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authorclaude-bot <[email protected]>2026-07-13 12:40:03 +0000
committerclaude-bot <[email protected]>2026-07-13 12:40:03 +0000
commit847962910f0bff071f3bf07c9abb87764fb6cac3 (patch)
treeddcd429e134c7fd5f72ddc97ced175de8d66fcd0 /src/gl
downloadlibrw-847962910f0bff071f3bf07c9abb87764fb6cac3.tar.gz
librw-847962910f0bff071f3bf07c9abb87764fb6cac3.zip
Import aap/librw @ masterHEADmaster
Snapshot for re3/reVC vendoring, per @lzcnt. Source: https://github.com/aap/librw (master).
Diffstat (limited to 'src/gl')
-rw-r--r--src/gl/gl3.cpp56
-rw-r--r--src/gl/gl3device.cpp2411
-rw-r--r--src/gl/gl3immed.cpp317
-rw-r--r--src/gl/gl3matfx.cpp258
-rw-r--r--src/gl/gl3pipe.cpp333
-rw-r--r--src/gl/gl3raster.cpp1045
-rw-r--r--src/gl/gl3render.cpp193
-rw-r--r--src/gl/gl3shader.cpp363
-rw-r--r--src/gl/gl3skin.cpp366
-rw-r--r--src/gl/glad/glad.c1590
-rw-r--r--src/gl/glad/glad.h2808
-rw-r--r--src/gl/glad/khrplatform.h290
-rw-r--r--src/gl/rwgl3.h307
-rw-r--r--src/gl/rwgl3impl.h92
-rw-r--r--src/gl/rwgl3plg.h16
-rw-r--r--src/gl/rwgl3shader.h69
-rw-r--r--src/gl/rwwdgl.h88
-rw-r--r--src/gl/shaders/Makefile45
-rw-r--r--src/gl/shaders/default.vert23
-rw-r--r--src/gl/shaders/default_vs_gl.inc25
-rw-r--r--src/gl/shaders/header.frag30
-rw-r--r--src/gl/shaders/header.vert128
-rw-r--r--src/gl/shaders/header_fs.inc32
-rw-r--r--src/gl/shaders/header_vs.inc130
-rw-r--r--src/gl/shaders/im2d.vert18
-rw-r--r--src/gl/shaders/im2d_gl.inc20
-rw-r--r--src/gl/shaders/im3d.vert15
-rw-r--r--src/gl/shaders/im3d_gl.inc17
-rw-r--r--src/gl/shaders/matfx_env.frag34
-rw-r--r--src/gl/shaders/matfx_env.vert31
-rw-r--r--src/gl/shaders/matfx_gl.inc69
-rw-r--r--src/gl/shaders/simple.frag14
-rw-r--r--src/gl/shaders/simple_fs_gl.inc17
-rw-r--r--src/gl/shaders/skin.vert32
-rw-r--r--src/gl/shaders/skin_gl.inc34
-rw-r--r--src/gl/wdgl.cpp875
36 files changed, 12191 insertions, 0 deletions
diff --git a/src/gl/gl3.cpp b/src/gl/gl3.cpp
new file mode 100644
index 0000000..b876fc9
--- /dev/null
+++ b/src/gl/gl3.cpp
@@ -0,0 +1,56 @@
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <assert.h>
+
+#include "../rwbase.h"
+#include "../rwerror.h"
+#include "../rwplg.h"
+#include "../rwpipeline.h"
+#include "../rwobjects.h"
+#include "../rwengine.h"
+
+#include "rwgl3.h"
+#include "rwgl3shader.h"
+
+#include "rwgl3impl.h"
+
+namespace rw {
+namespace gl3 {
+
+// TODO: make some of these things platform-independent
+
+static void*
+driverOpen(void *o, int32, int32)
+{
+#ifdef RW_OPENGL
+ engine->driver[PLATFORM_GL3]->defaultPipeline = makeDefaultPipeline();
+#endif
+ engine->driver[PLATFORM_GL3]->rasterNativeOffset = nativeRasterOffset;
+ engine->driver[PLATFORM_GL3]->rasterCreate = rasterCreate;
+ engine->driver[PLATFORM_GL3]->rasterLock = rasterLock;
+ engine->driver[PLATFORM_GL3]->rasterUnlock = rasterUnlock;
+ engine->driver[PLATFORM_GL3]->rasterNumLevels = rasterNumLevels;
+ engine->driver[PLATFORM_GL3]->imageFindRasterFormat = imageFindRasterFormat;
+ engine->driver[PLATFORM_GL3]->rasterFromImage = rasterFromImage;
+ engine->driver[PLATFORM_GL3]->rasterToImage = rasterToImage;
+
+ return o;
+}
+
+static void*
+driverClose(void *o, int32, int32)
+{
+ return o;
+}
+
+void
+registerPlatformPlugins(void)
+{
+ Driver::registerPlugin(PLATFORM_GL3, 0, PLATFORM_GL3,
+ driverOpen, driverClose);
+ registerNativeRaster();
+}
+
+}
+}
diff --git a/src/gl/gl3device.cpp b/src/gl/gl3device.cpp
new file mode 100644
index 0000000..be7863c
--- /dev/null
+++ b/src/gl/gl3device.cpp
@@ -0,0 +1,2411 @@
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <assert.h>
+
+#include "../rwbase.h"
+#include "../rwerror.h"
+#include "../rwplg.h"
+#include "../rwrender.h"
+#include "../rwengine.h"
+#include "../rwpipeline.h"
+#include "../rwobjects.h"
+#ifdef RW_OPENGL
+
+#include "rwgl3.h"
+#include "rwgl3shader.h"
+#include "rwgl3impl.h"
+
+#define PLUGIN_ID 0
+
+namespace rw {
+namespace gl3 {
+
+GlGlobals glGlobals;
+
+Gl3Caps gl3Caps;
+// terrible hack for GLES
+bool32 needToReadBackTextures;
+
+int32 alphaFunc;
+float32 alphaRef;
+
+struct UniformState
+{
+ float32 alphaRefLow;
+ float32 alphaRefHigh;
+ int32 pad[2];
+
+ float32 fogStart;
+ float32 fogEnd;
+ float32 fogRange;
+ float32 fogDisable;
+
+ RGBAf fogColor;
+};
+
+struct UniformScene
+{
+ float32 proj[16];
+ float32 view[16];
+};
+
+#define MAX_LIGHTS 8
+
+struct UniformObject
+{
+ RawMatrix world;
+ RGBAf ambLight;
+ struct {
+ float type;
+ float radius;
+ float minusCosAngle;
+ float hardSpot;
+ } lightParams[MAX_LIGHTS];
+ V4d lightPosition[MAX_LIGHTS];
+ V4d lightDirection[MAX_LIGHTS];
+ RGBAf lightColor[MAX_LIGHTS];
+};
+
+const char *shaderDecl120 =
+"#version 120\n"
+"#define GL2\n"
+"#define texture texture2D\n"
+"#define VSIN(index) attribute\n"
+"#define VSOUT varying\n"
+"#define FSIN varying\n"
+"#define FRAGCOLOR(c) (gl_FragColor = c)\n";
+const char *shaderDecl330 =
+"#version 330\n"
+"#define VSIN(index) layout(location = index) in\n"
+"#define VSOUT out\n"
+"#define FSIN in\n"
+"#define FRAGCOLOR(c) (fragColor = c)\n";
+const char *shaderDecl100es =
+"#version 100\n"
+"#define GL2\n"
+"#define texture texture2D\n"
+"#define VSIN(index) attribute\n"
+"#define VSOUT varying\n"
+"#define FSIN varying\n"
+"#define FRAGCOLOR(c) (gl_FragColor = c)\n"
+"precision highp float;\n"
+"precision highp int;\n";
+const char *shaderDecl310es =
+"#version 310 es\n"
+"#define VSIN(index) layout(location = index) in\n"
+"#define VSOUT out\n"
+"#define FSIN in\n"
+"#define FRAGCOLOR(c) (fragColor = c)\n"
+"precision highp float;\n"
+"precision highp int;\n";
+
+const char *shaderDecl;
+
+// this needs a define in the shaders as well!
+//#define RW_GL_USE_UBOS
+
+static GLuint vao;
+#ifdef RW_GL_USE_UBOS
+static GLuint ubo_state, ubo_scene, ubo_object;
+#endif
+static GLuint whitetex;
+static UniformState uniformState;
+static UniformScene uniformScene;
+static UniformObject uniformObject;
+
+#ifndef RW_GL_USE_UBOS
+// State
+int32 u_alphaRef;
+int32 u_fogData;
+int32 u_fogColor;
+
+// Scene
+int32 u_proj;
+int32 u_view;
+
+// Object
+int32 u_world;
+int32 u_ambLight;
+int32 u_lightParams;
+int32 u_lightPosition;
+int32 u_lightDirection;
+int32 u_lightColor;
+#endif
+
+int32 u_matColor;
+int32 u_surfProps;
+
+Shader *defaultShader, *defaultShader_noAT;
+Shader *defaultShader_fullLight, *defaultShader_fullLight_noAT;
+
+static bool32 stateDirty = 1;
+static bool32 sceneDirty = 1;
+static bool32 objectDirty = 1;
+
+struct RwRasterStateCache {
+ Raster *raster;
+ Texture::Addressing addressingU;
+ Texture::Addressing addressingV;
+ Texture::FilterMode filter;
+};
+
+#define MAXNUMSTAGES 8
+
+// cached RW render states
+struct RwStateCache {
+ bool32 vertexAlpha;
+ uint32 alphaTestEnable;
+ uint32 alphaFunc;
+ bool32 textureAlpha;
+ bool32 blendEnable;
+ uint32 srcblend, destblend;
+ uint32 zwrite;
+ uint32 ztest;
+ uint32 cullmode;
+ uint32 stencilenable;
+ uint32 stencilpass;
+ uint32 stencilfail;
+ uint32 stencilzfail;
+ uint32 stencilfunc;
+ uint32 stencilref;
+ uint32 stencilmask;
+ uint32 stencilwritemask;
+ uint32 fogEnable;
+ float32 fogStart;
+ float32 fogEnd;
+
+ // emulation of PS2 GS
+ bool32 gsalpha;
+ uint32 gsalpharef;
+
+ RwRasterStateCache texstage[MAXNUMSTAGES];
+};
+static RwStateCache rwStateCache;
+
+enum
+{
+ // actual gl states
+ RWGL_BLEND,
+ RWGL_SRCBLEND,
+ RWGL_DESTBLEND,
+ RWGL_DEPTHTEST,
+ RWGL_DEPTHFUNC,
+ RWGL_DEPTHMASK,
+ RWGL_CULL,
+ RWGL_CULLFACE,
+ RWGL_STENCIL,
+ RWGL_STENCILFUNC,
+ RWGL_STENCILFAIL,
+ RWGL_STENCILZFAIL,
+ RWGL_STENCILPASS,
+ RWGL_STENCILREF,
+ RWGL_STENCILMASK,
+ RWGL_STENCILWRITEMASK,
+
+ // uniforms
+ RWGL_ALPHAFUNC,
+ RWGL_ALPHAREF,
+ RWGL_FOG,
+ RWGL_FOGSTART,
+ RWGL_FOGEND,
+ RWGL_FOGCOLOR,
+
+ RWGL_NUM_STATES
+};
+static bool uniformStateDirty[RWGL_NUM_STATES];
+
+struct GlState {
+ bool32 blendEnable;
+ uint32 srcblend, destblend;
+
+ bool32 depthTest;
+ uint32 depthFunc;
+
+ uint32 depthMask;
+
+ bool32 cullEnable;
+ uint32 cullFace;
+
+ bool32 stencilEnable;
+ // glStencilFunc
+ uint32 stencilFunc;
+ uint32 stencilRef;
+ uint32 stencilMask;
+ // glStencilOp
+ uint32 stencilPass;
+ uint32 stencilFail;
+ uint32 stencilZFail;
+ // glStencilMask
+ uint32 stencilWriteMask;
+};
+static GlState curGlState, oldGlState;
+
+static int32 activeTexture;
+static uint32 boundTexture[MAXNUMSTAGES];
+
+static uint32 currentFramebuffer;
+
+static uint32 blendMap[] = {
+ GL_ZERO, // actually invalid
+ GL_ZERO,
+ GL_ONE,
+ GL_SRC_COLOR,
+ GL_ONE_MINUS_SRC_COLOR,
+ GL_SRC_ALPHA,
+ GL_ONE_MINUS_SRC_ALPHA,
+ GL_DST_ALPHA,
+ GL_ONE_MINUS_DST_ALPHA,
+ GL_DST_COLOR,
+ GL_ONE_MINUS_DST_COLOR,
+ GL_SRC_ALPHA_SATURATE,
+};
+
+static uint32 stencilOpMap[] = {
+ GL_KEEP, // actually invalid
+ GL_KEEP,
+ GL_ZERO,
+ GL_REPLACE,
+ GL_INCR,
+ GL_DECR,
+ GL_INVERT,
+ GL_INCR_WRAP,
+ GL_DECR_WRAP
+};
+
+static uint32 stencilFuncMap[] = {
+ GL_NEVER, // actually invalid
+ GL_NEVER,
+ GL_LESS,
+ GL_EQUAL,
+ GL_LEQUAL,
+ GL_GREATER,
+ GL_NOTEQUAL,
+ GL_GEQUAL,
+ GL_ALWAYS
+};
+
+static float maxAnisotropy;
+
+/*
+ * GL state cache
+ */
+
+void
+setGlRenderState(uint32 state, uint32 value)
+{
+ switch(state){
+ case RWGL_BLEND: curGlState.blendEnable = value; break;
+ case RWGL_SRCBLEND: curGlState.srcblend = value; break;
+ case RWGL_DESTBLEND: curGlState.destblend = value; break;
+ case RWGL_DEPTHTEST: curGlState.depthTest = value; break;
+ case RWGL_DEPTHFUNC: curGlState.depthFunc = value; break;
+ case RWGL_DEPTHMASK: curGlState.depthMask = value; break;
+ case RWGL_CULL: curGlState.cullEnable = value; break;
+ case RWGL_CULLFACE: curGlState.cullFace = value; break;
+ case RWGL_STENCIL: curGlState.stencilEnable = value; break;
+ case RWGL_STENCILFUNC: curGlState.stencilFunc = value; break;
+ case RWGL_STENCILFAIL: curGlState.stencilFail = value; break;
+ case RWGL_STENCILZFAIL: curGlState.stencilZFail = value; break;
+ case RWGL_STENCILPASS: curGlState.stencilPass = value; break;
+ case RWGL_STENCILREF: curGlState.stencilRef = value; break;
+ case RWGL_STENCILMASK: curGlState.stencilMask = value; break;
+ case RWGL_STENCILWRITEMASK: curGlState.stencilWriteMask = value; break;
+ }
+}
+
+void
+flushGlRenderState(void)
+{
+ if(oldGlState.blendEnable != curGlState.blendEnable){
+ oldGlState.blendEnable = curGlState.blendEnable;
+ (oldGlState.blendEnable ? glEnable : glDisable)(GL_BLEND);
+ }
+
+ if(oldGlState.srcblend != curGlState.srcblend ||
+ oldGlState.destblend != curGlState.destblend){
+ oldGlState.srcblend = curGlState.srcblend;
+ oldGlState.destblend = curGlState.destblend;
+ glBlendFunc(oldGlState.srcblend, oldGlState.destblend);
+ }
+
+ if(oldGlState.depthTest != curGlState.depthTest){
+ oldGlState.depthTest = curGlState.depthTest;
+ (oldGlState.depthTest ? glEnable : glDisable)(GL_DEPTH_TEST);
+ }
+ if(oldGlState.depthFunc != curGlState.depthFunc){
+ oldGlState.depthFunc = curGlState.depthFunc;
+ glDepthFunc(oldGlState.depthFunc);
+ }
+ if(oldGlState.depthMask != curGlState.depthMask){
+ oldGlState.depthMask = curGlState.depthMask;
+ glDepthMask(oldGlState.depthMask);
+ }
+
+ if(oldGlState.stencilEnable != curGlState.stencilEnable){
+ oldGlState.stencilEnable = curGlState.stencilEnable;
+ (oldGlState.stencilEnable ? glEnable : glDisable)(GL_STENCIL_TEST);
+ }
+ if(oldGlState.stencilFunc != curGlState.stencilFunc ||
+ oldGlState.stencilRef != curGlState.stencilRef ||
+ oldGlState.stencilMask != curGlState.stencilMask){
+ oldGlState.stencilFunc = curGlState.stencilFunc;
+ oldGlState.stencilRef = curGlState.stencilRef;
+ oldGlState.stencilMask = curGlState.stencilMask;
+ glStencilFunc(oldGlState.stencilFunc, oldGlState.stencilRef, oldGlState.stencilMask);
+ }
+ if(oldGlState.stencilPass != curGlState.stencilPass ||
+ oldGlState.stencilFail != curGlState.stencilFail ||
+ oldGlState.stencilZFail != curGlState.stencilZFail){
+ oldGlState.stencilPass = curGlState.stencilPass;
+ oldGlState.stencilFail = curGlState.stencilFail;
+ oldGlState.stencilZFail = curGlState.stencilZFail;
+ glStencilOp(oldGlState.stencilFail, oldGlState.stencilZFail, oldGlState.stencilPass);
+ }
+ if(oldGlState.stencilWriteMask != curGlState.stencilWriteMask){
+ oldGlState.stencilWriteMask = curGlState.stencilWriteMask;
+ glStencilMask(oldGlState.stencilWriteMask);
+ }
+
+ if(oldGlState.cullEnable != curGlState.cullEnable){
+ oldGlState.cullEnable = curGlState.cullEnable;
+ (oldGlState.cullEnable ? glEnable : glDisable)(GL_CULL_FACE);
+ }
+ if(oldGlState.cullFace != curGlState.cullFace){
+ oldGlState.cullFace = curGlState.cullFace;
+ glCullFace(oldGlState.cullFace);
+ }
+}
+
+
+
+void
+setAlphaBlend(bool32 enable)
+{
+ if(rwStateCache.blendEnable != enable){
+ rwStateCache.blendEnable = enable;
+ setGlRenderState(RWGL_BLEND, enable);
+ }
+}
+
+bool32
+getAlphaBlend(void)
+{
+ return rwStateCache.blendEnable;
+}
+
+bool32 getAlphaTest(void) { return rwStateCache.alphaTestEnable; }
+
+static void
+setDepthTest(bool32 enable)
+{
+ if(rwStateCache.ztest != enable){
+ rwStateCache.ztest = enable;
+ if(rwStateCache.zwrite && !enable){
+ // If we still want to write, enable but set mode to always
+ setGlRenderState(RWGL_DEPTHTEST, true);
+ setGlRenderState(RWGL_DEPTHFUNC, GL_ALWAYS);
+ }else{
+ setGlRenderState(RWGL_DEPTHTEST, rwStateCache.ztest);
+ setGlRenderState(RWGL_DEPTHFUNC, GL_LEQUAL);
+ }
+ }
+}
+
+static void
+setDepthWrite(bool32 enable)
+{
+ enable = enable ? GL_TRUE : GL_FALSE;
+ if(rwStateCache.zwrite != enable){
+ rwStateCache.zwrite = enable;
+ if(enable && !rwStateCache.ztest){
+ // Have to switch on ztest so writing can work
+ setGlRenderState(RWGL_DEPTHTEST, true);
+ setGlRenderState(RWGL_DEPTHFUNC, GL_ALWAYS);
+ }
+ setGlRenderState(RWGL_DEPTHMASK, rwStateCache.zwrite);
+ }
+}
+
+static void
+setAlphaTest(bool32 enable)
+{
+ uint32 shaderfunc;
+ if(rwStateCache.alphaTestEnable != enable){
+ rwStateCache.alphaTestEnable = enable;
+ shaderfunc = rwStateCache.alphaTestEnable ? rwStateCache.alphaFunc : ALPHAALWAYS;
+ if(alphaFunc != shaderfunc){
+ alphaFunc = shaderfunc;
+ uniformStateDirty[RWGL_ALPHAFUNC] = true;
+ stateDirty = 1;
+ }
+ }
+}
+
+static void
+setAlphaTestFunction(uint32 function)
+{
+ uint32 shaderfunc;
+ if(rwStateCache.alphaFunc != function){
+ rwStateCache.alphaFunc = function;
+ shaderfunc = rwStateCache.alphaTestEnable ? rwStateCache.alphaFunc : ALPHAALWAYS;
+ if(alphaFunc != shaderfunc){
+ alphaFunc = shaderfunc;
+ uniformStateDirty[RWGL_ALPHAFUNC] = true;
+ stateDirty = 1;
+ }
+ }
+}
+
+static void
+setVertexAlpha(bool32 enable)
+{
+ if(rwStateCache.vertexAlpha != enable){
+ if(!rwStateCache.textureAlpha){
+ setAlphaBlend(enable);
+ setAlphaTest(enable);
+ }
+ rwStateCache.vertexAlpha = enable;
+ }
+}
+
+static void
+setActiveTexture(int32 n)
+{
+ if(activeTexture != n){
+ activeTexture = n;
+ glActiveTexture(GL_TEXTURE0+n);
+ }
+}
+
+uint32
+bindTexture(uint32 texid)
+{
+ uint32 prev = boundTexture[activeTexture];
+ if(prev != texid){
+ boundTexture[activeTexture] = texid;
+ glBindTexture(GL_TEXTURE_2D, texid);
+ }
+ return prev;
+}
+
+void
+bindFramebuffer(uint32 fbo)
+{
+ if(currentFramebuffer != fbo){
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ currentFramebuffer = fbo;
+ }
+}
+
+static GLint filterConvMap_NoMIP[] = {
+ 0, GL_NEAREST, GL_LINEAR,
+ GL_NEAREST, GL_LINEAR,
+ GL_NEAREST, GL_LINEAR
+};
+static GLint filterConvMap_MIP[] = {
+ 0, GL_NEAREST, GL_LINEAR,
+ GL_NEAREST_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_NEAREST,
+ GL_NEAREST_MIPMAP_LINEAR, GL_LINEAR_MIPMAP_LINEAR
+};
+
+static GLint addressConvMap[] = {
+ 0, GL_REPEAT, GL_MIRRORED_REPEAT,
+ GL_CLAMP_TO_EDGE, GL_CLAMP_TO_BORDER
+};
+
+static void
+setFilterMode(uint32 stage, int32 filter, int32 maxAniso = 1)
+{
+ if(rwStateCache.texstage[stage].filter != (Texture::FilterMode)filter){
+ rwStateCache.texstage[stage].filter = (Texture::FilterMode)filter;
+ Raster *raster = rwStateCache.texstage[stage].raster;
+ if(raster){
+ Gl3Raster *natras = PLUGINOFFSET(Gl3Raster, rwStateCache.texstage[stage].raster, nativeRasterOffset);
+ if(natras->filterMode != filter){
+ setActiveTexture(stage);
+ if(natras->autogenMipmap || natras->numLevels > 1){
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filterConvMap_MIP[filter]);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filterConvMap_NoMIP[filter]);
+ }else{
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filterConvMap_NoMIP[filter]);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filterConvMap_NoMIP[filter]);
+ }
+ natras->filterMode = filter;
+ }
+ if(natras->maxAnisotropy != maxAniso){
+ setActiveTexture(stage);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)maxAniso);
+ natras->maxAnisotropy = maxAniso;
+ }
+ }
+ }
+}
+
+static void
+setAddressU(uint32 stage, int32 addressing)
+{
+ if(rwStateCache.texstage[stage].addressingU != (Texture::Addressing)addressing){
+ rwStateCache.texstage[stage].addressingU = (Texture::Addressing)addressing;
+ Raster *raster = rwStateCache.texstage[stage].raster;
+ if(raster){
+ Gl3Raster *natras = PLUGINOFFSET(Gl3Raster, raster, nativeRasterOffset);
+ if(natras->addressU == addressing){
+ setActiveTexture(stage);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, addressConvMap[addressing]);
+ natras->addressU = addressing;
+ }
+ }
+ }
+}
+
+static void
+setAddressV(uint32 stage, int32 addressing)
+{
+ if(rwStateCache.texstage[stage].addressingV != (Texture::Addressing)addressing){
+ rwStateCache.texstage[stage].addressingV = (Texture::Addressing)addressing;
+ Raster *raster = rwStateCache.texstage[stage].raster;
+ if(raster){
+ Gl3Raster *natras = PLUGINOFFSET(Gl3Raster, rwStateCache.texstage[stage].raster, nativeRasterOffset);
+ if(natras->addressV == addressing){
+ setActiveTexture(stage);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, addressConvMap[addressing]);
+ natras->addressV = addressing;
+ }
+ }
+ }
+}
+
+static void
+setRasterStageOnly(uint32 stage, Raster *raster)
+{
+ bool32 alpha;
+ if(raster != rwStateCache.texstage[stage].raster){
+ rwStateCache.texstage[stage].raster = raster;
+ setActiveTexture(stage);
+ if(raster){
+ assert(raster->platform == PLATFORM_GL3);
+ Gl3Raster *natras = PLUGINOFFSET(Gl3Raster, raster, nativeRasterOffset);
+ bindTexture(natras->texid);
+
+ rwStateCache.texstage[stage].filter = (rw::Texture::FilterMode)natras->filterMode;
+ rwStateCache.texstage[stage].addressingU = (rw::Texture::Addressing)natras->addressU;
+ rwStateCache.texstage[stage].addressingV = (rw::Texture::Addressing)natras->addressV;
+
+ alpha = natras->hasAlpha;
+ }else{
+ bindTexture(whitetex);
+ alpha = 0;
+ }
+
+ if(stage == 0){
+ if(alpha != rwStateCache.textureAlpha){
+ rwStateCache.textureAlpha = alpha;
+ if(!rwStateCache.vertexAlpha){
+ setAlphaBlend(alpha);
+ setAlphaTest(alpha);
+ }
+ }
+ }
+ }
+}
+
+static void
+setRasterStage(uint32 stage, Raster *raster)
+{
+ bool32 alpha;
+ if(raster != rwStateCache.texstage[stage].raster){
+ rwStateCache.texstage[stage].raster = raster;
+ setActiveTexture(stage);
+ if(raster){
+ assert(raster->platform == PLATFORM_GL3);
+ Gl3Raster *natras = PLUGINOFFSET(Gl3Raster, raster, nativeRasterOffset);
+ bindTexture(natras->texid);
+ uint32 filter = rwStateCache.texstage[stage].filter;
+ uint32 addrU = rwStateCache.texstage[stage].addressingU;
+ uint32 addrV = rwStateCache.texstage[stage].addressingV;
+ if(natras->filterMode != filter){
+ if(natras->autogenMipmap || natras->numLevels > 1){
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filterConvMap_MIP[filter]);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filterConvMap_NoMIP[filter]);
+ }else{
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filterConvMap_NoMIP[filter]);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filterConvMap_NoMIP[filter]);
+ }
+ natras->filterMode = filter;
+ }
+ if(natras->addressU != addrU){
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, addressConvMap[addrU]);
+ natras->addressU = addrU;
+ }
+ if(natras->addressV != addrV){
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, addressConvMap[addrV]);
+ natras->addressV = addrV;
+ }
+ alpha = natras->hasAlpha;
+ }else{
+ bindTexture(whitetex);
+ alpha = 0;
+ }
+
+ if(stage == 0){
+ if(alpha != rwStateCache.textureAlpha){
+ rwStateCache.textureAlpha = alpha;
+ if(!rwStateCache.vertexAlpha){
+ setAlphaBlend(alpha);
+ setAlphaTest(alpha);
+ }
+ }
+ }
+ }
+}
+
+void
+evictRaster(Raster *raster)
+{
+ int i;
+ for(i = 0; i < MAXNUMSTAGES; i++){
+ //assert(rwStateCache.texstage[i].raster != raster);
+ if(rwStateCache.texstage[i].raster != raster)
+ continue;
+ setRasterStage(i, nil);
+ }
+}
+
+void
+setTexture(int32 stage, Texture *tex)
+{
+ if(tex == nil || tex->raster == nil){
+ setRasterStage(stage, nil);
+ return;
+ }
+ setRasterStageOnly(stage, tex->raster);
+ setFilterMode(stage, tex->getFilter(), tex->getMaxAnisotropy());
+ setAddressU(stage, tex->getAddressU());
+ setAddressV(stage, tex->getAddressV());
+}
+
+static void
+setRenderState(int32 state, void *pvalue)
+{
+ uint32 value = (uint32)(uintptr)pvalue;
+ switch(state){
+ case TEXTURERASTER:
+ setRasterStage(0, (Raster*)pvalue);
+ break;
+ case TEXTUREADDRESS:
+ setAddressU(0, value);
+ setAddressV(0, value);
+ break;
+ case TEXTUREADDRESSU:
+ setAddressU(0, value);
+ break;
+ case TEXTUREADDRESSV:
+ setAddressV(0, value);
+ break;
+ case TEXTUREFILTER:
+ setFilterMode(0, value);
+ break;
+ case VERTEXALPHA:
+ setVertexAlpha(value);
+ break;
+ case SRCBLEND:
+ if(rwStateCache.srcblend != value){
+ rwStateCache.srcblend = value;
+ setGlRenderState(RWGL_SRCBLEND, blendMap[rwStateCache.srcblend]);
+ }
+ break;
+ case DESTBLEND:
+ if(rwStateCache.destblend != value){
+ rwStateCache.destblend = value;
+ setGlRenderState(RWGL_DESTBLEND, blendMap[rwStateCache.destblend]);
+ }
+ break;
+ case ZTESTENABLE:
+ setDepthTest(value);
+ break;
+ case ZWRITEENABLE:
+ setDepthWrite(value);
+ break;
+ case FOGENABLE:
+ if(rwStateCache.fogEnable != value){
+ rwStateCache.fogEnable = value;
+ uniformStateDirty[RWGL_FOG] = true;
+ stateDirty = 1;
+ }
+ break;
+ case FOGCOLOR:
+ // no cache check here...too lazy
+ RGBA c;
+ c.red = value;
+ c.green = value>>8;
+ c.blue = value>>16;
+ c.alpha = value>>24;
+ convColor(&uniformState.fogColor, &c);
+ uniformStateDirty[RWGL_FOGCOLOR] = true;
+ stateDirty = 1;
+ break;
+ case CULLMODE:
+ if(rwStateCache.cullmode != value){
+ rwStateCache.cullmode = value;
+ if(rwStateCache.cullmode == CULLNONE)
+ setGlRenderState(RWGL_CULL, false);
+ else{
+ setGlRenderState(RWGL_CULL, true);
+ setGlRenderState(RWGL_CULLFACE, rwStateCache.cullmode == CULLBACK ? GL_BACK : GL_FRONT);
+ }
+ }
+ break;
+
+ case STENCILENABLE:
+ if(rwStateCache.stencilenable != value){
+ rwStateCache.stencilenable = value;
+ setGlRenderState(RWGL_STENCIL, value);
+ }
+ break;
+ case STENCILFAIL:
+ if(rwStateCache.stencilfail != value){
+ rwStateCache.stencilfail = value;
+ setGlRenderState(RWGL_STENCILFAIL, stencilOpMap[value]);
+ }
+ break;
+ case STENCILZFAIL:
+ if(rwStateCache.stencilzfail != value){
+ rwStateCache.stencilzfail = value;
+ setGlRenderState(RWGL_STENCILZFAIL, stencilOpMap[value]);
+ }
+ break;
+ case STENCILPASS:
+ if(rwStateCache.stencilpass != value){
+ rwStateCache.stencilpass = value;
+ setGlRenderState(RWGL_STENCILPASS, stencilOpMap[value]);
+ }
+ break;
+ case STENCILFUNCTION:
+ if(rwStateCache.stencilfunc != value){
+ rwStateCache.stencilfunc = value;
+ setGlRenderState(RWGL_STENCILFUNC, stencilFuncMap[value]);
+ }
+ break;
+ case STENCILFUNCTIONREF:
+ if(rwStateCache.stencilref != value){
+ rwStateCache.stencilref = value;
+ setGlRenderState(RWGL_STENCILREF, value);
+ }
+ break;
+ case STENCILFUNCTIONMASK:
+ if(rwStateCache.stencilmask != value){
+ rwStateCache.stencilmask = value;
+ setGlRenderState(RWGL_STENCILMASK, value);
+ }
+ break;
+ case STENCILFUNCTIONWRITEMASK:
+ if(rwStateCache.stencilwritemask != value){
+ rwStateCache.stencilwritemask = value;
+ setGlRenderState(RWGL_STENCILWRITEMASK, value);
+ }
+ break;
+
+ case ALPHATESTFUNC:
+ setAlphaTestFunction(value);
+ break;
+ case ALPHATESTREF:
+ if(alphaRef != value/255.0f){
+ alphaRef = value/255.0f;
+ uniformStateDirty[RWGL_ALPHAREF] = true;
+ stateDirty = 1;
+ }
+ break;
+ case GSALPHATEST:
+ rwStateCache.gsalpha = value;
+ break;
+ case GSALPHATESTREF:
+ rwStateCache.gsalpharef = value;
+ }
+}
+
+static void*
+getRenderState(int32 state)
+{
+ uint32 val;
+ RGBA rgba;
+ switch(state){
+ case TEXTURERASTER:
+ return rwStateCache.texstage[0].raster;
+ case TEXTUREADDRESS:
+ if(rwStateCache.texstage[0].addressingU == rwStateCache.texstage[0].addressingV)
+ val = rwStateCache.texstage[0].addressingU;
+ else
+ val = 0; // invalid
+ break;
+ case TEXTUREADDRESSU:
+ val = rwStateCache.texstage[0].addressingU;
+ break;
+ case TEXTUREADDRESSV:
+ val = rwStateCache.texstage[0].addressingV;
+ break;
+ case TEXTUREFILTER:
+ val = rwStateCache.texstage[0].filter;
+ break;
+
+ case VERTEXALPHA:
+ val = rwStateCache.vertexAlpha;
+ break;
+ case SRCBLEND:
+ val = rwStateCache.srcblend;
+ break;
+ case DESTBLEND:
+ val = rwStateCache.destblend;
+ break;
+ case ZTESTENABLE:
+ val = rwStateCache.ztest;
+ break;
+ case ZWRITEENABLE:
+ val = rwStateCache.zwrite;
+ break;
+ case FOGENABLE:
+ val = rwStateCache.fogEnable;
+ break;
+ case FOGCOLOR:
+ convColor(&rgba, &uniformState.fogColor);
+ val = RWRGBAINT(rgba.red, rgba.green, rgba.blue, rgba.alpha);
+ break;
+ case CULLMODE:
+ val = rwStateCache.cullmode;
+ break;
+
+ case STENCILENABLE:
+ val = rwStateCache.stencilenable;
+ break;
+ case STENCILFAIL:
+ val = rwStateCache.stencilfail;
+ break;
+ case STENCILZFAIL:
+ val = rwStateCache.stencilzfail;
+ break;
+ case STENCILPASS:
+ val = rwStateCache.stencilpass;
+ break;
+ case STENCILFUNCTION:
+ val = rwStateCache.stencilfunc;
+ break;
+ case STENCILFUNCTIONREF:
+ val = rwStateCache.stencilref;
+ break;
+ case STENCILFUNCTIONMASK:
+ val = rwStateCache.stencilmask;
+ break;
+ case STENCILFUNCTIONWRITEMASK:
+ val = rwStateCache.stencilwritemask;
+ break;
+
+ case ALPHATESTFUNC:
+ val = rwStateCache.alphaFunc;
+ break;
+ case ALPHATESTREF:
+ val = (uint32)(alphaRef*255.0f);
+ break;
+ case GSALPHATEST:
+ val = rwStateCache.gsalpha;
+ break;
+ case GSALPHATESTREF:
+ val = rwStateCache.gsalpharef;
+ break;
+ default:
+ val = 0;
+ }
+ return (void*)(uintptr)val;
+}
+
+static void
+resetRenderState(void)
+{
+ rwStateCache.alphaFunc = ALPHAGREATEREQUAL;
+ alphaFunc = 0;
+ alphaRef = 10.0f/255.0f;
+ uniformStateDirty[RWGL_ALPHAREF] = true;
+ uniformState.fogDisable = 1.0f;
+ uniformState.fogStart = 0.0f;
+ uniformState.fogEnd = 0.0f;
+ uniformState.fogRange = 0.0f;
+ uniformState.fogColor = { 1.0f, 1.0f, 1.0f, 1.0f };
+ rwStateCache.gsalpha = 0;
+ rwStateCache.gsalpharef = 128;
+ stateDirty = 1;
+
+ rwStateCache.vertexAlpha = 0;
+ rwStateCache.textureAlpha = 0;
+ rwStateCache.alphaTestEnable = 0;
+
+ memset(&oldGlState, 0xFE, sizeof(oldGlState));
+
+ rwStateCache.blendEnable = 0;
+ setGlRenderState(RWGL_BLEND, false);
+ rwStateCache.srcblend = BLENDSRCALPHA;
+ rwStateCache.destblend = BLENDINVSRCALPHA;
+ setGlRenderState(RWGL_SRCBLEND, blendMap[rwStateCache.srcblend]);
+ setGlRenderState(RWGL_DESTBLEND, blendMap[rwStateCache.destblend]);
+
+ rwStateCache.zwrite = GL_TRUE;
+ setGlRenderState(RWGL_DEPTHMASK, rwStateCache.zwrite);
+
+ rwStateCache.ztest = 1;
+ setGlRenderState(RWGL_DEPTHTEST, true);
+ setGlRenderState(RWGL_DEPTHFUNC, GL_LEQUAL);
+
+ rwStateCache.cullmode = CULLNONE;
+ setGlRenderState(RWGL_CULL, false);
+ setGlRenderState(RWGL_CULLFACE, GL_BACK);
+
+ rwStateCache.stencilenable = 0;
+ setGlRenderState(RWGL_STENCIL, GL_FALSE);
+ rwStateCache.stencilfail = STENCILKEEP;
+ setGlRenderState(RWGL_STENCILFAIL, GL_KEEP);
+ rwStateCache.stencilzfail = STENCILKEEP;
+ setGlRenderState(RWGL_STENCILZFAIL, GL_KEEP);
+ rwStateCache.stencilpass = STENCILKEEP;
+ setGlRenderState(RWGL_STENCILPASS, GL_KEEP);
+ rwStateCache.stencilfunc = STENCILALWAYS;
+ setGlRenderState(RWGL_STENCILFUNC, GL_ALWAYS);
+ rwStateCache.stencilref = 0;
+ setGlRenderState(RWGL_STENCILREF, 0);
+ rwStateCache.stencilmask = 0xFFFFFFFF;
+ setGlRenderState(RWGL_STENCILMASK, 0xFFFFFFFF);
+ rwStateCache.stencilwritemask = 0xFFFFFFFF;
+ setGlRenderState(RWGL_STENCILWRITEMASK, 0xFFFFFFFF);
+
+ activeTexture = -1;
+ for(int i = 0; i < MAXNUMSTAGES; i++){
+ setActiveTexture(i);
+ bindTexture(whitetex);
+ }
+ setActiveTexture(0);
+}
+
+void
+setWorldMatrix(Matrix *mat)
+{
+ convMatrix(&uniformObject.world, mat);
+ setUniform(u_world, &uniformObject.world);
+ objectDirty = 1;
+}
+
+int32
+setLights(WorldLights *lightData)
+{
+ int i, n;
+ Light *l;
+ int32 bits;
+
+ uniformObject.ambLight = lightData->ambient;
+
+ bits = 0;
+
+ if(lightData->numAmbients)
+ bits |= VSLIGHT_AMBIENT;
+
+ n = 0;
+ for(i = 0; i < lightData->numDirectionals && i < 8; i++){
+ l = lightData->directionals[i];
+ uniformObject.lightParams[n].type = 1.0f;
+ uniformObject.lightColor[n] = l->color;
+ memcpy(&uniformObject.lightDirection[n], &l->getFrame()->getLTM()->at, sizeof(V3d));
+ bits |= VSLIGHT_DIRECT;
+ n++;
+ if(n >= MAX_LIGHTS)
+ goto out;
+ }
+
+ for(i = 0; i < lightData->numLocals; i++){
+ Light *l = lightData->locals[i];
+
+ switch(l->getType()){
+ case Light::POINT:
+ uniformObject.lightParams[n].type = 2.0f;
+ uniformObject.lightParams[n].radius = l->radius;
+ uniformObject.lightColor[n] = l->color;
+ memcpy(&uniformObject.lightPosition[n], &l->getFrame()->getLTM()->pos, sizeof(V3d));
+ bits |= VSLIGHT_POINT;
+ n++;
+ if(n >= MAX_LIGHTS)
+ goto out;
+ break;
+ case Light::SPOT:
+ case Light::SOFTSPOT:
+ uniformObject.lightParams[n].type = 3.0f;
+ uniformObject.lightParams[n].minusCosAngle = l->minusCosAngle;
+ uniformObject.lightParams[n].radius = l->radius;
+ uniformObject.lightColor[n] = l->color;
+ memcpy(&uniformObject.lightPosition[n], &l->getFrame()->getLTM()->pos, sizeof(V3d));
+ memcpy(&uniformObject.lightDirection[n], &l->getFrame()->getLTM()->at, sizeof(V3d));
+ // lower bound of falloff
+ if(l->getType() == Light::SOFTSPOT)
+ uniformObject.lightParams[n].hardSpot = 0.0f;
+ else
+ uniformObject.lightParams[n].hardSpot = 1.0f;
+ bits |= VSLIGHT_SPOT;
+ n++;
+ if(n >= MAX_LIGHTS)
+ goto out;
+ break;
+ }
+ }
+
+ uniformObject.lightParams[n].type = 0.0f;
+
+ setUniform(u_ambLight, &uniformObject.ambLight);
+ setUniform(u_lightParams, uniformObject.lightParams);
+ setUniform(u_lightPosition, uniformObject.lightPosition);
+ setUniform(u_lightDirection, uniformObject.lightDirection);
+ setUniform(u_lightColor, uniformObject.lightColor);
+out:
+ objectDirty = 1;
+ return bits;
+}
+
+void
+setProjectionMatrix(float32 *mat)
+{
+ memcpy(&uniformScene.proj, mat, 64);
+ setUniform(u_proj, uniformScene.proj);
+ sceneDirty = 1;
+}
+
+void
+setViewMatrix(float32 *mat)
+{
+ memcpy(&uniformScene.view, mat, 64);
+ setUniform(u_view, uniformScene.view);
+ sceneDirty = 1;
+}
+
+Shader *lastShaderUploaded;
+
+void
+setMaterial(const RGBA &color, const SurfaceProperties &surfaceprops, float extraSurfProp)
+{
+ rw::RGBAf col;
+ convColor(&col, &color);
+ setUniform(u_matColor, &col);
+
+ float surfProps[4];
+ surfProps[0] = surfaceprops.ambient;
+ surfProps[1] = surfaceprops.specular;
+ surfProps[2] = surfaceprops.diffuse;
+ surfProps[3] = extraSurfProp;
+ setUniform(u_surfProps, surfProps);
+}
+
+void
+flushCache(void)
+{
+ flushGlRenderState();
+
+#ifndef RW_GL_USE_UBOS
+
+ // what's this doing here??
+ uniformState.fogDisable = rwStateCache.fogEnable ? 0.0f : 1.0f;
+ uniformState.fogStart = rwStateCache.fogStart;
+ uniformState.fogEnd = rwStateCache.fogEnd;
+ uniformState.fogRange = 1.0f/(rwStateCache.fogStart - rwStateCache.fogEnd);
+
+ if(uniformStateDirty[RWGL_ALPHAFUNC] || uniformStateDirty[RWGL_ALPHAREF]){
+ float alphaTest[4] = {};
+ switch(alphaFunc){
+ case ALPHAALWAYS:
+ default:
+ alphaTest[0] = -1000.0f;
+ alphaTest[1] = 1000.0f;
+ break;
+ case ALPHAGREATEREQUAL:
+ alphaTest[0] = alphaRef;
+ alphaTest[1] = 1000.0f;
+ break;
+ case ALPHALESS:
+ alphaTest[0] = -1000.0f;
+ alphaTest[1] = alphaRef;
+ break;
+ }
+ setUniform(u_alphaRef, alphaTest);
+ uniformStateDirty[RWGL_ALPHAFUNC] = false;
+ uniformStateDirty[RWGL_ALPHAREF] = false;
+ }
+
+ if(uniformStateDirty[RWGL_FOG] ||
+ uniformStateDirty[RWGL_FOGSTART] ||
+ uniformStateDirty[RWGL_FOGEND]){
+ float fogData[4] = {
+ uniformState.fogStart,
+ uniformState.fogEnd,
+ uniformState.fogRange,
+ uniformState.fogDisable
+ };
+ setUniform(u_fogData, fogData);
+ uniformStateDirty[RWGL_FOG] = false;
+ uniformStateDirty[RWGL_FOGSTART] = false;
+ uniformStateDirty[RWGL_FOGEND] = false;
+ }
+
+ if(uniformStateDirty[RWGL_FOGCOLOR]){
+ setUniform(u_fogColor, &uniformState.fogColor);
+ uniformStateDirty[RWGL_FOGCOLOR] = false;
+ }
+
+#else
+ if(objectDirty){
+ glBindBuffer(GL_UNIFORM_BUFFER, ubo_object);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformObject), nil, GL_STREAM_DRAW);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformObject), &uniformObject, GL_STREAM_DRAW);
+ objectDirty = 0;
+ }
+ if(sceneDirty){
+ glBindBuffer(GL_UNIFORM_BUFFER, ubo_scene);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformScene), nil, GL_STREAM_DRAW);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformScene), &uniformScene, GL_STREAM_DRAW);
+ sceneDirty = 0;
+ }
+ if(stateDirty){
+ switch(alphaFunc){
+ case ALPHAALWAYS:
+ default:
+ uniformState.alphaRefLow = -1000.0f;
+ uniformState.alphaRefHigh = 1000.0f;
+ break;
+ case ALPHAGREATEREQUAL:
+ uniformState.alphaRefLow = alphaRef;
+ uniformState.alphaRefHigh = 1000.0f;
+ break;
+ case ALPHALESS:
+ uniformState.alphaRefLow = -1000.0f;
+ uniformState.alphaRefHigh = alphaRef;
+ break;
+ }
+ uniformState.fogDisable = rwStateCache.fogEnable ? 0.0f : 1.0f;
+ uniformState.fogStart = rwStateCache.fogStart;
+ uniformState.fogEnd = rwStateCache.fogEnd;
+ uniformState.fogRange = 1.0f/(rwStateCache.fogStart - rwStateCache.fogEnd);
+ glBindBuffer(GL_UNIFORM_BUFFER, ubo_state);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformState), nil, GL_STREAM_DRAW);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformState), &uniformState, GL_STREAM_DRAW);
+ stateDirty = 0;
+ }
+#endif
+ flushUniforms();
+}
+
+static void
+setFrameBuffer(Camera *cam)
+{
+ Raster *fbuf = cam->frameBuffer->parent;
+ Raster *zbuf = cam->zBuffer->parent;
+ assert(fbuf);
+
+ Gl3Raster *natfb = PLUGINOFFSET(Gl3Raster, fbuf, nativeRasterOffset);
+ Gl3Raster *natzb = PLUGINOFFSET(Gl3Raster, zbuf, nativeRasterOffset);
+ assert(fbuf->type == Raster::CAMERA || fbuf->type == Raster::CAMERATEXTURE);
+
+ // Have to make sure depth buffer is attached to FB's fbo
+ bindFramebuffer(natfb->fbo);
+ if(zbuf){
+ if(natfb->fboMate == zbuf){
+ // all good
+ assert(natzb->fboMate == fbuf);
+ }else{
+ if(natzb->fboMate){
+ // have to detatch from fbo first!
+ Gl3Raster *oldfb = PLUGINOFFSET(Gl3Raster, natzb->fboMate, nativeRasterOffset);
+ if(oldfb->fbo){
+ bindFramebuffer(oldfb->fbo);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
+ bindFramebuffer(natfb->fbo);
+ }
+ oldfb->fboMate = nil;
+ }
+ natfb->fboMate = zbuf;
+ natzb->fboMate = fbuf;
+ if(natfb->fbo){
+ if(gl3Caps.gles)
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, natzb->texid);
+ else
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, natzb->texid, 0);
+ }
+ }
+ }else{
+ // remove z-buffer
+ if(natfb->fboMate && natfb->fbo)
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
+ natfb->fboMate = nil;
+ }
+}
+
+static Rect
+getFramebufferRect(Raster *frameBuffer)
+{
+ Rect r;
+ Raster *fb = frameBuffer->parent;
+ if(fb->type == Raster::CAMERA){
+#ifdef LIBRW_SDL2
+ SDL_GetWindowSize(glGlobals.window, &r.w, &r.h);
+#elif defined(LIBRW_SDL3)
+ SDL_GetWindowSize(glGlobals.window, &r.w, &r.h);
+#elif defined(LIBRW_GLFW)
+ glfwGetFramebufferSize(glGlobals.window, &r.w, &r.h);
+#else
+ missing implementation
+#endif
+ }else{
+ r.w = fb->width;
+ r.h = fb->height;
+ }
+ r.x = 0;
+ r.y = 0;
+
+ // Got a subraster
+ if(frameBuffer != fb){
+ r.x = frameBuffer->offsetX;
+ // GL y offset is from bottom
+ r.y = r.h - frameBuffer->height - frameBuffer->offsetY;
+ r.w = frameBuffer->width;
+ r.h = frameBuffer->height;
+ }
+
+ return r;
+}
+
+static void
+setViewport(Raster *frameBuffer)
+{
+ Rect r = getFramebufferRect(frameBuffer);
+ if(r.w != glGlobals.presentWidth || r.h != glGlobals.presentHeight ||
+ r.x != glGlobals.presentOffX || r.y != glGlobals.presentOffY){
+ glViewport(r.x, r.y, r.w, r.h);
+ glGlobals.presentWidth = r.w;
+ glGlobals.presentHeight = r.h;
+ glGlobals.presentOffX = r.x;
+ glGlobals.presentOffY = r.y;
+ }
+}
+
+static void
+beginUpdate(Camera *cam)
+{
+ float view[16], proj[16];
+ // View Matrix
+ Matrix inv;
+ Matrix::invert(&inv, cam->getFrame()->getLTM());
+ // Since we're looking into positive Z,
+ // flip X to ge a left handed view space.
