVariantPointervEXT glad_glGetVariantPointervEXT -typedef void (APIENTRYP PFNGLGETINVARIANTBOOLEANVEXTPROC)(GLuint id, GLenum value, GLboolean* data); -GLAPI PFNGLGETINVARIANTBOOLEANVEXTPROC glad_glGetInvariantBooleanvEXT; -#define glGetInvariantBooleanvEXT glad_glGetInvariantBooleanvEXT -typedef void (APIENTRYP PFNGLGETINVARIANTINTEGERVEXTPROC)(GLuint id, GLenum value, GLint* data); -GLAPI PFNGLGETINVARIANTINTEGERVEXTPROC glad_glGetInvariantIntegervEXT; -#define glGetInvariantIntegervEXT glad_glGetInvariantIntegervEXT -typedef void (APIENTRYP PFNGLGETINVARIANTFLOATVEXTPROC)(GLuint id, GLenum value, GLfloat* data); -GLAPI PFNGLGETINVARIANTFLOATVEXTPROC glad_glGetInvariantFloatvEXT; -#define glGetInvariantFloatvEXT glad_glGetInvariantFloatvEXT -typedef void (APIENTRYP PFNGLGETLOCALCONSTANTBOOLEANVEXTPROC)(GLuint id, GLenum value, GLboolean* data); -GLAPI PFNGLGETLOCALCONSTANTBOOLEANVEXTPROC glad_glGetLocalConstantBooleanvEXT; -#define glGetLocalConstantBooleanvEXT glad_glGetLocalConstantBooleanvEXT -typedef void (APIENTRYP PFNGLGETLOCALCONSTANTINTEGERVEXTPROC)(GLuint id, GLenum value, GLint* data); -GLAPI PFNGLGETLOCALCONSTANTINTEGERVEXTPROC glad_glGetLocalConstantIntegervEXT; -#define glGetLocalConstantIntegervEXT glad_glGetLocalConstantIntegervEXT -typedef void (APIENTRYP PFNGLGETLOCALCONSTANTFLOATVEXTPROC)(GLuint id, GLenum value, GLfloat* data); -GLAPI PFNGLGETLOCALCONSTANTFLOATVEXTPROC glad_glGetLocalConstantFloatvEXT; -#define glGetLocalConstantFloatvEXT glad_glGetLocalConstantFloatvEXT -#endif - -#ifdef __cplusplus -} -#endif - -#endif - -////////////////////////////////////////////////////////////////////////////// -// -// IMPLEMENTATION SECTION -// - -#ifdef GLAD_IMPLEMENTATION - -#include -#include -#include - -struct gladGLversionStruct GLVersion; - -#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 const 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 = (const char **)realloc((void *)exts_i, num_exts_i * sizeof *exts_i); - } - - if (exts_i == NULL) { - return 0; - } - - for(index = 0; index < num_exts_i; index++) { - exts_i[index] = (const char*)glGetStringi(GL_EXTENSIONS, index); - } - } -#endif - return 1; -} - -static void free_exts(void) { - if (exts_i != NULL) { - free((char **)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; - - for(index = 0; index < num_exts_i; index++) { - const char *e = exts_i[index]; - - if(strcmp(e, ext) == 0) { - return 1; - } - } - } -#endif - - return 0; -} -int GLAD_GL_VERSION_1_0; -int GLAD_GL_VERSION_1_1; -int GLAD_GL_VERSION_1_2; -int GLAD_GL_VERSION_1_3; -int GLAD_GL_VERSION_1_4; -int GLAD_GL_VERSION_1_5; -int GLAD_GL_VERSION_2_0; -int GLAD_GL_VERSION_2_1; -int GLAD_GL_VERSION_3_0; -int GLAD_GL_VERSION_3_1; -int GLAD_GL_VERSION_3_2; -int GLAD_GL_VERSION_3_3; -PFNGLCOPYTEXIMAGE1DPROC glad_glCopyTexImage1D; -PFNGLVERTEXATTRIBI3UIPROC glad_glVertexAttribI3ui; -PFNGLSTENCILMASKSEPARATEPROC glad_glStencilMaskSeparate; -PFNGLFRAMEBUFFERRENDERBUFFERPROC glad_glFramebufferRenderbuffer; -PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC glad_glCompressedTexSubImage3D; -PFNGLTEXCOORDP3UIVPROC glad_glTexCoordP3uiv; -PFNGLVERTEXATTRIB1SVPROC glad_glVertexAttrib1sv; -PFNGLBINDSAMPLERPROC glad_glBindSampler; -PFNGLLINEWIDTHPROC glad_glLineWidth; -PFNGLCOLORP3UIVPROC glad_glColorP3uiv; -PFNGLGETINTEGERI_VPROC glad_glGetIntegeri_v; -PFNGLCOMPILESHADERPROC glad_glCompileShader; -PFNGLGETTRANSFORMFEEDBACKVARYINGPROC glad_glGetTransformFeedbackVarying; -PFNGLVERTEXATTRIBIPOINTERPROC glad_glVertexAttribIPointer; -PFNGLMULTITEXCOORDP3UIPROC glad_glMultiTexCoordP3ui; -PFNGLVERTEXP4UIPROC glad_glVertexP4ui; -PFNGLENABLEIPROC glad_glEnablei; -PFNGLVERTEXATTRIBP4UIPROC glad_glVertexAttribP4ui; -PFNGLCREATESHADERPROC glad_glCreateShader; -PFNGLISBUFFERPROC glad_glIsBuffer; -PFNGLGETMULTISAMPLEFVPROC glad_glGetMultisamplefv; -PFNGLGENRENDERBUFFERSPROC glad_glGenRenderbuffers; -PFNGLCOPYTEXSUBIMAGE2DPROC glad_glCopyTexSubImage2D; -PFNGLCOMPRESSEDTEXIMAGE2DPROC glad_glCompressedTexImage2D; -PFNGLVERTEXATTRIB1FPROC glad_glVertexAttrib1f; -PFNGLBLENDFUNCSEPARATEPROC glad_glBlendFuncSeparate; -PFNGLHINTPROC glad_glHint; -PFNGLVERTEXATTRIB1SPROC glad_glVertexAttrib1s; -PFNGLSAMPLEMASKIPROC glad_glSampleMaski; -PFNGLVERTEXP2UIPROC glad_glVertexP2ui; -PFNGLUNIFORMMATRIX3X2FVPROC glad_glUniformMatrix3x2fv; -PFNGLPOINTSIZEPROC glad_glPointSize; -PFNGLVERTEXATTRIB2DVPROC glad_glVertexAttrib2dv; -PFNGLDELETEPROGRAMPROC glad_glDeleteProgram; -PFNGLVERTEXATTRIB4NUIVPROC glad_glVertexAttrib4Nuiv; -PFNGLRENDERBUFFERSTORAGEPROC glad_glRenderbufferStorage; -PFNGLWAITSYNCPROC glad_glWaitSync; -PFNGLUNIFORMMATRIX4X3FVPROC glad_glUniformMatrix4x3fv; -PFNGLUNIFORM3IPROC glad_glUniform3i; -PFNGLCLEARBUFFERFVPROC glad_glClearBufferfv; -PFNGLUNIFORM3FPROC glad_glUniform3f; -PFNGLVERTEXATTRIB4UBVPROC glad_glVertexAttrib4ubv; -PFNGLGETBUFFERPARAMETERIVPROC glad_glGetBufferParameteriv; -PFNGLTEXCOORDP2UIPROC glad_glTexCoordP2ui; -PFNGLCOLORMASKIPROC glad_glColorMaski; -PFNGLCLEARBUFFERFIPROC glad_glClearBufferfi; -PFNGLGENVERTEXARRAYSPROC glad_glGenVertexArrays; -PFNGLMULTITEXCOORDP2UIPROC glad_glMultiTexCoordP2ui; -PFNGLGETSAMPLERPARAMETERIIVPROC glad_glGetSamplerParameterIiv; -PFNGLGETFRAGDATAINDEXPROC glad_glGetFragDataIndex; -PFNGLGETVERTEXATTRIBDVPROC glad_glGetVertexAttribdv; -PFNGLUNIFORMMATRIX3X4FVPROC glad_glUniformMatrix3x4fv; -PFNGLMULTITEXCOORDP4UIPROC glad_glMultiTexCoordP4ui; -PFNGLDELETEFRAMEBUFFERSPROC glad_glDeleteFramebuffers; -PFNGLDRAWARRAYSPROC glad_glDrawArrays; -PFNGLUNIFORM1UIPROC glad_glUniform1ui; -PFNGLVERTEXATTRIBI2IPROC glad_glVertexAttribI2i; -PFNGLTEXCOORDP3UIPROC glad_glTexCoordP3ui; -PFNGLVERTEXATTRIB3DPROC glad_glVertexAttrib3d; -PFNGLCLEARPROC glad_glClear; -PFNGLGETACTIVEUNIFORMNAMEPROC glad_glGetActiveUniformName; -PFNGLISENABLEDPROC glad_glIsEnabled; -PFNGLSTENCILOPPROC glad_glStencilOp; -PFNGLFRAMEBUFFERTEXTURE2DPROC glad_glFramebufferTexture2D; -PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glad_glGetFramebufferAttachmentParameteriv; -PFNGLVERTEXATTRIB4NUBPROC glad_glVertexAttrib4Nub; -PFNGLGETFRAGDATALOCATIONPROC glad_glGetFragDataLocation; -PFNGLTEXIMAGE1DPROC glad_glTexImage1D; -PFNGLTEXPARAMETERIVPROC glad_glTexParameteriv; -PFNGLGETTEXIMAGEPROC glad_glGetTexImage; -PFNGLGETQUERYOBJECTI64VPROC glad_glGetQueryObjecti64v; -PFNGLGENFRAMEBUFFERSPROC glad_glGenFramebuffers; -PFNGLGETATTACHEDSHADERSPROC glad_glGetAttachedShaders; -PFNGLISRENDERBUFFERPROC glad_glIsRenderbuffer; -PFNGLDELETEVERTEXARRAYSPROC glad_glDeleteVertexArrays; -PFNGLISVERTEXARRAYPROC glad_glIsVertexArray; -PFNGLDISABLEVERTEXATTRIBARRAYPROC glad_glDisableVertexAttribArray; -PFNGLGETQUERYIVPROC glad_glGetQueryiv; -PFNGLGETSAMPLERPARAMETERFVPROC glad_glGetSamplerParameterfv; -PFNGLGETUNIFORMINDICESPROC glad_glGetUniformIndices; -PFNGLISSHADERPROC glad_glIsShader; -PFNGLVERTEXATTRIBI4UBVPROC glad_glVertexAttribI4ubv; -PFNGLPOINTPARAMETERIVPROC glad_glPointParameteriv; -PFNGLENABLEPROC glad_glEnable; -PFNGLGETACTIVEUNIFORMSIVPROC glad_glGetActiveUniformsiv; -PFNGLGETATTRIBLOCATIONPROC glad_glGetAttribLocation; -PFNGLVERTEXATTRIB4DVPROC glad_glVertexAttrib4dv; -PFNGLMULTITEXCOORDP3UIVPROC glad_glMultiTexCoordP3uiv; -PFNGLVERTEXATTRIBP3UIPROC glad_glVertexAttribP3ui; -PFNGLGETUNIFORMFVPROC glad_glGetUniformfv; -PFNGLGETUNIFORMUIVPROC glad_glGetUniformuiv; -PFNGLGETVERTEXATTRIBIIVPROC glad_glGetVertexAttribIiv; -PFNGLDRAWBUFFERPROC glad_glDrawBuffer; -PFNGLCLEARBUFFERUIVPROC glad_glClearBufferuiv; -PFNGLDRAWELEMENTSINSTANCEDPROC glad_glDrawElementsInstanced; -PFNGLFLUSHPROC glad_glFlush; -PFNGLGETRENDERBUFFERPARAMETERIVPROC glad_glGetRenderbufferParameteriv; -PFNGLGETVERTEXATTRIBPOINTERVPROC glad_glGetVertexAttribPointerv; -PFNGLFENCESYNCPROC glad_glFenceSync; -PFNGLCOLORP3UIPROC glad_glColorP3ui; -PFNGLVERTEXATTRIB3SVPROC glad_glVertexAttrib3sv; -PFNGLBEGINCONDITIONALRENDERPROC glad_glBeginConditionalRender; -PFNGLGETTEXLEVELPARAMETERIVPROC glad_glGetTexLevelParameteriv; -PFNGLMULTITEXCOORDP4UIVPROC glad_glMultiTexCoordP4uiv; -PFNGLSTENCILFUNCSEPARATEPROC glad_glStencilFuncSeparate; -PFNGLGENSAMPLERSPROC glad_glGenSamplers; -PFNGLCLAMPCOLORPROC glad_glClampColor; -PFNGLUNIFORM4IVPROC glad_glUniform4iv; -PFNGLCLEARSTENCILPROC glad_glClearStencil; -PFNGLTEXCOORDP1UIVPROC glad_glTexCoordP1uiv; -PFNGLGENTEXTURESPROC glad_glGenTextures; -PFNGLGETTEXPARAMETERIUIVPROC glad_glGetTexParameterIuiv; -PFNGLVERTEXATTRIB4NBVPROC glad_glVertexAttrib4Nbv; -PFNGLISSYNCPROC glad_glIsSync; -PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC glad_glGetActiveUniformBlockName; -PFNGLUNIFORM2IPROC glad_glUniform2i; -PFNGLUNIFORM2FPROC glad_glUniform2f; -PFNGLTEXCOORDP4UIPROC glad_glTexCoordP4ui; -PFNGLGETPROGRAMIVPROC glad_glGetProgramiv; -PFNGLVERTEXATTRIBPOINTERPROC glad_glVertexAttribPointer; -PFNGLFRAMEBUFFERTEXTURELAYERPROC glad_glFramebufferTextureLayer; -PFNGLFLUSHMAPPEDBUFFERRANGEPROC glad_glFlushMappedBufferRange; -PFNGLGENQUERIESPROC glad_glGenQueries; -PFNGLVERTEXATTRIBP1UIPROC glad_glVertexAttribP1ui; -PFNGLTEXSUBIMAGE3DPROC glad_glTexSubImage3D; -PFNGLGETINTEGER64I_VPROC glad_glGetInteger64i_v; -PFNGLDELETESAMPLERSPROC glad_glDeleteSamplers; -PFNGLCOPYTEXIMAGE2DPROC glad_glCopyTexImage2D; -PFNGLBLITFRAMEBUFFERPROC glad_glBlitFramebuffer; -PFNGLISENABLEDIPROC glad_glIsEnabledi; -PFNGLSECONDARYCOLORP3UIPROC glad_glSecondaryColorP3ui; -PFNGLBINDFRAGDATALOCATIONINDEXEDPROC glad_glBindFragDataLocationIndexed; -PFNGLUNIFORM2IVPROC glad_glUniform2iv; -PFNGLVERTEXATTRIB1FVPROC glad_glVertexAttrib1fv; -PFNGLUNIFORM4UIVPROC glad_glUniform4uiv; -PFNGLFRAMEBUFFERTEXTURE1DPROC glad_glFramebufferTexture1D; -PFNGLGETSHADERIVPROC glad_glGetShaderiv; -PFNGLBINDFRAGDATALOCATIONPROC glad_glBindFragDataLocation; -PFNGLPOLYGONOFFSETPROC glad_glPolygonOffset; -PFNGLGETDOUBLEVPROC glad_glGetDoublev; -PFNGLVERTEXATTRIB1DPROC glad_glVertexAttrib1d; -PFNGLGETUNIFORMIVPROC glad_glGetUniformiv; -PFNGLMULTITEXCOORDP1UIVPROC glad_glMultiTexCoordP1uiv; -PFNGLUNIFORM3FVPROC glad_glUniform3fv; -PFNGLDEPTHRANGEPROC glad_glDepthRange; -PFNGLMAPBUFFERPROC glad_glMapBuffer; -PFNGLCOMPRESSEDTEXIMAGE3DPROC glad_glCompressedTexImage3D; -PFNGLDELETESYNCPROC glad_glDeleteSync; -PFNGLCOPYTEXSUBIMAGE3DPROC glad_glCopyTexSubImage3D; -PFNGLGETVERTEXATTRIBIVPROC glad_glGetVertexAttribiv; -PFNGLMULTIDRAWELEMENTSPROC glad_glMultiDrawElements; -PFNGLVERTEXATTRIB3FVPROC glad_glVertexAttrib3fv; -PFNGLUNIFORM3IVPROC glad_glUniform3iv; -PFNGLPOLYGONMODEPROC glad_glPolygonMode; -PFNGLDRAWBUFFERSPROC glad_glDrawBuffers; -PFNGLGETACTIVEUNIFORMBLOCKIVPROC glad_glGetActiveUniformBlockiv; -PFNGLUSEPROGRAMPROC glad_glUseProgram; -PFNGLGETPROGRAMINFOLOGPROC glad_glGetProgramInfoLog; -PFNGLBINDVERTEXARRAYPROC glad_glBindVertexArray; -PFNGLDELETEBUFFERSPROC glad_glDeleteBuffers; -PFNGLSAMPLERPARAMETERIIVPROC glad_glSamplerParameterIiv; -PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC glad_glMultiDrawElementsBaseVertex; -PFNGLUNIFORM2UIVPROC glad_glUniform2uiv; -PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC glad_glCompressedTexSubImage1D; -PFNGLFINISHPROC glad_glFinish; -PFNGLDELETESHADERPROC glad_glDeleteShader; -PFNGLVERTEXATTRIB4NSVPROC glad_glVertexAttrib4Nsv; -PFNGLVIEWPORTPROC glad_glViewport; -PFNGLUNIFORM1UIVPROC glad_glUniform1uiv; -PFNGLTRANSFORMFEEDBACKVARYINGSPROC glad_glTransformFeedbackVaryings; -PFNGLUNIFORM2UIPROC glad_glUniform2ui; -PFNGLVERTEXATTRIBI3IPROC glad_glVertexAttribI3i; -PFNGLCLEARDEPTHPROC glad_glClearDepth; -PFNGLVERTEXATTRIBI4USVPROC glad_glVertexAttribI4usv; -PFNGLTEXPARAMETERFPROC glad_glTexParameterf; -PFNGLTEXPARAMETERIPROC glad_glTexParameteri; -PFNGLGETSHADERSOURCEPROC glad_glGetShaderSource; -PFNGLTEXBUFFERPROC glad_glTexBuffer; -PFNGLPIXELSTOREIPROC glad_glPixelStorei; -PFNGLVALIDATEPROGRAMPROC glad_glValidateProgram; -PFNGLPIXELSTOREFPROC glad_glPixelStoref; -PFNGLGETBOOLEANI_VPROC glad_glGetBooleani_v; -PFNGLMULTITEXCOORDP2UIVPROC glad_glMultiTexCoordP2uiv; -PFNGLVERTEXATTRIBP1UIVPROC glad_glVertexAttribP1uiv; -PFNGLLINKPROGRAMPROC glad_glLinkProgram; -PFNGLBINDTEXTUREPROC glad_glBindTexture; -PFNGLGETSTRINGPROC glad_glGetString; -PFNGLVERTEXATTRIBP2UIVPROC glad_glVertexAttribP2uiv; -PFNGLDETACHSHADERPROC glad_glDetachShader; -PFNGLENDQUERYPROC glad_glEndQuery; -PFNGLNORMALP3UIPROC glad_glNormalP3ui; -PFNGLVERTEXATTRIBI2UIPROC glad_glVertexAttribI2ui; -PFNGLDELETETEXTURESPROC glad_glDeleteTextures; -PFNGLSTENCILOPSEPARATEPROC glad_glStencilOpSeparate; -PFNGLDELETEQUERIESPROC glad_glDeleteQueries; -PFNGLNORMALP3UIVPROC glad_glNormalP3uiv; -PFNGLVERTEXATTRIB4FPROC glad_glVertexAttrib4f; -PFNGLVERTEXATTRIB4DPROC glad_glVertexAttrib4d; -PFNGLGETTEXPARAMETERIVPROC glad_glGetTexParameteriv; -PFNGLVERTEXATTRIB4SPROC glad_glVertexAttrib4s; -PFNGLDRAWELEMENTSBASEVERTEXPROC glad_glDrawElementsBaseVertex; -PFNGLSAMPLECOVERAGEPROC glad_glSampleCoverage; -PFNGLSAMPLERPARAMETERIPROC glad_glSamplerParameteri; -PFNGLSAMPLERPARAMETERFPROC glad_glSamplerParameterf; -PFNGLUNIFORM1FPROC glad_glUniform1f; -PFNGLGETVERTEXATTRIBFVPROC glad_glGetVertexAttribfv; -PFNGLGETCOMPRESSEDTEXIMAGEPROC glad_glGetCompressedTexImage; -PFNGLUNIFORM1IPROC glad_glUniform1i; -PFNGLGETACTIVEATTRIBPROC glad_glGetActiveAttrib; -PFNGLTEXSUBIMAGE2DPROC glad_glTexSubImage2D; -PFNGLDISABLEPROC glad_glDisable; -PFNGLLOGICOPPROC glad_glLogicOp; -PFNGLUNIFORM4UIPROC glad_glUniform4ui; -PFNGLBINDFRAMEBUFFERPROC glad_glBindFramebuffer; -PFNGLCULLFACEPROC glad_glCullFace; -PFNGLGETSTRINGIPROC glad_glGetStringi; -PFNGLATTACHSHADERPROC glad_glAttachShader; -PFNGLQUERYCOUNTERPROC glad_glQueryCounter; -PFNGLPROVOKINGVERTEXPROC glad_glProvokingVertex; -PFNGLDRAWELEMENTSPROC glad_glDrawElements; -PFNGLVERTEXATTRIBI4SVPROC glad_glVertexAttribI4sv; -PFNGLUNIFORM1IVPROC glad_glUniform1iv; -PFNGLGETQUERYOBJECTIVPROC glad_glGetQueryObjectiv; -PFNGLREADBUFFERPROC glad_glReadBuffer; -PFNGLTEXPARAMETERIUIVPROC glad_glTexParameterIuiv; -PFNGLDRAWARRAYSINSTANCEDPROC glad_glDrawArraysInstanced; -PFNGLGENERATEMIPMAPPROC glad_glGenerateMipmap; -PFNGLSAMPLERPARAMETERIVPROC glad_glSamplerParameteriv; -PFNGLVERTEXATTRIB3FPROC glad_glVertexAttrib3f; -PFNGLVERTEXATTRIB4UIVPROC glad_glVertexAttrib4uiv; -PFNGLPOINTPARAMETERIPROC glad_glPointParameteri; -PFNGLBLENDCOLORPROC glad_glBlendColor; -PFNGLSAMPLERPARAMETERIUIVPROC glad_glSamplerParameterIuiv; -PFNGLUNMAPBUFFERPROC glad_glUnmapBuffer; -PFNGLPOINTPARAMETERFPROC glad_glPointParameterf; -PFNGLVERTEXATTRIB3SPROC glad_glVertexAttrib3s; -PFNGLBINDRENDERBUFFERPROC glad_glBindRenderbuffer; -PFNGLVERTEXATTRIBP4UIVPROC glad_glVertexAttribP4uiv; -PFNGLISPROGRAMPROC glad_glIsProgram; -PFNGLVERTEXATTRIB4BVPROC glad_glVertexAttrib4bv; -PFNGLVERTEXATTRIB4FVPROC glad_glVertexAttrib4fv; -PFNGLUNIFORM4IPROC glad_glUniform4i; -PFNGLACTIVETEXTUREPROC glad_glActiveTexture; -PFNGLENABLEVERTEXATTRIBARRAYPROC glad_glEnableVertexAttribArray; -PFNGLREADPIXELSPROC glad_glReadPixels; -PFNGLVERTEXATTRIBI3IVPROC glad_glVertexAttribI3iv; -PFNGLUNIFORM4FPROC glad_glUniform4f; -PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC glad_glRenderbufferStorageMultisample; -PFNGLUNIFORMMATRIX3FVPROC glad_glUniformMatrix3fv; -PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC glad_glDrawElementsInstancedBaseVertex; -PFNGLSTENCILFUNCPROC glad_glStencilFunc; -PFNGLUNIFORMBLOCKBINDINGPROC glad_glUniformBlockBinding; -PFNGLCOLORP4UIPROC glad_glColorP4ui; -PFNGLVERTEXATTRIBI4IVPROC glad_glVertexAttribI4iv; -PFNGLGETSHADERINFOLOGPROC glad_glGetShaderInfoLog; -PFNGLVERTEXATTRIBI4IPROC glad_glVertexAttribI4i; -PFNGLGETBUFFERSUBDATAPROC glad_glGetBufferSubData; -PFNGLBLENDEQUATIONSEPARATEPROC glad_glBlendEquationSeparate; -PFNGLVERTEXATTRIBI1UIPROC glad_glVertexAttribI1ui; -PFNGLGENBUFFERSPROC glad_glGenBuffers; -PFNGLVERTEXATTRIB2SVPROC glad_glVertexAttrib2sv; -PFNGLBLENDFUNCPROC glad_glBlendFunc; -PFNGLCREATEPROGRAMPROC glad_glCreateProgram; -PFNGLTEXIMAGE3DPROC glad_glTexImage3D; -PFNGLISFRAMEBUFFERPROC glad_glIsFramebuffer; -PFNGLPRIMITIVERESTARTINDEXPROC glad_glPrimitiveRestartIndex; -PFNGLGETINTEGER64VPROC glad_glGetInteger64v; -PFNGLSCISSORPROC glad_glScissor; -PFNGLTEXCOORDP4UIVPROC glad_glTexCoordP4uiv; -PFNGLGETBOOLEANVPROC glad_glGetBooleanv; -PFNGLVERTEXP2UIVPROC glad_glVertexP2uiv; -PFNGLUNIFORM3UIVPROC glad_glUniform3uiv; -PFNGLCLEARCOLORPROC glad_glClearColor; -PFNGLVERTEXATTRIB4NIVPROC glad_glVertexAttrib4Niv; -PFNGLCLEARBUFFERIVPROC glad_glClearBufferiv; -PFNGLGETBUFFERPARAMETERI64VPROC glad_glGetBufferParameteri64v; -PFNGLCOLORP4UIVPROC glad_glColorP4uiv; -PFNGLVERTEXATTRIBI2UIVPROC glad_glVertexAttribI2uiv; -PFNGLUNIFORM3UIPROC glad_glUniform3ui; -PFNGLVERTEXATTRIBI4UIVPROC glad_glVertexAttribI4uiv; -PFNGLPOINTPARAMETERFVPROC glad_glPointParameterfv; -PFNGLUNIFORM2FVPROC glad_glUniform2fv; -PFNGLGETSAMPLERPARAMETERIUIVPROC glad_glGetSamplerParameterIuiv; -PFNGLBINDBUFFERRANGEPROC glad_glBindBufferRange; -PFNGLUNIFORMMATRIX2X3FVPROC glad_glUniformMatrix2x3fv; -PFNGLGETVERTEXATTRIBIUIVPROC glad_glGetVertexAttribIuiv; -PFNGLVERTEXATTRIB4NUSVPROC glad_glVertexAttrib4Nusv; -PFNGLDEPTHFUNCPROC glad_glDepthFunc; -PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC glad_glCompressedTexSubImage2D; -PFNGLVERTEXATTRIBI4BVPROC glad_glVertexAttribI4bv; -PFNGLGETTEXPARAMETERFVPROC glad_glGetTexParameterfv; -PFNGLMULTITEXCOORDP1UIPROC glad_glMultiTexCoordP1ui; -PFNGLCLIENTWAITSYNCPROC glad_glClientWaitSync; -PFNGLVERTEXATTRIBI4UIPROC glad_glVertexAttribI4ui; -PFNGLCOLORMASKPROC glad_glColorMask; -PFNGLTEXPARAMETERIIVPROC glad_glTexParameterIiv; -PFNGLBLENDEQUATIONPROC glad_glBlendEquation; -PFNGLGETUNIFORMLOCATIONPROC glad_glGetUniformLocation; -PFNGLENDTRANSFORMFEEDBACKPROC glad_glEndTransformFeedback; -PFNGLVERTEXATTRIB4USVPROC glad_glVertexAttrib4usv; -PFNGLUNIFORM4FVPROC glad_glUniform4fv; -PFNGLBEGINTRANSFORMFEEDBACKPROC glad_glBeginTransformFeedback; -PFNGLVERTEXATTRIBI1IVPROC glad_glVertexAttribI1iv; -PFNGLISSAMPLERPROC glad_glIsSampler; -PFNGLVERTEXP3UIPROC glad_glVertexP3ui; -PFNGLVERTEXATTRIBDIVISORPROC glad_glVertexAttribDivisor; -PFNGLCOMPRESSEDTEXIMAGE1DPROC glad_glCompressedTexImage1D; -PFNGLCOPYTEXSUBIMAGE1DPROC glad_glCopyTexSubImage1D; -PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC glad_glDrawRangeElementsBaseVertex; -PFNGLCHECKFRAMEBUFFERSTATUSPROC glad_glCheckFramebufferStatus; -PFNGLENDCONDITIONALRENDERPROC glad_glEndConditionalRender; -PFNGLVERTEXP3UIVPROC glad_glVertexP3uiv; -PFNGLBINDATTRIBLOCATIONPROC glad_glBindAttribLocation; -PFNGLUNIFORMMATRIX4X2FVPROC glad_glUniformMatrix4x2fv; -PFNGLVERTEXATTRIB1DVPROC glad_glVertexAttrib1dv; -PFNGLDRAWRANGEELEMENTSPROC glad_glDrawRangeElements; -PFNGLGETQUERYOBJECTUIVPROC glad_glGetQueryObjectuiv; -PFNGLBINDBUFFERBASEPROC glad_glBindBufferBase; -PFNGLBUFFERSUBDATAPROC glad_glBufferSubData; -PFNGLVERTEXATTRIB4IVPROC glad_glVertexAttrib4iv; -PFNGLMAPBUFFERRANGEPROC glad_glMapBufferRange; -PFNGLFRAMEBUFFERTEXTUREPROC glad_glFramebufferTexture; -PFNGLMULTIDRAWARRAYSPROC glad_glMultiDrawArrays; -PFNGLVERTEXP4UIVPROC glad_glVertexP4uiv; -PFNGLVERTEXATTRIBI2IVPROC glad_glVertexAttribI2iv; -PFNGLDISABLEIPROC glad_glDisablei; -PFNGLSHADERSOURCEPROC glad_glShaderSource; -PFNGLDELETERENDERBUFFERSPROC glad_glDeleteRenderbuffers; -PFNGLVERTEXATTRIBI3UIVPROC glad_glVertexAttribI3uiv; -PFNGLGETSYNCIVPROC glad_glGetSynciv; -PFNGLTEXCOORDP2UIVPROC glad_glTexCoordP2uiv; -PFNGLBEGINQUERYPROC glad_glBeginQuery; -PFNGLUNIFORMMATRIX4FVPROC glad_glUniformMatrix4fv; -PFNGLBINDBUFFERPROC glad_glBindBuffer; -PFNGLUNIFORMMATRIX2FVPROC glad_glUniformMatrix2fv; -PFNGLUNIFORMMATRIX2X4FVPROC glad_glUniformMatrix2x4fv; -PFNGLBUFFERDATAPROC glad_glBufferData; -PFNGLGETTEXPARAMETERIIVPROC glad_glGetTexParameterIiv; -PFNGLTEXCOORDP1UIPROC glad_glTexCoordP1ui; -PFNGLGETERRORPROC glad_glGetError; -PFNGLVERTEXATTRIBP2UIPROC glad_glVertexAttribP2ui; -PFNGLGETFLOATVPROC glad_glGetFloatv; -PFNGLTEXSUBIMAGE1DPROC glad_glTexSubImage1D; -PFNGLVERTEXATTRIB2FVPROC glad_glVertexAttrib2fv; -PFNGLGETTEXLEVELPARAMETERFVPROC glad_glGetTexLevelParameterfv; -PFNGLVERTEXATTRIBI1IPROC glad_glVertexAttribI1i; -PFNGLVERTEXATTRIBP3UIVPROC glad_glVertexAttribP3uiv; -PFNGLSECONDARYCOLORP3UIVPROC glad_glSecondaryColorP3uiv; -PFNGLGETINTEGERVPROC glad_glGetIntegerv; -PFNGLGETBUFFERPOINTERVPROC glad_glGetBufferPointerv; -PFNGLFRAMEBUFFERTEXTURE3DPROC glad_glFramebufferTexture3D; -PFNGLISQUERYPROC glad_glIsQuery; -PFNGLVERTEXATTRIB4SVPROC glad_glVertexAttrib4sv; -PFNGLTEXIMAGE2DPROC glad_glTexImage2D; -PFNGLSTENCILMASKPROC glad_glStencilMask; -PFNGLSAMPLERPARAMETERFVPROC glad_glSamplerParameterfv; -PFNGLISTEXTUREPROC glad_glIsTexture; -PFNGLUNIFORM1FVPROC glad_glUniform1fv; -PFNGLVERTEXATTRIB4NUBVPROC glad_glVertexAttrib4Nubv; -PFNGLTEXPARAMETERFVPROC glad_glTexParameterfv; -PFNGLGETSAMPLERPARAMETERIVPROC glad_glGetSamplerParameteriv; -PFNGLCOPYBUFFERSUBDATAPROC glad_glCopyBufferSubData; -PFNGLVERTEXATTRIBI1UIVPROC glad_glVertexAttribI1uiv; -PFNGLVERTEXATTRIB2DPROC glad_glVertexAttrib2d; -PFNGLVERTEXATTRIB2FPROC glad_glVertexAttrib2f; -PFNGLVERTEXATTRIB3DVPROC glad_glVertexAttrib3dv; -PFNGLGETQUERYOBJECTUI64VPROC glad_glGetQueryObjectui64v; -PFNGLDEPTHMASKPROC glad_glDepthMask; -PFNGLVERTEXATTRIB2SPROC glad_glVertexAttrib2s; -PFNGLTEXIMAGE3DMULTISAMPLEPROC glad_glTexImage3DMultisample; -PFNGLGETUNIFORMBLOCKINDEXPROC glad_glGetUniformBlockIndex; -PFNGLTEXIMAGE2DMULTISAMPLEPROC glad_glTexImage2DMultisample; -PFNGLGETACTIVEUNIFORMPROC glad_glGetActiveUniform; -PFNGLFRONTFACEPROC glad_glFrontFace; -int GLAD_GL_ARB_texture_compression; -int GLAD_GL_ARB_texture_swizzle; -int GLAD_GL_ATI_fragment_shader; -int GLAD_GL_EXT_texture_sRGB; -int GLAD_GL_ARB_explicit_attrib_location; -int GLAD_GL_ARB_ES3_compatibility; -int GLAD_GL_EXT_blend_color; -int GLAD_GL_EXT_framebuffer_sRGB; -int GLAD_GL_EXT_index_array_formats; -int GLAD_GL_ARB_vertex_shader; -int GLAD_GL_ARB_vertex_attrib_binding; -int GLAD_GL_ARB_vertex_program; -int GLAD_GL_EXT_texture_compression_s3tc; -int GLAD_GL_EXT_texture_swizzle; -int GLAD_GL_ARB_texture_multisample; -int GLAD_GL_ARB_texture_rg; -int GLAD_GL_ARB_texture_float; -int GLAD_GL_ARB_compressed_texture_pixel_storage; -int GLAD_GL_ARB_framebuffer_sRGB; -int GLAD_GL_ARB_vertex_array_object; -int GLAD_GL_ARB_depth_clamp; -int GLAD_GL_ARB_fragment_shader; -int GLAD_GL_ATI_vertex_array_object; -int GLAD_GL_ARB_vertex_buffer_object; -int GLAD_GL_ARB_fragment_program; -int GLAD_GL_EXT_framebuffer_multisample; -int GLAD_GL_ARB_framebuffer_object; -int GLAD_GL_ARB_draw_buffers_blend; -int GLAD_GL_EXT_vertex_shader; -int GLAD_GL_EXT_blend_func_separate; -int GLAD_GL_ARB_texture_non_power_of_two; -int GLAD_GL_EXT_texture; -int GLAD_GL_ARB_buffer_storage; -int GLAD_GL_ARB_explicit_uniform_location; -int GLAD_GL_EXT_framebuffer_object; -int GLAD_GL_EXT_framebuffer_multisample_blit_scaled; -int GLAD_GL_AMD_debug_output; -int GLAD_GL_ARB_depth_buffer_float; -int GLAD_GL_ARB_multisample; -int GLAD_GL_ARB_compatibility; -int GLAD_GL_ARB_depth_texture; -int GLAD_GL_ARB_sample_locations; -int GLAD_GL_ARB_ES2_compatibility; -int GLAD_GL_AMD_query_buffer_object; -int GLAD_GL_EXT_framebuffer_blit; -int GLAD_GL_EXT_vertex_array; -int GLAD_GL_ARB_draw_buffers; -int GLAD_GL_EXT_blend_equation_separate; -int GLAD_GL_ATI_element_array; -int GLAD_GL_ARB_debug_output; -int GLAD_GL_ARB_uniform_buffer_object; -PFNGLDEBUGMESSAGEENABLEAMDPROC glad_glDebugMessageEnableAMD; -PFNGLDEBUGMESSAGEINSERTAMDPROC glad_glDebugMessageInsertAMD; -PFNGLDEBUGMESSAGECALLBACKAMDPROC glad_glDebugMessageCallbackAMD; -PFNGLGETDEBUGMESSAGELOGAMDPROC glad_glGetDebugMessageLogAMD; -PFNGLRELEASESHADERCOMPILERPROC glad_glReleaseShaderCompiler; -PFNGLSHADERBINARYPROC glad_glShaderBinary; -PFNGLGETSHADERPRECISIONFORMATPROC glad_glGetShaderPrecisionFormat; -PFNGLDEPTHRANGEFPROC glad_glDepthRangef; -PFNGLCLEARDEPTHFPROC glad_glClearDepthf; -PFNGLBUFFERSTORAGEPROC glad_glBufferStorage; -PFNGLDEBUGMESSAGECONTROLARBPROC glad_glDebugMessageControlARB; -PFNGLDEBUGMESSAGEINSERTARBPROC glad_glDebugMessageInsertARB; -PFNGLDEBUGMESSAGECALLBACKARBPROC glad_glDebugMessageCallbackARB; -PFNGLGETDEBUGMESSAGELOGARBPROC glad_glGetDebugMessageLogARB; -PFNGLDRAWBUFFERSARBPROC glad_glDrawBuffersARB; -PFNGLBLENDEQUATIONIARBPROC glad_glBlendEquationiARB; -PFNGLBLENDEQUATIONSEPARATEIARBPROC glad_glBlendEquationSeparateiARB; -PFNGLBLENDFUNCIARBPROC glad_glBlendFunciARB; -PFNGLBLENDFUNCSEPARATEIARBPROC glad_glBlendFuncSeparateiARB; -PFNGLPROGRAMSTRINGARBPROC glad_glProgramStringARB; -PFNGLBINDPROGRAMARBPROC glad_glBindProgramARB; -PFNGLDELETEPROGRAMSARBPROC glad_glDeleteProgramsARB; -PFNGLGENPROGRAMSARBPROC glad_glGenProgramsARB; -PFNGLPROGRAMENVPARAMETER4DARBPROC glad_glProgramEnvParameter4dARB; -PFNGLPROGRAMENVPARAMETER4DVARBPROC glad_glProgramEnvParameter4dvARB; -PFNGLPROGRAMENVPARAMETER4FARBPROC glad_glProgramEnvParameter4fARB; -PFNGLPROGRAMENVPARAMETER4FVARBPROC glad_glProgramEnvParameter4fvARB; -PFNGLPROGRAMLOCALPARAMETER4DARBPROC glad_glProgramLocalParameter4dARB; -PFNGLPROGRAMLOCALPARAMETER4DVARBPROC glad_glProgramLocalParameter4dvARB; -PFNGLPROGRAMLOCALPARAMETER4FARBPROC glad_glProgramLocalParameter4fARB; -PFNGLPROGRAMLOCALPARAMETER4FVARBPROC glad_glProgramLocalParameter4fvARB; -PFNGLGETPROGRAMENVPARAMETERDVARBPROC glad_glGetProgramEnvParameterdvARB; -PFNGLGETPROGRAMENVPARAMETERFVARBPROC glad_glGetProgramEnvParameterfvARB; -PFNGLGETPROGRAMLOCALPARAMETERDVARBPROC glad_glGetProgramLocalParameterdvARB; -PFNGLGETPROGRAMLOCALPARAMETERFVARBPROC glad_glGetProgramLocalParameterfvARB; -PFNGLGETPROGRAMIVARBPROC glad_glGetProgramivARB; -PFNGLGETPROGRAMSTRINGARBPROC glad_glGetProgramStringARB; -PFNGLISPROGRAMARBPROC glad_glIsProgramARB; -PFNGLSAMPLECOVERAGEARBPROC glad_glSampleCoverageARB; -PFNGLFRAMEBUFFERSAMPLELOCATIONSFVARBPROC glad_glFramebufferSampleLocationsfvARB; -PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVARBPROC glad_glNamedFramebufferSampleLocationsfvARB; -PFNGLEVALUATEDEPTHVALUESARBPROC glad_glEvaluateDepthValuesARB; -PFNGLCOMPRESSEDTEXIMAGE3DARBPROC glad_glCompressedTexImage3DARB; -PFNGLCOMPRESSEDTEXIMAGE2DARBPROC glad_glCompressedTexImage2DARB; -PFNGLCOMPRESSEDTEXIMAGE1DARBPROC glad_glCompressedTexImage1DARB; -PFNGLCOMPRESSEDTEXSUBIMAGE3DARBPROC glad_glCompressedTexSubImage3DARB; -PFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC glad_glCompressedTexSubImage2DARB; -PFNGLCOMPRESSEDTEXSUBIMAGE1DARBPROC glad_glCompressedTexSubImage1DARB; -PFNGLGETCOMPRESSEDTEXIMAGEARBPROC glad_glGetCompressedTexImageARB; -PFNGLBINDVERTEXBUFFERPROC glad_glBindVertexBuffer; -PFNGLVERTEXATTRIBFORMATPROC glad_glVertexAttribFormat; -PFNGLVERTEXATTRIBIFORMATPROC glad_glVertexAttribIFormat; -PFNGLVERTEXATTRIBLFORMATPROC glad_glVertexAttribLFormat; -PFNGLVERTEXATTRIBBINDINGPROC glad_glVertexAttribBinding; -PFNGLVERTEXBINDINGDIVISORPROC glad_glVertexBindingDivisor; -PFNGLBINDBUFFERARBPROC glad_glBindBufferARB; -PFNGLDELETEBUFFERSARBPROC glad_glDeleteBuffersARB; -PFNGLGENBUFFERSARBPROC glad_glGenBuffersARB; -PFNGLISBUFFERARBPROC glad_glIsBufferARB; -PFNGLBUFFERDATAARBPROC glad_glBufferDataARB; -PFNGLBUFFERSUBDATAARBPROC glad_glBufferSubDataARB; -PFNGLGETBUFFERSUBDATAARBPROC glad_glGetBufferSubDataARB; -PFNGLMAPBUFFERARBPROC glad_glMapBufferARB; -PFNGLUNMAPBUFFERARBPROC glad_glUnmapBufferARB; -PFNGLGETBUFFERPARAMETERIVARBPROC glad_glGetBufferParameterivARB; -PFNGLGETBUFFERPOINTERVARBPROC glad_glGetBufferPointervARB; -PFNGLVERTEXATTRIB1DARBPROC glad_glVertexAttrib1dARB; -PFNGLVERTEXATTRIB1DVARBPROC glad_glVertexAttrib1dvARB; -PFNGLVERTEXATTRIB1FARBPROC glad_glVertexAttrib1fARB; -PFNGLVERTEXATTRIB1FVARBPROC glad_glVertexAttrib1fvARB; -PFNGLVERTEXATTRIB1SARBPROC