+ view[0] = -inv.right.x;
+ view[1] = inv.right.y;
+ view[2] = inv.right.z;
+ view[3] = 0.0f;
+ view[4] = -inv.up.x;
+ view[5] = inv.up.y;
+ view[6] = inv.up.z;
+ view[7] = 0.0f;
+ view[8] = -inv.at.x;
+ view[9] = inv.at.y;
+ view[10] = inv.at.z;
+ view[11] = 0.0f;
+ view[12] = -inv.pos.x;
+ view[13] = inv.pos.y;
+ view[14] = inv.pos.z;
+ view[15] = 1.0f;
+ memcpy(&cam->devView, &view, sizeof(RawMatrix));
+ setViewMatrix(view);
+
+ // Projection Matrix
+ float32 invwx = 1.0f/cam->viewWindow.x;
+ float32 invwy = 1.0f/cam->viewWindow.y;
+ float32 invz = 1.0f/(cam->farPlane-cam->nearPlane);
+
+ proj[0] = invwx;
+ proj[1] = 0.0f;
+ proj[2] = 0.0f;
+ proj[3] = 0.0f;
+
+ proj[4] = 0.0f;
+ proj[5] = invwy;
+ proj[6] = 0.0f;
+ proj[7] = 0.0f;
+
+ proj[8] = cam->viewOffset.x*invwx;
+ proj[9] = cam->viewOffset.y*invwy;
+ proj[12] = -proj[8];
+ proj[13] = -proj[9];
+ if(cam->projection == Camera::PERSPECTIVE){
+ proj[10] = (cam->farPlane+cam->nearPlane)*invz;
+ proj[11] = 1.0f;
+
+ proj[14] = -2.0f*cam->nearPlane*cam->farPlane*invz;
+ proj[15] = 0.0f;
+ }else{
+ proj[10] = 2.0f*invz;
+ proj[11] = 0.0f;
+
+ proj[14] = -(cam->farPlane+cam->nearPlane)*invz;
+ proj[15] = 1.0f;
+ }
+ memcpy(&cam->devProj, &proj, sizeof(RawMatrix));
+ setProjectionMatrix(proj);
+
+ if(rwStateCache.fogStart != cam->fogPlane){
+ rwStateCache.fogStart = cam->fogPlane;
+ uniformStateDirty[RWGL_FOGSTART] = true;
+ stateDirty = 1;
+ }
+ if(rwStateCache.fogEnd != cam->farPlane){
+ rwStateCache.fogEnd = cam->farPlane;
+ uniformStateDirty[RWGL_FOGEND] = true;
+ stateDirty = 1;
+ }
+
+ setFrameBuffer(cam);
+
+ setViewport(cam->frameBuffer);
+}
+
+static void
+endUpdate(Camera *cam)
+{
+}
+
+static void
+clearCamera(Camera *cam, RGBA *col, uint32 mode)
+{
+ RGBAf colf;
+ GLbitfield mask;
+
+ setFrameBuffer(cam);
+
+ // make sure we're only clearing the part of the framebuffer
+ // that is subrastered
+ bool setScissor = cam->frameBuffer != cam->frameBuffer->parent;
+ if(setScissor){
+ Rect r = getFramebufferRect(cam->frameBuffer);
+ glScissor(r.x, r.y, r.w, r.h);
+ glEnable(GL_SCISSOR_TEST);
+ }
+
+ convColor(&colf, col);
+ glClearColor(colf.red, colf.green, colf.blue, colf.alpha);
+ mask = 0;
+ if(mode & Camera::CLEARIMAGE)
+ mask |= GL_COLOR_BUFFER_BIT;
+ if(mode & Camera::CLEARZ)
+ mask |= GL_DEPTH_BUFFER_BIT;
+ if(mode & Camera::CLEARSTENCIL)
+ mask |= GL_STENCIL_BUFFER_BIT;
+ glDepthMask(GL_TRUE);
+ glClear(mask);
+ glDepthMask(rwStateCache.zwrite);
+
+ if(setScissor)
+ glDisable(GL_SCISSOR_TEST);
+}
+
+static void
+showRaster(Raster *raster, uint32 flags)
+{
+// glViewport(raster->offsetX, raster->offsetY,
+// raster->width, raster->height);
+
+#ifdef LIBRW_SDL2
+ if(flags & Raster::FLIPWAITVSYNCH)
+ SDL_GL_SetSwapInterval(1);
+ else
+ SDL_GL_SetSwapInterval(0);
+ SDL_GL_SwapWindow(glGlobals.window);
+#elif defined(LIBRW_SDL3)
+ if(flags & Raster::FLIPWAITVSYNCH)
+ SDL_GL_SetSwapInterval(1);
+ else
+ SDL_GL_SetSwapInterval(0);
+ SDL_GL_SwapWindow(glGlobals.window);
+#elif defined(LIBRW_GLFW)
+ if(flags & Raster::FLIPWAITVSYNCH)
+ glfwSwapInterval(1);
+ else
+ glfwSwapInterval(0);
+ glfwSwapBuffers(glGlobals.window);
+#else
+ not implemented
+#endif
+}
+
+static bool32
+rasterRenderFast(Raster *raster, int32 x, int32 y)
+{
+ Raster *src = raster;
+ Raster *dst = Raster::getCurrentContext();
+ Gl3Raster *natdst = PLUGINOFFSET(Gl3Raster, dst, nativeRasterOffset);
+ Gl3Raster *natsrc = PLUGINOFFSET(Gl3Raster, src, nativeRasterOffset);
+
+ switch(dst->type){
+ case Raster::NORMAL:
+ case Raster::TEXTURE:
+ case Raster::CAMERATEXTURE:
+ switch(src->type){
+ case Raster::CAMERA:
+ setActiveTexture(0);
+ glBindTexture(GL_TEXTURE_2D, natdst->texid);
+ glCopyTexSubImage2D(GL_TEXTURE_2D, 0, x, (dst->height-src->height)-y,
+ 0, 0, src->width, src->height);
+ glBindTexture(GL_TEXTURE_2D, boundTexture[0]);
+ return 1;
+ }
+ break;
+ }
+ return 0;
+}
+
+#ifdef LIBRW_SDL2
+
+static void
+addVideoMode(int displayIndex, int modeIndex)
+{
+ int i;
+ SDL_DisplayMode mode;
+
+ SDL_GetDisplayMode(displayIndex, modeIndex, &mode);
+
+ for(i = 1; i < glGlobals.numModes; i++){
+ if(glGlobals.modes[i].mode.w == mode.w &&
+ glGlobals.modes[i].mode.h == mode.h &&
+ glGlobals.modes[i].mode.format == mode.format){
+ // had this mode already, remember highest refresh rate
+ if(mode.refresh_rate > glGlobals.modes[i].mode.refresh_rate)
+ glGlobals.modes[i].mode.refresh_rate = mode.refresh_rate;
+ return;
+ }
+ }
+
+ // none found, add
+ glGlobals.modes[glGlobals.numModes].mode = mode;
+ glGlobals.modes[glGlobals.numModes].flags = VIDEOMODEEXCLUSIVE;
+ glGlobals.numModes++;
+}
+
+static void
+makeVideoModeList(int displayIndex)
+{
+ int i, num, depth;
+
+ num = SDL_GetNumDisplayModes(displayIndex);
+ rwFree(glGlobals.modes);
+ glGlobals.modes = rwNewT(DisplayMode, num+1, ID_DRIVER | MEMDUR_EVENT);
+
+ SDL_GetCurrentDisplayMode(displayIndex, &glGlobals.modes[0].mode);
+ glGlobals.modes[0].flags = 0;
+ glGlobals.numModes = 1;
+
+ for(i = 0; i < num; i++)
+ addVideoMode(displayIndex, i);
+
+ for(i = 0; i < glGlobals.numModes; i++){
+ depth = SDL_BITSPERPIXEL(glGlobals.modes[i].mode.format);
+ // set depth to power of two
+ for(glGlobals.modes[i].depth = 1; glGlobals.modes[i].depth < depth; glGlobals.modes[i].depth <<= 1);
+ }
+}
+
+static int
+openSDL2(EngineOpenParams *openparams)
+{
+ glGlobals.winWidth = openparams->width;
+ glGlobals.winHeight = openparams->height;
+ glGlobals.winTitle = openparams->windowtitle;
+ glGlobals.pWindow = openparams->window;
+
+ memset(&gl3Caps, 0, sizeof(gl3Caps));
+
+ /* Init SDL */
+ if(SDL_InitSubSystem(SDL_INIT_VIDEO)){
+ RWERROR((ERR_GENERAL, SDL_GetError()));
+ return 0;
+ }
+
+ glGlobals.currentDisplay = 0;
+ glGlobals.numDisplays = SDL_GetNumVideoDisplays();
+
+ makeVideoModeList(glGlobals.currentDisplay);
+
+ return 1;
+}
+
+static int
+closeSDL2(void)
+{
+ SDL_QuitSubSystem(SDL_INIT_VIDEO);
+ return 1;
+}
+
+static struct {
+ int gl;
+ int major, minor;
+} profiles[] = {
+ { SDL_GL_CONTEXT_PROFILE_CORE, 3, 3 },
+ { SDL_GL_CONTEXT_PROFILE_CORE, 2, 1 },
+ { SDL_GL_CONTEXT_PROFILE_ES, 3, 1 },
+ { SDL_GL_CONTEXT_PROFILE_ES, 2, 0 },
+ { 0, 0, 0 },
+};
+
+static int
+startSDL2(void)
+{
+ SDL_Window *win;
+ SDL_GLContext ctx;
+ DisplayMode *mode;
+
+ mode = &glGlobals.modes[glGlobals.currentMode];
+
+ SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, glGlobals.numSamples);
+
+ int i;
+ for(i = 0; profiles[i].gl; i++){
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, profiles[i].gl);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, profiles[i].major);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, profiles[i].minor);
+
+ if(mode->flags & VIDEOMODEEXCLUSIVE) {
+ win = SDL_CreateWindow(glGlobals.winTitle, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, mode->mode.w, mode->mode.h, SDL_WINDOW_RESIZABLE | SDL_WINDOW_OPENGL | SDL_WINDOW_FULLSCREEN);
+ if (win)
+ SDL_SetWindowDisplayMode(win, &mode->mode);
+ } else {
+ win = SDL_CreateWindow(glGlobals.winTitle, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, glGlobals.winWidth, glGlobals.winHeight, SDL_WINDOW_RESIZABLE | SDL_WINDOW_OPENGL);
+ if (win)
+ SDL_SetWindowDisplayMode(win, NULL);
+ }
+ if(win){
+ gl3Caps.gles = profiles[i].gl == SDL_GL_CONTEXT_PROFILE_ES;
+ gl3Caps.glversion = profiles[i].major*10 + profiles[i].minor;
+ break;
+ }
+ }
+ if(win == nil){
+ RWERROR((ERR_GENERAL, SDL_GetError()));
+ return 0;
+ }
+ ctx = SDL_GL_CreateContext(win);
+
+ if (!((gl3Caps.gles ? gladLoadGLES2Loader : gladLoadGLLoader) ((GLADloadproc) SDL_GL_GetProcAddress, gl3Caps.glversion)) ) {
+ RWERROR((ERR_GENERAL, "gladLoadGLLoader failed"));
+ SDL_GL_DeleteContext(ctx);
+ SDL_DestroyWindow(win);
+ return 0;
+ }
+
+// printf("OpenGL version: %s\n", glGetString(GL_VERSION));
+
+ glGlobals.window = win;
+ glGlobals.glcontext = ctx;
+ *glGlobals.pWindow = win;
+ glGlobals.presentWidth = 0;
+ glGlobals.presentHeight = 0;
+ glGlobals.presentOffX = 0;
+ glGlobals.presentOffY = 0;
+ return 1;
+}
+
+static int
+stopSDL2(void)
+{
+ SDL_GL_DeleteContext(glGlobals.glcontext);
+ SDL_DestroyWindow(glGlobals.window);
+ return 1;
+}
+
+#elif defined(LIBRW_SDL3)
+
+static void
+addVideoMode(const SDL_DisplayMode *mode)
+{
+ int i;
+
+ for(i = 1; i < glGlobals.numModes; i++){
+ if(glGlobals.modes[i].mode.w == mode->w &&
+ glGlobals.modes[i].mode.h == mode->h &&
+ glGlobals.modes[i].mode.format == mode->format){
+ // had this mode already, remember highest refresh rate
+ if(mode->refresh_rate > glGlobals.modes[i].mode.refresh_rate)
+ glGlobals.modes[i].mode.refresh_rate = mode->refresh_rate;
+ return;
+ }
+ }
+
+ // none found, add
+ glGlobals.modes[glGlobals.numModes].mode = *mode;
+ glGlobals.modes[glGlobals.numModes].flags = VIDEOMODEEXCLUSIVE;
+ glGlobals.numModes++;
+}
+
+static void
+makeVideoModeList(SDL_DisplayID displayIndex, SDL_DisplayID *displays)
+{
+ int i, num, depth;
+ const SDL_DisplayMode *currentMode;
+ SDL_DisplayMode **modes;
+
+ currentMode = SDL_GetCurrentDisplayMode(displays[displayIndex]);
+ modes = SDL_GetFullscreenDisplayModes(displayIndex, &num);
+
+ rwFree(glGlobals.modes);
+ glGlobals.modes = rwNewT(DisplayMode, num+(currentMode != NULL ? 1 : 0), ID_DRIVER | MEMDUR_EVENT);
+
+ if (currentMode) {
+ glGlobals.modes[0].mode = *currentMode;
+ glGlobals.modes[0].flags = 0;
+ glGlobals.numModes = 1;
+ }
+
+ for(i = 0; i < num; i++)
+ addVideoMode(modes[i]);
+
+ for(i = 0; i < glGlobals.numModes; i++){
+ depth = SDL_BITSPERPIXEL(glGlobals.modes[i].mode.format);
+ // set depth to power of two
+ for(glGlobals.modes[i].depth = 1; glGlobals.modes[i].depth < depth; glGlobals.modes[i].depth <<= 1);
+ }
+ SDL_free(modes);
+}
+
+static int
+openSDL3(EngineOpenParams *openparams)
+{
+ glGlobals.winWidth = openparams->width;
+ glGlobals.winHeight = openparams->height;
+ glGlobals.winTitle = openparams->windowtitle;
+ glGlobals.pWindow = openparams->window;
+
+ memset(&gl3Caps, 0, sizeof(gl3Caps));
+
+ /* Init SDL */
+ if (!SDL_InitSubSystem(SDL_INIT_VIDEO)){
+ RWERROR((ERR_GENERAL, SDL_GetError()));
+ return 0;
+ }
+
+ glGlobals.currentDisplay = 0;
+ SDL_DisplayID *displays = SDL_GetDisplays(&glGlobals.numDisplays);
+
+ if (glGlobals.currentDisplay >= glGlobals.numDisplays) {
+ RWERROR((ERR_GENERAL, SDL_GetError()));
+ return 0;
+ }
+
+ makeVideoModeList(glGlobals.currentDisplay, displays);
+ SDL_free(displays);
+
+ return 1;
+}
+
+static int
+closeSDL3(void)
+{
+ SDL_QuitSubSystem(SDL_INIT_VIDEO);
+ return 1;
+}
+
+static struct {
+ int gl;
+ int major, minor;
+} profiles[] = {
+ { SDL_GL_CONTEXT_PROFILE_CORE, 3, 3 },
+ { SDL_GL_CONTEXT_PROFILE_CORE, 2, 1 },
+ { SDL_GL_CONTEXT_PROFILE_ES, 3, 1 },
+ { SDL_GL_CONTEXT_PROFILE_ES, 2, 0 },
+ { 0, 0, 0 },
+};
+
+static int
+startSDL3(void)
+{
+ SDL_Window *win;
+ SDL_GLContext ctx;
+ DisplayMode *mode;
+
+ mode = &glGlobals.modes[glGlobals.currentMode];
+
+ SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, glGlobals.numSamples);
+
+ int i;
+ for(i = 0; profiles[i].gl; i++){
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, profiles[i].gl);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, profiles[i].major);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, profiles[i].minor);
+
+ if(mode->flags & VIDEOMODEEXCLUSIVE) {
+ win = SDL_CreateWindow(glGlobals.winTitle, mode->mode.w, mode->mode.h, SDL_WINDOW_RESIZABLE | SDL_WINDOW_OPENGL | SDL_WINDOW_FULLSCREEN);
+ if (win)
+ SDL_SetWindowFullscreenMode(win, &mode->mode);
+ } else {
+ win = SDL_CreateWindow(glGlobals.winTitle, glGlobals.winWidth, glGlobals.winHeight, SDL_WINDOW_RESIZABLE | SDL_WINDOW_OPENGL);
+ if (win)
+ SDL_SetWindowFullscreenMode(win, NULL);
+ }
+ if(win){
+ gl3Caps.gles = profiles[i].gl == SDL_GL_CONTEXT_PROFILE_ES;
+ gl3Caps.glversion = profiles[i].major*10 + profiles[i].minor;
+ break;
+ }
+ }
+ if(win == nil){
+ RWERROR((ERR_GENERAL, SDL_GetError()));
+ return 0;
+ }
+ ctx = SDL_GL_CreateContext(win);
+
+ if (!((gl3Caps.gles ? gladLoadGLES2Loader : gladLoadGLLoader) ((GLADloadproc) SDL_GL_GetProcAddress, gl3Caps.glversion)) ) {
+ RWERROR((ERR_GENERAL, "gladLoadGLLoader failed"));
+ SDL_GL_DestroyContext(ctx);
+ SDL_DestroyWindow(win);
+ return 0;
+ }
+
+// printf("OpenGL version: %s\n", glGetString(GL_VERSION));
+
+ glGlobals.window = win;
+ glGlobals.glcontext = ctx;
+ *glGlobals.pWindow = win;
+ glGlobals.presentWidth = 0;
+ glGlobals.presentHeight = 0;
+ glGlobals.presentOffX = 0;
+ glGlobals.presentOffY = 0;
+ return 1;
+}
+
+static int
+stopSDL3(void)
+{
+ SDL_GL_DestroyContext(glGlobals.glcontext);
+ SDL_DestroyWindow(glGlobals.window);
+ return 1;
+}
+#elif defined(LIBRW_GLFW)
+
+static void
+addVideoMode(const GLFWvidmode *mode)
+{
+ int i;
+
+ for(i = 1; i < glGlobals.numModes; i++){
+ if(glGlobals.modes[i].mode.width == mode->width &&
+ glGlobals.modes[i].mode.height == mode->height &&
+ glGlobals.modes[i].mode.redBits == mode->redBits &&
+ glGlobals.modes[i].mode.greenBits == mode->greenBits &&
+ glGlobals.modes[i].mode.blueBits == mode->blueBits){
+ // had this mode already, remember highest refresh rate
+ if(mode->refreshRate > glGlobals.modes[i].mode.refreshRate)
+ glGlobals.modes[i].mode.refreshRate = mode->refreshRate;
+ return;
+ }
+ }
+
+ // none found, add
+ glGlobals.modes[glGlobals.numModes].mode = *mode;
+ glGlobals.modes[glGlobals.numModes].flags = VIDEOMODEEXCLUSIVE;
+ glGlobals.numModes++;
+}
+
+static void
+makeVideoModeList(GLFWmonitor *monitor)
+{
+ int i, num;
+ const GLFWvidmode *modes;
+
+ modes = glfwGetVideoModes(monitor, &num);
+ rwFree(glGlobals.modes);
+ glGlobals.modes = rwNewT(DisplayMode, num+1, ID_DRIVER | MEMDUR_EVENT);
+
+ glGlobals.modes[0].mode = *glfwGetVideoMode(monitor);
+ glGlobals.modes[0].flags = 0;
+ glGlobals.numModes = 1;
+
+ for(i = 0; i < num; i++)
+ addVideoMode(&modes[i]);
+
+ for(i = 0; i < glGlobals.numModes; i++){
+ num = glGlobals.modes[i].mode.redBits +
+ glGlobals.modes[i].mode.greenBits +
+ glGlobals.modes[i].mode.blueBits;
+ // set depth to power of two
+ for(glGlobals.modes[i].depth = 1; glGlobals.modes[i].depth < num; glGlobals.modes[i].depth <<= 1);
+ }
+}
+
+static int
+openGLFW(EngineOpenParams *openparams)
+{
+ glGlobals.winWidth = openparams->width;
+ glGlobals.winHeight = openparams->height;
+ glGlobals.winTitle = openparams->windowtitle;
+ glGlobals.pWindow = openparams->window;
+
+ memset(&gl3Caps, 0, sizeof(gl3Caps));
+
+ /* Init GLFW */
+ if(!glfwInit()){
+ RWERROR((ERR_GENERAL, "glfwInit() failed"));
+ return 0;
+ }
+
+ glGlobals.monitor = glfwGetMonitors(&glGlobals.numMonitors)[0];
+
+ makeVideoModeList(glGlobals.monitor);
+
+ return 1;
+}
+
+static int
+closeGLFW(void)
+{
+ glfwTerminate();
+ return 1;
+}
+
+static void
+glfwerr(int error, const char *desc)
+{
+ fprintf(stderr, "GLFW Error: %s\n", desc);
+}
+
+static struct {
+ int gl;
+ int major, minor;
+} profiles[] = {
+ { GLFW_OPENGL_API, 3, 3 },
+ { GLFW_OPENGL_API, 2, 1 },
+ { GLFW_OPENGL_ES_API, 3, 1 },
+ { GLFW_OPENGL_ES_API, 2, 0 },
+ { 0, 0, 0 },
+};
+
+static int
+startGLFW(void)
+{
+ GLFWwindow *win;
+ DisplayMode *mode;
+
+ mode = &glGlobals.modes[glGlobals.currentMode];
+
+ glfwSetErrorCallback(glfwerr);
+ glfwWindowHint(GLFW_RED_BITS, mode->mode.redBits);
+ glfwWindowHint(GLFW_GREEN_BITS, mode->mode.greenBits);
+ glfwWindowHint(GLFW_BLUE_BITS, mode->mode.blueBits);
+ glfwWindowHint(GLFW_REFRESH_RATE, mode->mode.refreshRate);
+
+ // GLX will round up to 2x or 4x if you ask for multisampling on with 1 sample
+ // So only apply the SAMPLES hint if we actually want multisampling
+ if (glGlobals.numSamples > 1)
+ glfwWindowHint(GLFW_SAMPLES, glGlobals.numSamples);
+
+ int i;
+ for(i = 0; profiles[i].gl; i++){
+ glfwWindowHint(GLFW_CLIENT_API, profiles[i].gl);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, profiles[i].major);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, profiles[i].minor);
+
+ if(mode->flags & VIDEOMODEEXCLUSIVE)
+ win = glfwCreateWindow(mode->mode.width, mode->mode.height, glGlobals.winTitle, glGlobals.monitor, nil);
+ else
+ win = glfwCreateWindow(glGlobals.winWidth, glGlobals.winHeight, glGlobals.winTitle, nil, nil);
+ if(win){
+ gl3Caps.gles = profiles[i].gl == GLFW_OPENGL_ES_API;
+ gl3Caps.glversion = profiles[i].major*10 + profiles[i].minor;
+ break;
+ }
+ }
+ if(win == nil){
+ RWERROR((ERR_GENERAL, "glfwCreateWindow() failed"));
+ return 0;
+ }
+ glfwMakeContextCurrent(win);
+
+ /* Init GLAD */
+ if (!((gl3Caps.gles ? gladLoadGLES2Loader : gladLoadGLLoader) ((GLADloadproc) glfwGetProcAddress, gl3Caps.glversion)) ) {
+ RWERROR((ERR_GENERAL, "gladLoadGLLoader failed"));
+ glfwDestroyWindow(win);
+ return 0;
+ }
+
+// printf("OpenGL version: %s\n", glGetString(GL_VERSION));
+
+ glGlobals.window = win;
+ *glGlobals.pWindow = win;
+ glGlobals.presentWidth = 0;
+ glGlobals.presentHeight = 0;
+ glGlobals.presentOffX = 0;
+ glGlobals.presentOffY = 0;
+ return 1;
+}
+
+static int
+stopGLFW(void)
+{
+ glfwDestroyWindow(glGlobals.window);
+ return 1;
+}
+#else
+not implemented
+#endif
+
+static int
+initOpenGL(void)
+{
+/*
+ // this only works from 3.0 onward,
+ // but luckily GLAD has already taken care of extensions for us
+ int numExt;
+ glGetIntegerv(GL_NUM_EXTENSIONS, &numExt);
+ for(int i = 0; i < numExt; i++){
+ const char *ext = (const char*)glGetStringi(GL_EXTENSIONS, i);
+ if(ext == nil)
+ continue; // apparently that can happen...
+ if(strcmp(ext, "GL_EXT_texture_compression_s3tc") == 0)
+ gl3Caps.dxtSupported = true;
+ else if(strcmp(ext, "GL_KHR_texture_compression_astc_ldr") == 0)
+ gl3Caps.astcSupported = true;
+// printf("%d %s\n", i, ext);
+ }
+*/
+ gl3Caps.dxtSupported = !!GLAD_GL_EXT_texture_compression_s3tc;
+ gl3Caps.astcSupported = !!GLAD_GL_KHR_texture_compression_astc_ldr;
+
+ glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl3Caps.maxAnisotropy);
+
+ if(gl3Caps.gles){
+ if(gl3Caps.glversion >= 30)
+ shaderDecl = shaderDecl310es;
+ else
+ shaderDecl = shaderDecl100es;
+ }else{
+ if(gl3Caps.glversion >= 30)
+ shaderDecl = shaderDecl330;
+ else
+ shaderDecl = shaderDecl120;
+ }
+
+#ifndef RW_GL_USE_UBOS
+ u_alphaRef = registerUniform("u_alphaRef", UNIFORM_VEC4);
+ u_fogData = registerUniform("u_fogData", UNIFORM_VEC4);
+ u_fogColor = registerUniform("u_fogColor", UNIFORM_VEC4);
+ u_proj = registerUniform("u_proj", UNIFORM_MAT4);
+ u_view = registerUniform("u_view", UNIFORM_MAT4);
+ u_world = registerUniform("u_world", UNIFORM_MAT4);
+ u_ambLight = registerUniform("u_ambLight", UNIFORM_VEC4);
+ u_lightParams = registerUniform("u_lightParams", UNIFORM_VEC4, MAX_LIGHTS);
+ u_lightPosition = registerUniform("u_lightPosition", UNIFORM_VEC4, MAX_LIGHTS);
+ u_lightDirection = registerUniform("u_lightDirection", UNIFORM_VEC4, MAX_LIGHTS);
+ u_lightColor = registerUniform("u_lightColor", UNIFORM_VEC4, MAX_LIGHTS);
+ lastShaderUploaded = nil;
+#else
+ registerBlock("Scene");
+ registerBlock("Object");
+ registerBlock("State");
+#endif
+ u_matColor = registerUniform("u_matColor", UNIFORM_VEC4);
+ u_surfProps = registerUniform("u_surfProps", UNIFORM_VEC4);
+
+ // for im2d
+ registerUniform("u_xform", UNIFORM_VEC4);
+
+ glClearColor(0.25, 0.25, 0.25, 1.0);
+
+ byte whitepixel[4] = {0xFF, 0xFF, 0xFF, 0xFF};
+ glGenTextures(1, &whitetex);
+ glBindTexture(GL_TEXTURE_2D, whitetex);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1,
+ 0, GL_RGBA, GL_UNSIGNED_BYTE, &whitepixel);
+
+ resetRenderState();
+
+ glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy);
+
+ if(gl3Caps.glversion >= 30){
+ glGenVertexArrays(1, &vao);
+ glBindVertexArray(vao);
+ }
+
+#ifdef RW_GL_USE_UBOS
+ glGenBuffers(1, &ubo_state);
+ glBindBuffer(GL_UNIFORM_BUFFER, ubo_state);
+ glBindBufferBase(GL_UNIFORM_BUFFER, gl3::findBlock("State"), ubo_state);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformState), &uniformState,
+ GL_STREAM_DRAW);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+
+ glGenBuffers(1, &ubo_scene);
+ glBindBuffer(GL_UNIFORM_BUFFER, ubo_scene);
+ glBindBufferBase(GL_UNIFORM_BUFFER, gl3::findBlock("Scene"), ubo_scene);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformScene), &uniformScene,
+ GL_STREAM_DRAW);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+
+ glGenBuffers(1, &ubo_object);
+ glBindBuffer(GL_UNIFORM_BUFFER, ubo_object);
+ glBindBufferBase(GL_UNIFORM_BUFFER, gl3::findBlock("Object"), ubo_object);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformObject), &uniformObject,
+ GL_STREAM_DRAW);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+#endif
+
+#include "shaders/default_vs_gl.inc"
+#include "shaders/simple_fs_gl.inc"
+ const char *vs[] = { shaderDecl, header_vert_src, default_vert_src, nil };
+ const char *vs_fullLight[] = { shaderDecl, "#define DIRECTIONALS\n#define POINTLIGHTS\n#define SPOTLIGHTS\n", header_vert_src, default_vert_src, nil };
+ const char *fs[] = { shaderDecl, header_frag_src, simple_frag_src, nil };
+ const char *fs_noAT[] = { shaderDecl, "#define NO_ALPHATEST\n", header_frag_src, simple_frag_src, nil };
+
+ defaultShader = Shader::create(vs, fs);
+ assert(defaultShader);
+ defaultShader_noAT = Shader::create(vs, fs_noAT);
+ assert(defaultShader_noAT);
+
+ defaultShader_fullLight = Shader::create(vs_fullLight, fs);
+ assert(defaultShader_fullLight);
+ defaultShader_fullLight_noAT = Shader::create(vs_fullLight, fs_noAT);
+ assert(defaultShader_fullLight_noAT);
+
+ openIm2D();
+ openIm3D();
+
+ return 1;
+}
+
+static int
+termOpenGL(void)
+{
+ closeIm3D();
+ closeIm2D();
+
+ defaultShader->destroy();
+ defaultShader = nil;
+ defaultShader_noAT->destroy();
+ defaultShader_noAT = nil;
+ defaultShader_fullLight->destroy();
+ defaultShader_fullLight = nil;
+ defaultShader_fullLight_noAT->destroy();
+ defaultShader_fullLight_noAT = nil;
+
+ glDeleteTextures(1, &whitetex);
+ whitetex = 0;
+
+ return 1;
+}
+
+static int
+finalizeOpenGL(void)
+{
+ return 1;
+}
+
+#ifdef LIBRW_SDL2
+static int
+deviceSystemSDL2(DeviceReq req, void *arg, int32 n)
+{
+ VideoMode *rwmode;
+
+ switch(req){
+ case DEVICEOPEN:
+ return openSDL2((EngineOpenParams*)arg);
+ case DEVICECLOSE:
+ return closeSDL2();
+
+ case DEVICEINIT:
+ return startSDL2() && initOpenGL();
+ case DEVICETERM:
+ return termOpenGL() && stopSDL2();
+
+ case DEVICEFINALIZE:
+ return finalizeOpenGL();
+
+
+ case DEVICEGETNUMSUBSYSTEMS:
+ return glGlobals.numDisplays;
+
+ case DEVICEGETCURRENTSUBSYSTEM:
+ return glGlobals.currentDisplay;
+
+ case DEVICESETSUBSYSTEM:
+ if (n >= SDL_GetNumVideoDisplays())
+ return 0;
+ glGlobals.currentDisplay = n;
+ return 1;
+
+ case DEVICEGETSUBSSYSTEMINFO: {
+ const char *display_name = SDL_GetDisplayName(n);
+ if (display_name == nil)
+ return 0;
+ strncpy(((SubSystemInfo*)arg)->name, display_name, sizeof(SubSystemInfo::name));
+ return 1;
+ }
+
+
+ case DEVICEGETNUMVIDEOMODES:
+ return glGlobals.numModes;
+
+ case DEVICEGETCURRENTVIDEOMODE:
+ return glGlobals.currentMode;
+
+ case DEVICESETVIDEOMODE:
+ if(n >= glGlobals.numModes)
+ return 0;
+ glGlobals.currentMode = n;
+ return 1;
+
+ case DEVICEGETVIDEOMODEINFO:
+ rwmode = (VideoMode*)arg;
+ rwmode->width = glGlobals.modes[n].mode.w;
+ rwmode->height = glGlobals.modes[n].mode.h;
+ rwmode->depth = glGlobals.modes[n].depth;
+ rwmode->flags = glGlobals.modes[n].flags;
+ return 1;
+
+ case DEVICEGETMAXMULTISAMPLINGLEVELS:
+ {
+ GLint maxSamples;
+ glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
+ if(maxSamples == 0)
+ return 1;
+ return maxSamples;
+ }
+ case DEVICEGETMULTISAMPLINGLEVELS:
+ if(glGlobals.numSamples == 0)
+ return 1;
+ return glGlobals.numSamples;
+ case DEVICESETMULTISAMPLINGLEVELS:
+ glGlobals.numSamples = (uint32)n;
+ return 1;
+ default:
+ assert(0 && "not implemented");
+ return 0;
+ }
+ return 1;
+}
+
+#elif defined(LIBRW_SDL3)
+
+static int
+deviceSystemSDL3(DeviceReq req, void *arg, int32 n)
+{
+ VideoMode *rwmode;
+
+ switch(req){
+ case DEVICEOPEN:
+ return openSDL3((EngineOpenParams*)arg);
+ case DEVICECLOSE:
+ return closeSDL3();
+
+ case DEVICEINIT:
+ return startSDL3() && initOpenGL();
+ case DEVICETERM:
+ return termOpenGL() && stopSDL3();
+
+ case DEVICEFINALIZE:
+ return finalizeOpenGL();
+
+
+ case DEVICEGETNUMSUBSYSTEMS:
+ return glGlobals.numDisplays;
+
+ case DEVICEGETCURRENTSUBSYSTEM:
+ return glGlobals.currentDisplay;
+
+ case DEVICESETSUBSYSTEM:
+ if (n >= glGlobals.numDisplays)
+ return 0;
+ glGlobals.currentDisplay = n;
+ return 1;
+
+ case DEVICEGETSUBSSYSTEMINFO: {
+ const char *display_name = SDL_GetDisplayName(n);
+ if (display_name == nil)
+ return 0;
+ strncpy(((SubSystemInfo*)arg)->name, display_name, sizeof(SubSystemInfo::name));
+ return 1;
+ }
+
+
+ case DEVICEGETNUMVIDEOMODES:
+ return glGlobals.numModes;
+
+ case DEVICEGETCURRENTVIDEOMODE:
+ return glGlobals.currentMode;
+
+ case DEVICESETVIDEOMODE:
+ if(n >= glGlobals.numModes)
+ return 0;
+ glGlobals.currentMode = n;
+ return 1;
+
+ case DEVICEGETVIDEOMODEINFO:
+ if (n <= 0)
+ return 0;
+ rwmode = (VideoMode*)arg;
+ rwmode->width = glGlobals.modes[n].mode.w;
+ rwmode->height = glGlobals.modes[n].mode.h;
+ rwmode->depth = glGlobals.modes[n].depth;
+ rwmode->flags = glGlobals.modes[n].flags;
+ return 1;
+
+ case DEVICEGETMAXMULTISAMPLINGLEVELS:
+ {
+ GLint maxSamples;
+ glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
+ if(maxSamples == 0)
+ return 1;
+ return maxSamples;
+ }
+ case DEVICEGETMULTISAMPLINGLEVELS:
+ if(glGlobals.numSamples == 0)
+ return 1;
+ return glGlobals.numSamples;
+ case DEVICESETMULTISAMPLINGLEVELS:
+ glGlobals.numSamples = (uint32)n;
+ return 1;
+ default:
+ assert(0 && "not implemented");
+ return 0;
+ }
+ return 1;
+}
+
+#elif defined(LIBRW_GLFW)
+
+static int
+deviceSystemGLFW(DeviceReq req, void *arg, int32 n)
+{
+ GLFWmonitor **monitors;
+ VideoMode *rwmode;
+
+ switch(req){
+ case DEVICEOPEN:
+ return openGLFW((EngineOpenParams*)arg);
+ case DEVICECLOSE:
+ return closeGLFW();
+
+ case DEVICEINIT:
+ return startGLFW() && initOpenGL();
+ case DEVICETERM:
+ return termOpenGL() && stopGLFW();
+
+ case DEVICEFINALIZE:
+ return finalizeOpenGL();
+
+
+ case DEVICEGETNUMSUBSYSTEMS:
+ return glGlobals.numMonitors;
+
+ case DEVICEGETCURRENTSUBSYSTEM:
+ return glGlobals.currentMonitor;
+
+ case DEVICESETSUBSYSTEM:
+ monitors = glfwGetMonitors(&glGlobals.numMonitors);
+ if(n >= glGlobals.numMonitors)
+ return 0;
+ glGlobals.currentMonitor = n;
+ glGlobals.monitor = monitors[glGlobals.currentMonitor];
+ return 1;
+
+ case DEVICEGETSUBSSYSTEMINFO:
+ monitors = glfwGetMonitors(&glGlobals.numMonitors);
+ if(n >= glGlobals.numMonitors)
+ return 0;
+ strncpy(((SubSystemInfo*)arg)->name, glfwGetMonitorName(monitors[n]), sizeof(SubSystemInfo::name));
+ return 1;
+
+
+ case DEVICEGETNUMVIDEOMODES:
+ return glGlobals.numModes;
+
+ case DEVICEGETCURRENTVIDEOMODE:
+ return glGlobals.currentMode;
+
+ case DEVICESETVIDEOMODE:
+ if(n >= glGlobals.numModes)
+ return 0;
+ glGlobals.currentMode = n;
+ return 1;
+
+ case DEVICEGETVIDEOMODEINFO:
+ rwmode = (VideoMode*)arg;
+ rwmode->width = glGlobals.modes[n].mode.width;
+ rwmode->height = glGlobals.modes[n].mode.height;
+ rwmode->depth = glGlobals.modes[n].depth;
+ rwmode->flags = glGlobals.modes[n].flags;
+ return 1;
+
+ case DEVICEGETMAXMULTISAMPLINGLEVELS:
+ {
+ GLint maxSamples;
+ glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
+ if(maxSamples == 0)
+ return 1;
+ return maxSamples;
+ }
+ case DEVICEGETMULTISAMPLINGLEVELS:
+ if(glGlobals.numSamples == 0)
+ return 1;
+ return glGlobals.numSamples;
+ case DEVICESETMULTISAMPLINGLEVELS:
+ glGlobals.numSamples = (uint32)n;
+ return 1;
+ default:
+ assert(0 && "not implemented");
+ return 0;
+ }
+ return 1;
+}
+
+#else
+
+not implemented
+
+#endif
+
+Device renderdevice = {
+ -1.0f, 1.0f,
+ gl3::beginUpdate,
+ gl3::endUpdate,
+ gl3::clearCamera,
+ gl3::showRaster,
+ gl3::rasterRenderFast,
+ gl3::setRenderState,
+ gl3::getRenderState,
+ gl3::im2DRenderLine,
+ gl3::im2DRenderTriangle,
+ gl3::im2DRenderPrimitive,
+ gl3::im2DRenderIndexedPrimitive,
+ gl3::im3DTransform,
+ gl3::im3DRenderPrimitive,
+ gl3::im3DRenderIndexedPrimitive,
+ gl3::im3DEnd,
+#ifdef LIBRW_SDL2
+ gl3::deviceSystemSDL2
+#elif defined(LIBRW_SDL3)
+ gl3::deviceSystemSDL3
+#elif defined(LIBRW_GLFW)
+ gl3::deviceSystemGLFW
+#else
+ not implemented
+#endif
+};
+
+}
+}
+
+#else
+// urgh, probably should get rid of that eventually
+#include "rwgl3.h"
+namespace rw {
+namespace gl3 {
+Gl3Caps gl3Caps;
+bool32 needToReadBackTextures;
+}
+}
+#endif
diff --git a/src/gl/gl3immed.cpp b/src/gl/gl3immed.cpp
new file mode 100644
index 0000000..b66b7e5
--- /dev/null
+++ b/src/gl/gl3immed.cpp
@@ -0,0 +1,317 @@
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <assert.h>
+
+#include "../rwbase.h"
+#include "../rwerror.h"
+#include "../rwplg.h"
+#include "../rwrender.h"
+#include "../rwpipeline.h"
+#include "../rwobjects.h"
+#include "../rwengine.h"
+#ifdef RW_OPENGL
+#include "rwgl3.h"
+#include "rwgl3impl.h"
+#include "rwgl3shader.h"
+
+namespace rw {
+namespace gl3 {
+
+uint32 im2DVbo, im2DIbo;
+#ifdef RW_GL_USE_VAOS
+uint32 im2DVao;
+#endif
+
+Shader *im2dOverrideShader;
+
+static int32 u_xform;
+
+#define STARTINDICES 10000
+#define STARTVERTICES 10000
+
+static Shader *im2dShader;
+static AttribDesc im2dattribDesc[3] = {
+ { ATTRIB_POS, GL_FLOAT, GL_FALSE, 4,
+ sizeof(Im2DVertex), 0 },
+ { ATTRIB_COLOR, GL_UNSIGNED_BYTE, GL_TRUE, 4,
+ sizeof(Im2DVertex), offsetof(Im2DVertex, r) },
+ { ATTRIB_TEXCOORDS0, GL_FLOAT, GL_FALSE, 2,
+ sizeof(Im2DVertex), offsetof(Im2DVertex, u) },
+};
+
+static int primTypeMap[] = {
+ GL_POINTS, // invalid
+ GL_LINES,
+ GL_LINE_STRIP,
+ GL_TRIANGLES,
+ GL_TRIANGLE_STRIP,
+ GL_TRIANGLE_FAN,
+ GL_POINTS
+};
+
+void
+openIm2D(void)
+{
+ // must already be registered by device. we just need the value
+ u_xform = registerUniform("u_xform", UNIFORM_VEC4);
+
+#include "shaders/im2d_gl.inc"
+#include "shaders/simple_fs_gl.inc"
+ const char *vs[] = { shaderDecl, header_vert_src, im2d_vert_src, nil };
+ const char *fs[] = { shaderDecl, header_frag_src, simple_frag_src, nil };
+ im2dShader = Shader::create(vs, fs);
+ assert(im2dShader);
+
+ glGenBuffers(1, &im2DIbo);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, im2DIbo);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, STARTINDICES*2, nil, GL_STREAM_DRAW);
+
+ glGenBuffers(1, &im2DVbo);
+ glBindBuffer(GL_ARRAY_BUFFER, im2DVbo);
+ glBufferData(GL_ARRAY_BUFFER, STARTVERTICES*sizeof(Im2DVertex), nil, GL_STREAM_DRAW);
+
+#ifdef RW_GL_USE_VAOS
+ glGenVertexArrays(1, &im2DVao);
+ glBindVertexArray(im2DVao);
+ setAttribPointers(im2dattribDesc, 3);
+#endif
+}
+
+void
+closeIm2D(void)
+{
+ glDeleteBuffers(1, &im2DIbo);
+ glDeleteBuffers(1, &im2DVbo);
+#ifdef RW_GL_USE_VAOS
+ glDeleteVertexArrays(1, &im2DVao);
+#endif
+ im2dShader->destroy();
+ im2dShader = nil;
+}
+
+static Im2DVertex tmpprimbuf[3];
+
+void
+im2DRenderLine(void *vertices, int32 numVertices, int32 vert1, int32 vert2)
+{
+ Im2DVertex *verts = (Im2DVertex*)vertices;
+ tmpprimbuf[0] = verts[vert1];
+ tmpprimbuf[1] = verts[vert2];
+ im2DRenderPrimitive(PRIMTYPELINELIST, tmpprimbuf, 2);
+}
+
+void
+im2DRenderTriangle(void *vertices, int32 numVertices, int32 vert1, int32 vert2, int32 vert3)
+{
+ Im2DVertex *verts = (Im2DVertex*)vertices;
+ tmpprimbuf[0] = verts[vert1];
+ tmpprimbuf[1] = verts[vert2];
+ tmpprimbuf[2] = verts[vert3];
+ im2DRenderPrimitive(PRIMTYPETRILIST, tmpprimbuf, 3);
+}
+
+void
+im2DSetXform(void)
+{
+ GLfloat xform[4];
+ Camera *cam;
+ cam = (Camera*)engine->currentCamera;
+ xform[0] = 2.0f/cam->frameBuffer->width;
+ xform[1] = -2.0f/cam->frameBuffer->height;
+ xform[2] = -1.0f;
+ xform[3] = 1.0f;
+ setUniform(u_xform, xform);
+// glUniform4fv(currentShader->uniformLocations[u_xform], 1, xform);
+}
+
+void
+im2DRenderPrimitive(PrimitiveType primType, void *vertices, int32 numVertices)
+{
+#ifdef RW_GL_USE_VAOS
+ glBindVertexArray(im2DVao);
+#endif
+
+ glBindBuffer(GL_ARRAY_BUFFER, im2DVbo);
+ glBufferData(GL_ARRAY_BUFFER, STARTVERTICES*sizeof(Im2DVertex), nil, GL_STREAM_DRAW);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, numVertices*sizeof(Im2DVertex), vertices);
+
+ if(im2dOverrideShader)
+ im2dOverrideShader->use();
+ else
+ im2dShader->use();
+#ifndef RW_GL_USE_VAOS
+ setAttribPointers(im2dattribDesc, 3);
+#endif
+
+ im2DSetXform();
+
+ flushCache();
+ glDrawArrays(primTypeMap[primType], 0, numVertices);
+#ifndef RW_GL_USE_VAOS
+ disableAttribPointers(im2dattribDesc, 3);
+#endif
+}
+
+void
+im2DRenderIndexedPrimitive(PrimitiveType primType,
+ void *vertices, int32 numVertices,
+ void *indices, int32 numIndices)
+{
+#ifdef RW_GL_USE_VAOS
+ glBindVertexArray(im2DVao);
+#endif
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, im2DIbo);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, STARTINDICES*2, nil, GL_STREAM_DRAW);
+ glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, numIndices*2, indices);
+
+ glBindBuffer(GL_ARRAY_BUFFER, im2DVbo);
+ glBufferData(GL_ARRAY_BUFFER, STARTVERTICES*sizeof(Im2DVertex), nil, GL_STREAM_DRAW);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, numVertices*sizeof(Im2DVertex), vertices);
+
+ if(im2dOverrideShader)
+ im2dOverrideShader->use();
+ else
+ im2dShader->use();
+#ifndef RW_GL_USE_VAOS
+ setAttribPointers(im2dattribDesc, 3);
+#endif
+
+ im2DSetXform();
+
+ flushCache();
+ glDrawElements(primTypeMap[primType], numIndices,
+ GL_UNSIGNED_SHORT, nil);
+#ifndef RW_GL_USE_VAOS
+ disableAttribPointers(im2dattribDesc, 3);
+#endif
+}
+
+
+// Im3D
+
+
+static Shader *im3dShader;
+static AttribDesc im3dattribDesc[4] = {
+ { ATTRIB_POS, GL_FLOAT, GL_FALSE, 3,
+ sizeof(Im3DVertex), 0 },
+ { ATTRIB_NORMAL, GL_FLOAT, GL_FALSE, 3,
+ sizeof(Im3DVertex), offsetof(Im3DVertex, normal) },
+ { ATTRIB_COLOR, GL_UNSIGNED_BYTE, GL_TRUE, 4,
+ sizeof(Im3DVertex), offsetof(Im3DVertex, r) },
+ { ATTRIB_TEXCOORDS0, GL_FLOAT, GL_FALSE, 2,
+ sizeof(Im3DVertex), offsetof(Im3DVertex, u) },
+};
+static uint32 im3DVbo, im3DIbo;
+#ifdef RW_GL_USE_VAOS
+static uint32 im3DVao;
+#endif
+static int32 num3DVertices; // not actually needed here
+
+void
+openIm3D(void)
+{
+#include "shaders/im3d_gl.inc"
+#include "shaders/simple_fs_gl.inc"
+ const char *vs[] = { shaderDecl, header_vert_src, im3d_vert_src, nil };
+ const char *fs[] = { shaderDecl, header_frag_src, simple_frag_src, nil };
+ im3dShader = Shader::create(vs, fs);
+ assert(im3dShader);
+
+ glGenBuffers(1, &im3DIbo);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, im3DIbo);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, STARTINDICES*2, nil, GL_STREAM_DRAW);
+
+ glGenBuffers(1, &im3DVbo);
+ glBindBuffer(GL_ARRAY_BUFFER, im3DVbo);
+ glBufferData(GL_ARRAY_BUFFER, STARTVERTICES*sizeof(Im3DVertex), nil, GL_STREAM_DRAW);
+
+#ifdef RW_GL_USE_VAOS
+ glGenVertexArrays(1, &im3DVao);
+ glBindVertexArray(im3DVao);
+ setAttribPointers(im3dattribDesc, 4);
+#endif
+}
+
+void
+closeIm3D(void)
+{
+ glDeleteBuffers(1, &im3DIbo);
+ glDeleteBuffers(1, &im3DVbo);
+#ifdef RW_GL_USE_VAOS
+ glDeleteVertexArrays(1, &im3DVao);
+#endif
+ im3dShader->destroy();
+ im3dShader = nil;
+}
+
+// settable by user - TOOD: make this less shit
+RGBA im3dMaterialColor = { 255, 255, 255, 255 };
+SurfaceProperties im3dSurfaceProps = { 1.0f, 1.0f, 1.0f };
+
+void
+im3DTransform(void *vertices, int32 numVertices, Matrix *world, uint32 flags)
+{
+ if(world == nil){
+ static Matrix ident;
+ ident.setIdentity();
+ world = &ident;
+ }
+ setWorldMatrix(world);
+ if(flags & im3d::LIGHTING){
+ setMaterial(im3dMaterialColor, im3dSurfaceProps);
+ int32 vsBits = lightingCB();
+ defaultShader_fullLight->use();
+ }else
+ im3dShader->use();
+
+ if((flags & im3d::VERTEXUV) == 0)
+ SetRenderStatePtr(TEXTURERASTER, nil);
+
+#ifdef RW_GL_USE_VAOS
+ glBindVertexArray(im2DVao);
+#endif
+
+ glBindBuffer(GL_ARRAY_BUFFER, im3DVbo);
+ glBufferData(GL_ARRAY_BUFFER, STARTVERTICES*sizeof(Im3DVertex), nil, GL_STREAM_DRAW);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, numVertices*sizeof(Im3DVertex), vertices);
+#ifndef RW_GL_USE_VAOS
+ setAttribPointers(im3dattribDesc, 4);
+#endif
+ num3DVertices = numVertices;
+}
+
+void
+im3DRenderPrimitive(PrimitiveType primType)
+{
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, im3DIbo);
+
+ flushCache();
+ glDrawArrays(primTypeMap[primType], 0, num3DVertices);
+}
+
+void
+im3DRenderIndexedPrimitive(PrimitiveType primType, void *indices, int32 numIndices)
+{
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, im3DIbo);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, STARTINDICES*2, nil, GL_STREAM_DRAW);
+ glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, numIndices*2, indices);
+
+ flushCache();
+ glDrawElements(primTypeMap[primType], numIndices,
+ GL_UNSIGNED_SHORT, nil);
+}
+
+void
+im3DEnd(void)
+{
+#ifndef RW_GL_USE_VAOS
+ disableAttribPointers(im3dattribDesc, 4);
+#endif
+}
+
+}
+}
+
+#endif
diff --git a/src/gl/gl3matfx.cpp b/src/gl/gl3matfx.cpp
new file mode 100644
index 0000000..06b01c1
--- /dev/null
+++ b/src/gl/gl3matfx.cpp
@@ -0,0 +1,258 @@
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <assert.h>
+
+#include "../rwbase.h"
+#include "../rwerror.h"
+#include "../rwplg.h"
+#include "../rwrender.h"
+#include "../rwengine.h"
+#include "../rwpipeline.h"
+#include "../rwobjects.h"
+#include "../rwanim.h"
+#include "../rwplugins.h"
+
+#include "rwgl3.h"
+#include "rwgl3shader.h"
+#include "rwgl3plg.h"
+
+#include "rwgl3impl.h"
+
+namespace rw {
+namespace gl3 {
+
+#ifdef RW_OPENGL
+
+static Shader *envShader, *envShader_noAT;
+static Shader *envShader_fullLight, *envShader_fullLight_noAT;
+static int32 u_texMatrix;
+static int32 u_fxparams;
+static int32 u_colorClamp;
+static int32 u_envColor;
+
+void
+matfxDefaultRender(InstanceDataHeader *header, InstanceData *inst, int32 vsBits, uint32 flags)
+{
+ Material *m;
+ m = inst->material;
+
+ setMaterial(flags, m->color, m->surfaceProps);
+
+ setTexture(0, m->texture);
+
+ rw::SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF);
+
+ if((vsBits & VSLIGHT_MASK) == 0){
+ if(getAlphaTest())
+ defaultShader->use();
+ else
+ defaultShader_noAT->use();
+ }else{
+ if(getAlphaTest())
+ defaultShader_fullLight->use();
+ else
+ defaultShader_fullLight_noAT->use();
+ }
+
+ drawInst(header, inst);
+}
+
+static Frame *lastEnvFrame;
+
+static RawMatrix normal2texcoord = {
+ { 0.5f, 0.0f, 0.0f }, 0.0f,
+ { 0.0f, -0.5f, 0.0f }, 0.0f,
+ { 0.0f, 0.0f, 1.0f }, 0.0f,
+ { 0.5f, 0.5f, 0.0f }, 1.0f
+};
+
+void
+uploadEnvMatrix(Frame *frame)
+{
+ Matrix invMat;
+ if(frame == nil)
+ frame = engine->currentCamera->getFrame();
+
+ // cache the matrix across multiple meshes
+ static RawMatrix envMtx;
+// can't do it, frame matrix may change
+// if(frame != lastEnvFrame){
+// lastEnvFrame = frame;
+ {
+
+ RawMatrix invMtx;
+ Matrix::invert(&invMat, frame->getLTM());
+ convMatrix(&invMtx, &invMat);
+ invMtx.pos.set(0.0f, 0.0f, 0.0f);
+ float uscale = fabs(normal2texcoord.right.x);
+ normal2texcoord.right.x = MatFX::envMapFlipU ? -uscale : uscale;
+ RawMatrix::mult(&envMtx, &invMtx, &normal2texcoord);
+ }
+ setUniform(u_texMatrix, &envMtx);
+}
+
+void
+matfxEnvRender(InstanceDataHeader *header, InstanceData *inst, int32 vsBits, uint32 flags, MatFX::Env *env)
+{
+ Material *m;
+ m = inst->material;
+
+ if(env->tex == nil || env->coefficient == 0.0f){
+ matfxDefaultRender(header, inst, vsBits, flags);
+ return;
+ }
+
+ setTexture(0, m->texture);
+ setTexture(1, env->tex);
+ uploadEnvMatrix(env->frame);
+
+ setMaterial(flags, m->color, m->surfaceProps);
+
+ float fxparams[4];
+ fxparams[0] = env->coefficient;
+ fxparams[1] = env->fbAlpha ? 0.0f : 1.0f;
+ fxparams[2] = fxparams[3] = 0.0f;
+
+ setUniform(u_fxparams, fxparams);
+ static float zero[4];
+ static float one[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
+ // This clamps the vertex color below. With it we can achieve both PC and PS2 style matfx
+ if(MatFX::envMapApplyLight)
+ setUniform(u_colorClamp, zero);
+ else
+ setUniform(u_colorClamp, one);
+ RGBAf envcol[4];
+ if(MatFX::envMapUseMatColor)
+ convColor(envcol, &m->color);
+ else
+ convColor(envcol, &MatFX::envMapColor);
+ setUniform(u_envColor, envcol);
+
+ rw::SetRenderState(VERTEXALPHA, 1);
+ rw::SetRenderState(SRCBLEND, BLENDONE);
+
+ if((vsBits & VSLIGHT_MASK) == 0){
+ if(getAlphaTest())
+ envShader->use();
+ else
+ envShader_noAT->use();
+ }else{
+ if(getAlphaTest())
+ envShader_fullLight->use();
+ else
+ envShader_fullLight_noAT->use();
+ }
+
+ drawInst(header, inst);
+
+ rw::SetRenderState(SRCBLEND, BLENDSRCALPHA);
+}
+
+void
+matfxRenderCB(Atomic *atomic, InstanceDataHeader *header)
+{
+ uint32 flags = atomic->geometry->flags;
+ setWorldMatrix(atomic->getFrame()->getLTM());
+ int32 vsBits = lightingCB(atomic);
+
+ setupVertexInput(header);
+
+ lastEnvFrame = nil;
+
+ InstanceData *inst = header->inst;
+ int32 n = header->numMeshes;
+
+ while(n--){
+ MatFX *matfx = MatFX::get(inst->material);
+
+ if(matfx == nil)
+ matfxDefaultRender(header, inst, vsBits, flags);
+ else switch(matfx->type){
+ case MatFX::ENVMAP:
+ matfxEnvRender(header, inst, vsBits, flags, &matfx->fx[0].env);
+ break;
+ default:
+ matfxDefaultRender(header, inst, vsBits, flags);
+ break;
+ }
+ inst++;
+ }
+ teardownVertexInput(header);
+}
+
+ObjPipeline*
+makeMatFXPipeline(void)
+{
+ ObjPipeline *pipe = ObjPipeline::create();
+ pipe->instanceCB = defaultInstanceCB;
+ pipe->uninstanceCB = defaultUninstanceCB;
+ pipe->renderCB = matfxRenderCB;
+ pipe->pluginID = ID_MATFX;
+ pipe->pluginData = 0;
+ return pipe;
+}
+
+static void*
+matfxOpen(void *o, int32, int32)
+{
+ matFXGlobals.pipelines[PLATFORM_GL3] = makeMatFXPipeline();
+
+#include "shaders/matfx_gl.inc"
+ const char *vs[] = { shaderDecl, header_vert_src, matfx_env_vert_src, nil };
+ const char *vs_fullLight[] = { shaderDecl, "#define DIRECTIONALS\n#define POINTLIGHTS\n#define SPOTLIGHTS\n", header_vert_src, matfx_env_vert_src, nil };
+ const char *fs[] = { shaderDecl, header_frag_src, matfx_env_frag_src, nil };
+ const char *fs_noAT[] = { shaderDecl, "#define NO_ALPHATEST\n", header_frag_src, matfx_env_frag_src, nil };
+
+ envShader = Shader::create(vs, fs);
+ assert(envShader);
+ envShader_noAT = Shader::create(vs, fs_noAT);
+ assert(envShader_noAT);
+
+ envShader_fullLight = Shader::create(vs_fullLight, fs);
+ assert(envShader_fullLight);
+ envShader_fullLight_noAT = Shader::create(vs_fullLight, fs_noAT);
+ assert(envShader_fullLight_noAT);
+
+ return o;
+}
+
+static void*
+matfxClose(void *o, int32, int32)
+{
+ ((ObjPipeline*)matFXGlobals.pipelines[PLATFORM_GL3])->destroy();
+ matFXGlobals.pipelines[PLATFORM_GL3] = nil;
+
+ envShader->destroy();
+ envShader = nil;
+ envShader_noAT->destroy();
+ envShader_noAT = nil;
+ envShader_fullLight->destroy();
+ envShader_fullLight = nil;
+ envShader_fullLight_noAT->destroy();
+ envShader_fullLight_noAT = nil;
+
+ return o;
+}
+
+void
+initMatFX(void)
+{
+ u_texMatrix = registerUniform("u_texMatrix", UNIFORM_MAT4);
+ u_fxparams = registerUniform("u_fxparams", UNIFORM_VEC4);
+ u_colorClamp = registerUniform("u_colorClamp", UNIFORM_VEC4);
+ u_envColor = registerUniform("u_envColor", UNIFORM_VEC4);
+
+ Driver::registerPlugin(PLATFORM_GL3, 0, ID_MATFX,
+ matfxOpen, matfxClose);
+}
+
+#else
+
+void initMatFX(void) { }
+
+#endif
+
+}
+}
+
diff --git a/src/gl/gl3pipe.cpp b/src/gl/gl3pipe.cpp
new file mode 100644
index 0000000..4df0b7c
--- /dev/null
+++ b/src/gl/gl3pipe.cpp
@@ -0,0 +1,333 @@
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <assert.h>
+
+#include "../rwbase.h"
+#include "../rwerror.h"
+#include "../rwplg.h"
+#include "../rwpipeline.h"
+#include "../rwobjects.h"
+#include "../rwengine.h"
+
+#include "rwgl3.h"
+#include "rwgl3shader.h"
+
+namespace rw {
+namespace gl3 {
+
+// TODO: make some of these things platform-independent
+
+#ifdef RW_OPENGL
+
+void
+freeInstanceData(Geometry *geometry)
+{
+ if(geometry->instData == nil ||
+ geometry->instData->platform != PLATFORM_GL3)
+ return;
+ InstanceDataHeader *header = (InstanceDataHeader*)geometry->instData;
+ geometry->instData = nil;
+ glDeleteBuffers(1, &header->ibo);
+ glDeleteBuffers(1, &header->vbo);
+#ifdef RW_GL_USE_VAOS
+ glDeleteBuffers(1, &header->vao);
+#endif
+ rwFree(header->indexBuffer);
+ rwFree(header->vertexBuffer);
+ rwFree(header->attribDesc);
+ rwFree(header->inst);
+ rwFree(header);
+}
+
+void*
+destroyNativeData(void *object, int32, int32)
+{
+ freeInstanceData((Geometry*)object);
+ return object;
+}
+
+static InstanceDataHeader*
+instanceMesh(rw::ObjPipeline *rwpipe, Geometry *geo)
+{
+ InstanceDataHeader *header = rwNewT(InstanceDataHeader, 1, MEMDUR_EVENT | ID_GEOMETRY);
+ MeshHeader *meshh = geo->meshHeader;
+ geo->instData = header;
+ header->platform = PLATFORM_GL3;
+
+ header->serialNumber = meshh->serialNum;
+ header->numMeshes = meshh->numMeshes;
+ header->primType = meshh->flags == 1 ? GL_TRIANGLE_STRIP : GL_TRIANGLES;
+ header->totalNumVertex = geo->numVertices;
+ header->totalNumIndex = meshh->totalIndices;
+ header->inst = rwNewT(InstanceData, header->numMeshes, MEMDUR_EVENT | ID_GEOMETRY);
+
+ header->indexBuffer = rwNewT(uint16, header->totalNumIndex, MEMDUR_EVENT | ID_GEOMETRY);
+ InstanceData *inst = header->inst;
+ Mesh *mesh = meshh->getMeshes();
+ uint32 offset = 0;
+ for(uint32 i = 0; i < header->numMeshes; i++){
+ findMinVertAndNumVertices(mesh->indices, mesh->numIndices,
+ &inst->minVert, &inst->numVertices);
+ assert(inst->minVert != 0xFFFFFFFF);
+ inst->numIndex = mesh->numIndices;
+ inst->material = mesh->material;
+ inst->vertexAlpha = 0;
+ inst->program = 0;
+ inst->offset = offset;
+ memcpy((uint8*)header->indexBuffer + inst->offset,
+ mesh->indices, inst->numIndex*2);
+ offset += inst->numIndex*2;
+ mesh++;
+ inst++;
+ }
+
+ header->vertexBuffer = nil;
+ header->numAttribs = 0;
+ header->attribDesc = nil;
+ header->ibo = 0;
+ header->vbo = 0;
+
+#ifdef RW_GL_USE_VAOS
+ glGenVertexArrays(1, &header->vao);
+ glBindVertexArray(header->vao);
+#endif
+ glGenBuffers(1, &header->ibo);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, header->ibo);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, header->totalNumIndex*2,
+ header->indexBuffer, GL_STATIC_DRAW);
+
+ return header;
+}
+
+static void
+instance(rw::ObjPipeline *rwpipe, Atomic *atomic)
+{
+ ObjPipeline *pipe = (ObjPipeline*)rwpipe;
+ Geometry *geo = atomic->geometry;
+ // don't try to (re)instance native data
+ if(geo->flags & Geometry::NATIVE)
+ return;
+
+ InstanceDataHeader *header = (InstanceDataHeader*)geo->instData;
+ if(geo->instData){
+ // Already have instanced data, so check if we have to reinstance
+ assert(header->platform == PLATFORM_GL3);
+ if(header->serialNumber != geo->meshHeader->serialNum){
+ // Mesh changed, so reinstance everything
+ freeInstanceData(geo);
+ }
+ }
+
+ // no instance or complete reinstance
+ if(geo->instData == nil){
+ geo->instData = instanceMesh(rwpipe, geo);
+ pipe->instanceCB(geo, (InstanceDataHeader*)geo->instData, 0);
+ }else if(geo->lockedSinceInst)
+ pipe->instanceCB(geo, (InstanceDataHeader*)geo->instData, 1);
+
+ geo->lockedSinceInst = 0;
+}
+
+static void
+uninstance(rw::ObjPipeline *rwpipe, Atomic *atomic)
+{
+ assert(0 && "can't uninstance");
+}
+
+static void
+render(rw::ObjPipeline *rwpipe, Atomic *atomic)
+{
+ ObjPipeline *pipe = (ObjPipeline*)rwpipe;
+ Geometry *geo = atomic->geometry;
+ pipe->instance(atomic);
+ assert(geo->instData != nil);
+ assert(geo->instData->platform == PLATFORM_GL3);
+ if(pipe->renderCB)
+ pipe->renderCB(atomic, (InstanceDataHeader*)geo->instData);
+}
+
+void
+ObjPipeline::init(void)
+{
+ this->rw::ObjPipeline::init(PLATFORM_GL3);
+ this->impl.instance = gl3::instance;
+ this->impl.uninstance = gl3::uninstance;
+ this->impl.render = gl3::render;
+ this->instanceCB = nil;
+ this->uninstanceCB = nil;
+ this->renderCB = nil;
+}
+
+ObjPipeline*
+ObjPipeline::create(void)
+{
+ ObjPipeline *pipe = rwNewT(ObjPipeline, 1, MEMDUR_GLOBAL);
+ pipe->init();
+ return pipe;
+}
+
+void
+defaultInstanceCB(Geometry *geo, InstanceDataHeader *header, bool32 reinstance)
+{
+ AttribDesc *attribs, *a;
+
+ bool isPrelit = !!(geo->flags & Geometry::PRELIT);
+ bool hasNormals = !!(geo->flags & Geometry::NORMALS);
+
+ if(!reinstance){
+ AttribDesc tmpAttribs[12];
+ uint32 stride;
+
+ //
+ // Create attribute descriptions
+ //
+ a = tmpAttribs;
+ stride = 0;
+
+ // Positions
+ a->index = ATTRIB_POS;
+ a->size = 3;
+ a->type = GL_FLOAT;
+ a->normalized = GL_FALSE;
+ a->offset = stride;
+ stride += 12;
+ a++;
+
+ // Normals
+ // TODO: compress
+ if(hasNormals){
+ a->index = ATTRIB_NORMAL;
+ a->size = 3;
+ a->type = GL_FLOAT;
+ a->normalized = GL_FALSE;
+ a->offset = stride;
+ stride += 12;
+ a++;
+ }
+
+ // Prelighting
+ if(isPrelit){
+ a->index = ATTRIB_COLOR;
+ a->size = 4;
+ a->type = GL_UNSIGNED_BYTE;
+ a->normalized = GL_TRUE;
+ a->offset = stride;
+ stride += 4;
+ a++;
+ }
+
+ // Texture coordinates
+ for(int32 n = 0; n < geo->numTexCoordSets; n++){
+ a->index = ATTRIB_TEXCOORDS0+n;
+ a->size = 2;
+ a->type = GL_FLOAT;
+ a->normalized = GL_FALSE;
+ a->offset = stride;
+ stride += 8;
+ a++;
+ }
+
+ header->numAttribs = a - tmpAttribs;
+ for(a = tmpAttribs; a != &tmpAttribs[header->numAttribs]; a++)
+ a->stride = stride;
+ header->attribDesc = rwNewT(AttribDesc, header->numAttribs, MEMDUR_EVENT | ID_GEOMETRY);
+ memcpy(header->attribDesc, tmpAttribs,
+ header->numAttribs*sizeof(AttribDesc));
+
+ //
+ // Allocate vertex buffer
+ //
+ header->vertexBuffer = rwNewT(uint8, header->totalNumVertex*stride, MEMDUR_EVENT | ID_GEOMETRY);
+ assert(header->vbo == 0);
+ glGenBuffers(1, &header->vbo);
+ }
+
+ attribs = header->attribDesc;
+
+ //
+ // Fill vertex buffer
+ //
+
+ uint8 *verts = header->vertexBuffer;
+
+ // Positions
+ if(!reinstance || geo->lockedSinceInst&Geometry::LOCKVERTICES){
+ for(a = attribs; a->index != ATTRIB_POS; a++)
+ ;
+ instV3d(VERT_FLOAT3, verts + a->offset,
+ geo->morphTargets[0].vertices,
+ header->totalNumVertex, a->stride);
+ }
+
+ // Normals
+ if(hasNormals && (!reinstance || geo->lockedSinceInst&Geometry::LOCKNORMALS)){
+ for(a = attribs; a->index != ATTRIB_NORMAL; a++)
+ ;
+ instV3d(VERT_FLOAT3, verts + a->offset,
+ geo->morphTargets[0].normals,
+ header->totalNumVertex, a->stride);
+ }
+
+ // Prelighting
+ if(isPrelit && (!reinstance || geo->lockedSinceInst&Geometry::LOCKPRELIGHT)){
+ for(a = attribs; a->index != ATTRIB_COLOR; a++)
+ ;
+ int n = header->numMeshes;
+ InstanceData *inst = header->inst;
+ while(n--){
+ assert(inst->minVert != 0xFFFFFFFF);
+ inst->vertexAlpha = instColor(VERT_RGBA,
+ verts + a->offset + a->stride*inst->minVert,
+ geo->colors + inst->minVert,
+ inst->numVertices, a->stride);
+ inst++;
+ }
+ }
+
+ // Texture coordinates
+ for(int32 n = 0; n < geo->numTexCoordSets; n++){
+ if(!reinstance || geo->lockedSinceInst&(Geometry::LOCKTEXCOORDS<<n)){
+ for(a = attribs; a->index != ATTRIB_TEXCOORDS0+n; a++)
+ ;
+ instTexCoords(VERT_FLOAT2, verts + a->offset,
+ geo->texCoords[n],
+ header->totalNumVertex, a->stride);
+ }
+ }
+
+#ifdef RW_GL_USE_VAOS
+ glBindVertexArray(header->vao);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, header->ibo);
+#endif
+ glBindBuffer(GL_ARRAY_BUFFER, header->vbo);
+ glBufferData(GL_ARRAY_BUFFER, header->totalNumVertex*attribs[0].stride,
+ header->vertexBuffer, GL_STATIC_DRAW);
+#ifdef RW_GL_USE_VAOS
+ setAttribPointers(header->attribDesc, header->numAttribs);
+ glBindVertexArray(0);
+#endif
+}
+
+void
+defaultUninstanceCB(Geometry *geo, InstanceDataHeader *header)
+{
+ assert(0 && "can't uninstance");
+}
+
+ObjPipeline*
+makeDefaultPipeline(void)
+{
+ ObjPipeline *pipe = ObjPipeline::create();
+ pipe->instanceCB = defaultInstanceCB;
+ pipe->uninstanceCB = defaultUninstanceCB;
+ pipe->renderCB = defaultRenderCB;
+ return pipe;
+}
+
+#else
+void *destroyNativeData(void *object, int32, int32) { return object; }
+#endif
+
+}
+}
diff --git a/src/gl/gl3raster.cpp b/src/gl/gl3raster.cpp
new file mode 100644
index 0000000..b7c3941
--- /dev/null
+++ b/src/gl/gl3raster.cpp
@@ -0,0 +1,1045 @@
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <assert.h>
+
+#include "../rwbase.h"
+#include "../rwerror.h"
+#include "../rwplg.h"
+#include "../rwpipeline.h"
+#include "../rwobjects.h"
+#include "../rwengine.h"
+
+#include "rwgl3.h"
+#include "rwgl3shader.h"
+#include "rwgl3impl.h"
+
+#define PLUGIN_ID ID_DRIVER
+
+namespace rw {
+namespace gl3 {
+
+int32 nativeRasterOffset;
+
+static uint32
+getLevelSize(Raster *raster, int32 level)
+{
+ int i;
+ Gl3Raster *natras = GETGL3RASTEREXT(raster);
+
+ int w = raster->originalWidth;
+ int h = raster->originalHeight;
+ int s = raster->originalStride;
+ int minDim = 1;
+
+#ifdef RW_OPENGL
+ switch(natras->internalFormat){
+ case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
+ case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
+ case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
+ case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
+ minDim = 4;
+ break;
+ }
+#endif
+
+ for(i = 0; i < level; i++){
+ if(w > minDim){
+ w /= 2;
+ s /= 2;
+ }
+ if(h > minDim)
+ h /= 2;
+ }
+
+ return s*h;
+}
+
+#ifdef RW_OPENGL
+
+static Raster*
+rasterCreateTexture(Raster *raster)
+{
+ if(raster->format & (Raster::PAL4 | Raster::PAL8)){
+ RWERROR((ERR_NOTEXTURE));
+ return nil;
+ }
+
+ Gl3Raster *natras = GETGL3RASTEREXT(raster);
+ switch(raster->format & 0xF00){
+ case Raster::C8888:
+ natras->internalFormat = GL_RGBA8;
+ natras->format = GL_RGBA;
+ natras->type = GL_UNSIGNED_BYTE;
+ natras->hasAlpha = 1;
+ natras->bpp = 4;
+ raster->depth = 32;
+ break;
+ case Raster::C888:
+ natras->internalFormat = GL_RGB8;
+ natras->format = GL_RGB;
+ natras->type = GL_UNSIGNED_BYTE;
+ natras->hasAlpha = 0;
+ natras->bpp = 3;
+ raster->depth = 24;
+ break;
+ case Raster::C1555:
+ natras->internalFormat = GL_RGB5_A1;
+ natras->format = GL_RGBA;
+ natras->type = GL_UNSIGNED_SHORT_5_5_5_1;
+ natras->hasAlpha = 1;
+ natras->bpp = 2;
+ raster->depth = 16;
+ break;
+ default:
+ RWERROR((ERR_INVRASTER));
+ return nil;
+ }
+
+ if(gl3Caps.gles){
+ // glReadPixels only supports GL_RGBA
+ natras->internalFormat = GL_RGBA8;
+ natras->format = GL_RGBA;
+ natras->type = GL_UNSIGNED_BYTE;
+ natras->bpp = 4;
+ }
+
+ raster->stride = raster->width*natras->bpp;
+
+ if(raster->format & Raster::MIPMAP){
+ int w = raster->width;
+ int h = raster->height;
+ natras->numLevels = 1;
+ while(w != 1 || h != 1){
+ natras->numLevels++;
+ if(w > 1) w /= 2;
+ if(h > 1) h /= 2;
+ }
+ }
+ natras->autogenMipmap = (raster->format & (Raster::MIPMAP|Raster::AUTOMIPMAP)) == (Raster::MIPMAP|Raster::AUTOMIPMAP);
+ if(natras->autogenMipmap)
+ natras->numLevels = 1;
+
+ glGenTextures(1, &natras->texid);
+ uint32 prev = bindTexture(natras->texid);
+ glTexImage2D(GL_TEXTURE_2D, 0, natras->internalFormat,
+ raster->width, raster->height,
+ 0, natras->format, natras->type, nil);
+ // TODO: allocate other levels...probably
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, natras->numLevels-1);
+ natras->filterMode = 0;
+ natras->addressU = 0;
+ natras->addressV = 0;
+ natras->maxAnisotropy = 1;
+
+ bindTexture(prev);
+ return raster;
+}
+
+static Raster*
+rasterCreateCameraTexture(Raster *raster)
+{
+ if(raster->format & (Raster::PAL4 | Raster::PAL8)){
+ RWERROR((ERR_NOTEXTURE));
+ return nil;
+ }
+
+ // TODO: figure out what the backbuffer is and use that as a default
+ Gl3Raster *natras = GETGL3RASTEREXT(raster);
+ switch(raster->format & 0xF00){
+ case Raster::C8888:
+ natras->internalFormat = GL_RGBA8;
+ natras->format = GL_RGBA;
+ natras->type = GL_UNSIGNED_BYTE;
+ natras->hasAlpha = 1;
+ natras->bpp = 4;
+ break;
+ case Raster::C888:
+ default:
+ natras->internalFormat = GL_RGB8;
+ natras->format = GL_RGB;
+ natras->type = GL_UNSIGNED_BYTE;
+ natras->hasAlpha = 0;
+ natras->bpp = 3;
+ break;
+ case Raster::C1555:
+ natras->internalFormat = GL_RGB5_A1;
+ natras->format = GL_RGBA;
+ natras->type = GL_UNSIGNED_SHORT_5_5_5_1;
+ natras->hasAlpha = 1;
+ natras->bpp = 2;
+ break;
+ }
+
+ // i don't remember why this was once here...
+ if(gl3Caps.gles){
+ // glReadPixels only supports GL_RGBA
+// natras->internalFormat = GL_RGBA8;
+// natras->format = GL_RGBA;
+// natras->type = GL_UNSIGNED_BYTE;
+// natras->bpp = 4;
+ }
+
+ raster->stride = raster->width*natras->bpp;
+
+ natras->autogenMipmap = (raster->format & (Raster::MIPMAP|Raster::AUTOMIPMAP)) == (Raster::MIPMAP|Raster::AUTOMIPMAP);
+
+ glGenTextures(1, &natras->texid);
+ uint32 prev = bindTexture(natras->texid);
+ glTexImage2D(GL_TEXTURE_2D, 0, natras->internalFormat,
+ raster->width, raster->height,
+ 0, natras->format, natras->type, nil);
+ natras->filterMode = 0;
+ natras->addressU = 0;
+ natras->addressV = 0;
+ natras->maxAnisotropy = 1;
+
+ bindTexture(prev);
+
+
+ glGenFramebuffers(1, &natras->fbo);
+ bindFramebuffer(natras->fbo);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, natras->texid, 0);
+ bindFramebuffer(0);
+ natras->fboMate = nil;
+
+ return raster;
+}
+
+static Raster*
+rasterCreateCamera(Raster *raster)
+{
+ Gl3Raster *natras = GETGL3RASTEREXT(raster);
+
+ // TODO: set/check width, height, depth, format?
+
+ // used for locking right now
+ raster->format = Raster::C888;
+ natras->internalFormat = GL_RGB8;
+ natras->format = GL_RGB;
+ natras->type = GL_UNSIGNED_BYTE;
+ natras->hasAlpha = 0;
+ natras->bpp = 3;
+
+ natras->autogenMipmap = 0;
+
+ natras->texid = 0;
+ natras->fbo = 0;
+ natras->fboMate = nil;
+
+ return raster;
+}
+
+static Raster*
+rasterCreateZbuffer(Raster *raster)
+{
+ Gl3Raster *natras = GETGL3RASTEREXT(raster);
+
+ if(gl3Caps.gles){
+ // have to use RBO on GLES!!
+ glGenRenderbuffers(1, &natras->texid);
+ glBindRenderbuffer(GL_RENDERBUFFER, natras->texid);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, raster->width, raster->height);
+ }else{
+ // TODO: set/check width, height, depth, format?
+ natras->internalFormat = GL_DEPTH_STENCIL;
+ natras->format = GL_DEPTH_STENCIL;
+ natras->type = GL_UNSIGNED_INT_24_8;
+
+ natras->autogenMipmap = 0;
+
+ glGenTextures(1, &natras->texid);
+ uint32 prev = bindTexture(natras->texid);
+ glTexImage2D(GL_TEXTURE_2D, 0, natras->internalFormat,
+ raster->width, raster->height,
+ 0, natras->format, natras->type, nil);
+ natras->filterMode = 0;
+ natras->addressU = 0;
+ natras->addressV = 0;
+ natras->maxAnisotropy = 1;
+
+ bindTexture(prev);
+ }
+ natras->fbo = 0;
+ natras->fboMate = nil;
+
+ return raster;
+}
+
+
+#endif
+
+
+void
+allocateDXT(Raster *raster, int32 dxt, int32 numLevels, bool32 hasAlpha)
+{
+#ifdef RW_OPENGL
+ assert(raster->type == Raster::TEXTURE);
+
+ Gl3Raster *natras = GETGL3RASTEREXT(raster);
+ switch(dxt){
+ case 1:
+ if(hasAlpha){
+ natras->internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
+ natras->format = GL_RGBA;
+ }else{
+ natras->internalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
+ natras->format = GL_RGB;
+ }
+ // bogus, but stride*height should be the size of the image
+ // 4x4 in 8 bytes
+ raster->stride = raster->width/2;
+ break;
+ case 3:
+ natras->internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
+ natras->format = GL_RGBA;
+ // 4x4 in 16 bytes
+ raster->stride = raster->width;
+ break;
+ case 5:
+ natras->internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
+ natras->format = GL_RGBA;
+ // 4x4 in 16 bytes
+ raster->stride = raster->width;
+ break;
+ default:
+ assert(0 && "invalid DXT format");
+ }
+ natras->type = GL_UNSIGNED_BYTE;
+ natras->hasAlpha = hasAlpha;
+ natras->bpp = 2;
+ raster->depth = 16;
+
+ natras->isCompressed = 1;
+ if(raster->format & Raster::MIPMAP)
+ natras->numLevels = numLevels;
+ natras->autogenMipmap = (raster->format & (Raster::MIPMAP|Raster::AUTOMIPMAP)) == (Raster::MIPMAP|Raster::AUTOMIPMAP);
+ if(natras->autogenMipmap)
+ natras->numLevels = 1;
+
+ glGenTextures(1, &natras->texid);
+ uint32 prev = bindTexture(natras->texid);
+ glTexImage2D(GL_TEXTURE_2D, 0, natras->internalFormat,
+ raster->width, raster->height,
+ 0, natras->format, natras->type, nil);
+ // TODO: allocate other levels...probably
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, natras->numLevels-1);
+ natras->filterMode = 0;
+ natras->addressU = 0;
+ natras->addressV = 0;
+ natras->maxAnisotropy = 1;
+
+ bindTexture(prev);
+
+ raster->originalStride = raster->stride;
+
+ if(gl3Caps.gles && needToReadBackTextures){
+ // Uh oh, need to keep a copy in cpu memory
+ int32 i;
+ int32 size = 0;
+ for(i = 0; i < natras->numLevels; i++)
+ size += getLevelSize(raster, i);
+ uint8 *data = (uint8*)rwNew(sizeof(RasterLevels)+sizeof(RasterLevels::Level)*(natras->numLevels-1)+size,
+ MEMDUR_EVENT | ID_DRIVER);
+ RasterLevels *levels = (RasterLevels*)data;
+ data += sizeof(RasterLevels)+sizeof(RasterLevels::Level)*(natras->numLevels-1);
+ levels->numlevels = natras->numLevels;
+ levels->format = 0; // not needed
+ for(i = 0; i < natras->numLevels; i++){
+ levels->levels[i].data = data;
+ levels->levels[i].size = getLevelSize(raster, i);
+ levels->levels[i].width = 0; // we don't need those here, maybe later...
+ levels->levels[i].height = 0;
+ data += levels->levels[i].size;
+ }
+ natras->backingStore = levels;
+ }
+
+ raster->flags &= ~Raster::DONTALLOCATE;
+#endif
+}
+
+/*
+{ 0, 0, 0 },
+{ 16, 4, GL_RGBA }, // 1555
+{ 16, 3, GL_RGB }, // 565
+{ 16, 4, GL_RGBA }, // 4444
+{ 0, 0, 0 }, // LUM8
+{ 32, 4, GL_RGBA }, // 8888
+{ 24, 3, GL_RGB }, // 888
+{ 16, 3, GL_RGB }, // D16
+{ 24, 3, GL_RGB }, // D24
+{ 32, 4, GL_RGBA }, // D32
+{ 16, 3, GL_RGB }, // 555
+
+0,
+GL_RGB5_A1,
+GL_RGB5,
+GL_RGBA4,
+0,
+GL_RGBA8,
+GL_RGB8,
+GL_RGB5,
+GL_RGB8,
+GL_RGBA8,
+GL_RGB5
+*/
+
+Raster*
+rasterCreate(Raster *raster)
+{
+ Gl3Raster *natras = GETGL3RASTEREXT(raster);
+
+ natras->isCompressed = 0;
+ natras->hasAlpha = 0;
+ natras->numLevels = 1;
+
+ Raster *ret = raster;
+
+ if(raster->width == 0 || raster->height == 0){
+ raster->flags |= Raster::DONTALLOCATE;
+ raster->stride = 0;
+ goto ret;
+ }
+ if(raster->flags & Raster::DONTALLOCATE)
+ goto ret;
+
+ switch(raster->type){
+#ifdef RW_OPENGL
+ case Raster::NORMAL:
+ case Raster::TEXTURE:
+ ret = rasterCreateTexture(raster);
+ break;
+ case Raster::CAMERATEXTURE:
+ ret = rasterCreateCameraTexture(raster);
+ break;
+ case Raster::ZBUFFER:
+ ret = rasterCreateZbuffer(raster);
+ break;
+ case Raster::CAMERA:
+ ret = rasterCreateCamera(raster);
+ break;
+#endif
+
+ default:
+ RWERROR((ERR_INVRASTER));
+ return nil;
+ }
+
+ret:
+ raster->originalWidth = raster->width;
+ raster->originalHeight = raster->height;
+ raster->originalStride = raster->stride;
+ raster->originalPixels = raster->pixels;
+ return ret;
+}
+
+uint8*
+rasterLock(Raster *raster, int32 level, int32 lockMode)
+{
+#ifdef RW_OPENGL
+ Gl3Raster *natras GETGL3RASTEREXT(raster);
+ uint8 *px;
+ uint32 allocSz;
+ int i;
+
+ assert(raster->privateFlags == 0);
+
+ switch(raster->type){
+ case Raster::NORMAL:
+ case Raster::TEXTURE:
+ case Raster::CAMERATEXTURE:
+ for(i = 0; i < level; i++){
+ if(raster->width > 1){
+ raster->width /= 2;
+ raster->stride /= 2;
+ }
+ if(raster->height > 1)
+ raster->height /= 2;
+ }
+
+ allocSz = getLevelSize(raster, level);
+ px = (uint8*)rwMalloc(allocSz, MEMDUR_EVENT | ID_DRIVER);
+ assert(raster->pixels == nil);
+ raster->pixels = px;
+
+ if(lockMode & Raster::LOCKREAD || !(lockMode & Raster::LOCKNOFETCH)){
+ if(natras->isCompressed){
+ if(natras->backingStore){
+ assert(level < natras->backingStore->numlevels);
+ assert(allocSz >= natras->backingStore->levels[level].size);
+ memcpy(px, natras->backingStore->levels[level].data, allocSz);
+ }else{
+ // GLES is losing here
+ uint32 prev = bindTexture(natras->texid);
+ glGetCompressedTexImage(GL_TEXTURE_2D, level, px);
+ bindTexture(prev);
+ }
+ }else if(gl3Caps.gles){
+ GLuint fbo;
+ glGenFramebuffers(1, &fbo);
+ bindFramebuffer(fbo);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, natras->texid, 0);
+ GLenum e = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+assert(natras->format == GL_RGBA);
+ glReadPixels(0, 0, raster->width, raster->height, natras->format, natras->type, px);
+//e = glGetError(); printf("GL err4 %x (%x)\n", e, natras->format);
+ bindFramebuffer(0);
+ glDeleteFramebuffers(1, &fbo);
+ }else{
+ uint32 prev = bindTexture(natras->texid);
+ glPixelStorei(GL_PACK_ALIGNMENT, 1);
+ glGetTexImage(GL_TEXTURE_2D, level, natras->format, natras->type, px);
+ bindTexture(prev);
+ }
+ }
+
+ raster->privateFlags = lockMode;
+ break;
+
+ case Raster::CAMERA:
+ if(lockMode & Raster::PRIVATELOCK_WRITE)
+ assert(0 && "can't lock framebuffer for writing");
+ raster->width = glGlobals.presentWidth;
+ raster->height = glGlobals.presentHeight;
+ raster->stride = raster->width*natras->bpp;
+ assert(natras->bpp == 3);
+ allocSz = raster->height*raster->stride;
+ px = (uint8*)rwMalloc(allocSz, MEMDUR_EVENT | ID_DRIVER);
+ assert(raster->pixels == nil);
+ raster->pixels = px;
+ glReadBuffer(GL_BACK);
+ glReadPixels(0, 0, raster->width, raster->height, GL_RGB, GL_UNSIGNED_BYTE, px);
+
+ raster->privateFlags = lockMode;
+ break;
+
+ default:
+ assert(0 && "cannot lock this type of raster yet");
+ return nil;
+ }
+
+ return px;
+#else
+ return nil;
+#endif
+}
+
+void
+rasterUnlock(Raster *raster, int32 level)
+{
+#ifdef RW_OPENGL
+ Gl3Raster *natras = GETGL3RASTEREXT(raster);
+
+ assert(raster->pixels);
+
+ switch(raster->type){
+ case Raster::NORMAL:
+ case Raster::TEXTURE:
+ case Raster::CAMERATEXTURE:
+ if(raster->privateFlags & Raster::LOCKWRITE){
+ uint32 prev = bindTexture(natras->texid);
+ if(natras->isCompressed){
+ glCompressedTexImage2D(GL_TEXTURE_2D, level, natras->internalFormat,
+ raster->width, raster->height, 0,
+ getLevelSize(raster, level),
+ raster->pixels);
+ if(natras->backingStore){
+ assert(level < natras->backingStore->numlevels);
+ memcpy(natras->backingStore->levels[level].data, raster->pixels,
+ natras->backingStore->levels[level].size);
+ }
+ }else{
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ glTexImage2D(GL_TEXTURE_2D, level, natras->internalFormat,
+ raster->width, raster->height,
+ 0, natras->format, natras->type, raster->pixels);
+ }
+ if(level == 0 && natras->autogenMipmap)
+ glGenerateMipmap(GL_TEXTURE_2D);
+ bindTexture(prev);
+ }
+ break;
+
+ case Raster::CAMERA:
+ // TODO: write?
+ break;
+ }
+
+ rwFree(raster->pixels);
+ raster->pixels = nil;
+#endif
+ raster->width = raster->originalWidth;
+ raster->height = raster->originalHeight;
+ raster->stride = raster->originalStride;
+ raster->pixels = raster->originalPixels;
+ raster->privateFlags = 0;
+}
+
+int32
+rasterNumLevels(Raster *raster)
+{
+ return GETGL3RASTEREXT(raster)->numLevels;
+}
+
+// Almost the same as d3d9 and ps2 function
+bool32
+imageFindRasterFormat(Image *img, int32 type,
+ int32 *pWidth, int32 *pHeight, int32 *pDepth, int32 *pFormat)
+{
+ int32 width, height, depth, format;
+
+ assert((type&0xF) == Raster::TEXTURE);
+
+// for(width = 1; width < img->width; width <<= 1);
+// for(height = 1; height < img->height; height <<= 1);
+ // Perhaps non-power-of-2 textures are acceptable?
+ width = img->width;
+ height = img->height;
+
+ depth = img->depth;
+
+ if(depth <= 8)
+ depth = 32;
+
+ switch(depth){
+ case 32:
+ if(img->hasAlpha())
+ format = Raster::C8888;
+ else{
+ format = Raster::C888;
+ depth = 24;
+ }
+ break;
+ case 24:
+ format = Raster::C888;
+ break;
+ case 16:
+ format = Raster::C1555;
+ break;
+
+ case 8:
+ case 4:
+ default:
+ RWERROR((ERR_INVRASTER));
+ return 0;
+ }
+
+ format |= type;
+
+ *pWidth = width;
+ *pHeight = height;
+ *pDepth = depth;
+ *pFormat = format;
+
+ return 1;
+}
+
+bool32
+rasterFromImage(Raster *raster, Image *image)
+{
+ if((raster->type&0xF) != Raster::TEXTURE)
+ return 0;
+
+ void (*conv)(uint8 *out, uint8 *in) = nil;
+
+ // Unpalettize image if necessary but don't change original
+ Image *truecolimg = nil;
+ if(image->depth <= 8){
+ truecolimg = Image::create(image->width, image->height, image->depth);
+ truecolimg->pixels = image->pixels;
+ truecolimg->stride = image->stride;
+ truecolimg->palette = image->palette;
+ truecolimg->unpalettize();
+ image = truecolimg;
+ }
+
+ Gl3Raster *natras = GETGL3RASTEREXT(raster);
+ int32 format = raster->format&0xF00;
+ assert(!natras->isCompressed);
+ switch(image->depth){
+ case 32:
+ if(gl3Caps.gles)
+ conv = conv_RGBA8888_from_RGBA8888;
+ else if(format == Raster::C8888)
+ conv = conv_RGBA8888_from_RGBA8888;
+ else if(format == Raster::C888)
+ conv = conv_RGB888_from_RGB888;
+ else
+ goto err;
+ break;
+ case 24:
+ if(gl3Caps.gles)
+ conv = conv_RGBA8888_from_RGB888;
+ else if(format == Raster::C8888)
+ conv = conv_RGBA8888_from_RGB888;
+ else if(format == Raster::C888)
+ conv = conv_RGB888_from_RGB888;
+ else
+ goto err;
+ break;
+ case 16:
+ if(gl3Caps.gles)
+ conv = conv_RGBA8888_from_ARGB1555;
+ else if(format == Raster::C1555)
+ conv = conv_RGBA5551_from_ARGB1555;
+ else
+ goto err;
+ break;
+
+ case 8:
+ case 4:
+ default:
+ err:
+ RWERROR((ERR_INVRASTER));
+ return 0;
+ }
+
+ natras->hasAlpha = image->hasAlpha();
+
+ bool unlock = false;
+ if(raster->pixels == nil){
+ raster->lock(0, Raster::LOCKWRITE|Raster::LOCKNOFETCH);
+ unlock = true;
+ }
+
+ uint8 *pixels = raster->pixels;
+ assert(pixels);
+ uint8 *imgpixels = image->pixels + (image->height-1)*image->stride;
+
+ int x, y;
+ assert(image->width == raster->width);
+ assert(image->height == raster->height);
+ for(y = 0; y < image->height; y++){
+ uint8 *imgrow = imgpixels;
+ uint8 *rasrow = pixels;
+ for(x = 0; x < image->width; x++){
+ conv(rasrow, imgrow);
+ imgrow += image->bpp;
+ rasrow += natras->bpp;
+ }
+ imgpixels -= image->stride;
+ pixels += raster->stride;
+ }
+ if(unlock)
+ raster->unlock(0);
+
+ if(truecolimg)
+ truecolimg->destroy();
+
+ return 1;
+}
+
+Image*
+rasterToImage(Raster *raster)
+{
+ int32 depth;
+ Image *image;
+
+ bool unlock = false;
+ if(raster->pixels == nil){
+ raster->lock(0, Raster::LOCKREAD);
+ unlock = true;
+ }
+
+ Gl3Raster *natras = GETGL3RASTEREXT(raster);
+ if(natras->isCompressed){
+ // TODO
+ RWERROR((ERR_INVRASTER));
+ return nil;
+ }
+
+ void (*conv)(uint8 *out, uint8 *in) = nil;
+ switch(raster->format & 0xF00){
+ case Raster::C1555:
+ depth = 16;
+ conv = conv_ARGB1555_from_RGBA5551;
+ break;
+ case Raster::C8888:
+ depth = 32;
+ conv = conv_RGBA8888_from_RGBA8888;
+ break;
+ case Raster::C888:
+ depth = 24;
+ conv = conv_RGB888_from_RGB888;
+ break;
+
+ default:
+ case Raster::C555:
+ case Raster::C565:
+ case Raster::C4444:
+ case Raster::LUM8:
+ RWERROR((ERR_INVRASTER));
+ return nil;
+ }
+
+ if(raster->format & Raster::PAL4 ||
+ raster->format & Raster::PAL8){
+ RWERROR((ERR_INVRASTER));
+ return nil;
+ }
+
+ uint8 *in, *out;
+ image = Image::create(raster->width, raster->height, depth);
+ image->allocate();
+
+ uint8 *imgpixels = image->pixels + (image->height-1)*image->stride;
+ uint8 *pixels = raster->pixels;
+
+ int x, y;
+ assert(image->width == raster->width);
+ assert(image->height == raster->height);
+ for(y = 0; y < image->height; y++){
+ uint8 *imgrow = imgpixels;
+ uint8 *rasrow = pixels;
+ for(x = 0; x < image->width; x++){
+ conv(imgrow, rasrow);
+ imgrow += image->bpp;
+ rasrow += natras->bpp;
+ }
+ imgpixels -= image->stride;
+ pixels += raster->stride;
+ }
+
+ if(unlock)
+ raster->unlock(0);
+
+ return image;
+}
+
+static void*
+createNativeRaster(void *object, int32 offset, int32)
+{
+ Gl3Raster *ras = PLUGINOFFSET(Gl3Raster, object, offset);
+ ras->texid = 0;
+ ras->fbo = 0;
+ ras->fboMate = nil;
+ ras->backingStore = nil;
+ return object;
+}
+
+void evictRaster(Raster *raster);
+
+static void*
+destroyNativeRaster(void *object, int32 offset, int32)
+{
+ Raster *raster = (Raster*)object;
+ Gl3Raster *natras = PLUGINOFFSET(Gl3Raster, object, offset);
+#ifdef RW_OPENGL
+ evictRaster(raster);
+ switch(raster->type){
+ case Raster::NORMAL:
+ case Raster::TEXTURE:
+ glDeleteTextures(1, &natras->texid);
+ break;
+
+ case Raster::CAMERATEXTURE:
+ if(natras->fboMate){
+ // Break apart from currently associated zbuffer
+ Gl3Raster *zras = GETGL3RASTEREXT(natras->fboMate);
+ zras->fboMate = nil;
+ natras->fboMate = nil;
+ }
+ glDeleteFramebuffers(1, &natras->fbo);
+ glDeleteTextures(1, &natras->texid);
+ break;
+
+ case Raster::ZBUFFER:
+ if(natras->fboMate){
+ // Detatch from FBO we may be attached to
+ Gl3Raster *oldfb = GETGL3RASTEREXT(natras->fboMate);
+ if(oldfb->fbo){
+ bindFramebuffer(oldfb->fbo);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
+ }
+ oldfb->fboMate = nil;
+ }
+ if(gl3Caps.gles)
+ glDeleteRenderbuffers(1, &natras->texid);
+ else
+ glDeleteTextures(1, &natras->texid);
+ break;
+
+ case Raster::CAMERA:
+ if(natras->fboMate){
+ // Break apart from currently associated zbuffer
+ Gl3Raster *zras = GETGL3RASTEREXT(natras->fboMate);
+ zras->fboMate = nil;
+ natras->fboMate = nil;
+ }
+ break;
+ }
+ natras->texid = 0;
+ natras->fbo = 0;
+
+ free(natras->backingStore);
+
+#endif
+ return object;
+}
+
+static void*
+copyNativeRaster(void *dst, void *, int32 offset, int32)
+{
+ Gl3Raster *d = PLUGINOFFSET(Gl3Raster, dst, offset);
+ d->texid = 0;
+ d->fbo = 0;
+ d->fboMate = nil;
+ d->backingStore = nil;
+ return dst;
+}
+
+Texture*
+readNativeTexture(Stream *stream)
+{
+ uint32 platform;
+ if(!findChunk(stream, ID_STRUCT, nil, nil)){
+ RWERROR((ERR_CHUNK, "STRUCT"));
+ return nil;
+ }
+ platform = stream->readU32();
+ if(platform != PLATFORM_GL3){
+ RWERROR((ERR_PLATFORM, platform));
+ return nil;
+ }
+ Texture *tex = Texture::create(nil);
+ if(tex == nil)
+ return nil;
+
+ // Texture
+ tex->filterAddressing = stream->readU32();
+ stream->read8(tex->name, 32);
+ stream->read8(tex->mask, 32);
+
+ // Raster
+ uint32 format = stream->readU32();
+ int32 width = stream->readI32();
+ int32 height = stream->readI32();
+ int32 depth = stream->readI32();
+ int32 numLevels = stream->readI32();
+
+ // Native raster
+ int32 subplatform = stream->readI32();
+ int32 flags = stream->readI32();
+ int32 compression = stream->readI32();
+
+ if(subplatform != gl3Caps.gles){
+ tex->destroy();
+ RWERROR((ERR_PLATFORM, platform));
+ return nil;
+ }
+
+ Raster *raster;
+ Gl3Raster *natras;
+ if(flags & 2){
+ if(!gl3Caps.dxtSupported){
+ tex->destroy();
+ RWERROR((ERR_FORMAT_UNSUPPORTED));
+ return nil;
+ }
+ raster = Raster::create(width, height, depth, format | Raster::TEXTURE | Raster::DONTALLOCATE, PLATFORM_GL3);
+ allocateDXT(raster, compression, numLevels, flags & 1);
+ }else{
+ raster = Raster::create(width, height, depth, format | Raster::TEXTURE, PLATFORM_GL3);
+ }
+ assert(raster);
+ natras = GETGL3RASTEREXT(raster);
+ tex->raster = raster;
+
+ uint32 size;
+ uint8 *data;
+ for(int32 i = 0; i < numLevels; i++){
+ size = stream->readU32();
+ data = raster->lock(i, Raster::LOCKWRITE|Raster::LOCKNOFETCH);
+ stream->read8(data, size);
+ raster->unlock(i);
+ }
+ return tex;
+}
+
+void
+writeNativeTexture(Texture *tex, Stream *stream)
+{
+ Raster *raster = tex->raster;
+ Gl3Raster *natras = GETGL3RASTEREXT(raster);
+
+ int32 chunksize = getSizeNativeTexture(tex);
+ writeChunkHeader(stream, ID_STRUCT, chunksize-12);
+ stream->writeU32(PLATFORM_GL3);
+
+ // Texture
+ stream->writeU32(tex->filterAddressing);
+ stream->write8(tex->name, 32);
+ stream->write8(tex->mask, 32);
+
+ // Raster
+ int32 numLevels = natras->numLevels;
+ stream->writeI32(raster->format);
+ stream->writeI32(raster->width);
+ stream->writeI32(raster->height);
+ stream->writeI32(raster->depth);
+ stream->writeI32(numLevels);
+
+ // Native raster
+ int32 flags = 0;
+ int32 compression = 0;
+ if(natras->hasAlpha)
+ flags |= 1;
+ if(natras->isCompressed){
+ flags |= 2;
+ switch(natras->internalFormat){
+#ifdef RW_OPENGL
+ case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
+ case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
+ compression = 1;
+ break;
+ case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
+ compression = 3;
+ break;
+ case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
+ compression = 5;
+ break;
+#endif
+ default:
+ assert(0 && "unknown compression");
+ }
+ }
+ stream->writeI32(gl3Caps.gles);
+ stream->writeI32(flags);
+ stream->writeI32(compression);
+ // TODO: auto mipmaps?