glad_glVertexAttrib1sARB; -PFNGLVERTEXATTRIB1SVARBPROC glad_glVertexAttrib1svARB; -PFNGLVERTEXATTRIB2DARBPROC glad_glVertexAttrib2dARB; -PFNGLVERTEXATTRIB2DVARBPROC glad_glVertexAttrib2dvARB; -PFNGLVERTEXATTRIB2FARBPROC glad_glVertexAttrib2fARB; -PFNGLVERTEXATTRIB2FVARBPROC glad_glVertexAttrib2fvARB; -PFNGLVERTEXATTRIB2SARBPROC glad_glVertexAttrib2sARB; -PFNGLVERTEXATTRIB2SVARBPROC glad_glVertexAttrib2svARB; -PFNGLVERTEXATTRIB3DARBPROC glad_glVertexAttrib3dARB; -PFNGLVERTEXATTRIB3DVARBPROC glad_glVertexAttrib3dvARB; -PFNGLVERTEXATTRIB3FARBPROC glad_glVertexAttrib3fARB; -PFNGLVERTEXATTRIB3FVARBPROC glad_glVertexAttrib3fvARB; -PFNGLVERTEXATTRIB3SARBPROC glad_glVertexAttrib3sARB; -PFNGLVERTEXATTRIB3SVARBPROC glad_glVertexAttrib3svARB; -PFNGLVERTEXATTRIB4NBVARBPROC glad_glVertexAttrib4NbvARB; -PFNGLVERTEXATTRIB4NIVARBPROC glad_glVertexAttrib4NivARB; -PFNGLVERTEXATTRIB4NSVARBPROC glad_glVertexAttrib4NsvARB; -PFNGLVERTEXATTRIB4NUBARBPROC glad_glVertexAttrib4NubARB; -PFNGLVERTEXATTRIB4NUBVARBPROC glad_glVertexAttrib4NubvARB; -PFNGLVERTEXATTRIB4NUIVARBPROC glad_glVertexAttrib4NuivARB; -PFNGLVERTEXATTRIB4NUSVARBPROC glad_glVertexAttrib4NusvARB; -PFNGLVERTEXATTRIB4BVARBPROC glad_glVertexAttrib4bvARB; -PFNGLVERTEXATTRIB4DARBPROC glad_glVertexAttrib4dARB; -PFNGLVERTEXATTRIB4DVARBPROC glad_glVertexAttrib4dvARB; -PFNGLVERTEXATTRIB4FARBPROC glad_glVertexAttrib4fARB; -PFNGLVERTEXATTRIB4FVARBPROC glad_glVertexAttrib4fvARB; -PFNGLVERTEXATTRIB4IVARBPROC glad_glVertexAttrib4ivARB; -PFNGLVERTEXATTRIB4SARBPROC glad_glVertexAttrib4sARB; -PFNGLVERTEXATTRIB4SVARBPROC glad_glVertexAttrib4svARB; -PFNGLVERTEXATTRIB4UBVARBPROC glad_glVertexAttrib4ubvARB; -PFNGLVERTEXATTRIB4UIVARBPROC glad_glVertexAttrib4uivARB; -PFNGLVERTEXATTRIB4USVARBPROC glad_glVertexAttrib4usvARB; -PFNGLVERTEXATTRIBPOINTERARBPROC glad_glVertexAttribPointerARB; -PFNGLENABLEVERTEXATTRIBARRAYARBPROC glad_glEnableVertexAttribArrayARB; -PFNGLDISABLEVERTEXATTRIBARRAYARBPROC glad_glDisableVertexAttribArrayARB; -PFNGLGETVERTEXATTRIBDVARBPROC glad_glGetVertexAttribdvARB; -PFNGLGETVERTEXATTRIBFVARBPROC glad_glGetVertexAttribfvARB; -PFNGLGETVERTEXATTRIBIVARBPROC glad_glGetVertexAttribivARB; -PFNGLGETVERTEXATTRIBPOINTERVARBPROC glad_glGetVertexAttribPointervARB; -PFNGLBINDATTRIBLOCATIONARBPROC glad_glBindAttribLocationARB; -PFNGLGETACTIVEATTRIBARBPROC glad_glGetActiveAttribARB; -PFNGLGETATTRIBLOCATIONARBPROC glad_glGetAttribLocationARB; -PFNGLELEMENTPOINTERATIPROC glad_glElementPointerATI; -PFNGLDRAWELEMENTARRAYATIPROC glad_glDrawElementArrayATI; -PFNGLDRAWRANGEELEMENTARRAYATIPROC glad_glDrawRangeElementArrayATI; -PFNGLGENFRAGMENTSHADERSATIPROC glad_glGenFragmentShadersATI; -PFNGLBINDFRAGMENTSHADERATIPROC glad_glBindFragmentShaderATI; -PFNGLDELETEFRAGMENTSHADERATIPROC glad_glDeleteFragmentShaderATI; -PFNGLBEGINFRAGMENTSHADERATIPROC glad_glBeginFragmentShaderATI; -PFNGLENDFRAGMENTSHADERATIPROC glad_glEndFragmentShaderATI; -PFNGLPASSTEXCOORDATIPROC glad_glPassTexCoordATI; -PFNGLSAMPLEMAPATIPROC glad_glSampleMapATI; -PFNGLCOLORFRAGMENTOP1ATIPROC glad_glColorFragmentOp1ATI; -PFNGLCOLORFRAGMENTOP2ATIPROC glad_glColorFragmentOp2ATI; -PFNGLCOLORFRAGMENTOP3ATIPROC glad_glColorFragmentOp3ATI; -PFNGLALPHAFRAGMENTOP1ATIPROC glad_glAlphaFragmentOp1ATI; -PFNGLALPHAFRAGMENTOP2ATIPROC glad_glAlphaFragmentOp2ATI; -PFNGLALPHAFRAGMENTOP3ATIPROC glad_glAlphaFragmentOp3ATI; -PFNGLSETFRAGMENTSHADERCONSTANTATIPROC glad_glSetFragmentShaderConstantATI; -PFNGLNEWOBJECTBUFFERATIPROC glad_glNewObjectBufferATI; -PFNGLISOBJECTBUFFERATIPROC glad_glIsObjectBufferATI; -PFNGLUPDATEOBJECTBUFFERATIPROC glad_glUpdateObjectBufferATI; -PFNGLGETOBJECTBUFFERFVATIPROC glad_glGetObjectBufferfvATI; -PFNGLGETOBJECTBUFFERIVATIPROC glad_glGetObjectBufferivATI; -PFNGLFREEOBJECTBUFFERATIPROC glad_glFreeObjectBufferATI; -PFNGLARRAYOBJECTATIPROC glad_glArrayObjectATI; -PFNGLGETARRAYOBJECTFVATIPROC glad_glGetArrayObjectfvATI; -PFNGLGETARRAYOBJECTIVATIPROC glad_glGetArrayObjectivATI; -PFNGLVARIANTARRAYOBJECTATIPROC glad_glVariantArrayObjectATI; -PFNGLGETVARIANTARRAYOBJECTFVATIPROC glad_glGetVariantArrayObjectfvATI; -PFNGLGETVARIANTARRAYOBJECTIVATIPROC glad_glGetVariantArrayObjectivATI; -PFNGLBLENDCOLOREXTPROC glad_glBlendColorEXT; -PFNGLBLENDEQUATIONSEPARATEEXTPROC glad_glBlendEquationSeparateEXT; -PFNGLBLENDFUNCSEPARATEEXTPROC glad_glBlendFuncSeparateEXT; -PFNGLBLITFRAMEBUFFEREXTPROC glad_glBlitFramebufferEXT; -PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC glad_glRenderbufferStorageMultisampleEXT; -PFNGLISRENDERBUFFEREXTPROC glad_glIsRenderbufferEXT; -PFNGLBINDRENDERBUFFEREXTPROC glad_glBindRenderbufferEXT; -PFNGLDELETERENDERBUFFERSEXTPROC glad_glDeleteRenderbuffersEXT; -PFNGLGENRENDERBUFFERSEXTPROC glad_glGenRenderbuffersEXT; -PFNGLRENDERBUFFERSTORAGEEXTPROC glad_glRenderbufferStorageEXT; -PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC glad_glGetRenderbufferParameterivEXT; -PFNGLISFRAMEBUFFEREXTPROC glad_glIsFramebufferEXT; -PFNGLBINDFRAMEBUFFEREXTPROC glad_glBindFramebufferEXT; -PFNGLDELETEFRAMEBUFFERSEXTPROC glad_glDeleteFramebuffersEXT; -PFNGLGENFRAMEBUFFERSEXTPROC glad_glGenFramebuffersEXT; -PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC glad_glCheckFramebufferStatusEXT; -PFNGLFRAMEBUFFERTEXTURE1DEXTPROC glad_glFramebufferTexture1DEXT; -PFNGLFRAMEBUFFERTEXTURE2DEXTPROC glad_glFramebufferTexture2DEXT; -PFNGLFRAMEBUFFERTEXTURE3DEXTPROC glad_glFramebufferTexture3DEXT; -PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC glad_glFramebufferRenderbufferEXT; -PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC glad_glGetFramebufferAttachmentParameterivEXT; -PFNGLGENERATEMIPMAPEXTPROC glad_glGenerateMipmapEXT; -PFNGLARRAYELEMENTEXTPROC glad_glArrayElementEXT; -PFNGLCOLORPOINTEREXTPROC glad_glColorPointerEXT; -PFNGLDRAWARRAYSEXTPROC glad_glDrawArraysEXT; -PFNGLEDGEFLAGPOINTEREXTPROC glad_glEdgeFlagPointerEXT; -PFNGLGETPOINTERVEXTPROC glad_glGetPointervEXT; -PFNGLINDEXPOINTEREXTPROC glad_glIndexPointerEXT; -PFNGLNORMALPOINTEREXTPROC glad_glNormalPointerEXT; -PFNGLTEXCOORDPOINTEREXTPROC glad_glTexCoordPointerEXT; -PFNGLVERTEXPOINTEREXTPROC glad_glVertexPointerEXT; -PFNGLBEGINVERTEXSHADEREXTPROC glad_glBeginVertexShaderEXT; -PFNGLENDVERTEXSHADEREXTPROC glad_glEndVertexShaderEXT; -PFNGLBINDVERTEXSHADEREXTPROC glad_glBindVertexShaderEXT; -PFNGLGENVERTEXSHADERSEXTPROC glad_glGenVertexShadersEXT; -PFNGLDELETEVERTEXSHADEREXTPROC glad_glDeleteVertexShaderEXT; -PFNGLSHADEROP1EXTPROC glad_glShaderOp1EXT; -PFNGLSHADEROP2EXTPROC glad_glShaderOp2EXT; -PFNGLSHADEROP3EXTPROC glad_glShaderOp3EXT; -PFNGLSWIZZLEEXTPROC glad_glSwizzleEXT; -PFNGLWRITEMASKEXTPROC glad_glWriteMaskEXT; -PFNGLINSERTCOMPONENTEXTPROC glad_glInsertComponentEXT; -PFNGLEXTRACTCOMPONENTEXTPROC glad_glExtractComponentEXT; -PFNGLGENSYMBOLSEXTPROC glad_glGenSymbolsEXT; -PFNGLSETINVARIANTEXTPROC glad_glSetInvariantEXT; -PFNGLSETLOCALCONSTANTEXTPROC glad_glSetLocalConstantEXT; -PFNGLVARIANTBVEXTPROC glad_glVariantbvEXT; -PFNGLVARIANTSVEXTPROC glad_glVariantsvEXT; -PFNGLVARIANTIVEXTPROC glad_glVariantivEXT; -PFNGLVARIANTFVEXTPROC glad_glVariantfvEXT; -PFNGLVARIANTDVEXTPROC glad_glVariantdvEXT; -PFNGLVARIANTUBVEXTPROC glad_glVariantubvEXT; -PFNGLVARIANTUSVEXTPROC glad_glVariantusvEXT; -PFNGLVARIANTUIVEXTPROC glad_glVariantuivEXT; -PFNGLVARIANTPOINTEREXTPROC glad_glVariantPointerEXT; -PFNGLENABLEVARIANTCLIENTSTATEEXTPROC glad_glEnableVariantClientStateEXT; -PFNGLDISABLEVARIANTCLIENTSTATEEXTPROC glad_glDisableVariantClientStateEXT; -PFNGLBINDLIGHTPARAMETEREXTPROC glad_glBindLightParameterEXT; -PFNGLBINDMATERIALPARAMETEREXTPROC glad_glBindMaterialParameterEXT; -PFNGLBINDTEXGENPARAMETEREXTPROC glad_glBindTexGenParameterEXT; -PFNGLBINDTEXTUREUNITPARAMETEREXTPROC glad_glBindTextureUnitParameterEXT; -PFNGLBINDPARAMETEREXTPROC glad_glBindParameterEXT; -PFNGLISVARIANTENABLEDEXTPROC glad_glIsVariantEnabledEXT; -PFNGLGETVARIANTBOOLEANVEXTPROC glad_glGetVariantBooleanvEXT; -PFNGLGETVARIANTINTEGERVEXTPROC glad_glGetVariantIntegervEXT; -PFNGLGETVARIANTFLOATVEXTPROC glad_glGetVariantFloatvEXT; -PFNGLGETVARIANTPOINTERVEXTPROC glad_glGetVariantPointervEXT; -PFNGLGETINVARIANTBOOLEANVEXTPROC glad_glGetInvariantBooleanvEXT; -PFNGLGETINVARIANTINTEGERVEXTPROC glad_glGetInvariantIntegervEXT; -PFNGLGETINVARIANTFLOATVEXTPROC glad_glGetInvariantFloatvEXT; -PFNGLGETLOCALCONSTANTBOOLEANVEXTPROC glad_glGetLocalConstantBooleanvEXT; -PFNGLGETLOCALCONSTANTINTEGERVEXTPROC glad_glGetLocalConstantIntegervEXT; -PFNGLGETLOCALCONSTANTFLOATVEXTPROC glad_glGetLocalConstantFloatvEXT; -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 = 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load_GL_ARB_vertex_shader(load); - load_GL_ATI_element_array(load); - load_GL_ATI_fragment_shader(load); - load_GL_ATI_vertex_array_object(load); - load_GL_EXT_blend_color(load); - load_GL_EXT_blend_equation_separate(load); - load_GL_EXT_blend_func_separate(load); - load_GL_EXT_framebuffer_blit(load); - load_GL_EXT_framebuffer_multisample(load); - load_GL_EXT_framebuffer_object(load); - load_GL_EXT_vertex_array(load); - load_GL_EXT_vertex_shader(load); - return GLVersion.major != 0 || GLVersion.minor != 0; -} - -#endif // GLAD_IMPLEMENTATION diff --git a/lib/rPBR-1.0/src/external/raygui.h b/lib/rPBR-1.0/src/external/raygui.h deleted file mode 100644 index 1144d93cf..000000000 --- a/lib/rPBR-1.0/src/external/raygui.h +++ /dev/null @@ -1,1634 +0,0 @@ -/******************************************************************************************* -* -* raygui v1.0 - IMGUI (Immedite Mode GUI) library for raylib (www.raylib.com) -* -* DESCRIPTION: -* -* raygui is a library for creating simple IMGUI interfaces using raylib. -* It provides a set of basic components: -* -* - Label -* - Button -* - ToggleButton -* - ToggleGroup -* - ComboBox -* - CheckBox -* - Slider -* - SliderBar -* - ProgressBar -* - Spinner -* - TextBox -* -* It also provides a set of functions for styling the components based on its properties (size, color). -* -* CONFIGURATION: -* -* #define RAYGUI_IMPLEMENTATION -* Generates the implementation of the library into the included file. -* If not defined, the library is in header only mode and can be included in other headers -* or source files without problems. But only ONE file should hold the implementation. -* -* #define RAYGUI_STATIC (defined by default) -* The generated implementation will stay private inside implementation file and all -* internal symbols and functions will only be visible inside that file. -* -* #define RAYGUI_STANDALONE -* Avoid raylib.h header inclusion in this file. Data types defined on raylib are defined -* internally in the library and input management and drawing functions must be provided by -* the user (check library implementation for further details). -* -* #define RAYGUI_NO_STYLE_SAVE_LOAD -* Avoid including style customization and save/load functions, useful when just using default -* raygui style. Simplyfies library functionality and code size. -* -* #define RAYGUI_MALLOC() -* #define RAYGUI_FREE() -* You can define your own malloc/free implementation replacing stdlib.h malloc()/free() functions. -* Otherwise it will include stdlib.h and use the C standard library malloc()/free() function. -* -* LIMITATIONS: -* // TODO. -* -* VERSIONS HISTORY: -* 1.0 (07-Jun-2016) Converted to header-only by Ramon Santamaria. -* 0.9 (07-Mar-2016) Reviewed and tested by Albert Martos, Ian Eito, Sergio Martinez and Ramon Santamaria. -* 0.8 (27-Aug-2015) Initial release. Implemented by Kevin Gato, Daniel Nicolás and Ramon Santamaria. -* -* CONTRIBUTORS: -* Kevin Gato: Initial implementation of basic components (2013) -* Daniel Nicolas: Initial implementation of basic components (2013) -* Albert Martos: Review and testing of the library (2015) -* Ian Eito: Review and testing of the library (2015) -* Sergio Martinez: Review and testing of the library (2015) -* Ramon Santamaria: Supervision, review, update and maintenance -* -* -* LICENSE: zlib/libpng -* -* Copyright (c) 2015-2016 Ramon Santamaria (@raysan5) -* -* This software is provided "as-is", without any express or implied warranty. In no event -* will the authors be held liable for any damages arising from the use of this software. -* -* Permission is granted to anyone to use this software for any purpose, including commercial -* applications, and to alter it and redistribute it freely, subject to the following restrictions: -* -* 1. The origin of this software must not be misrepresented; you must not claim that you -* wrote the original software. If you use this software in a product, an acknowledgment -* in the product documentation would be appreciated but is not required. -* -* 2. Altered source versions must be plainly marked as such, and must not be misrepresented -* as being the original software. -* -* 3. This notice may not be removed or altered from any source distribution. -* -**********************************************************************************************/ - -#ifndef RAYGUI_H -#define RAYGUI_H - -#if !defined(RAYGUI_STANDALONE) - #include "raylib.h" -#endif - -#define RAYGUI_STATIC -#ifdef RAYGUI_STATIC - #define RAYGUIDEF static // Functions just visible to module including this file -#else - #ifdef __cplusplus - #define RAYGUIDEF extern "C" // Functions visible from other files (no name mangling of functions in C++) - #else - #define RAYGUIDEF extern // Functions visible from other files - #endif -#endif - -//---------------------------------------------------------------------------------- -// Defines and Macros -//---------------------------------------------------------------------------------- -#define NUM_PROPERTIES 99 - -//---------------------------------------------------------------------------------- -// Types and Structures Definition -// NOTE: Some types are required for RAYGUI_STANDALONE usage -//---------------------------------------------------------------------------------- -#if defined(RAYGUI_STANDALONE) - #ifndef __cplusplus - // Boolean type - #ifndef true - typedef enum { false, true } bool; - #endif - #endif - - // Vector2 type - typedef struct Vector2 { - float x; - float y; - } Vector2; - - // Color type, RGBA (32bit) - typedef struct Color { - unsigned char r; - unsigned char g; - unsigned char b; - unsigned char a; - } Color; - - // Rectangle type - typedef struct Rectangle { - int x; - int y; - int width; - int height; - } Rectangle; -#endif - -// Gui properties enumeration -typedef enum GuiProperty { - GLOBAL_BASE_COLOR = 0, - GLOBAL_BORDER_COLOR, - GLOBAL_TEXT_COLOR, - GLOBAL_TEXT_FONTSIZE, - GLOBAL_BORDER_WIDTH, - BACKGROUND_COLOR, - LINES_COLOR, - LABEL_BORDER_WIDTH, - LABEL_TEXT_COLOR, - LABEL_TEXT_PADDING, - BUTTON_BORDER_WIDTH, - BUTTON_TEXT_PADDING, - BUTTON_DEFAULT_BORDER_COLOR, - BUTTON_DEFAULT_INSIDE_COLOR, - BUTTON_DEFAULT_TEXT_COLOR, - BUTTON_HOVER_BORDER_COLOR, - BUTTON_HOVER_INSIDE_COLOR, - BUTTON_HOVER_TEXT_COLOR, - BUTTON_PRESSED_BORDER_COLOR, - BUTTON_PRESSED_INSIDE_COLOR, - BUTTON_PRESSED_TEXT_COLOR, - TOGGLE_TEXT_PADDING, - TOGGLE_BORDER_WIDTH, - TOGGLE_DEFAULT_BORDER_COLOR, - TOGGLE_DEFAULT_INSIDE_COLOR, - TOGGLE_DEFAULT_TEXT_COLOR, - TOGGLE_HOVER_BORDER_COLOR, - TOGGLE_HOVER_INSIDE_COLOR, - TOGGLE_HOVER_TEXT_COLOR, - TOGGLE_PRESSED_BORDER_COLOR, - TOGGLE_PRESSED_INSIDE_COLOR, - TOGGLE_PRESSED_TEXT_COLOR, - TOGGLE_ACTIVE_BORDER_COLOR, - TOGGLE_ACTIVE_INSIDE_COLOR, - TOGGLE_ACTIVE_TEXT_COLOR, - TOGGLEGROUP_PADDING, - SLIDER_BORDER_WIDTH, - SLIDER_BUTTON_BORDER_WIDTH, - SLIDER_BORDER_COLOR, - SLIDER_INSIDE_COLOR, - SLIDER_DEFAULT_COLOR, - SLIDER_HOVER_COLOR, - SLIDER_ACTIVE_COLOR, - SLIDERBAR_BORDER_COLOR, - SLIDERBAR_INSIDE_COLOR, - SLIDERBAR_DEFAULT_COLOR, - SLIDERBAR_HOVER_COLOR, - SLIDERBAR_ACTIVE_COLOR, - SLIDERBAR_ZERO_LINE_COLOR, - PROGRESSBAR_BORDER_COLOR, - PROGRESSBAR_INSIDE_COLOR, - PROGRESSBAR_PROGRESS_COLOR, - PROGRESSBAR_BORDER_WIDTH, - SPINNER_LABEL_BORDER_COLOR, - SPINNER_LABEL_INSIDE_COLOR, - SPINNER_DEFAULT_BUTTON_BORDER_COLOR, - SPINNER_DEFAULT_BUTTON_INSIDE_COLOR, - SPINNER_DEFAULT_SYMBOL_COLOR, - SPINNER_DEFAULT_TEXT_COLOR, - SPINNER_HOVER_BUTTON_BORDER_COLOR, - SPINNER_HOVER_BUTTON_INSIDE_COLOR, - SPINNER_HOVER_SYMBOL_COLOR, - SPINNER_HOVER_TEXT_COLOR, - SPINNER_PRESSED_BUTTON_BORDER_COLOR, - SPINNER_PRESSED_BUTTON_INSIDE_COLOR, - SPINNER_PRESSED_SYMBOL_COLOR, - SPINNER_PRESSED_TEXT_COLOR, - COMBOBOX_PADDING, - COMBOBOX_BUTTON_WIDTH, - COMBOBOX_BUTTON_HEIGHT, - COMBOBOX_BORDER_WIDTH, - COMBOBOX_DEFAULT_BORDER_COLOR, - COMBOBOX_DEFAULT_INSIDE_COLOR, - COMBOBOX_DEFAULT_TEXT_COLOR, - COMBOBOX_DEFAULT_LIST_TEXT_COLOR, - COMBOBOX_HOVER_BORDER_COLOR, - COMBOBOX_HOVER_INSIDE_COLOR, - COMBOBOX_HOVER_TEXT_COLOR, - COMBOBOX_HOVER_LIST_TEXT_COLOR, - COMBOBOX_PRESSED_BORDER_COLOR, - COMBOBOX_PRESSED_INSIDE_COLOR, - COMBOBOX_PRESSED_TEXT_COLOR, - COMBOBOX_PRESSED_LIST_BORDER_COLOR, - COMBOBOX_PRESSED_LIST_INSIDE_COLOR, - COMBOBOX_PRESSED_LIST_TEXT_COLOR, - CHECKBOX_DEFAULT_BORDER_COLOR, - CHECKBOX_DEFAULT_INSIDE_COLOR, - CHECKBOX_HOVER_BORDER_COLOR, - CHECKBOX_HOVER_INSIDE_COLOR, - CHECKBOX_CLICK_BORDER_COLOR, - CHECKBOX_CLICK_INSIDE_COLOR, - CHECKBOX_STATUS_ACTIVE_COLOR, - CHECKBOX_INSIDE_WIDTH, - TEXTBOX_BORDER_WIDTH, - TEXTBOX_BORDER_COLOR, - TEXTBOX_INSIDE_COLOR, - TEXTBOX_TEXT_COLOR, - TEXTBOX_LINE_COLOR, - TEXTBOX_TEXT_FONTSIZE -} GuiProperty; - -//---------------------------------------------------------------------------------- -// Global Variables Definition -//---------------------------------------------------------------------------------- -// ... - -//---------------------------------------------------------------------------------- -// Module Functions Declaration -//---------------------------------------------------------------------------------- -RAYGUIDEF Color GuiBackgroundColor(void); // Get background color -RAYGUIDEF Color GuiLinesColor(void); // Get lines color -RAYGUIDEF void GuiLabel(Rectangle bounds, const char *text); // Label element, show text -RAYGUIDEF void GuiLabelEx(Rectangle bounds, const char *text, Color textColor, Color border, Color inner); // Label element extended, configurable colors -RAYGUIDEF bool GuiButton(Rectangle bounds, const char *text); // Button element, returns true when clicked -RAYGUIDEF bool GuiToggleButton(Rectangle bounds, const char *text, bool toggle); // Toggle Button element, returns true when active -RAYGUIDEF int GuiToggleGroup(Rectangle bounds, int toggleNum, char **toggleText, int toggleActive); // Toggle Group element, returns toggled button index -RAYGUIDEF int GuiComboBox(Rectangle bounds, int comboNum, char **comboText, int comboActive); // Combo Box element, returns selected item index -RAYGUIDEF bool GuiCheckBox(Rectangle bounds, const char *text, bool checked); // Check Box element, returns true when active -RAYGUIDEF float GuiSlider(Rectangle bounds, float value, float minValue, float maxValue); // Slider element, returns selected value -RAYGUIDEF float GuiSliderBar(Rectangle bounds, float value, float minValue, float maxValue); // Slider Bar element, returns selected value -RAYGUIDEF void GuiProgressBar(Rectangle bounds, float value); // Progress Bar element, shows current progress value -RAYGUIDEF int GuiSpinner(Rectangle bounds, int value, int minValue, int maxValue); // Spinner element, returns selected value -RAYGUIDEF char *GuiTextBox(Rectangle bounds, char *text); // Text Box element, returns input text - -#if !defined(RAYGUI_NO_STYLE_SAVE_LOAD) -RAYGUIDEF void SaveGuiStyle(const char *fileName); // Save GUI style file -RAYGUIDEF void LoadGuiStyle(const char *fileName); // Load GUI style file -RAYGUIDEF void SetStyleProperty(int guiProperty, int value); // Set one style property -RAYGUIDEF int GetStyleProperty(int guiProperty); // Get one style property -#endif - -#endif // RAYGUI_H - - -/*********************************************************************************** -* -* RAYGUI IMPLEMENTATION -* -************************************************************************************/ - -#if defined(RAYGUI_IMPLEMENTATION) - -#include // Required for: FILE, fopen(), fclose(), fprintf(), feof(), fscanf() - // NOTE: Those functions are only used in SaveGuiStyle() and LoadGuiStyle() - -// Check if custom malloc/free functions defined, if not, using standard ones -#if !defined(RAYGUI_MALLOC) && !defined(RAYGUI_NO_STYLE_SAVE_LOAD) - #include // Required for: malloc(), free() [Used only on LoadGuiStyle()] - - #define RAYGUI_MALLOC(size) malloc(size) - #define RAYGUI_FREE(ptr) free(ptr) -#endif - -#if !defined(RAYGUI_NO_STYLE_SAVE_LOAD) - #include // Required for: strcmp() [Used only on LoadGuiStyle()] -#endif - -#include // Required for: va_list, va_start(), vfprintf(), va_end() - -//---------------------------------------------------------------------------------- -// Defines and Macros -//---------------------------------------------------------------------------------- -#if defined(RAYGUI_STANDALONE) - #define KEY_LEFT 263 - #define KEY_RIGHT 262 - #define MOUSE_LEFT_BUTTON 0 -#endif - -#if !defined(RAYGUI_STYLE_DEFAULT_LIGHT) && !defined(RAYGUI_STYLE_DEFAULT_DARK) - #define RAYGUI_STYLE_DEFAULT_LIGHT -#endif - -//---------------------------------------------------------------------------------- -// Types and Structures Definition -//---------------------------------------------------------------------------------- - -// GUI elements states -typedef enum { BUTTON_DEFAULT, BUTTON_HOVER, BUTTON_PRESSED, BUTTON_CLICKED } ButtonState; -typedef enum { TOGGLE_UNACTIVE, TOGGLE_HOVER, TOGGLE_PRESSED, TOGGLE_ACTIVE } ToggleState; -typedef enum { COMBOBOX_UNACTIVE, COMBOBOX_HOVER, COMBOBOX_PRESSED, COMBOBOX_ACTIVE } ComboBoxState; -typedef enum { SPINNER_DEFAULT, SPINNER_HOVER, SPINNER_PRESSED } SpinnerState; -typedef enum { CHECKBOX_STATUS, CHECKBOX_HOVER, CHECKBOX_PRESSED } CheckBoxState; -typedef enum { SLIDER_DEFAULT, SLIDER_HOVER, SLIDER_ACTIVE } SliderState; - -//---------------------------------------------------------------------------------- -// Global Variables Definition -//---------------------------------------------------------------------------------- - -#if defined(RAYGUI_STYLE_DEFAULT_LIGHT) -// Current GUI style (default light) -static int style[NUM_PROPERTIES] = { - 0xf5f5f5ff, // GLOBAL_BASE_COLOR - 0xf5f5f5ff, // GLOBAL_BORDER_COLOR - 0xf5f5f5ff, // GLOBAL_TEXT_COLOR - 10, // GLOBAL_TEXT_FONTSIZE - 1, // GLOBAL_BORDER_WIDTH - 0xf5f5f5ff, // BACKGROUND_COLOR - 0x90abb5ff, // LINES_COLOR - 1, // LABEL_BORDER_WIDTH - 0x4d4d4dff, // LABEL_TEXT_COLOR - 20, // LABEL_TEXT_PADDING - 2, // BUTTON_BORDER_WIDTH - 20, // BUTTON_TEXT_PADDING - 0x828282ff, // BUTTON_DEFAULT_BORDER_COLOR - 0xc8c8c8ff, // BUTTON_DEFAULT_INSIDE_COLOR - 0x4d4d4dff, // BUTTON_DEFAULT_TEXT_COLOR - 0xc8c8c8ff, // BUTTON_HOVER_BORDER_COLOR - 0xffffffff, // BUTTON_HOVER_INSIDE_COLOR - 0x868686ff, // BUTTON_HOVER_TEXT_COLOR - 0x7bb0d6ff, // BUTTON_PRESSED_BORDER_COLOR - 0xbcecffff, // BUTTON_PRESSED_INSIDE_COLOR - 0x5f9aa7ff, // BUTTON_PRESSED_TEXT_COLOR - 20, // TOGGLE_TEXT_PADDING - 1, // TOGGLE_BORDER_WIDTH - 0x828282ff, // TOGGLE_DEFAULT_BORDER_COLOR - 0xc8c8c8ff, // TOGGLE_DEFAULT_INSIDE_COLOR - 0x828282ff, // TOGGLE_DEFAULT_TEXT_COLOR - 0xc8c8c8ff, // TOGGLE_HOVER_BORDER_COLOR - 0xffffffff, // TOGGLE_HOVER_INSIDE_COLOR - 0x828282ff, // TOGGLE_HOVER_TEXT_COLOR - 0xbdd7eaff, // TOGGLE_PRESSED_BORDER_COLOR - 0xddf5ffff, // TOGGLE_PRESSED_INSIDE_COLOR - 0xafccd3ff, // TOGGLE_PRESSED_TEXT_COLOR - 0x7bb0d6ff, // TOGGLE_ACTIVE_BORDER_COLOR - 0xbcecffff, // TOGGLE_ACTIVE_INSIDE_COLOR - 0x5f9aa7ff, // TOGGLE_ACTIVE_TEXT_COLOR - 3, // TOGGLEGROUP_PADDING - 1, // SLIDER_BORDER_WIDTH - 1, // SLIDER_BUTTON_BORDER_WIDTH - 0x828282ff, // SLIDER_BORDER_COLOR - 0xc8c8c8ff, // SLIDER_INSIDE_COLOR - 0xbcecffff, // SLIDER_DEFAULT_COLOR - 0xffffffff, // SLIDER_HOVER_COLOR - 0xddf5ffff, // SLIDER_ACTIVE_COLOR - 0x828282ff, // SLIDERBAR_BORDER_COLOR - 0xc8c8c8ff, // SLIDERBAR_INSIDE_COLOR - 0xbcecffff, // SLIDERBAR_DEFAULT_COLOR - 0xffffffff, // SLIDERBAR_HOVER_COLOR - 0xddf5ffff, // SLIDERBAR_ACTIVE_COLOR - 0x828282ff, // SLIDERBAR_ZERO_LINE_COLOR - 0x828282ff, // PROGRESSBAR_BORDER_COLOR - 0xc8c8c8ff, // PROGRESSBAR_INSIDE_COLOR - 0xbcecffff, // PROGRESSBAR_PROGRESS_COLOR - 2, // PROGRESSBAR_BORDER_WIDTH - 0x828282ff, // SPINNER_LABEL_BORDER_COLOR - 0xc8c8c8ff, // SPINNER_LABEL_INSIDE_COLOR - 0x828282ff, // SPINNER_DEFAULT_BUTTON_BORDER_COLOR - 0xc8c8c8ff, // SPINNER_DEFAULT_BUTTON_INSIDE_COLOR - 0x000000ff, // SPINNER_DEFAULT_SYMBOL_COLOR - 0x000000ff, // SPINNER_DEFAULT_TEXT_COLOR - 0xc8c8c8ff, // SPINNER_HOVER_BUTTON_BORDER_COLOR - 0xffffffff, // SPINNER_HOVER_BUTTON_INSIDE_COLOR - 0x000000ff, // SPINNER_HOVER_SYMBOL_COLOR - 0x000000ff, // SPINNER_HOVER_TEXT_COLOR - 0x7bb0d6ff, // SPINNER_PRESSED_BUTTON_BORDER_COLOR - 0xbcecffff, // SPINNER_PRESSED_BUTTON_INSIDE_COLOR - 0x5f9aa7ff, // SPINNER_PRESSED_SYMBOL_COLOR - 0x000000ff, // SPINNER_PRESSED_TEXT_COLOR - 1, // COMBOBOX_PADDING - 30, // COMBOBOX_BUTTON_WIDTH - 20, // COMBOBOX_BUTTON_HEIGHT - 1, // COMBOBOX_BORDER_WIDTH - 0x828282ff, // COMBOBOX_DEFAULT_BORDER_COLOR - 0xc8c8c8ff, // COMBOBOX_DEFAULT_INSIDE_COLOR - 0x828282ff, // COMBOBOX_DEFAULT_TEXT_COLOR - 0x828282ff, // COMBOBOX_DEFAULT_LIST_TEXT_COLOR - 0xc8c8c8ff, // COMBOBOX_HOVER_BORDER_COLOR - 0xffffffff, // COMBOBOX_HOVER_INSIDE_COLOR - 0x828282ff, // COMBOBOX_HOVER_TEXT_COLOR - 0x828282ff, // COMBOBOX_HOVER_LIST_TEXT_COLOR - 0x7bb0d6ff, // COMBOBOX_PRESSED_BORDER_COLOR - 0xbcecffff, // COMBOBOX_PRESSED_INSIDE_COLOR - 0x5f9aa7ff, // COMBOBOX_PRESSED_TEXT_COLOR - 0x0078acff, // COMBOBOX_PRESSED_LIST_BORDER_COLOR - 0x66e7ffff, // COMBOBOX_PRESSED_LIST_INSIDE_COLOR - 0x0078acff, // COMBOBOX_PRESSED_LIST_TEXT_COLOR - 0x828282ff, // CHECKBOX_DEFAULT_BORDER_COLOR - 0xffffffff, // CHECKBOX_DEFAULT_INSIDE_COLOR - 0xc8c8c8ff, // CHECKBOX_HOVER_BORDER_COLOR - 0xffffffff, // CHECKBOX_HOVER_INSIDE_COLOR - 0x66e7ffff, // CHECKBOX_CLICK_BORDER_COLOR - 0xddf5ffff, // CHECKBOX_CLICK_INSIDE_COLOR - 0xbcecffff, // CHECKBOX_STATUS_ACTIVE_COLOR - 1, // CHECKBOX_INSIDE_WIDTH - 1, // TEXTBOX_BORDER_WIDTH - 0x828282ff, // TEXTBOX_BORDER_COLOR - 0xf5f5f5ff, // TEXTBOX_INSIDE_COLOR - 0x000000ff, // TEXTBOX_TEXT_COLOR - 0x000000ff, // TEXTBOX_LINE_COLOR - 10 // TEXTBOX_TEXT_FONTSIZE -}; -#elif defined(RAYGUI_STYLE_DEFAULT_DARK) -// Current GUI style (default dark) -static int style[NUM_PROPERTIES] = { - 0xf5f5f5ff, // GLOBAL_BASE_COLOR - 0xf5f5f5ff, // GLOBAL_BORDER_COLOR - 0xf5f5f5ff, // GLOBAL_TEXT_COLOR - 0xa, // GLOBAL_TEXT_FONTSIZE - 0x1, // GLOBAL_BORDER_WIDTH - 0x293235ff, // BACKGROUND_COLOR - 0x90abb5ff, // LINES_COLOR - 0x0, // LABEL_BORDER_WIDTH - 0x90acb4ff, // LABEL_TEXT_COLOR - 0x0, // LABEL_TEXT_PADDING - 0x2, // BUTTON_BORDER_WIDTH - 0x0, // BUTTON_TEXT_PADDING - 0x3e4a4fff, // BUTTON_DEFAULT_BORDER_COLOR - 0x344041ff, // BUTTON_DEFAULT_INSIDE_COLOR - 0x90acb4ff, // BUTTON_DEFAULT_TEXT_COLOR - 0x47595fff, // BUTTON_HOVER_BORDER_COLOR - 0x334f59ff, // BUTTON_HOVER_INSIDE_COLOR - 0x90acb4ff, // BUTTON_HOVER_TEXT_COLOR - 0x5f9aa4ff, // BUTTON_PRESSED_BORDER_COLOR - 0x334f59ff, // BUTTON_PRESSED_INSIDE_COLOR - 0x5f9aa8ff, // BUTTON_PRESSED_TEXT_COLOR - 20, // TOGGLE_TEXT_PADDING - 1, // TOGGLE_BORDER_WIDTH - 0x3e4b4dff, // TOGGLE_DEFAULT_BORDER_COLOR - 0x344041ff, // TOGGLE_DEFAULT_INSIDE_COLOR - 0x828282ff, // TOGGLE_DEFAULT_TEXT_COLOR - 0x47595fff, // TOGGLE_HOVER_BORDER_COLOR - 0x334f59ff, // TOGGLE_HOVER_INSIDE_COLOR - 0x828282ff, // TOGGLE_HOVER_TEXT_COLOR - 0x5f9aa8ff, // TOGGLE_PRESSED_BORDER_COLOR - 0x334f59ff, // TOGGLE_PRESSED_INSIDE_COLOR - 0x5f9aa8ff, // TOGGLE_PRESSED_TEXT_COLOR - 