+
+ uint32 size;
+ uint8 *data;
+ for(int32 i = 0; i < numLevels; i++){
+ size = getLevelSize(raster, i);
+ stream->writeU32(size);
+ data = raster->lock(i, Raster::LOCKREAD);
+ stream->write8(data, size);
+ raster->unlock(i);
+ }
+}
+
+uint32
+getSizeNativeTexture(Texture *tex)
+{
+ uint32 size = 12 + 72 + 32;
+ int32 levels = tex->raster->getNumLevels();
+ for(int32 i = 0; i < levels; i++)
+ size += 4 + getLevelSize(tex->raster, i);
+ return size;
+}
+
+
+
+void registerNativeRaster(void)
+{
+ nativeRasterOffset = Raster::registerPlugin(sizeof(Gl3Raster),
+ ID_RASTERGL3,
+ createNativeRaster,
+ destroyNativeRaster,
+ copyNativeRaster);
+}
+
+}
+}
diff --git a/src/gl/gl3render.cpp b/src/gl/gl3render.cpp
new file mode 100644
index 0000000..a02c5c0
--- /dev/null
+++ b/src/gl/gl3render.cpp
@@ -0,0 +1,193 @@
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+
+#include "../rwbase.h"
+#include "../rwerror.h"
+#include "../rwplg.h"
+#include "../rwrender.h"
+#include "../rwengine.h"
+#include "../rwpipeline.h"
+#include "../rwobjects.h"
+#ifdef RW_OPENGL
+#include "rwgl3.h"
+#include "rwgl3shader.h"
+
+#include "rwgl3impl.h"
+
+namespace rw {
+namespace gl3 {
+
+#define MAX_LIGHTS
+
+void
+drawInst_simple(InstanceDataHeader *header, InstanceData *inst)
+{
+ flushCache();
+ glDrawElements(header->primType, inst->numIndex,
+ GL_UNSIGNED_SHORT, (void*)(uintptr)inst->offset);
+}
+
+// Emulate PS2 GS alpha test FB_ONLY case: failed alpha writes to frame- but not to depth buffer
+void
+drawInst_GSemu(InstanceDataHeader *header, InstanceData *inst)
+{
+ uint32 hasAlpha;
+ int alphafunc, alpharef, gsalpharef;
+ int zwrite;
+ hasAlpha = getAlphaBlend();
+ if(hasAlpha){
+ zwrite = rw::GetRenderState(rw::ZWRITEENABLE);
+ alphafunc = rw::GetRenderState(rw::ALPHATESTFUNC);
+ if(zwrite){
+ alpharef = rw::GetRenderState(rw::ALPHATESTREF);
+ gsalpharef = rw::GetRenderState(rw::GSALPHATESTREF);
+
+ SetRenderState(rw::ALPHATESTFUNC, rw::ALPHAGREATEREQUAL);
+ SetRenderState(rw::ALPHATESTREF, gsalpharef);
+ drawInst_simple(header, inst);
+ SetRenderState(rw::ALPHATESTFUNC, rw::ALPHALESS);
+ SetRenderState(rw::ZWRITEENABLE, 0);
+ drawInst_simple(header, inst);
+ SetRenderState(rw::ZWRITEENABLE, 1);
+ SetRenderState(rw::ALPHATESTFUNC, alphafunc);
+ SetRenderState(rw::ALPHATESTREF, alpharef);
+ }else{
+ SetRenderState(rw::ALPHATESTFUNC, rw::ALPHAALWAYS);
+ drawInst_simple(header, inst);
+ SetRenderState(rw::ALPHATESTFUNC, alphafunc);
+ }
+ }else
+ drawInst_simple(header, inst);
+}
+
+void
+drawInst(InstanceDataHeader *header, InstanceData *inst)
+{
+ if(rw::GetRenderState(rw::GSALPHATEST))
+ drawInst_GSemu(header, inst);
+ else
+ drawInst_simple(header, inst);
+}
+
+
+void
+setAttribPointers(AttribDesc *attribDescs, int32 numAttribs)
+{
+ AttribDesc *a;
+ for(a = attribDescs; a != &attribDescs[numAttribs]; a++){
+ glEnableVertexAttribArray(a->index);
+ glVertexAttribPointer(a->index, a->size, a->type, a->normalized,
+ a->stride, (void*)(uint64)a->offset);
+ }
+}
+
+void
+disableAttribPointers(AttribDesc *attribDescs, int32 numAttribs)
+{
+ AttribDesc *a;
+ for(a = attribDescs; a != &attribDescs[numAttribs]; a++)
+ glDisableVertexAttribArray(a->index);
+}
+
+void
+setupVertexInput(InstanceDataHeader *header)
+{
+#ifdef RW_GL_USE_VAOS
+ glBindVertexArray(header->vao);
+#else
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, header->ibo);
+ glBindBuffer(GL_ARRAY_BUFFER, header->vbo);
+ setAttribPointers(header->attribDesc, header->numAttribs);
+#endif
+}
+
+void
+teardownVertexInput(InstanceDataHeader *header)
+{
+#ifndef RW_GL_USE_VAOS
+ disableAttribPointers(header->attribDesc, header->numAttribs);
+#endif
+}
+
+int32
+lightingCB(Atomic *atomic)
+{
+ WorldLights lightData;
+ Light *directionals[8];
+ Light *locals[8];
+ lightData.directionals = directionals;
+ lightData.numDirectionals = 8;
+ lightData.locals = locals;
+ lightData.numLocals = 8;
+
+ if(atomic->geometry->flags & rw::Geometry::LIGHT)
+ ((World*)engine->currentWorld)->enumerateLights(atomic, &lightData);
+ else
+ memset(&lightData, 0, sizeof(lightData));
+ return setLights(&lightData);
+}
+
+int32
+lightingCB(void)
+{
+ WorldLights lightData;
+ Light *directionals[8];
+ Light *locals[8];
+ lightData.directionals = directionals;
+ lightData.numDirectionals = 8;
+ lightData.locals = locals;
+ lightData.numLocals = 8;
+
+ ((World*)engine->currentWorld)->enumerateLights(&lightData);
+ return setLights(&lightData);
+}
+
+
+void
+defaultRenderCB(Atomic *atomic, InstanceDataHeader *header)
+{
+ Material *m;
+
+ uint32 flags = atomic->geometry->flags;
+ setWorldMatrix(atomic->getFrame()->getLTM());
+ int32 vsBits = lightingCB(atomic);
+
+ setupVertexInput(header);
+
+ InstanceData *inst = header->inst;
+ int32 n = header->numMeshes;
+
+ while(n--){
+ m = inst->material;
+
+ setMaterial(flags, m->color, m->surfaceProps);
+
+ setTexture(0, m->texture);
+
+ rw::SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF);
+
+ if((vsBits & VSLIGHT_MASK) == 0){
+ if(getAlphaTest())
+ defaultShader->use();
+ else
+ defaultShader_noAT->use();
+ }else{
+ if(getAlphaTest())
+ defaultShader_fullLight->use();
+ else
+ defaultShader_fullLight_noAT->use();
+ }
+
+ drawInst(header, inst);
+ inst++;
+ }
+ teardownVertexInput(header);
+}
+
+
+}
+}
+
+#endif
+
diff --git a/src/gl/gl3shader.cpp b/src/gl/gl3shader.cpp
new file mode 100644
index 0000000..fc57ae0
--- /dev/null
+++ b/src/gl/gl3shader.cpp
@@ -0,0 +1,363 @@
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <assert.h>
+
+#include "../rwbase.h"
+#include "../rwerror.h"
+#include "../rwplg.h"
+#include "../rwpipeline.h"
+#include "../rwobjects.h"
+#include "../rwengine.h"
+#ifdef RW_OPENGL
+#include "rwgl3.h"
+#include "rwgl3shader.h"
+
+namespace rw {
+namespace gl3 {
+
+#include "shaders/header_vs.inc"
+#include "shaders/header_fs.inc"
+
+UniformRegistry uniformRegistry;
+static char nameBuffer[(MAX_UNIFORMS + MAX_BLOCKS)*32]; // static because memory system isn't up yet when we register
+static uint32 nameBufPtr;
+static float uniformData[512*4]; // seems enough
+static uint32 dataPtr;
+
+static int uniformTypesize[] = {
+ 0, 4, 4, 16
+};
+
+static char*
+shader_strdup(const char *name)
+{
+ size_t len = strlen(name)+1;
+ char *s = &nameBuffer[nameBufPtr];
+ nameBufPtr += len;
+ assert(nameBufPtr <= nelem(nameBuffer));
+ memcpy(s, name, len);
+ return s;
+}
+
+int32
+registerUniform(const char *name, UniformType type, int32 num)
+{
+ int i;
+ i = findUniform(name);
+ if(type == UNIFORM_NA)
+ num = 0;
+ if(i >= 0){
+ Uniform *u = &uniformRegistry.uniforms[i];
+ assert(u->type == type);
+ assert(u->num == num);
+ return i;
+ }
+ // TODO: print error
+ if(uniformRegistry.numUniforms+1 >= MAX_UNIFORMS){
+ assert(0 && "no space for uniform");
+ return -1;
+ }
+ Uniform *u = &uniformRegistry.uniforms[uniformRegistry.numUniforms];
+ u->name = shader_strdup(name);
+ u->type = type;
+ u->serialNum = 0;
+ if(type == UNIFORM_NA){
+ u->num = 0;
+ u->data = nil;
+ }else{
+ u->num = num;
+ u->data = &uniformData[dataPtr];
+ dataPtr += uniformTypesize[type]*num;
+ assert(dataPtr <= nelem(uniformData));
+ }
+
+ return uniformRegistry.numUniforms++;
+}
+
+int32
+findUniform(const char *name)
+{
+ int i;
+ for(i = 0; i < uniformRegistry.numUniforms; i++)
+ if(strcmp(name, uniformRegistry.uniforms[i].name) == 0)
+ return i;
+ return -1;
+}
+
+int32
+registerBlock(const char *name)
+{
+ int i;
+ i = findBlock(name);
+ if(i >= 0) return i;
+ // TODO: print error
+ if(uniformRegistry.numBlocks+1 >= MAX_BLOCKS)
+ return -1;
+ uniformRegistry.blockNames[uniformRegistry.numBlocks] = shader_strdup(name);
+ return uniformRegistry.numBlocks++;
+}
+
+int32
+findBlock(const char *name)
+{
+ int i;
+ for(i = 0; i < uniformRegistry.numBlocks; i++)
+ if(strcmp(name, uniformRegistry.blockNames[i]) == 0)
+ return i;
+ return -1;
+}
+
+void
+setUniform(int32 id, void *data)
+{
+ Uniform *u = &uniformRegistry.uniforms[id];
+ assert(u->type != UNIFORM_NA);
+ if(memcmp(u->data, data, uniformTypesize[u->type]*u->num * sizeof(float)) != 0){
+ memcpy(u->data, data, uniformTypesize[u->type]*u->num * sizeof(float));
+ //u->dirty = true;
+ u->serialNum++;
+ }
+}
+
+void
+flushUniforms(void)
+{
+ for(int i = 0; i < uniformRegistry.numUniforms; i++){
+ // this is bad!
+ if(i >= currentShader->numUniforms){
+ printf("trying to set uniform %d %s that doesn't exist!\n", i, uniformRegistry.uniforms[i].name);
+ continue;
+ }
+
+ int32 loc = currentShader->uniformLocations[i];
+ if(loc == -1)
+ continue;
+
+ Uniform *u = &uniformRegistry.uniforms[i];
+ if(currentShader->serialNums[i] != u->serialNum)
+ switch(u->type){
+ case UNIFORM_NA:
+ break;
+ case UNIFORM_VEC4:
+ glUniform4fv(loc, u->num, (GLfloat*)u->data);
+ break;
+ case UNIFORM_IVEC4:
+ glUniform4iv(loc, u->num, (GLint*)u->data);
+ break;
+ case UNIFORM_MAT4:
+ glUniformMatrix4fv(loc, u->num, GL_FALSE, (GLfloat*)u->data);
+ break;
+ }
+ currentShader->serialNums[i] = u->serialNum;
+ }
+}
+
+Shader *currentShader;
+
+static void
+printShaderSource(const char **src)
+{
+ int f;
+ const char *file;
+ bool printline;
+ int line = 1;
+ for(f = 0; src[f]; f++){
+ int fileline = 1;
+ char c;
+ file = src[f];
+ printline = true;
+ while(c = *file++, c != '\0'){
+ if(printline)
+ printf("%.4d/%d:%.4d: ", line++, f, fileline++);
+ putchar(c);
+ printline = c == '\n';
+ }
+ putchar('\n');
+ }
+}
+
+static int
+compileshader(GLenum type, const char **src, GLuint *shader)
+{
+ GLint n;
+ GLint shdr, success;
+ GLint len;
+ char *log;
+
+ for(n = 0; src[n]; n++);
+
+ shdr = glCreateShader(type);
+ glShaderSource(shdr, n, src, nil);
+ glCompileShader(shdr);
+ glGetShaderiv(shdr, GL_COMPILE_STATUS, &success);
+ if(!success){
+ printShaderSource(src);
+ fprintf(stderr, "Error in %s shader\n",
+ type == GL_VERTEX_SHADER ? "vertex" : "fragment");
+ glGetShaderiv(shdr, GL_INFO_LOG_LENGTH, &len);
+ log = (char*)rwMalloc(len, MEMDUR_FUNCTION);
+ glGetShaderInfoLog(shdr, len, nil, log);
+ fprintf(stderr, "%s\n", log);
+ rwFree(log);
+ return 1;
+ }
+ *shader = shdr;
+ return 0;
+}
+
+static int
+linkprogram(GLint vs, GLint fs, GLuint *program)
+{
+ GLint prog, success;
+ GLint len;
+ char *log;
+
+ prog = glCreateProgram();
+
+ if(gl3Caps.glversion < 30){
+ // TODO: perhaps just do this always and get rid of the layout stuff?
+ glBindAttribLocation(prog, ATTRIB_POS, "in_pos");
+ glBindAttribLocation(prog, ATTRIB_NORMAL, "in_normal");
+ glBindAttribLocation(prog, ATTRIB_COLOR, "in_color");
+ glBindAttribLocation(prog, ATTRIB_WEIGHTS, "in_weights");
+ glBindAttribLocation(prog, ATTRIB_INDICES, "in_indices");
+ glBindAttribLocation(prog, ATTRIB_TEXCOORDS0, "in_tex0");
+ glBindAttribLocation(prog, ATTRIB_TEXCOORDS1, "in_tex1");
+ glBindAttribLocation(prog, ATTRIB_TEXCOORDS2, "in_tex2");
+ glBindAttribLocation(prog, ATTRIB_TEXCOORDS3, "in_tex3");
+ glBindAttribLocation(prog, ATTRIB_TEXCOORDS4, "in_tex4");
+ glBindAttribLocation(prog, ATTRIB_TEXCOORDS5, "in_tex5");
+ glBindAttribLocation(prog, ATTRIB_TEXCOORDS6, "in_tex6");
+ glBindAttribLocation(prog, ATTRIB_TEXCOORDS7, "in_tex7");
+ }
+
+ glAttachShader(prog, vs);
+ glAttachShader(prog, fs);
+ glLinkProgram(prog);
+ glGetProgramiv(prog, GL_LINK_STATUS, &success);
+ if(!success){
+ fprintf(stderr, "Error in program\n");
+ glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &len);
+ log = (char*)rwMalloc(len, MEMDUR_FUNCTION);
+ glGetProgramInfoLog(prog, len, nil, log);
+ fprintf(stderr, "%s\n", log);
+ rwFree(log);
+ return 1;
+ }
+ *program = prog;
+ return 0;
+}
+
+Shader*
+Shader::create(const char **vsrc, const char **fsrc)
+{
+ GLuint vs, fs, program;
+ int i;
+ int fail;
+
+ fail = compileshader(GL_VERTEX_SHADER, vsrc, &vs);
+ if(fail)
+ return nil;
+
+ fail = compileshader(GL_FRAGMENT_SHADER, fsrc, &fs);
+ if(fail){
+ glDeleteShader(vs);
+ return nil;
+ }
+
+ fail = linkprogram(vs, fs, &program);
+
+ glDeleteShader(vs);
+ glDeleteShader(fs);
+ if(fail){
+ return nil;
+ }
+
+ Shader *sh = rwNewT(Shader, 1, MEMDUR_EVENT | ID_DRIVER); // or global?
+
+#ifdef xxxRW_GLES2
+ int numUniforms;
+ glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &numUniforms);
+ for(i = 0; i < numUniforms; i++){
+ GLint size;
+ GLenum type;
+ char name[100];
+ glGetActiveUniform(program, i, 100, nil, &size, &type, name);
+ printf("%d %d %s\n", size, type, name);
+ }
+ printf("\n");
+#endif
+
+#ifdef xxxRW_GLES2
+ int numAttribs;
+ glGetProgramiv(program, GL_ACTIVE_ATTRIBUTES, &numAttribs);
+ for(i = 0; i < numAttribs; i++){
+ GLint size;
+ GLenum type;
+ char name[100];
+ glGetActiveAttrib(program, i, 100, nil, &size, &type, name);
+ GLint bind = glGetAttribLocation(program, name);
+ printf("%d %d %s. %d\n", size, type, name, bind);
+ }
+ printf("\n");
+#endif
+
+ // set uniform block binding
+ for(i = 0; i < uniformRegistry.numBlocks; i++){
+ int idx = glGetUniformBlockIndex(program,
+ uniformRegistry.blockNames[i]);
+ if(idx >= 0)
+ glUniformBlockBinding(program, idx, i);
+ }
+
+ // query uniform locations
+ sh->program = program;
+ sh->numUniforms = uniformRegistry.numUniforms;
+ sh->uniformLocations = rwNewT(GLint, uniformRegistry.numUniforms, MEMDUR_EVENT | ID_DRIVER);
+ sh->serialNums = rwNewT(uint32, uniformRegistry.numUniforms, MEMDUR_EVENT | ID_DRIVER);
+ for(i = 0; i < uniformRegistry.numUniforms; i++){
+ sh->uniformLocations[i] = glGetUniformLocation(program,
+ uniformRegistry.uniforms[i].name);
+ sh->serialNums[i] = ~0; // let's hope this means dirty
+ }
+
+ // set samplers
+ glUseProgram(program);
+ char name[64];
+ GLint loc;
+ for(i = 0; i < 4; i++){
+ sprintf(name, "tex%d", i);
+ loc = glGetUniformLocation(program, name);
+ glUniform1i(loc, i);
+ }
+
+ // reset program
+ if(currentShader)
+ glUseProgram(currentShader->program);
+
+ return sh;
+}
+
+void
+Shader::use(void)
+{
+ if(currentShader != this){
+ glUseProgram(this->program);
+ currentShader = this;
+ }
+}
+
+void
+Shader::destroy(void)
+{
+ glDeleteProgram(this->program);
+ rwFree(this->uniformLocations);
+ rwFree(this->serialNums);
+ rwFree(this);
+}
+
+}
+}
+
+#endif
diff --git a/src/gl/gl3skin.cpp b/src/gl/gl3skin.cpp
new file mode 100644
index 0000000..6b69bbd
--- /dev/null
+++ b/src/gl/gl3skin.cpp
@@ -0,0 +1,366 @@
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <assert.h>
+
+#include "../rwbase.h"
+#include "../rwerror.h"
+#include "../rwplg.h"
+#include "../rwrender.h"
+#include "../rwengine.h"
+#include "../rwpipeline.h"
+#include "../rwobjects.h"
+#include "../rwanim.h"
+#include "../rwplugins.h"
+
+#include "rwgl3.h"
+#include "rwgl3shader.h"
+#include "rwgl3plg.h"
+
+#include "rwgl3impl.h"
+
+namespace rw {
+namespace gl3 {
+
+#ifdef RW_OPENGL
+
+static Shader *skinShader, *skinShader_noAT;
+static Shader *skinShader_fullLight, *skinShader_fullLight_noAT;
+static int32 u_boneMatrices;
+
+void
+skinInstanceCB(Geometry *geo, InstanceDataHeader *header, bool32 reinstance)
+{
+ AttribDesc *attribs, *a;
+
+ bool isPrelit = !!(geo->flags & Geometry::PRELIT);
+ bool hasNormals = !!(geo->flags & Geometry::NORMALS);
+
+ if(!reinstance){
+ AttribDesc tmpAttribs[14];
+ uint32 stride;
+
+ //
+ // Create attribute descriptions
+ //
+ a = tmpAttribs;
+ stride = 0;
+
+ // Positions
+ a->index = ATTRIB_POS;
+ a->size = 3;
+ a->type = GL_FLOAT;
+ a->normalized = GL_FALSE;
+ a->offset = stride;
+ stride += 12;
+ a++;
+
+ // Normals
+ // TODO: compress
+ if(hasNormals){
+ a->index = ATTRIB_NORMAL;
+ a->size = 3;
+ a->type = GL_FLOAT;
+ a->normalized = GL_FALSE;
+ a->offset = stride;
+ stride += 12;
+ a++;
+ }
+
+ // Prelighting
+ if(isPrelit){
+ a->index = ATTRIB_COLOR;
+ a->size = 4;
+ a->type = GL_UNSIGNED_BYTE;
+ a->normalized = GL_TRUE;
+ a->offset = stride;
+ stride += 4;
+ a++;
+ }
+
+ // Texture coordinates
+ for(int32 n = 0; n < geo->numTexCoordSets; n++){
+ a->index = ATTRIB_TEXCOORDS0+n;
+ a->size = 2;
+ a->type = GL_FLOAT;
+ a->normalized = GL_FALSE;
+ a->offset = stride;
+ stride += 8;
+ a++;
+ }
+
+ // Weights
+ a->index = ATTRIB_WEIGHTS;
+ a->size = 4;
+ a->type = GL_FLOAT;
+ a->normalized = GL_FALSE;
+ a->offset = stride;
+ stride += 16;
+ a++;
+
+ // Indices
+ a->index = ATTRIB_INDICES;
+ a->size = 4;
+ a->type = GL_UNSIGNED_BYTE;
+ a->normalized = GL_FALSE;
+ a->offset = stride;
+ stride += 4;
+ a++;
+
+ header->numAttribs = a - tmpAttribs;
+ for(a = tmpAttribs; a != &tmpAttribs[header->numAttribs]; a++)
+ a->stride = stride;
+ header->attribDesc = rwNewT(AttribDesc, header->numAttribs, MEMDUR_EVENT | ID_GEOMETRY);
+ memcpy(header->attribDesc, tmpAttribs,
+ header->numAttribs*sizeof(AttribDesc));
+
+ //
+ // Allocate vertex buffer
+ //
+ header->vertexBuffer = rwNewT(uint8, header->totalNumVertex*stride, MEMDUR_EVENT | ID_GEOMETRY);
+ assert(header->vbo == 0);
+ glGenBuffers(1, &header->vbo);
+ }
+
+ Skin *skin = Skin::get(geo);
+ attribs = header->attribDesc;
+
+ //
+ // Fill vertex buffer
+ //
+
+ uint8 *verts = header->vertexBuffer;
+
+ // Positions
+ if(!reinstance || geo->lockedSinceInst&Geometry::LOCKVERTICES){
+ for(a = attribs; a->index != ATTRIB_POS; a++)
+ ;
+ instV3d(VERT_FLOAT3, verts + a->offset,
+ geo->morphTargets[0].vertices,
+ header->totalNumVertex, a->stride);
+ }
+
+ // Normals
+ if(hasNormals && (!reinstance || geo->lockedSinceInst&Geometry::LOCKNORMALS)){
+ for(a = attribs; a->index != ATTRIB_NORMAL; a++)
+ ;
+ instV3d(VERT_FLOAT3, verts + a->offset,
+ geo->morphTargets[0].normals,
+ header->totalNumVertex, a->stride);
+ }
+
+ // Prelighting
+ if(isPrelit && (!reinstance || geo->lockedSinceInst&Geometry::LOCKPRELIGHT)){
+ for(a = attribs; a->index != ATTRIB_COLOR; a++)
+ ;
+ instColor(VERT_RGBA, verts + a->offset,
+ geo->colors,
+ header->totalNumVertex, a->stride);
+ }
+
+ // Texture coordinates
+ for(int32 n = 0; n < geo->numTexCoordSets; n++){
+ if(!reinstance || geo->lockedSinceInst&(Geometry::LOCKTEXCOORDS<<n)){
+ for(a = attribs; a->index != ATTRIB_TEXCOORDS0+n; a++)
+ ;
+ instTexCoords(VERT_FLOAT2, verts + a->offset,
+ geo->texCoords[n],
+ header->totalNumVertex, a->stride);
+ }
+ }
+
+ // Weights
+ if(!reinstance){
+ for(a = attribs; a->index != ATTRIB_WEIGHTS; a++)
+ ;
+ float *w = skin->weights;
+ instV4d(VERT_FLOAT4, verts + a->offset,
+ (V4d*)w,
+ header->totalNumVertex, a->stride);
+ }
+
+ // Indices
+ if(!reinstance){
+ for(a = attribs; a->index != ATTRIB_INDICES; a++)
+ ;
+ // not really colors of course but what the heck
+ instColor(VERT_RGBA, verts + a->offset,
+ (RGBA*)skin->indices,
+ header->totalNumVertex, a->stride);
+ }
+
+#ifdef RW_GL_USE_VAOS
+ glBindVertexArray(header->vao);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, header->ibo);
+#endif
+ glBindBuffer(GL_ARRAY_BUFFER, header->vbo);
+ glBufferData(GL_ARRAY_BUFFER, header->totalNumVertex*attribs[0].stride,
+ header->vertexBuffer, GL_STATIC_DRAW);
+#ifdef RW_GL_USE_VAOS
+ setAttribPointers(header->attribDesc, header->numAttribs);
+ glBindVertexArray(0);
+#endif
+}
+
+void
+skinUninstanceCB(Geometry *geo, InstanceDataHeader *header)
+{
+ assert(0 && "can't uninstance");
+}
+
+static float skinMatrices[64*16];
+
+void
+uploadSkinMatrices(Atomic *a)
+{
+ int i;
+ Skin *skin = Skin::get(a->geometry);
+ Matrix *m = (Matrix*)skinMatrices;
+ HAnimHierarchy *hier = Skin::getHierarchy(a);
+
+ if(hier){
+ Matrix *invMats = (Matrix*)skin->inverseMatrices;
+ Matrix tmp;
+
+ assert(skin->numBones == hier->numNodes);
+ if(hier->flags & HAnimHierarchy::LOCALSPACEMATRICES){
+ for(i = 0; i < hier->numNodes; i++){
+ invMats[i].flags = 0;
+ Matrix::mult(m, &invMats[i], &hier->matrices[i]);
+ m++;
+ }
+ }else{
+ Matrix invAtmMat;
+ Matrix::invert(&invAtmMat, a->getFrame()->getLTM());
+ for(i = 0; i < hier->numNodes; i++){
+ invMats[i].flags = 0;
+ Matrix::mult(&tmp, &hier->matrices[i], &invAtmMat);
+ Matrix::mult(m, &invMats[i], &tmp);
+ m++;
+ }
+ }
+ }else{
+ for(i = 0; i < skin->numBones; i++){
+ m->setIdentity();
+ m++;
+ }
+ }
+ setUniform(u_boneMatrices, skinMatrices);
+}
+
+void
+skinRenderCB(Atomic *atomic, InstanceDataHeader *header)
+{
+ Material *m;
+
+ uint32 flags = atomic->geometry->flags;
+ setWorldMatrix(atomic->getFrame()->getLTM());
+ int32 vsBits = lightingCB(atomic);
+
+ setupVertexInput(header);
+
+ InstanceData *inst = header->inst;
+ int32 n = header->numMeshes;
+
+ uploadSkinMatrices(atomic);
+
+ while(n--){
+ m = inst->material;
+
+ setMaterial(flags, m->color, m->surfaceProps);
+
+ setTexture(0, m->texture);
+
+ rw::SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF);
+
+ if((vsBits & VSLIGHT_MASK) == 0){
+ if(getAlphaTest())
+ skinShader->use();
+ else
+ skinShader_noAT->use();
+ }else{
+ if(getAlphaTest())
+ skinShader_fullLight->use();
+ else
+ skinShader_fullLight_noAT->use();
+ }
+
+ drawInst(header, inst);
+ inst++;
+ }
+ teardownVertexInput(header);
+}
+
+static void*
+skinOpen(void *o, int32, int32)
+{
+ skinGlobals.pipelines[PLATFORM_GL3] = makeSkinPipeline();
+
+#include "shaders/simple_fs_gl.inc"
+#include "shaders/skin_gl.inc"
+ const char *vs[] = { shaderDecl, header_vert_src, skin_vert_src, nil };
+ const char *vs_fullLight[] = { shaderDecl, "#define DIRECTIONALS\n#define POINTLIGHTS\n#define SPOTLIGHTS\n", header_vert_src, skin_vert_src, nil };
+ const char *fs[] = { shaderDecl, header_frag_src, simple_frag_src, nil };
+ const char *fs_noAT[] = { shaderDecl, "#define NO_ALPHATEST\n", header_frag_src, simple_frag_src, nil };
+
+ skinShader = Shader::create(vs, fs);
+ assert(skinShader);
+ skinShader_noAT = Shader::create(vs, fs_noAT);
+ assert(skinShader_noAT);
+
+ skinShader_fullLight = Shader::create(vs_fullLight, fs);
+ assert(skinShader_fullLight);
+ skinShader_fullLight_noAT = Shader::create(vs_fullLight, fs_noAT);
+ assert(skinShader_fullLight_noAT);
+
+ return o;
+}
+
+static void*
+skinClose(void *o, int32, int32)
+{
+ ((ObjPipeline*)skinGlobals.pipelines[PLATFORM_GL3])->destroy();
+ skinGlobals.pipelines[PLATFORM_GL3] = nil;
+
+ skinShader->destroy();
+ skinShader = nil;
+ skinShader_noAT->destroy();
+ skinShader_noAT = nil;
+ skinShader_fullLight->destroy();
+ skinShader_fullLight = nil;
+ skinShader_fullLight_noAT->destroy();
+ skinShader_fullLight_noAT = nil;
+
+ return o;
+}
+
+void
+initSkin(void)
+{
+ u_boneMatrices = registerUniform("u_boneMatrices", UNIFORM_MAT4, 64);
+
+ Driver::registerPlugin(PLATFORM_GL3, 0, ID_SKIN,
+ skinOpen, skinClose);
+}
+
+ObjPipeline*
+makeSkinPipeline(void)
+{
+ ObjPipeline *pipe = ObjPipeline::create();
+ pipe->instanceCB = skinInstanceCB;
+ pipe->uninstanceCB = skinUninstanceCB;
+ pipe->renderCB = skinRenderCB;
+ pipe->pluginID = ID_SKIN;
+ pipe->pluginData = 1;
+ return pipe;
+}
+
+#else
+
+void initSkin(void) { }
+
+#endif
+
+}
+}
+
diff --git a/src/gl/glad/glad.c b/src/gl/glad/glad.c
new file mode 100644
index 0000000..05161d1
--- /dev/null
+++ b/src/gl/glad/glad.c
@@ -0,0 +1,1590 @@
+/*
+
+ OpenGL, OpenGL ES loader generated by glad 0.1.34 on Wed Feb 17 15:35:25 2021.
+
+ Language/Generator: C/C++
+ Specification: gl
+ APIs: gl=3.3, gles2=3.1
+ Profile: core
+ Extensions:
+ GL_EXT_framebuffer_object,
+ GL_EXT_texture_compression_s3tc,
+ GL_EXT_texture_filter_anisotropic,
+ GL_KHR_debug,
+ GL_KHR_texture_compression_astc_ldr
+ Loader: False
+ Local files: False
+ Omit khrplatform: False
+ Reproducible: False
+
+ Commandline:
+ --profile="core" --api="gl=3.3,gles2=3.1" --generator="c" --spec="gl" --no-loader --extensions="GL_EXT_framebuffer_object,GL_EXT_texture_compression_s3tc,GL_EXT_texture_filter_anisotropic,GL_KHR_debug,GL_KHR_texture_compression_astc_ldr"
+ Online:
+ https://glad.dav1d.de/#profile=core&language=c&specification=gl&api=gl%3D3.3&api=gles2%3D3.1&extensions=GL_EXT_framebuffer_object&extensions=GL_EXT_texture_compression_s3tc&extensions=GL_EXT_texture_filter_anisotropic&extensions=GL_KHR_debug&extensions=GL_KHR_texture_compression_astc_ldr
+*/
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include "glad.h"
+
+struct gladGLversionStruct GLVersion = { 0, 0 };
+
+static int requested_major_version;
+static int requested_minor_version;
+
+#if defined(GL_ES_VERSION_3_0) || defined(GL_VERSION_3_0)
+#define _GLAD_IS_SOME_NEW_VERSION 1
+#endif
+
+static int max_loaded_major;
+static int max_loaded_minor;
+
+static const char *exts = NULL;
+static int num_exts_i = 0;
+static char **exts_i = NULL;
+
+static int get_exts(void) {
+#ifdef _GLAD_IS_SOME_NEW_VERSION
+ if(max_loaded_major < 3) {
+#endif
+ exts = (const char *)glGetString(GL_EXTENSIONS);
+#ifdef _GLAD_IS_SOME_NEW_VERSION
+ } else {
+ unsigned int index;
+
+ num_exts_i = 0;
+ glGetIntegerv(GL_NUM_EXTENSIONS, &num_exts_i);
+ if (num_exts_i > 0) {
+ exts_i = (char **)malloc((size_t)num_exts_i * (sizeof *exts_i));
+ }
+
+ if (exts_i == NULL) {
+ return 0;
+ }
+
+ for(index = 0; index < (unsigned)num_exts_i; index++) {
+ const char *gl_str_tmp = (const char*)glGetStringi(GL_EXTENSIONS, index);
+ size_t len = strlen(gl_str_tmp);
+
+ char *local_str = (char*)malloc((len+1) * sizeof(char));
+ if(local_str != NULL) {
+ memcpy(local_str, gl_str_tmp, (len+1) * sizeof(char));
+ }
+ exts_i[index] = local_str;
+ }
+ }
+#endif
+ return 1;
+}
+
+static void free_exts(void) {
+ if (exts_i != NULL) {
+ int index;
+ for(index = 0; index < num_exts_i; index++) {
+ free((char *)exts_i[index]);
+ }
+ free((void *)exts_i);
+ exts_i = NULL;
+ }
+}
+
+static int has_ext(const char *ext) {
+#ifdef _GLAD_IS_SOME_NEW_VERSION
+ if(max_loaded_major < 3) {
+#endif
+ const char *extensions;
+ const char *loc;
+ const char *terminator;
+ extensions = exts;
+ if(extensions == NULL || ext == NULL) {
+ return 0;
+ }
+
+ while(1) {
+ loc = strstr(extensions, ext);
+ if(loc == NULL) {
+ return 0;
+ }
+
+ terminator = loc + strlen(ext);
+ if((loc == extensions || *(loc - 1) == ' ') &&
+ (*terminator == ' ' || *terminator == '\0')) {
+ return 1;
+ }
+ extensions = terminator;
+ }
+#ifdef _GLAD_IS_SOME_NEW_VERSION
+ } else {
+ int index;
+ if(exts_i == NULL) return 0;
+ for(index = 0; index < num_exts_i; index++) {
+ const char *e = exts_i[index];
+
+ if(exts_i[index] != NULL && strcmp(e, ext) == 0) {
+ return 1;
+ }
+ }
+ }
+#endif
+
+ return 0;
+}
+int GLAD_GL_VERSION_1_0 = 0;
+int GLAD_GL_VERSION_1_1 = 0;
+int GLAD_GL_VERSION_1_2 = 0;
+int GLAD_GL_VERSION_1_3 = 0;
+int GLAD_GL_VERSION_1_4 = 0;
+int GLAD_GL_VERSION_1_5 = 0;
+int GLAD_GL_VERSION_2_0 = 0;
+int GLAD_GL_VERSION_2_1 = 0;
+int GLAD_GL_VERSION_3_0 = 0;
+int GLAD_GL_VERSION_3_1 = 0;
+int GLAD_GL_VERSION_3_2 = 0;
+int GLAD_GL_VERSION_3_3 = 0;
+int GLAD_GL_ES_VERSION_2_0 = 0;
+int GLAD_GL_ES_VERSION_3_0 = 0;
+int GLAD_GL_ES_VERSION_3_1 = 0;
+PFNGLACTIVESHADERPROGRAMPROC glad_glActiveShaderProgram = NULL;
+PFNGLACTIVETEXTUREPROC glad_glActiveTexture = NULL;
+PFNGLATTACHSHADERPROC glad_glAttachShader = NULL;
+PFNGLBEGINCONDITIONALRENDERPROC glad_glBeginConditionalRender = NULL;
+PFNGLBEGINQUERYPROC glad_glBeginQuery = NULL;
+PFNGLBEGINTRANSFORMFEEDBACKPROC glad_glBeginTransformFeedback = NULL;
+PFNGLBINDATTRIBLOCATIONPROC glad_glBindAttribLocation = NULL;
+PFNGLBINDBUFFERPROC glad_glBindBuffer = NULL;
+PFNGLBINDBUFFERBASEPROC glad_glBindBufferBase = NULL;
+PFNGLBINDBUFFERRANGEPROC glad_glBindBufferRange = NULL;
+PFNGLBINDFRAGDATALOCATIONPROC glad_glBindFragDataLocation = NULL;
+PFNGLBINDFRAGDATALOCATIONINDEXEDPROC glad_glBindFragDataLocationIndexed = NULL;
+PFNGLBINDFRAMEBUFFERPROC glad_glBindFramebuffer = NULL;
+PFNGLBINDIMAGETEXTUREPROC glad_glBindImageTexture = NULL;
+PFNGLBINDPROGRAMPIPELINEPROC glad_glBindProgramPipeline = NULL;
+PFNGLBINDRENDERBUFFERPROC glad_glBindRenderbuffer = NULL;
+PFNGLBINDSAMPLERPROC glad_glBindSampler = NULL;
+PFNGLBINDTEXTUREPROC glad_glBindTexture = NULL;
+PFNGLBINDTRANSFORMFEEDBACKPROC glad_glBindTransformFeedback = NULL;
+PFNGLBINDVERTEXARRAYPROC glad_glBindVertexArray = NULL;
+PFNGLBINDVERTEXBUFFERPROC glad_glBindVertexBuffer = NULL;
+PFNGLBLENDCOLORPROC glad_glBlendColor = NULL;
+PFNGLBLENDEQUATIONPROC glad_glBlendEquation = NULL;
+PFNGLBLENDEQUATIONSEPARATEPROC glad_glBlendEquationSeparate = NULL;
+PFNGLBLENDFUNCPROC glad_glBlendFunc = NULL;
+PFNGLBLENDFUNCSEPARATEPROC glad_glBlendFuncSeparate = NULL;
+PFNGLBLITFRAMEBUFFERPROC glad_glBlitFramebuffer = NULL;
+PFNGLBUFFERDATAPROC glad_glBufferData = NULL;
+PFNGLBUFFERSUBDATAPROC glad_glBufferSubData = NULL;
+PFNGLCHECKFRAMEBUFFERSTATUSPROC glad_glCheckFramebufferStatus = NULL;
+PFNGLCLAMPCOLORPROC glad_glClampColor = NULL;
+PFNGLCLEARPROC glad_glClear = NULL;
+PFNGLCLEARBUFFERFIPROC glad_glClearBufferfi = NULL;
+PFNGLCLEARBUFFERFVPROC glad_glClearBufferfv = NULL;
+PFNGLCLEARBUFFERIVPROC glad_glClearBufferiv = NULL;
+PFNGLCLEARBUFFERUIVPROC glad_glClearBufferuiv = NULL;
+PFNGLCLEARCOLORPROC glad_glClearColor = NULL;
+PFNGLCLEARDEPTHPROC glad_glClearDepth = NULL;
+PFNGLCLEARDEPTHFPROC glad_glClearDepthf = NULL;
+PFNGLCLEARSTENCILPROC glad_glClearStencil = NULL;
+PFNGLCLIENTWAITSYNCPROC glad_glClientWaitSync = NULL;
+PFNGLCOLORMASKPROC glad_glColorMask = NULL;
+PFNGLCOLORMASKIPROC glad_glColorMaski = NULL;
+PFNGLCOLORP3UIPROC glad_glColorP3ui = NULL;
+PFNGLCOLORP3UIVPROC glad_glColorP3uiv = NULL;
+PFNGLCOLORP4UIPROC glad_glColorP4ui = NULL;
+PFNGLCOLORP4UIVPROC glad_glColorP4uiv = NULL;
+PFNGLCOMPILESHADERPROC glad_glCompileShader = NULL;
+PFNGLCOMPRESSEDTEXIMAGE1DPROC glad_glCompressedTexImage1D = NULL;
+PFNGLCOMPRESSEDTEXIMAGE2DPROC glad_glCompressedTexImage2D = NULL;
+PFNGLCOMPRESSEDTEXIMAGE3DPROC glad_glCompressedTexImage3D = NULL;
+PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC glad_glCompressedTexSubImage1D = NULL;
+PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC glad_glCompressedTexSubImage2D = NULL;
+PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC glad_glCompressedTexSubImage3D = NULL;
+PFNGLCOPYBUFFERSUBDATAPROC glad_glCopyBufferSubData = NULL;
+PFNGLCOPYTEXIMAGE1DPROC glad_glCopyTexImage1D = NULL;
+PFNGLCOPYTEXIMAGE2DPROC glad_glCopyTexImage2D = NULL;
+PFNGLCOPYTEXSUBIMAGE1DPROC glad_glCopyTexSubImage1D = NULL;
+PFNGLCOPYTEXSUBIMAGE2DPROC glad_glCopyTexSubImage2D = NULL;
+PFNGLCOPYTEXSUBIMAGE3DPROC glad_glCopyTexSubImage3D = NULL;
+PFNGLCREATEPROGRAMPROC glad_glCreateProgram = NULL;
+PFNGLCREATESHADERPROC glad_glCreateShader = NULL;
+PFNGLCREATESHADERPROGRAMVPROC glad_glCreateShaderProgramv = NULL;
+PFNGLCULLFACEPROC glad_glCullFace = NULL;
+PFNGLDELETEBUFFERSPROC glad_glDeleteBuffers = NULL;
+PFNGLDELETEFRAMEBUFFERSPROC glad_glDeleteFramebuffers = NULL;
+PFNGLDELETEPROGRAMPROC glad_glDeleteProgram = NULL;
+PFNGLDELETEPROGRAMPIPELINESPROC glad_glDeleteProgramPipelines = NULL;
+PFNGLDELETEQUERIESPROC glad_glDeleteQueries = NULL;
+PFNGLDELETERENDERBUFFERSPROC glad_glDeleteRenderbuffers = NULL;
+PFNGLDELETESAMPLERSPROC glad_glDeleteSamplers = NULL;
+PFNGLDELETESHADERPROC glad_glDeleteShader = NULL;
+PFNGLDELETESYNCPROC glad_glDeleteSync = NULL;
+PFNGLDELETETEXTURESPROC glad_glDeleteTextures = NULL;
+PFNGLDELETETRANSFORMFEEDBACKSPROC glad_glDeleteTransformFeedbacks = NULL;
+PFNGLDELETEVERTEXARRAYSPROC glad_glDeleteVertexArrays = NULL;
+PFNGLDEPTHFUNCPROC glad_glDepthFunc = NULL;
+PFNGLDEPTHMASKPROC glad_glDepthMask = NULL;
+PFNGLDEPTHRANGEPROC glad_glDepthRange = NULL;
+PFNGLDEPTHRANGEFPROC glad_glDepthRangef = NULL;
+PFNGLDETACHSHADERPROC glad_glDetachShader = NULL;
+PFNGLDISABLEPROC glad_glDisable = NULL;
+PFNGLDISABLEVERTEXATTRIBARRAYPROC glad_glDisableVertexAttribArray = NULL;
+PFNGLDISABLEIPROC glad_glDisablei = NULL;
+PFNGLDISPATCHCOMPUTEPROC glad_glDispatchCompute = NULL;
+PFNGLDISPATCHCOMPUTEINDIRECTPROC glad_glDispatchComputeIndirect = NULL;
+PFNGLDRAWARRAYSPROC glad_glDrawArrays = NULL;
+PFNGLDRAWARRAYSINDIRECTPROC glad_glDrawArraysIndirect = NULL;
+PFNGLDRAWARRAYSINSTANCEDPROC glad_glDrawArraysInstanced = NULL;
+PFNGLDRAWBUFFERPROC glad_glDrawBuffer = NULL;
+PFNGLDRAWBUFFERSPROC glad_glDrawBuffers = NULL;
+PFNGLDRAWELEMENTSPROC glad_glDrawElements = NULL;
+PFNGLDRAWELEMENTSBASEVERTEXPROC glad_glDrawElementsBaseVertex = NULL;
+PFNGLDRAWELEMENTSINDIRECTPROC glad_glDrawElementsIndirect = NULL;
+PFNGLDRAWELEMENTSINSTANCEDPROC glad_glDrawElementsInstanced = NULL;
+PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC glad_glDrawElementsInstancedBaseVertex = NULL;
+PFNGLDRAWRANGEELEMENTSPROC glad_glDrawRangeElements = NULL;
+PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC glad_glDrawRangeElementsBaseVertex = NULL;
+PFNGLENABLEPROC glad_glEnable = NULL;
+PFNGLENABLEVERTEXATTRIBARRAYPROC glad_glEnableVertexAttribArray = NULL;
+PFNGLENABLEIPROC glad_glEnablei = NULL;
+PFNGLENDCONDITIONALRENDERPROC glad_glEndConditionalRender = NULL;
+PFNGLENDQUERYPROC glad_glEndQuery = NULL;
+PFNGLENDTRANSFORMFEEDBACKPROC glad_glEndTransformFeedback = NULL;
+PFNGLFENCESYNCPROC glad_glFenceSync = NULL;
+PFNGLFINISHPROC glad_glFinish = NULL;
+PFNGLFLUSHPROC glad_glFlush = NULL;
+PFNGLFLUSHMAPPEDBUFFERRANGEPROC glad_glFlushMappedBufferRange = NULL;
+PFNGLFRAMEBUFFERPARAMETERIPROC glad_glFramebufferParameteri = NULL;
+PFNGLFRAMEBUFFERRENDERBUFFERPROC glad_glFramebufferRenderbuffer = NULL;
+PFNGLFRAMEBUFFERTEXTUREPROC glad_glFramebufferTexture = NULL;
+PFNGLFRAMEBUFFERTEXTURE1DPROC glad_glFramebufferTexture1D = NULL;
+PFNGLFRAMEBUFFERTEXTURE2DPROC glad_glFramebufferTexture2D = NULL;
+PFNGLFRAMEBUFFERTEXTURE3DPROC glad_glFramebufferTexture3D = NULL;
+PFNGLFRAMEBUFFERTEXTURELAYERPROC glad_glFramebufferTextureLayer = NULL;
+PFNGLFRONTFACEPROC glad_glFrontFace = NULL;
+PFNGLGENBUFFERSPROC glad_glGenBuffers = NULL;
+PFNGLGENFRAMEBUFFERSPROC glad_glGenFramebuffers = NULL;
+PFNGLGENPROGRAMPIPELINESPROC glad_glGenProgramPipelines = NULL;
+PFNGLGENQUERIESPROC glad_glGenQueries = NULL;
+PFNGLGENRENDERBUFFERSPROC glad_glGenRenderbuffers = NULL;
+PFNGLGENSAMPLERSPROC glad_glGenSamplers = NULL;
+PFNGLGENTEXTURESPROC glad_glGenTextures = NULL;
+PFNGLGENTRANSFORMFEEDBACKSPROC glad_glGenTransformFeedbacks = NULL;
+PFNGLGENVERTEXARRAYSPROC glad_glGenVertexArrays = NULL;
+PFNGLGENERATEMIPMAPPROC glad_glGenerateMipmap = NULL;
+PFNGLGETACTIVEATTRIBPROC glad_glGetActiveAttrib = NULL;
+PFNGLGETACTIVEUNIFORMPROC glad_glGetActiveUniform = NULL;
+PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC glad_glGetActiveUniformBlockName = NULL;
+PFNGLGETACTIVEUNIFORMBLOCKIVPROC glad_glGetActiveUniformBlockiv = NULL;
+PFNGLGETACTIVEUNIFORMNAMEPROC glad_glGetActiveUniformName = NULL;
+PFNGLGETACTIVEUNIFORMSIVPROC glad_glGetActiveUniformsiv = NULL;
+PFNGLGETATTACHEDSHADERSPROC glad_glGetAttachedShaders = NULL;
+PFNGLGETATTRIBLOCATIONPROC glad_glGetAttribLocation = NULL;
+PFNGLGETBOOLEANI_VPROC glad_glGetBooleani_v = NULL;
+PFNGLGETBOOLEANVPROC glad_glGetBooleanv = NULL;
+PFNGLGETBUFFERPARAMETERI64VPROC glad_glGetBufferParameteri64v = NULL;
+PFNGLGETBUFFERPARAMETERIVPROC glad_glGetBufferParameteriv = NULL;
+PFNGLGETBUFFERPOINTERVPROC glad_glGetBufferPointerv = NULL;
+PFNGLGETBUFFERSUBDATAPROC glad_glGetBufferSubData = NULL;
+PFNGLGETCOMPRESSEDTEXIMAGEPROC glad_glGetCompressedTexImage = NULL;
+PFNGLGETDOUBLEVPROC glad_glGetDoublev = NULL;
+PFNGLGETERRORPROC glad_glGetError = NULL;
+PFNGLGETFLOATVPROC glad_glGetFloatv = NULL;
+PFNGLGETFRAGDATAINDEXPROC glad_glGetFragDataIndex = NULL;
+PFNGLGETFRAGDATALOCATIONPROC glad_glGetFragDataLocation = NULL;
+PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glad_glGetFramebufferAttachmentParameteriv = NULL;
+PFNGLGETFRAMEBUFFERPARAMETERIVPROC glad_glGetFramebufferParameteriv = NULL;
+PFNGLGETINTEGER64I_VPROC glad_glGetInteger64i_v = NULL;
+PFNGLGETINTEGER64VPROC glad_glGetInteger64v = NULL;
+PFNGLGETINTEGERI_VPROC glad_glGetIntegeri_v = NULL;
+PFNGLGETINTEGERVPROC glad_glGetIntegerv = NULL;
+PFNGLGETINTERNALFORMATIVPROC glad_glGetInternalformativ = NULL;
+PFNGLGETMULTISAMPLEFVPROC glad_glGetMultisamplefv = NULL;
+PFNGLGETPROGRAMBINARYPROC glad_glGetProgramBinary = NULL;
+PFNGLGETPROGRAMINFOLOGPROC glad_glGetProgramInfoLog = NULL;
+PFNGLGETPROGRAMINTERFACEIVPROC glad_glGetProgramInterfaceiv = NULL;
+PFNGLGETPROGRAMPIPELINEINFOLOGPROC glad_glGetProgramPipelineInfoLog = NULL;
+PFNGLGETPROGRAMPIPELINEIVPROC glad_glGetProgramPipelineiv = NULL;
+PFNGLGETPROGRAMRESOURCEINDEXPROC glad_glGetProgramResourceIndex = NULL;
+PFNGLGETPROGRAMRESOURCELOCATIONPROC glad_glGetProgramResourceLocation = NULL;
+PFNGLGETPROGRAMRESOURCENAMEPROC glad_glGetProgramResourceName = NULL;
+PFNGLGETPROGRAMRESOURCEIVPROC glad_glGetProgramResourceiv = NULL;
+PFNGLGETPROGRAMIVPROC glad_glGetProgramiv = NULL;
+PFNGLGETQUERYOBJECTI64VPROC glad_glGetQueryObjecti64v = NULL;
+PFNGLGETQUERYOBJECTIVPROC glad_glGetQueryObjectiv = NULL;
+PFNGLGETQUERYOBJECTUI64VPROC glad_glGetQueryObjectui64v = NULL;
+PFNGLGETQUERYOBJECTUIVPROC glad_glGetQueryObjectuiv = NULL;
+PFNGLGETQUERYIVPROC glad_glGetQueryiv = NULL;
+PFNGLGETRENDERBUFFERPARAMETERIVPROC glad_glGetRenderbufferParameteriv = NULL;
+PFNGLGETSAMPLERPARAMETERIIVPROC glad_glGetSamplerParameterIiv = NULL;
+PFNGLGETSAMPLERPARAMETERIUIVPROC glad_glGetSamplerParameterIuiv = NULL;
+PFNGLGETSAMPLERPARAMETERFVPROC glad_glGetSamplerParameterfv = NULL;
+PFNGLGETSAMPLERPARAMETERIVPROC glad_glGetSamplerParameteriv = NULL;
+PFNGLGETSHADERINFOLOGPROC glad_glGetShaderInfoLog = NULL;
+PFNGLGETSHADERPRECISIONFORMATPROC glad_glGetShaderPrecisionFormat = NULL;
+PFNGLGETSHADERSOURCEPROC glad_glGetShaderSource = NULL;
+PFNGLGETSHADERIVPROC glad_glGetShaderiv = NULL;
+PFNGLGETSTRINGPROC glad_glGetString = NULL;
+PFNGLGETSTRINGIPROC glad_glGetStringi = NULL;
+PFNGLGETSYNCIVPROC glad_glGetSynciv = NULL;
+PFNGLGETTEXIMAGEPROC glad_glGetTexImage = NULL;
+PFNGLGETTEXLEVELPARAMETERFVPROC glad_glGetTexLevelParameterfv = NULL;
+PFNGLGETTEXLEVELPARAMETERIVPROC glad_glGetTexLevelParameteriv = NULL;
+PFNGLGETTEXPARAMETERIIVPROC glad_glGetTexParameterIiv = NULL;
+PFNGLGETTEXPARAMETERIUIVPROC glad_glGetTexParameterIuiv = NULL;
+PFNGLGETTEXPARAMETERFVPROC glad_glGetTexParameterfv = NULL;
+PFNGLGETTEXPARAMETERIVPROC glad_glGetTexParameteriv = NULL;
+PFNGLGETTRANSFORMFEEDBACKVARYINGPROC glad_glGetTransformFeedbackVarying = NULL;
+PFNGLGETUNIFORMBLOCKINDEXPROC glad_glGetUniformBlockIndex = NULL;
+PFNGLGETUNIFORMINDICESPROC glad_glGetUniformIndices = NULL;
+PFNGLGETUNIFORMLOCATIONPROC glad_glGetUniformLocation = NULL;
+PFNGLGETUNIFORMFVPROC glad_glGetUniformfv = NULL;
+PFNGLGETUNIFORMIVPROC glad_glGetUniformiv = NULL;
+PFNGLGETUNIFORMUIVPROC glad_glGetUniformuiv = NULL;
+PFNGLGETVERTEXATTRIBIIVPROC glad_glGetVertexAttribIiv = NULL;
+PFNGLGETVERTEXATTRIBIUIVPROC glad_glGetVertexAttribIuiv = NULL;
+PFNGLGETVERTEXATTRIBPOINTERVPROC glad_glGetVertexAttribPointerv = NULL;
+PFNGLGETVERTEXATTRIBDVPROC glad_glGetVertexAttribdv = NULL;
+PFNGLGETVERTEXATTRIBFVPROC glad_glGetVertexAttribfv = NULL;
+PFNGLGETVERTEXATTRIBIVPROC glad_glGetVertexAttribiv = NULL;
+PFNGLHINTPROC glad_glHint = NULL;
+PFNGLINVALIDATEFRAMEBUFFERPROC glad_glInvalidateFramebuffer = NULL;
+PFNGLINVALIDATESUBFRAMEBUFFERPROC glad_glInvalidateSubFramebuffer = NULL;
+PFNGLISBUFFERPROC glad_glIsBuffer = NULL;
+PFNGLISENABLEDPROC glad_glIsEnabled = NULL;
+PFNGLISENABLEDIPROC glad_glIsEnabledi = NULL;
+PFNGLISFRAMEBUFFERPROC glad_glIsFramebuffer = NULL;
+PFNGLISPROGRAMPROC glad_glIsProgram = NULL;
+PFNGLISPROGRAMPIPELINEPROC glad_glIsProgramPipeline = NULL;
+PFNGLISQUERYPROC glad_glIsQuery = NULL;
+PFNGLISRENDERBUFFERPROC glad_glIsRenderbuffer = NULL;
+PFNGLISSAMPLERPROC glad_glIsSampler = NULL;
+PFNGLISSHADERPROC glad_glIsShader = NULL;
+PFNGLISSYNCPROC glad_glIsSync = NULL;
+PFNGLISTEXTUREPROC glad_glIsTexture = NULL;
+PFNGLISTRANSFORMFEEDBACKPROC glad_glIsTransformFeedback = NULL;
+PFNGLISVERTEXARRAYPROC glad_glIsVertexArray = NULL;
+PFNGLLINEWIDTHPROC glad_glLineWidth = NULL;
+PFNGLLINKPROGRAMPROC glad_glLinkProgram = NULL;
+PFNGLLOGICOPPROC glad_glLogicOp = NULL;
+PFNGLMAPBUFFERPROC glad_glMapBuffer = NULL;
+PFNGLMAPBUFFERRANGEPROC glad_glMapBufferRange = NULL;
+PFNGLMEMORYBARRIERPROC glad_glMemoryBarrier = NULL;
+PFNGLMEMORYBARRIERBYREGIONPROC glad_glMemoryBarrierByRegion = NULL;
+PFNGLMULTIDRAWARRAYSPROC glad_glMultiDrawArrays = NULL;
+PFNGLMULTIDRAWELEMENTSPROC glad_glMultiDrawElements = NULL;
+PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC glad_glMultiDrawElementsBaseVertex = NULL;
+PFNGLMULTITEXCOORDP1UIPROC glad_glMultiTexCoordP1ui = NULL;
+PFNGLMULTITEXCOORDP1UIVPROC glad_glMultiTexCoordP1uiv = NULL;
+PFNGLMULTITEXCOORDP2UIPROC glad_glMultiTexCoordP2ui = NULL;
+PFNGLMULTITEXCOORDP2UIVPROC glad_glMultiTexCoordP2uiv = NULL;
+PFNGLMULTITEXCOORDP3UIPROC glad_glMultiTexCoordP3ui = NULL;
+PFNGLMULTITEXCOORDP3UIVPROC glad_glMultiTexCoordP3uiv = NULL;
+PFNGLMULTITEXCOORDP4UIPROC glad_glMultiTexCoordP4ui = NULL;
+PFNGLMULTITEXCOORDP4UIVPROC glad_glMultiTexCoordP4uiv = NULL;
+PFNGLNORMALP3UIPROC glad_glNormalP3ui = NULL;
+PFNGLNORMALP3UIVPROC glad_glNormalP3uiv = NULL;
+PFNGLPAUSETRANSFORMFEEDBACKPROC glad_glPauseTransformFeedback = NULL;
+PFNGLPIXELSTOREFPROC glad_glPixelStoref = NULL;
+PFNGLPIXELSTOREIPROC glad_glPixelStorei = NULL;
+PFNGLPOINTPARAMETERFPROC glad_glPointParameterf = NULL;
+PFNGLPOINTPARAMETERFVPROC glad_glPointParameterfv = NULL;
+PFNGLPOINTPARAMETERIPROC glad_glPointParameteri = NULL;
+PFNGLPOINTPARAMETERIVPROC glad_glPointParameteriv = NULL;
+PFNGLPOINTSIZEPROC glad_glPointSize = NULL;
+PFNGLPOLYGONMODEPROC glad_glPolygonMode = NULL;
+PFNGLPOLYGONOFFSETPROC glad_glPolygonOffset = NULL;
+PFNGLPRIMITIVERESTARTINDEXPROC glad_glPrimitiveRestartIndex = NULL;
+PFNGLPROGRAMBINARYPROC glad_glProgramBinary = NULL;
+PFNGLPROGRAMPARAMETERIPROC glad_glProgramParameteri = NULL;
+PFNGLPROGRAMUNIFORM1FPROC glad_glProgramUniform1f = NULL;
+PFNGLPROGRAMUNIFORM1FVPROC glad_glProgramUniform1fv = NULL;
+PFNGLPROGRAMUNIFORM1IPROC glad_glProgramUniform1i = NULL;
+PFNGLPROGRAMUNIFORM1IVPROC glad_glProgramUniform1iv = NULL;
+PFNGLPROGRAMUNIFORM1UIPROC glad_glProgramUniform1ui = NULL;
+PFNGLPROGRAMUNIFORM1UIVPROC glad_glProgramUniform1uiv = NULL;
+PFNGLPROGRAMUNIFORM2FPROC glad_glProgramUniform2f = NULL;
+PFNGLPROGRAMUNIFORM2FVPROC glad_glProgramUniform2fv = NULL;
+PFNGLPROGRAMUNIFORM2IPROC glad_glProgramUniform2i = NULL;
+PFNGLPROGRAMUNIFORM2IVPROC glad_glProgramUniform2iv = NULL;
+PFNGLPROGRAMUNIFORM2UIPROC glad_glProgramUniform2ui = NULL;
+PFNGLPROGRAMUNIFORM2UIVPROC glad_glProgramUniform2uiv = NULL;
+PFNGLPROGRAMUNIFORM3FPROC glad_glProgramUniform3f = NULL;
+PFNGLPROGRAMUNIFORM3FVPROC glad_glProgramUniform3fv = NULL;
+PFNGLPROGRAMUNIFORM3IPROC glad_glProgramUniform3i = NULL;
+PFNGLPROGRAMUNIFORM3IVPROC glad_glProgramUniform3iv = NULL;
+PFNGLPROGRAMUNIFORM3UIPROC glad_glProgramUniform3ui = NULL;
+PFNGLPROGRAMUNIFORM3UIVPROC glad_glProgramUniform3uiv = NULL;
+PFNGLPROGRAMUNIFORM4FPROC glad_glProgramUniform4f = NULL;
+PFNGLPROGRAMUNIFORM4FVPROC glad_glProgramUniform4fv = NULL;
+PFNGLPROGRAMUNIFORM4IPROC glad_glProgramUniform4i = NULL;
+PFNGLPROGRAMUNIFORM4IVPROC glad_glProgramUniform4iv = NULL;
+PFNGLPROGRAMUNIFORM4UIPROC glad_glProgramUniform4ui = NULL;
+PFNGLPROGRAMUNIFORM4UIVPROC glad_glProgramUniform4uiv = NULL;
+PFNGLPROGRAMUNIFORMMATRIX2FVPROC glad_glProgramUniformMatrix2fv = NULL;
+PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC glad_glProgramUniformMatrix2x3fv = NULL;
+PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC glad_glProgramUniformMatrix2x4fv = NULL;
+PFNGLPROGRAMUNIFORMMATRIX3FVPROC glad_glProgramUniformMatrix3fv = NULL;
+PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC glad_glProgramUniformMatrix3x2fv = NULL;
+PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC glad_glProgramUniformMatrix3x4fv = NULL;
+PFNGLPROGRAMUNIFORMMATRIX4FVPROC glad_glProgramUniformMatrix4fv = NULL;
+PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC glad_glProgramUniformMatrix4x2fv = NULL;
+PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC glad_glProgramUniformMatrix4x3fv = NULL;
+PFNGLPROVOKINGVERTEXPROC glad_glProvokingVertex = NULL;
+PFNGLQUERYCOUNTERPROC glad_glQueryCounter = NULL;
+PFNGLREADBUFFERPROC glad_glReadBuffer = NULL;
+PFNGLREADPIXELSPROC glad_glReadPixels = NULL;
+PFNGLRELEASESHADERCOMPILERPROC glad_glReleaseShaderCompiler = NULL;
+PFNGLRENDERBUFFERSTORAGEPROC glad_glRenderbufferStorage = NULL;
+PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC glad_glRenderbufferStorageMultisample = NULL;
+PFNGLRESUMETRANSFORMFEEDBACKPROC glad_glResumeTransformFeedback = NULL;
+PFNGLSAMPLECOVERAGEPROC glad_glSampleCoverage = NULL;
+PFNGLSAMPLEMASKIPROC glad_glSampleMaski = NULL;
+PFNGLSAMPLERPARAMETERIIVPROC glad_glSamplerParameterIiv = NULL;
+PFNGLSAMPLERPARAMETERIUIVPROC glad_glSamplerParameterIuiv = NULL;
+PFNGLSAMPLERPARAMETERFPROC glad_glSamplerParameterf = NULL;
+PFNGLSAMPLERPARAMETERFVPROC glad_glSamplerParameterfv = NULL;
+PFNGLSAMPLERPARAMETERIPROC glad_glSamplerParameteri = NULL;
+PFNGLSAMPLERPARAMETERIVPROC glad_glSamplerParameteriv = NULL;
+PFNGLSCISSORPROC glad_glScissor = NULL;
+PFNGLSECONDARYCOLORP3UIPROC glad_glSecondaryColorP3ui = NULL;
+PFNGLSECONDARYCOLORP3UIVPROC glad_glSecondaryColorP3uiv = NULL;
+PFNGLSHADERBINARYPROC glad_glShaderBinary = NULL;
+PFNGLSHADERSOURCEPROC glad_glShaderSource = NULL;
+PFNGLSTENCILFUNCPROC glad_glStencilFunc = NULL;
+PFNGLSTENCILFUNCSEPARATEPROC glad_glStencilFuncSeparate = NULL;
+PFNGLSTENCILMASKPROC glad_glStencilMask = NULL;
+PFNGLSTENCILMASKSEPARATEPROC glad_glStencilMaskSeparate = NULL;
+PFNGLSTENCILOPPROC glad_glStencilOp = NULL;
+PFNGLSTENCILOPSEPARATEPROC glad_glStencilOpSeparate = NULL;
+PFNGLTEXBUFFERPROC glad_glTexBuffer = NULL;
+PFNGLTEXCOORDP1UIPROC glad_glTexCoordP1ui = NULL;
+PFNGLTEXCOORDP1UIVPROC glad_glTexCoordP1uiv = NULL;
+PFNGLTEXCOORDP2UIPROC glad_glTexCoordP2ui = NULL;
+PFNGLTEXCOORDP2UIVPROC glad_glTexCoordP2uiv = NULL;
+PFNGLTEXCOORDP3UIPROC glad_glTexCoordP3ui = NULL;
+PFNGLTEXCOORDP3UIVPROC glad_glTexCoordP3uiv = NULL;
+PFNGLTEXCOORDP4UIPROC glad_glTexCoordP4ui = NULL;
+PFNGLTEXCOORDP4UIVPROC glad_glTexCoordP4uiv = NULL;
+PFNGLTEXIMAGE1DPROC glad_glTexImage1D = NULL;
+PFNGLTEXIMAGE2DPROC glad_glTexImage2D = NULL;
+PFNGLTEXIMAGE2DMULTISAMPLEPROC glad_glTexImage2DMultisample = NULL;
+PFNGLTEXIMAGE3DPROC glad_glTexImage3D = NULL;
+PFNGLTEXIMAGE3DMULTISAMPLEPROC glad_glTexImage3DMultisample = NULL;
+PFNGLTEXPARAMETERIIVPROC glad_glTexParameterIiv = NULL;
+PFNGLTEXPARAMETERIUIVPROC glad_glTexParameterIuiv = NULL;
+PFNGLTEXPARAMETERFPROC glad_glTexParameterf = NULL;
+PFNGLTEXPARAMETERFVPROC glad_glTexParameterfv = NULL;
+PFNGLTEXPARAMETERIPROC glad_glTexParameteri = NULL;
+PFNGLTEXPARAMETERIVPROC glad_glTexParameteriv = NULL;
+PFNGLTEXSTORAGE2DPROC glad_glTexStorage2D = NULL;
+PFNGLTEXSTORAGE2DMULTISAMPLEPROC glad_glTexStorage2DMultisample = NULL;
+PFNGLTEXSTORAGE3DPROC glad_glTexStorage3D = NULL;
+PFNGLTEXSUBIMAGE1DPROC glad_glTexSubImage1D = NULL;
+PFNGLTEXSUBIMAGE2DPROC glad_glTexSubImage2D = NULL;
+PFNGLTEXSUBIMAGE3DPROC glad_glTexSubImage3D = NULL;
+PFNGLTRANSFORMFEEDBACKVARYINGSPROC glad_glTransformFeedbackVaryings = NULL;
+PFNGLUNIFORM1FPROC glad_glUniform1f = NULL;
+PFNGLUNIFORM1FVPROC glad_glUniform1fv = NULL;
+PFNGLUNIFORM1IPROC glad_glUniform1i = NULL;
+PFNGLUNIFORM1IVPROC glad_glUniform1iv = NULL;
+PFNGLUNIFORM1UIPROC glad_glUniform1ui = NULL;
+PFNGLUNIFORM1UIVPROC glad_glUniform1uiv = NULL;
+PFNGLUNIFORM2FPROC glad_glUniform2f = NULL;
+PFNGLUNIFORM2FVPROC glad_glUniform2fv = NULL;
+PFNGLUNIFORM2IPROC glad_glUniform2i = NULL;
+PFNGLUNIFORM2IVPROC glad_glUniform2iv = NULL;
+PFNGLUNIFORM2UIPROC glad_glUniform2ui = NULL;
+PFNGLUNIFORM2UIVPROC glad_glUniform2uiv = NULL;
+PFNGLUNIFORM3FPROC glad_glUniform3f = NULL;
+PFNGLUNIFORM3FVPROC glad_glUniform3fv = NULL;
+PFNGLUNIFORM3IPROC glad_glUniform3i = NULL;
+PFNGLUNIFORM3IVPROC glad_glUniform3iv = NULL;
+PFNGLUNIFORM3UIPROC glad_glUniform3ui = NULL;
+PFNGLUNIFORM3UIVPROC glad_glUniform3uiv = NULL;
+PFNGLUNIFORM4FPROC glad_glUniform4f = NULL;
+PFNGLUNIFORM4FVPROC glad_glUniform4fv = NULL;
+PFNGLUNIFORM4IPROC glad_glUniform4i = NULL;
+PFNGLUNIFORM4IVPROC glad_glUniform4iv = NULL;
+PFNGLUNIFORM4UIPROC glad_glUniform4ui = NULL;
+PFNGLUNIFORM4UIVPROC glad_glUniform4uiv = NULL;
+PFNGLUNIFORMBLOCKBINDINGPROC glad_glUniformBlockBinding = NULL;
+PFNGLUNIFORMMATRIX2FVPROC glad_glUniformMatrix2fv = NULL;
+PFNGLUNIFORMMATRIX2X3FVPROC glad_glUniformMatrix2x3fv = NULL;
+PFNGLUNIFORMMATRIX2X4FVPROC glad_glUniformMatrix2x4fv = NULL;
+PFNGLUNIFORMMATRIX3FVPROC glad_glUniformMatrix3fv = NULL;
+PFNGLUNIFORMMATRIX3X2FVPROC glad_glUniformMatrix3x2fv = NULL;
+PFNGLUNIFORMMATRIX3X4FVPROC glad_glUniformMatrix3x4fv = NULL;
+PFNGLUNIFORMMATRIX4FVPROC glad_glUniformMatrix4fv = NULL;
+PFNGLUNIFORMMATRIX4X2FVPROC glad_glUniformMatrix4x2fv = NULL;
+PFNGLUNIFORMMATRIX4X3FVPROC glad_glUniformMatrix4x3fv = NULL;
+PFNGLUNMAPBUFFERPROC glad_glUnmapBuffer = NULL;
+PFNGLUSEPROGRAMPROC glad_glUseProgram = NULL;
+PFNGLUSEPROGRAMSTAGESPROC glad_glUseProgramStages = NULL;
+PFNGLVALIDATEPROGRAMPROC glad_glValidateProgram = NULL;
+PFNGLVALIDATEPROGRAMPIPELINEPROC glad_glValidateProgramPipeline = NULL;
+PFNGLVERTEXATTRIB1DPROC glad_glVertexAttrib1d = NULL;
+PFNGLVERTEXATTRIB1DVPROC glad_glVertexAttrib1dv = NULL;
+PFNGLVERTEXATTRIB1FPROC glad_glVertexAttrib1f = NULL;
+PFNGLVERTEXATTRIB1FVPROC glad_glVertexAttrib1fv = NULL;
+PFNGLVERTEXATTRIB1SPROC glad_glVertexAttrib1s = NULL;
+PFNGLVERTEXATTRIB1SVPROC glad_glVertexAttrib1sv = NULL;
+PFNGLVERTEXATTRIB2DPROC glad_glVertexAttrib2d = NULL;
+PFNGLVERTEXATTRIB2DVPROC glad_glVertexAttrib2dv = NULL;
+PFNGLVERTEXATTRIB2FPROC glad_glVertexAttrib2f = NULL;
+PFNGLVERTEXATTRIB2FVPROC glad_glVertexAttrib2fv = NULL;
+PFNGLVERTEXATTRIB2SPROC glad_glVertexAttrib2s = NULL;
+PFNGLVERTEXATTRIB2SVPROC glad_glVertexAttrib2sv = NULL;
+PFNGLVERTEXATTRIB3DPROC glad_glVertexAttrib3d = NULL;
+PFNGLVERTEXATTRIB3DVPROC glad_glVertexAttrib3dv = NULL;
+PFNGLVERTEXATTRIB3FPROC glad_glVertexAttrib3f = NULL;
+PFNGLVERTEXATTRIB3FVPROC glad_glVertexAttrib3fv = NULL;
+PFNGLVERTEXATTRIB3SPROC glad_glVertexAttrib3s = NULL;
+PFNGLVERTEXATTRIB3SVPROC glad_glVertexAttrib3sv = NULL;
+PFNGLVERTEXATTRIB4NBVPROC glad_glVertexAttrib4Nbv = NULL;
+PFNGLVERTEXATTRIB4NIVPROC glad_glVertexAttrib4Niv = NULL;
+PFNGLVERTEXATTRIB4NSVPROC glad_glVertexAttrib4Nsv = NULL;
+PFNGLVERTEXATTRIB4NUBPROC glad_glVertexAttrib4Nub = NULL;
+PFNGLVERTEXATTRIB4NUBVPROC glad_glVertexAttrib4Nubv = NULL;
+PFNGLVERTEXATTRIB4NUIVPROC glad_glVertexAttrib4Nuiv = NULL;
+PFNGLVERTEXATTRIB4NUSVPROC glad_glVertexAttrib4Nusv = NULL;
+PFNGLVERTEXATTRIB4BVPROC glad_glVertexAttrib4bv = NULL;
+PFNGLVERTEXATTRIB4DPROC glad_glVertexAttrib4d = NULL;
+PFNGLVERTEXATTRIB4DVPROC glad_glVertexAttrib4dv = NULL;
+PFNGLVERTEXATTRIB4FPROC glad_glVertexAttrib4f = NULL;
+PFNGLVERTEXATTRIB4FVPROC glad_glVertexAttrib4fv = NULL;
+PFNGLVERTEXATTRIB4IVPROC glad_glVertexAttrib4iv = NULL;
+PFNGLVERTEXATTRIB4SPROC glad_glVertexAttrib4s = NULL;
+PFNGLVERTEXATTRIB4SVPROC glad_glVertexAttrib4sv = NULL;
+PFNGLVERTEXATTRIB4UBVPROC glad_glVertexAttrib4ubv = NULL;
+PFNGLVERTEXATTRIB4UIVPROC glad_glVertexAttrib4uiv = NULL;
+PFNGLVERTEXATTRIB4USVPROC glad_glVertexAttrib4usv = NULL;
+PFNGLVERTEXATTRIBBINDINGPROC glad_glVertexAttribBinding = NULL;
+PFNGLVERTEXATTRIBDIVISORPROC glad_glVertexAttribDivisor = NULL;
+PFNGLVERTEXATTRIBFORMATPROC glad_glVertexAttribFormat = NULL;
+PFNGLVERTEXATTRIBI1IPROC glad_glVertexAttribI1i = NULL;
+PFNGLVERTEXATTRIBI1IVPROC glad_glVertexAttribI1iv = NULL;
+PFNGLVERTEXATTRIBI1UIPROC glad_glVertexAttribI1ui = NULL;
+PFNGLVERTEXATTRIBI1UIVPROC glad_glVertexAttribI1uiv = NULL;
+PFNGLVERTEXATTRIBI2IPROC glad_glVertexAttribI2i = NULL;
+PFNGLVERTEXATTRIBI2IVPROC glad_glVertexAttribI2iv = NULL;
+PFNGLVERTEXATTRIBI2UIPROC glad_glVertexAttribI2ui = NULL;
+PFNGLVERTEXATTRIBI2UIVPROC glad_glVertexAttribI2uiv = NULL;
+PFNGLVERTEXATTRIBI3IPROC glad_glVertexAttribI3i = NULL;
+PFNGLVERTEXATTRIBI3IVPROC glad_glVertexAttribI3iv = NULL;
+PFNGLVERTEXATTRIBI3UIPROC glad_glVertexAttribI3ui = NULL;
+PFNGLVERTEXATTRIBI3UIVPROC glad_glVertexAttribI3uiv = NULL;
+PFNGLVERTEXATTRIBI4BVPROC glad_glVertexAttribI4bv = NULL;
+PFNGLVERTEXATTRIBI4IPROC glad_glVertexAttribI4i = NULL;
+PFNGLVERTEXATTRIBI4IVPROC glad_glVertexAttribI4iv = NULL;
+PFNGLVERTEXATTRIBI4SVPROC glad_glVertexAttribI4sv = NULL;
+PFNGLVERTEXATTRIBI4UBVPROC glad_glVertexAttribI4ubv = NULL;
+PFNGLVERTEXATTRIBI4UIPROC glad_glVertexAttribI4ui = NULL;
+PFNGLVERTEXATTRIBI4UIVPROC glad_glVertexAttribI4uiv = NULL;
+PFNGLVERTEXATTRIBI4USVPROC glad_glVertexAttribI4usv = NULL;
+PFNGLVERTEXATTRIBIFORMATPROC glad_glVertexAttribIFormat = NULL;
+PFNGLVERTEXATTRIBIPOINTERPROC glad_glVertexAttribIPointer = NULL;
+PFNGLVERTEXATTRIBP1UIPROC glad_glVertexAttribP1ui = NULL;
+PFNGLVERTEXATTRIBP1UIVPROC glad_glVertexAttribP1uiv = NULL;
+PFNGLVERTEXATTRIBP2UIPROC glad_glVertexAttribP2ui = NULL;
+PFNGLVERTEXATTRIBP2UIVPROC glad_glVertexAttribP2uiv = NULL;
+PFNGLVERTEXATTRIBP3UIPROC glad_glVertexAttribP3ui = NULL;
+PFNGLVERTEXATTRIBP3UIVPROC glad_glVertexAttribP3uiv = NULL;
+PFNGLVERTEXATTRIBP4UIPROC glad_glVertexAttribP4ui = NULL;
+PFNGLVERTEXATTRIBP4UIVPROC glad_glVertexAttribP4uiv = NULL;
+PFNGLVERTEXATTRIBPOINTERPROC glad_glVertexAttribPointer = NULL;
+PFNGLVERTEXBINDINGDIVISORPROC glad_glVertexBindingDivisor = NULL;
+PFNGLVERTEXP2UIPROC glad_glVertexP2ui = NULL;
+PFNGLVERTEXP2UIVPROC glad_glVertexP2uiv = NULL;
+PFNGLVERTEXP3UIPROC glad_glVertexP3ui = NULL;
+PFNGLVERTEXP3UIVPROC glad_glVertexP3uiv = NULL;
+PFNGLVERTEXP4UIPROC glad_glVertexP4ui = NULL;
+PFNGLVERTEXP4UIVPROC glad_glVertexP4uiv = NULL;
+PFNGLVIEWPORTPROC glad_glViewport = NULL;
+PFNGLWAITSYNCPROC glad_glWaitSync = NULL;
+int GLAD_GL_EXT_framebuffer_object = 0;
+int GLAD_GL_EXT_texture_compression_s3tc = 0;
+int GLAD_GL_EXT_texture_filter_anisotropic = 0;
+int GLAD_GL_KHR_debug = 0;
+int GLAD_GL_KHR_texture_compression_astc_ldr = 0;
+PFNGLDEBUGMESSAGECONTROLPROC glad_glDebugMessageControl = NULL;
+PFNGLDEBUGMESSAGEINSERTPROC glad_glDebugMessageInsert = NULL;
+PFNGLDEBUGMESSAGECALLBACKPROC glad_glDebugMessageCallback = NULL;
+PFNGLGETDEBUGMESSAGELOGPROC glad_glGetDebugMessageLog = NULL;
+PFNGLPUSHDEBUGGROUPPROC glad_glPushDebugGroup = NULL;
+PFNGLPOPDEBUGGROUPPROC glad_glPopDebugGroup = NULL;
+PFNGLOBJECTLABELPROC glad_glObjectLabel = NULL;
+PFNGLGETOBJECTLABELPROC glad_glGetObjectLabel = NULL;
+PFNGLOBJECTPTRLABELPROC glad_glObjectPtrLabel = NULL;
+PFNGLGETOBJECTPTRLABELPROC glad_glGetObjectPtrLabel = NULL;
+PFNGLGETPOINTERVPROC glad_glGetPointerv = NULL;
+PFNGLDEBUGMESSAGECONTROLKHRPROC glad_glDebugMessageControlKHR = NULL;
+PFNGLDEBUGMESSAGEINSERTKHRPROC glad_glDebugMessageInsertKHR = NULL;
+PFNGLDEBUGMESSAGECALLBACKKHRPROC glad_glDebugMessageCallbackKHR = NULL;
+PFNGLGETDEBUGMESSAGELOGKHRPROC glad_glGetDebugMessageLogKHR = NULL;
+PFNGLPUSHDEBUGGROUPKHRPROC glad_glPushDebugGroupKHR = NULL;
+PFNGLPOPDEBUGGROUPKHRPROC glad_glPopDebugGroupKHR = NULL;
+PFNGLOBJECTLABELKHRPROC glad_glObjectLabelKHR = NULL;
+PFNGLGETOBJECTLABELKHRPROC glad_glGetObjectLabelKHR = NULL;
+PFNGLOBJECTPTRLABELKHRPROC glad_glObjectPtrLabelKHR = NULL;
+PFNGLGETOBJECTPTRLABELKHRPROC glad_glGetObjectPtrLabelKHR = NULL;
+PFNGLGETPOINTERVKHRPROC glad_glGetPointervKHR = NULL;
+static void load_GL_VERSION_1_0(GLADloadproc load) {
+ if(!GLAD_GL_VERSION_1_0) return;
+ glad_glCullFace = (PFNGLCULLFACEPROC)load("glCullFace");
+ glad_glFrontFace = (PFNGLFRONTFACEPROC)load("glFrontFace");
+ glad_glHint = (PFNGLHINTPROC)load("glHint");
+ glad_glLineWidth = (PFNGLLINEWIDTHPROC)load("glLineWidth");
+ glad_glPointSize = (PFNGLPOINTSIZEPROC)load("glPointSize");
+ glad_glPolygonMode = (PFNGLPOLYGONMODEPROC)load("glPolygonMode");
+ glad_glScissor = (PFNGLSCISSORPROC)load("glScissor");
+ glad_glTexParameterf = (PFNGLTEXPARAMETERFPROC)load("glTexParameterf");
+ glad_glTexParameterfv = (PFNGLTEXPARAMETERFVPROC)load("glTexParameterfv");
+ glad_glTexParameteri = (PFNGLTEXPARAMETERIPROC)load("glTexParameteri");
+ glad_glTexParameteriv = (PFNGLTEXPARAMETERIVPROC)load("glTexParameteriv");
+ glad_glTexImage1D = (PFNGLTEXIMAGE1DPROC)load("glTexImage1D");
+ glad_glTexImage2D = (PFNGLTEXIMAGE2DPROC)load("glTexImage2D");
+ glad_glDrawBuffer = (PFNGLDRAWBUFFERPROC)load("glDrawBuffer");
+ glad_glClear = (PFNGLCLEARPROC)load("glClear");
+ glad_glClearColor = (PFNGLCLEARCOLORPROC)load("glClearColor");
+ glad_glClearStencil = (PFNGLCLEARSTENCILPROC)load("glClearStencil");
+ glad_glClearDepth = (PFNGLCLEARDEPTHPROC)load("glClearDepth");
+ glad_glStencilMask = (PFNGLSTENCILMASKPROC)load("glStencilMask");
+ glad_glColorMask = (PFNGLCOLORMASKPROC)load("glColorMask");
+ glad_glDepthMask = (PFNGLDEPTHMASKPROC)load("glDepthMask");
+ glad_glDisable = (PFNGLDISABLEPROC)load("glDisable");
+ glad_glEnable = (PFNGLENABLEPROC)load("glEnable");
+ glad_glFinish = (PFNGLFINISHPROC)load("glFinish");
+ glad_glFlush = (PFNGLFLUSHPROC)load("glFlush");
+ glad_glBlendFunc = (PFNGLBLENDFUNCPROC)load("glBlendFunc");
+ glad_glLogicOp = (PFNGLLOGICOPPROC)load("glLogicOp");
+ glad_glStencilFunc = (PFNGLSTENCILFUNCPROC)load("glStencilFunc");
+ glad_glStencilOp = (PFNGLSTENCILOPPROC)load("glStencilOp");
+ glad_glDepthFunc = (PFNGLDEPTHFUNCPROC)load("glDepthFunc");
+ glad_glPixelStoref = (PFNGLPIXELSTOREFPROC)load("glPixelStoref");
+ glad_glPixelStorei = (PFNGLPIXELSTOREIPROC)load("glPixelStorei");
+ glad_glReadBuffer = (PFNGLREADBUFFERPROC)load("glReadBuffer");
+ glad_glReadPixels = (PFNGLREADPIXELSPROC)load("glReadPixels");
+ glad_glGetBooleanv = (PFNGLGETBOOLEANVPROC)load("glGetBooleanv");
+ glad_glGetDoublev = (PFNGLGETDOUBLEVPROC)load("glGetDoublev");
+ glad_glGetError = (PFNGLGETERRORPROC)load("glGetError");
+ glad_glGetFloatv = (PFNGLGETFLOATVPROC)load("glGetFloatv");
+ glad_glGetIntegerv = (PFNGLGETINTEGERVPROC)load("glGetIntegerv");
+ glad_glGetString = (PFNGLGETSTRINGPROC)load("glGetString");
+ glad_glGetTexImage = (PFNGLGETTEXIMAGEPROC)load("glGetTexImage");
+ glad_glGetTexParameterfv = (PFNGLGETTEXPARAMETERFVPROC)load("glGetTexParameterfv");
+ glad_glGetTexParameteriv = (PFNGLGETTEXPARAMETERIVPROC)load("glGetTexParameteriv");
+ glad_glGetTexLevelParameterfv = (PFNGLGETTEXLEVELPARAMETERFVPROC)load("glGetTexLevelParameterfv");
+ glad_glGetTexLevelParameteriv = (PFNGLGETTEXLEVELPARAMETERIVPROC)load("glGetTexLevelParameteriv");
+ glad_glIsEnabled = (PFNGLISENABLEDPROC)load("glIsEnabled");
+ glad_glDepthRange = (PFNGLDEPTHRANGEPROC)load("glDepthRange");
+ glad_glViewport = (PFNGLVIEWPORTPROC)load("glViewport");
+}
+static void load_GL_VERSION_1_1(GLADloadproc load) {
+ if(!GLAD_GL_VERSION_1_1) return;
+ glad_glDrawArrays = (PFNGLDRAWARRAYSPROC)load("glDrawArrays");
+ glad_glDrawElements = (PFNGLDRAWELEMENTSPROC)load("glDrawElements");
+ glad_glPolygonOffset = (PFNGLPOLYGONOFFSETPROC)load("glPolygonOffset");
+ glad_glCopyTexImage1D = (PFNGLCOPYTEXIMAGE1DPROC)load("glCopyTexImage1D");
+ glad_glCopyTexImage2D = (PFNGLCOPYTEXIMAGE2DPROC)load("glCopyTexImage2D");
+ glad_glCopyTexSubImage1D = (PFNGLCOPYTEXSUBIMAGE1DPROC)load("glCopyTexSubImage1D");
+ glad_glCopyTexSubImage2D = (PFNGLCOPYTEXSUBIMAGE2DPROC)load("glCopyTexSubImage2D");
+ glad_glTexSubImage1D = (PFNGLTEXSUBIMAGE1DPROC)load("glTexSubImage1D");
+ glad_glTexSubImage2D = (PFNGLTEXSUBIMAGE2DPROC)load("glTexSubImage2D");
+ glad_glBindTexture = (PFNGLBINDTEXTUREPROC)load("glBindTexture");
+ glad_glDeleteTextures = (PFNGLDELETETEXTURESPROC)load("glDeleteTextures");
+ glad_glGenTextures = (PFNGLGENTEXTURESPROC)load("glGenTextures");
+ glad_glIsTexture = (PFNGLISTEXTUREPROC)load("glIsTexture");
+}
+static void load_GL_VERSION_1_2(GLADloadproc load) {
+ if(!GLAD_GL_VERSION_1_2) return;
+ glad_glDrawRangeElements = (PFNGLDRAWRANGEELEMENTSPROC)load("glDrawRangeElements");
+ glad_glTexImage3D = (PFNGLTEXIMAGE3DPROC)load("glTexImage3D");
+ glad_glTexSubImage3D = (PFNGLTEXSUBIMAGE3DPROC)load("glTexSubImage3D");
+ glad_glCopyTexSubImage3D = (PFNGLCOPYTEXSUBIMAGE3DPROC)load("glCopyTexSubImage3D");
+}
+static void load_GL_VERSION_1_3(GLADloadproc load) {
+ if(!GLAD_GL_VERSION_1_3) return;
+ glad_glActiveTexture = (PFNGLACTIVETEXTUREPROC)load("glActiveTexture");
+ glad_glSampleCoverage = (PFNGLSAMPLECOVERAGEPROC)load("glSampleCoverage");
+ glad_glCompressedTexImage3D = (PFNGLCOMPRESSEDTEXIMAGE3DPROC)load("glCompressedTexImage3D");
+ glad_glCompressedTexImage2D = (PFNGLCOMPRESSEDTEXIMAGE2DPROC)load("glCompressedTexImage2D");
+ glad_glCompressedTexImage1D = (PFNGLCOMPRESSEDTEXIMAGE1DPROC)load("glCompressedTexImage1D");
+ glad_glCompressedTexSubImage3D = (PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC)load("glCompressedTexSubImage3D");
+ glad_glCompressedTexSubImage2D = (PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC)load("glCompressedTexSubImage2D");
+ glad_glCompressedTexSubImage1D = (PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC)load("glCompressedTexSubImage1D");
+ glad_glGetCompressedTexImage = (PFNGLGETCOMPRESSEDTEXIMAGEPROC)load("glGetCompressedTexImage");
+}
+static void load_GL_VERSION_1_4(GLADloadproc load) {
+ if(!GLAD_GL_VERSION_1_4) return;
+ glad_glBlendFuncSeparate = (PFNGLBLENDFUNCSEPARATEPROC)load("glBlendFuncSeparate");
+ glad_glMultiDrawArrays = (PFNGLMULTIDRAWARRAYSPROC)load("glMultiDrawArrays");
+ glad_glMultiDrawElements = (PFNGLMULTIDRAWELEMENTSPROC)load("glMultiDrawElements");
+ glad_glPointParameterf = (PFNGLPOINTPARAMETERFPROC)load("glPointParameterf");
+ glad_glPointParameterfv = (PFNGLPOINTPARAMETERFVPROC)load("glPointParameterfv");
+ glad_glPointParameteri = (PFNGLPOINTPARAMETERIPROC)load("glPointParameteri");
+ glad_glPointParameteriv = (PFNGLPOINTPARAMETERIVPROC)load("glPointParameteriv");
+ glad_glBlendColor = (PFNGLBLENDCOLORPROC)load("glBlendColor");
+ glad_glBlendEquation = (PFNGLBLENDEQUATIONPROC)load("glBlendEquation");
+}
+static void load_GL_VERSION_1_5(GLADloadproc load) {
+ if(!GLAD_GL_VERSION_1_5) return;
+ glad_glGenQueries = (PFNGLGENQUERIESPROC)load("glGenQueries");
+ glad_glDeleteQueries = (PFNGLDELETEQUERIESPROC)load("glDeleteQueries");
+ glad_glIsQuery = (PFNGLISQUERYPROC)load("glIsQuery");
+ glad_glBeginQuery = (PFNGLBEGINQUERYPROC)load("glBeginQuery");
+ glad_glEndQuery = (PFNGLENDQUERYPROC)load("glEndQuery");
+ glad_glGetQueryiv = (PFNGLGETQUERYIVPROC)load("glGetQueryiv");
+ glad_glGetQueryObjectiv = (PFNGLGETQUERYOBJECTIVPROC)load("glGetQueryObjectiv");
+ glad_glGetQueryObjectuiv = (PFNGLGETQUERYOBJECTUIVPROC)load("glGetQueryObjectuiv");
+ glad_glBindBuffer = (PFNGLBINDBUFFERPROC)load("glBindBuffer");
+ glad_glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)load("glDeleteBuffers");
+ glad_glGenBuffers = (PFNGLGENBUFFERSPROC)load("glGenBuffers");
+ glad_glIsBuffer = (PFNGLISBUFFERPROC)load("glIsBuffer");
+ glad_glBufferData = (PFNGLBUFFERDATAPROC)load("glBufferData");
+ glad_glBufferSubData = (PFNGLBUFFERSUBDATAPROC)load("glBufferSubData");
+ glad_glGetBufferSubData = (PFNGLGETBUFFERSUBDATAPROC)load("glGetBufferSubData");
+ glad_glMapBuffer = (PFNGLMAPBUFFERPROC)load("glMapBuffer");
+ glad_glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)load("glUnmapBuffer");
+ glad_glGetBufferParameteriv = (PFNGLGETBUFFERPARAMETERIVPROC)load("glGetBufferParameteriv");
+ glad_glGetBufferPointerv = (PFNGLGETBUFFERPOINTERVPROC)load("glGetBufferPointerv");
+}
+static void load_GL_VERSION_2_0(GLADloadproc load) {
+ if(!GLAD_GL_VERSION_2_0) return;
+ glad_glBlendEquationSeparate = (PFNGLBLENDEQUATIONSEPARATEPROC)load("glBlendEquationSeparate");
+ glad_glDrawBuffers = (PFNGLDRAWBUFFERSPROC)load("glDrawBuffers");
+ glad_glStencilOpSeparate = (PFNGLSTENCILOPSEPARATEPROC)load("glStencilOpSeparate");
+ glad_glStencilFuncSeparate = (PFNGLSTENCILFUNCSEPARATEPROC)load("glStencilFuncSeparate");
+ glad_glStencilMaskSeparate = (PFNGLSTENCILMASKSEPARATEPROC)load("glStencilMaskSeparate");
+ glad_glAttachShader = (PFNGLATTACHSHADERPROC)load("glAttachShader");
+ glad_glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC)load("glBindAttribLocation");
+ glad_glCompileShader = (PFNGLCOMPILESHADERPROC)load("glCompileShader");
+ glad_glCreateProgram = (PFNGLCREATEPROGRAMPROC)load("glCreateProgram");
+ glad_glCreateShader = (PFNGLCREATESHADERPROC)load("glCreateShader");
+ glad_glDeleteProgram = (PFNGLDELETEPROGRAMPROC)load("glDeleteProgram");
+ glad_glDeleteShader = (PFNGLDELETESHADERPROC)load("glDeleteShader");
+ glad_glDetachShader = (PFNGLDETACHSHADERPROC)load("glDetachShader");
+ glad_glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC)load("glDisableVertexAttribArray");
+ glad_glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)load("glEnableVertexAttribArray");
+ glad_glGetActiveAttrib = (PFNGLGETACTIVEATTRIBPROC)load("glGetActiveAttrib");
+ glad_glGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC)load("glGetActiveUniform");
+ glad_glGetAttachedShaders = (PFNGLGETATTACHEDSHADERSPROC)load("glGetAttachedShaders");
+ glad_glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)load("glGetAttribLocation");
+ glad_glGetProgramiv = (PFNGLGETPROGRAMIVPROC)load("glGetProgramiv");
+ glad_glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)load("glGetProgramInfoLog");
+ glad_glGetShaderiv = (PFNGLGETSHADERIVPROC)load("glGetShaderiv");
+ glad_glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)load("glGetShaderInfoLog");
+ glad_glGetShaderSource = (PFNGLGETSHADERSOURCEPROC)load("glGetShaderSource");
+ glad_glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)load("glGetUniformLocation");
+ glad_glGetUniformfv = (PFNGLGETUNIFORMFVPROC)load("glGetUniformfv");
+ glad_glGetUniformiv = (PFNGLGETUNIFORMIVPROC)load("glGetUniformiv");
+ glad_glGetVertexAttribdv = (PFNGLGETVERTEXATTRIBDVPROC)load("glGetVertexAttribdv");
+ glad_glGetVertexAttribfv = (PFNGLGETVERTEXATTRIBFVPROC)load("glGetVertexAttribfv");
+ glad_glGetVertexAttribiv = (PFNGLGETVERTEXATTRIBIVPROC)load("glGetVertexAttribiv");
+ glad_glGetVertexAttribPointerv = (PFNGLGETVERTEXATTRIBPOINTERVPROC)load("glGetVertexAttribPointerv");
+ glad_glIsProgram = (PFNGLISPROGRAMPROC)load("glIsProgram");
+ glad_glIsShader = (PFNGLISSHADERPROC)load("glIsShader");
+ glad_glLinkProgram = (PFNGLLINKPROGRAMPROC)load("glLinkProgram");
+ glad_glShaderSource = (PFNGLSHADERSOURCEPROC)load("glShaderSource");
+ glad_glUseProgram = (PFNGLUSEPROGRAMPROC)load("glUseProgram");
+ glad_glUniform1f = (PFNGLUNIFORM1FPROC)load("glUniform1f");
+ glad_glUniform2f = (PFNGLUNIFORM2FPROC)load("glUniform2f");
+ glad_glUniform3f = (PFNGLUNIFORM3FPROC)load("glUniform3f");
+ glad_glUniform4f = (PFNGLUNIFORM4FPROC)load("glUniform4f");
+ glad_glUniform1i = (PFNGLUNIFORM1IPROC)load("glUniform1i");
+ glad_glUniform2i = (PFNGLUNIFORM2IPROC)load("glUniform2i");
+ glad_glUniform3i = (PFNGLUNIFORM3IPROC)load("glUniform3i");
+ glad_glUniform4i = (PFNGLUNIFORM4IPROC)load("glUniform4i");
+ glad_glUniform1fv = (PFNGLUNIFORM1FVPROC)load("glUniform1fv");
+ glad_glUniform2fv = (PFNGLUNIFORM2FVPROC)load("glUniform2fv");
+ glad_glUniform3fv = (PFNGLUNIFORM3FVPROC)load("glUniform3fv");
+ glad_glUniform4fv = (PFNGLUNIFORM4FVPROC)load("glUniform4fv");
+ glad_glUniform1iv = (PFNGLUNIFORM1IVPROC)load("glUniform1iv");
+ glad_glUniform2iv = (PFNGLUNIFORM2IVPROC)load("glUniform2iv");
+ glad_glUniform3iv = (PFNGLUNIFORM3IVPROC)load("glUniform3iv");
+ glad_glUniform4iv = (PFNGLUNIFORM4IVPROC)load("glUniform4iv");
+ glad_glUniformMatrix2fv = (PFNGLUNIFORMMATRIX2FVPROC)load("glUniformMatrix2fv");
+ glad_glUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC)load("glUniformMatrix3fv");
+ glad_glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)load("glUniformMatrix4fv");
+ glad_glValidateProgram = (PFNGLVALIDATEPROGRAMPROC)load("glValidateProgram");
+ glad_glVertexAttrib1d = (PFNGLVERTEXATTRIB1DPROC)load("glVertexAttrib1d");
+ glad_glVertexAttrib1dv = (PFNGLVERTEXATTRIB1DVPROC)load("glVertexAttrib1dv");
+ glad_glVertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC)load("glVertexAttrib1f");
+ glad_glVertexAttrib1fv = (PFNGLVERTEXATTRIB1FVPROC)load("glVertexAttrib1fv");
+ glad_glVertexAttrib1s = (PFNGLVERTEXATTRIB1SPROC)load("glVertexAttrib1s");
+ glad_glVertexAttrib1sv = (PFNGLVERTEXATTRIB1SVPROC)load("glVertexAttrib1sv");
+ glad_glVertexAttrib2d = (PFNGLVERTEXATTRIB2DPROC)load("glVertexAttrib2d");
+ glad_glVertexAttrib2dv = (PFNGLVERTEXATTRIB2DVPROC)load("glVertexAttrib2dv");
+ glad_glVertexAttrib2f = (PFNGLVERTEXATTRIB2FPROC)load("glVertexAttrib2f");
+ glad_glVertexAttrib2fv = (PFNGLVERTEXATTRIB2FVPROC)load("glVertexAttrib2fv");
+ glad_glVertexAttrib2s = (PFNGLVERTEXATTRIB2SPROC)load("glVertexAttrib2s");
+ glad_glVertexAttrib2sv = (PFNGLVERTEXATTRIB2SVPROC)load("glVertexAttrib2sv");
+ glad_glVertexAttrib3d = (PFNGLVERTEXATTRIB3DPROC)load("glVertexAttrib3d");
+ glad_glVertexAttrib3dv = (PFNGLVERTEXATTRIB3DVPROC)load("glVertexAttrib3dv");
+ glad_glVertexAttrib3f = (PFNGLVERTEXATTRIB3FPROC)load("glVertexAttrib3f");
+ glad_glVertexAttrib3fv = (PFNGLVERTEXATTRIB3FVPROC)load("glVertexAttrib3fv");
+ glad_glVertexAttrib3s = (PFNGLVERTEXATTRIB3SPROC)load("glVertexAttrib3s");
+ glad_glVertexAttrib3sv = (PFNGLVERTEXATTRIB3SVPROC)load("glVertexAttrib3sv");
+ glad_glVertexAttrib4Nbv = (PFNGLVERTEXATTRIB4NBVPROC)load("glVertexAttrib4Nbv");
+ glad_glVertexAttrib4Niv = (PFNGLVERTEXATTRIB4NIVPROC)load("glVertexAttrib4Niv");
+ glad_glVertexAttrib4Nsv = (PFNGLVERTEXATTRIB4NSVPROC)load("glVertexAttrib4Nsv");
+ glad_glVertexAttrib4Nub = (PFNGLVERTEXATTRIB4NUBPROC)load("glVertexAttrib4Nub");
+ glad_glVertexAttrib4Nubv = (PFNGLVERTEXATTRIB4NUBVPROC)load("glVertexAttrib4Nubv");