0x92c763ff, // TOGGLE_ACTIVE_BORDER_COLOR - 0x334f59ff, // TOGGLE_ACTIVE_INSIDE_COLOR - 0x92c763ff, // TOGGLE_ACTIVE_TEXT_COLOR - 0x3, // TOGGLEGROUP_PADDING - 0x1, // SLIDER_BORDER_WIDTH - 0x0, // SLIDER_BUTTON_BORDER_WIDTH - 0x828282ff, // SLIDER_BORDER_COLOR - 0x3e4b4dff, // SLIDER_INSIDE_COLOR - 0x92c763ff, // SLIDER_DEFAULT_COLOR - 0xc3e0a9ff, // SLIDER_HOVER_COLOR - 0xffffffff, // SLIDER_ACTIVE_COLOR - 0x828282ff, // SLIDERBAR_BORDER_COLOR - 0x344041ff, // SLIDERBAR_INSIDE_COLOR - 0x92c763ff, // SLIDERBAR_DEFAULT_COLOR - 0xc3e0a9ff, // SLIDERBAR_HOVER_COLOR - 0xffffffff, // SLIDERBAR_ACTIVE_COLOR - 0x828282ff, // SLIDERBAR_ZERO_LINE_COLOR - 0x828282ff, // PROGRESSBAR_BORDER_COLOR - 0x3e4b4dff, // PROGRESSBAR_INSIDE_COLOR - 0x92c763ff, // PROGRESSBAR_PROGRESS_COLOR - 0x1, // PROGRESSBAR_BORDER_WIDTH - 0x3e4b4dff, // SPINNER_LABEL_BORDER_COLOR - 0x344041ff, // SPINNER_LABEL_INSIDE_COLOR - 0x3e4b4dff, // SPINNER_DEFAULT_BUTTON_BORDER_COLOR - 0x344041ff, // SPINNER_DEFAULT_BUTTON_INSIDE_COLOR - 0x5f9aa8ff, // SPINNER_DEFAULT_SYMBOL_COLOR - 0x5f9aa8ff, // SPINNER_DEFAULT_TEXT_COLOR - 0x47595fff, // SPINNER_HOVER_BUTTON_BORDER_COLOR - 0x334f59ff, // SPINNER_HOVER_BUTTON_INSIDE_COLOR - 0x5f9aa8ff, // SPINNER_HOVER_SYMBOL_COLOR - 0x5f9aa8ff, // SPINNER_HOVER_TEXT_COLOR - 0x92c763ff, // SPINNER_PRESSED_BUTTON_BORDER_COLOR - 0x334f59ff, // SPINNER_PRESSED_BUTTON_INSIDE_COLOR - 0x92c763ff, // SPINNER_PRESSED_SYMBOL_COLOR - 0x92c763ff, // SPINNER_PRESSED_TEXT_COLOR - 0x1, // COMBOBOX_PADDING - 30, // COMBOBOX_BUTTON_WIDTH - 20, // COMBOBOX_BUTTON_HEIGHT - 0x1, // COMBOBOX_BORDER_WIDTH - 0x3e4b4dff, // COMBOBOX_DEFAULT_BORDER_COLOR - 0x344041ff, // COMBOBOX_DEFAULT_INSIDE_COLOR - 0x5f9aa8ff, // COMBOBOX_DEFAULT_TEXT_COLOR - 0x5f9aa8ff, // COMBOBOX_DEFAULT_LIST_TEXT_COLOR - 0x47595fff, // COMBOBOX_HOVER_BORDER_COLOR - 0x334f59ff, // COMBOBOX_HOVER_INSIDE_COLOR - 0x5f9aa8ff, // COMBOBOX_HOVER_TEXT_COLOR - 0x5f9aa8ff, // COMBOBOX_HOVER_LIST_TEXT_COLOR - 0x5f9aa8ff, // COMBOBOX_PRESSED_BORDER_COLOR - 0x334f59ff, // COMBOBOX_PRESSED_INSIDE_COLOR - 0x5f9aa8ff, // COMBOBOX_PRESSED_TEXT_COLOR - 0x92c763ff, // COMBOBOX_PRESSED_LIST_BORDER_COLOR - 0x334f59ff, // COMBOBOX_PRESSED_LIST_INSIDE_COLOR - 0x92c763ff, // COMBOBOX_PRESSED_LIST_TEXT_COLOR - 0x47595fff, // CHECKBOX_DEFAULT_BORDER_COLOR - 0x344041ff, // CHECKBOX_DEFAULT_INSIDE_COLOR - 0x47595fff, // CHECKBOX_HOVER_BORDER_COLOR - 0x334f59ff, // CHECKBOX_HOVER_INSIDE_COLOR - 0x5f9aa8ff, // CHECKBOX_CLICK_BORDER_COLOR - 0x334f59ff, // CHECKBOX_CLICK_INSIDE_COLOR - 0x92c763ff, // CHECKBOX_STATUS_ACTIVE_COLOR - 0x2, // CHECKBOX_INSIDE_WIDTH - 0x1, // TEXTBOX_BORDER_WIDTH - 0x47595fff, // TEXTBOX_BORDER_COLOR - 0x828282ff, // TEXTBOX_INSIDE_COLOR - 0xff, // TEXTBOX_TEXT_COLOR - 0xff, // TEXTBOX_LINE_COLOR - 0xa, // TEXTBOX_TEXT_FONTSIZE -}; -#endif - -#if !defined(RAYGUI_NO_STYLE_SAVE_LOAD) -// GUI property names (to read/write style text files) -static const char *guiPropertyName[] = { - "GLOBAL_BASE_COLOR", - "GLOBAL_BORDER_COLOR", - "GLOBAL_TEXT_COLOR", - "GLOBAL_TEXT_FONTSIZE", - "GLOBAL_BORDER_WIDTH", - "BACKGROUND_COLOR", - "LINES_COLOR", - "LABEL_BORDER_WIDTH", - "LABEL_TEXT_COLOR", - "LABEL_TEXT_PADDING", - "BUTTON_BORDER_WIDTH", - "BUTTON_TEXT_PADDING", - "BUTTON_DEFAULT_BORDER_COLOR", - "BUTTON_DEFAULT_INSIDE_COLOR", - "BUTTON_DEFAULT_TEXT_COLOR", - "BUTTON_HOVER_BORDER_COLOR", - "BUTTON_HOVER_INSIDE_COLOR", - "BUTTON_HOVER_TEXT_COLOR", - "BUTTON_PRESSED_BORDER_COLOR", - "BUTTON_PRESSED_INSIDE_COLOR", - "BUTTON_PRESSED_TEXT_COLOR", - "TOGGLE_TEXT_PADDING", - "TOGGLE_BORDER_WIDTH", - "TOGGLE_DEFAULT_BORDER_COLOR", - "TOGGLE_DEFAULT_INSIDE_COLOR", - "TOGGLE_DEFAULT_TEXT_COLOR", - "TOGGLE_HOVER_BORDER_COLOR", - "TOGGLE_HOVER_INSIDE_COLOR", - "TOGGLE_HOVER_TEXT_COLOR", - "TOGGLE_PRESSED_BORDER_COLOR", - "TOGGLE_PRESSED_INSIDE_COLOR", - "TOGGLE_PRESSED_TEXT_COLOR", - "TOGGLE_ACTIVE_BORDER_COLOR", - "TOGGLE_ACTIVE_INSIDE_COLOR", - "TOGGLE_ACTIVE_TEXT_COLOR", - "TOGGLEGROUP_PADDING", - "SLIDER_BORDER_WIDTH", - "SLIDER_BUTTON_BORDER_WIDTH", - "SLIDER_BORDER_COLOR", - "SLIDER_INSIDE_COLOR", - "SLIDER_DEFAULT_COLOR", - "SLIDER_HOVER_COLOR", - "SLIDER_ACTIVE_COLOR", - "SLIDERBAR_BORDER_COLOR", - "SLIDERBAR_INSIDE_COLOR", - "SLIDERBAR_DEFAULT_COLOR", - "SLIDERBAR_HOVER_COLOR", - "SLIDERBAR_ACTIVE_COLOR", - "SLIDERBAR_ZERO_LINE_COLOR", - "PROGRESSBAR_BORDER_COLOR", - "PROGRESSBAR_INSIDE_COLOR", - "PROGRESSBAR_PROGRESS_COLOR", - "PROGRESSBAR_BORDER_WIDTH", - "SPINNER_LABEL_BORDER_COLOR", - "SPINNER_LABEL_INSIDE_COLOR", - "SPINNER_DEFAULT_BUTTON_BORDER_COLOR", - "SPINNER_DEFAULT_BUTTON_INSIDE_COLOR", - "SPINNER_DEFAULT_SYMBOL_COLOR", - "SPINNER_DEFAULT_TEXT_COLOR", - "SPINNER_HOVER_BUTTON_BORDER_COLOR", - "SPINNER_HOVER_BUTTON_INSIDE_COLOR", - "SPINNER_HOVER_SYMBOL_COLOR", - "SPINNER_HOVER_TEXT_COLOR", - "SPINNER_PRESSED_BUTTON_BORDER_COLOR", - "SPINNER_PRESSED_BUTTON_INSIDE_COLOR", - "SPINNER_PRESSED_SYMBOL_COLOR", - "SPINNER_PRESSED_TEXT_COLOR", - "COMBOBOX_PADDING", - "COMBOBOX_BUTTON_WIDTH", - "COMBOBOX_BUTTON_HEIGHT", - "COMBOBOX_BORDER_WIDTH", - "COMBOBOX_DEFAULT_BORDER_COLOR", - "COMBOBOX_DEFAULT_INSIDE_COLOR", - "COMBOBOX_DEFAULT_TEXT_COLOR", - "COMBOBOX_DEFAULT_LIST_TEXT_COLOR", - "COMBOBOX_HOVER_BORDER_COLOR", - "COMBOBOX_HOVER_INSIDE_COLOR", - "COMBOBOX_HOVER_TEXT_COLOR", - "COMBOBOX_HOVER_LIST_TEXT_COLOR", - "COMBOBOX_PRESSED_BORDER_COLOR", - "COMBOBOX_PRESSED_INSIDE_COLOR", - "COMBOBOX_PRESSED_TEXT_COLOR", - "COMBOBOX_PRESSED_LIST_BORDER_COLOR", - "COMBOBOX_PRESSED_LIST_INSIDE_COLOR", - "COMBOBOX_PRESSED_LIST_TEXT_COLOR", - "CHECKBOX_DEFAULT_BORDER_COLOR", - "CHECKBOX_DEFAULT_INSIDE_COLOR", - "CHECKBOX_HOVER_BORDER_COLOR", - "CHECKBOX_HOVER_INSIDE_COLOR", - "CHECKBOX_CLICK_BORDER_COLOR", - "CHECKBOX_CLICK_INSIDE_COLOR", - "CHECKBOX_STATUS_ACTIVE_COLOR", - "CHECKBOX_INSIDE_WIDTH", - "TEXTBOX_BORDER_WIDTH", - "TEXTBOX_BORDER_COLOR", - "TEXTBOX_INSIDE_COLOR", - "TEXTBOX_TEXT_COLOR", - "TEXTBOX_LINE_COLOR", - "TEXTBOX_TEXT_FONTSIZE" -}; -#endif - -//---------------------------------------------------------------------------------- -// Module specific Functions Declaration -//---------------------------------------------------------------------------------- -static Color ColorMultiply(Color baseColor, float value); - -#if defined RAYGUI_STANDALONE -static Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value -static int GetHexValue(Color color); // Returns hexadecimal value for a Color -static bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle -static const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed' - -// NOTE: raygui depend on some raylib input and drawing functions -// TODO: To use raygui as standalone library, those functions must be overwrite by custom ones - -// Input management functions -static Vector2 GetMousePosition() { /* TODO */ return (Vector2){ 0.0f, 0.0f }; } -static int IsMouseButtonDown(int button) { /* TODO */ return 0; } -static int IsMouseButtonPressed(int button) { /* TODO */ return 0; } -static int IsMouseButtonReleased(int button) { /* TODO */ return 0; } -static int IsMouseButtonUp(int button) { /* TODO */ return 0; } - -static int GetKeyPressed(void) { /* TODO */ return 0; } // NOTE: Only used by GuiTextBox() -static int IsKeyDown(int key) { /* TODO */ return 0; } // NOTE: Only used by GuiSpinner() - -// Drawing related functions -static int MeasureText(const char *text, int fontSize) { /* TODO */ return 0; } -static void DrawText(const char *text, int posX, int posY, int fontSize, Color color) { /* TODO */ } -static void DrawRectangleRec(Rectangle rec, Color color) { /* TODO */ } -static void DrawRectangle(int posX, int posY, int width, int height, Color color) { DrawRectangleRec((Rectangle){ posX, posY, width, height }, color); } -#endif - -//---------------------------------------------------------------------------------- -// Module Functions Definition -//---------------------------------------------------------------------------------- - -// Get background color -RAYGUIDEF Color GuiBackgroundColor(void) { return GetColor(style[BACKGROUND_COLOR]); } - -// Get lines color -RAYGUIDEF Color GuiLinesColor(void) { return GetColor(style[LINES_COLOR]); } - -// Label element, show text -RAYGUIDEF void GuiLabel(Rectangle bounds, const char *text) -{ - GuiLabelEx(bounds, text, GetColor(style[LABEL_TEXT_COLOR]), (Color){ 0, 0, 0, 0 }, (Color){ 0, 0, 0, 0 }); -} - -// Label element extended, configurable colors -RAYGUIDEF void GuiLabelEx(Rectangle bounds, const char *text, Color textColor, Color border, Color inner) -{ - // Update control - //-------------------------------------------------------------------- - int textWidth = MeasureText(text, style[GLOBAL_TEXT_FONTSIZE]); - int textHeight = style[GLOBAL_TEXT_FONTSIZE]; - - if (bounds.width < textWidth) bounds.width = textWidth + style[LABEL_TEXT_PADDING]; - if (bounds.height < textHeight) bounds.height = textHeight + style[LABEL_TEXT_PADDING]/2; - //-------------------------------------------------------------------- - - // Draw control - //-------------------------------------------------------------------- - DrawRectangleRec(bounds, border); - DrawRectangle(bounds.x + style[LABEL_BORDER_WIDTH], bounds.y + style[LABEL_BORDER_WIDTH], bounds.width - (2*style[LABEL_BORDER_WIDTH]), bounds.height - (2*style[LABEL_BORDER_WIDTH]), inner); - DrawText(text, bounds.x + ((bounds.width/2) - (textWidth/2)), bounds.y + ((bounds.height/2) - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], textColor); - //-------------------------------------------------------------------- -} - -// Button element, returns true when clicked -RAYGUIDEF bool GuiButton(Rectangle bounds, const char *text) -{ - ButtonState buttonState = BUTTON_DEFAULT; - Vector2 mousePoint = GetMousePosition(); - - int textWidth = MeasureText(text, style[GLOBAL_TEXT_FONTSIZE]); - int textHeight = style[GLOBAL_TEXT_FONTSIZE]; - - // Update control - //-------------------------------------------------------------------- - if (bounds.width < textWidth) bounds.width = textWidth + style[BUTTON_TEXT_PADDING]; - if (bounds.height < textHeight) bounds.height = textHeight + style[BUTTON_TEXT_PADDING]/2; - - if (CheckCollisionPointRec(mousePoint, bounds)) - { - if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) buttonState = BUTTON_PRESSED; - else if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) buttonState = BUTTON_CLICKED; - else buttonState = BUTTON_HOVER; - } - //-------------------------------------------------------------------- - - // Draw control - //-------------------------------------------------------------------- - switch (buttonState) - { - case BUTTON_DEFAULT: - { - DrawRectangleRec(bounds, GetColor(style[BUTTON_DEFAULT_BORDER_COLOR])); - DrawRectangle((int)(bounds.x + style[BUTTON_BORDER_WIDTH]), (int)(bounds.y + style[BUTTON_BORDER_WIDTH]) , (int)(bounds.width - (2*style[BUTTON_BORDER_WIDTH])), (int)(bounds.height - (2*style[BUTTON_BORDER_WIDTH])), GetColor(style[BUTTON_DEFAULT_INSIDE_COLOR])); - DrawText(text, bounds.x + ((bounds.width/2) - (MeasureText(text, style[GLOBAL_TEXT_FONTSIZE])/2)), bounds.y + ((bounds.height/2) - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[BUTTON_DEFAULT_TEXT_COLOR])); - } break; - case BUTTON_HOVER: - { - DrawRectangleRec(bounds, GetColor(style[BUTTON_HOVER_BORDER_COLOR])); - DrawRectangle((int)(bounds.x + style[BUTTON_BORDER_WIDTH]), (int)(bounds.y + style[BUTTON_BORDER_WIDTH]) , (int)(bounds.width - (2*style[BUTTON_BORDER_WIDTH])), (int)(bounds.height - (2*style[BUTTON_BORDER_WIDTH])), GetColor(style[BUTTON_HOVER_INSIDE_COLOR])); - DrawText(text, bounds.x + ((bounds.width/2) - (MeasureText(text, style[GLOBAL_TEXT_FONTSIZE])/2)), bounds.y + ((bounds.height/2) - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[BUTTON_HOVER_TEXT_COLOR])); - } break; - case BUTTON_PRESSED: - { - DrawRectangleRec(bounds, GetColor(style[BUTTON_PRESSED_BORDER_COLOR])); - DrawRectangle((int)(bounds.x + style[BUTTON_BORDER_WIDTH]), (int)(bounds.y + style[BUTTON_BORDER_WIDTH]) , (int)(bounds.width - (2*style[BUTTON_BORDER_WIDTH])), (int)(bounds.height - (2*style[BUTTON_BORDER_WIDTH])), GetColor(style[BUTTON_PRESSED_INSIDE_COLOR])); - DrawText(text, bounds.x + ((bounds.width/2) - (MeasureText(text, style[GLOBAL_TEXT_FONTSIZE])/2)), bounds.y + ((bounds.height/2) - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[BUTTON_PRESSED_TEXT_COLOR])); - } break; - case BUTTON_CLICKED: - { - DrawRectangleRec(bounds, GetColor(style[BUTTON_PRESSED_BORDER_COLOR])); - DrawRectangle((int)(bounds.x + style[BUTTON_BORDER_WIDTH]), (int)(bounds.y + style[BUTTON_BORDER_WIDTH]) , (int)(bounds.width - (2*style[BUTTON_BORDER_WIDTH])), (int)(bounds.height - (2*style[BUTTON_BORDER_WIDTH])), GetColor(style[BUTTON_PRESSED_INSIDE_COLOR])); - } break; - default: break; - } - //------------------------------------------------------------------ - - if (buttonState == BUTTON_CLICKED) return true; - else return false; -} - -// Toggle Button element, returns true when active -RAYGUIDEF bool GuiToggleButton(Rectangle bounds, const char *text, bool toggle) -{ - ToggleState toggleState = TOGGLE_UNACTIVE; - Rectangle toggleButton = bounds; - Vector2 mousePoint = GetMousePosition(); - - int textWidth = MeasureText(text, style[GLOBAL_TEXT_FONTSIZE]); - int textHeight = style[GLOBAL_TEXT_FONTSIZE]; - - // Update control - //-------------------------------------------------------------------- - if (toggleButton.width < textWidth) toggleButton.width = textWidth + style[TOGGLE_TEXT_PADDING]; - if (toggleButton.height < textHeight) toggleButton.height = textHeight + style[TOGGLE_TEXT_PADDING]/2; - - if (toggle) toggleState = TOGGLE_ACTIVE; - else toggleState = TOGGLE_UNACTIVE; - - if (CheckCollisionPointRec(mousePoint, toggleButton)) - { - if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) toggleState = TOGGLE_PRESSED; - else if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) - { - if (toggle) - { - toggle = false; - toggleState = TOGGLE_UNACTIVE; - } - else - { - toggle = true; - toggleState = TOGGLE_ACTIVE; - } - } - else toggleState = TOGGLE_HOVER; - } - //-------------------------------------------------------------------- - - // Draw control - //-------------------------------------------------------------------- - switch (toggleState) - { - case TOGGLE_UNACTIVE: - { - DrawRectangleRec(toggleButton, GetColor(style[TOGGLE_DEFAULT_BORDER_COLOR])); - DrawRectangle((int)(toggleButton.x + style[TOGGLE_BORDER_WIDTH]), (int)(toggleButton.y + style[TOGGLE_BORDER_WIDTH]) , (int)(toggleButton.width - (2*style[TOGGLE_BORDER_WIDTH])), (int)(toggleButton.height - (2*style[TOGGLE_BORDER_WIDTH])), GetColor(style[TOGGLE_DEFAULT_INSIDE_COLOR])); - DrawText(text, toggleButton.x + ((toggleButton.width/2) - (MeasureText(text, style[GLOBAL_TEXT_FONTSIZE])/2)), toggleButton.y + ((toggleButton.height/2) - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[TOGGLE_DEFAULT_TEXT_COLOR])); - } break; - case TOGGLE_HOVER: - { - DrawRectangleRec(toggleButton, GetColor(style[TOGGLE_HOVER_BORDER_COLOR])); - DrawRectangle((int)(toggleButton.x + style[TOGGLE_BORDER_WIDTH]), (int)(toggleButton.y + style[TOGGLE_BORDER_WIDTH]) , (int)(toggleButton.width - (2*style[TOGGLE_BORDER_WIDTH])), (int)(toggleButton.height - (2*style[TOGGLE_BORDER_WIDTH])), GetColor(style[TOGGLE_HOVER_INSIDE_COLOR])); - DrawText(text, toggleButton.x + ((toggleButton.width/2) - (MeasureText(text, style[GLOBAL_TEXT_FONTSIZE])/2)), toggleButton.y + ((toggleButton.height/2) - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[TOGGLE_HOVER_TEXT_COLOR])); - } break; - case TOGGLE_PRESSED: - { - DrawRectangleRec(toggleButton, GetColor(style[TOGGLE_PRESSED_BORDER_COLOR])); - DrawRectangle((int)(toggleButton.x + style[TOGGLE_BORDER_WIDTH]), (int)(toggleButton.y + style[TOGGLE_BORDER_WIDTH]) , (int)(toggleButton.width - (2*style[TOGGLE_BORDER_WIDTH])), (int)(toggleButton.height - (2*style[TOGGLE_BORDER_WIDTH])), GetColor(style[TOGGLE_PRESSED_INSIDE_COLOR])); - DrawText(text, toggleButton.x + ((toggleButton.width/2) - (MeasureText(text, style[GLOBAL_TEXT_FONTSIZE])/2)), toggleButton.y + ((toggleButton.height/2) - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[TOGGLE_PRESSED_TEXT_COLOR])); - } break; - case TOGGLE_ACTIVE: - { - DrawRectangleRec(toggleButton, GetColor(style[TOGGLE_ACTIVE_BORDER_COLOR])); - DrawRectangle((int)(toggleButton.x + style[TOGGLE_BORDER_WIDTH]), (int)(toggleButton.y + style[TOGGLE_BORDER_WIDTH]) , (int)(toggleButton.width - (2*style[TOGGLE_BORDER_WIDTH])), (int)(toggleButton.height - (2*style[TOGGLE_BORDER_WIDTH])), GetColor(style[TOGGLE_ACTIVE_INSIDE_COLOR])); - DrawText(text, toggleButton.x + ((toggleButton.width/2) - (MeasureText(text, style[GLOBAL_TEXT_FONTSIZE])/2)), toggleButton.y + ((toggleButton.height/2) - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[TOGGLE_ACTIVE_TEXT_COLOR])); - } break; - default: break; - } - //-------------------------------------------------------------------- - - return toggle; -} - -// Toggle Group element, returns toggled button index -RAYGUIDEF int GuiToggleGroup(Rectangle bounds, int toggleNum, char **toggleText, int toggleActive) -{ - for (int i = 0; i < toggleNum; i++) - { - if (i == toggleActive) GuiToggleButton((Rectangle){bounds.x + i*(bounds.width + style[TOGGLEGROUP_PADDING]),bounds.y,bounds.width,bounds.height}, toggleText[i], true); - else if (GuiToggleButton((Rectangle){bounds.x + i*(bounds.width + style[TOGGLEGROUP_PADDING]),bounds.y,bounds.width,bounds.height}, toggleText[i], false) == true) toggleActive = i; - } - - return toggleActive; -} - -// Combo Box element, returns selected item index -RAYGUIDEF int GuiComboBox(Rectangle bounds, int comboNum, char **comboText, int comboActive) -{ - ComboBoxState comboBoxState = COMBOBOX_UNACTIVE; - Rectangle comboBoxButton = bounds; - Rectangle click = { bounds.x + bounds.width + style[COMBOBOX_PADDING], bounds.y, style[COMBOBOX_BUTTON_WIDTH], style[COMBOBOX_BUTTON_HEIGHT] }; - Vector2 mousePoint = GetMousePosition(); - - int textHeight = style[GLOBAL_TEXT_FONTSIZE]; - - for (int i = 0; i < comboNum; i++) - { - if (i == comboActive) - { - // Update control - //-------------------------------------------------------------------- - int textWidth = MeasureText(comboText[i], style[GLOBAL_TEXT_FONTSIZE]); - - if (comboBoxButton.width < textWidth) comboBoxButton.width = textWidth + style[TOGGLE_TEXT_PADDING]; - if (comboBoxButton.height < textHeight) comboBoxButton.height = textHeight + style[TOGGLE_TEXT_PADDING]/2; - - if (CheckCollisionPointRec(mousePoint, comboBoxButton) || CheckCollisionPointRec(mousePoint, click)) - { - if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) comboBoxState = COMBOBOX_PRESSED; - else if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) comboBoxState = COMBOBOX_ACTIVE; - else comboBoxState = COMBOBOX_HOVER; - } - //-------------------------------------------------------------------- - - // Draw control - //-------------------------------------------------------------------- - switch (comboBoxState) - { - case COMBOBOX_UNACTIVE: - { - DrawRectangleRec(comboBoxButton, GetColor(style[COMBOBOX_DEFAULT_BORDER_COLOR])); - DrawRectangle((int)(comboBoxButton.x + style[COMBOBOX_BORDER_WIDTH]), (int)(comboBoxButton.y + style[COMBOBOX_BORDER_WIDTH]), (int)(comboBoxButton.width - (2*style[COMBOBOX_BORDER_WIDTH])), (int)(comboBoxButton.height - (2*style[COMBOBOX_BORDER_WIDTH])), GetColor(style[COMBOBOX_DEFAULT_INSIDE_COLOR])); - - DrawRectangleRec(click, GetColor(style[COMBOBOX_DEFAULT_BORDER_COLOR])); - DrawRectangle((int)(click.x + style[COMBOBOX_BORDER_WIDTH]), (int)(click.y + style[COMBOBOX_BORDER_WIDTH]) , (int)(click.width - (2*style[COMBOBOX_BORDER_WIDTH])), (int)(click.height - (2*style[COMBOBOX_BORDER_WIDTH])), GetColor(style[COMBOBOX_DEFAULT_INSIDE_COLOR])); - DrawText(FormatText("%i/%i", comboActive + 1, comboNum), click.x + ((click.width/2) - (MeasureText(FormatText("%i/%i", comboActive + 1, comboNum), style[GLOBAL_TEXT_FONTSIZE])/2)), click.y + ((click.height/2) - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[COMBOBOX_DEFAULT_LIST_TEXT_COLOR])); - DrawText(comboText[i], comboBoxButton.x + ((comboBoxButton.width/2) - (MeasureText(comboText[i], style[GLOBAL_TEXT_FONTSIZE])/2)), comboBoxButton.y + ((comboBoxButton.height/2) - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[COMBOBOX_DEFAULT_TEXT_COLOR])); - } break; - case COMBOBOX_HOVER: - { - DrawRectangleRec(comboBoxButton, GetColor(style[COMBOBOX_HOVER_BORDER_COLOR])); - DrawRectangle((int)(comboBoxButton.x + style[COMBOBOX_BORDER_WIDTH]), (int)(comboBoxButton.y + style[COMBOBOX_BORDER_WIDTH]), (int)(comboBoxButton.width - (2*style[COMBOBOX_BORDER_WIDTH])), (int)(comboBoxButton.height - (2*style[COMBOBOX_BORDER_WIDTH])), GetColor(style[COMBOBOX_HOVER_INSIDE_COLOR])); - - DrawRectangleRec(click, GetColor(style[COMBOBOX_HOVER_BORDER_COLOR])); - DrawRectangle((int)(click.x + style[COMBOBOX_BORDER_WIDTH]), (int)(click.y + style[COMBOBOX_BORDER_WIDTH]) , (int)(click.width - (2*style[COMBOBOX_BORDER_WIDTH])), (int)(click.height - (2*style[COMBOBOX_BORDER_WIDTH])), GetColor(style[COMBOBOX_HOVER_INSIDE_COLOR])); - DrawText(FormatText("%i/%i", comboActive + 1, comboNum), click.x + ((click.width/2) - (MeasureText(FormatText("%i/%i", comboActive + 1, comboNum), style[GLOBAL_TEXT_FONTSIZE])/2)), click.y + ((click.height/2) - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[COMBOBOX_HOVER_LIST_TEXT_COLOR])); - DrawText(comboText[i], comboBoxButton.x + ((comboBoxButton.width/2) - (MeasureText(comboText[i], style[GLOBAL_TEXT_FONTSIZE])/2)), comboBoxButton.y + ((comboBoxButton.height/2) - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[COMBOBOX_HOVER_TEXT_COLOR])); - } break; - case COMBOBOX_PRESSED: - { - DrawRectangleRec(comboBoxButton, GetColor(style[COMBOBOX_PRESSED_BORDER_COLOR])); - DrawRectangle((int)(comboBoxButton.x + style[COMBOBOX_BORDER_WIDTH]), (int)(comboBoxButton.y + style[COMBOBOX_BORDER_WIDTH]), (int)(comboBoxButton.width - (2*style[COMBOBOX_BORDER_WIDTH])), (int)(comboBoxButton.height - (2*style[COMBOBOX_BORDER_WIDTH])), GetColor(style[COMBOBOX_PRESSED_INSIDE_COLOR])); - - DrawRectangleRec(click, GetColor(style[COMBOBOX_PRESSED_LIST_BORDER_COLOR])); - DrawRectangle((int)(click.x + style[COMBOBOX_BORDER_WIDTH]), (int)(click.y + style[COMBOBOX_BORDER_WIDTH]) , (int)(click.width - (2*style[COMBOBOX_BORDER_WIDTH])), (int)(click.height - (2*style[COMBOBOX_BORDER_WIDTH])), GetColor(style[COMBOBOX_PRESSED_LIST_INSIDE_COLOR])); - DrawText(FormatText("%i/%i", comboActive + 1, comboNum), click.x + ((click.width/2) - (MeasureText(FormatText("%i/%i", comboActive + 1, comboNum), style[GLOBAL_TEXT_FONTSIZE])/2)), click.y + ((click.height/2) - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[COMBOBOX_PRESSED_LIST_TEXT_COLOR])); - DrawText(comboText[i], comboBoxButton.x + ((comboBoxButton.width/2) - (MeasureText(comboText[i], style[GLOBAL_TEXT_FONTSIZE])/2)), comboBoxButton.y + ((comboBoxButton.height/2) - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[COMBOBOX_PRESSED_TEXT_COLOR])); - } break; - case COMBOBOX_ACTIVE: - { - DrawRectangleRec(comboBoxButton, GetColor(style[COMBOBOX_PRESSED_BORDER_COLOR])); - DrawRectangle((int)(comboBoxButton.x + style[COMBOBOX_BORDER_WIDTH]), (int)(comboBoxButton.y + style[COMBOBOX_BORDER_WIDTH]), (int)(comboBoxButton.width - (2 * style[COMBOBOX_BORDER_WIDTH])), (int)(comboBoxButton.height - (2*style[COMBOBOX_BORDER_WIDTH])), GetColor(style[COMBOBOX_PRESSED_INSIDE_COLOR])); - - DrawRectangleRec(click, GetColor(style[COMBOBOX_PRESSED_LIST_BORDER_COLOR])); - DrawRectangle((int)(click.x + style[COMBOBOX_BORDER_WIDTH]), (int)(click.y + style[COMBOBOX_BORDER_WIDTH]) , (int)(click.width - (2*style[COMBOBOX_BORDER_WIDTH])), (int)(click.height - (2*style[COMBOBOX_BORDER_WIDTH])), GetColor(style[COMBOBOX_PRESSED_LIST_INSIDE_COLOR])); - DrawText(FormatText("%i/%i", comboActive + 1, comboNum), click.x + ((click.width/2) - (MeasureText(FormatText("%i/%i", comboActive + 1, comboNum), style[GLOBAL_TEXT_FONTSIZE])/2)), click.y + ((click.height/2) - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[COMBOBOX_PRESSED_LIST_TEXT_COLOR])); - DrawText(comboText[i], comboBoxButton.x + ((comboBoxButton.width/2) - (MeasureText(comboText[i], style[GLOBAL_TEXT_FONTSIZE])/2)), comboBoxButton.y + ((comboBoxButton.height/2) - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[COMBOBOX_PRESSED_TEXT_COLOR])); - } break; - default: break; - } - - //DrawText(comboText[i], comboBoxButton.x + ((comboBoxButton.width/2) - (MeasureText(comboText[i], style[]globalTextFontSize)/2)), comboBoxButton.y + ((comboBoxButton.height/2) - (style[]globalTextFontSize/2)), style[]globalTextFontSize, COMBOBOX_PRESSED_TEXT_COLOR); - //-------------------------------------------------------------------- - } - } - - if (CheckCollisionPointRec(GetMousePosition(), bounds) || CheckCollisionPointRec(GetMousePosition(), click)) - { - if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) - { - comboActive += 1; - if (comboActive >= comboNum) comboActive = 0; - } - } - - return comboActive; -} - -// Check Box element, returns true when active -RAYGUIDEF bool GuiCheckBox(Rectangle checkBoxBounds, const char *text, bool checked) -{ - CheckBoxState checkBoxState = CHECKBOX_STATUS; - Vector2 mousePoint = GetMousePosition(); - - // Update control - //-------------------------------------------------------------------- - if (CheckCollisionPointRec(mousePoint, checkBoxBounds)) - { - if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) checkBoxState = CHECKBOX_PRESSED; - else if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) - { - checkBoxState = CHECKBOX_STATUS; - checked = !checked; - } - else checkBoxState = CHECKBOX_HOVER; - } - //-------------------------------------------------------------------- - - // Draw control - //-------------------------------------------------------------------- - switch (checkBoxState) - { - case CHECKBOX_HOVER: - { - DrawRectangleRec(checkBoxBounds, GetColor(style[CHECKBOX_HOVER_BORDER_COLOR])); - DrawRectangle((int)(checkBoxBounds.x + style[TOGGLE_BORDER_WIDTH]), (int)(checkBoxBounds.y + style[TOGGLE_BORDER_WIDTH]), (int)(checkBoxBounds.width - (2*style[TOGGLE_BORDER_WIDTH])), (int)(checkBoxBounds.height - (2*style[TOGGLE_BORDER_WIDTH])), GetColor(style[CHECKBOX_HOVER_INSIDE_COLOR])); - } break; - case CHECKBOX_STATUS: - { - DrawRectangleRec(checkBoxBounds, GetColor(style[CHECKBOX_DEFAULT_BORDER_COLOR])); - DrawRectangle((int)(checkBoxBounds.x + style[TOGGLE_BORDER_WIDTH]), (int)(checkBoxBounds.y + style[TOGGLE_BORDER_WIDTH]), (int)(checkBoxBounds.width - (2*style[TOGGLE_BORDER_WIDTH])), (int)(checkBoxBounds.height - (2*style[TOGGLE_BORDER_WIDTH])), GetColor(style[CHECKBOX_DEFAULT_INSIDE_COLOR])); - } break; - case CHECKBOX_PRESSED: - { - DrawRectangleRec(checkBoxBounds, GetColor(style[CHECKBOX_CLICK_BORDER_COLOR])); - DrawRectangle((int)(checkBoxBounds.x + style[TOGGLE_BORDER_WIDTH]), (int)(checkBoxBounds.y + style[TOGGLE_BORDER_WIDTH]), (int)(checkBoxBounds.width - (2*style[TOGGLE_BORDER_WIDTH])), (int)(checkBoxBounds.height - (2*style[TOGGLE_BORDER_WIDTH])), GetColor(style[CHECKBOX_CLICK_INSIDE_COLOR])); - } break; - default: break; - } - - if (text != NULL) DrawText(text, checkBoxBounds.x + checkBoxBounds.width + 2, checkBoxBounds.y + ((checkBoxBounds.height/2) - (style[GLOBAL_TEXT_FONTSIZE]/2) + 1), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[LABEL_TEXT_COLOR])); - - if (checked) - { - DrawRectangle((int)(checkBoxBounds.x + style[CHECKBOX_INSIDE_WIDTH]), (int)(checkBoxBounds.y + style[CHECKBOX_INSIDE_WIDTH]), (int)(checkBoxBounds.width - (2*style[CHECKBOX_INSIDE_WIDTH])), (int)(checkBoxBounds.height - (2*style[CHECKBOX_INSIDE_WIDTH])), GetColor(style[CHECKBOX_STATUS_ACTIVE_COLOR])); - } - //-------------------------------------------------------------------- - - return checked; -} - -// Slider element, returns selected value -RAYGUIDEF float GuiSlider(Rectangle bounds, float value, float minValue, float maxValue) -{ - SliderState sliderState = SLIDER_DEFAULT; - float buttonTravelDistance = 0; - float sliderPos = 0; - Vector2 mousePoint = GetMousePosition(); - - // Update control - //-------------------------------------------------------------------- - if (value < minValue) value = minValue; - else if (value >= maxValue) value = maxValue; - - sliderPos = (value - minValue)/(maxValue - minValue); - - Rectangle sliderButton; - sliderButton.width = ((int)(bounds.width - (2*style[SLIDER_BUTTON_BORDER_WIDTH]))/10 - 8); - sliderButton.height =((int)(bounds.height - (2*style[SLIDER_BORDER_WIDTH] + 2*style[SLIDER_BUTTON_BORDER_WIDTH]))); - - float sliderButtonMinPos = bounds.x + style[SLIDER_BORDER_WIDTH] + style[SLIDER_BUTTON_BORDER_WIDTH]; - float sliderButtonMaxPos = bounds.x + bounds.width - (style[SLIDER_BORDER_WIDTH] + style[SLIDER_BUTTON_BORDER_WIDTH] + sliderButton.width); - - buttonTravelDistance = sliderButtonMaxPos - sliderButtonMinPos; - - sliderButton.x = ((int)(bounds.x + style[SLIDER_BORDER_WIDTH] + style[SLIDER_BUTTON_BORDER_WIDTH]) + (sliderPos * buttonTravelDistance)); - sliderButton.y = ((int)(bounds.y + style[SLIDER_BORDER_WIDTH] + style[SLIDER_BUTTON_BORDER_WIDTH])); - - if (CheckCollisionPointRec(mousePoint, bounds)) - { - sliderState = SLIDER_HOVER; - - if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) sliderState = SLIDER_ACTIVE; - - if ((sliderState == SLIDER_ACTIVE) && (IsMouseButtonDown(MOUSE_LEFT_BUTTON))) - { - sliderButton.x = mousePoint.x - sliderButton.width/2; - - if (sliderButton.x <= sliderButtonMinPos) sliderButton.x = sliderButtonMinPos; - else if (sliderButton.x >= sliderButtonMaxPos) sliderButton.x = sliderButtonMaxPos; - - sliderPos = (sliderButton.x - sliderButtonMinPos)/buttonTravelDistance; - } - } - else sliderState = SLIDER_DEFAULT; - //-------------------------------------------------------------------- - - // Draw control - //-------------------------------------------------------------------- - DrawRectangleRec(bounds, GetColor(style[SLIDER_BORDER_COLOR])); - DrawRectangle((int)(bounds.x + style[SLIDER_BORDER_WIDTH]), (int)(bounds.y + style[SLIDER_BORDER_WIDTH]), (int)(bounds.width - (2*style[SLIDER_BORDER_WIDTH])), (int)(bounds.height - (2*style[SLIDER_BORDER_WIDTH])), GetColor(style[SLIDER_INSIDE_COLOR])); - - switch (sliderState) - { - case SLIDER_DEFAULT: DrawRectangleRec(sliderButton, GetColor(style[SLIDER_DEFAULT_COLOR])); break; - case SLIDER_HOVER: DrawRectangleRec(sliderButton, GetColor(style[SLIDER_HOVER_COLOR])); break; - case SLIDER_ACTIVE: DrawRectangleRec(sliderButton, GetColor(style[SLIDER_ACTIVE_COLOR])); break; - default: break; - } - //-------------------------------------------------------------------- - - return minValue + (maxValue - minValue)*sliderPos; -} - -// Slider Bar element, returns selected value -RAYGUIDEF float GuiSliderBar(Rectangle bounds, float value, float minValue, float maxValue) -{ - SliderState sliderState = SLIDER_DEFAULT; - Vector2 mousePoint = GetMousePosition(); - float fixedValue; - float fixedMinValue; - - fixedValue = value - minValue; - maxValue = maxValue - minValue; - fixedMinValue = 0; - - // Update control - //-------------------------------------------------------------------- - if (fixedValue <= fixedMinValue) fixedValue = fixedMinValue; - else if (fixedValue >= maxValue) fixedValue = maxValue; - - Rectangle sliderBar; - - sliderBar.x = bounds.x + style[SLIDER_BORDER_WIDTH]; - sliderBar.y = bounds.y + style[SLIDER_BORDER_WIDTH]; - sliderBar.width = ((fixedValue*((float)bounds.width - 2*style[SLIDER_BORDER_WIDTH]))/(maxValue - fixedMinValue)); - sliderBar.height = bounds.height - 2*style[SLIDER_BORDER_WIDTH]; - - if (CheckCollisionPointRec(mousePoint, bounds)) - { - sliderState = SLIDER_HOVER; - - if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) - { - sliderState = SLIDER_ACTIVE; - - sliderBar.width = (mousePoint.x - bounds.x - style[SLIDER_BORDER_WIDTH]); - - if (mousePoint.x <= (bounds.x + style[SLIDER_BORDER_WIDTH])) sliderBar.width = 0; - else if (mousePoint.x >= (bounds.x + bounds.width - style[SLIDER_BORDER_WIDTH])) sliderBar.width = bounds.width - 2*style[SLIDER_BORDER_WIDTH]; - } - } - else sliderState = SLIDER_DEFAULT; - - fixedValue = ((float)sliderBar.width*(maxValue - fixedMinValue))/((float)bounds.width - 2*style[SLIDER_BORDER_WIDTH]); - //-------------------------------------------------------------------- - - // Draw control - //-------------------------------------------------------------------- - DrawRectangleRec(bounds, GetColor(style[SLIDERBAR_BORDER_COLOR])); - DrawRectangle((int)(bounds.x + style[SLIDER_BORDER_WIDTH]), (int)(bounds.y + style[SLIDER_BORDER_WIDTH]) , (int)(bounds.width - (2*style[SLIDER_BORDER_WIDTH])), (int)(bounds.height - (2*style[SLIDER_BORDER_WIDTH])), GetColor(style[SLIDERBAR_INSIDE_COLOR])); - - switch (sliderState) - { - case SLIDER_DEFAULT: DrawRectangleRec(sliderBar, GetColor(style[SLIDERBAR_DEFAULT_COLOR])); break; - case SLIDER_HOVER: DrawRectangleRec(sliderBar, GetColor(style[SLIDERBAR_HOVER_COLOR])); break; - case SLIDER_ACTIVE: DrawRectangleRec(sliderBar, GetColor(style[SLIDERBAR_ACTIVE_COLOR])); break; - default: break; - } - - if (minValue < 0 && maxValue > 0) DrawRectangle((bounds.x + style[SLIDER_BORDER_WIDTH]) - (minValue*((bounds.width - (style[SLIDER_BORDER_WIDTH]*2))/maxValue)), sliderBar.y, 1, sliderBar.height, GetColor(style[SLIDERBAR_ZERO_LINE_COLOR])); - //-------------------------------------------------------------------- - - return fixedValue + minValue; -} - -// Progress Bar element, shows current progress value -RAYGUIDEF void GuiProgressBar(Rectangle bounds, float value) -{ - if (value > 1.0f) value = 1.0f; - else if (value < 0.0f) value = 0.0f; - - Rectangle progressBar = { bounds.x + style[PROGRESSBAR_BORDER_WIDTH], bounds.y + style[PROGRESSBAR_BORDER_WIDTH], bounds.width - (style[PROGRESSBAR_BORDER_WIDTH]*2), bounds.height - (style[PROGRESSBAR_BORDER_WIDTH] * 2)}; - Rectangle progressValue = { bounds.x + style[PROGRESSBAR_BORDER_WIDTH], bounds.y + style[PROGRESSBAR_BORDER_WIDTH], value * (bounds.width - (style[PROGRESSBAR_BORDER_WIDTH]*2)), bounds.height - (style[PROGRESSBAR_BORDER_WIDTH] * 2)}; - - // Draw control - //-------------------------------------------------------------------- - DrawRectangleRec(bounds, GetColor(style[PROGRESSBAR_BORDER_COLOR])); - DrawRectangleRec(progressBar, GetColor(style[PROGRESSBAR_INSIDE_COLOR])); - DrawRectangleRec(progressValue, GetColor(style[PROGRESSBAR_PROGRESS_COLOR])); - //-------------------------------------------------------------------- -} - -// Spinner element, returns selected value -// NOTE: Requires static variables: framesCounter, valueSpeed - ERROR! -RAYGUIDEF int GuiSpinner(Rectangle bounds, int value, int minValue, int maxValue) -{ - SpinnerState spinnerState = SPINNER_DEFAULT; - Rectangle labelBoxBound = { bounds.x + bounds.width/4 + 1, bounds.y, bounds.width/2, bounds.height }; - Rectangle leftButtonBound = { bounds.x, bounds.y, bounds.width/4, bounds.height }; - Rectangle rightButtonBound = { bounds.x + bounds.width - bounds.width/4 + 1, bounds.y, bounds.width/4, bounds.height }; - Vector2 mousePoint = GetMousePosition(); - - int textWidth = MeasureText(FormatText("%i", value), style[GLOBAL_TEXT_FONTSIZE]); - //int textHeight = style[GLOBAL_TEXT_FONTSIZE]; // Unused variable - - int buttonSide = 0; - - static int framesCounter = 0; - static bool valueSpeed = false;; - - //if (comboBoxButton.width < textWidth) comboBoxButton.width = textWidth + style[TOGGLE_TEXT_PADDING]; - //if (comboBoxButton.height < textHeight) comboBoxButton.height = textHeight + style[TOGGLE_TEXT_PADDING]/2; - - // Update control - //-------------------------------------------------------------------- - if (CheckCollisionPointRec(mousePoint, leftButtonBound) || CheckCollisionPointRec(mousePoint, rightButtonBound) || CheckCollisionPointRec(mousePoint, labelBoxBound)) - { - if (IsKeyDown(KEY_LEFT)) - { - spinnerState = SPINNER_PRESSED; - buttonSide = 1; - - if (value > minValue) value -= 1; - } - else if (IsKeyDown(KEY_RIGHT)) - { - spinnerState = SPINNER_PRESSED; - buttonSide = 2; - - if (value < maxValue) value += 1; - } - } - - if (CheckCollisionPointRec(mousePoint, leftButtonBound)) - { - buttonSide = 1; - spinnerState = SPINNER_HOVER; - - if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) - { - if (!valueSpeed) - { - if (value > minValue) value--; - valueSpeed = true; - } - else framesCounter++; - - spinnerState = SPINNER_PRESSED; - - if (value > minValue) - { - if (framesCounter >= 30) value -= 1; - } - } - } - else if (CheckCollisionPointRec(mousePoint, rightButtonBound)) - { - buttonSide = 2; - spinnerState = SPINNER_HOVER; - - if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) - { - if (!valueSpeed) - { - if (value < maxValue) value++; - valueSpeed = true; - } - else framesCounter++; - - spinnerState = SPINNER_PRESSED; - - if (value < maxValue) - { - if (framesCounter >= 30) value += 1; - } - } - } - else if (!CheckCollisionPointRec(mousePoint, labelBoxBound)) buttonSide = 0; - - if (IsMouseButtonUp(MOUSE_LEFT_BUTTON)) - { - valueSpeed = false; - framesCounter = 0; - } - //-------------------------------------------------------------------- - - // Draw control - //-------------------------------------------------------------------- - switch (spinnerState) - { - case SPINNER_DEFAULT: - { - DrawRectangleRec(leftButtonBound, GetColor(style[SPINNER_DEFAULT_BUTTON_BORDER_COLOR])); - DrawRectangle(leftButtonBound.x + 2, leftButtonBound.y + 2, leftButtonBound.width - 4, leftButtonBound.height - 4, GetColor(style[SPINNER_DEFAULT_BUTTON_INSIDE_COLOR])); - - DrawRectangleRec(rightButtonBound, GetColor(style[SPINNER_DEFAULT_BUTTON_BORDER_COLOR])); - DrawRectangle(rightButtonBound.x + 2, rightButtonBound.y + 2, rightButtonBound.width - 4, rightButtonBound.height - 4, GetColor(style[SPINNER_DEFAULT_BUTTON_INSIDE_COLOR])); - - DrawText(FormatText("-"), leftButtonBound.x + (leftButtonBound.width/2 - (MeasureText(FormatText("+"), style[GLOBAL_TEXT_FONTSIZE]))/2), leftButtonBound.y + (leftButtonBound.height/2 - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[SPINNER_DEFAULT_SYMBOL_COLOR])); - DrawText(FormatText("+"), rightButtonBound.x + (rightButtonBound.width/2 - (MeasureText(FormatText("-"), style[GLOBAL_TEXT_FONTSIZE]))/2), rightButtonBound.y + (rightButtonBound.height/2 - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[SPINNER_DEFAULT_SYMBOL_COLOR])); - - DrawRectangleRec(labelBoxBound, GetColor(style[SPINNER_LABEL_BORDER_COLOR])); - DrawRectangle(labelBoxBound.x + 1, labelBoxBound.y + 1, labelBoxBound.width - 2, labelBoxBound.height - 2, GetColor(style[SPINNER_LABEL_INSIDE_COLOR])); - - DrawText(FormatText("%i", value), labelBoxBound.x + (labelBoxBound.width/2 - textWidth/2), labelBoxBound.y + (labelBoxBound.height/2 - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[SPINNER_DEFAULT_TEXT_COLOR])); - } break; - case SPINNER_HOVER: - { - if (buttonSide == 1) - { - DrawRectangleRec(leftButtonBound, GetColor(style[SPINNER_HOVER_BUTTON_BORDER_COLOR])); - DrawRectangle(leftButtonBound.x + 2, leftButtonBound.y + 2, leftButtonBound.width - 4, leftButtonBound.height - 4, GetColor(style[SPINNER_HOVER_BUTTON_INSIDE_COLOR])); - - DrawRectangleRec(rightButtonBound, GetColor(style[SPINNER_DEFAULT_BUTTON_BORDER_COLOR])); - DrawRectangle(rightButtonBound.x + 2, rightButtonBound.y + 2, rightButtonBound.width - 4, rightButtonBound.height - 4, GetColor(style[SPINNER_DEFAULT_BUTTON_INSIDE_COLOR])); - - DrawText(FormatText("-"), leftButtonBound.x + (leftButtonBound.width/2 - (MeasureText(FormatText("+"), style[GLOBAL_TEXT_FONTSIZE]))/2), leftButtonBound.y + (leftButtonBound.height/2 - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[SPINNER_HOVER_SYMBOL_COLOR])); - DrawText(FormatText("+"), rightButtonBound.x + (rightButtonBound.width/2 - (MeasureText(FormatText("-"), style[GLOBAL_TEXT_FONTSIZE]))/2), rightButtonBound.y + (rightButtonBound.height/2 - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[SPINNER_DEFAULT_SYMBOL_COLOR])); - } - else if (buttonSide == 2) - { - DrawRectangleRec(leftButtonBound, GetColor(style[SPINNER_DEFAULT_BUTTON_BORDER_COLOR])); - DrawRectangle(leftButtonBound.x + 2, leftButtonBound.y + 2, leftButtonBound.width - 4, leftButtonBound.height - 4, GetColor(style[SPINNER_DEFAULT_BUTTON_INSIDE_COLOR])); - - DrawRectangleRec(rightButtonBound, GetColor(style[SPINNER_HOVER_BUTTON_BORDER_COLOR])); - DrawRectangle(rightButtonBound.x + 2, rightButtonBound.y + 2, rightButtonBound.width - 4, rightButtonBound.height - 4, GetColor(style[SPINNER_HOVER_BUTTON_INSIDE_COLOR])); - - DrawText(FormatText("-"), leftButtonBound.x + (leftButtonBound.width/2 - (MeasureText(FormatText("+"), style[GLOBAL_TEXT_FONTSIZE]))/2), leftButtonBound.y + (leftButtonBound.height/2 - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[SPINNER_DEFAULT_SYMBOL_COLOR])); - DrawText(FormatText("+"), rightButtonBound.x + (rightButtonBound.width/2 - (MeasureText(FormatText("-"), style[GLOBAL_TEXT_FONTSIZE]))/2), rightButtonBound.y + (rightButtonBound.height/2 - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[SPINNER_HOVER_SYMBOL_COLOR])); - } - - DrawRectangleRec(labelBoxBound, GetColor(style[SPINNER_LABEL_BORDER_COLOR])); - DrawRectangle(labelBoxBound.x + 1, labelBoxBound.y + 1, labelBoxBound.width - 2, labelBoxBound.height - 2, GetColor(style[SPINNER_LABEL_INSIDE_COLOR])); - - DrawText(FormatText("%i", value), labelBoxBound.x + (labelBoxBound.width/2 - textWidth/2), labelBoxBound.y + (labelBoxBound.height/2 - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[SPINNER_HOVER_TEXT_COLOR])); - } break; - case SPINNER_PRESSED: - { - if (buttonSide == 1) - { - DrawRectangleRec(leftButtonBound, GetColor(style[SPINNER_PRESSED_BUTTON_BORDER_COLOR])); - DrawRectangle(leftButtonBound.x + 2, leftButtonBound.y + 2, leftButtonBound.width - 4, leftButtonBound.height - 4, GetColor(style[SPINNER_PRESSED_BUTTON_INSIDE_COLOR])); - - DrawRectangleRec(rightButtonBound, GetColor(style[SPINNER_DEFAULT_BUTTON_BORDER_COLOR])); - DrawRectangle(rightButtonBound.x + 2, rightButtonBound.y + 2, rightButtonBound.width - 4, rightButtonBound.height - 4, GetColor(style[SPINNER_DEFAULT_BUTTON_INSIDE_COLOR])); - - DrawText(FormatText("-"), leftButtonBound.x + (leftButtonBound.width/2 - (MeasureText(FormatText("+"), style[GLOBAL_TEXT_FONTSIZE]))/2), leftButtonBound.y + (leftButtonBound.height/2 - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[SPINNER_PRESSED_SYMBOL_COLOR])); - DrawText(FormatText("+"), rightButtonBound.x + (rightButtonBound.width/2 - (MeasureText(FormatText("-"), style[GLOBAL_TEXT_FONTSIZE]))/2), rightButtonBound.y + (rightButtonBound.height/2 - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[SPINNER_DEFAULT_SYMBOL_COLOR])); - } - else if (buttonSide == 2) - { - DrawRectangleRec(leftButtonBound, GetColor(style[SPINNER_DEFAULT_BUTTON_BORDER_COLOR])); - DrawRectangle(leftButtonBound.x + 2, leftButtonBound.y + 2, leftButtonBound.width - 4, leftButtonBound.height - 4, GetColor(style[SPINNER_DEFAULT_BUTTON_INSIDE_COLOR])); - - DrawRectangleRec(rightButtonBound, GetColor(style[SPINNER_PRESSED_BUTTON_BORDER_COLOR])); - DrawRectangle(rightButtonBound.x + 2, rightButtonBound.y + 2, rightButtonBound.width - 4, rightButtonBound.height - 4, GetColor(style[SPINNER_PRESSED_BUTTON_INSIDE_COLOR])); - - DrawText(FormatText("-"), leftButtonBound.x + (leftButtonBound.width/2 - (MeasureText(FormatText("+"), style[GLOBAL_TEXT_FONTSIZE]))/2), leftButtonBound.y + (leftButtonBound.height/2 - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[SPINNER_DEFAULT_SYMBOL_COLOR])); - DrawText(FormatText("+"), rightButtonBound.x + (rightButtonBound.width/2 - (MeasureText(FormatText("-"), style[GLOBAL_TEXT_FONTSIZE]))/2), rightButtonBound.y + (rightButtonBound.height/2 - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[SPINNER_PRESSED_SYMBOL_COLOR])); - } - - DrawRectangleRec(labelBoxBound, GetColor(style[SPINNER_LABEL_BORDER_COLOR])); - DrawRectangle(labelBoxBound.x + 1, labelBoxBound.y + 1, labelBoxBound.width - 2, labelBoxBound.height - 2, GetColor(style[SPINNER_LABEL_INSIDE_COLOR])); - - DrawText(FormatText("%i", value), labelBoxBound.x + (labelBoxBound.width/2 - textWidth/2), labelBoxBound.y + (labelBoxBound.height/2 - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[SPINNER_PRESSED_TEXT_COLOR])); - } break; - default: break; - } - - return value; -} - -// Text Box element, returns input text -// NOTE: Requires static variables: framesCounter - ERROR! -RAYGUIDEF char *GuiTextBox(Rectangle bounds, char *text) -{ - #define MAX_CHARS_LENGTH 20 - #define KEY_BACKSPACE_TEXT 259 // GLFW BACKSPACE: 3 + 256 - - int initPos = bounds.x + 4; - int letter = -1; - static int framesCounter = 0; - Vector2 mousePoint = GetMousePosition(); - - // Update control - //-------------------------------------------------------------------- - framesCounter++; - - letter = GetKeyPressed(); - - if (CheckCollisionPointRec(mousePoint, bounds)) - { - if (letter != -1) - { - if (letter == KEY_BACKSPACE_TEXT) - { - for (int i = 0; i < MAX_CHARS_LENGTH; i++) - { - if ((text[i] == '\0') && (i > 0)) - { - text[i - 1] = '\0'; - break; - } - } - - text[MAX_CHARS_LENGTH - 1] = '\0'; - } - else - { - if ((letter >= 32) && (letter < 127)) - { - for (int i = 0; i < MAX_CHARS_LENGTH; i++) - { - if (text[i] == '\0') - { - text[i] = (char)letter; - break; - } - } - } - } - } - } - //-------------------------------------------------------------------- - - // Draw control - //-------------------------------------------------------------------- - if (CheckCollisionPointRec(mousePoint, bounds)) DrawRectangleRec(bounds, GetColor(style[TOGGLE_ACTIVE_BORDER_COLOR])); - else DrawRectangleRec(bounds, GetColor(style[TEXTBOX_BORDER_COLOR])); - - DrawRectangle(bounds.x + style[TEXTBOX_BORDER_WIDTH], bounds.y + style[TEXTBOX_BORDER_WIDTH], bounds.width - (style[TEXTBOX_BORDER_WIDTH]*2), bounds.height - (style[TEXTBOX_BORDER_WIDTH]*2), GetColor(style[TEXTBOX_INSIDE_COLOR])); - - for (int i = 0; i < MAX_CHARS_LENGTH; i++) - { - if (text[i] == '\0') break; - - DrawText(FormatText("%c", text[i]), initPos, bounds.y + style[TEXTBOX_TEXT_FONTSIZE], style[TEXTBOX_TEXT_FONTSIZE], GetColor(style[TEXTBOX_TEXT_COLOR])); - - initPos += (MeasureText(FormatText("%c", text[i]), style[GLOBAL_TEXT_FONTSIZE]) + 2); - //initPos += ((GetDefaultFont().charRecs[(int)text[i] - 32].width + 2)); - } - - if ((framesCounter/20)%2 && CheckCollisionPointRec(mousePoint, bounds)) DrawRectangle(initPos + 2, bounds.y + 5, 1, 20, GetColor(style[TEXTBOX_LINE_COLOR])); - //-------------------------------------------------------------------- - - return text; -} - -#if !defined(RAYGUI_NO_STYLE_SAVE_LOAD) -// Save current GUI style into a text file -RAYGUIDEF void SaveGuiStyle(const char *fileName) -{ - FILE *styleFile = fopen(fileName, "wt"); - - for (int i = 0; i < NUM_PROPERTIES; i++) fprintf(styleFile, "%-40s0x%x\n", guiPropertyName[i], GetStyleProperty(i)); - - fclose(styleFile); -} - -// Load GUI style from a text file -RAYGUIDEF void LoadGuiStyle(const char *fileName) -{ - #define MAX_STYLE_PROPERTIES 128 - - typedef struct { - char id[64]; - int value; - } StyleProperty; - - StyleProperty *styleProp = (StyleProperty *)RAYGUI_MALLOC(MAX_STYLE_PROPERTIES*sizeof(StyleProperty));; - int counter = 0; - - FILE *styleFile = fopen(fileName, "rt"); - - if (styleFile != NULL) - { - while (!feof(styleFile)) - { - fscanf(styleFile, "%s %i\n", styleProp[counter].id, &styleProp[counter].value); - counter++; - } - - fclose(styleFile); - - for (int i = 0; i < counter; i++) - { - for (int j = 0; j < NUM_PROPERTIES; j++) - { - if (strcmp(styleProp[i].id, guiPropertyName[j]) == 0) - { - // Assign correct property to style - style[j] = styleProp[i].value; - } - } - } - } - - RAYGUI_FREE(styleProp); -} - -// Set one style property value -RAYGUIDEF void SetStyleProperty(int guiProperty, int value) -{ - #define NUM_COLOR_SAMPLES 10 - - if (guiProperty == GLOBAL_BASE_COLOR) - { - Color baseColor = GetColor(value); - Color fadeColor[NUM_COLOR_SAMPLES]; - - for (int i = 0; i < NUM_COLOR_SAMPLES; i++) fadeColor[i] = ColorMultiply(baseColor, 1.0f - (float)i/(NUM_COLOR_SAMPLES - 1)); - - style[GLOBAL_BASE_COLOR] = value; - style[BACKGROUND_COLOR] = GetHexValue(fadeColor[3]); - style[BUTTON_DEFAULT_INSIDE_COLOR] = GetHexValue(fadeColor[4]); - style[BUTTON_HOVER_INSIDE_COLOR] = GetHexValue(fadeColor[4]); - style[BUTTON_PRESSED_INSIDE_COLOR] = GetHexValue(fadeColor[5]); - style[TOGGLE_DEFAULT_INSIDE_COLOR] = GetHexValue(fadeColor[4]); - style[TOGGLE_HOVER_INSIDE_COLOR] = GetHexValue(fadeColor[4]); - style[TOGGLE_PRESSED_INSIDE_COLOR] = GetHexValue(fadeColor[5]); - style[TOGGLE_ACTIVE_INSIDE_COLOR] = GetHexValue(fadeColor[8]); - style[SLIDER_INSIDE_COLOR] = GetHexValue(fadeColor[4]); - style[SLIDER_DEFAULT_COLOR] = GetHexValue(fadeColor[6]); - style[SLIDER_HOVER_COLOR] = GetHexValue(fadeColor[7]); - style[SLIDER_ACTIVE_COLOR] = GetHexValue(fadeColor[9]); - style[SLIDERBAR_INSIDE_COLOR] = GetHexValue(fadeColor[4]); - style[SLIDERBAR_DEFAULT_COLOR] = GetHexValue(fadeColor[6]); - style[SLIDERBAR_HOVER_COLOR] = GetHexValue(fadeColor[7]); - style[SLIDERBAR_ACTIVE_COLOR] = GetHexValue(fadeColor[9]); - style[SLIDERBAR_ZERO_LINE_COLOR] = GetHexValue(fadeColor[8]); - style[PROGRESSBAR_INSIDE_COLOR] = GetHexValue(fadeColor[4]); - style[PROGRESSBAR_PROGRESS_COLOR] = GetHexValue(fadeColor[6]); - style[SPINNER_LABEL_INSIDE_COLOR] = GetHexValue(fadeColor[4]); - style[SPINNER_DEFAULT_BUTTON_INSIDE_COLOR] = GetHexValue(fadeColor[4]); - style[SPINNER_HOVER_BUTTON_INSIDE_COLOR] = GetHexValue(fadeColor[4]); - style[SPINNER_PRESSED_BUTTON_INSIDE_COLOR] = GetHexValue(fadeColor[5]); - style[COMBOBOX_DEFAULT_INSIDE_COLOR] = GetHexValue(fadeColor[4]); - style[COMBOBOX_HOVER_INSIDE_COLOR] = GetHexValue(fadeColor[4]); - style[COMBOBOX_PRESSED_INSIDE_COLOR] = GetHexValue(fadeColor[8]); - style[COMBOBOX_PRESSED_LIST_INSIDE_COLOR] = GetHexValue(fadeColor[8]); - style[CHECKBOX_DEFAULT_INSIDE_COLOR] = GetHexValue(fadeColor[4]); - style[CHECKBOX_CLICK_INSIDE_COLOR] = GetHexValue(fadeColor[6]); - style[CHECKBOX_STATUS_ACTIVE_COLOR] = GetHexValue(fadeColor[8]); - style[TEXTBOX_INSIDE_COLOR] = GetHexValue(fadeColor[4]); - } - else if (guiProperty == GLOBAL_BORDER_COLOR) - { - Color baseColor = GetColor(value); - Color fadeColor[NUM_COLOR_SAMPLES]; - - for (int i = 0; i < NUM_COLOR_SAMPLES; i++) fadeColor[i] = ColorMultiply(baseColor, 1.0f - (float)i/(NUM_COLOR_SAMPLES - 1)); - - style[GLOBAL_BORDER_COLOR] = value; - style[BUTTON_DEFAULT_BORDER_COLOR] = GetHexValue(fadeColor[7]); - style[BUTTON_HOVER_BORDER_COLOR] = GetHexValue(fadeColor[8]); - style[BUTTON_PRESSED_BORDER_COLOR] = GetHexValue(fadeColor[9]); - style[TOGGLE_DEFAULT_BORDER_COLOR] = GetHexValue(fadeColor[7]); - style[TOGGLE_HOVER_BORDER_COLOR] = GetHexValue(fadeColor[8]); - style[TOGGLE_PRESSED_BORDER_COLOR] = GetHexValue(fadeColor[9]); - style[TOGGLE_ACTIVE_BORDER_COLOR] = GetHexValue(fadeColor[9]); - style[SLIDER_BORDER_COLOR] = GetHexValue(fadeColor[7]); - style[SLIDERBAR_BORDER_COLOR] = GetHexValue(fadeColor[7]); - style[PROGRESSBAR_BORDER_COLOR] = GetHexValue(fadeColor[7]); - style[SPINNER_LABEL_BORDER_COLOR] = GetHexValue(fadeColor[7]); - style[SPINNER_DEFAULT_BUTTON_BORDER_COLOR] = GetHexValue(fadeColor[7]); - style[SPINNER_HOVER_BUTTON_BORDER_COLOR] = GetHexValue(fadeColor[8]); - style[SPINNER_PRESSED_BUTTON_BORDER_COLOR] = GetHexValue(fadeColor[9]); - style[COMBOBOX_DEFAULT_BORDER_COLOR] = GetHexValue(fadeColor[7]); - style[COMBOBOX_HOVER_BORDER_COLOR] = GetHexValue(fadeColor[8]); - style[COMBOBOX_PRESSED_BORDER_COLOR] = GetHexValue(fadeColor[9]); - style[COMBOBOX_PRESSED_LIST_BORDER_COLOR] = GetHexValue(fadeColor[9]); - style[CHECKBOX_DEFAULT_BORDER_COLOR] = GetHexValue(fadeColor[7]); - style[CHECKBOX_HOVER_BORDER_COLOR] = GetHexValue(fadeColor[8]); - style[CHECKBOX_CLICK_BORDER_COLOR] = GetHexValue(fadeColor[9]); - style[TEXTBOX_BORDER_COLOR] = GetHexValue(fadeColor[7]); - } - else if (guiProperty == GLOBAL_TEXT_COLOR) - { - Color baseColor = GetColor(value); - Color fadeColor[NUM_COLOR_SAMPLES]; - - for (int i = 0; i < NUM_COLOR_SAMPLES; i++) fadeColor[i] = ColorMultiply(baseColor, 1.0f - (float)i/(NUM_COLOR_SAMPLES - 1)); - - style[GLOBAL_TEXT_COLOR] = value; - style[LABEL_TEXT_COLOR] = GetHexValue(fadeColor[9]); - style[BUTTON_DEFAULT_TEXT_COLOR] = GetHexValue(fadeColor[9]); - style[BUTTON_HOVER_TEXT_COLOR] = GetHexValue(fadeColor[8]); - style[BUTTON_PRESSED_TEXT_COLOR] = GetHexValue(fadeColor[5]); - style[TOGGLE_DEFAULT_TEXT_COLOR] = GetHexValue(fadeColor[9]); - style[TOGGLE_HOVER_TEXT_COLOR] = GetHexValue(fadeColor[8]); - style[TOGGLE_PRESSED_TEXT_COLOR] = GetHexValue(fadeColor[5]); - style[TOGGLE_ACTIVE_TEXT_COLOR] = GetHexValue(fadeColor[5]); - style[SPINNER_DEFAULT_SYMBOL_COLOR] = GetHexValue(fadeColor[9]); - style[SPINNER_DEFAULT_TEXT_COLOR] = GetHexValue(fadeColor[9]); - style[SPINNER_HOVER_SYMBOL_COLOR] = GetHexValue(fadeColor[8]); - style[SPINNER_HOVER_TEXT_COLOR] = GetHexValue(fadeColor[8]); - style[SPINNER_PRESSED_SYMBOL_COLOR] = GetHexValue(fadeColor[5]); - style[SPINNER_PRESSED_TEXT_COLOR] = GetHexValue(fadeColor[5]); - style[COMBOBOX_DEFAULT_TEXT_COLOR] = GetHexValue(fadeColor[9]); - style[COMBOBOX_DEFAULT_LIST_TEXT_COLOR] = GetHexValue(fadeColor[9]); - style[COMBOBOX_HOVER_TEXT_COLOR] = GetHexValue(fadeColor[8]); - style[COMBOBOX_HOVER_LIST_TEXT_COLOR] = GetHexValue(fadeColor[8]); - style[COMBOBOX_PRESSED_TEXT_COLOR] = GetHexValue(fadeColor[4]); - style[COMBOBOX_PRESSED_LIST_TEXT_COLOR] = GetHexValue(fadeColor[4]); - style[TEXTBOX_TEXT_COLOR] = GetHexValue(fadeColor[9]); - style[TEXTBOX_LINE_COLOR] = GetHexValue(fadeColor[6]); - } - else style[guiProperty] = value; - -} - -// Get one style property value -RAYGUIDEF int GetStyleProperty(int guiProperty) { return style[guiProperty]; } - -#endif // !defined(RAYGUI_NO_STYLE_SAVE_LOAD) - -//---------------------------------------------------------------------------------- -// Module specific Functions Definition -//---------------------------------------------------------------------------------- - -static Color ColorMultiply(Color baseColor, float value) -{ - Color multColor = baseColor; - - if (value > 1.0f) value = 1.0f; - else if (value < 0.0f) value = 0.0f; - - multColor.r += (255 - multColor.r)*value; - multColor.g += (255 - multColor.g)*value; - multColor.b += (255 - multColor.b)*value; - - return multColor; -} - -#if defined (RAYGUI_STANDALONE) -// Returns a Color struct from hexadecimal value -static Color GetColor(int hexValue) -{ - Color color; - - color.r = (unsigned char)(hexValue >> 24) & 0xFF; - color.g = (unsigned char)(hexValue >> 16) & 0xFF; - color.b = (unsigned char)(hexValue >> 8) & 0xFF; - color.a = (unsigned char)hexValue & 0xFF; - - return color; -} - -// Returns hexadecimal value for a Color -static int GetHexValue(Color color) -{ - return (((int)color.r << 24) | ((int)color.g << 16) | ((int)color.b << 8) | (int)color.a); -} - -// Check