+ glad_glVertexAttrib4Nuiv = (PFNGLVERTEXATTRIB4NUIVPROC)load("glVertexAttrib4Nuiv");
+ glad_glVertexAttrib4Nusv = (PFNGLVERTEXATTRIB4NUSVPROC)load("glVertexAttrib4Nusv");
+ glad_glVertexAttrib4bv = (PFNGLVERTEXATTRIB4BVPROC)load("glVertexAttrib4bv");
+ glad_glVertexAttrib4d = (PFNGLVERTEXATTRIB4DPROC)load("glVertexAttrib4d");
+ glad_glVertexAttrib4dv = (PFNGLVERTEXATTRIB4DVPROC)load("glVertexAttrib4dv");
+ glad_glVertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC)load("glVertexAttrib4f");
+ glad_glVertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC)load("glVertexAttrib4fv");
+ glad_glVertexAttrib4iv = (PFNGLVERTEXATTRIB4IVPROC)load("glVertexAttrib4iv");
+ glad_glVertexAttrib4s = (PFNGLVERTEXATTRIB4SPROC)load("glVertexAttrib4s");
+ glad_glVertexAttrib4sv = (PFNGLVERTEXATTRIB4SVPROC)load("glVertexAttrib4sv");
+ glad_glVertexAttrib4ubv = (PFNGLVERTEXATTRIB4UBVPROC)load("glVertexAttrib4ubv");
+ glad_glVertexAttrib4uiv = (PFNGLVERTEXATTRIB4UIVPROC)load("glVertexAttrib4uiv");
+ glad_glVertexAttrib4usv = (PFNGLVERTEXATTRIB4USVPROC)load("glVertexAttrib4usv");
+ glad_glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)load("glVertexAttribPointer");
+}
+static void load_GL_VERSION_2_1(GLADloadproc load) {
+ if(!GLAD_GL_VERSION_2_1) return;
+ glad_glUniformMatrix2x3fv = (PFNGLUNIFORMMATRIX2X3FVPROC)load("glUniformMatrix2x3fv");
+ glad_glUniformMatrix3x2fv = (PFNGLUNIFORMMATRIX3X2FVPROC)load("glUniformMatrix3x2fv");
+ glad_glUniformMatrix2x4fv = (PFNGLUNIFORMMATRIX2X4FVPROC)load("glUniformMatrix2x4fv");
+ glad_glUniformMatrix4x2fv = (PFNGLUNIFORMMATRIX4X2FVPROC)load("glUniformMatrix4x2fv");
+ glad_glUniformMatrix3x4fv = (PFNGLUNIFORMMATRIX3X4FVPROC)load("glUniformMatrix3x4fv");
+ glad_glUniformMatrix4x3fv = (PFNGLUNIFORMMATRIX4X3FVPROC)load("glUniformMatrix4x3fv");
+}
+static void load_GL_VERSION_3_0(GLADloadproc load) {
+ if(!GLAD_GL_VERSION_3_0) return;
+ glad_glColorMaski = (PFNGLCOLORMASKIPROC)load("glColorMaski");
+ glad_glGetBooleani_v = (PFNGLGETBOOLEANI_VPROC)load("glGetBooleani_v");
+ glad_glGetIntegeri_v = (PFNGLGETINTEGERI_VPROC)load("glGetIntegeri_v");
+ glad_glEnablei = (PFNGLENABLEIPROC)load("glEnablei");
+ glad_glDisablei = (PFNGLDISABLEIPROC)load("glDisablei");
+ glad_glIsEnabledi = (PFNGLISENABLEDIPROC)load("glIsEnabledi");
+ glad_glBeginTransformFeedback = (PFNGLBEGINTRANSFORMFEEDBACKPROC)load("glBeginTransformFeedback");
+ glad_glEndTransformFeedback = (PFNGLENDTRANSFORMFEEDBACKPROC)load("glEndTransformFeedback");
+ glad_glBindBufferRange = (PFNGLBINDBUFFERRANGEPROC)load("glBindBufferRange");
+ glad_glBindBufferBase = (PFNGLBINDBUFFERBASEPROC)load("glBindBufferBase");
+ glad_glTransformFeedbackVaryings = (PFNGLTRANSFORMFEEDBACKVARYINGSPROC)load("glTransformFeedbackVaryings");
+ glad_glGetTransformFeedbackVarying = (PFNGLGETTRANSFORMFEEDBACKVARYINGPROC)load("glGetTransformFeedbackVarying");
+ glad_glClampColor = (PFNGLCLAMPCOLORPROC)load("glClampColor");
+ glad_glBeginConditionalRender = (PFNGLBEGINCONDITIONALRENDERPROC)load("glBeginConditionalRender");
+ glad_glEndConditionalRender = (PFNGLENDCONDITIONALRENDERPROC)load("glEndConditionalRender");
+ glad_glVertexAttribIPointer = (PFNGLVERTEXATTRIBIPOINTERPROC)load("glVertexAttribIPointer");
+ glad_glGetVertexAttribIiv = (PFNGLGETVERTEXATTRIBIIVPROC)load("glGetVertexAttribIiv");
+ glad_glGetVertexAttribIuiv = (PFNGLGETVERTEXATTRIBIUIVPROC)load("glGetVertexAttribIuiv");
+ glad_glVertexAttribI1i = (PFNGLVERTEXATTRIBI1IPROC)load("glVertexAttribI1i");
+ glad_glVertexAttribI2i = (PFNGLVERTEXATTRIBI2IPROC)load("glVertexAttribI2i");
+ glad_glVertexAttribI3i = (PFNGLVERTEXATTRIBI3IPROC)load("glVertexAttribI3i");
+ glad_glVertexAttribI4i = (PFNGLVERTEXATTRIBI4IPROC)load("glVertexAttribI4i");
+ glad_glVertexAttribI1ui = (PFNGLVERTEXATTRIBI1UIPROC)load("glVertexAttribI1ui");
+ glad_glVertexAttribI2ui = (PFNGLVERTEXATTRIBI2UIPROC)load("glVertexAttribI2ui");
+ glad_glVertexAttribI3ui = (PFNGLVERTEXATTRIBI3UIPROC)load("glVertexAttribI3ui");
+ glad_glVertexAttribI4ui = (PFNGLVERTEXATTRIBI4UIPROC)load("glVertexAttribI4ui");
+ glad_glVertexAttribI1iv = (PFNGLVERTEXATTRIBI1IVPROC)load("glVertexAttribI1iv");
+ glad_glVertexAttribI2iv = (PFNGLVERTEXATTRIBI2IVPROC)load("glVertexAttribI2iv");
+ glad_glVertexAttribI3iv = (PFNGLVERTEXATTRIBI3IVPROC)load("glVertexAttribI3iv");
+ glad_glVertexAttribI4iv = (PFNGLVERTEXATTRIBI4IVPROC)load("glVertexAttribI4iv");
+ glad_glVertexAttribI1uiv = (PFNGLVERTEXATTRIBI1UIVPROC)load("glVertexAttribI1uiv");
+ glad_glVertexAttribI2uiv = (PFNGLVERTEXATTRIBI2UIVPROC)load("glVertexAttribI2uiv");
+ glad_glVertexAttribI3uiv = (PFNGLVERTEXATTRIBI3UIVPROC)load("glVertexAttribI3uiv");
+ glad_glVertexAttribI4uiv = (PFNGLVERTEXATTRIBI4UIVPROC)load("glVertexAttribI4uiv");
+ glad_glVertexAttribI4bv = (PFNGLVERTEXATTRIBI4BVPROC)load("glVertexAttribI4bv");
+ glad_glVertexAttribI4sv = (PFNGLVERTEXATTRIBI4SVPROC)load("glVertexAttribI4sv");
+ glad_glVertexAttribI4ubv = (PFNGLVERTEXATTRIBI4UBVPROC)load("glVertexAttribI4ubv");
+ glad_glVertexAttribI4usv = (PFNGLVERTEXATTRIBI4USVPROC)load("glVertexAttribI4usv");
+ glad_glGetUniformuiv = (PFNGLGETUNIFORMUIVPROC)load("glGetUniformuiv");
+ glad_glBindFragDataLocation = (PFNGLBINDFRAGDATALOCATIONPROC)load("glBindFragDataLocation");
+ glad_glGetFragDataLocation = (PFNGLGETFRAGDATALOCATIONPROC)load("glGetFragDataLocation");
+ glad_glUniform1ui = (PFNGLUNIFORM1UIPROC)load("glUniform1ui");
+ glad_glUniform2ui = (PFNGLUNIFORM2UIPROC)load("glUniform2ui");
+ glad_glUniform3ui = (PFNGLUNIFORM3UIPROC)load("glUniform3ui");
+ glad_glUniform4ui = (PFNGLUNIFORM4UIPROC)load("glUniform4ui");
+ glad_glUniform1uiv = (PFNGLUNIFORM1UIVPROC)load("glUniform1uiv");
+ glad_glUniform2uiv = (PFNGLUNIFORM2UIVPROC)load("glUniform2uiv");
+ glad_glUniform3uiv = (PFNGLUNIFORM3UIVPROC)load("glUniform3uiv");
+ glad_glUniform4uiv = (PFNGLUNIFORM4UIVPROC)load("glUniform4uiv");
+ glad_glTexParameterIiv = (PFNGLTEXPARAMETERIIVPROC)load("glTexParameterIiv");
+ glad_glTexParameterIuiv = (PFNGLTEXPARAMETERIUIVPROC)load("glTexParameterIuiv");
+ glad_glGetTexParameterIiv = (PFNGLGETTEXPARAMETERIIVPROC)load("glGetTexParameterIiv");
+ glad_glGetTexParameterIuiv = (PFNGLGETTEXPARAMETERIUIVPROC)load("glGetTexParameterIuiv");
+ glad_glClearBufferiv = (PFNGLCLEARBUFFERIVPROC)load("glClearBufferiv");
+ glad_glClearBufferuiv = (PFNGLCLEARBUFFERUIVPROC)load("glClearBufferuiv");
+ glad_glClearBufferfv = (PFNGLCLEARBUFFERFVPROC)load("glClearBufferfv");
+ glad_glClearBufferfi = (PFNGLCLEARBUFFERFIPROC)load("glClearBufferfi");
+ glad_glGetStringi = (PFNGLGETSTRINGIPROC)load("glGetStringi");
+ glad_glIsRenderbuffer = (PFNGLISRENDERBUFFERPROC)load("glIsRenderbuffer");
+ glad_glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)load("glBindRenderbuffer");
+ glad_glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)load("glDeleteRenderbuffers");
+ glad_glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)load("glGenRenderbuffers");
+ glad_glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)load("glRenderbufferStorage");
+ glad_glGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC)load("glGetRenderbufferParameteriv");
+ glad_glIsFramebuffer = (PFNGLISFRAMEBUFFERPROC)load("glIsFramebuffer");
+ glad_glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)load("glBindFramebuffer");
+ glad_glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)load("glDeleteFramebuffers");
+ glad_glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)load("glGenFramebuffers");
+ glad_glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)load("glCheckFramebufferStatus");
+ glad_glFramebufferTexture1D = (PFNGLFRAMEBUFFERTEXTURE1DPROC)load("glFramebufferTexture1D");
+ glad_glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)load("glFramebufferTexture2D");
+ glad_glFramebufferTexture3D = (PFNGLFRAMEBUFFERTEXTURE3DPROC)load("glFramebufferTexture3D");
+ glad_glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)load("glFramebufferRenderbuffer");
+ glad_glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)load("glGetFramebufferAttachmentParameteriv");
+ glad_glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC)load("glGenerateMipmap");
+ glad_glBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC)load("glBlitFramebuffer");
+ glad_glRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC)load("glRenderbufferStorageMultisample");
+ glad_glFramebufferTextureLayer = (PFNGLFRAMEBUFFERTEXTURELAYERPROC)load("glFramebufferTextureLayer");
+ glad_glMapBufferRange = (PFNGLMAPBUFFERRANGEPROC)load("glMapBufferRange");
+ glad_glFlushMappedBufferRange = (PFNGLFLUSHMAPPEDBUFFERRANGEPROC)load("glFlushMappedBufferRange");
+ glad_glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC)load("glBindVertexArray");
+ glad_glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC)load("glDeleteVertexArrays");
+ glad_glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)load("glGenVertexArrays");
+ glad_glIsVertexArray = (PFNGLISVERTEXARRAYPROC)load("glIsVertexArray");
+}
+static void load_GL_VERSION_3_1(GLADloadproc load) {
+ if(!GLAD_GL_VERSION_3_1) return;
+ glad_glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDPROC)load("glDrawArraysInstanced");
+ glad_glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDPROC)load("glDrawElementsInstanced");
+ glad_glTexBuffer = (PFNGLTEXBUFFERPROC)load("glTexBuffer");
+ glad_glPrimitiveRestartIndex = (PFNGLPRIMITIVERESTARTINDEXPROC)load("glPrimitiveRestartIndex");
+ glad_glCopyBufferSubData = (PFNGLCOPYBUFFERSUBDATAPROC)load("glCopyBufferSubData");
+ glad_glGetUniformIndices = (PFNGLGETUNIFORMINDICESPROC)load("glGetUniformIndices");
+ glad_glGetActiveUniformsiv = (PFNGLGETACTIVEUNIFORMSIVPROC)load("glGetActiveUniformsiv");
+ glad_glGetActiveUniformName = (PFNGLGETACTIVEUNIFORMNAMEPROC)load("glGetActiveUniformName");
+ glad_glGetUniformBlockIndex = (PFNGLGETUNIFORMBLOCKINDEXPROC)load("glGetUniformBlockIndex");
+ glad_glGetActiveUniformBlockiv = (PFNGLGETACTIVEUNIFORMBLOCKIVPROC)load("glGetActiveUniformBlockiv");
+ glad_glGetActiveUniformBlockName = (PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC)load("glGetActiveUniformBlockName");
+ glad_glUniformBlockBinding = (PFNGLUNIFORMBLOCKBINDINGPROC)load("glUniformBlockBinding");
+ glad_glBindBufferRange = (PFNGLBINDBUFFERRANGEPROC)load("glBindBufferRange");
+ glad_glBindBufferBase = (PFNGLBINDBUFFERBASEPROC)load("glBindBufferBase");
+ glad_glGetIntegeri_v = (PFNGLGETINTEGERI_VPROC)load("glGetIntegeri_v");
+}
+static void load_GL_VERSION_3_2(GLADloadproc load) {
+ if(!GLAD_GL_VERSION_3_2) return;
+ glad_glDrawElementsBaseVertex = (PFNGLDRAWELEMENTSBASEVERTEXPROC)load("glDrawElementsBaseVertex");
+ glad_glDrawRangeElementsBaseVertex = (PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC)load("glDrawRangeElementsBaseVertex");
+ glad_glDrawElementsInstancedBaseVertex = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC)load("glDrawElementsInstancedBaseVertex");
+ glad_glMultiDrawElementsBaseVertex = (PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC)load("glMultiDrawElementsBaseVertex");
+ glad_glProvokingVertex = (PFNGLPROVOKINGVERTEXPROC)load("glProvokingVertex");
+ glad_glFenceSync = (PFNGLFENCESYNCPROC)load("glFenceSync");
+ glad_glIsSync = (PFNGLISSYNCPROC)load("glIsSync");
+ glad_glDeleteSync = (PFNGLDELETESYNCPROC)load("glDeleteSync");
+ glad_glClientWaitSync = (PFNGLCLIENTWAITSYNCPROC)load("glClientWaitSync");
+ glad_glWaitSync = (PFNGLWAITSYNCPROC)load("glWaitSync");
+ glad_glGetInteger64v = (PFNGLGETINTEGER64VPROC)load("glGetInteger64v");
+ glad_glGetSynciv = (PFNGLGETSYNCIVPROC)load("glGetSynciv");
+ glad_glGetInteger64i_v = (PFNGLGETINTEGER64I_VPROC)load("glGetInteger64i_v");
+ glad_glGetBufferParameteri64v = (PFNGLGETBUFFERPARAMETERI64VPROC)load("glGetBufferParameteri64v");
+ glad_glFramebufferTexture = (PFNGLFRAMEBUFFERTEXTUREPROC)load("glFramebufferTexture");
+ glad_glTexImage2DMultisample = (PFNGLTEXIMAGE2DMULTISAMPLEPROC)load("glTexImage2DMultisample");
+ glad_glTexImage3DMultisample = (PFNGLTEXIMAGE3DMULTISAMPLEPROC)load("glTexImage3DMultisample");
+ glad_glGetMultisamplefv = (PFNGLGETMULTISAMPLEFVPROC)load("glGetMultisamplefv");
+ glad_glSampleMaski = (PFNGLSAMPLEMASKIPROC)load("glSampleMaski");
+}
+static void load_GL_VERSION_3_3(GLADloadproc load) {
+ if(!GLAD_GL_VERSION_3_3) return;
+ glad_glBindFragDataLocationIndexed = (PFNGLBINDFRAGDATALOCATIONINDEXEDPROC)load("glBindFragDataLocationIndexed");
+ glad_glGetFragDataIndex = (PFNGLGETFRAGDATAINDEXPROC)load("glGetFragDataIndex");
+ glad_glGenSamplers = (PFNGLGENSAMPLERSPROC)load("glGenSamplers");
+ glad_glDeleteSamplers = (PFNGLDELETESAMPLERSPROC)load("glDeleteSamplers");
+ glad_glIsSampler = (PFNGLISSAMPLERPROC)load("glIsSampler");
+ glad_glBindSampler = (PFNGLBINDSAMPLERPROC)load("glBindSampler");
+ glad_glSamplerParameteri = (PFNGLSAMPLERPARAMETERIPROC)load("glSamplerParameteri");
+ glad_glSamplerParameteriv = (PFNGLSAMPLERPARAMETERIVPROC)load("glSamplerParameteriv");
+ glad_glSamplerParameterf = (PFNGLSAMPLERPARAMETERFPROC)load("glSamplerParameterf");
+ glad_glSamplerParameterfv = (PFNGLSAMPLERPARAMETERFVPROC)load("glSamplerParameterfv");
+ glad_glSamplerParameterIiv = (PFNGLSAMPLERPARAMETERIIVPROC)load("glSamplerParameterIiv");
+ glad_glSamplerParameterIuiv = (PFNGLSAMPLERPARAMETERIUIVPROC)load("glSamplerParameterIuiv");
+ glad_glGetSamplerParameteriv = (PFNGLGETSAMPLERPARAMETERIVPROC)load("glGetSamplerParameteriv");
+ glad_glGetSamplerParameterIiv = (PFNGLGETSAMPLERPARAMETERIIVPROC)load("glGetSamplerParameterIiv");
+ glad_glGetSamplerParameterfv = (PFNGLGETSAMPLERPARAMETERFVPROC)load("glGetSamplerParameterfv");
+ glad_glGetSamplerParameterIuiv = (PFNGLGETSAMPLERPARAMETERIUIVPROC)load("glGetSamplerParameterIuiv");
+ glad_glQueryCounter = (PFNGLQUERYCOUNTERPROC)load("glQueryCounter");
+ glad_glGetQueryObjecti64v = (PFNGLGETQUERYOBJECTI64VPROC)load("glGetQueryObjecti64v");
+ glad_glGetQueryObjectui64v = (PFNGLGETQUERYOBJECTUI64VPROC)load("glGetQueryObjectui64v");
+ glad_glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISORPROC)load("glVertexAttribDivisor");
+ glad_glVertexAttribP1ui = (PFNGLVERTEXATTRIBP1UIPROC)load("glVertexAttribP1ui");
+ glad_glVertexAttribP1uiv = (PFNGLVERTEXATTRIBP1UIVPROC)load("glVertexAttribP1uiv");
+ glad_glVertexAttribP2ui = (PFNGLVERTEXATTRIBP2UIPROC)load("glVertexAttribP2ui");
+ glad_glVertexAttribP2uiv = (PFNGLVERTEXATTRIBP2UIVPROC)load("glVertexAttribP2uiv");
+ glad_glVertexAttribP3ui = (PFNGLVERTEXATTRIBP3UIPROC)load("glVertexAttribP3ui");
+ glad_glVertexAttribP3uiv = (PFNGLVERTEXATTRIBP3UIVPROC)load("glVertexAttribP3uiv");
+ glad_glVertexAttribP4ui = (PFNGLVERTEXATTRIBP4UIPROC)load("glVertexAttribP4ui");
+ glad_glVertexAttribP4uiv = (PFNGLVERTEXATTRIBP4UIVPROC)load("glVertexAttribP4uiv");
+ glad_glVertexP2ui = (PFNGLVERTEXP2UIPROC)load("glVertexP2ui");
+ glad_glVertexP2uiv = (PFNGLVERTEXP2UIVPROC)load("glVertexP2uiv");
+ glad_glVertexP3ui = (PFNGLVERTEXP3UIPROC)load("glVertexP3ui");
+ glad_glVertexP3uiv = (PFNGLVERTEXP3UIVPROC)load("glVertexP3uiv");
+ glad_glVertexP4ui = (PFNGLVERTEXP4UIPROC)load("glVertexP4ui");
+ glad_glVertexP4uiv = (PFNGLVERTEXP4UIVPROC)load("glVertexP4uiv");
+ glad_glTexCoordP1ui = (PFNGLTEXCOORDP1UIPROC)load("glTexCoordP1ui");
+ glad_glTexCoordP1uiv = (PFNGLTEXCOORDP1UIVPROC)load("glTexCoordP1uiv");
+ glad_glTexCoordP2ui = (PFNGLTEXCOORDP2UIPROC)load("glTexCoordP2ui");
+ glad_glTexCoordP2uiv = (PFNGLTEXCOORDP2UIVPROC)load("glTexCoordP2uiv");
+ glad_glTexCoordP3ui = (PFNGLTEXCOORDP3UIPROC)load("glTexCoordP3ui");
+ glad_glTexCoordP3uiv = (PFNGLTEXCOORDP3UIVPROC)load("glTexCoordP3uiv");
+ glad_glTexCoordP4ui = (PFNGLTEXCOORDP4UIPROC)load("glTexCoordP4ui");
+ glad_glTexCoordP4uiv = (PFNGLTEXCOORDP4UIVPROC)load("glTexCoordP4uiv");
+ glad_glMultiTexCoordP1ui = (PFNGLMULTITEXCOORDP1UIPROC)load("glMultiTexCoordP1ui");
+ glad_glMultiTexCoordP1uiv = (PFNGLMULTITEXCOORDP1UIVPROC)load("glMultiTexCoordP1uiv");
+ glad_glMultiTexCoordP2ui = (PFNGLMULTITEXCOORDP2UIPROC)load("glMultiTexCoordP2ui");
+ glad_glMultiTexCoordP2uiv = (PFNGLMULTITEXCOORDP2UIVPROC)load("glMultiTexCoordP2uiv");
+ glad_glMultiTexCoordP3ui = (PFNGLMULTITEXCOORDP3UIPROC)load("glMultiTexCoordP3ui");
+ glad_glMultiTexCoordP3uiv = (PFNGLMULTITEXCOORDP3UIVPROC)load("glMultiTexCoordP3uiv");
+ glad_glMultiTexCoordP4ui = (PFNGLMULTITEXCOORDP4UIPROC)load("glMultiTexCoordP4ui");
+ glad_glMultiTexCoordP4uiv = (PFNGLMULTITEXCOORDP4UIVPROC)load("glMultiTexCoordP4uiv");
+ glad_glNormalP3ui = (PFNGLNORMALP3UIPROC)load("glNormalP3ui");
+ glad_glNormalP3uiv = (PFNGLNORMALP3UIVPROC)load("glNormalP3uiv");
+ glad_glColorP3ui = (PFNGLCOLORP3UIPROC)load("glColorP3ui");
+ glad_glColorP3uiv = (PFNGLCOLORP3UIVPROC)load("glColorP3uiv");
+ glad_glColorP4ui = (PFNGLCOLORP4UIPROC)load("glColorP4ui");
+ glad_glColorP4uiv = (PFNGLCOLORP4UIVPROC)load("glColorP4uiv");
+ glad_glSecondaryColorP3ui = (PFNGLSECONDARYCOLORP3UIPROC)load("glSecondaryColorP3ui");
+ glad_glSecondaryColorP3uiv = (PFNGLSECONDARYCOLORP3UIVPROC)load("glSecondaryColorP3uiv");
+}
+static void load_GL_EXT_framebuffer_object(GLADloadproc load) {
+ if(!GLAD_GL_EXT_framebuffer_object || GLAD_GL_VERSION_3_0) return;
+ glad_glIsRenderbuffer = (PFNGLISRENDERBUFFERPROC)load("glIsRenderbufferEXT");
+ glad_glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)load("glBindRenderbufferEXT");
+ glad_glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)load("glDeleteRenderbuffersEXT");
+ glad_glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)load("glGenRenderbuffersEXT");
+ glad_glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)load("glRenderbufferStorageEXT");
+ glad_glGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC)load("glGetRenderbufferParameterivEXT");
+ glad_glIsFramebuffer = (PFNGLISFRAMEBUFFERPROC)load("glIsFramebufferEXT");
+ glad_glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)load("glBindFramebufferEXT");
+ glad_glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)load("glDeleteFramebuffersEXT");
+ glad_glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)load("glGenFramebuffersEXT");
+ glad_glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)load("glCheckFramebufferStatusEXT");
+ glad_glFramebufferTexture1D = (PFNGLFRAMEBUFFERTEXTURE1DPROC)load("glFramebufferTexture1DEXT");
+ glad_glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)load("glFramebufferTexture2DEXT");
+ glad_glFramebufferTexture3D = (PFNGLFRAMEBUFFERTEXTURE3DPROC)load("glFramebufferTexture3DEXT");
+ glad_glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)load("glFramebufferRenderbufferEXT");
+ glad_glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)load("glGetFramebufferAttachmentParameterivEXT");
+ glad_glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC)load("glGenerateMipmapEXT");
+}
+static void load_GL_KHR_debug(GLADloadproc load) {
+ if(!GLAD_GL_KHR_debug) return;
+ glad_glDebugMessageControl = (PFNGLDEBUGMESSAGECONTROLPROC)load("glDebugMessageControl");
+ glad_glDebugMessageInsert = (PFNGLDEBUGMESSAGEINSERTPROC)load("glDebugMessageInsert");
+ glad_glDebugMessageCallback = (PFNGLDEBUGMESSAGECALLBACKPROC)load("glDebugMessageCallback");
+ glad_glGetDebugMessageLog = (PFNGLGETDEBUGMESSAGELOGPROC)load("glGetDebugMessageLog");
+ glad_glPushDebugGroup = (PFNGLPUSHDEBUGGROUPPROC)load("glPushDebugGroup");
+ glad_glPopDebugGroup = (PFNGLPOPDEBUGGROUPPROC)load("glPopDebugGroup");
+ glad_glObjectLabel = (PFNGLOBJECTLABELPROC)load("glObjectLabel");
+ glad_glGetObjectLabel = (PFNGLGETOBJECTLABELPROC)load("glGetObjectLabel");
+ glad_glObjectPtrLabel = (PFNGLOBJECTPTRLABELPROC)load("glObjectPtrLabel");
+ glad_glGetObjectPtrLabel = (PFNGLGETOBJECTPTRLABELPROC)load("glGetObjectPtrLabel");
+ glad_glGetPointerv = (PFNGLGETPOINTERVPROC)load("glGetPointerv");
+ glad_glDebugMessageControlKHR = (PFNGLDEBUGMESSAGECONTROLKHRPROC)load("glDebugMessageControlKHR");
+ glad_glDebugMessageInsertKHR = (PFNGLDEBUGMESSAGEINSERTKHRPROC)load("glDebugMessageInsertKHR");
+ glad_glDebugMessageCallbackKHR = (PFNGLDEBUGMESSAGECALLBACKKHRPROC)load("glDebugMessageCallbackKHR");
+ glad_glGetDebugMessageLogKHR = (PFNGLGETDEBUGMESSAGELOGKHRPROC)load("glGetDebugMessageLogKHR");
+ glad_glPushDebugGroupKHR = (PFNGLPUSHDEBUGGROUPKHRPROC)load("glPushDebugGroupKHR");
+ glad_glPopDebugGroupKHR = (PFNGLPOPDEBUGGROUPKHRPROC)load("glPopDebugGroupKHR");
+ glad_glObjectLabelKHR = (PFNGLOBJECTLABELKHRPROC)load("glObjectLabelKHR");
+ glad_glGetObjectLabelKHR = (PFNGLGETOBJECTLABELKHRPROC)load("glGetObjectLabelKHR");
+ glad_glObjectPtrLabelKHR = (PFNGLOBJECTPTRLABELKHRPROC)load("glObjectPtrLabelKHR");
+ glad_glGetObjectPtrLabelKHR = (PFNGLGETOBJECTPTRLABELKHRPROC)load("glGetObjectPtrLabelKHR");
+ glad_glGetPointervKHR = (PFNGLGETPOINTERVKHRPROC)load("glGetPointervKHR");
+}
+static int find_extensionsGL(void) {
+ if (!get_exts()) return 0;
+ GLAD_GL_EXT_framebuffer_object = has_ext("GL_EXT_framebuffer_object");
+ GLAD_GL_EXT_texture_compression_s3tc = has_ext("GL_EXT_texture_compression_s3tc");
+ GLAD_GL_EXT_texture_filter_anisotropic = has_ext("GL_EXT_texture_filter_anisotropic");
+ GLAD_GL_KHR_debug = has_ext("GL_KHR_debug");
+ GLAD_GL_KHR_texture_compression_astc_ldr = has_ext("GL_KHR_texture_compression_astc_ldr");
+ free_exts();
+ return 1;
+}
+
+static void find_coreGL(void) {
+
+ /* Thank you @elmindreda
+ * https://github.com/elmindreda/greg/blob/master/templates/greg.c.in#L176
+ * https://github.com/glfw/glfw/blob/master/src/context.c#L36
+ */
+ int i, major, minor;
+
+ const char* version;
+ const char* prefixes[] = {
+ "OpenGL ES-CM ",
+ "OpenGL ES-CL ",
+ "OpenGL ES ",
+ NULL
+ };
+
+ version = (const char*) glGetString(GL_VERSION);
+ if (!version) return;
+
+ for (i = 0; prefixes[i]; i++) {
+ const size_t length = strlen(prefixes[i]);
+ if (strncmp(version, prefixes[i], length) == 0) {
+ version += length;
+ break;
+ }
+ }
+
+/* PR #18 */
+#ifdef _MSC_VER
+ sscanf_s(version, "%d.%d", &major, &minor);
+#else
+ sscanf(version, "%d.%d", &major, &minor);
+#endif
+
+ if(major > requested_major_version) {
+ major = requested_major_version;
+ }
+
+ if(major == requested_major_version && minor > requested_minor_version) {
+ minor = requested_minor_version;
+ }
+
+ GLVersion.major = major; GLVersion.minor = minor;
+ max_loaded_major = major; max_loaded_minor = minor;
+ GLAD_GL_VERSION_1_0 = (major == 1 && minor >= 0) || major > 1;
+ GLAD_GL_VERSION_1_1 = (major == 1 && minor >= 1) || major > 1;
+ GLAD_GL_VERSION_1_2 = (major == 1 && minor >= 2) || major > 1;
+ GLAD_GL_VERSION_1_3 = (major == 1 && minor >= 3) || major > 1;
+ GLAD_GL_VERSION_1_4 = (major == 1 && minor >= 4) || major > 1;
+ GLAD_GL_VERSION_1_5 = (major == 1 && minor >= 5) || major > 1;
+ GLAD_GL_VERSION_2_0 = (major == 2 && minor >= 0) || major > 2;
+ GLAD_GL_VERSION_2_1 = (major == 2 && minor >= 1) || major > 2;
+ GLAD_GL_VERSION_3_0 = (major == 3 && minor >= 0) || major > 3;
+ GLAD_GL_VERSION_3_1 = (major == 3 && minor >= 1) || major > 3;
+ GLAD_GL_VERSION_3_2 = (major == 3 && minor >= 2) || major > 3;
+ GLAD_GL_VERSION_3_3 = (major == 3 && minor >= 3) || major > 3;
+ if (GLVersion.major > 3 || (GLVersion.major >= 3 && GLVersion.minor >= 3)) {
+ max_loaded_major = 3;
+ max_loaded_minor = 3;
+ }
+}
+
+int gladLoadGLLoader(GLADloadproc load, int requestedVersion) {
+ requested_major_version = requestedVersion / 10;
+ requested_minor_version = requestedVersion % 10;
+ GLVersion.major = 0; GLVersion.minor = 0;
+ glGetString = (PFNGLGETSTRINGPROC)load("glGetString");
+ if(glGetString == NULL) return 0;
+ if(glGetString(GL_VERSION) == NULL) return 0;
+ find_coreGL();
+ load_GL_VERSION_1_0(load);
+ load_GL_VERSION_1_1(load);
+ load_GL_VERSION_1_2(load);
+ load_GL_VERSION_1_3(load);
+ load_GL_VERSION_1_4(load);
+ load_GL_VERSION_1_5(load);
+ load_GL_VERSION_2_0(load);
+ load_GL_VERSION_2_1(load);
+ load_GL_VERSION_3_0(load);
+ load_GL_VERSION_3_1(load);
+ load_GL_VERSION_3_2(load);
+ load_GL_VERSION_3_3(load);
+
+ if (!find_extensionsGL()) return 0;
+ load_GL_EXT_framebuffer_object(load);
+ load_GL_KHR_debug(load);
+ return GLVersion.major != 0 || GLVersion.minor != 0;
+}
+
+static void load_GL_ES_VERSION_2_0(GLADloadproc load) {
+ if(!GLAD_GL_ES_VERSION_2_0) return;
+ glad_glActiveTexture = (PFNGLACTIVETEXTUREPROC)load("glActiveTexture");
+ glad_glAttachShader = (PFNGLATTACHSHADERPROC)load("glAttachShader");
+ glad_glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC)load("glBindAttribLocation");
+ glad_glBindBuffer = (PFNGLBINDBUFFERPROC)load("glBindBuffer");
+ glad_glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)load("glBindFramebuffer");
+ glad_glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)load("glBindRenderbuffer");
+ glad_glBindTexture = (PFNGLBINDTEXTUREPROC)load("glBindTexture");
+ glad_glBlendColor = (PFNGLBLENDCOLORPROC)load("glBlendColor");
+ glad_glBlendEquation = (PFNGLBLENDEQUATIONPROC)load("glBlendEquation");
+ glad_glBlendEquationSeparate = (PFNGLBLENDEQUATIONSEPARATEPROC)load("glBlendEquationSeparate");
+ glad_glBlendFunc = (PFNGLBLENDFUNCPROC)load("glBlendFunc");
+ glad_glBlendFuncSeparate = (PFNGLBLENDFUNCSEPARATEPROC)load("glBlendFuncSeparate");
+ glad_glBufferData = (PFNGLBUFFERDATAPROC)load("glBufferData");
+ glad_glBufferSubData = (PFNGLBUFFERSUBDATAPROC)load("glBufferSubData");
+ glad_glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)load("glCheckFramebufferStatus");
+ glad_glClear = (PFNGLCLEARPROC)load("glClear");
+ glad_glClearColor = (PFNGLCLEARCOLORPROC)load("glClearColor");
+ glad_glClearDepthf = (PFNGLCLEARDEPTHFPROC)load("glClearDepthf");
+ glad_glClearStencil = (PFNGLCLEARSTENCILPROC)load("glClearStencil");
+ glad_glColorMask = (PFNGLCOLORMASKPROC)load("glColorMask");
+ glad_glCompileShader = (PFNGLCOMPILESHADERPROC)load("glCompileShader");
+ glad_glCompressedTexImage2D = (PFNGLCOMPRESSEDTEXIMAGE2DPROC)load("glCompressedTexImage2D");
+ glad_glCompressedTexSubImage2D = (PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC)load("glCompressedTexSubImage2D");
+ glad_glCopyTexImage2D = (PFNGLCOPYTEXIMAGE2DPROC)load("glCopyTexImage2D");
+ glad_glCopyTexSubImage2D = (PFNGLCOPYTEXSUBIMAGE2DPROC)load("glCopyTexSubImage2D");
+ glad_glCreateProgram = (PFNGLCREATEPROGRAMPROC)load("glCreateProgram");
+ glad_glCreateShader = (PFNGLCREATESHADERPROC)load("glCreateShader");
+ glad_glCullFace = (PFNGLCULLFACEPROC)load("glCullFace");
+ glad_glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)load("glDeleteBuffers");
+ glad_glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)load("glDeleteFramebuffers");
+ glad_glDeleteProgram = (PFNGLDELETEPROGRAMPROC)load("glDeleteProgram");
+ glad_glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)load("glDeleteRenderbuffers");
+ glad_glDeleteShader = (PFNGLDELETESHADERPROC)load("glDeleteShader");
+ glad_glDeleteTextures = (PFNGLDELETETEXTURESPROC)load("glDeleteTextures");
+ glad_glDepthFunc = (PFNGLDEPTHFUNCPROC)load("glDepthFunc");
+ glad_glDepthMask = (PFNGLDEPTHMASKPROC)load("glDepthMask");
+ glad_glDepthRangef = (PFNGLDEPTHRANGEFPROC)load("glDepthRangef");
+ glad_glDetachShader = (PFNGLDETACHSHADERPROC)load("glDetachShader");
+ glad_glDisable = (PFNGLDISABLEPROC)load("glDisable");
+ glad_glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC)load("glDisableVertexAttribArray");
+ glad_glDrawArrays = (PFNGLDRAWARRAYSPROC)load("glDrawArrays");
+ glad_glDrawElements = (PFNGLDRAWELEMENTSPROC)load("glDrawElements");
+ glad_glEnable = (PFNGLENABLEPROC)load("glEnable");
+ glad_glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)load("glEnableVertexAttribArray");
+ glad_glFinish = (PFNGLFINISHPROC)load("glFinish");
+ glad_glFlush = (PFNGLFLUSHPROC)load("glFlush");
+ glad_glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)load("glFramebufferRenderbuffer");
+ glad_glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)load("glFramebufferTexture2D");
+ glad_glFrontFace = (PFNGLFRONTFACEPROC)load("glFrontFace");
+ glad_glGenBuffers = (PFNGLGENBUFFERSPROC)load("glGenBuffers");
+ glad_glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC)load("glGenerateMipmap");
+ glad_glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)load("glGenFramebuffers");
+ glad_glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)load("glGenRenderbuffers");
+ glad_glGenTextures = (PFNGLGENTEXTURESPROC)load("glGenTextures");
+ glad_glGetActiveAttrib = (PFNGLGETACTIVEATTRIBPROC)load("glGetActiveAttrib");
+ glad_glGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC)load("glGetActiveUniform");
+ glad_glGetAttachedShaders = (PFNGLGETATTACHEDSHADERSPROC)load("glGetAttachedShaders");
+ glad_glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)load("glGetAttribLocation");
+ glad_glGetBooleanv = (PFNGLGETBOOLEANVPROC)load("glGetBooleanv");
+ glad_glGetBufferParameteriv = (PFNGLGETBUFFERPARAMETERIVPROC)load("glGetBufferParameteriv");
+ glad_glGetError = (PFNGLGETERRORPROC)load("glGetError");
+ glad_glGetFloatv = (PFNGLGETFLOATVPROC)load("glGetFloatv");
+ glad_glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)load("glGetFramebufferAttachmentParameteriv");
+ glad_glGetIntegerv = (PFNGLGETINTEGERVPROC)load("glGetIntegerv");
+ glad_glGetProgramiv = (PFNGLGETPROGRAMIVPROC)load("glGetProgramiv");
+ glad_glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)load("glGetProgramInfoLog");
+ glad_glGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC)load("glGetRenderbufferParameteriv");
+ glad_glGetShaderiv = (PFNGLGETSHADERIVPROC)load("glGetShaderiv");
+ glad_glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)load("glGetShaderInfoLog");
+ glad_glGetShaderPrecisionFormat = (PFNGLGETSHADERPRECISIONFORMATPROC)load("glGetShaderPrecisionFormat");
+ glad_glGetShaderSource = (PFNGLGETSHADERSOURCEPROC)load("glGetShaderSource");
+ glad_glGetString = (PFNGLGETSTRINGPROC)load("glGetString");
+ glad_glGetTexParameterfv = (PFNGLGETTEXPARAMETERFVPROC)load("glGetTexParameterfv");
+ glad_glGetTexParameteriv = (PFNGLGETTEXPARAMETERIVPROC)load("glGetTexParameteriv");
+ glad_glGetUniformfv = (PFNGLGETUNIFORMFVPROC)load("glGetUniformfv");
+ glad_glGetUniformiv = (PFNGLGETUNIFORMIVPROC)load("glGetUniformiv");
+ glad_glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)load("glGetUniformLocation");
+ glad_glGetVertexAttribfv = (PFNGLGETVERTEXATTRIBFVPROC)load("glGetVertexAttribfv");
+ glad_glGetVertexAttribiv = (PFNGLGETVERTEXATTRIBIVPROC)load("glGetVertexAttribiv");
+ glad_glGetVertexAttribPointerv = (PFNGLGETVERTEXATTRIBPOINTERVPROC)load("glGetVertexAttribPointerv");
+ glad_glHint = (PFNGLHINTPROC)load("glHint");
+ glad_glIsBuffer = (PFNGLISBUFFERPROC)load("glIsBuffer");
+ glad_glIsEnabled = (PFNGLISENABLEDPROC)load("glIsEnabled");
+ glad_glIsFramebuffer = (PFNGLISFRAMEBUFFERPROC)load("glIsFramebuffer");
+ glad_glIsProgram = (PFNGLISPROGRAMPROC)load("glIsProgram");
+ glad_glIsRenderbuffer = (PFNGLISRENDERBUFFERPROC)load("glIsRenderbuffer");
+ glad_glIsShader = (PFNGLISSHADERPROC)load("glIsShader");
+ glad_glIsTexture = (PFNGLISTEXTUREPROC)load("glIsTexture");
+ glad_glLineWidth = (PFNGLLINEWIDTHPROC)load("glLineWidth");
+ glad_glLinkProgram = (PFNGLLINKPROGRAMPROC)load("glLinkProgram");
+ glad_glPixelStorei = (PFNGLPIXELSTOREIPROC)load("glPixelStorei");
+ glad_glPolygonOffset = (PFNGLPOLYGONOFFSETPROC)load("glPolygonOffset");
+ glad_glReadPixels = (PFNGLREADPIXELSPROC)load("glReadPixels");
+ glad_glReleaseShaderCompiler = (PFNGLRELEASESHADERCOMPILERPROC)load("glReleaseShaderCompiler");
+ glad_glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)load("glRenderbufferStorage");
+ glad_glSampleCoverage = (PFNGLSAMPLECOVERAGEPROC)load("glSampleCoverage");
+ glad_glScissor = (PFNGLSCISSORPROC)load("glScissor");
+ glad_glShaderBinary = (PFNGLSHADERBINARYPROC)load("glShaderBinary");
+ glad_glShaderSource = (PFNGLSHADERSOURCEPROC)load("glShaderSource");
+ glad_glStencilFunc = (PFNGLSTENCILFUNCPROC)load("glStencilFunc");
+ glad_glStencilFuncSeparate = (PFNGLSTENCILFUNCSEPARATEPROC)load("glStencilFuncSeparate");
+ glad_glStencilMask = (PFNGLSTENCILMASKPROC)load("glStencilMask");
+ glad_glStencilMaskSeparate = (PFNGLSTENCILMASKSEPARATEPROC)load("glStencilMaskSeparate");
+ glad_glStencilOp = (PFNGLSTENCILOPPROC)load("glStencilOp");
+ glad_glStencilOpSeparate = (PFNGLSTENCILOPSEPARATEPROC)load("glStencilOpSeparate");
+ glad_glTexImage2D = (PFNGLTEXIMAGE2DPROC)load("glTexImage2D");
+ glad_glTexParameterf = (PFNGLTEXPARAMETERFPROC)load("glTexParameterf");
+ glad_glTexParameterfv = (PFNGLTEXPARAMETERFVPROC)load("glTexParameterfv");
+ glad_glTexParameteri = (PFNGLTEXPARAMETERIPROC)load("glTexParameteri");
+ glad_glTexParameteriv = (PFNGLTEXPARAMETERIVPROC)load("glTexParameteriv");
+ glad_glTexSubImage2D = (PFNGLTEXSUBIMAGE2DPROC)load("glTexSubImage2D");
+ glad_glUniform1f = (PFNGLUNIFORM1FPROC)load("glUniform1f");
+ glad_glUniform1fv = (PFNGLUNIFORM1FVPROC)load("glUniform1fv");
+ glad_glUniform1i = (PFNGLUNIFORM1IPROC)load("glUniform1i");
+ glad_glUniform1iv = (PFNGLUNIFORM1IVPROC)load("glUniform1iv");
+ glad_glUniform2f = (PFNGLUNIFORM2FPROC)load("glUniform2f");
+ glad_glUniform2fv = (PFNGLUNIFORM2FVPROC)load("glUniform2fv");
+ glad_glUniform2i = (PFNGLUNIFORM2IPROC)load("glUniform2i");
+ glad_glUniform2iv = (PFNGLUNIFORM2IVPROC)load("glUniform2iv");
+ glad_glUniform3f = (PFNGLUNIFORM3FPROC)load("glUniform3f");
+ glad_glUniform3fv = (PFNGLUNIFORM3FVPROC)load("glUniform3fv");
+ glad_glUniform3i = (PFNGLUNIFORM3IPROC)load("glUniform3i");
+ glad_glUniform3iv = (PFNGLUNIFORM3IVPROC)load("glUniform3iv");
+ glad_glUniform4f = (PFNGLUNIFORM4FPROC)load("glUniform4f");
+ glad_glUniform4fv = (PFNGLUNIFORM4FVPROC)load("glUniform4fv");
+ glad_glUniform4i = (PFNGLUNIFORM4IPROC)load("glUniform4i");
+ glad_glUniform4iv = (PFNGLUNIFORM4IVPROC)load("glUniform4iv");
+ glad_glUniformMatrix2fv = (PFNGLUNIFORMMATRIX2FVPROC)load("glUniformMatrix2fv");
+ glad_glUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC)load("glUniformMatrix3fv");
+ glad_glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)load("glUniformMatrix4fv");
+ glad_glUseProgram = (PFNGLUSEPROGRAMPROC)load("glUseProgram");
+ glad_glValidateProgram = (PFNGLVALIDATEPROGRAMPROC)load("glValidateProgram");
+ glad_glVertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC)load("glVertexAttrib1f");
+ glad_glVertexAttrib1fv = (PFNGLVERTEXATTRIB1FVPROC)load("glVertexAttrib1fv");
+ glad_glVertexAttrib2f = (PFNGLVERTEXATTRIB2FPROC)load("glVertexAttrib2f");
+ glad_glVertexAttrib2fv = (PFNGLVERTEXATTRIB2FVPROC)load("glVertexAttrib2fv");
+ glad_glVertexAttrib3f = (PFNGLVERTEXATTRIB3FPROC)load("glVertexAttrib3f");