if point is inside rectangle -static bool CheckCollisionPointRec(Vector2 point, Rectangle rec) -{ - bool collision = false; - - if ((point.x >= rec.x) && (point.x <= (rec.x + rec.width)) && (point.y >= rec.y) && (point.y <= (rec.y + rec.height))) collision = true; - - return collision; -} - -// Formatting of text with variables to 'embed' -static const char *FormatText(const char *text, ...) -{ - #define MAX_FORMATTEXT_LENGTH 64 - - static char buffer[MAX_FORMATTEXT_LENGTH]; - - va_list args; - va_start(args, text); - vsprintf(buffer, text, args); - va_end(args); - - return buffer; -} -#endif - -#endif // RAYGUI_IMPLEMENTATION - diff --git a/lib/rPBR-1.0/src/icon/rpbr.ico b/lib/rPBR-1.0/src/icon/rpbr.ico deleted file mode 100644 index 1c6b85fb7..000000000 Binary files a/lib/rPBR-1.0/src/icon/rpbr.ico and /dev/null differ diff --git a/lib/rPBR-1.0/src/icon/rpbr.png b/lib/rPBR-1.0/src/icon/rpbr.png deleted file mode 100644 index 674dedae8..000000000 Binary files a/lib/rPBR-1.0/src/icon/rpbr.png and /dev/null differ diff --git a/lib/rPBR-1.0/src/icon/rpbr.rc b/lib/rPBR-1.0/src/icon/rpbr.rc deleted file mode 100644 index 762755ae2..000000000 --- a/lib/rPBR-1.0/src/icon/rpbr.rc +++ /dev/null @@ -1,20 +0,0 @@ -1 ICON rpbr.ico -2 VERSIONINFO -FILEVERSION 1,0,0,0 -PRODUCTVERSION 1,0,0,0 -BEGIN - BLOCK "StringFileInfo" - BEGIN - BLOCK "080904E4" - BEGIN - VALUE "CompanyName", "Victor Fisac Fuentes" - VALUE "FileDescription", "rPBR - Physically based rendering 3D model viewer" - VALUE "FileVersion", "1.0" - VALUE "InternalName", "rpbr" - VALUE "LegalCopyright", "Victor Fisac, 2017. All rights reserved." - VALUE "OriginalFilename", "rpbr.exe" - VALUE "ProductName", "rPBR" - VALUE "ProductVersion", "1.0" - END - END -END \ No newline at end of file diff --git a/lib/rPBR-1.0/src/icon/rpbr_icon b/lib/rPBR-1.0/src/icon/rpbr_icon deleted file mode 100644 index 7179a2c1d..000000000 Binary files a/lib/rPBR-1.0/src/icon/rpbr_icon and /dev/null differ diff --git a/lib/rPBR-1.0/src/pbrcore.c b/lib/rPBR-1.0/src/pbrcore.c deleted file mode 100644 index 4e042d534..000000000 --- a/lib/rPBR-1.0/src/pbrcore.c +++ /dev/null @@ -1,6 +0,0 @@ - -#include "pbrcore.h" - -//---------------------------------------------------------------------------------- -// Functions Definition -//---------------------------------------------------------------------------------- diff --git a/lib/rPBR-1.0/src/pbrcore.h b/lib/rPBR-1.0/src/pbrcore.h deleted file mode 100644 index fea48118e..000000000 --- a/lib/rPBR-1.0/src/pbrcore.h +++ /dev/null @@ -1,1001 +0,0 @@ -/*********************************************************************************** - * - * rPBR [core] - Physically Based Rendering 3D drawing functions for raylib - * - * FEATURES: - * - Phyiscally based rendering for any 3D model. - * - Metalness/Roughness PBR workflow. - * - Split-Sum Approximation for specular reflection calculations. - * - Support for normal mapping, parallax mapping and emission mapping. - * - Simple and easy-to-use implementation code. - * - Multi-material scene supported. - * - Point and directional lights supported. - * - Internal shader values and locations points handled automatically. - * - * NOTES: - * Physically based rendering shaders paths are set up by default - * Remember to call pbr_UnloadMaterialPBR and pbr_UnloadEnvironment to deallocate required memory and unload textures - * Physically based rendering requires OpenGL 3.3 or ES2 - * - * DEPENDENCIES: - * stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, HDR) - * GLAD for OpenGL extensions loading (3.3 Core profile) - * - * LICENSE: zlib/libpng - * - * rPBR is licensed under an unmodified zlib/libpng license, which is an OSI-certified, - * BSD-like license that allows static linking with closed source software: - * - * Copyright (c) 2017-2020 Victor Fisac - * - * This software is provided "as-is", without any express or implied warranty. In no event - * will the authors be held liable for any damages arising from the use of this software. - * - * Permission is granted to anyone to use this software for any purpose, including commercial - * applications, and to alter it and redistribute it freely, subject to the following restrictions: - * - * 1. The origin of this software must not be misrepresented; you must not claim that you - * wrote the original software. If you use this software in a product, an acknowledgment - * in the product documentation would be appreciated but is not required. - * - * 2. Altered source versions must be plainly marked as such, and must not be misrepresented - * as being the original software. - * - * 3. This notice may not be removed or altered from any source distribution. - * - ***********************************************************************************/ - -#ifndef PBRCORE_H -#define PBRCORE_H -//---------------------------------------------------------------------------------- -// Includes -//---------------------------------------------------------------------------------- -#include // Required for: powf() - -#include "../../raymath.h" // Required for matrix, vectors and other math functions -#include "../../external/glad.h" // Required for OpenGL API - -//---------------------------------------------------------------------------------- -// Defines -//---------------------------------------------------------------------------------- - -#include "../../rlights.h" - -#define MAX_MIPMAP_LEVELS 5 // Max number of prefilter texture mipmaps - -#define PATH_PBR_VS "resources/shaders/pbr.vs" // Path to physically based rendering vertex shader -#define PATH_PBR_FS "resources/shaders/pbr.fs" // Path to physically based rendering fragment shader -#define PATH_CUBE_VS "resources/shaders/cubemap.vs" // Path to equirectangular to cubemap vertex shader -#define PATH_CUBE_FS "resources/shaders/cubemap.fs" // Path to equirectangular to cubemap fragment shader -#define PATH_SKYBOX_VS "resources/shaders/skybox.vs" // Path to skybox vertex shader -#define PATH_SKYBOX_FS "resources/shaders/skybox.fs" // Path to skybox vertex shader -#define PATH_IRRADIANCE_FS "resources/shaders/irradiance.fs" // Path to irradiance (GI) calculation fragment shader -#define PATH_PREFILTER_FS "resources/shaders/prefilter.fs" // Path to reflection prefilter calculation fragment shader -#define PATH_BRDF_VS "resources/shaders/brdf.vs" // Path to bidirectional reflectance distribution function vertex shader -#define PATH_BRDF_FS "resources/shaders/brdf.fs" // Path to bidirectional reflectance distribution function fragment shader - -//---------------------------------------------------------------------------------- -// Structs and enums -//---------------------------------------------------------------------------------- - -struct pbr_env -{ - Shader pbrShader; - Shader skyShader; - - unsigned int cubemapId; - unsigned int irradianceId; - unsigned int prefilterId; - unsigned int brdfId; - - int modelMatrixLoc; - int pbrViewLoc; - int skyViewLoc; - int skyResolutionLoc; -}; - -struct pbr_prop -{ - Texture2D bitmap; - bool useBitmap; - Color color; - int bitmapLoc; - int useBitmapLoc; - int colorLoc; -}; - -struct pbr_mat -{ - pbr_prop albedo; - pbr_prop normals; - pbr_prop metalness; - pbr_prop roughness; - pbr_prop ao; - pbr_prop emission; - pbr_prop height; - pbr_env env; -}; - -enum pbr_type -{ - PBR_ALBEDO, - PBR_NORMALS, - PBR_METALNESS, - PBR_ROUGHNESS, - PBR_AO, - PBR_EMISSION, - PBR_HEIGHT -}; - -#ifdef __cplusplus -extern "C" -{ // Prevents name mangling of functions -#endif - - static int pbr_lightsCount = 0; - - void pbr_RenderCube(void); - void pbr_RenderQuad(void); - - void pbr_UpdateLightValues(pbr_env env, Light light); - //------------ ---------------------------------------------------------------------- - // Functions Declaration - //---------------------------------------------------------------------------------- - // Set up PBR environment shader constant values - pbr_mat pbr_SetupMaterialPBR(pbr_env env, Color albedo, int metalness, int roughness) - { - pbr_mat mat; - - // Set up material properties color - mat.albedo.color = albedo; - mat.normals.color = (Color){128, 128, 255, 255}; - mat.metalness.color = (Color){metalness, 0, 0, 0}; - mat.roughness.color = (Color){roughness, 0, 0, 0}; - mat.ao.color = (Color){255, 255, 255, 255}; - mat.emission.color = (Color){0, 0, 0, 0}; - mat.height.color = (Color){0, 0, 0, 0}; - - // Set up material properties use texture state - mat.albedo.useBitmap = false; - mat.normals.useBitmap = false; - mat.metalness.useBitmap = false; - mat.roughness.useBitmap = false; - mat.ao.useBitmap = false; - mat.emission.useBitmap = false; - mat.height.useBitmap = false; - - // Set up material properties textures - - Texture2D bitmaptemplate = { 0 }; - - mat.albedo.bitmap = bitmaptemplate; - mat.normals.bitmap = bitmaptemplate; - mat.metalness.bitmap = bitmaptemplate; - mat.roughness.bitmap = bitmaptemplate; - mat.ao.bitmap = bitmaptemplate; - mat.emission.bitmap = bitmaptemplate; - mat.height.bitmap = bitmaptemplate; - - - // Set up material environment - mat.env = env; - - // Set up PBR shader material locations - mat.albedo.bitmapLoc = GetShaderLocation(mat.env.pbrShader, "albedo.sampler"); - mat.normals.bitmapLoc = GetShaderLocation(mat.env.pbrShader, "normals.sampler"); - mat.metalness.bitmapLoc = GetShaderLocation(mat.env.pbrShader, "metalness.sampler"); - mat.roughness.bitmapLoc = GetShaderLocation(mat.env.pbrShader, "roughness.sampler"); - mat.ao.bitmapLoc = GetShaderLocation(mat.env.pbrShader, "ao.sampler"); - mat.emission.bitmapLoc = GetShaderLocation(mat.env.pbrShader, "emission.sampler"); - mat.height.bitmapLoc = GetShaderLocation(mat.env.pbrShader, "height.sampler"); - - mat.albedo.useBitmapLoc = GetShaderLocation(mat.env.pbrShader, "albedo.useSampler"); - mat.normals.useBitmapLoc = GetShaderLocation(mat.env.pbrShader, "normals.useSampler"); - mat.metalness.useBitmapLoc = GetShaderLocation(mat.env.pbrShader, "metalness.useSampler"); - mat.roughness.useBitmapLoc = GetShaderLocation(mat.env.pbrShader, "roughness.useSampler"); - mat.ao.useBitmapLoc = GetShaderLocation(mat.env.pbrShader, "ao.useSampler"); - mat.emission.useBitmapLoc = GetShaderLocation(mat.env.pbrShader, "emission.useSampler"); - mat.height.useBitmapLoc = GetShaderLocation(mat.env.pbrShader, "height.useSampler"); - - mat.albedo.colorLoc = GetShaderLocation(mat.env.pbrShader, "albedo.color"); - mat.normals.colorLoc = GetShaderLocation(mat.env.pbrShader, "normals.color"); - mat.metalness.colorLoc = GetShaderLocation(mat.env.pbrShader, "metalness.color"); - mat.roughness.colorLoc = GetShaderLocation(mat.env.pbrShader, "roughness.color"); - mat.ao.colorLoc = GetShaderLocation(mat.env.pbrShader, "ao.color"); - mat.emission.colorLoc = GetShaderLocation(mat.env.pbrShader, "emission.color"); - mat.height.colorLoc = GetShaderLocation(mat.env.pbrShader, "height.color"); - - - const static int pbr_shader_values[7] = {3, 4, 5, 6, 7, 8, 9}; - // Set up PBR shader material texture units - SetShaderValue(mat.env.pbrShader, mat.albedo.bitmapLoc, &pbr_shader_values[1], 1); - SetShaderValue(mat.env.pbrShader, mat.normals.bitmapLoc, &pbr_shader_values[2], 1); - SetShaderValue(mat.env.pbrShader, mat.metalness.bitmapLoc, &pbr_shader_values[3], 1); - SetShaderValue(mat.env.pbrShader, mat.roughness.bitmapLoc, &pbr_shader_values[4], 1); - SetShaderValue(mat.env.pbrShader, mat.ao.bitmapLoc, &pbr_shader_values[5], 1); - SetShaderValue(mat.env.pbrShader, mat.emission.bitmapLoc, &pbr_shader_values[6], 1); - SetShaderValue(mat.env.pbrShader, mat.height.bitmapLoc, &pbr_shader_values[7], 1); - - return mat; - } - - // Set texture to PBR material - void pbr_SetMaterialTexturePBR(pbr_mat *mat, pbr_type type, Texture2D texture) - { - switch (type) - { - case PBR_ALBEDO: - { - mat->albedo.bitmap = texture; - mat->albedo.useBitmap = true; - } - break; - case PBR_NORMALS: - { - mat->normals.bitmap = texture; - mat->normals.useBitmap = true; - } - break; - case PBR_METALNESS: - { - mat->metalness.bitmap = texture; - mat->metalness.useBitmap = true; - } - break; - case PBR_ROUGHNESS: - { - mat->roughness.bitmap = texture; - mat->roughness.useBitmap = true; - } - break; - case PBR_AO: - { - mat->ao.bitmap = texture; - mat->ao.useBitmap = true; - } - break; - case PBR_EMISSION: - { - mat->emission.bitmap = texture; - mat->emission.useBitmap = true; - } - break; - case PBR_HEIGHT: - { - mat->height.bitmap = texture; - mat->height.useBitmap = true; - } - break; - default: - break; - } - } - - // Unset texture to PBR material and unload it from GPU - void pbr_UnsetMaterialTexturePBR(pbr_mat *mat, pbr_type type) - { - switch (type) - { - case PBR_ALBEDO: - { - if (mat->albedo.useBitmap) - { - mat->albedo.useBitmap = false; - UnloadTexture(mat->albedo.bitmap); - mat->albedo.bitmap = (Texture2D){0}; - } - } - break; - case PBR_NORMALS: - { - if (mat->normals.useBitmap) - { - mat->normals.useBitmap = false; - UnloadTexture(mat->normals.bitmap); - mat->normals.bitmap = (Texture2D){0}; - } - } - break; - case PBR_METALNESS: - { - if (mat->metalness.useBitmap) - { - mat->metalness.useBitmap = false; - UnloadTexture(mat->metalness.bitmap); - mat->metalness.bitmap = (Texture2D){0}; - } - } - break; - case PBR_ROUGHNESS: - { - if (mat->roughness.useBitmap) - { - mat->roughness.useBitmap = false; - UnloadTexture(mat->roughness.bitmap); - mat->roughness.bitmap = (Texture2D){0}; - } - } - break; - case PBR_AO: - { - if (mat->ao.useBitmap) - { - mat->ao.useBitmap = false; - UnloadTexture(mat->ao.bitmap); - mat->ao.bitmap = (Texture2D){0}; - } - } - break; - case PBR_EMISSION: - { - if (mat->emission.useBitmap) - { - mat->emission.useBitmap = false; - UnloadTexture(mat->emission.bitmap); - mat->emission.bitmap = (Texture2D){0}; - } - } - break; - case PBR_HEIGHT: - { - if (mat->height.useBitmap) - { - mat->height.useBitmap = false; - UnloadTexture(mat->height.bitmap); - mat->height.bitmap = (Texture2D){0}; - } - } - break; - default: - break; - } - } - - // Defines a light and get locations from environment shader - Light pbr_CreateLight(int type, Vector3 pos, Vector3 targ, Color color, pbr_env env) - { - Light light = {0}; - - if (pbr_lightsCount < MAX_LIGHTS) - { - light.enabled = true; - light.type = type; - light.position = pos; - light.target = targ; - light.color = color; - - char enabledName[32] = "lights[x].enabled\0"; - char typeName[32] = "lights[x].type\0"; - char posName[32] = "lights[x].position\0"; - char targetName[32] = "lights[x].target\0"; - char colorName[32] = "lights[x].color\0"; - enabledName[7] = '0' + pbr_lightsCount; - typeName[7] = '0' + pbr_lightsCount; - posName[7] = '0' + pbr_lightsCount; - targetName[7] = '0' + pbr_lightsCount; - colorName[7] = '0' + pbr_lightsCount; - - light.enabledLoc = GetShaderLocation(env.pbrShader, enabledName); - light.typeLoc = GetShaderLocation(env.pbrShader, typeName); - light.positionLoc = GetShaderLocation(env.pbrShader, posName); - light.targetLoc = GetShaderLocation(env.pbrShader, targetName); - light.colorLoc = GetShaderLocation(env.pbrShader, colorName); - - pbr_UpdateLightValues(env, light); - pbr_lightsCount++; - } - - return light; - } - - // Load an environment cubemap, irradiance, prefilter and PBR scene - pbr_env pbr_LoadEnvironment(const char *filename, int cubemapSize, int irradianceSize, int prefilterSize, int brdfSize) - { - pbr_env env = {0}; - - // Load environment required shaders - env.pbrShader = LoadShader(PATH_PBR_VS, PATH_PBR_FS); - - Shader cubeShader = LoadShader(PATH_CUBE_VS, PATH_CUBE_FS); - Shader irradianceShader = LoadShader(PATH_SKYBOX_VS, PATH_IRRADIANCE_FS); - Shader prefilterShader = LoadShader(PATH_SKYBOX_VS, PATH_PREFILTER_FS); - Shader brdfShader = LoadShader(PATH_BRDF_VS, PATH_BRDF_FS); - - env.skyShader = LoadShader(PATH_SKYBOX_VS, PATH_SKYBOX_FS); - - // Get cubemap shader locations - int cubeProjectionLoc = GetShaderLocation(cubeShader, "projection"); - int cubeViewLoc = GetShaderLocation(cubeShader, "view"); - - // Get skybox shader locations - int skyProjectionLoc = GetShaderLocation(env.skyShader, "projection"); - env.skyViewLoc = GetShaderLocation(env.skyShader, "view"); - env.skyResolutionLoc = GetShaderLocation(env.skyShader, "resolution"); - - // Get irradiance shader locations - int irradianceProjectionLoc = GetShaderLocation(irradianceShader, "projection"); - int irradianceViewLoc = GetShaderLocation(irradianceShader, "view"); - - // Get prefilter shader locations - int prefilterProjectionLoc = GetShaderLocation(prefilterShader, "projection"); - int prefilterViewLoc = GetShaderLocation(prefilterShader, "view"); - int prefilterRoughnessLoc = GetShaderLocation(prefilterShader, "roughness"); - - // Set up environment shader texture units - const static int values[3] = {0, 1, 2}; - SetShaderValue(env.pbrShader, GetShaderLocation(env.pbrShader, "irradianceMap"), &values[0], 1); - SetShaderValue(env.pbrShader, GetShaderLocation(env.pbrShader, "prefilterMap"), &values[1], 1); - SetShaderValue(env.pbrShader, GetShaderLocation(env.pbrShader, "brdfLUT"), &values[2], 1); - - // Set up cubemap shader constant values - SetShaderValue(cubeShader, GetShaderLocation(cubeShader, "equirectangularMap"), &values[0], 1); - - // Set up irradiance shader constant values - SetShaderValue(irradianceShader, GetShaderLocation(irradianceShader, "environmentMap"), &values[0], 1); - - // Set up prefilter shader constant values - SetShaderValue(prefilterShader, GetShaderLocation(prefilterShader, "environmentMap"), &values[0], 1); - - // Set up skybox shader constant values - SetShaderValue(env.skyShader, GetShaderLocation(env.skyShader, "environmentMap"), &values[0], 1); - - // Set up depth face culling and cube map seamless - glDepthFunc(GL_LEQUAL); - glDisable(GL_CULL_FACE); - glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); - glLineWidth(2); - - // Load HDR environment texture - Texture2D skyTex = LoadTexture(filename); - - // Set up framebuffer for skybox - unsigned int captureFBO, captureRBO; - glGenFramebuffers(1, &captureFBO); - glGenRenderbuffers(1, &captureRBO); - glBindFramebuffer(GL_FRAMEBUFFER, captureFBO); - glBindRenderbuffer(GL_RENDERBUFFER, captureRBO); - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, cubemapSize, cubemapSize); - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, captureRBO); - - // Set up cubemap to render and attach to framebuffer - // NOTE: faces are stored with 16 bit floating point values - glGenTextures(1, &env.cubemapId); - glBindTexture(GL_TEXTURE_CUBE_MAP, env.cubemapId); - for (unsigned int i = 0; i < 6; i++) - glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, cubemapSize, cubemapSize, 0, GL_RGB, GL_FLOAT, NULL); - 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_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - - // Create projection (transposed) and different views for each face - Matrix captureProjection = MatrixPerspective(90.0f, 1.0f, 0.01, 1000.0); - MatrixTranspose(captureProjection); - Matrix captureViews[6] = { - MatrixLookAt((Vector3){0.0f, 0.0f, 0.0f}, (Vector3){1.0f, 0.0f, 0.0f}, (Vector3){0.0f, -1.0f, 0.0f}), - MatrixLookAt((Vector3){0.0f, 0.0f, 0.0f}, (Vector3){-1.0f, 0.0f, 0.0f}, (Vector3){0.0f, -1.0f, 0.0f}), - MatrixLookAt((Vector3){0.0f, 0.0f, 0.0f}, (Vector3){0.0f, 1.0f, 0.0f}, (Vector3){0.0f, 0.0f, 1.0f}), - MatrixLookAt((Vector3){0.0f, 0.0f, 0.0f}, (Vector3){0.0f, -1.0f, 0.0f}, (Vector3){0.0f, 0.0f, -1.0f}), - MatrixLookAt((Vector3){0.0f, 0.0f, 0.0f}, (Vector3){0.0f, 0.0f, 1.0f}, (Vector3){0.0f, -1.0f, 0.0f}), - MatrixLookAt((Vector3){0.0f, 0.0f, 0.0f}, (Vector3){0.0f, 0.0f, -1.0f}, (Vector3){0.0f, -1.0f, 0.0f})}; - - // Convert HDR equirectangular environment map to cubemap equivalent - glUseProgram(cubeShader.id); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, skyTex.id); - SetShaderValueMatrix(cubeShader, cubeProjectionLoc, captureProjection); - - // Note: don't forget to configure the viewport to the capture dimensions - glViewport(0, 0, cubemapSize, cubemapSize); - glBindFramebuffer(GL_FRAMEBUFFER, captureFBO); - - for (unsigned int i = 0; i < 6; i++) - { - SetShaderValueMatrix(cubeShader, cubeViewLoc, captureViews[i]); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, env.cubemapId, 0); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - pbr_RenderCube(); - } - - // Unbind framebuffer and textures - glBindFramebuffer(GL_FRAMEBUFFER, 0); - - // Create an irradiance cubemap, and re-scale capture FBO to irradiance scale - glGenTextures(1, &env.irradianceId); - glBindTexture(GL_TEXTURE_CUBE_MAP, env.irradianceId); - for (unsigned int i = 0; i < 6; i++) - glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, irradianceSize, irradianceSize, 0, GL_RGB, GL_FLOAT, NULL); - 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_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - - glBindFramebuffer(GL_FRAMEBUFFER, captureFBO); - glBindRenderbuffer(GL_RENDERBUFFER, captureRBO); - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, irradianceSize, irradianceSize); - - // Solve diffuse integral by convolution to create an irradiance cubemap - glUseProgram(irradianceShader.id); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_CUBE_MAP, env.cubemapId); - SetShaderValueMatrix(irradianceShader, irradianceProjectionLoc, captureProjection); - - // Note: don't forget to configure the viewport to the capture dimensions - glViewport(0, 0, irradianceSize, irradianceSize); - glBindFramebuffer(GL_FRAMEBUFFER, captureFBO); - - for (unsigned int i = 0; i < 6; i++) - { - SetShaderValueMatrix(irradianceShader, irradianceViewLoc, captureViews[i]); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, env.irradianceId, 0); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - pbr_RenderCube(); - } - - // Unbind framebuffer and textures - glBindFramebuffer(GL_FRAMEBUFFER, 0); - - // Create a prefiltered HDR environment map - glGenTextures(1, &env.prefilterId); - glBindTexture(GL_TEXTURE_CUBE_MAP, env.prefilterId); - for (unsigned int i = 0; i < 6; i++) - glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, prefilterSize, prefilterSize, 0, GL_RGB, GL_FLOAT, NULL); - 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_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - - // Generate mipmaps for the prefiltered HDR texture - glGenerateMipmap(GL_TEXTURE_CUBE_MAP); - - // Prefilter HDR and store data into mipmap levels - glUseProgram(prefilterShader.id); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_CUBE_MAP, env.cubemapId); - SetShaderValueMatrix(prefilterShader, prefilterProjectionLoc, captureProjection); - - glBindFramebuffer(GL_FRAMEBUFFER, captureFBO); - - for (unsigned int mip = 0; mip < MAX_MIPMAP_LEVELS; mip++) - { - // Resize framebuffer according to mip-level size. - unsigned int mipWidth = prefilterSize * powf(0.5f, mip); - unsigned int mipHeight = prefilterSize * powf(0.5f, mip); - glBindRenderbuffer(GL_RENDERBUFFER, captureRBO); - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mipWidth, mipHeight); - glViewport(0, 0, mipWidth, mipHeight); - - float roughness = (float)mip / (float)(MAX_MIPMAP_LEVELS - 1); - glUniform1f(prefilterRoughnessLoc, roughness); - - for (unsigned int i = 0; i < 6; ++i) - { - SetShaderValueMatrix(prefilterShader, prefilterViewLoc, captureViews[i]); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, env.prefilterId, mip); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - pbr_RenderCube(); - } - } - - // Unbind framebuffer and textures - glBindFramebuffer(GL_FRAMEBUFFER, 0); - - // Generate BRDF convolution texture - glGenTextures(1, &env.brdfId); - glBindTexture(GL_TEXTURE_2D, env.brdfId); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16F, brdfSize, brdfSize, 0, GL_RG, GL_FLOAT, 0); - 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_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - - // Render BRDF LUT into a quad using default FBO - glBindFramebuffer(GL_FRAMEBUFFER, captureFBO); - glBindRenderbuffer(GL_RENDERBUFFER, captureRBO); - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, brdfSize, brdfSize); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, env.brdfId, 0); - - glViewport(0, 0, brdfSize, brdfSize); - glUseProgram(brdfShader.id); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - pbr_RenderQuad(); - - // Unbind framebuffer and textures - glBindFramebuffer(GL_FRAMEBUFFER, 0); - - // Then before rendering, configure the viewport to the actual screen dimensions - Matrix defaultProjection = MatrixPerspective(60.0, (double)GetScreenWidth() / (double)GetScreenHeight(), 0.01, 1000.0); - MatrixTranspose(defaultProjection); - SetShaderValueMatrix(cubeShader, cubeProjectionLoc, defaultProjection); - SetShaderValueMatrix(env.skyShader, skyProjectionLoc, defaultProjection); - SetShaderValueMatrix(irradianceShader, irradianceProjectionLoc, defaultProjection); - SetShaderValueMatrix(prefilterShader, prefilterProjectionLoc, defaultProjection); - env.pbrViewLoc = GetShaderLocation(env.pbrShader, "viewPos"); - env.modelMatrixLoc = GetShaderLocation(env.pbrShader, "mMatrix"); - - // Reset viewport dimensions to default - glViewport(0, 0, GetScreenWidth(), GetScreenHeight()); - - UnloadShader(cubeShader); - UnloadShader(irradianceShader); - UnloadShader(prefilterShader); - UnloadShader(brdfShader); - - return env; - } - - // Send to environment PBR shader light values - void pbr_UpdateLightValues(pbr_env env, Light light) - { - // Send to shader light enabled state and type - SetShaderValue(env.pbrShader, light.enabledLoc, &light.enabled, 1); - SetShaderValue(env.pbrShader, light.typeLoc, &light.type, 1); - - // Send to shader light position values - float position[3] = {light.position.x, light.position.y, light.position.z}; - SetShaderValue(env.pbrShader, light.positionLoc, position, 3); - - // Send to shader light target position values - float target[3] = {light.target.x, light.target.y, light.target.z}; - SetShaderValue(env.pbrShader, light.targetLoc, target, 3); - - // Send to shader light color values - float diff[4] = {(float)light.color.r / (float)255, (float)light.color.g / (float)255, (float)light.color.b / (float)255, (float)light.color.a / (float)255}; - SetShaderValue(env.pbrShader, light.colorLoc, diff, 4); - } - - // Send to environment PBR shader camera view and resolution values - void pbr_UpdateEnvironmentValues(pbr_env env, Camera camera, Vector2 res) - { - // Send to shader camera view position - float cameraPos[3] = {camera.position.x, camera.position.y, camera.position.z}; - SetShaderValue(env.pbrShader, env.pbrViewLoc, cameraPos, 3); - - // Send to shader screen resolution - float resolution[2] = {res.x, res.y}; - SetShaderValue(env.skyShader, env.skyResolutionLoc, resolution, 2); - } - - // Draw a model using physically based rendering - void pbr_DrawModelPBR(Model model, pbr_mat mat, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale) - { - // Switch to PBR shader - glUseProgram(mat.env.pbrShader.id); - - // Set up material uniforms and other constant values - float shaderAlbedo[3] = {(float)mat.albedo.color.r / (float)255, (float)mat.albedo.color.g / (float)255, (float)mat.albedo.color.b / (float)255}; - SetShaderValue(mat.env.pbrShader, mat.albedo.colorLoc, shaderAlbedo, 3); - float shaderNormals[3] = {(float)mat.normals.color.r / (float)255, (float)mat.normals.color.g / (float)255, (float)mat.normals.color.b / (float)255}; - SetShaderValue(mat.env.pbrShader, mat.normals.colorLoc, shaderNormals, 3); - float