+ glad_glVertexAttrib3fv = (PFNGLVERTEXATTRIB3FVPROC)load("glVertexAttrib3fv");
+ glad_glVertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC)load("glVertexAttrib4f");
+ glad_glVertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC)load("glVertexAttrib4fv");
+ glad_glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)load("glVertexAttribPointer");
+ glad_glViewport = (PFNGLVIEWPORTPROC)load("glViewport");
+}
+static void load_GL_ES_VERSION_3_0(GLADloadproc load) {
+ if(!GLAD_GL_ES_VERSION_3_0) return;
+ glad_glReadBuffer = (PFNGLREADBUFFERPROC)load("glReadBuffer");
+ glad_glDrawRangeElements = (PFNGLDRAWRANGEELEMENTSPROC)load("glDrawRangeElements");
+ glad_glTexImage3D = (PFNGLTEXIMAGE3DPROC)load("glTexImage3D");
+ glad_glTexSubImage3D = (PFNGLTEXSUBIMAGE3DPROC)load("glTexSubImage3D");
+ glad_glCopyTexSubImage3D = (PFNGLCOPYTEXSUBIMAGE3DPROC)load("glCopyTexSubImage3D");
+ glad_glCompressedTexImage3D = (PFNGLCOMPRESSEDTEXIMAGE3DPROC)load("glCompressedTexImage3D");
+ glad_glCompressedTexSubImage3D = (PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC)load("glCompressedTexSubImage3D");
+ glad_glGenQueries = (PFNGLGENQUERIESPROC)load("glGenQueries");
+ glad_glDeleteQueries = (PFNGLDELETEQUERIESPROC)load("glDeleteQueries");
+ glad_glIsQuery = (PFNGLISQUERYPROC)load("glIsQuery");
+ glad_glBeginQuery = (PFNGLBEGINQUERYPROC)load("glBeginQuery");
+ glad_glEndQuery = (PFNGLENDQUERYPROC)load("glEndQuery");
+ glad_glGetQueryiv = (PFNGLGETQUERYIVPROC)load("glGetQueryiv");
+ glad_glGetQueryObjectuiv = (PFNGLGETQUERYOBJECTUIVPROC)load("glGetQueryObjectuiv");
+ glad_glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)load("glUnmapBuffer");
+ glad_glGetBufferPointerv = (PFNGLGETBUFFERPOINTERVPROC)load("glGetBufferPointerv");
+ glad_glDrawBuffers = (PFNGLDRAWBUFFERSPROC)load("glDrawBuffers");
+ glad_glUniformMatrix2x3fv = (PFNGLUNIFORMMATRIX2X3FVPROC)load("glUniformMatrix2x3fv");
+ glad_glUniformMatrix3x2fv = (PFNGLUNIFORMMATRIX3X2FVPROC)load("glUniformMatrix3x2fv");
+ glad_glUniformMatrix2x4fv = (PFNGLUNIFORMMATRIX2X4FVPROC)load("glUniformMatrix2x4fv");
+ glad_glUniformMatrix4x2fv = (PFNGLUNIFORMMATRIX4X2FVPROC)load("glUniformMatrix4x2fv");
+ glad_glUniformMatrix3x4fv = (PFNGLUNIFORMMATRIX3X4FVPROC)load("glUniformMatrix3x4fv");
+ glad_glUniformMatrix4x3fv = (PFNGLUNIFORMMATRIX4X3FVPROC)load("glUniformMatrix4x3fv");
+ glad_glBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC)load("glBlitFramebuffer");
+ glad_glRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC)load("glRenderbufferStorageMultisample");
+ glad_glFramebufferTextureLayer = (PFNGLFRAMEBUFFERTEXTURELAYERPROC)load("glFramebufferTextureLayer");
+ glad_glMapBufferRange = (PFNGLMAPBUFFERRANGEPROC)load("glMapBufferRange");
+ glad_glFlushMappedBufferRange = (PFNGLFLUSHMAPPEDBUFFERRANGEPROC)load("glFlushMappedBufferRange");
+ glad_glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC)load("glBindVertexArray");
+ glad_glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC)load("glDeleteVertexArrays");
+ glad_glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)load("glGenVertexArrays");
+ glad_glIsVertexArray = (PFNGLISVERTEXARRAYPROC)load("glIsVertexArray");
+ glad_glGetIntegeri_v = (PFNGLGETINTEGERI_VPROC)load("glGetIntegeri_v");
+ glad_glBeginTransformFeedback = (PFNGLBEGINTRANSFORMFEEDBACKPROC)load("glBeginTransformFeedback");
+ glad_glEndTransformFeedback = (PFNGLENDTRANSFORMFEEDBACKPROC)load("glEndTransformFeedback");
+ glad_glBindBufferRange = (PFNGLBINDBUFFERRANGEPROC)load("glBindBufferRange");
+ glad_glBindBufferBase = (PFNGLBINDBUFFERBASEPROC)load("glBindBufferBase");
+ glad_glTransformFeedbackVaryings = (PFNGLTRANSFORMFEEDBACKVARYINGSPROC)load("glTransformFeedbackVaryings");
+ glad_glGetTransformFeedbackVarying = (PFNGLGETTRANSFORMFEEDBACKVARYINGPROC)load("glGetTransformFeedbackVarying");
+ glad_glVertexAttribIPointer = (PFNGLVERTEXATTRIBIPOINTERPROC)load("glVertexAttribIPointer");
+ glad_glGetVertexAttribIiv = (PFNGLGETVERTEXATTRIBIIVPROC)load("glGetVertexAttribIiv");
+ glad_glGetVertexAttribIuiv = (PFNGLGETVERTEXATTRIBIUIVPROC)load("glGetVertexAttribIuiv");
+ glad_glVertexAttribI4i = (PFNGLVERTEXATTRIBI4IPROC)load("glVertexAttribI4i");
+ glad_glVertexAttribI4ui = (PFNGLVERTEXATTRIBI4UIPROC)load("glVertexAttribI4ui");
+ glad_glVertexAttribI4iv = (PFNGLVERTEXATTRIBI4IVPROC)load("glVertexAttribI4iv");
+ glad_glVertexAttribI4uiv = (PFNGLVERTEXATTRIBI4UIVPROC)load("glVertexAttribI4uiv");
+ glad_glGetUniformuiv = (PFNGLGETUNIFORMUIVPROC)load("glGetUniformuiv");
+ glad_glGetFragDataLocation = (PFNGLGETFRAGDATALOCATIONPROC)load("glGetFragDataLocation");
+ glad_glUniform1ui = (PFNGLUNIFORM1UIPROC)load("glUniform1ui");
+ glad_glUniform2ui = (PFNGLUNIFORM2UIPROC)load("glUniform2ui");
+ glad_glUniform3ui = (PFNGLUNIFORM3UIPROC)load("glUniform3ui");
+ glad_glUniform4ui = (PFNGLUNIFORM4UIPROC)load("glUniform4ui");
+ glad_glUniform1uiv = (PFNGLUNIFORM1UIVPROC)load("glUniform1uiv");
+ glad_glUniform2uiv = (PFNGLUNIFORM2UIVPROC)load("glUniform2uiv");
+ glad_glUniform3uiv = (PFNGLUNIFORM3UIVPROC)load("glUniform3uiv");
+ glad_glUniform4uiv = (PFNGLUNIFORM4UIVPROC)load("glUniform4uiv");
+ glad_glClearBufferiv = (PFNGLCLEARBUFFERIVPROC)load("glClearBufferiv");
+ glad_glClearBufferuiv = (PFNGLCLEARBUFFERUIVPROC)load("glClearBufferuiv");
+ glad_glClearBufferfv = (PFNGLCLEARBUFFERFVPROC)load("glClearBufferfv");
+ glad_glClearBufferfi = (PFNGLCLEARBUFFERFIPROC)load("glClearBufferfi");
+ glad_glGetStringi = (PFNGLGETSTRINGIPROC)load("glGetStringi");
+ glad_glCopyBufferSubData = (PFNGLCOPYBUFFERSUBDATAPROC)load("glCopyBufferSubData");
+ glad_glGetUniformIndices = (PFNGLGETUNIFORMINDICESPROC)load("glGetUniformIndices");
+ glad_glGetActiveUniformsiv = (PFNGLGETACTIVEUNIFORMSIVPROC)load("glGetActiveUniformsiv");
+ glad_glGetUniformBlockIndex = (PFNGLGETUNIFORMBLOCKINDEXPROC)load("glGetUniformBlockIndex");
+ glad_glGetActiveUniformBlockiv = (PFNGLGETACTIVEUNIFORMBLOCKIVPROC)load("glGetActiveUniformBlockiv");
+ glad_glGetActiveUniformBlockName = (PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC)load("glGetActiveUniformBlockName");
+ glad_glUniformBlockBinding = (PFNGLUNIFORMBLOCKBINDINGPROC)load("glUniformBlockBinding");
+ glad_glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDPROC)load("glDrawArraysInstanced");
+ glad_glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDPROC)load("glDrawElementsInstanced");
+ glad_glFenceSync = (PFNGLFENCESYNCPROC)load("glFenceSync");
+ glad_glIsSync = (PFNGLISSYNCPROC)load("glIsSync");
+ glad_glDeleteSync = (PFNGLDELETESYNCPROC)load("glDeleteSync");
+ glad_glClientWaitSync = (PFNGLCLIENTWAITSYNCPROC)load("glClientWaitSync");
+ glad_glWaitSync = (PFNGLWAITSYNCPROC)load("glWaitSync");
+ glad_glGetInteger64v = (PFNGLGETINTEGER64VPROC)load("glGetInteger64v");
+ glad_glGetSynciv = (PFNGLGETSYNCIVPROC)load("glGetSynciv");
+ glad_glGetInteger64i_v = (PFNGLGETINTEGER64I_VPROC)load("glGetInteger64i_v");
+ glad_glGetBufferParameteri64v = (PFNGLGETBUFFERPARAMETERI64VPROC)load("glGetBufferParameteri64v");
+ glad_glGenSamplers = (PFNGLGENSAMPLERSPROC)load("glGenSamplers");
+ glad_glDeleteSamplers = (PFNGLDELETESAMPLERSPROC)load("glDeleteSamplers");
+ glad_glIsSampler = (PFNGLISSAMPLERPROC)load("glIsSampler");
+ glad_glBindSampler = (PFNGLBINDSAMPLERPROC)load("glBindSampler");
+ glad_glSamplerParameteri = (PFNGLSAMPLERPARAMETERIPROC)load("glSamplerParameteri");
+ glad_glSamplerParameteriv = (PFNGLSAMPLERPARAMETERIVPROC)load("glSamplerParameteriv");
+ glad_glSamplerParameterf = (PFNGLSAMPLERPARAMETERFPROC)load("glSamplerParameterf");
+ glad_glSamplerParameterfv = (PFNGLSAMPLERPARAMETERFVPROC)load("glSamplerParameterfv");
+ glad_glGetSamplerParameteriv = (PFNGLGETSAMPLERPARAMETERIVPROC)load("glGetSamplerParameteriv");
+ glad_glGetSamplerParameterfv = (PFNGLGETSAMPLERPARAMETERFVPROC)load("glGetSamplerParameterfv");
+ glad_glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISORPROC)load("glVertexAttribDivisor");
+ glad_glBindTransformFeedback = (PFNGLBINDTRANSFORMFEEDBACKPROC)load("glBindTransformFeedback");
+ glad_glDeleteTransformFeedbacks = (PFNGLDELETETRANSFORMFEEDBACKSPROC)load("glDeleteTransformFeedbacks");
+ glad_glGenTransformFeedbacks = (PFNGLGENTRANSFORMFEEDBACKSPROC)load("glGenTransformFeedbacks");
+ glad_glIsTransformFeedback = (PFNGLISTRANSFORMFEEDBACKPROC)load("glIsTransformFeedback");
+ glad_glPauseTransformFeedback = (PFNGLPAUSETRANSFORMFEEDBACKPROC)load("glPauseTransformFeedback");
+ glad_glResumeTransformFeedback = (PFNGLRESUMETRANSFORMFEEDBACKPROC)load("glResumeTransformFeedback");
+ glad_glGetProgramBinary = (PFNGLGETPROGRAMBINARYPROC)load("glGetProgramBinary");
+ glad_glProgramBinary = (PFNGLPROGRAMBINARYPROC)load("glProgramBinary");
+ glad_glProgramParameteri = (PFNGLPROGRAMPARAMETERIPROC)load("glProgramParameteri");
+ glad_glInvalidateFramebuffer = (PFNGLINVALIDATEFRAMEBUFFERPROC)load("glInvalidateFramebuffer");
+ glad_glInvalidateSubFramebuffer = (PFNGLINVALIDATESUBFRAMEBUFFERPROC)load("glInvalidateSubFramebuffer");
+ glad_glTexStorage2D = (PFNGLTEXSTORAGE2DPROC)load("glTexStorage2D");
+ glad_glTexStorage3D = (PFNGLTEXSTORAGE3DPROC)load("glTexStorage3D");
+ glad_glGetInternalformativ = (PFNGLGETINTERNALFORMATIVPROC)load("glGetInternalformativ");
+}
+static void load_GL_ES_VERSION_3_1(GLADloadproc load) {
+ if(!GLAD_GL_ES_VERSION_3_1) return;
+ glad_glDispatchCompute = (PFNGLDISPATCHCOMPUTEPROC)load("glDispatchCompute");
+ glad_glDispatchComputeIndirect = (PFNGLDISPATCHCOMPUTEINDIRECTPROC)load("glDispatchComputeIndirect");
+ glad_glDrawArraysIndirect = (PFNGLDRAWARRAYSINDIRECTPROC)load("glDrawArraysIndirect");
+ glad_glDrawElementsIndirect = (PFNGLDRAWELEMENTSINDIRECTPROC)load("glDrawElementsIndirect");
+ glad_glFramebufferParameteri = (PFNGLFRAMEBUFFERPARAMETERIPROC)load("glFramebufferParameteri");
+ glad_glGetFramebufferParameteriv = (PFNGLGETFRAMEBUFFERPARAMETERIVPROC)load("glGetFramebufferParameteriv");
+ glad_glGetProgramInterfaceiv = (PFNGLGETPROGRAMINTERFACEIVPROC)load("glGetProgramInterfaceiv");
+ glad_glGetProgramResourceIndex = (PFNGLGETPROGRAMRESOURCEINDEXPROC)load("glGetProgramResourceIndex");
+ glad_glGetProgramResourceName = (PFNGLGETPROGRAMRESOURCENAMEPROC)load("glGetProgramResourceName");
+ glad_glGetProgramResourceiv = (PFNGLGETPROGRAMRESOURCEIVPROC)load("glGetProgramResourceiv");
+ glad_glGetProgramResourceLocation = (PFNGLGETPROGRAMRESOURCELOCATIONPROC)load("glGetProgramResourceLocation");
+ glad_glUseProgramStages = (PFNGLUSEPROGRAMSTAGESPROC)load("glUseProgramStages");
+ glad_glActiveShaderProgram = (PFNGLACTIVESHADERPROGRAMPROC)load("glActiveShaderProgram");
+ glad_glCreateShaderProgramv = (PFNGLCREATESHADERPROGRAMVPROC)load("glCreateShaderProgramv");
+ glad_glBindProgramPipeline = (PFNGLBINDPROGRAMPIPELINEPROC)load("glBindProgramPipeline");
+ glad_glDeleteProgramPipelines = (PFNGLDELETEPROGRAMPIPELINESPROC)load("glDeleteProgramPipelines");
+ glad_glGenProgramPipelines = (PFNGLGENPROGRAMPIPELINESPROC)load("glGenProgramPipelines");
+ glad_glIsProgramPipeline = (PFNGLISPROGRAMPIPELINEPROC)load("glIsProgramPipeline");
+ glad_glGetProgramPipelineiv = (PFNGLGETPROGRAMPIPELINEIVPROC)load("glGetProgramPipelineiv");
+ glad_glProgramUniform1i = (PFNGLPROGRAMUNIFORM1IPROC)load("glProgramUniform1i");
+ glad_glProgramUniform2i = (PFNGLPROGRAMUNIFORM2IPROC)load("glProgramUniform2i");
+ glad_glProgramUniform3i = (PFNGLPROGRAMUNIFORM3IPROC)load("glProgramUniform3i");
+ glad_glProgramUniform4i = (PFNGLPROGRAMUNIFORM4IPROC)load("glProgramUniform4i");
+ glad_glProgramUniform1ui = (PFNGLPROGRAMUNIFORM1UIPROC)load("glProgramUniform1ui");
+ glad_glProgramUniform2ui = (PFNGLPROGRAMUNIFORM2UIPROC)load("glProgramUniform2ui");
+ glad_glProgramUniform3ui = (PFNGLPROGRAMUNIFORM3UIPROC)load("glProgramUniform3ui");
+ glad_glProgramUniform4ui = (PFNGLPROGRAMUNIFORM4UIPROC)load("glProgramUniform4ui");
+ glad_glProgramUniform1f = (PFNGLPROGRAMUNIFORM1FPROC)load("glProgramUniform1f");
+ glad_glProgramUniform2f = (PFNGLPROGRAMUNIFORM2FPROC)load("glProgramUniform2f");
+ glad_glProgramUniform3f = (PFNGLPROGRAMUNIFORM3FPROC)load("glProgramUniform3f");
+ glad_glProgramUniform4f = (PFNGLPROGRAMUNIFORM4FPROC)load("glProgramUniform4f");
+ glad_glProgramUniform1iv = (PFNGLPROGRAMUNIFORM1IVPROC)load("glProgramUniform1iv");
+ glad_glProgramUniform2iv = (PFNGLPROGRAMUNIFORM2IVPROC)load("glProgramUniform2iv");
+ glad_glProgramUniform3iv = (PFNGLPROGRAMUNIFORM3IVPROC)load("glProgramUniform3iv");
+ glad_glProgramUniform4iv = (PFNGLPROGRAMUNIFORM4IVPROC)load("glProgramUniform4iv");
+ glad_glProgramUniform1uiv = (PFNGLPROGRAMUNIFORM1UIVPROC)load("glProgramUniform1uiv");
+ glad_glProgramUniform2uiv = (PFNGLPROGRAMUNIFORM2UIVPROC)load("glProgramUniform2uiv");
+ glad_glProgramUniform3uiv = (PFNGLPROGRAMUNIFORM3UIVPROC)load("glProgramUniform3uiv");
+ glad_glProgramUniform4uiv = (PFNGLPROGRAMUNIFORM4UIVPROC)load("glProgramUniform4uiv");
+ glad_glProgramUniform1fv = (PFNGLPROGRAMUNIFORM1FVPROC)load("glProgramUniform1fv");
+ glad_glProgramUniform2fv = (PFNGLPROGRAMUNIFORM2FVPROC)load("glProgramUniform2fv");
+ glad_glProgramUniform3fv = (PFNGLPROGRAMUNIFORM3FVPROC)load("glProgramUniform3fv");
+ glad_glProgramUniform4fv = (PFNGLPROGRAMUNIFORM4FVPROC)load("glProgramUniform4fv");
+ glad_glProgramUniformMatrix2fv = (PFNGLPROGRAMUNIFORMMATRIX2FVPROC)load("glProgramUniformMatrix2fv");
+ glad_glProgramUniformMatrix3fv = (PFNGLPROGRAMUNIFORMMATRIX3FVPROC)load("glProgramUniformMatrix3fv");
+ glad_glProgramUniformMatrix4fv = (PFNGLPROGRAMUNIFORMMATRIX4FVPROC)load("glProgramUniformMatrix4fv");
+ glad_glProgramUniformMatrix2x3fv = (PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC)load("glProgramUniformMatrix2x3fv");
+ glad_glProgramUniformMatrix3x2fv = (PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC)load("glProgramUniformMatrix3x2fv");
+ glad_glProgramUniformMatrix2x4fv = (PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC)load("glProgramUniformMatrix2x4fv");
+ glad_glProgramUniformMatrix4x2fv = (PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC)load("glProgramUniformMatrix4x2fv");
+ glad_glProgramUniformMatrix3x4fv = (PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC)load("glProgramUniformMatrix3x4fv");
+ glad_glProgramUniformMatrix4x3fv = (PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC)load("glProgramUniformMatrix4x3fv");
+ glad_glValidateProgramPipeline = (PFNGLVALIDATEPROGRAMPIPELINEPROC)load("glValidateProgramPipeline");
+ glad_glGetProgramPipelineInfoLog = (PFNGLGETPROGRAMPIPELINEINFOLOGPROC)load("glGetProgramPipelineInfoLog");
+ glad_glBindImageTexture = (PFNGLBINDIMAGETEXTUREPROC)load("glBindImageTexture");
+ glad_glGetBooleani_v = (PFNGLGETBOOLEANI_VPROC)load("glGetBooleani_v");
+ glad_glMemoryBarrier = (PFNGLMEMORYBARRIERPROC)load("glMemoryBarrier");
+ glad_glMemoryBarrierByRegion = (PFNGLMEMORYBARRIERBYREGIONPROC)load("glMemoryBarrierByRegion");
+ glad_glTexStorage2DMultisample = (PFNGLTEXSTORAGE2DMULTISAMPLEPROC)load("glTexStorage2DMultisample");
+ glad_glGetMultisamplefv = (PFNGLGETMULTISAMPLEFVPROC)load("glGetMultisamplefv");
+ glad_glSampleMaski = (PFNGLSAMPLEMASKIPROC)load("glSampleMaski");
+ glad_glGetTexLevelParameteriv = (PFNGLGETTEXLEVELPARAMETERIVPROC)load("glGetTexLevelParameteriv");
+ glad_glGetTexLevelParameterfv = (PFNGLGETTEXLEVELPARAMETERFVPROC)load("glGetTexLevelParameterfv");
+ glad_glBindVertexBuffer = (PFNGLBINDVERTEXBUFFERPROC)load("glBindVertexBuffer");
+ glad_glVertexAttribFormat = (PFNGLVERTEXATTRIBFORMATPROC)load("glVertexAttribFormat");
+ glad_glVertexAttribIFormat = (PFNGLVERTEXATTRIBIFORMATPROC)load("glVertexAttribIFormat");
+ glad_glVertexAttribBinding = (PFNGLVERTEXATTRIBBINDINGPROC)load("glVertexAttribBinding");
+ glad_glVertexBindingDivisor = (PFNGLVERTEXBINDINGDIVISORPROC)load("glVertexBindingDivisor");
+}
+static int find_extensionsGLES2(void) {
+ if (!get_exts()) return 0;
+ GLAD_GL_EXT_texture_compression_s3tc = has_ext("GL_EXT_texture_compression_s3tc");
+ GLAD_GL_EXT_texture_filter_anisotropic = has_ext("GL_EXT_texture_filter_anisotropic");
+ GLAD_GL_KHR_debug = has_ext("GL_KHR_debug");
+ GLAD_GL_KHR_texture_compression_astc_ldr = has_ext("GL_KHR_texture_compression_astc_ldr");
+ free_exts();
+ return 1;
+}
+
+static void find_coreGLES2(void) {
+
+ /* Thank you @elmindreda
+ * https://github.com/elmindreda/greg/blob/master/templates/greg.c.in#L176
+ * https://github.com/glfw/glfw/blob/master/src/context.c#L36
+ */
+ int i, major, minor;
+
+ const char* version;
+ const char* prefixes[] = {
+ "OpenGL ES-CM ",
+ "OpenGL ES-CL ",
+ "OpenGL ES ",
+ NULL
+ };
+
+ version = (const char*) glGetString(GL_VERSION);
+ if (!version) return;
+
+ for (i = 0; prefixes[i]; i++) {
+ const size_t length = strlen(prefixes[i]);
+ if (strncmp(version, prefixes[i], length) == 0) {
+ version += length;
+ break;
+ }
+ }
+
+/* PR #18 */
+#ifdef _MSC_VER
+ sscanf_s(version, "%d.%d", &major, &minor);
+#else
+ sscanf(version, "%d.%d", &major, &minor);
+#endif
+
+ if(major > requested_major_version) {
+ major = requested_major_version;
+ }
+
+ if(major == requested_major_version && minor > requested_minor_version) {
+ minor = requested_minor_version;
+ }
+
+ GLVersion.major = major; GLVersion.minor = minor;
+ max_loaded_major = major; max_loaded_minor = minor;
+ GLAD_GL_ES_VERSION_2_0 = (major == 2 && minor >= 0) || major > 2;
+ GLAD_GL_ES_VERSION_3_0 = (major == 3 && minor >= 0) || major > 3;
+ GLAD_GL_ES_VERSION_3_1 = (major == 3 && minor >= 1) || major > 3;
+ if (GLVersion.major > 3 || (GLVersion.major >= 3 && GLVersion.minor >= 1)) {
+ max_loaded_major = 3;
+ max_loaded_minor = 1;
+ }
+}
+
+int gladLoadGLES2Loader(GLADloadproc load, int requestedVersion) {
+ requested_major_version = requestedVersion / 10;
+ requested_minor_version = requestedVersion % 10;
+ GLVersion.major = 0; GLVersion.minor = 0;
+ glGetString = (PFNGLGETSTRINGPROC)load("glGetString");
+ if(glGetString == NULL) return 0;
+ if(glGetString(GL_VERSION) == NULL) return 0;
+ find_coreGLES2();
+ load_GL_ES_VERSION_2_0(load);
+ load_GL_ES_VERSION_3_0(load);
+ load_GL_ES_VERSION_3_1(load);
+
+ if (!find_extensionsGLES2()) return 0;
+ load_GL_KHR_debug(load);
+ return GLVersion.major != 0 || GLVersion.minor != 0;
+}
diff --git a/src/gl/glad/glad.h b/src/gl/glad/glad.h
new file mode 100644
index 0000000..8f785d5
--- /dev/null
+++ b/src/gl/glad/glad.h
@@ -0,0 +1,2808 @@
+/*
+
+ OpenGL, OpenGL ES loader generated by glad 0.1.34 on Wed Feb 17 15:35:25 2021.
+
+ Language/Generator: C/C++
+ Specification: gl
+ APIs: gl=3.3, gles2=3.1
+ Profile: core
+ Extensions:
+ GL_EXT_framebuffer_object,
+ GL_EXT_texture_compression_s3tc,
+ GL_EXT_texture_filter_anisotropic,
+ GL_KHR_debug,
+ GL_KHR_texture_compression_astc_ldr
+ Loader: False
+ Local files: False
+ Omit khrplatform: False
+ Reproducible: False
+
+ Commandline:
+ --profile="core" --api="gl=3.3,gles2=3.1" --generator="c" --spec="gl" --no-loader --extensions="GL_EXT_framebuffer_object,GL_EXT_texture_compression_s3tc,GL_EXT_texture_filter_anisotropic,GL_KHR_debug,GL_KHR_texture_compression_astc_ldr"
+ Online:
+ https://glad.dav1d.de/#profile=core&language=c&specification=gl&api=gl%3D3.3&api=gles2%3D3.1&extensions=GL_EXT_framebuffer_object&extensions=GL_EXT_texture_compression_s3tc&extensions=GL_EXT_texture_filter_anisotropic&extensions=GL_KHR_debug&extensions=GL_KHR_texture_compression_astc_ldr
+*/
+
+
+#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_
+
+#ifdef __gl2_h_
+#error OpenGL ES 2 header already included, remove this include, glad already provides it
+#endif
+#define __gl2_h_
+
+#ifdef __gl3_h_
+#error OpenGL ES 3 header already included, remove this include, glad already provides it
+#endif
+#define __gl3_h_
+
+#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__)
+#define APIENTRY __stdcall
+#endif
+
+#ifndef APIENTRY
+#define APIENTRY
+#endif
+#ifndef APIENTRYP
+#define APIENTRYP APIENTRY *
+#endif
+
+#ifndef GLAPIENTRY
+#define GLAPIENTRY APIENTRY
+#endif
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+struct gladGLversionStruct {
+ int major;
+ int minor;
+};
+
+typedef void* (* GLADloadproc)(const char *name);
+
+#ifndef GLAPI
+# if defined(GLAD_GLAPI_EXPORT)
+# if defined(_WIN32) || defined(__CYGWIN__)
+# if defined(GLAD_GLAPI_EXPORT_BUILD)
+# if defined(__GNUC__)
+# define GLAPI __attribute__ ((dllexport)) extern
+# else
+# define GLAPI __declspec(dllexport) extern
+# endif
+# else
+# if defined(__GNUC__)
+# define GLAPI __attribute__ ((dllimport)) extern
+# else
+# define GLAPI __declspec(dllimport) extern
+# endif
+# endif
+# elif defined(__GNUC__) && defined(GLAD_GLAPI_EXPORT_BUILD)
+# define GLAPI __attribute__ ((visibility ("default"))) extern
+# else
+# define GLAPI extern
+# endif
+# else
+# define GLAPI extern
+# endif
+#endif
+
+GLAPI struct gladGLversionStruct GLVersion;
+GLAPI int gladLoadGLLoader(GLADloadproc, int requestedVersion);
+
+GLAPI int gladLoadGLES2Loader(GLADloadproc, int requestedVersion);
+
+#include "khrplatform.h"
+typedef unsigned int GLenum;
+typedef unsigned char GLboolean;
+typedef unsigned int GLbitfield;
+typedef void GLvoid;
+typedef khronos_int8_t GLbyte;
+typedef khronos_uint8_t GLubyte;
+typedef khronos_int16_t GLshort;
+typedef khronos_uint16_t GLushort;
+typedef int GLint;
+typedef unsigned int GLuint;
+typedef khronos_int32_t GLclampx;
+typedef int GLsizei;
+typedef khronos_float_t GLfloat;
+typedef khronos_float_t GLclampf;
+typedef double GLdouble;
+typedef double GLclampd;
+typedef void *GLeglClientBufferEXT;
+typedef void *GLeglImageOES;
+typedef char GLchar;
+typedef char GLcharARB;
+#ifdef __APPLE__
+typedef void *GLhandleARB;
+#else
+typedef unsigned int GLhandleARB;
+#endif
+typedef khronos_uint16_t GLhalf;
+typedef khronos_uint16_t GLhalfARB;
+typedef khronos_int32_t GLfixed;
+typedef khronos_intptr_t GLintptr;
+typedef khronos_intptr_t GLintptrARB;
+typedef khronos_ssize_t GLsizeiptr;
+typedef khronos_ssize_t GLsizeiptrARB;
+typedef khronos_int64_t GLint64;
+typedef khronos_int64_t GLint64EXT;
+typedef khronos_uint64_t GLuint64;
+typedef khronos_uint64_t GLuint64EXT;
+typedef struct __GLsync *GLsync;
+struct _cl_context;
+struct _cl_event;
+typedef void (APIENTRY *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);
+typedef void (APIENTRY *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);
+typedef void (APIENTRY *GLDEBUGPROCKHR)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);
+typedef void (APIENTRY *GLDEBUGPROCAMD)(GLuint id,GLenum category,GLenum severity,GLsizei length,const GLchar *message,void *userParam);
+typedef unsigned short GLhalfNV;
+typedef GLintptr GLvdpauSurfaceNV;
+typedef void (APIENTRY *GLVULKANPROCNV)(void);
+#define GL_DEPTH_BUFFER_BIT 0x00000100
+#define GL_STENCIL_BUFFER_BIT 0x00000400
+#define GL_COLOR_BUFFER_BIT 0x00004000
+#define GL_FALSE 0
+#define GL_TRUE 1
+#define GL_POINTS 0x0000
+#define GL_LINES 0x0001
+#define GL_LINE_LOOP 0x0002
+#define GL_LINE_STRIP 0x0003
+#define GL_TRIANGLES 0x0004
+#define GL_TRIANGLE_STRIP 0x0005
+#define GL_TRIANGLE_FAN 0x0006
+#define GL_NEVER 0x0200
+#define GL_LESS 0x0201
+#define GL_EQUAL 0x0202
+#define GL_LEQUAL 0x0203
+#define GL_GREATER 0x0204
+#define GL_NOTEQUAL 0x0205
+#define GL_GEQUAL 0x0206
+#define GL_ALWAYS 0x0207
+#define GL_ZERO 0
+#define GL_ONE 1
+#define GL_SRC_COLOR 0x0300
+#define GL_ONE_MINUS_SRC_COLOR 0x0301
+#define GL_SRC_ALPHA 0x0302
+#define GL_ONE_MINUS_SRC_ALPHA 0x0303
+#define GL_DST_ALPHA 0x0304
+#define GL_ONE_MINUS_DST_ALPHA 0x0305
+#define GL_DST_COLOR 0x0306
+#define GL_ONE_MINUS_DST_COLOR 0x0307
+#define GL_SRC_ALPHA_SATURATE 0x0308
+#define GL_NONE 0
+#define GL_FRONT_LEFT 0x0400
+#define GL_FRONT_RIGHT 0x0401
+#define GL_BACK_LEFT 0x0402
+#define GL_BACK_RIGHT 0x0403
+#define GL_FRONT 0x0404
+#define GL_BACK 0x0405
+#define GL_LEFT 0x0406
+#define GL_RIGHT 0x0407
+#define GL_FRONT_AND_BACK 0x0408
+#define GL_NO_ERROR 0
+#define GL_INVALID_ENUM 0x0500
+#define GL_INVALID_VALUE 0x0501
+#define GL_INVALID_OPERATION 0x0502
+#define GL_OUT_OF_MEMORY 0x0505
+#define GL_CW 0x0900
+#define GL_CCW 0x0901
+#define GL_POINT_SIZE 0x0B11
+#define GL_POINT_SIZE_RANGE 0x0B12
+#define GL_POINT_SIZE_GRANULARITY 0x0B13
+#define GL_LINE_SMOOTH 0x0B20
+#define GL_LINE_WIDTH 0x0B21
+#define GL_LINE_WIDTH_RANGE 0x0B22
+#define GL_LINE_WIDTH_GRANULARITY 0x0B23
+#define GL_POLYGON_MODE 0x0B40
+#define GL_POLYGON_SMOOTH 0x0B41
+#define GL_CULL_FACE 0x0B44
+#define GL_CULL_FACE_MODE 0x0B45
+#define GL_FRONT_FACE 0x0B46
+#define GL_DEPTH_RANGE 0x0B70
+#define GL_DEPTH_TEST 0x0B71
+#define GL_DEPTH_WRITEMASK 0x0B72
+#define GL_DEPTH_CLEAR_VALUE 0x0B73
+#define GL_DEPTH_FUNC 0x0B74
+#define GL_STENCIL_TEST 0x0B90
+#define GL_STENCIL_CLEAR_VALUE 0x0B91
+#define GL_STENCIL_FUNC 0x0B92
+#define GL_STENCIL_VALUE_MASK 0x0B93
+#define GL_STENCIL_FAIL 0x0B94
+#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95
+#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96
+#define GL_STENCIL_REF 0x0B97
+#define GL_STENCIL_WRITEMASK 0x0B98
+#define GL_VIEWPORT 0x0BA2
+#define GL_DITHER 0x0BD0
+#define GL_BLEND_DST 0x0BE0
+#define GL_BLEND_SRC 0x0BE1
+#define GL_BLEND 0x0BE2
+#define GL_LOGIC_OP_MODE 0x0BF0
+#define GL_DRAW_BUFFER 0x0C01
+#define GL_READ_BUFFER 0x0C02
+#define GL_SCISSOR_BOX 0x0C10
+#define GL_SCISSOR_TEST 0x0C11
+#define GL_COLOR_CLEAR_VALUE 0x0C22
+#define GL_COLOR_WRITEMASK 0x0C23
+#define GL_DOUBLEBUFFER 0x0C32
+#define GL_STEREO 0x0C33
+#define GL_LINE_SMOOTH_HINT 0x0C52
+#define GL_POLYGON_SMOOTH_HINT 0x0C53
+#define GL_UNPACK_SWAP_BYTES 0x0CF0
+#define GL_UNPACK_LSB_FIRST 0x0CF1
+#define GL_UNPACK_ROW_LENGTH 0x0CF2
+#define GL_UNPACK_SKIP_ROWS 0x0CF3
+#define GL_UNPACK_SKIP_PIXELS 0x0CF4
+#define GL_UNPACK_ALIGNMENT 0x0CF5
+#define GL_PACK_SWAP_BYTES 0x0D00
+#define GL_PACK_LSB_FIRST 0x0D01
+#define GL_PACK_ROW_LENGTH 0x0D02
+#define GL_PACK_SKIP_ROWS 0x0D03
+#define GL_PACK_SKIP_PIXELS 0x0D04
+#define GL_PACK_ALIGNMENT 0x0D05
+#define GL_MAX_TEXTURE_SIZE 0x0D33
+#define GL_MAX_VIEWPORT_DIMS 0x0D3A
+#define GL_SUBPIXEL_BITS 0x0D50
+#define GL_TEXTURE_1D 0x0DE0
+#define GL_TEXTURE_2D 0x0DE1
+#define GL_TEXTURE_WIDTH 0x1000
+#define GL_TEXTURE_HEIGHT 0x1001
+#define GL_TEXTURE_BORDER_COLOR 0x1004
+#define GL_DONT_CARE 0x1100
+#define GL_FASTEST 0x1101
+#define GL_NICEST 0x1102
+#define GL_BYTE 0x1400
+#define GL_UNSIGNED_BYTE 0x1401
+#define GL_SHORT 0x1402
+#define GL_UNSIGNED_SHORT 0x1403
+#define GL_INT 0x1404
+#define GL_UNSIGNED_INT 0x1405
+#define GL_FLOAT 0x1406
+#define GL_CLEAR 0x1500
+#define GL_AND 0x1501
+#define GL_AND_REVERSE 0x1502
+#define GL_COPY 0x1503
+#define GL_AND_INVERTED 0x1504
+#define GL_NOOP 0x1505
+#define GL_XOR 0x1506
+#define GL_OR 0x1507
+#define GL_NOR 0x1508
+#define GL_EQUIV 0x1509
+#define GL_INVERT 0x150A
+#define GL_OR_REVERSE 0x150B
+#define GL_COPY_INVERTED 0x150C
+#define GL_OR_INVERTED 0x150D
+#define GL_NAND 0x150E
+#define GL_SET 0x150F
+#define GL_TEXTURE 0x1702
+#define GL_COLOR 0x1800
+#define GL_DEPTH 0x1801
+#define GL_STENCIL 0x1802
+#define GL_STENCIL_INDEX 0x1901
+#define GL_DEPTH_COMPONENT 0x1902
+#define GL_RED 0x1903
+#define GL_GREEN 0x1904
+#define GL_BLUE 0x1905
+#define GL_ALPHA 0x1906
+#define GL_RGB 0x1907
+#define GL_RGBA 0x1908
+#define GL_POINT 0x1B00
+#define GL_LINE 0x1B01
+#define GL_FILL 0x1B02
+#define GL_KEEP 0x1E00
+#define GL_REPLACE 0x1E01
+#define GL_INCR 0x1E02
+#define GL_DECR 0x1E03
+#define GL_VENDOR 0x1F00
+#define GL_RENDERER 0x1F01
+#define GL_VERSION 0x1F02
+#define GL_EXTENSIONS 0x1F03
+#define GL_NEAREST 0x2600
+#define GL_LINEAR 0x2601
+#define GL_NEAREST_MIPMAP_NEAREST 0x2700
+#define GL_LINEAR_MIPMAP_NEAREST 0x2701
+#define GL_NEAREST_MIPMAP_LINEAR 0x2702
+#define GL_LINEAR_MIPMAP_LINEAR 0x2703
+#define GL_TEXTURE_MAG_FILTER 0x2800
+#define GL_TEXTURE_MIN_FILTER 0x2801
+#define GL_TEXTURE_WRAP_S 0x2802
+#define GL_TEXTURE_WRAP_T 0x2803
+#define GL_REPEAT 0x2901
+#define GL_COLOR_LOGIC_OP 0x0BF2
+#define GL_POLYGON_OFFSET_UNITS 0x2A00
+#define GL_POLYGON_OFFSET_POINT 0x2A01
+#define GL_POLYGON_OFFSET_LINE 0x2A02
+#define GL_POLYGON_OFFSET_FILL 0x8037
+#define GL_POLYGON_OFFSET_FACTOR 0x8038
+#define GL_TEXTURE_BINDING_1D 0x8068
+#define GL_TEXTURE_BINDING_2D 0x8069
+#define GL_TEXTURE_INTERNAL_FORMAT 0x1003
+#define GL_TEXTURE_RED_SIZE 0x805C
+#define GL_TEXTURE_GREEN_SIZE 0x805D
+#define GL_TEXTURE_BLUE_SIZE 0x805E
+#define GL_TEXTURE_ALPHA_SIZE 0x805F
+#define GL_DOUBLE 0x140A
+#define GL_PROXY_TEXTURE_1D 0x8063
+#define GL_PROXY_TEXTURE_2D 0x8064
+#define GL_R3_G3_B2 0x2A10
+#define GL_RGB4 0x804F
+#define GL_RGB5 0x8050
+#define GL_RGB8 0x8051
+#define GL_RGB10 0x8052
+#define GL_RGB12 0x8053
+#define GL_RGB16 0x8054
+#define GL_RGBA2 0x8055
+#define GL_RGBA4 0x8056
+#define GL_RGB5_A1 0x8057
+#define GL_RGBA8 0x8058
+#define GL_RGB10_A2 0x8059
+#define GL_RGBA12 0x805A
+#define GL_RGBA16 0x805B
+#define GL_UNSIGNED_BYTE_3_3_2 0x8032
+#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
+#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
+#define GL_UNSIGNED_INT_8_8_8_8 0x8035
+#define GL_UNSIGNED_INT_10_10_10_2 0x8036
+#define GL_TEXTURE_BINDING_3D 0x806A
+#define GL_PACK_SKIP_IMAGES 0x806B
+#define GL_PACK_IMAGE_HEIGHT 0x806C
+#define GL_UNPACK_SKIP_IMAGES 0x806D
+#define GL_UNPACK_IMAGE_HEIGHT 0x806E
+#define GL_TEXTURE_3D 0x806F
+#define GL_PROXY_TEXTURE_3D 0x8070
+#define GL_TEXTURE_DEPTH 0x8071
+#define GL_TEXTURE_WRAP_R 0x8072
+#define GL_MAX_3D_TEXTURE_SIZE 0x8073
+#define GL_UNSIGNED_BYTE_2_3_3_REV 0x8362
+#define GL_UNSIGNED_SHORT_5_6_5 0x8363
+#define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364
+#define GL_UNSIGNED_SHORT_4_4_4_4_REV 0x8365
+#define GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366
+#define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367
+#define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368
+#define GL_BGR 0x80E0
+#define GL_BGRA 0x80E1
+#define GL_MAX_ELEMENTS_VERTICES 0x80E8
+#define GL_MAX_ELEMENTS_INDICES 0x80E9
+#define GL_CLAMP_TO_EDGE 0x812F
+#define GL_TEXTURE_MIN_LOD 0x813A
+#define GL_TEXTURE_MAX_LOD 0x813B
+#define GL_TEXTURE_BASE_LEVEL 0x813C
+#define GL_TEXTURE_MAX_LEVEL 0x813D
+#define GL_SMOOTH_POINT_SIZE_RANGE 0x0B12
+#define GL_SMOOTH_POINT_SIZE_GRANULARITY 0x0B13
+#define GL_SMOOTH_LINE_WIDTH_RANGE 0x0B22
+#define GL_SMOOTH_LINE_WIDTH_GRANULARITY 0x0B23
+#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E
+#define GL_TEXTURE0 0x84C0
+#define GL_TEXTURE1 0x84C1
+#define GL_TEXTURE2 0x84C2
+#define GL_TEXTURE3 0x84C3
+#define GL_TEXTURE4 0x84C4
+#define GL_TEXTURE5 0x84C5
+#define GL_TEXTURE6 0x84C6
+#define GL_TEXTURE7 0x84C7
+#define GL_TEXTURE8 0x84C8
+#define GL_TEXTURE9 0x84C9
+#define GL_TEXTURE10 0x84CA
+#define GL_TEXTURE11 0x84CB
+#define GL_TEXTURE12 0x84CC
+#define GL_TEXTURE13 0x84CD
+#define GL_TEXTURE14 0x84CE
+#define GL_TEXTURE15 0x84CF
+#define GL_TEXTURE16 0x84D0
+#define GL_TEXTURE17 0x84D1
+#define GL_TEXTURE18 0x84D2
+#define GL_TEXTURE19 0x84D3
+#define GL_TEXTURE20 0x84D4
+#define GL_TEXTURE21 0x84D5
+#define GL_TEXTURE22 0x84D6
+#define GL_TEXTURE23 0x84D7
+#define GL_TEXTURE24 0x84D8
+#define GL_TEXTURE25 0x84D9
+#define GL_TEXTURE26 0x84DA
+#define GL_TEXTURE27 0x84DB
+#define GL_TEXTURE28 0x84DC
+#define GL_TEXTURE29 0x84DD
+#define GL_TEXTURE30 0x84DE
+#define GL_TEXTURE31 0x84DF
+#define GL_ACTIVE_TEXTURE 0x84E0
+#define GL_MULTISAMPLE 0x809D
+#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E
+#define GL_SAMPLE_ALPHA_TO_ONE 0x809F
+#define GL_SAMPLE_COVERAGE 0x80A0
+#define GL_SAMPLE_BUFFERS 0x80A8
+#define GL_SAMPLES 0x80A9
+#define GL_SAMPLE_COVERAGE_VALUE 0x80AA
+#define GL_SAMPLE_COVERAGE_INVERT 0x80AB
+#define GL_TEXTURE_CUBE_MAP 0x8513
+#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A
+#define GL_PROXY_TEXTURE_CUBE_MAP 0x851B
+#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C
+#define GL_COMPRESSED_RGB 0x84ED
+#define GL_COMPRESSED_RGBA 0x84EE
+#define GL_TEXTURE_COMPRESSION_HINT 0x84EF
+#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE 0x86A0
+#define GL_TEXTURE_COMPRESSED 0x86A1
+#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2
+#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3
+#define GL_CLAMP_TO_BORDER 0x812D
+#define GL_BLEND_DST_RGB 0x80C8
+#define GL_BLEND_SRC_RGB 0x80C9
+#define GL_BLEND_DST_ALPHA 0x80CA
+#define GL_BLEND_SRC_ALPHA 0x80CB
+#define GL_POINT_FADE_THRESHOLD_SIZE 0x8128
+#define GL_DEPTH_COMPONENT16 0x81A5
+#define GL_DEPTH_COMPONENT24 0x81A6
+#define GL_DEPTH_COMPONENT32 0x81A7
+#define GL_MIRRORED_REPEAT 0x8370
+#define GL_MAX_TEXTURE_LOD_BIAS 0x84FD
+#define GL_TEXTURE_LOD_BIAS 0x8501
+#define GL_INCR_WRAP 0x8507
+#define GL_DECR_WRAP 0x8508
+#define GL_TEXTURE_DEPTH_SIZE 0x884A
+#define GL_TEXTURE_COMPARE_MODE 0x884C
+#define GL_TEXTURE_COMPARE_FUNC 0x884D
+#define GL_BLEND_COLOR 0x8005
+#define GL_BLEND_EQUATION 0x8009
+#define GL_CONSTANT_COLOR 0x8001
+#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002
+#define GL_CONSTANT_ALPHA 0x8003
+#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004
+#define GL_FUNC_ADD 0x8006
+#define GL_FUNC_REVERSE_SUBTRACT 0x800B
+#define GL_FUNC_SUBTRACT 0x800A
+#define GL_MIN 0x8007
+#define GL_MAX 0x8008
+#define GL_BUFFER_SIZE 0x8764
+#define GL_BUFFER_USAGE 0x8765
+#define GL_QUERY_COUNTER_BITS 0x8864
+#define GL_CURRENT_QUERY 0x8865
+#define GL_QUERY_RESULT 0x8866
+#define GL_QUERY_RESULT_AVAILABLE 0x8867
+#define GL_ARRAY_BUFFER 0x8892
+#define GL_ELEMENT_ARRAY_BUFFER 0x8893
+#define GL_ARRAY_BUFFER_BINDING 0x8894
+#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
+#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F
+#define GL_READ_ONLY 0x88B8
+#define GL_WRITE_ONLY 0x88B9
+#define GL_READ_WRITE 0x88BA
+#define GL_BUFFER_ACCESS 0x88BB
+#define GL_BUFFER_MAPPED 0x88BC
+#define GL_BUFFER_MAP_POINTER 0x88BD
+#define GL_STREAM_DRAW 0x88E0
+#define GL_STREAM_READ 0x88E1
+#define GL_STREAM_COPY 0x88E2
+#define GL_STATIC_DRAW 0x88E4
+#define GL_STATIC_READ 0x88E5
+#define GL_STATIC_COPY 0x88E6
+#define GL_DYNAMIC_DRAW 0x88E8
+#define GL_DYNAMIC_READ 0x88E9
+#define GL_DYNAMIC_COPY 0x88EA
+#define GL_SAMPLES_PASSED 0x8914
+#define GL_SRC1_ALPHA 0x8589
+#define GL_BLEND_EQUATION_RGB 0x8009
+#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
+#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
+#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
+#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
+#define GL_CURRENT_VERTEX_ATTRIB 0x8626
+#define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642