shaderMetalness[3] = {(float)mat.metalness.color.r / (float)255, (float)mat.metalness.color.g / (float)255, (float)mat.metalness.color.b / (float)255}; - SetShaderValue(mat.env.pbrShader, mat.metalness.colorLoc, shaderMetalness, 3); - float shaderRoughness[3] = {1.0f - (float)mat.roughness.color.r / (float)255, 1.0f - (float)mat.roughness.color.g / (float)255, 1.0f - (float)mat.roughness.color.b / (float)255}; - SetShaderValue(mat.env.pbrShader, mat.roughness.colorLoc, shaderRoughness, 3); - float shaderAo[3] = {(float)mat.ao.color.r / (float)255, (float)mat.ao.color.g / (float)255, (float)mat.ao.color.b / (float)255}; - SetShaderValue(mat.env.pbrShader, mat.ao.colorLoc, shaderAo, 3); - float shaderEmission[3] = {(float)mat.emission.color.r / (float)255, (float)mat.emission.color.g / (float)255, (float)mat.emission.color.b / (float)255}; - SetShaderValue(mat.env.pbrShader, mat.emission.colorLoc, shaderEmission, 3); - float shaderHeight[3] = {(float)mat.height.color.r / (float)255, (float)mat.height.color.g / (float)255, (float)mat.height.color.b / (float)255}; - SetShaderValue(mat.env.pbrShader, mat.height.colorLoc, shaderHeight, 3); - - // Send sampler use state to PBR shader - SetShaderValue(mat.env.pbrShader, mat.albedo.useBitmapLoc, &mat.albedo.useBitmap, 1); - SetShaderValue(mat.env.pbrShader, mat.normals.useBitmapLoc, &mat.normals.useBitmap, 1); - SetShaderValue(mat.env.pbrShader, mat.metalness.useBitmapLoc, &mat.metalness.useBitmap, 1); - SetShaderValue(mat.env.pbrShader, mat.roughness.useBitmapLoc, &mat.roughness.useBitmap, 1); - SetShaderValue(mat.env.pbrShader, mat.ao.useBitmapLoc, &mat.ao.useBitmap, 1); - SetShaderValue(mat.env.pbrShader, mat.emission.useBitmapLoc, &mat.emission.useBitmap, 1); - SetShaderValue(mat.env.pbrShader, mat.height.useBitmapLoc, &mat.height.useBitmap, 1); - - // Calculate and send to shader model matrix - Matrix matScale = MatrixScale(scale.x, scale.y, scale.z); - Matrix matRotation = MatrixRotate(rotationAxis, rotationAngle * DEG2RAD); - Matrix matTranslation = MatrixTranslate(position.x, position.y, position.z); - Matrix transform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation); - SetShaderValueMatrix(mat.env.pbrShader, mat.env.modelMatrixLoc, transform); - - // Enable and bind irradiance map - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_CUBE_MAP, mat.env.irradianceId); - - // Enable and bind prefiltered reflection map - glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_CUBE_MAP, mat.env.prefilterId); - - // Enable and bind BRDF LUT map - glActiveTexture(GL_TEXTURE2); - glBindTexture(GL_TEXTURE_2D, mat.env.brdfId); - - if (mat.albedo.useBitmap) - { - // Enable and bind albedo map - glActiveTexture(GL_TEXTURE3); - glBindTexture(GL_TEXTURE_2D, mat.albedo.bitmap.id); - } - - if (mat.normals.useBitmap) - { - // Enable and bind normals map - glActiveTexture(GL_TEXTURE4); - glBindTexture(GL_TEXTURE_2D, mat.normals.bitmap.id); - } - - if (mat.metalness.useBitmap) - { - // Enable and bind metalness map - glActiveTexture(GL_TEXTURE5); - glBindTexture(GL_TEXTURE_2D, mat.metalness.bitmap.id); - } - - if (mat.roughness.useBitmap) - { - // Enable and bind roughness map - glActiveTexture(GL_TEXTURE6); - glBindTexture(GL_TEXTURE_2D, mat.roughness.bitmap.id); - } - - if (mat.ao.useBitmap) - { - // Enable and bind ambient occlusion map - glActiveTexture(GL_TEXTURE7); - glBindTexture(GL_TEXTURE_2D, mat.ao.bitmap.id); - } - - if (mat.emission.useBitmap) - { - // Enable and bind emission map - glActiveTexture(GL_TEXTURE8); - glBindTexture(GL_TEXTURE_2D, mat.emission.bitmap.id); - } - - if (mat.height.useBitmap) - { - // Enable and bind parallax height map - glActiveTexture(GL_TEXTURE9); - glBindTexture(GL_TEXTURE_2D, mat.height.bitmap.id); - } - - // Draw model using PBR shader and textures maps - DrawModelEx(model, position, rotationAxis, rotationAngle, scale, WHITE); - - // Disable and unbind irradiance map - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_CUBE_MAP, 0); - - // Disable and unbind prefiltered reflection map - glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_CUBE_MAP, 0); - - // Disable and unbind BRDF LUT map - glActiveTexture(GL_TEXTURE2); - glBindTexture(GL_TEXTURE_2D, 0); - - if (mat.albedo.useBitmap) - { - // Disable and bind albedo map - glActiveTexture(GL_TEXTURE3); - glBindTexture(GL_TEXTURE_2D, 0); - } - - if (mat.normals.useBitmap) - { - // Disable and bind normals map - glActiveTexture(GL_TEXTURE4); - glBindTexture(GL_TEXTURE_2D, 0); - } - - if (mat.metalness.useBitmap) - { - // Disable and bind metalness map - glActiveTexture(GL_TEXTURE5); - glBindTexture(GL_TEXTURE_2D, 0); - } - - if (mat.roughness.useBitmap) - { - // Disable and bind roughness map - glActiveTexture(GL_TEXTURE6); - glBindTexture(GL_TEXTURE_2D, 0); - } - - if (mat.ao.useBitmap) - { - // Disable and bind ambient occlusion map - glActiveTexture(GL_TEXTURE7); - glBindTexture(GL_TEXTURE_2D, 0); - } - - if (mat.height.useBitmap) - { - // Disable and bind parallax height map - glActiveTexture(GL_TEXTURE8); - glBindTexture(GL_TEXTURE_2D, 0); - } - } - - // Renders a 1x1 3D cube in NDC - GLuint cubeVAO = 0; - GLuint cubeVBO = 0; - void pbr_RenderCube(void) - { - // Initialize if it is not yet - if (cubeVAO == 0) - { - GLfloat vertices[] = { - -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, - 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, - 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, - 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, - -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, - -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, - -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, - 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, - 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, - 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, - -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, - -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, - -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, - -1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, - -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, - -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, - -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, - -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, - 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, - 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, - 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, - 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, - 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, - 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, - -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, - 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, - 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, - 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, - -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, - -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, - -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, - 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, - 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, - 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, - -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, - -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f}; - - // Set up cube VAO - glGenVertexArrays(1, &cubeVAO); - glGenBuffers(1, &cubeVBO); - - // Fill buffer - glBindBuffer(GL_ARRAY_BUFFER, cubeVBO); - glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); - - // Link vertex attributes - glBindVertexArray(cubeVAO); - glEnableVertexAttribArray(0); - glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid *)0); - glEnableVertexAttribArray(1); - glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid *)(3 * sizeof(GLfloat))); - glEnableVertexAttribArray(2); - glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid *)(6 * sizeof(GLfloat))); - glBindBuffer(GL_ARRAY_BUFFER, 0); - glBindVertexArray(0); - } - - // Render cube - glBindVertexArray(cubeVAO); - glDrawArrays(GL_TRIANGLES, 0, 36); - glBindVertexArray(0); - } - - // Draw a cube skybox using environment cube map - // void pbr_DrawSkybox(Shader sky, Texture2D cubemap, Camera camera) - void pbr_DrawSkybox(pbr_env env, Camera camera) - { - // Calculate view matrix for custom shaders - Matrix view = MatrixLookAt(camera.position, camera.target, camera.up); - - // Send to shader view matrix and bind cubemap texture - // NOTE: Setting shader value also activates shader program but - // that activation could change in a future... active shader manually! - SetShaderValueMatrix(env.skyShader, env.skyViewLoc, view); - - // Skybox shader diffuse texture: cubemapId - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_CUBE_MAP, env.cubemapId); - - // Render cube using skybox shader - pbr_RenderCube(); - } - - // Renders a 1x1 XY quad in NDC - GLuint quadVAO = 0; - GLuint quadVBO; - void pbr_RenderQuad(void) - { - // Initialize if it is not yet - if (quadVAO == 0) - { - GLfloat quadVertices[] = { - // Positions // Texture Coords - -1.0f, - 1.0f, - 0.0f, - 0.0f, - 1.0f, - -1.0f, - -1.0f, - 0.0f, - 0.0f, - 0.0f, - 1.0f, - 1.0f, - 0.0f, - 1.0f, - 1.0f, - 1.0f, - -1.0f, - 0.0f, - 1.0f, - 0.0f, - }; - - // Set up plane VAO - glGenVertexArrays(1, &quadVAO); - glGenBuffers(1, &quadVBO); - glBindVertexArray(quadVAO); - - // Fill buffer - glBindBuffer(GL_ARRAY_BUFFER, quadVBO); - glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW); - - // Link vertex attributes - glEnableVertexAttribArray(0); - glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid *)0); - glEnableVertexAttribArray(1); - glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid *)(3 * sizeof(GLfloat))); - } - - // Render quad - glBindVertexArray(quadVAO); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - glBindVertexArray(0); - } - - // Unload material PBR textures - void pbr_UnloadMaterialPBR(pbr_mat mat) - { - if (mat.albedo.useBitmap) - UnloadTexture(mat.albedo.bitmap); - if (mat.normals.useBitmap) - UnloadTexture(mat.normals.bitmap); - if (mat.metalness.useBitmap) - UnloadTexture(mat.metalness.bitmap); - if (mat.roughness.useBitmap) - UnloadTexture(mat.roughness.bitmap); - if (mat.ao.useBitmap) - UnloadTexture(mat.ao.bitmap); - if (mat.emission.useBitmap) - UnloadTexture(mat.emission.bitmap); - if (mat.height.useBitmap) - UnloadTexture(mat.height.bitmap); - } - - // Unload environment loaded shaders and dynamic textures - void pbr_UnloadEnvironment(pbr_env env) - { - // Unload used environment shaders - UnloadShader(env.pbrShader); - UnloadShader(env.skyShader); - - // Unload dynamic textures created in environment initialization - glDeleteTextures(1, &env.cubemapId); - glDeleteTextures(1, &env.irradianceId); - glDeleteTextures(1, &env.prefilterId); - glDeleteTextures(1, &env.brdfId); - } - -#ifdef __cplusplus -} -#endif -#endif // PBRCORE_H \ No newline at end of file diff --git a/lib/rPBR-1.0/src/rpbr.c b/lib/rPBR-1.0/src/rpbr.c deleted file mode 100644 index 6d24c08df..000000000 --- a/lib/rPBR-1.0/src/rpbr.c +++ /dev/null @@ -1,1040 +0,0 @@ -/*********************************************************************************** -* -* rPBR - Physically based rendering viewer for raylib -* -* FEATURES: -* - Load OBJ models and texture images in real-time by drag and drop. -* - Use right mouse button to rotate lighting. -* - Use middle mouse button to rotate and pan camera. -* - Use interface to adjust material, textures, render and effects settings (space bar - display/hide interface). -* - Press F1-F11 to switch between different render modes. -* - Press F12 or use Screenshot button to capture a screenshot and save it as PNG file. -* -* Use the following line to compile: -* -* gcc -o $(NAME_PART).exe $(FILE_NAME) -s icon\rpbr_icon -I$(CURRENT_DIRECTORY)\external\raylib\src -L$(CURRENT_DIRECTORY)\external\raylib\release\win32 -* -L$(CURRENT_DIRECTORY)\external\raylib\src\external\glfw3\lib\win32 -L$(CURRENT_DIRECTORY)\external\raylib\src\external\openal_soft\lib\win32\ -lraylib -* -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition -* -* LICENSE: zlib/libpng -* -* rPBR is licensed under an unmodified zlib/libpng license, which is an OSI-certified, -* BSD-like license that allows static linking with closed source software: -* -* Copyright (c) 2017-2020 Victor Fisac -* -* This software is provided "as-is", without any express or implied warranty. In no event -* will the authors be held liable for any damages arising from the use of this software. -* -* Permission is granted to anyone to use this software for any purpose, including commercial -* applications, and to alter it and redistribute it freely, subject to the following restrictions: -* -* 1. The origin of this software must not be misrepresented; you must not claim that you -* wrote the original software. If you use this software in a product, an acknowledgment -* in the product documentation would be appreciated but is not required. -* -* 2. Altered source versions must be plainly marked as such, and must not be misrepresented -* as being the original software. -* -* 3. This notice may not be removed or altered from any source distribution. -* -***********************************************************************************/ - -//---------------------------------------------------------------------------------- -// Includes -//---------------------------------------------------------------------------------- -#include "external/raylib/src/raylib.h" // Required for raylib framework -#include "pbrcore.h" // Required for lighting, environment and drawing functions - -#define RAYGUI_IMPLEMENTATION -#include "external/raygui.h" // Required for user interface functions - -//---------------------------------------------------------------------------------- -// Defines -//---------------------------------------------------------------------------------- -#define WINDOW_WIDTH 1440 // Default screen width during program initialization -#define WINDOW_HEIGHT 810 // Default screen height during program initialization -#define WINDOW_MIN_WIDTH 960 // Resizable window minimum width -#define WINDOW_MIN_HEIGHT 540 // Resizable window minimum height - -#define KEY_NUMPAD_SUM 43 // Decimal value of numeric pad sum button -#define KEY_NUMPAD_SUBTRACT 45 // Decimal value of numeric pad subtract button - -#define PATH_ICON "resources/textures/rpbr_icon.png" // Path to rPBR icon to replace default window icon -#define PATH_MODEL "resources/models/cerberus.obj" // Path to default OBJ model to load -#define PATH_TEXTURES_HDR "resources/textures/hdr/pinetree.hdr" // Path to default HDR environment map to load -#define PATH_TEXTURES_ALBEDO "resources/textures/cerberus/cerberus_albedo.png" // Path to default PBR albedo texture -#define PATH_TEXTURES_NORMALS "resources/textures/cerberus/cerberus_normals.png" // Path to default PBR tangent normals texture -#define PATH_TEXTURES_METALNESS "resources/textures/cerberus/cerberus_metalness.png" // Path to default PBR metalness texture -#define PATH_TEXTURES_ROUGHNESS "resources/textures/cerberus/cerberus_roughness.png" // Path to default PBR roughness texture -// #define PATH_TEXTURES_AO "resources/textures/cerberus/cerberus_ao.png" // Path to default PBR ambient occlusion texture (NO AVAILABLE) -// #define PATH_TEXTURES_EMISSION "resources/textures/cerberus/cerberus_emission.png" // Path to default PBR emission texture (NO AVAILABLE) -// #define PATH_TEXTURES_HEIGHT "resources/textures/cerberus/cerberus_height.png" // Path to default PBR parallax height texture (NO AVAILABLE) -#define PATH_SHADERS_POSTFX_VS "resources/shaders/postfx.vs" // Path to screen post-processing effects vertex shader -#define PATH_SHADERS_POSTFX_FS "resources/shaders/postfx.fs" // Path to screen post-processing effects fragment shader -#define PATH_GUI_STYLE "resources/rpbr_gui.style" // Path to GUI style data file - -#define MAX_TEXTURES 7 // Max number of supported textures in a PBR material -#define MAX_RENDER_SCALES 5 // Max number of available render scales (RenderScale type) -#define MAX_RENDER_MODES 11 // Max number of render modes to switch (RenderMode type) -#define MAX_CAMERA_TYPES 2 // Max number of camera modes to switch (CameraType type) -#define MAX_SUPPORTED_EXTENSIONS 5 // Max number of supported image file extensions (JPG, PNG, BMP, TGA and PSD) -#define MAX_SCROLL 850 // Max mouse wheel for interface scrolling -#define MAX_TEXTS 16 // Max number of text length in array - -#define SCROLL_SPEED 50 // Interface scrolling speed -#define CAMERA_FOV 60.0f // Camera global field of view -#define MODEL_SCALE 1.75f // Model scale transformation for rendering - -#define LIGHT_SPEED 0.1f // Light rotation input speed -#define LIGHT_DISTANCE 3.5f // Light distance from center of world -#define LIGHT_HEIGHT 1.0f // Light height from center of world -#define LIGHT_RADIUS 0.05f // Light gizmo drawing radius -#define LIGHT_OFFSET 0.03f // Light gizmo drawing radius when mouse is over - -#define CUBEMAP_SIZE 1024 // Cubemap texture size -#define IRRADIANCE_SIZE 32 // Irradiance map from cubemap texture size -#define PREFILTERED_SIZE 256 // Prefiltered HDR environment map texture size -#define BRDF_SIZE 512 // BRDF LUT texture map size - -#define UI_MENU_WIDTH 225 -#define UI_MENU_BORDER 5 -#define UI_MENU_PADDING 15 -#define UI_TEXTURES_PADDING 230 -#define UI_TEXTURES_SIZE 180 -#define UI_SLIDER_WIDTH 250 -#define UI_SLIDER_HEIGHT 20 -#define UI_CHECKBOX_SIZE 20 -#define UI_BUTTON_WIDTH 120 -#define UI_BUTTON_HEIGHT 35 -#define UI_LIGHT_WIDTH 200 -#define UI_LIGHT_HEIGHT 140 -#define UI_COLOR_BACKGROUND (Color){ 5, 26, 36, 255 } -#define UI_COLOR_SECONDARY (Color){ 245, 245, 245, 255 } -#define UI_COLOR_PRIMARY (Color){ 234, 83, 77, 255 } -#define UI_TEXT_SIZE_H1 30 -#define UI_TEXT_SIZE_H2 20 -#define UI_TEXT_SIZE_H3 10 -#define UI_TEXT_TEXTURES_TITLE "Textures" -#define UI_TEXT_DRAG_HERE "DRAG TEXTURE HERE" -#define UI_TEXT_MATERIAL_TITLE "Material Properties" -#define UI_TEXT_RENDER_TITLE "Render Settings" -#define UI_TEXT_RENDER_SCALE "Render Scale" -#define UI_TEXT_RENDER_MODE "Render Mode" -#define UI_TEXT_RENDER_EFFECTS "Screen Effects" -#define UI_TEXT_EFFECTS_TITLE "Screen Effects" -#define UI_TEXT_EFFECTS_FXAA " Antialiasing" -#define UI_TEXT_EFFECTS_BLOOM " Bloom" -#define UI_TEXT_EFFECTS_VIGNETTE " Vignette" -#define UI_TEXT_EFFECTS_WIRE " Wireframe" -#define UI_TEXT_DRAW_LOGO " Show Logo" -#define UI_TEXT_DRAW_LIGHTS " Show Lights" -#define UI_TEXT_DRAW_GRID " Show Grid" -#define UI_TEXT_BUTTON_SS "Screenshot (F12)" -#define UI_TEXT_BUTTON_HELP "Help (H)" -#define UI_TEXT_BUTTON_RESET "Reset Scene (R)" -#define UI_TEXT_BUTTON_CLOSE_HELP "Close Help" -#define UI_TEXT_CONTROLS "Controls" -#define UI_TEXT_CREDITS "Credits" -#define UI_TEXT_CREDITS_VICTOR "- Victor Fisac" -#define UI_TEXT_CREDITS_RAMON "[Thanks to Ramon Santamaria]" -#define UI_TEXT_TITLE "raylib Physically Based Renderer" -#define UI_TEXT_CONTROLS_01 "- RMB for lighting rotation." -#define UI_TEXT_CONTROLS_02 "- MMB (+ ALT) for camera panning (and rotation)." -#define UI_TEXT_CONTROLS_03 "- From F1 to F11 to display each shading mode." -#define UI_TEXT_CONTROLS_04 "- Drag and drop models (OBJ) and textures in real time." -#define UI_TEXT_CREDITS_WEB "Visit www.victorfisac.com for more information about the tool." -#define UI_TEXT_DELETE "CLICK TO DELETE TEXTURE" -#define UI_TEXT_DISPLAY "Use SPACE BAR to display/hide interface" -#define UI_TEXT_LIGHT_ENABLED " Enabled" -#define UI_TEXT_LIGHT_R "R" -#define UI_TEXT_LIGHT_G "G" -#define UI_TEXT_LIGHT_B "B" - -//---------------------------------------------------------------------------------- -// Types and Structures Definition -//---------------------------------------------------------------------------------- -typedef enum { DEFAULT, ALBEDO, NORMALS, METALNESS, ROUGHNESS, AMBIENT_OCCLUSION, EMISSION, LIGHTING, FRESNEL, IRRADIANCE, REFLECTIVITY } RenderMode; -typedef enum { RENDER_SCALE_0_5X, RENDER_SCALE_1X, RENDER_SCALE_2X, RENDER_SCALE_4X, RENDER_SCALE_8X } RenderScale; -typedef enum { CAMERA_TYPE_FREE, CAMERA_TYPE_ORBITAL } CameraType; -typedef enum { - LENGTH_TEXTURES_TITLE, - LENGTH_MATERIAL_TITLE, - LENGTH_RENDER_TITLE, - LENGTH_RENDER_SCALE, - LENGTH_RENDER_MODE, - LENGTH_RENDER_EFFECTS, - LENGTH_EFFECTS_TITLE, - LENGTH_CONTROLS, - LENGTH_TITLE, - LENGTH_CREDITS, - LENGTH_CREDITS_VICTOR, - LENGTH_CREDITS_RAMON, - LENGTH_CREDITS_WEB, - LENGTH_DRAG, - LENGTH_DELETE, - LENGTH_DISPLAY -} LengthType; - -//---------------------------------------------------------------------------------- -// Global Variables Definition -//---------------------------------------------------------------------------------- - -int textsLength[MAX_TEXTS] = { 0 }; // Interface texts length array -int titlesLength[MAX_TEXTURES] = { 0 }; // Interface material properties lengths -const char *imageExtensions[MAX_SUPPORTED_EXTENSIONS] = { // Supported image extensions for texture loading - ".jpg", - ".png", - ".bmp", - ".tga", - ".psd" -}; -const char *textureTitles[MAX_TEXTURES] = { // Interface textures properties titles - "Albedo", - "Tangent normals", - "Metalness", - "Roughness", - "Ambient occlusion", - "Emission", - "Parallax" -}; -const char *renderScalesTitles[MAX_RENDER_SCALES] = { // Interface render scale settings titles - "0.5X", - "1.0X", - "2.0X", - "4.0X", - "8.0X" -}; -const char *renderModesTitles[MAX_RENDER_MODES] = { // Interface render modes settings titles - "PBR (default)", - "Albedo", - "Tangent Normals", - "Metalness", - "Roughness", - "Ambient Occlusion", - "Emission", - "Lighting", - "Fresnel", - "Irradiance (GI)", - "Reflectivity" -}; -const char *cameraTypesTitles[MAX_CAMERA_TYPES] = { // Interface camera type titles - "Free Camera", - "Orbital Camera", -}; -const float renderScales[MAX_RENDER_SCALES] = { // Availables render scales - 0.5f, - 1.0f, - 2.0f, - 4.0f, - 8.0f -}; - -// Interface settings values -RenderMode renderMode = DEFAULT; -RenderScale renderScale = RENDER_SCALE_2X; -CameraType cameraType = CAMERA_TYPE_FREE; -CameraType lastCameraType = CAMERA_TYPE_FREE; -Texture2D textures[7] = { 0 }; -int selectedLight = -1; -int screenShotCount = 0; -bool resetScene = false; -bool drawGrid = false; -bool drawWire = false; -bool drawLights = true; -bool drawSkybox = true; -bool drawLogo = true; -bool drawUI = true; -bool drawHelp = false; -bool enabledFxaa = true; -bool enabledBloom = true; -bool enabledVignette = true; - -// Scene resources values -Model model = { 0 }; -pbr_env environment = { 0 }; -pbr_mat matPBR = { 0 }; -Camera camera = { 0 }; - -//---------------------------------------------------------------------------------- -// Function Declarations -//---------------------------------------------------------------------------------- -void InitInterface(void); // Initialize interface texts lengths -void DrawLight(Light light, bool over); // Draw a light gizmo based on light attributes -void DrawInterface(Vector2 size, int scrolling); // Draw interface based on current window dimensions -void DrawLightInterface(Light *light); // Draw specific light settings interface -void DrawTextureMap(int id, Texture2D texture, Vector2 position); // Draw interface PBR texture or alternative text - -//---------------------------------------------------------------------------------- -// Main program -//---------------------------------------------------------------------------------- -int main() -{ - // Initialization - //------------------------------------------------------------------------------ - // Enable V-Sync and window resizable state - SetConfigFlags(FLAG_WINDOW_RESIZABLE); - InitWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "rPBR - Physically based rendering 3D model viewer"); - InitInterface(); - - // Change default window icon - Image icon = LoadImage(PATH_ICON); - Texture2D iconTex = LoadTextureFromImage(icon); - SetWindowIcon(icon); - SetWindowMinSize(WINDOW_MIN_WIDTH, WINDOW_MIN_HEIGHT); - - // Define render settings states - drawUI = true; - bool canMoveCamera = true; - bool overUI = false; - int scrolling = 0; - - // Initialize lighting rotation - int mousePosX = 0; - int lastMousePosX = 0; - float lightAngle = 0.0f; - - // Define the camera to look into our 3d world, its mode and model drawing position - camera.position = (Vector3){ 3.5f, 3.0f, 3.5f }; - camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; - camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; - camera.fovy = CAMERA_FOV; - SetCameraMode(camera, (((cameraType == CAMERA_TYPE_FREE) ? CAMERA_FREE : CAMERA_ORBITAL))); - - // Define environment attributes - environment = pbr_LoadEnvironment(PATH_TEXTURES_HDR, CUBEMAP_SIZE, IRRADIANCE_SIZE, PREFILTERED_SIZE, BRDF_SIZE); - - // Load external resources - model = LoadModel(PATH_MODEL); - matPBR = pbr_SetupMaterialPBR(environment, (Color){ 255, 255, 255, 255 }, 255, 255); -#if defined(PATH_TEXTURES_ALBEDO) - pbr_SetMaterialTexturePBR(&matPBR, PBR_ALBEDO, LoadTexture(PATH_TEXTURES_ALBEDO)); - SetTextureFilter(matPBR.albedo.bitmap, FILTER_BILINEAR); - textures[PBR_ALBEDO] = matPBR.albedo.bitmap; -#endif -#if defined(PATH_TEXTURES_NORMALS) - pbr_SetMaterialTexturePBR(&matPBR, PBR_NORMALS, LoadTexture(PATH_TEXTURES_NORMALS)); - SetTextureFilter(matPBR.normals.bitmap, FILTER_BILINEAR); - textures[PBR_NORMALS] = matPBR.normals.bitmap; -#endif -#if defined(PATH_TEXTURES_METALNESS) - pbr_SetMaterialTexturePBR(&matPBR, PBR_METALNESS, LoadTexture(PATH_TEXTURES_METALNESS)); - SetTextureFilter(matPBR.metalness.bitmap, FILTER_BILINEAR); - textures[PBR_METALNESS] = matPBR.metalness.bitmap; -#endif -#if defined(PATH_TEXTURES_ROUGHNESS) - pbr_SetMaterialTexturePBR(&matPBR, PBR_ROUGHNESS, LoadTexture(PATH_TEXTURES_ROUGHNESS)); - SetTextureFilter(matPBR.roughness.bitmap, FILTER_BILINEAR); - textures[PBR_ROUGHNESS] = matPBR.roughness.bitmap; -#endif -#if defined(PATH_TEXTURES_AO) - pbr_SetMaterialTexturePBR(&matPBR, PBR_AO, LoadTexture(PATH_TEXTURES_AO)); - SetTextureFilter(matPBR.ao.bitmap, FILTER_BILINEAR); - textures[PBR_AO] = matPBR.ao.bitmap; -#endif -#if defined(PATH_TEXTURES_EMISSION) - pbr_SetMaterialTexturePBR(&matPBR, PBR_EMISSION, LoadTexture(PATH_TEXTURES_EMISSION)); - SetTextureFilter(matPBR.emission.bitmap, FILTER_BILINEAR); - textures[PBR_EMISSION] = matPBR.emission.bitmap; -#endif -#if defined(PATH_TEXTURES_HEIGHT) - pbr_SetMaterialTexturePBR(&matPBR, PBR_HEIGHT, LoadTexture(PATH_TEXTURES_HEIGHT)); - SetTextureFilter(matPBR.height.bitmap, FILTER_BILINEAR); - textures[PBR_HEIGHT] = matPBR.height.bitmap; -#endif - Shader fxShader = LoadShader(PATH_SHADERS_POSTFX_VS, PATH_SHADERS_POSTFX_FS); - - // Set up materials and lighting - Material material = { 0 }; - material.shader = matPBR.env.pbrShader; - model.material = material; - - // Get shaders required locations - int shaderModeLoc = GetShaderLocation(environment.pbrShader, "renderMode"); - int fxResolutionLoc = GetShaderLocation(fxShader, "resolution"); - int enabledFxaaLoc = GetShaderLocation(fxShader, "enabledFxaa"); - int enabledBloomLoc = GetShaderLocation(fxShader, "enabledBloom"); - int enabledVignetteLoc = GetShaderLocation(fxShader, "enabledVignette"); - - // Define lights attributes - Light lights[MAX_LIGHTS] = { - pbr_CreateLight(LIGHT_POINT, (Vector3){ LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 0, 255 }, environment), - pbr_CreateLight(LIGHT_POINT, (Vector3){ 0.0f, LIGHT_HEIGHT, LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 255, 0, 255 }, environment), - pbr_CreateLight(LIGHT_POINT, (Vector3){ -LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 0, 255, 255 }, environment), - pbr_CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 0.0f, LIGHT_HEIGHT*2.0f, -LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 255, 255 }, environment) - }; - int totalLights = pbr_GetLightsCount(); - - // Create a render texture for antialiasing post-processing effect and initialize Bloom shader - RenderTexture2D fxTarget = LoadRenderTexture(GetScreenWidth()*renderScales[renderScale], GetScreenHeight()*renderScales[renderScale]); - - // Send resolution values to post-processing shader - float resolution[2] = { (float)GetScreenWidth()*renderScales[renderScale], (float)GetScreenHeight()*renderScales[renderScale] }; - SetShaderValue(fxShader, fxResolutionLoc, resolution, 2); - SetShaderValue(environment.skyShader, environment.skyResolutionLoc, resolution, 2); - - // Set our game to run at 60 frames-per-second - SetTargetFPS(60); - //------------------------------------------------------------------------------ - - // Main game loop - while (!WindowShouldClose()) - { - // Update - //-------------------------------------------------------------------------- - // Update mouse collision states - overUI = CheckCollisionPointRec(GetMousePosition(), (Rectangle){ GetScreenWidth() - UI_MENU_WIDTH, 0, UI_MENU_WIDTH, GetScreenHeight() }); - - // Check if current camera type changed since last frame - if (lastCameraType != cameraType) - { - // Reset camer values and update camera mode to switch properly - camera.position = (Vector3){ 3.5f, 3.0f, 3.5f }; - camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; - camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; - camera.fovy = CAMERA_FOV; - SetCameraMode(camera, (((cameraType == CAMERA_TYPE_FREE) ? CAMERA_FREE : CAMERA_ORBITAL))); - lastCameraType = cameraType; - } - - // Check if scene needs to be reset - if (resetScene || IsKeyPressed(KEY_R)) - { - // Reset camera values and return to free mode - camera.position = (Vector3){ 3.5f, 3.0f, 3.5f }; - camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; - camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; - camera.fovy = CAMERA_FOV; - cameraType = CAMERA_TYPE_FREE; - lastCameraType = cameraType; - SetCameraMode(camera, (((cameraType == CAMERA_TYPE_FREE) ? CAMERA_FREE : CAMERA_ORBITAL))); - - // Reset current light angle and lights positions - lightAngle = 0.0f; - for (int i = 0; i < totalLights; i++) - { - float angle = lightAngle + 90*i; - lights[i].position.x = LIGHT_DISTANCE*cosf(angle*DEG2RAD); - lights[i].position.z = LIGHT_DISTANCE*sinf(angle*DEG2RAD); - - // Send lights values to environment PBR shader - pbr_UpdateLightValues(environment, lights[i]); - } - - // Reset scene reset state - resetScene = false; - } - - // Check if a file is dropped - if (IsFileDropped()) - { - int fileCount = 0; - char **droppedFiles = GetDroppedFiles(&fileCount); - - // Check file extensions for drag-and-drop - if (IsFileExtension(droppedFiles[0], ".hdr")) - { - pbr_UnloadEnvironment(environment); - environment = pbr_LoadEnvironment(droppedFiles[0], CUBEMAP_SIZE, IRRADIANCE_SIZE, PREFILTERED_SIZE, BRDF_SIZE); - resolution[0] = (float)GetScreenWidth()*renderScales[renderScale]; - resolution[1] = (float)GetScreenHeight()*renderScales[renderScale]; - SetShaderValue(environment.skyShader, environment.skyResolutionLoc, resolution, 2); - matPBR = pbr_SetupMaterialPBR(environment, (Color){ 255, 255, 255, 255 }, 255, 255); - - // Apply previously imported albedo texture to new PBR material - if (textures[PBR_ALBEDO].id != 0) pbr_SetMaterialTexturePBR(&matPBR, PBR_ALBEDO, textures[PBR_ALBEDO]); - if (textures[PBR_NORMALS].id != 0) pbr_SetMaterialTexturePBR(&matPBR, PBR_NORMALS, textures[PBR_NORMALS]); - if (textures[PBR_METALNESS].id != 0) pbr_SetMaterialTexturePBR(&matPBR, PBR_METALNESS, textures[PBR_METALNESS]); - if (textures[PBR_ROUGHNESS].id != 0) pbr_SetMaterialTexturePBR(&matPBR, PBR_ROUGHNESS, textures[PBR_ROUGHNESS]); - if (textures[PBR_AO].id != 0) pbr_SetMaterialTexturePBR(&matPBR, PBR_AO, textures[PBR_AO]); - if (textures[PBR_EMISSION].id != 0) pbr_SetMaterialTexturePBR(&matPBR, PBR_EMISSION, textures[PBR_EMISSION]); - if (textures[PBR_HEIGHT].id != 0) pbr_SetMaterialTexturePBR(&matPBR, PBR_HEIGHT, textures[PBR_HEIGHT]); - - // Set up materials and lighting - material = (Material){ 0 }; - material.shader = matPBR.env.pbrShader; - model.material = material; - } - else if (IsFileExtension(droppedFiles[0], ".obj")) - { - UnloadModel(model); - model = LoadModel(droppedFiles[0]); - model.material = material; - } - else - { - // Check for supported image file extensions - bool supportedImage = false; - for (int i = 0; i < MAX_SUPPORTED_EXTENSIONS; i++) - { - if (IsFileExtension(droppedFiles[0], imageExtensions[i])) - { - supportedImage = true; - break; - } - } - - // Check for texture rectangle drop for texture updating - if (supportedImage) - { - for (int i = 0; i < MAX_TEXTURES; i++) - { - // Calculate texture rectangle based on current scrolling and other values - Vector2 pos = { GetScreenWidth() - UI_MENU_WIDTH + UI_MENU_WIDTH/2, scrolling + UI_MENU_PADDING*2 + UI_MENU_PADDING*2.5f + - UI_MENU_PADDING*1.25f + UI_MENU_WIDTH*0.375f - UI_TEXT_SIZE_H3/2 + i*UI_TEXTURES_PADDING }; - Rectangle rect = { pos.x - UI_TEXTURES_SIZE/2, pos.y - UI_TEXTURES_SIZE/2, UI_TEXTURES_SIZE, UI_TEXTURES_SIZE }; - - // Check if file is droppen in texture rectangle - if (CheckCollisionPointRec(GetMousePosition(), rect)) - { - Texture2D newTex = LoadTexture(droppedFiles[0]); - if (textures[i].id != 0) pbr_UnsetMaterialTexturePBR(&matPBR, i); - pbr_SetMaterialTexturePBR(&matPBR, i, newTex); - textures[i] = newTex; - break; - } - } - } - } - - ClearDroppedFiles(); - } - - // Check for display UI switch states - if (IsKeyPressed(KEY_SPACE)) - { - // Update current draw interface state - drawUI = !drawUI; - - // Reset current selected light id - if (selectedLight != -1) selectedLight = -1; - } - - // Check for display help UI shortcut input - if (IsKeyPressed(KEY_H)) - { - // Update current draw help interface state - drawHelp = true; - - // Reset current selected light - if (selectedLight != -1) selectedLight = -1; - } - - // Check for render mode shortcut inputs - if (IsKeyPressed(KEY_F1)) renderMode = DEFAULT; - else if (IsKeyPressed(KEY_F2)) renderMode = ALBEDO; - else if (IsKeyPressed(KEY_F3)) renderMode = NORMALS; - else if (IsKeyPressed(KEY_F4)) renderMode = METALNESS; - else if (IsKeyPressed(KEY_F5)) renderMode = ROUGHNESS; - else if (IsKeyPressed(KEY_F6)) renderMode = AMBIENT_OCCLUSION; - else if (IsKeyPressed(KEY_F7)) renderMode = EMISSION; - else if (IsKeyPressed(KEY_F8)) renderMode = LIGHTING; - else if (IsKeyPressed(KEY_F9)) renderMode = FRESNEL; - else if (IsKeyPressed(KEY_F10)) renderMode = IRRADIANCE; - else if (IsKeyPressed(KEY_F11)) renderMode = REFLECTIVITY; - - // Check for render scale shortcut inputs - if ((GetKeyPressed() == KEY_NUMPAD_SUM) && (renderScale < (MAX_RENDER_SCALES - 1))) renderScale++; - else if ((GetKeyPressed() == KEY_NUMPAD_SUBTRACT) && (renderScale > 0)) renderScale--; - - // Check for lights movement input - if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) - { - // Update mouse delta position - lastMousePosX = mousePosX; - mousePosX = GetMouseX(); - - // Update lights positions based on delta position with an orbital movement - lightAngle += (mousePosX - lastMousePosX)*LIGHT_SPEED; - for (int i = 0; i < totalLights; i++) - { - float angle = lightAngle + 90*i; - lights[i].position.x = LIGHT_DISTANCE*cosf(angle*DEG2RAD); - lights[i].position.z = LIGHT_DISTANCE*sinf(angle*DEG2RAD); - - // Send lights values to environment PBR shader - pbr_UpdateLightValues(environment, lights[i]); - } - } - else mousePosX = GetMouseX(); - - // Check for interface scrolling - if (GetMouseWheelMove() != 0 && overUI) - { - scrolling += GetMouseWheelMove()*SCROLL_SPEED; - if (scrolling < -MAX_SCROLL) scrolling = -MAX_SCROLL; - else if (scrolling > 0) scrolling = 0; - } - - // Apply camera movement just if movement start is in viewport range - if (IsMouseButtonPressed(MOUSE_MIDDLE_BUTTON) && overUI) canMoveCamera = false; - else if (IsMouseButtonReleased(MOUSE_MIDDLE_BUTTON)) canMoveCamera = true; - - // Check for texture map deletion input - for (int i = 0; i < MAX_TEXTURES; i++) - { - // Calculate texture rectangle based on current scrolling and other values - Vector2 pos = { GetScreenWidth() - UI_MENU_WIDTH + UI_MENU_WIDTH/2, scrolling + UI_MENU_PADDING*2 + UI_MENU_PADDING*2.5f + - UI_MENU_PADDING*1.25f + UI_MENU_WIDTH*0.375f - UI_TEXT_SIZE_H3/2 + i*UI_TEXTURES_PADDING }; - Rectangle rect = { pos.x - UI_TEXTURES_SIZE/2, pos.y - UI_TEXTURES_SIZE/2, UI_TEXTURES_SIZE, UI_TEXTURES_SIZE }; - - // Check if texture map rectangle is pressed - if (CheckCollisionPointRec(GetMousePosition(), rect) && IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) - { - pbr_UnsetMaterialTexturePBR(&matPBR, i); - textures[i] = (Texture2D){ 0 }; - break; - } - } - - // Avoid conflict between camera zoom and interface scroll - if (GetMouseWheelMove() != 0) canMoveCamera = !overUI; - - // Check for camera movement inputs - if (canMoveCamera) UpdateCamera(&camera); - - // Fix camera move state if camera mode is orbital and mouse middle button is not down - if (!canMoveCamera && ((!IsMouseButtonDown(MOUSE_MIDDLE_BUTTON) && (cameraType == CAMERA_ORBITAL)))) canMoveCamera = true; - - // Check for light select input - if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) - { - // Store last selected light value - int lastSelected = selectedLight; - - // Check mouse-light collision for all lights - for (int i = 0; i < totalLights; i++) - { - Ray ray = GetMouseRay(GetMousePosition(), camera); - if (CheckCollisionRaySphere(ray, lights[i].position, LIGHT_RADIUS)) selectedLight = i; - } - - bool currentWindow = false; - if (selectedLight != -1) - { - Vector2 screenPos = GetWorldToScreen(lights[selectedLight].position, camera); - if (CheckCollisionPointRec(GetMousePosition(), (Rectangle){ screenPos.x + UI_MENU_PADDING/2, screenPos.y + - UI_MENU_PADDING/2, UI_LIGHT_WIDTH, UI_LIGHT_HEIGHT })) currentWindow = true; - } - - // Deselect current light if mouse position is not over any light - if ((selectedLight == lastSelected) && !currentWindow) selectedLight = -1; - } - - // Update camera values and send them to all required shaders - Vector2 screenRes = { (float)GetScreenWidth()*renderScales[renderScale], (float)GetScreenHeight()*renderScales[renderScale] }; - pbr_UpdateEnvironmentValues(environment, camera, screenRes); - - // Send resolution values to post-processing shader - resolution[0] = screenRes.x; - resolution[1] = screenRes.y; - SetShaderValue(fxShader, fxResolutionLoc, resolution, 2); - - // Send current mode to PBR shader and enabled screen effects states to post-processing shader - int shaderMode[1] = { renderMode }; - SetShaderValuei(environment.pbrShader, shaderModeLoc, shaderMode, 1); - shaderMode[0] = enabledFxaa; - SetShaderValuei(fxShader, enabledFxaaLoc, shaderMode, 1); - shaderMode[0] = enabledBloom; - SetShaderValuei(fxShader, enabledBloomLoc, shaderMode, 1); - shaderMode[0] = enabledVignette; - SetShaderValuei(fxShader, enabledVignetteLoc, shaderMode, 1); - //-------------------------------------------------------------------------- - - // Draw - //-------------------------------------------------------------------------- - BeginDrawing(); - - ClearBackground(DARKGRAY); - - // Render to texture for antialiasing post-processing - BeginTextureMode(fxTarget); - - Begin3dMode(camera); - - // Draw ground grid - if (drawGrid) DrawGrid(10, 1.0f); - - // Draw loaded model using physically based rendering - pbr_DrawModelPBR(model, matPBR, (Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, 0.0f, (Vector3){ MODEL_SCALE, MODEL_SCALE, MODEL_SCALE }); - if (drawWire) DrawModelWires(model, (Vector3){ 0.0f, 0.0f, 0.0f }, MODEL_SCALE, DARKGRAY); - - // Draw light gizmos - if (drawLights) for (unsigned int i = 0; (i < totalLights); i++) - { - Ray ray = GetMouseRay(GetMousePosition(), camera); - DrawLight(lights[i], CheckCollisionRaySphere(ray, lights[i].position, LIGHT_RADIUS)); - } - - // Render skybox (render as last to prevent overdraw) - if (drawSkybox) pbr_DrawSkybox(environment, camera); - - End3dMode(); - - EndTextureMode(); - - BeginShaderMode(fxShader); - - DrawTexturePro(fxTarget.texture, (Rectangle){ 0, 0, fxTarget.texture.width, -fxTarget.texture.height }, - (Rectangle){ 0, 0, GetScreenWidth(), GetScreenHeight() }, (Vector2){ 0.0f, 0.0f }, 0.0f, WHITE); - - EndShaderMode(); - - // Draw logo if enabled based on interface menu padding - if (!drawHelp && drawLogo) - { - int padding = GetScreenWidth() - UI_MENU_PADDING*1.25f - iconTex.width; - if (drawUI) padding -= UI_MENU_WIDTH; - DrawTexture(iconTex, padding, GetScreenHeight() - UI_MENU_PADDING*1.25f - iconTex.height, WHITE); - } - - // Draw help window if help menu is enabled - if (drawHelp) - { - // Draw help background - DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(UI_COLOR_BACKGROUND, 0.8f)); - - // Draw rPBR logo and title - int padding = UI_MENU_PADDING*3 + iconTex.height + UI_MENU_PADDING; - DrawTexture(iconTex, GetScreenWidth()/2 - iconTex.width/2, UI_MENU_PADDING*3, WHITE); - DrawText(UI_TEXT_TITLE, GetScreenWidth()/2 - textsLength[LENGTH_TITLE]/2, padding, UI_TEXT_SIZE_H3, WHITE); - - // Draw controls title - padding += UI_MENU_PADDING*3.5f; - DrawText(UI_TEXT_CONTROLS, GetScreenWidth()/2 - textsLength[LENGTH_CONTROLS]/2, padding, UI_TEXT_SIZE_H1, UI_COLOR_PRIMARY); - DrawRectangle(GetScreenWidth()/2 - textsLength[LENGTH_CONTROLS], padding + UI_TEXT_SIZE_H1 + UI_MENU_PADDING/2, textsLength[LENGTH_CONTROLS]*2, 2, UI_COLOR_PRIMARY); - - // Draw camera controls labels - padding += UI_TEXT_SIZE_H1 + UI_MENU_PADDING*2.5f; - DrawText(UI_TEXT_CONTROLS_01, GetScreenWidth()*0.35f, padding, UI_TEXT_SIZE_H2, UI_COLOR_SECONDARY); - padding += UI_TEXT_SIZE_H2 + UI_MENU_PADDING; - DrawText(UI_TEXT_CONTROLS_02, GetScreenWidth()*0.35f, padding, UI_TEXT_SIZE_H2, UI_COLOR_SECONDARY); - padding += UI_TEXT_SIZE_H2 + UI_MENU_PADDING; - DrawText(UI_TEXT_CONTROLS_03, GetScreenWidth()*0.35f, padding, UI_TEXT_SIZE_H2, UI_COLOR_SECONDARY); - padding += UI_TEXT_SIZE_H2 + UI_MENU_PADDING; - DrawText(UI_TEXT_CONTROLS_04, GetScreenWidth()*0.35f, padding, UI_TEXT_SIZE_H2, UI_COLOR_SECONDARY); - - // Draw credits title - padding += UI_MENU_PADDING*4; - DrawText(UI_TEXT_CREDITS, GetScreenWidth()/2 - textsLength[LENGTH_CREDITS]/2, padding, UI_TEXT_SIZE_H1, UI_COLOR_PRIMARY); - DrawRectangle(GetScreenWidth()/2 - textsLength[LENGTH_CREDITS], padding + UI_TEXT_SIZE_H1 + UI_MENU_PADDING/2, textsLength[LENGTH_CREDITS]*2, 2, UI_COLOR_PRIMARY); - - // Draw credits labels - padding += UI_TEXT_SIZE_H2 + UI_MENU_PADDING*2.5f; - DrawText(UI_TEXT_CREDITS_VICTOR, GetScreenWidth()/2 - textsLength[LENGTH_CREDITS_VICTOR]/2, padding, UI_TEXT_SIZE_H2, UI_COLOR_SECONDARY); - padding += UI_TEXT_SIZE_H2 + UI_MENU_PADDING; - DrawText(UI_TEXT_CREDITS_RAMON, GetScreenWidth()/2 - textsLength[LENGTH_CREDITS_RAMON]/2, padding, UI_TEXT_SIZE_H2, UI_COLOR_SECONDARY); - padding += UI_TEXT_SIZE_H2 + UI_MENU_PADDING*3; - DrawText(UI_TEXT_CREDITS_WEB, GetScreenWidth()/2 - textsLength[LENGTH_CREDITS_WEB]/2, padding, UI_TEXT_SIZE_H2, UI_COLOR_PRIMARY); - - // Draw close help menu button and check input - if (GuiButton((Rectangle){ GetScreenWidth()/2 - UI_BUTTON_WIDTH/2, GetScreenHeight() - UI_BUTTON_HEIGHT - UI_MENU_PADDING*5, - UI_BUTTON_WIDTH, UI_BUTTON_HEIGHT }, UI_TEXT_BUTTON_CLOSE_HELP)) drawHelp = false; - } - else if (drawUI) - { - // Draw light settings interface if any light is selected - if (selectedLight != -1) DrawLightInterface(&lights[selectedLight]); - - // Draw global interface to manage textures, material properties and render settings - DrawInterface((Vector2){ GetScreenWidth(), GetScreenHeight() }, scrolling); - } - - EndDrawing(); - //-------------------------------------------------------------------------- - } - - // De-Initialization - //------------------------------------------------------------------------------ - // Clear internal buffers - ClearDroppedFiles(); - - // Unload loaded model mesh and binded textures - UnloadModel(model); - - // Unload materialPBR assigned textures - pbr_UnloadMaterialPBR(matPBR); - - // Unload environment loaded shaders and dynamic textures - pbr_UnloadEnvironment(environment); - - // Unload other resources - UnloadImage(icon); - UnloadTexture(iconTex); - UnloadRenderTexture(fxTarget); - UnloadShader(fxShader); - - // Close window and OpenGL context - CloseWindow(); - //------------------------------------------------------------------------------ - - return 0; -} - -//---------------------------------------------------------------------------------- -// Function Declarations -//---------------------------------------------------------------------------------- -// Initialize interface texts lengths -void InitInterface(void) -{ - // Load GUI style - LoadGuiStyle(PATH_GUI_STYLE); - - // Calculate interface right menu titles lengths - textsLength[LENGTH_TEXTURES_TITLE] = MeasureText(UI_TEXT_TEXTURES_TITLE, UI_TEXT_SIZE_H2); - titlesLength[0] = MeasureText(textureTitles[0], UI_TEXT_SIZE_H3); - titlesLength[1] = MeasureText(textureTitles[1], UI_TEXT_SIZE_H3); - titlesLength[2] = MeasureText(textureTitles[2], UI_TEXT_SIZE_H3); - titlesLength[3] = MeasureText(textureTitles[3], UI_TEXT_SIZE_H3); - titlesLength[4] = MeasureText(textureTitles[4], UI_TEXT_SIZE_H3); - titlesLength[5] = MeasureText(textureTitles[5], UI_TEXT_SIZE_H3); - titlesLength[6] = MeasureText(textureTitles[6], UI_TEXT_SIZE_H3); - - // Calculate interface left menu titles lengths - textsLength[LENGTH_MATERIAL_TITLE] = MeasureText(UI_TEXT_MATERIAL_TITLE, UI_TEXT_SIZE_H2); - textsLength[LENGTH_RENDER_TITLE] = MeasureText(UI_TEXT_RENDER_TITLE, UI_TEXT_SIZE_H2); - textsLength[LENGTH_RENDER_SCALE] = MeasureText(UI_TEXT_RENDER_SCALE, UI_TEXT_SIZE_H3); - textsLength[LENGTH_RENDER_MODE] = MeasureText(UI_TEXT_RENDER_MODE, UI_TEXT_SIZE_H3); - textsLength[LENGTH_RENDER_EFFECTS] = MeasureText(UI_TEXT_RENDER_EFFECTS, UI_TEXT_SIZE_H3); - textsLength[LENGTH_EFFECTS_TITLE] = MeasureText(UI_TEXT_EFFECTS_TITLE, UI_TEXT_SIZE_H2); - textsLength[LENGTH_CONTROLS] = MeasureText(UI_TEXT_CONTROLS, UI_TEXT_SIZE_H1); - textsLength[LENGTH_TITLE] = MeasureText(UI_TEXT_TITLE, UI_TEXT_SIZE_H3); - textsLength[LENGTH_CREDITS] = MeasureText(UI_TEXT_CREDITS, UI_TEXT_SIZE_H1); - textsLength[LENGTH_CREDITS_VICTOR] = MeasureText(UI_TEXT_CREDITS_VICTOR, UI_TEXT_SIZE_H2); - textsLength[LENGTH_CREDITS_RAMON] = MeasureText(UI_TEXT_CREDITS_RAMON, UI_TEXT_SIZE_H2); - textsLength[LENGTH_CREDITS_WEB] = MeasureText(UI_TEXT_CREDITS_WEB, UI_TEXT_SIZE_H2); - textsLength[LENGTH_DRAG] = MeasureText(UI_TEXT_DRAG_HERE, UI_TEXT_SIZE_H3); - textsLength[LENGTH_DELETE] = MeasureText(UI_TEXT_DELETE, UI_TEXT_SIZE_H3); - textsLength[LENGTH_DISPLAY] = MeasureText(UI_TEXT_DISPLAY, UI_TEXT_SIZE_H3); -} - -// Draw a light gizmo based on light attributes -void DrawLight(Light light, bool over) -{ - switch (light.type) - { - case LIGHT_DIRECTIONAL: - { - DrawSphere(light.position, (over ? (LIGHT_RADIUS + LIGHT_OFFSET) : LIGHT_RADIUS), (light.enabled ? light.color : GRAY)); - DrawLine3D(light.position, light.target, (light.enabled ? light.color : DARKGRAY)); - DrawCircle3D(light.target, LIGHT_RADIUS, (Vector3){ 1.0f, 0.0f, 0.0f }, 90.0f, (light.enabled ? light.color : GRAY)); - DrawCircle3D(light.target, LIGHT_RADIUS, (Vector3){ 0.0f, 1.0f, 0.0f }, 90.0f, (light.enabled ? light.color : GRAY)); - DrawCircle3D(light.target, LIGHT_RADIUS, (Vector3){ 0.0f, 0.0f, 1.0f }, 90.0f, (light.enabled ? light.color : GRAY)); - } break; - case LIGHT_POINT: DrawSphere(light.position, (over ? (LIGHT_RADIUS + LIGHT_OFFSET) : LIGHT_RADIUS), (light.enabled ? light.color : GRAY)); - default: break; - } -} - -// Draw interface based on current window dimensions -void DrawInterface(Vector2 size, int scrolling) -{ - // TODO: draw new interface style - - int padding = scrolling; - - // Draw interface right menu background - DrawRectangle(size.x - UI_MENU_WIDTH, 0, UI_MENU_WIDTH, size.y, UI_COLOR_BACKGROUND); - DrawRectangle(size.x - UI_MENU_WIDTH - UI_MENU_BORDER, 0, UI_MENU_BORDER, size.y, UI_COLOR_PRIMARY); - - // Draw textures title - DrawText(UI_TEXT_TEXTURES_TITLE, size.x - UI_MENU_WIDTH + UI_MENU_WIDTH/2 - textsLength[LENGTH_TEXTURES_TITLE]/2, padding + UI_MENU_PADDING, UI_TEXT_SIZE_H2, UI_COLOR_PRIMARY); - DrawRectangle(size.x - UI_MENU_WIDTH + UI_MENU_WIDTH/2 - textsLength[LENGTH_TEXTURES_TITLE]/2, padding + UI_MENU_PADDING*2.4f, textsLength[LENGTH_TEXTURES_TITLE], 2, UI_COLOR_PRIMARY); - - // Draw textures - padding = scrolling + UI_MENU_PADDING*2 + UI_MENU_PADDING*2.5f + UI_MENU_PADDING*1.25f; - for (int i = 0; i < MAX_TEXTURES; i++) - { - Vector2 pos = { size.x - UI_MENU_WIDTH + UI_MENU_WIDTH/2, padding + UI_MENU_WIDTH*0.375f - UI_TEXT_SIZE_H3/2 + i*UI_TEXTURES_PADDING }; - DrawTextureMap(i, textures[i], pos); - } - - // Reset padding to start with left menu drawing - padding = 0; - - // Draw interface left menu background - DrawRectangle(0, 0, UI_MENU_WIDTH, size.y, UI_COLOR_BACKGROUND); - DrawRectangle(UI_MENU_WIDTH - UI_MENU_BORDER, 0, UI_MENU_BORDER, size.y, UI_COLOR_PRIMARY); - - // Draw material title - DrawText(UI_TEXT_MATERIAL_TITLE, UI_MENU_WIDTH/2 - textsLength[LENGTH_MATERIAL_TITLE]/2, padding + UI_MENU_PADDING, UI_TEXT_SIZE_H2, UI_COLOR_PRIMARY); - DrawRectangle(UI_MENU_WIDTH/2 - textsLength[LENGTH_MATERIAL_TITLE]/2, padding + UI_MENU_PADDING*2.4f, textsLength[LENGTH_MATERIAL_TITLE], 2, UI_COLOR_PRIMARY); - - // Draw albedo RGB sliders - padding += UI_MENU_PADDING*2.5f; - DrawText(textureTitles[0], UI_MENU_WIDTH/2 - titlesLength[0]/2, padding + UI_MENU_PADDING, UI_TEXT_SIZE_H3, UI_COLOR_PRIMARY); - padding += UI_MENU_PADDING*2.25f; - DrawText("R", UI_MENU_WIDTH/10 - UI_TEXT_SIZE_H3/2, padding + UI_MENU_BORDER, UI_TEXT_SIZE_H3, UI_COLOR_SECONDARY); - matPBR.albedo.color.r = (int)GuiSlider((Rectangle){ UI_MENU_BORDER*2 + UI_MENU_WIDTH/2 - UI_MENU_WIDTH*0.75f/2, - padding, UI_MENU_WIDTH*0.75f, UI_SLIDER_HEIGHT }, matPBR.albedo.color.r, 0, 255); - padding += UI_MENU_PADDING*2; - DrawText("G", UI_MENU_WIDTH/10 - UI_TEXT_SIZE_H3/2, padding + UI_MENU_BORDER, UI_TEXT_SIZE_H3, UI_COLOR_SECONDARY); - matPBR.albedo.color.g = (int)GuiSlider((Rectangle){ UI_MENU_BORDER*2 + UI_MENU_WIDTH/2 - UI_MENU_WIDTH*0.75f/2, - padding, UI_MENU_WIDTH*0.75f, UI_SLIDER_HEIGHT }, matPBR.albedo.color.g, 0, 255); - padding += UI_MENU_PADDING*2; - DrawText("B", UI_MENU_WIDTH/10 - UI_TEXT_SIZE_H3/2, padding + UI_MENU_BORDER, UI_TEXT_SIZE_H3, UI_COLOR_SECONDARY); - matPBR.albedo.color.b = (int)GuiSlider((Rectangle){ UI_MENU_BORDER*2 + UI_MENU_WIDTH/2 - UI_MENU_WIDTH*0.75f/2, - padding, UI_MENU_WIDTH*0.75f, UI_SLIDER_HEIGHT }, matPBR.albedo.color.b, 0, 255); - - // Draw metalness slider - padding += UI_MENU_PADDING*2; - DrawText(textureTitles[2], UI_MENU_WIDTH/2 - titlesLength[2]/2, padding + UI_MENU_PADDING, UI_TEXT_SIZE_H3, UI_COLOR_PRIMARY); - padding += UI_MENU_PADDING*2.25f; - matPBR.metalness.color.r = (int)GuiSlider((Rectangle){ UI_MENU_WIDTH/2 - UI_MENU_WIDTH*0.75f/2, padding, UI_MENU_WIDTH*0.75f, UI_SLIDER_HEIGHT }, matPBR.metalness.color.r, 0, 255); - - // Draw roughness slider - padding += UI_MENU_PADDING*2; - DrawText(textureTitles[3], UI_MENU_WIDTH/2 - titlesLength[3]/2, padding + UI_MENU_PADDING, UI_TEXT_SIZE_H3, UI_COLOR_PRIMARY); - padding += UI_MENU_PADDING*2.25f; - matPBR.roughness.color.r = (int)GuiSlider((Rectangle){ UI_MENU_WIDTH/2 - UI_MENU_WIDTH*0.75f/2, padding, UI_MENU_WIDTH*0.75f, UI_SLIDER_HEIGHT }, matPBR.roughness.color.r, 0, 255); - - // Draw height parallax slider - padding += UI_MENU_PADDING*2; - DrawText(textureTitles[6], UI_MENU_WIDTH/2 - titlesLength[6]/2, padding + UI_MENU_PADDING, UI_TEXT_SIZE_H3, UI_COLOR_PRIMARY); - padding += UI_MENU_PADDING*2.25f; - matPBR.height.color.r = (int)GuiSlider((Rectangle){ UI_MENU_WIDTH/2 - UI_MENU_WIDTH*0.75f/2, padding, UI_MENU_WIDTH*0.75f, UI_SLIDER_HEIGHT }, matPBR.height.color.r, 0, 255); - - // Draw render settings title - padding += UI_MENU_PADDING*2.5f; - DrawText(UI_TEXT_RENDER_TITLE, UI_MENU_WIDTH/2 - textsLength[LENGTH_RENDER_TITLE]/2, padding + UI_MENU_PADDING, UI_TEXT_SIZE_H2, UI_COLOR_PRIMARY); - DrawRectangle(UI_MENU_WIDTH/2 - textsLength[LENGTH_RENDER_TITLE]/2, padding + UI_MENU_PADDING*2.4f, textsLength[LENGTH_RENDER_TITLE], 2, UI_COLOR_PRIMARY); - - // Draw render scale combo box - padding += UI_MENU_PADDING*2.5f; - DrawText(UI_TEXT_RENDER_SCALE, UI_MENU_WIDTH/2 - textsLength[LENGTH_RENDER_SCALE]/2, padding + UI_MENU_PADDING, UI_TEXT_SIZE_H3, UI_COLOR_PRIMARY); - padding += UI_MENU_PADDING*2.25f; - renderScale = GuiComboBox((Rectangle){ UI_MENU_WIDTH/2 - UI_MENU_WIDTH*0.3f - UI_MENU_WIDTH*0.6f/8, padding, UI_MENU_WIDTH*0.6f, UI_SLIDER_HEIGHT*1.5f }, MAX_RENDER_SCALES, (char **)renderScalesTitles, renderScale); - - // Draw render mode combo box - padding += UI_MENU_PADDING*2.0f; - DrawText(UI_TEXT_RENDER_MODE, UI_MENU_WIDTH/2 - textsLength[LENGTH_RENDER_MODE]/2, padding + UI_MENU_PADDING, UI_TEXT_SIZE_H3, UI_COLOR_PRIMARY); - padding += UI_MENU_PADDING*2.25f; - renderMode = GuiComboBox((Rectangle){ UI_MENU_WIDTH/2 - UI_MENU_WIDTH*0.3f - UI_MENU_WIDTH*0.6f/8, padding, UI_MENU_WIDTH*0.6f, UI_SLIDER_HEIGHT*1.5f }, MAX_RENDER_MODES, (char **)renderModesTitles, renderMode); - - // Draw post-processing effects title - padding += UI_MENU_PADDING*3; - DrawText(UI_TEXT_EFFECTS_TITLE, UI_MENU_WIDTH/2 - textsLength[LENGTH_EFFECTS_TITLE]/2, padding + UI_MENU_PADDING, UI_TEXT_SIZE_H2, UI_COLOR_PRIMARY); - DrawRectangle(UI_MENU_WIDTH/2 - textsLength[LENGTH_RENDER_TITLE]/2, padding + UI_MENU_PADDING*2.4f, textsLength[LENGTH_RENDER_TITLE], 2, UI_COLOR_PRIMARY); - - // Draw FXAA effect enabled state checkbox - padding += UI_MENU_PADDING*3.75f; - enabledFxaa = GuiCheckBox((Rectangle){ UI_MENU_PADDING*1.85f, padding, UI_CHECKBOX_SIZE, UI_CHECKBOX_SIZE }, UI_TEXT_EFFECTS_FXAA, enabledFxaa); - - // Draw bloom effect enabled state checkbox - padding += UI_MENU_PADDING*2.0f; - enabledBloom = GuiCheckBox((Rectangle){ UI_MENU_PADDING*1.85f, padding, UI_CHECKBOX_SIZE, UI_CHECKBOX_SIZE }, UI_TEXT_EFFECTS_BLOOM, enabledBloom); - - // Draw vignette effect enabled state checkbox - padding += UI_MENU_PADDING*2.0f; - enabledVignette = GuiCheckBox((Rectangle){ UI_MENU_PADDING*1.85f, padding, UI_CHECKBOX_SIZE, UI_CHECKBOX_SIZE }, UI_TEXT_EFFECTS_VIGNETTE, enabledVignette); - - // Draw wireframe effect enabled state checkbox - padding += UI_MENU_PADDING*2.0f; - drawWire = GuiCheckBox((Rectangle){ UI_MENU_PADDING*1.85f, padding, UI_CHECKBOX_SIZE, UI_CHECKBOX_SIZE }, UI_TEXT_EFFECTS_WIRE, drawWire); - - // Draw draw logo enabled state checkbox - padding += UI_MENU_PADDING*2.0f; - drawLogo = GuiCheckBox((Rectangle){ UI_MENU_PADDING*1.85f, padding, UI_CHECKBOX_SIZE, UI_CHECKBOX_SIZE }, UI_TEXT_DRAW_LOGO, drawLogo); - - // Draw draw lights enabled state checkbox - padding += UI_MENU_PADDING*2.0f; - drawLights = GuiCheckBox((Rectangle){ UI_MENU_PADDING*1.85f, padding, UI_CHECKBOX_SIZE, UI_CHECKBOX_SIZE }, UI_TEXT_DRAW_LIGHTS, drawLights); - - // Draw draw grid enabled state checkbox - padding += UI_MENU_PADDING*2.0f; - drawGrid = GuiCheckBox((Rectangle){ UI_MENU_PADDING*1.85f, padding, UI_CHECKBOX_SIZE, UI_CHECKBOX_SIZE }, UI_TEXT_DRAW_GRID, drawGrid); - - // Draw viewport interface help button - if (GuiButton((Rectangle){ UI_MENU_WIDTH + UI_MENU_PADDING, GetScreenHeight() - UI_MENU_PADDING - UI_BUTTON_HEIGHT, UI_BUTTON_WIDTH, UI_BUTTON_HEIGHT }, UI_TEXT_BUTTON_HELP)) - { - drawHelp = true; - if (selectedLight != -1) selectedLight = -1; - } - - // Draw viewport interface screenshot button - padding = UI_MENU_WIDTH + UI_MENU_PADDING + UI_BUTTON_WIDTH + UI_MENU_PADDING; - if (GuiButton((Rectangle){ padding, GetScreenHeight() - UI_MENU_PADDING - UI_BUTTON_HEIGHT, UI_BUTTON_WIDTH, UI_BUTTON_HEIGHT }, UI_TEXT_BUTTON_SS)) - { - TakeScreenshot(FormatText("rpbr_screenshot_%i.png", screenShotCount)); - screenShotCount++; - } - - // Draw viewport interface camera type combo box - padding += UI_BUTTON_WIDTH + UI_MENU_PADDING; - cameraType = GuiComboBox((Rectangle){ padding, GetScreenHeight() - UI_MENU_PADDING - UI_BUTTON_HEIGHT, - UI_BUTTON_WIDTH, UI_BUTTON_HEIGHT }, MAX_CAMERA_TYPES, (char **)cameraTypesTitles, cameraType); - - // Draw viewport interface reset scene button - padding += UI_MENU_PADDING*2 + UI_BUTTON_WIDTH + UI_MENU_PADDING; - if (GuiButton((Rectangle){ padding, GetScreenHeight() - UI_MENU_PADDING - UI_BUTTON_HEIGHT, UI_BUTTON_WIDTH, UI_BUTTON_HEIGHT }, UI_TEXT_BUTTON_RESET)) resetScene = true; - - // Draw viewport interface display/hide help message - DrawText(UI_TEXT_DISPLAY, GetScreenWidth() - UI_MENU_WIDTH - textsLength[LENGTH_DISPLAY] - 10, GetScreenHeight() - UI_TEXT_SIZE_H3 - 5, UI_TEXT_SIZE_H3, UI_COLOR_BACKGROUND); - - // Update metalness and roughness unused color values - matPBR.metalness.color.g = matPBR.metalness.color.r; - matPBR.metalness.color.b = matPBR.metalness.color.r; - matPBR.roughness.color.g = matPBR.roughness.color.r; - matPBR.roughness.color.b = matPBR.roughness.color.r; -} - -// Draw specific light settings interface -void DrawLightInterface(Light *light) -{ - Vector2 screenPos = GetWorldToScreen(light->position, camera); - Vector2 padding = { screenPos.x + UI_MENU_PADDING/2, screenPos.y + UI_MENU_PADDING/2 }; - - // Draw interface background - DrawRectangle(padding.x, padding.y, UI_LIGHT_WIDTH, UI_LIGHT_HEIGHT, UI_COLOR_PRIMARY); - DrawRectangle(padding.x + 3, padding.y + 3, UI_LIGHT_WIDTH - 6, UI_LIGHT_HEIGHT - 6, UI_COLOR_BACKGROUND); - padding.x += UI_MENU_PADDING; - padding.y += UI_MENU_PADDING; - - // Draw light enabled state checkboxgit - light->enabled = GuiCheckBox((Rectangle){ padding.x, padding.y, UI_CHECKBOX_SIZE, UI_CHECKBOX_SIZE }, UI_TEXT_LIGHT_ENABLED, light->enabled); - padding.y += UI_MENU_PADDING*2; - - // Draw light color R channel slider - light->color.r = (int)GuiSlider((Rectangle){ padding.x + UI_MENU_PADDING*1.5f, padding.y, UI_LIGHT_WIDTH*0.75f, UI_SLIDER_HEIGHT }, light->color.r, 0, 255); - DrawText(UI_TEXT_LIGHT_R, padding.x, padding.y + UI_TEXT_SIZE_H3/2, UI_TEXT_SIZE_H3, UI_COLOR_SECONDARY); - padding.y += UI_MENU_PADDING*2; - - // Draw light color G channel slider - light->color.g = (int)GuiSlider((Rectangle){ padding.x + UI_MENU_PADDING*1.5f, padding.y, UI_LIGHT_WIDTH*0.75f, UI_SLIDER_HEIGHT }, light->color.g, 0, 255); - DrawText(UI_TEXT_LIGHT_G, padding.x, padding.y + UI_TEXT_SIZE_H3/2, UI_TEXT_SIZE_H3, UI_COLOR_SECONDARY); - padding.y += UI_MENU_PADDING*2; - - // Draw light color B channel slider - light->color.b = (int)GuiSlider((Rectangle){ padding.x + UI_MENU_PADDING*1.5f, padding.y, UI_LIGHT_WIDTH*0.75f, UI_SLIDER_HEIGHT }, light->color.b, 0, 255); - DrawText(UI_TEXT_LIGHT_B, padding.x, padding.y + UI_TEXT_SIZE_H3/2, UI_TEXT_SIZE_H3, UI_COLOR_SECONDARY); - padding.y += UI_MENU_PADDING*2; - - // Send lights values to environment PBR shader - pbr_UpdateLightValues(environment, *light); -} - -// Draw interface PBR texture or alternative text -void DrawTextureMap(int id, Texture2D texture, Vector2 position) -{ - Rectangle rect = { position.x - UI_TEXTURES_SIZE/2, position.y - UI_TEXTURES_SIZE/2, UI_TEXTURES_SIZE, UI_TEXTURES_SIZE }; - DrawRectangle(rect.x - UI_MENU_BORDER, rect.y - UI_MENU_BORDER, rect.width + UI_MENU_BORDER*2, rect.height + UI_MENU_BORDER*2, UI_COLOR_PRIMARY); - DrawText(textureTitles[id], position.x - titlesLength[id]/2, position.y - UI_TEXT_SIZE_H3/2 - rect.height*0.6f, UI_TEXT_SIZE_H3, UI_COLOR_PRIMARY); - - // Draw PBR texture or display help message - if (texture.id != 0) - { - DrawTexturePro(texture, (Rectangle){ 0, 0, texture.width, texture.height }, rect, (Vector2){ 0.0f, 0.0f }, 0.0f, WHITE); - - // Draw semi-transparent rectangle if mouse is over the texture rectangle - if (CheckCollisionPointRec(GetMousePosition(), rect)) - { - DrawRectangleRec(rect, Fade(UI_COLOR_SECONDARY, 0.5f)); - DrawText(UI_TEXT_DELETE, rect.x + rect.width/2 - textsLength[LENGTH_DELETE]/2, rect.y + rect.height/2 - UI_TEXT_SIZE_H3/2, UI_TEXT_SIZE_H3, UI_COLOR_BACKGROUND); - } - } - else - { - DrawRectangleRec(rect, UI_COLOR_SECONDARY); - DrawText(UI_TEXT_DRAG_HERE, position.x - textsLength[LENGTH_DRAG]/2, position.y, UI_TEXT_SIZE_H3, UI_COLOR_PRIMARY); - } -} diff --git a/main.cpp b/main.cpp index a38fcec48..643900068 100644 --- a/main.cpp +++ b/main.cpp @@ -13,10 +13,7 @@ bool SkipMainMenu = true; #include "lib/Buttons/src/ButtonR.h" // Needed for buttons. // Raylib Framework -#include "../build/_deps/raylib-src/src/raylib.h" -#include "lib/raymath.h" -#include "lib/rcamera.h" -#include "lib/rlgl.h" +#include "common.h" // Game Engine #include "Engine/Classes/Project/Game/Game.h" @@ -29,6 +26,7 @@ bool SkipMainMenu = true; #include "Engine/Classes/ConfigMan/ConfigMan.h" // config manager #include "Engine/Classes/GUIs/Console/Console.h" + // Minero Classes #include "Minero/Classes/Vehicles/Plane.h" // Externs required for functionality @@ -48,8 +46,9 @@ bool SkipMainMenu = true; #include #include -#define RLIGHTS_IMPLEMENTATION -#include "lib/rlights.h" +#include "Engine/Classes/Env/Light/Light.h" +// #define RLIGHTS_IMPLEMENTATION +// #include "lib/rlights.h" // This translates the current screen typedef enum @@ -102,7 +101,7 @@ int main(void) Game *game = new Game(); game->StartGame(); // Game::Initialize(); - + ButtonR *mmen_start = new ButtonR("start", (float)middlex, (float)middley); // Main start button MenuCamera *menucamera = new MenuCamera(); // camera for the main menu is needed due to dimension differences @@ -114,6 +113,38 @@ int main(void) // std::vector // objects; // Declares the main list for all game objects. Do not touch or // bad things will happen. Like memory leaks :) + game->renderer->pbrShader = LoadShader(TextFormat("../../Minero-Game/resources/shaders/glsl%i/pbr.vs", GLSL_VERSION), + TextFormat("../../Minero-Game/resources/shaders/glsl%i/pbr.fs", GLSL_VERSION)); + game->renderer->pbrShader.locs[SHADER_LOC_MAP_ALBEDO] = GetShaderLocation(game->renderer->pbrShader, "albedoMap"); + // WARNING: Metalness, roughness, and ambient occlusion are all packed into a MRA texture + // They are passed as to the SHADER_LOC_MAP_METALNESS location for convenience, + // shader already takes care of it accordingly + game->renderer->pbrShader.locs[SHADER_LOC_MAP_METALNESS] = GetShaderLocation(game->renderer->pbrShader, "mraMap"); + game->renderer->pbrShader.locs[SHADER_LOC_MAP_NORMAL] = GetShaderLocation(game->renderer->pbrShader, "normalMap"); + // WARNING: Similar to the MRA map, the emissive map packs different information + // into a single texture: it stores height and emission data + // It is binded to SHADER_LOC_MAP_EMISSION location an properly processed on shader + game->renderer->pbrShader.locs[SHADER_LOC_MAP_EMISSION] = GetShaderLocation(game->renderer->pbrShader, "emissiveMap"); + game->renderer->pbrShader.locs[SHADER_LOC_COLOR_DIFFUSE] = GetShaderLocation(game->renderer->pbrShader, "albedoColor"); + // optimization + + // Setup additional required shader locations, including lights data + game->renderer->pbrShader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(game->renderer->pbrShader, "viewPos"); + int lightCountLoc = GetShaderLocation(game->renderer->pbrShader, "numOfLights"); + int maxLightCount = MAX_LIGHTS; + SetShaderValue(game->renderer->pbrShader, lightCountLoc, &maxLightCount, SHADER_UNIFORM_INT); + + // Setup ambient color and intensity parameters + float ambientIntensity = 0.02f; + Color ambientColor = Color{26, 32, 135, 255}; + Vector3 ambientColorNormalized = Vector3{ambientColor.r / 255.0f, ambientColor.g / 255.0f, ambientColor.b / 255.0f}; + SetShaderValue(game->renderer->pbrShader, GetShaderLocation(game->renderer->pbrShader, "ambientColor"), &ambientColorNormalized, SHADER_UNIFORM_VEC3); + SetShaderValue(game->renderer->pbrShader, GetShaderLocation(game->renderer->pbrShader, "ambient"), &ambientIntensity, SHADER_UNIFORM_FLOAT); + + // Get location for shader parameters that can be modified in real time + int emissiveIntensityLoc = GetShaderLocation(game->renderer->pbrShader, "emissivePower"); + int emissiveColorLoc = GetShaderLocation(game->renderer->pbrShader, "emissiveColor"); + int textureTilingLoc = GetShaderLocation(game->renderer->pbrShader, "tiling"); Model DefaultBlockModel = LoadModelFromMesh( GenMeshCube(BLOCK_SIZE, BLOCK_SIZE, @@ -136,10 +167,10 @@ int main(void) // Set shader value: ambient light level int ambientLoc = GetShaderLocation(postProcessShader, "ambient"); - static const Color ambientColor = WHITE; - SetShaderValue(postProcessShader, ambientLoc, &ambientColor, SHADER_UNIFORM_VEC4); + //static const Color ambientColor = WHITE; + //SetShaderValue(postProcessShader, ambientLoc, &ambientColor, SHADER_UNIFORM_VEC4); - SetShaderValue(postProcessShader, postProcessShader.locs[SHADER_LOC_COLOR_AMBIENT], &ambientColor, SHADER_UNIFORM_VEC4); + //SetShaderValue(postProcessShader, postProcessShader.locs[SHADER_LOC_COLOR_AMBIENT], &ambientColor, SHADER_UNIFORM_VEC4); // Player Object Creation const int Playersize = 3; Model PlayerModel = LoadModelFromMesh(GenMeshCube(3.0f, 3.0f, 3.0f)); // Generates the playermodel. For right now it is a cube. @@ -149,12 +180,7 @@ int main(void) // Block Initialization -DefaultBlockModel.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = Global::MeshTools::GenTextureCubemap( - postProcessShader, game->renderer->fbo.texture, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8); - - - Block *block = new Block(BlockDirt, Vector3Zero(), WHITE, - postProcessShader, DefaultBlockModel); + Block *block = new Block(BlockDirt, Vector3Zero(), WHITE, game->renderer->pbrShader, DefaultBlockModel); GameObject::PushObject(block); @@ -162,8 +188,8 @@ DefaultBlockModel.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = Global::Mesh // Load skybox model // skybox creation. - Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f); - Model skybox = LoadModelFromMesh(cube); + Mesh skyboxMesh = GenMeshCube(1.0f, 1.0f, 1.0f); + Model skybox = LoadModelFromMesh(skyboxMesh); bool useHDR = true; @@ -201,14 +227,13 @@ DefaultBlockModel.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = Global::Mesh Texture2D panorama; // Skybox texture. if (useHDR) { - TextCopy(skyboxFileName, "../../Minero-Game/resources/daytime.hdr"); + TextCopy(skyboxFileName, "../../Minero-Game/resources/milkyWay.hdr"); // Load HDR panorama (sphere) texture panorama = LoadTexture(skyboxFileName); - game->renderer->env->Panorama = panorama; - + // Generate cubemap (texture with 6 quads-cube-mapping) from panorama HDR // texture NOTE 1: New texture is generated rendering to texture, shader // calculates the sphere->cube coordinates mapping NOTE 2: It seems on some @@ -222,12 +247,12 @@ DefaultBlockModel.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = Global::Mesh // /); // UnloadTexture(panorama); // Texture not required anymore, cubemap - // already generated + // already generated } else { // Load non HDR panorama (cube) texture - Image img = LoadImage("../../Minero-Game/resources/skybox.png"); + Image img = LoadImage("../../Minero-Game/resources/textures/space.png"); skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = LoadTextureCubemap( img, CUBEMAP_LAYOUT_AUTO_DETECT); // CUBEMAP_LAYOUT_PANORAMA UnloadImage(img); @@ -238,14 +263,12 @@ DefaultBlockModel.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = Global::Mesh Light Sun[2] = {0}; - // Sun creation - Sun[0] = CreateLight(LIGHT_DIRECTIONAL, Vector3{50.0f, 50.0f, 50.0f}, - Vector3Zero(), WHITE, postProcessShader); - Sun[1] = CreateLight(LIGHT_POINT, Vector3{50.0f, 50.0f, 50.0f}, Vector3Zero(), - BLACK, postProcessShader); // Ambient color. + Sun[1] = CreateLight(LIGHT_POINT, Vector3{1.0f, 10.0f, 1.0f}, player->GetPosition(), + WHITE, 9.0f, game->renderer->pbrShader); // Ambient color. + - + Sun[1].enabled = true; // Assignment of shaders //-------------------------------------------------------------------------------------- @@ -313,33 +336,21 @@ DefaultBlockModel.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = Global::Mesh terrain.materials[0].shader = LoadShader("../../Minero-Game/resources/terrain.vert", "../../Minero-Game/resources/terrain.frag"); - - // UnloadImage(Perlin); - // UnloadImage(PerlinTest); - // test if temp folder exists if (!DirectoryExists("temp")) { system("mkdir temp"); } - Texture tex; // TODO : Find out what this is. + game->renderer->env->shdrCubemap = shdrCubemap; - // const static int res[2] = {game->windowHeight, game->windowWidth}; - // SetShaderValue(postProcessShader, GetShaderLocation(postProcessShader, "resolution"), &res, SHADER_UNIFORM_VEC2); - - game->renderer->env->shdrCubemap = shdrCubemap; - - ConsoleGUI *console = new ConsoleGUI(true); - - -// Checks if the music should be played, and plays it if it should be. - if (game->enableMusic) - { - PlayMusicStream(LoadMusicStream("../../Minero-Game/resources/Audio/OST/Minero.mp3")); - } + // Checks if the music should be played, and plays it if it should be. + if (game->enableMusic) + { + PlayMusicStream(LoadMusicStream("../../Minero-Game/resources/Audio/OST/Minero.mp3")); + } // Main menu, Not complete! if (SkipMainMenu != true) @@ -372,15 +383,15 @@ DefaultBlockModel.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = Global::Mesh } } delete mmen_start; - //player->Setup(); -//GameObject::PushObject(new Plane(postProcessShader, Vector3{0.0f, 0.0f, 0.0f})); - // Game Loop + // player->Setup(); + // GameObject::PushObject(new Plane(postProcessShader, Vector3{0.0f, 0.0f, 0.0f})); + // Game Loop Logman::Log("hello from cmake"); - + while (!WindowShouldClose()) { - //Global::Time::Update(); + // Global::Time::Update(); // TODO : Move input crap into another thread. // Pause Menu @@ -395,7 +406,6 @@ DefaultBlockModel.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = Global::Mesh ButtonR *Options = new ButtonR("Options", 100, 200); ButtonR *exitButton = new ButtonR("Exit to Windows", 100, 300); - EnableCursor(); while (!exit) { @@ -439,8 +449,6 @@ DefaultBlockModel.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = Global::Mesh { // TODO : Add options - - if (IsKeyDown(KEY_ESCAPE)) { closeOptions = true; @@ -464,7 +472,7 @@ DefaultBlockModel.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = Global::Mesh } } // cleanup - //UnloadTexture(tex); + // UnloadTexture(tex); delete men_pause; delete save; delete exitButton; @@ -476,9 +484,8 @@ DefaultBlockModel.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = Global::Mesh } } - - if (IsKeyPressed(KEY_U)) { - + if (IsKeyPressed(KEY_U)) + { } // update ray ray.position = player->cameraComponent->getPosition(); @@ -507,7 +514,7 @@ DefaultBlockModel.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = Global::Mesh { Vector3 placepos = player->cameraComponent->getTarget(); - GameObject::PushObject(new Block(BlockStone, Vector3{roundf(placepos.x), roundf(placepos.y), roundf(placepos.z)}, WHITE, postProcessShader, DefaultBlockModel)); + GameObject::PushObject(new Block(BlockStone, Vector3{roundf(placepos.x), roundf(placepos.y), roundf(placepos.z)}, WHITE, game->renderer->pbrShader, DefaultBlockModel)); } if (!IsKeyDown(KEY_LEFT_ALT)) @@ -553,22 +560,20 @@ DefaultBlockModel.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = Global::Mesh CameraMoveUp(player->cameraComponent->getSelfCameraPointer(), -0.1f); } - if (IsKeyDown(KEY_LEFT_SHIFT)) { + if (IsKeyDown(KEY_LEFT_SHIFT)) + { player->isRunning = true; - - } else { + } + else + { player->isRunning = false; } - if (IsKeyDown(KEY_Y)) { + if (IsKeyDown(KEY_Y)) + { player->healthComp->DamagePlayer(0.1f); } - - - - - // TODO : day night affect // float h = Vector3Distance(player->getPosition(), Sun[0].position); @@ -585,49 +590,36 @@ DefaultBlockModel.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = Global::Mesh player->cameraComponent->getPosition().y, player->cameraComponent->getPosition().z}; - Vector3 SunPos = {Sun[0].position.x, Sun[0].position.y, Sun[0].position.z}; - - UpdateLightValues(postProcessShader, Sun[0]); - UpdateLightValues(postProcessShader, Sun[1]); + UpdateLight(game->renderer->pbrShader, Sun[1]); - // flashlight->Update(postProcessShader, player->cameraComponent->getPosition(), player->cameraComponent->getPosition()); - - SetShaderValue(postProcessShader, postProcessShader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3); + SetShaderValue(game->renderer->pbrShader, game->renderer->pbrShader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3); game->renderer->StartTexturing(); - - BeginMode3D(player->cameraComponent->getSelfCamera()); - + rlDisableBackfaceCulling(); rlDisableDepthMask(); DrawModel(skybox, Vector3{0.0f, 0.0f, 0.0f}, 1.0f, WHITE); rlEnableBackfaceCulling(); rlEnableDepthMask(); - // rlPopMatrix() - - // DrawModel(terrain, Vector3SubtractValue(Vector3Zero(), 2.0f), 1.0f, GREEN); // not needed atm, if it isnt for a while, it will get deleted + // Set old car model texture tiling, emissive color and emissive intensity parameters on shader + SetShaderValue(game->renderer->pbrShader, textureTilingLoc, &block->carTextureTiling, SHADER_UNIFORM_VEC2); + Vector4 carEmissiveColor = ColorNormalize(block->model.materials[0].maps[MATERIAL_MAP_EMISSION].color); + SetShaderValue(game->renderer->pbrShader, emissiveColorLoc, &carEmissiveColor, SHADER_UNIFORM_VEC4); + float emissiveIntensity = 0.01f; + SetShaderValue(game->renderer->pbrShader, emissiveIntensityLoc, &emissiveIntensity, SHADER_UNIFORM_FLOAT); + + GameObject::RenderObjects(); - // We are inside the cube, we need to disable backface culling! - BeginShaderMode(shdrCubemap); - GameObject::Render(); - EndShaderMode(); - BeginShaderMode(postProcessShader); - DrawModel(terrain, Vector3SubtractValue(Vector3Zero(), 2.0f), 1.0f, GREEN); - GameObject::Render(); - EndShaderMode(); - - // EndShaderMode(); game->renderer->End3D(); - game->renderer->StopTexturing(); rlPopMatrix(); - + /* // depth mask game->renderer->StartDepthMode(); @@ -651,31 +643,27 @@ DefaultBlockModel.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = Global::Mesh game->renderer->End3D(); game->renderer->StopTexturing(); - rlPopMatrix(); + rlPopMatrix();*/ - SetTextureFilter(game->renderer->fbo.texture, TEXTURE_FILTER_BILINEAR); - game->renderer->StartDraw(); - + // BeginShaderMode(shdrCubemap); // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom) - DrawTextureRec(game->renderer->fbo.texture, Rectangle{ 0, 0, (float)(game->renderer->fbo.texture.width), (float)(-game->renderer->fbo.texture.height) }, Vector2{ 0, 0 }, WHITE); - ClearBackground(RAYWHITE); + DrawTextureRec(game->renderer->fbo.texture, Rectangle{0, 0, (float)(game->renderer->fbo.texture.width), (float)(-game->renderer->fbo.texture.height)}, Vector2{0, 0}, WHITE); + ClearBackground(RAYWHITE); - //BeginMode2D(menucamera->camera); + // BeginMode2D(menucamera->camera); // Crosshair player->healthComp->healthBar->Draw({0.0f, (float)screenWidth + 500}); - - DrawCircle(game->windowWidth/2, game->windowHeight/2, 3, GRAY); - //EndMode2D(); - game->renderer->EndDraw(); + DrawCircle(game->windowWidth / 2, game->windowHeight / 2, 3, GRAY); + // EndMode2D(); + game->renderer->EndDraw(); } - // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context @@ -687,7 +675,6 @@ DefaultBlockModel.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = Global::Mesh // Unload Models/Textures // UnloadTexture(texture); // Unload texture - UnloadModel(model); // Unload model UnloadModel(DefaultBlockModel); diff --git a/resources/ShaderMapProjects/afa.smpx b/resources/ShaderMapProjects/afa.smpx new file mode 100644 index 000000000..57771773c --- /dev/null +++ b/resources/ShaderMapProjects/afa.smpx @@ -0,0 +1,419 @@ + + +
+ + + + + + + + + + + + + +
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diff --git a/resources/models/gltf/Old_Car/old_car_new.glb b/resources/models/gltf/Old_Car/old_car_new.glb new file mode 100644 index 000000000..119995ca7 Binary files /dev/null and b/resources/models/gltf/Old_Car/old_car_new.glb differ diff --git a/resources/shaders/glsl330/pbr.fs b/resources/shaders/glsl330/pbr.fs new file mode 100644 index 000000000..627dc56bd --- /dev/null +++ b/resources/shaders/glsl330/pbr.fs @@ -0,0 +1,162 @@ +#version 330 + +#define MAX_LIGHTS 4 +#define LIGHT_DIRECTIONAL 0 +#define LIGHT_POINT 1 +#define PI 3.14159265358979323846 + +struct Light { + int enabled; + int type; + vec3 position; + vec3 target; + vec4 color; + float intensity; +}; + +// Input vertex attributes (from vertex shader) +in vec3 fragPosition; +in vec2 fragTexCoord; +in vec4 fragColor; +in vec3 fragNormal; +in vec4 shadowPos; +in mat3 TBN; + +// Output fragment color +out vec4 finalColor; + +// Input uniform values +uniform int numOfLights; +uniform sampler2D albedoMap; +uniform sampler2D mraMap; +uniform sampler2D normalMap; +uniform sampler2D emissiveMap; // r: Hight g:emissive + +uniform vec2 tiling; +uniform vec2 offset; + +uniform int useTexAlbedo; +uniform int useTexNormal; +uniform int useTexMRA; +uniform int useTexEmissive; + +uniform vec4 albedoColor; +uniform vec4 emissiveColor; +uniform float normalValue; +uniform float metallicValue; +uniform float roughnessValue; +uniform float aoValue; +uniform float emissivePower; + +// Input lighting values +uniform Light lights[MAX_LIGHTS]; +uniform vec3 viewPos; + +uniform vec3 ambientColor; +uniform float ambient; + +// Reflectivity in range 0.0 to 1.0 +// NOTE: Reflectivity is increased when surface view at larger angle +vec3 SchlickFresnel(float hDotV,vec3 refl) +{ + return refl + (1.0 - refl)*pow(1.0 - hDotV, 5.0); +} + +float GgxDistribution(float nDotH,float roughness) +{ + float a = roughness * roughness * roughness * roughness; + float d = nDotH * nDotH * (a - 1.0) + 1.0; + d = PI * d * d; + return a / max(d,0.0000001); +} + +float GeomSmith(float nDotV,float nDotL,float roughness) +{ + float r = roughness + 1.0; + float k = r*r / 8.0; + float ik = 1.0 - k; + float ggx1 = nDotV/(nDotV*ik + k); + float ggx2 = nDotL/(nDotL*ik + k); + return ggx1*ggx2; +} + +vec3 ComputePBR() +{ + vec3 albedo = texture(albedoMap,vec2(fragTexCoord.x*tiling.x + offset.x, fragTexCoord.y*tiling.y + offset.y)).rgb; + albedo = vec3(albedoColor.x*albedo.x, albedoColor.y*albedo.y, albedoColor.z*albedo.z); + + float metallic = clamp(metallicValue, 0.0, 1.0); + float roughness = clamp(roughnessValue, 0.0, 1.0); + float ao = clamp(aoValue, 0.0, 1.0); + + if (useTexMRA == 1) + { + vec4 mra = texture(mraMap, vec2(fragTexCoord.x*tiling.x + offset.x, fragTexCoord.y*tiling.y + offset.y))*useTexMRA; + metallic = clamp(mra.r + metallicValue, 0.04, 1.0); + roughness = clamp(mra.g + roughnessValue, 0.04, 1.0); + ao = (mra.b + aoValue)*0.5; + } + + vec3 N = normalize(fragNormal); + if (useTexNormal == 1) + { + N = texture(normalMap, vec2(fragTexCoord.x*tiling.x + offset.y, fragTexCoord.y*tiling.y + offset.y)).rgb; + N = normalize(N*2.0 - 1.0); + N = normalize(N*TBN); + } + + vec3 V = normalize(viewPos - fragPosition); + + vec3 emissive = vec3(0); + emissive = (texture(emissiveMap, vec2(fragTexCoord.x*tiling.x+offset.x, fragTexCoord.y*tiling.y+offset.y)).rgb).g * emissiveColor.rgb*emissivePower * useTexEmissive; + + // return N;//vec3(metallic,metallic,metallic); + // if dia-electric use base reflectivity of 0.04 otherwise ut is a metal use albedo as base reflectivity + vec3 baseRefl = mix(vec3(0.04), albedo.rgb, metallic); + vec3 lightAccum = vec3(0.0); // Acumulate lighting lum + + for (int i = 0; i < numOfLights; i++) + { + vec3 L = normalize(lights[i].position - fragPosition); // Compute light vector + vec3 H = normalize(V + L); // Compute halfway bisecting vector + float dist = length(lights[i].position - fragPosition); // Compute distance to light + float attenuation = 1.0/(dist*dist*0.23); // Compute attenuation + vec3 radiance = lights[i].color.rgb*lights[i].intensity*attenuation; // Compute input radiance, light energy comming in + + // Cook-Torrance BRDF distribution function + float nDotV = max(dot(N,V), 0.0000001); + float nDotL = max(dot(N,L), 0.0000001); + float hDotV = max(dot(H,V), 0.0); + float nDotH = max(dot(N,H), 0.0); + float D = GgxDistribution(nDotH, roughness); // Larger the more micro-facets aligned to H + float G = GeomSmith(nDotV, nDotL, roughness); // Smaller the more micro-facets shadow + vec3 F = SchlickFresnel(hDotV, baseRefl); // Fresnel proportion of specular reflectance + + vec3 spec = (D*G*F)/(4.0*nDotV*nDotL); + + // Difuse and spec light can't be above 1.0 + // kD = 1.0 - kS diffuse component is equal 1.0 - spec comonent + vec3 kD = vec3(1.0) - F; + + // Mult kD by the inverse of metallnes, only non-metals should have diffuse light + kD *= 1.0 - metallic; + lightAccum += ((kD*albedo.rgb/PI + spec)*radiance*nDotL)*lights[i].enabled; // Angle of light has impact on result + } + + vec3 ambientFinal = (ambientColor + albedo)*ambient*0.5; + + return ambientFinal + lightAccum*ao + emissive; +} + +void main() +{ + vec3 color = ComputePBR(); + + // HDR tonemapping + color = pow(color, color + vec3(1.0)); + + // Gamma correction + color = pow(color, vec3(1.0/2.2)); + + finalColor = vec4(color, 1.0); +} \ No newline at end of file diff --git a/resources/shaders/glsl330/pbr.vs b/resources/shaders/glsl330/pbr.vs new file mode 100644 index 000000000..94b0062cf --- /dev/null +++ b/resources/shaders/glsl330/pbr.vs @@ -0,0 +1,48 @@ +#version 330 + +// Input vertex attributes +in vec3 vertexPosition; +in vec2 vertexTexCoord; +in vec3 vertexNormal; +in vec3 vertexTangent; +in vec4 vertexColor; + +// Input uniform values +uniform mat4 mvp; +uniform mat4 matModel; +uniform mat4 matNormal; +uniform vec3 lightPos; +uniform vec4 difColor; + +// Output vertex attributes (to fragment shader) +out vec3 fragPosition; +out vec2 fragTexCoord; +out vec4 fragColor; +out vec3 fragNormal; +out mat3 TBN; + +const float normalOffset = 0.1; + +void main() +{ + // Compute binormal from vertex normal and tangent + vec3 vertexBinormal = cross(vertexNormal, vertexTangent); + + // Compute fragment normal based on normal transformations + mat3 normalMatrix = transpose(inverse(mat3(matModel))); + + // Compute fragment position based on model transformations + fragPosition = vec3(matModel*vec4(vertexPosition, 1.0f)); + + fragTexCoord = vertexTexCoord*2.0; + fragNormal = normalize(normalMatrix*vertexNormal); + vec3 fragTangent = normalize(normalMatrix*vertexTangent); + fragTangent = normalize(fragTangent - dot(fragTangent, fragNormal)*fragNormal); + vec3 fragBinormal = normalize(normalMatrix*vertexBinormal); + fragBinormal = cross(fragNormal, fragTangent); + + TBN = transpose(mat3(fragTangent, fragBinormal, fragNormal)); + + // Calculate final vertex position + gl_Position = mvp*vec4(vertexPosition, 1.0); +} \ No newline at end of file diff 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