+#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
+#define GL_STENCIL_BACK_FUNC 0x8800
+#define GL_STENCIL_BACK_FAIL 0x8801
+#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802
+#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803
+#define GL_MAX_DRAW_BUFFERS 0x8824
+#define GL_DRAW_BUFFER0 0x8825
+#define GL_DRAW_BUFFER1 0x8826
+#define GL_DRAW_BUFFER2 0x8827
+#define GL_DRAW_BUFFER3 0x8828
+#define GL_DRAW_BUFFER4 0x8829
+#define GL_DRAW_BUFFER5 0x882A
+#define GL_DRAW_BUFFER6 0x882B
+#define GL_DRAW_BUFFER7 0x882C
+#define GL_DRAW_BUFFER8 0x882D
+#define GL_DRAW_BUFFER9 0x882E
+#define GL_DRAW_BUFFER10 0x882F
+#define GL_DRAW_BUFFER11 0x8830
+#define GL_DRAW_BUFFER12 0x8831
+#define GL_DRAW_BUFFER13 0x8832
+#define GL_DRAW_BUFFER14 0x8833
+#define GL_DRAW_BUFFER15 0x8834
+#define GL_BLEND_EQUATION_ALPHA 0x883D
+#define GL_MAX_VERTEX_ATTRIBS 0x8869
+#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
+#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872
+#define GL_FRAGMENT_SHADER 0x8B30
+#define GL_VERTEX_SHADER 0x8B31
+#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49
+#define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A
+#define GL_MAX_VARYING_FLOATS 0x8B4B
+#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C
+#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D
+#define GL_SHADER_TYPE 0x8B4F
+#define GL_FLOAT_VEC2 0x8B50
+#define GL_FLOAT_VEC3 0x8B51
+#define GL_FLOAT_VEC4 0x8B52
+#define GL_INT_VEC2 0x8B53
+#define GL_INT_VEC3 0x8B54
+#define GL_INT_VEC4 0x8B55
+#define GL_BOOL 0x8B56
+#define GL_BOOL_VEC2 0x8B57
+#define GL_BOOL_VEC3 0x8B58
+#define GL_BOOL_VEC4 0x8B59
+#define GL_FLOAT_MAT2 0x8B5A
+#define GL_FLOAT_MAT3 0x8B5B
+#define GL_FLOAT_MAT4 0x8B5C
+#define GL_SAMPLER_1D 0x8B5D
+#define GL_SAMPLER_2D 0x8B5E
+#define GL_SAMPLER_3D 0x8B5F
+#define GL_SAMPLER_CUBE 0x8B60
+#define GL_SAMPLER_1D_SHADOW 0x8B61
+#define GL_SAMPLER_2D_SHADOW 0x8B62
+#define GL_DELETE_STATUS 0x8B80
+#define GL_COMPILE_STATUS 0x8B81
+#define GL_LINK_STATUS 0x8B82
+#define GL_VALIDATE_STATUS 0x8B83
+#define GL_INFO_LOG_LENGTH 0x8B84
+#define GL_ATTACHED_SHADERS 0x8B85
+#define GL_ACTIVE_UNIFORMS 0x8B86
+#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87
+#define GL_SHADER_SOURCE_LENGTH 0x8B88
+#define GL_ACTIVE_ATTRIBUTES 0x8B89
+#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A
+#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B
+#define GL_SHADING_LANGUAGE_VERSION 0x8B8C
+#define GL_CURRENT_PROGRAM 0x8B8D
+#define GL_POINT_SPRITE_COORD_ORIGIN 0x8CA0
+#define GL_LOWER_LEFT 0x8CA1
+#define GL_UPPER_LEFT 0x8CA2
+#define GL_STENCIL_BACK_REF 0x8CA3
+#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4
+#define GL_STENCIL_BACK_WRITEMASK 0x8CA5
+#define GL_PIXEL_PACK_BUFFER 0x88EB
+#define GL_PIXEL_UNPACK_BUFFER 0x88EC
+#define GL_PIXEL_PACK_BUFFER_BINDING 0x88ED
+#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF
+#define GL_FLOAT_MAT2x3 0x8B65
+#define GL_FLOAT_MAT2x4 0x8B66
+#define GL_FLOAT_MAT3x2 0x8B67
+#define GL_FLOAT_MAT3x4 0x8B68
+#define GL_FLOAT_MAT4x2 0x8B69
+#define GL_FLOAT_MAT4x3 0x8B6A
+#define GL_SRGB 0x8C40
+#define GL_SRGB8 0x8C41
+#define GL_SRGB_ALPHA 0x8C42
+#define GL_SRGB8_ALPHA8 0x8C43
+#define GL_COMPRESSED_SRGB 0x8C48
+#define GL_COMPRESSED_SRGB_ALPHA 0x8C49
+#define GL_COMPARE_REF_TO_TEXTURE 0x884E
+#define GL_CLIP_DISTANCE0 0x3000
+#define GL_CLIP_DISTANCE1 0x3001
+#define GL_CLIP_DISTANCE2 0x3002
+#define GL_CLIP_DISTANCE3 0x3003
+#define GL_CLIP_DISTANCE4 0x3004
+#define GL_CLIP_DISTANCE5 0x3005
+#define GL_CLIP_DISTANCE6 0x3006
+#define GL_CLIP_DISTANCE7 0x3007
+#define GL_MAX_CLIP_DISTANCES 0x0D32
+#define GL_MAJOR_VERSION 0x821B
+#define GL_MINOR_VERSION 0x821C
+#define GL_NUM_EXTENSIONS 0x821D
+#define GL_CONTEXT_FLAGS 0x821E
+#define GL_COMPRESSED_RED 0x8225
+#define GL_COMPRESSED_RG 0x8226
+#define GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT 0x00000001
+#define GL_RGBA32F 0x8814
+#define GL_RGB32F 0x8815
+#define GL_RGBA16F 0x881A
+#define GL_RGB16F 0x881B
+#define GL_VERTEX_ATTRIB_ARRAY_INTEGER 0x88FD
+#define GL_MAX_ARRAY_TEXTURE_LAYERS 0x88FF
+#define GL_MIN_PROGRAM_TEXEL_OFFSET 0x8904
+#define GL_MAX_PROGRAM_TEXEL_OFFSET 0x8905
+#define GL_CLAMP_READ_COLOR 0x891C
+#define GL_FIXED_ONLY 0x891D
+#define GL_MAX_VARYING_COMPONENTS 0x8B4B
+#define GL_TEXTURE_1D_ARRAY 0x8C18
+#define GL_PROXY_TEXTURE_1D_ARRAY 0x8C19
+#define GL_TEXTURE_2D_ARRAY 0x8C1A
+#define GL_PROXY_TEXTURE_2D_ARRAY 0x8C1B
+#define GL_TEXTURE_BINDING_1D_ARRAY 0x8C1C
+#define GL_TEXTURE_BINDING_2D_ARRAY 0x8C1D
+#define GL_R11F_G11F_B10F 0x8C3A
+#define GL_UNSIGNED_INT_10F_11F_11F_REV 0x8C3B
+#define GL_RGB9_E5 0x8C3D
+#define GL_UNSIGNED_INT_5_9_9_9_REV 0x8C3E
+#define GL_TEXTURE_SHARED_SIZE 0x8C3F
+#define GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH 0x8C76
+#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE 0x8C7F
+#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS 0x8C80
+#define GL_TRANSFORM_FEEDBACK_VARYINGS 0x8C83
+#define GL_TRANSFORM_FEEDBACK_BUFFER_START 0x8C84
+#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE 0x8C85
+#define GL_PRIMITIVES_GENERATED 0x8C87
+#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN 0x8C88
+#define GL_RASTERIZER_DISCARD 0x8C89
+#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS 0x8C8A
+#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS 0x8C8B
+#define GL_INTERLEAVED_ATTRIBS 0x8C8C
+#define GL_SEPARATE_ATTRIBS 0x8C8D
+#define GL_TRANSFORM_FEEDBACK_BUFFER 0x8C8E
+#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING 0x8C8F
+#define GL_RGBA32UI 0x8D70
+#define GL_RGB32UI 0x8D71
+#define GL_RGBA16UI 0x8D76
+#define GL_RGB16UI 0x8D77
+#define GL_RGBA8UI 0x8D7C
+#define GL_RGB8UI 0x8D7D
+#define GL_RGBA32I 0x8D82
+#define GL_RGB32I 0x8D83
+#define GL_RGBA16I 0x8D88
+#define GL_RGB16I 0x8D89
+#define GL_RGBA8I 0x8D8E
+#define GL_RGB8I 0x8D8F
+#define GL_RED_INTEGER 0x8D94
+#define GL_GREEN_INTEGER 0x8D95
+#define GL_BLUE_INTEGER 0x8D96
+#define GL_RGB_INTEGER 0x8D98
+#define GL_RGBA_INTEGER 0x8D99
+#define GL_BGR_INTEGER 0x8D9A
+#define GL_BGRA_INTEGER 0x8D9B
+#define GL_SAMPLER_1D_ARRAY 0x8DC0
+#define GL_SAMPLER_2D_ARRAY 0x8DC1
+#define GL_SAMPLER_1D_ARRAY_SHADOW 0x8DC3
+#define GL_SAMPLER_2D_ARRAY_SHADOW 0x8DC4
+#define GL_SAMPLER_CUBE_SHADOW 0x8DC5
+#define GL_UNSIGNED_INT_VEC2 0x8DC6
+#define GL_UNSIGNED_INT_VEC3 0x8DC7
+#define GL_UNSIGNED_INT_VEC4 0x8DC8
+#define GL_INT_SAMPLER_1D 0x8DC9
+#define GL_INT_SAMPLER_2D 0x8DCA
+#define GL_INT_SAMPLER_3D 0x8DCB
+#define GL_INT_SAMPLER_CUBE 0x8DCC
+#define GL_INT_SAMPLER_1D_ARRAY 0x8DCE
+#define GL_INT_SAMPLER_2D_ARRAY 0x8DCF
+#define GL_UNSIGNED_INT_SAMPLER_1D 0x8DD1
+#define GL_UNSIGNED_INT_SAMPLER_2D 0x8DD2
+#define GL_UNSIGNED_INT_SAMPLER_3D 0x8DD3
+#define GL_UNSIGNED_INT_SAMPLER_CUBE 0x8DD4
+#define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY 0x8DD6
+#define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY 0x8DD7
+#define GL_QUERY_WAIT 0x8E13
+#define GL_QUERY_NO_WAIT 0x8E14
+#define GL_QUERY_BY_REGION_WAIT 0x8E15
+#define GL_QUERY_BY_REGION_NO_WAIT 0x8E16
+#define GL_BUFFER_ACCESS_FLAGS 0x911F
+#define GL_BUFFER_MAP_LENGTH 0x9120
+#define GL_BUFFER_MAP_OFFSET 0x9121
+#define GL_DEPTH_COMPONENT32F 0x8CAC
+#define GL_DEPTH32F_STENCIL8 0x8CAD
+#define GL_FLOAT_32_UNSIGNED_INT_24_8_REV 0x8DAD
+#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506
+#define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING 0x8210
+#define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE 0x8211
+#define GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE 0x8212
+#define GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE 0x8213
+#define GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE 0x8214
+#define GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE 0x8215
+#define GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE 0x8216
+#define GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE 0x8217
+#define GL_FRAMEBUFFER_DEFAULT 0x8218
+#define GL_FRAMEBUFFER_UNDEFINED 0x8219
+#define GL_DEPTH_STENCIL_ATTACHMENT 0x821A
+#define GL_MAX_RENDERBUFFER_SIZE 0x84E8
+#define GL_DEPTH_STENCIL 0x84F9
+#define GL_UNSIGNED_INT_24_8 0x84FA
+#define GL_DEPTH24_STENCIL8 0x88F0
+#define GL_TEXTURE_STENCIL_SIZE 0x88F1
+#define GL_TEXTURE_RED_TYPE 0x8C10
+#define GL_TEXTURE_GREEN_TYPE 0x8C11
+#define GL_TEXTURE_BLUE_TYPE 0x8C12
+#define GL_TEXTURE_ALPHA_TYPE 0x8C13
+#define GL_TEXTURE_DEPTH_TYPE 0x8C16
+#define GL_UNSIGNED_NORMALIZED 0x8C17
+#define GL_FRAMEBUFFER_BINDING 0x8CA6
+#define GL_DRAW_FRAMEBUFFER_BINDING 0x8CA6
+#define GL_RENDERBUFFER_BINDING 0x8CA7
+#define GL_READ_FRAMEBUFFER 0x8CA8
+#define GL_DRAW_FRAMEBUFFER 0x8CA9
+#define GL_READ_FRAMEBUFFER_BINDING 0x8CAA
+#define GL_RENDERBUFFER_SAMPLES 0x8CAB
+#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0
+#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1
+#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2
+#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3
+#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER 0x8CD4
+#define GL_FRAMEBUFFER_COMPLETE 0x8CD5
+#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6
+#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7
+#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER 0x8CDB
+#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER 0x8CDC
+#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD
+#define GL_MAX_COLOR_ATTACHMENTS 0x8CDF
+#define GL_COLOR_ATTACHMENT0 0x8CE0
+#define GL_COLOR_ATTACHMENT1 0x8CE1
+#define GL_COLOR_ATTACHMENT2 0x8CE2
+#define GL_COLOR_ATTACHMENT3 0x8CE3
+#define GL_COLOR_ATTACHMENT4 0x8CE4
+#define GL_COLOR_ATTACHMENT5 0x8CE5
+#define GL_COLOR_ATTACHMENT6 0x8CE6
+#define GL_COLOR_ATTACHMENT7 0x8CE7
+#define GL_COLOR_ATTACHMENT8 0x8CE8
+#define GL_COLOR_ATTACHMENT9 0x8CE9
+#define GL_COLOR_ATTACHMENT10 0x8CEA
+#define GL_COLOR_ATTACHMENT11 0x8CEB
+#define GL_COLOR_ATTACHMENT12 0x8CEC
+#define GL_COLOR_ATTACHMENT13 0x8CED
+#define GL_COLOR_ATTACHMENT14 0x8CEE
+#define GL_COLOR_ATTACHMENT15 0x8CEF
+#define GL_COLOR_ATTACHMENT16 0x8CF0
+#define GL_COLOR_ATTACHMENT17 0x8CF1
+#define GL_COLOR_ATTACHMENT18 0x8CF2
+#define GL_COLOR_ATTACHMENT19 0x8CF3
+#define GL_COLOR_ATTACHMENT20 0x8CF4
+#define GL_COLOR_ATTACHMENT21 0x8CF5
+#define GL_COLOR_ATTACHMENT22 0x8CF6
+#define GL_COLOR_ATTACHMENT23 0x8CF7
+#define GL_COLOR_ATTACHMENT24 0x8CF8
+#define GL_COLOR_ATTACHMENT25 0x8CF9
+#define GL_COLOR_ATTACHMENT26 0x8CFA
+#define GL_COLOR_ATTACHMENT27 0x8CFB
+#define GL_COLOR_ATTACHMENT28 0x8CFC
+#define GL_COLOR_ATTACHMENT29 0x8CFD
+#define GL_COLOR_ATTACHMENT30 0x8CFE
+#define GL_COLOR_ATTACHMENT31 0x8CFF
+#define GL_DEPTH_ATTACHMENT 0x8D00
+#define GL_STENCIL_ATTACHMENT 0x8D20
+#define GL_FRAMEBUFFER 0x8D40
+#define GL_RENDERBUFFER 0x8D41
+#define GL_RENDERBUFFER_WIDTH 0x8D42
+#define GL_RENDERBUFFER_HEIGHT 0x8D43
+#define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44
+#define GL_STENCIL_INDEX1 0x8D46
+#define GL_STENCIL_INDEX4 0x8D47
+#define GL_STENCIL_INDEX8 0x8D48
+#define GL_STENCIL_INDEX16 0x8D49
+#define GL_RENDERBUFFER_RED_SIZE 0x8D50
+#define GL_RENDERBUFFER_GREEN_SIZE 0x8D51
+#define GL_RENDERBUFFER_BLUE_SIZE 0x8D52
+#define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53
+#define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54
+#define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55
+#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE 0x8D56
+#define GL_MAX_SAMPLES 0x8D57
+#define GL_FRAMEBUFFER_SRGB 0x8DB9
+#define GL_HALF_FLOAT 0x140B
+#define GL_MAP_READ_BIT 0x0001
+#define GL_MAP_WRITE_BIT 0x0002
+#define GL_MAP_INVALIDATE_RANGE_BIT 0x0004
+#define GL_MAP_INVALIDATE_BUFFER_BIT 0x0008
+#define GL_MAP_FLUSH_EXPLICIT_BIT 0x0010
+#define GL_MAP_UNSYNCHRONIZED_BIT 0x0020
+#define GL_COMPRESSED_RED_RGTC1 0x8DBB
+#define GL_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC
+#define GL_COMPRESSED_RG_RGTC2 0x8DBD
+#define GL_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE
+#define GL_RG 0x8227
+#define GL_RG_INTEGER 0x8228
+#define GL_R8 0x8229
+#define GL_R16 0x822A
+#define GL_RG8 0x822B
+#define GL_RG16 0x822C
+#define GL_R16F 0x822D
+#define GL_R32F 0x822E
+#define GL_RG16F 0x822F
+#define GL_RG32F 0x8230
+#define GL_R8I 0x8231
+#define GL_R8UI 0x8232
+#define GL_R16I 0x8233
+#define GL_R16UI 0x8234
+#define GL_R32I 0x8235
+#define GL_R32UI 0x8236
+#define GL_RG8I 0x8237
+#define GL_RG8UI 0x8238
+#define GL_RG16I 0x8239
+#define GL_RG16UI 0x823A
+#define GL_RG32I 0x823B
+#define GL_RG32UI 0x823C
+#define GL_VERTEX_ARRAY_BINDING 0x85B5
+#define GL_SAMPLER_2D_RECT 0x8B63
+#define GL_SAMPLER_2D_RECT_SHADOW 0x8B64
+#define GL_SAMPLER_BUFFER 0x8DC2
+#define GL_INT_SAMPLER_2D_RECT 0x8DCD
+#define GL_INT_SAMPLER_BUFFER 0x8DD0
+#define GL_UNSIGNED_INT_SAMPLER_2D_RECT 0x8DD5
+#define GL_UNSIGNED_INT_SAMPLER_BUFFER 0x8DD8
+#define GL_TEXTURE_BUFFER 0x8C2A
+#define GL_MAX_TEXTURE_BUFFER_SIZE 0x8C2B
+#define GL_TEXTURE_BINDING_BUFFER 0x8C2C
+#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING 0x8C2D
+#define GL_TEXTURE_RECTANGLE 0x84F5
+#define GL_TEXTURE_BINDING_RECTANGLE 0x84F6
+#define GL_PROXY_TEXTURE_RECTANGLE 0x84F7
+#define GL_MAX_RECTANGLE_TEXTURE_SIZE 0x84F8
+#define GL_R8_SNORM 0x8F94
+#define GL_RG8_SNORM 0x8F95
+#define GL_RGB8_SNORM 0x8F96
+#define GL_RGBA8_SNORM 0x8F97
+#define GL_R16_SNORM 0x8F98
+#define GL_RG16_SNORM 0x8F99
+#define GL_RGB16_SNORM 0x8F9A
+#define GL_RGBA16_SNORM 0x8F9B
+#define GL_SIGNED_NORMALIZED 0x8F9C
+#define GL_PRIMITIVE_RESTART 0x8F9D
+#define GL_PRIMITIVE_RESTART_INDEX 0x8F9E
+#define GL_COPY_READ_BUFFER 0x8F36
+#define GL_COPY_WRITE_BUFFER 0x8F37
+#define GL_UNIFORM_BUFFER 0x8A11
+#define GL_UNIFORM_BUFFER_BINDING 0x8A28
+#define GL_UNIFORM_BUFFER_START 0x8A29
+#define GL_UNIFORM_BUFFER_SIZE 0x8A2A
+#define GL_MAX_VERTEX_UNIFORM_BLOCKS 0x8A2B
+#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS 0x8A2C
+#define GL_MAX_FRAGMENT_UNIFORM_BLOCKS 0x8A2D
+#define GL_MAX_COMBINED_UNIFORM_BLOCKS 0x8A2E
+#define GL_MAX_UNIFORM_BUFFER_BINDINGS 0x8A2F
+#define GL_MAX_UNIFORM_BLOCK_SIZE 0x8A30
+#define GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS 0x8A31
+#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS 0x8A32
+#define GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS 0x8A33
+#define GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT 0x8A34
+#define GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH 0x8A35
+#define GL_ACTIVE_UNIFORM_BLOCKS 0x8A36
+#define GL_UNIFORM_TYPE 0x8A37
+#define GL_UNIFORM_SIZE 0x8A38
+#define GL_UNIFORM_NAME_LENGTH 0x8A39
+#define GL_UNIFORM_BLOCK_INDEX 0x8A3A
+#define GL_UNIFORM_OFFSET 0x8A3B
+#define GL_UNIFORM_ARRAY_STRIDE 0x8A3C
+#define GL_UNIFORM_MATRIX_STRIDE 0x8A3D
+#define GL_UNIFORM_IS_ROW_MAJOR 0x8A3E
+#define GL_UNIFORM_BLOCK_BINDING 0x8A3F
+#define GL_UNIFORM_BLOCK_DATA_SIZE 0x8A40
+#define GL_UNIFORM_BLOCK_NAME_LENGTH 0x8A41
+#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS 0x8A42
+#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES 0x8A43
+#define GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER 0x8A44
+#define GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER 0x8A45
+#define GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER 0x8A46
+#define GL_INVALID_INDEX 0xFFFFFFFF
+#define GL_CONTEXT_CORE_PROFILE_BIT 0x00000001
+#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002
+#define GL_LINES_ADJACENCY 0x000A
+#define GL_LINE_STRIP_ADJACENCY 0x000B
+#define GL_TRIANGLES_ADJACENCY 0x000C
+#define GL_TRIANGLE_STRIP_ADJACENCY 0x000D
+#define GL_PROGRAM_POINT_SIZE 0x8642
+#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS 0x8C29
+#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED 0x8DA7
+#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS 0x8DA8
+#define GL_GEOMETRY_SHADER 0x8DD9
+#define GL_GEOMETRY_VERTICES_OUT 0x8916
+#define GL_GEOMETRY_INPUT_TYPE 0x8917
+#define GL_GEOMETRY_OUTPUT_TYPE 0x8918
+#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS 0x8DDF
+#define GL_MAX_GEOMETRY_OUTPUT_VERTICES 0x8DE0
+#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS 0x8DE1
+#define GL_MAX_VERTEX_OUTPUT_COMPONENTS 0x9122
+#define GL_MAX_GEOMETRY_INPUT_COMPONENTS 0x9123
+#define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS 0x9124
+#define GL_MAX_FRAGMENT_INPUT_COMPONENTS 0x9125
+#define GL_CONTEXT_PROFILE_MASK 0x9126
+#define GL_DEPTH_CLAMP 0x864F
+#define GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION 0x8E4C
+#define GL_FIRST_VERTEX_CONVENTION 0x8E4D
+#define GL_LAST_VERTEX_CONVENTION 0x8E4E
+#define GL_PROVOKING_VERTEX 0x8E4F
+#define GL_TEXTURE_CUBE_MAP_SEAMLESS 0x884F
+#define GL_MAX_SERVER_WAIT_TIMEOUT 0x9111
+#define GL_OBJECT_TYPE 0x9112
+#define GL_SYNC_CONDITION 0x9113
+#define GL_SYNC_STATUS 0x9114
+#define GL_SYNC_FLAGS 0x9115
+#define GL_SYNC_FENCE 0x9116
+#define GL_SYNC_GPU_COMMANDS_COMPLETE 0x9117
+#define GL_UNSIGNALED 0x9118
+#define GL_SIGNALED 0x9119
+#define GL_ALREADY_SIGNALED 0x911A
+#define GL_TIMEOUT_EXPIRED 0x911B
+#define GL_CONDITION_SATISFIED 0x911C
+#define GL_WAIT_FAILED 0x911D
+#define GL_TIMEOUT_IGNORED 0xFFFFFFFFFFFFFFFF
+#define GL_SYNC_FLUSH_COMMANDS_BIT 0x00000001
+#define GL_SAMPLE_POSITION 0x8E50
+#define GL_SAMPLE_MASK 0x8E51
+#define GL_SAMPLE_MASK_VALUE 0x8E52
+#define GL_MAX_SAMPLE_MASK_WORDS 0x8E59
+#define GL_TEXTURE_2D_MULTISAMPLE 0x9100
+#define GL_PROXY_TEXTURE_2D_MULTISAMPLE 0x9101
+#define GL_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9102
+#define GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9103
+#define GL_TEXTURE_BINDING_2D_MULTISAMPLE 0x9104
+#define GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY 0x9105
+#define GL_TEXTURE_SAMPLES 0x9106
+#define GL_TEXTURE_FIXED_SAMPLE_LOCATIONS 0x9107
+#define GL_SAMPLER_2D_MULTISAMPLE 0x9108
+#define GL_INT_SAMPLER_2D_MULTISAMPLE 0x9109
+#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE 0x910A
+#define GL_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910B
+#define GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910C
+#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910D
+#define GL_MAX_COLOR_TEXTURE_SAMPLES 0x910E
+#define GL_MAX_DEPTH_TEXTURE_SAMPLES 0x910F
+#define GL_MAX_INTEGER_SAMPLES 0x9110
+#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR 0x88FE
+#define GL_SRC1_COLOR 0x88F9
+#define GL_ONE_MINUS_SRC1_COLOR 0x88FA
+#define GL_ONE_MINUS_SRC1_ALPHA 0x88FB
+#define GL_MAX_DUAL_SOURCE_DRAW_BUFFERS 0x88FC
+#define GL_ANY_SAMPLES_PASSED 0x8C2F
+#define GL_SAMPLER_BINDING 0x8919
+#define GL_RGB10_A2UI 0x906F
+#define GL_TEXTURE_SWIZZLE_R 0x8E42
+#define GL_TEXTURE_SWIZZLE_G 0x8E43
+#define GL_TEXTURE_SWIZZLE_B 0x8E44
+#define GL_TEXTURE_SWIZZLE_A 0x8E45
+#define GL_TEXTURE_SWIZZLE_RGBA 0x8E46
+#define GL_TIME_ELAPSED 0x88BF
+#define GL_TIMESTAMP 0x8E28
+#define GL_INT_2_10_10_10_REV 0x8D9F
+#define GL_ALIASED_POINT_SIZE_RANGE 0x846D
+#define GL_RED_BITS 0x0D52
+#define GL_GREEN_BITS 0x0D53
+#define GL_BLUE_BITS 0x0D54
+#define GL_ALPHA_BITS 0x0D55
+#define GL_DEPTH_BITS 0x0D56
+#define GL_STENCIL_BITS 0x0D57
+#define GL_GENERATE_MIPMAP_HINT 0x8192
+#define GL_FIXED 0x140C
+#define GL_LUMINANCE 0x1909
+#define GL_LUMINANCE_ALPHA 0x190A
+#define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB
+#define GL_MAX_VARYING_VECTORS 0x8DFC
+#define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD
+#define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A
+#define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B
+#define GL_SHADER_COMPILER 0x8DFA
+#define GL_SHADER_BINARY_FORMATS 0x8DF8
+#define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9
+#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_RGB565 0x8D62
+#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS 0x8CD9
+#define GL_PRIMITIVE_RESTART_FIXED_INDEX 0x8D69
+#define GL_COPY_READ_BUFFER_BINDING 0x8F36
+#define GL_COPY_WRITE_BUFFER_BINDING 0x8F37
+#define GL_ANY_SAMPLES_PASSED_CONSERVATIVE 0x8D6A
+#define GL_TRANSFORM_FEEDBACK 0x8E22
+#define GL_TRANSFORM_FEEDBACK_PAUSED 0x8E23
+#define GL_TRANSFORM_FEEDBACK_ACTIVE 0x8E24
+#define GL_TRANSFORM_FEEDBACK_BINDING 0x8E25
+#define GL_PROGRAM_BINARY_RETRIEVABLE_HINT 0x8257
+#define GL_PROGRAM_BINARY_LENGTH 0x8741
+#define GL_NUM_PROGRAM_BINARY_FORMATS 0x87FE
+#define GL_PROGRAM_BINARY_FORMATS 0x87FF
+#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_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_TEXTURE_IMMUTABLE_FORMAT 0x912F
+#define GL_MAX_ELEMENT_INDEX 0x8D6B
+#define GL_NUM_SAMPLE_COUNTS 0x9380
+#define GL_TEXTURE_IMMUTABLE_LEVELS 0x82DF
+#define GL_COMPUTE_SHADER 0x91B9
+#define GL_MAX_COMPUTE_UNIFORM_BLOCKS 0x91BB
+#define GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS 0x91BC
+#define GL_MAX_COMPUTE_IMAGE_UNIFORMS 0x91BD
+#define GL_MAX_COMPUTE_SHARED_MEMORY_SIZE 0x8262
+#define GL_MAX_COMPUTE_UNIFORM_COMPONENTS 0x8263
+#define GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS 0x8264
+#define GL_MAX_COMPUTE_ATOMIC_COUNTERS 0x8265
+#define GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS 0x8266
+#define GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS 0x90EB
+#define GL_MAX_COMPUTE_WORK_GROUP_COUNT 0x91BE
+#define GL_MAX_COMPUTE_WORK_GROUP_SIZE 0x91BF
+#define GL_COMPUTE_WORK_GROUP_SIZE 0x8267
+#define GL_DISPATCH_INDIRECT_BUFFER 0x90EE
+#define GL_DISPATCH_INDIRECT_BUFFER_BINDING 0x90EF
+#define GL_COMPUTE_SHADER_BIT 0x00000020
+#define GL_DRAW_INDIRECT_BUFFER 0x8F3F
+#define GL_DRAW_INDIRECT_BUFFER_BINDING 0x8F43
+#define GL_MAX_UNIFORM_LOCATIONS 0x826E
+#define GL_FRAMEBUFFER_DEFAULT_WIDTH 0x9310
+#define GL_FRAMEBUFFER_DEFAULT_HEIGHT 0x9311
+#define GL_FRAMEBUFFER_DEFAULT_SAMPLES 0x9313
+#define GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS 0x9314
+#define GL_MAX_FRAMEBUFFER_WIDTH 0x9315
+#define GL_MAX_FRAMEBUFFER_HEIGHT 0x9316
+#define GL_MAX_FRAMEBUFFER_SAMPLES 0x9318
+#define GL_UNIFORM 0x92E1
+#define GL_UNIFORM_BLOCK 0x92E2
+#define GL_PROGRAM_INPUT 0x92E3
+#define GL_PROGRAM_OUTPUT 0x92E4
+#define GL_BUFFER_VARIABLE 0x92E5
+#define GL_SHADER_STORAGE_BLOCK 0x92E6
+#define GL_ATOMIC_COUNTER_BUFFER 0x92C0
+#define GL_TRANSFORM_FEEDBACK_VARYING 0x92F4
+#define GL_ACTIVE_RESOURCES 0x92F5
+#define GL_MAX_NAME_LENGTH 0x92F6
+#define GL_MAX_NUM_ACTIVE_VARIABLES 0x92F7
+#define GL_NAME_LENGTH 0x92F9
+#define GL_TYPE 0x92FA
+#define GL_ARRAY_SIZE 0x92FB
+#define GL_OFFSET 0x92FC
+#define GL_BLOCK_INDEX 0x92FD
+#define GL_ARRAY_STRIDE 0x92FE
+#define GL_MATRIX_STRIDE 0x92FF
+#define GL_IS_ROW_MAJOR 0x9300
+#define GL_ATOMIC_COUNTER_BUFFER_INDEX 0x9301
+#define GL_BUFFER_BINDING 0x9302
+#define GL_BUFFER_DATA_SIZE 0x9303
+#define GL_NUM_ACTIVE_VARIABLES 0x9304
+#define GL_ACTIVE_VARIABLES 0x9305
+#define GL_REFERENCED_BY_VERTEX_SHADER 0x9306
+#define GL_REFERENCED_BY_FRAGMENT_SHADER 0x930A
+#define GL_REFERENCED_BY_COMPUTE_SHADER 0x930B
+#define GL_TOP_LEVEL_ARRAY_SIZE 0x930C
+#define GL_TOP_LEVEL_ARRAY_STRIDE 0x930D
+#define GL_LOCATION 0x930E
+#define GL_VERTEX_SHADER_BIT 0x00000001
+#define GL_FRAGMENT_SHADER_BIT 0x00000002
+#define GL_ALL_SHADER_BITS 0xFFFFFFFF
+#define GL_PROGRAM_SEPARABLE 0x8258
+#define GL_ACTIVE_PROGRAM 0x8259
+#define GL_PROGRAM_PIPELINE_BINDING 0x825A
+#define GL_ATOMIC_COUNTER_BUFFER_BINDING 0x92C1
+#define GL_ATOMIC_COUNTER_BUFFER_START 0x92C2
+#define GL_ATOMIC_COUNTER_BUFFER_SIZE 0x92C3
+#define GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS 0x92CC
+#define GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS 0x92D0
+#define GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS 0x92D1
+#define GL_MAX_VERTEX_ATOMIC_COUNTERS 0x92D2
+#define GL_MAX_FRAGMENT_ATOMIC_COUNTERS 0x92D6
+#define GL_MAX_COMBINED_ATOMIC_COUNTERS 0x92D7
+#define GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE 0x92D8
+#define GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS 0x92DC
+#define GL_ACTIVE_ATOMIC_COUNTER_BUFFERS 0x92D9
+#define GL_UNSIGNED_INT_ATOMIC_COUNTER 0x92DB
+#define GL_MAX_IMAGE_UNITS 0x8F38
+#define GL_MAX_VERTEX_IMAGE_UNIFORMS 0x90CA
+#define GL_MAX_FRAGMENT_IMAGE_UNIFORMS 0x90CE
+#define GL_MAX_COMBINED_IMAGE_UNIFORMS 0x90CF
+#define GL_IMAGE_BINDING_NAME 0x8F3A
+#define GL_IMAGE_BINDING_LEVEL 0x8F3B
+#define GL_IMAGE_BINDING_LAYERED 0x8F3C
+#define GL_IMAGE_BINDING_LAYER 0x8F3D
+#define GL_IMAGE_BINDING_ACCESS 0x8F3E
+#define GL_IMAGE_BINDING_FORMAT 0x906E
+#define GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT 0x00000001
+#define GL_ELEMENT_ARRAY_BARRIER_BIT 0x00000002
+#define GL_UNIFORM_BARRIER_BIT 0x00000004
+#define GL_TEXTURE_FETCH_BARRIER_BIT 0x00000008
+#define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT 0x00000020
+#define GL_COMMAND_BARRIER_BIT 0x00000040
+#define GL_PIXEL_BUFFER_BARRIER_BIT 0x00000080
+#define GL_TEXTURE_UPDATE_BARRIER_BIT 0x00000100
+#define GL_BUFFER_UPDATE_BARRIER_BIT 0x00000200
+#define GL_FRAMEBUFFER_BARRIER_BIT 0x00000400
+#define GL_TRANSFORM_FEEDBACK_BARRIER_BIT 0x00000800
+#define GL_ATOMIC_COUNTER_BARRIER_BIT 0x00001000
+#define GL_ALL_BARRIER_BITS 0xFFFFFFFF
+#define GL_IMAGE_2D 0x904D
+#define GL_IMAGE_3D 0x904E
+#define GL_IMAGE_CUBE 0x9050
+#define GL_IMAGE_2D_ARRAY 0x9053
+#define GL_INT_IMAGE_2D 0x9058
+#define GL_INT_IMAGE_3D 0x9059
+#define GL_INT_IMAGE_CUBE 0x905B
+#define GL_INT_IMAGE_2D_ARRAY 0x905E
+#define GL_UNSIGNED_INT_IMAGE_2D 0x9063
+#define GL_UNSIGNED_INT_IMAGE_3D 0x9064
+#define GL_UNSIGNED_INT_IMAGE_CUBE 0x9066
+#define GL_UNSIGNED_INT_IMAGE_2D_ARRAY 0x9069
+#define GL_IMAGE_FORMAT_COMPATIBILITY_TYPE 0x90C7
+#define GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE 0x90C8
+#define GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS 0x90C9
+#define GL_SHADER_STORAGE_BUFFER 0x90D2
+#define GL_SHADER_STORAGE_BUFFER_BINDING 0x90D3
+#define GL_SHADER_STORAGE_BUFFER_START 0x90D4
+#define GL_SHADER_STORAGE_BUFFER_SIZE 0x90D5
+#define GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS 0x90D6
+#define GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS 0x90DA
+#define GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS 0x90DB
+#define GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS 0x90DC
+#define GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS 0x90DD
+#define GL_MAX_SHADER_STORAGE_BLOCK_SIZE 0x90DE
+#define GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT 0x90DF
+#define GL_SHADER_STORAGE_BARRIER_BIT 0x00002000
+#define GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES 0x8F39
+#define GL_DEPTH_STENCIL_TEXTURE_MODE 0x90EA
+#define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET 0x8E5E
+#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET 0x8E5F
+#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_VERTEX_BINDING_BUFFER 0x8F4F
+#define GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET 0x82D9
+#define GL_MAX_VERTEX_ATTRIB_BINDINGS 0x82DA
+#define GL_MAX_VERTEX_ATTRIB_STRIDE 0x82E5
+#ifndef GL_VERSION_1_0
+#define GL_VERSION_1_0 1
+GLAPI int GLAD_GL_VERSION_1_0;
+typedef void (APIENTRYP PFNGLCULLFACEPROC)(GLenum mode);
+GLAPI PFNGLCULLFACEPROC glad_glCullFace;
+#define glCullFace glad_glCullFace
+typedef void (APIENTRYP PFNGLFRONTFACEPROC)(GLenum mode);
+GLAPI PFNGLFRONTFACEPROC glad_glFrontFace;
+#define glFrontFace glad_glFrontFace
+typedef void (APIENTRYP PFNGLHINTPROC)(GLenum target, GLenum mode);
+GLAPI PFNGLHINTPROC glad_glHint;
+#define glHint glad_glHint
+typedef void (APIENTRYP PFNGLLINEWIDTHPROC)(GLfloat width);
+GLAPI PFNGLLINEWIDTHPROC glad_glLineWidth;
+#define glLineWidth glad_glLineWidth
+typedef void (APIENTRYP PFNGLPOINTSIZEPROC)(GLfloat size);
+GLAPI PFNGLPOINTSIZEPROC glad_glPointSize;
+#define glPointSize glad_glPointSize
+typedef void (APIENTRYP PFNGLPOLYGONMODEPROC)(GLenum face, GLenum mode);
+GLAPI PFNGLPOLYGONMODEPROC glad_glPolygonMode;
+#define glPolygonMode glad_glPolygonMode
+typedef void (APIENTRYP PFNGLSCISSORPROC)(GLint x, GLint y, GLsizei width, GLsizei height);
+GLAPI PFNGLSCISSORPROC glad_glScissor;
+#define glScissor glad_glScissor
+typedef void (APIENTRYP PFNGLTEXPARAMETERFPROC)(GLenum target, GLenum pname, GLfloat param);
+GLAPI PFNGLTEXPARAMETERFPROC glad_glTexParameterf;
+#define glTexParameterf glad_glTexParameterf
+typedef void (APIENTRYP PFNGLTEXPARAMETERFVPROC)(GLenum target, GLenum pname, const GLfloat *params);
+GLAPI PFNGLTEXPARAMETERFVPROC glad_glTexParameterfv;
+#define glTexParameterfv glad_glTexParameterfv
+typedef void (APIENTRYP PFNGLTEXPARAMETERIPROC)(GLenum target, GLenum pname, GLint param);
+GLAPI PFNGLTEXPARAMETERIPROC glad_glTexParameteri;
+#define glTexParameteri glad_glTexParameteri
+typedef void (APIENTRYP PFNGLTEXPARAMETERIVPROC)(GLenum target, GLenum pname, const GLint *params);
+GLAPI PFNGLTEXPARAMETERIVPROC glad_glTexParameteriv;
+#define glTexParameteriv glad_glTexParameteriv
+typedef void (APIENTRYP PFNGLTEXIMAGE1DPROC)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels);
+GLAPI PFNGLTEXIMAGE1DPROC glad_glTexImage1D;
+#define glTexImage1D glad_glTexImage1D
+typedef void (APIENTRYP PFNGLTEXIMAGE2DPROC)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
+GLAPI PFNGLTEXIMAGE2DPROC glad_glTexImage2D;
+#define glTexImage2D glad_glTexImage2D
+typedef void (APIENTRYP PFNGLDRAWBUFFERPROC)(GLenum buf);
+GLAPI PFNGLDRAWBUFFERPROC glad_glDrawBuffer;
+#define glDrawBuffer glad_glDrawBuffer
+typedef void (APIENTRYP PFNGLCLEARPROC)(GLbitfield mask);
+GLAPI PFNGLCLEARPROC glad_glClear;
+#define glClear glad_glClear
+typedef void (APIENTRYP PFNGLCLEARCOLORPROC)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
+GLAPI PFNGLCLEARCOLORPROC glad_glClearColor;
+#define glClearColor glad_glClearColor
+typedef void (APIENTRYP PFNGLCLEARSTENCILPROC)(GLint s);
+GLAPI PFNGLCLEARSTENCILPROC glad_glClearStencil;
+#define glClearStencil glad_glClearStencil
+typedef void (APIENTRYP PFNGLCLEARDEPTHPROC)(GLdouble depth);
+GLAPI PFNGLCLEARDEPTHPROC glad_glClearDepth;
+#define glClearDepth glad_glClearDepth
+typedef void (APIENTRYP PFNGLSTENCILMASKPROC)(GLuint mask);
+GLAPI PFNGLSTENCILMASKPROC glad_glStencilMask;
+#define glStencilMask glad_glStencilMask
+typedef void (APIENTRYP PFNGLCOLORMASKPROC)(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
+GLAPI PFNGLCOLORMASKPROC glad_glColorMask;
+#define glColorMask glad_glColorMask
+typedef void (APIENTRYP PFNGLDEPTHMASKPROC)(GLboolean flag);
+GLAPI PFNGLDEPTHMASKPROC glad_glDepthMask;
+#define glDepthMask glad_glDepthMask
+typedef void (APIENTRYP PFNGLDISABLEPROC)(GLenum cap);
+GLAPI PFNGLDISABLEPROC glad_glDisable;
+#define glDisable glad_glDisable
+typedef void (APIENTRYP PFNGLENABLEPROC)(GLenum cap);
+GLAPI PFNGLENABLEPROC glad_glEnable;
+#define glEnable glad_glEnable
+typedef void (APIENTRYP PFNGLFINISHPROC)(void);
+GLAPI PFNGLFINISHPROC glad_glFinish;
+#define glFinish glad_glFinish
+typedef void (APIENTRYP PFNGLFLUSHPROC)(void);
+GLAPI PFNGLFLUSHPROC glad_glFlush;
+#define glFlush glad_glFlush
+typedef void (APIENTRYP PFNGLBLENDFUNCPROC)(GLenum sfactor, GLenum dfactor);
+GLAPI PFNGLBLENDFUNCPROC glad_glBlendFunc;
+#define glBlendFunc glad_glBlendFunc
+typedef void (APIENTRYP PFNGLLOGICOPPROC)(GLenum opcode);
+GLAPI PFNGLLOGICOPPROC glad_glLogicOp;
+#define glLogicOp glad_glLogicOp
+typedef void (APIENTRYP PFNGLSTENCILFUNCPROC)(GLenum func, GLint ref, GLuint mask);
+GLAPI PFNGLSTENCILFUNCPROC glad_glStencilFunc;
+#define glStencilFunc glad_glStencilFunc
+typedef void (APIENTRYP PFNGLSTENCILOPPROC)(GLenum fail, GLenum zfail, GLenum zpass);
+GLAPI PFNGLSTENCILOPPROC glad_glStencilOp;
+#define glStencilOp glad_glStencilOp
+typedef void (APIENTRYP PFNGLDEPTHFUNCPROC)(GLenum func);
+GLAPI PFNGLDEPTHFUNCPROC glad_glDepthFunc;
+#define glDepthFunc glad_glDepthFunc
+typedef void (APIENTRYP PFNGLPIXELSTOREFPROC)(GLenum pname, GLfloat param);
+GLAPI PFNGLPIXELSTOREFPROC glad_glPixelStoref;
+#define glPixelStoref glad_glPixelStoref
+typedef void (APIENTRYP PFNGLPIXELSTOREIPROC)(GLenum pname, GLint param);
+GLAPI PFNGLPIXELSTOREIPROC glad_glPixelStorei;
+#define glPixelStorei glad_glPixelStorei
+typedef void (APIENTRYP PFNGLREADBUFFERPROC)(GLenum src);
+GLAPI PFNGLREADBUFFERPROC glad_glReadBuffer;
+#define glReadBuffer glad_glReadBuffer
+typedef void (APIENTRYP PFNGLREADPIXELSPROC)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
+GLAPI PFNGLREADPIXELSPROC glad_glReadPixels;
+#define glReadPixels glad_glReadPixels
+typedef void (APIENTRYP PFNGLGETBOOLEANVPROC)(GLenum pname, GLboolean *data);
+GLAPI PFNGLGETBOOLEANVPROC glad_glGetBooleanv;
+#define glGetBooleanv glad_glGetBooleanv
+typedef void (APIENTRYP PFNGLGETDOUBLEVPROC)(GLenum pname, GLdouble *data);
+GLAPI PFNGLGETDOUBLEVPROC glad_glGetDoublev;
+#define glGetDoublev glad_glGetDoublev
+typedef GLenum (APIENTRYP PFNGLGETERRORPROC)(void);
+GLAPI PFNGLGETERRORPROC glad_glGetError;
+#define glGetError glad_glGetError
+typedef void (APIENTRYP PFNGLGETFLOATVPROC)(GLenum pname, GLfloat *data);
+GLAPI PFNGLGETFLOATVPROC glad_glGetFloatv;
+#define glGetFloatv glad_glGetFloatv
+typedef void (APIENTRYP PFNGLGETINTEGERVPROC)(GLenum pname, GLint *data);
+GLAPI PFNGLGETINTEGERVPROC glad_glGetIntegerv;
+#define glGetIntegerv glad_glGetIntegerv
+typedef const GLubyte * (APIENTRYP PFNGLGETSTRINGPROC)(GLenum name);
+GLAPI PFNGLGETSTRINGPROC glad_glGetString;
+#define glGetString glad_glGetString
+typedef void (APIENTRYP PFNGLGETTEXIMAGEPROC)(GLenum target, GLint level, GLenum format, GLenum type, void *pixels);
+GLAPI PFNGLGETTEXIMAGEPROC glad_glGetTexImage;
+#define glGetTexImage glad_glGetTexImage
+typedef void (APIENTRYP PFNGLGETTEXPARAMETERFVPROC)(GLenum target, GLenum pname, GLfloat *params);
+GLAPI PFNGLGETTEXPARAMETERFVPROC glad_glGetTexParameterfv;
+#define glGetTexParameterfv glad_glGetTexParameterfv
+typedef void (APIENTRYP PFNGLGETTEXPARAMETERIVPROC)(GLenum target, GLenum pname, GLint *params);
+GLAPI PFNGLGETTEXPARAMETERIVPROC glad_glGetTexParameteriv;
+#define glGetTexParameteriv glad_glGetTexParameteriv
+typedef void (APIENTRYP PFNGLGETTEXLEVELPARAMETERFVPROC)(GLenum target, GLint level, GLenum pname, GLfloat *params);
+GLAPI PFNGLGETTEXLEVELPARAMETERFVPROC glad_glGetTexLevelParameterfv;
+#define glGetTexLevelParameterfv glad_glGetTexLevelParameterfv
+typedef void (APIENTRYP PFNGLGETTEXLEVELPARAMETERIVPROC)(GLenum target, GLint level, GLenum pname, GLint *params);
+GLAPI PFNGLGETTEXLEVELPARAMETERIVPROC glad_glGetTexLevelParameteriv;
+#define glGetTexLevelParameteriv glad_glGetTexLevelParameteriv
+typedef GLboolean (APIENTRYP PFNGLISENABLEDPROC)(GLenum cap);
+GLAPI PFNGLISENABLEDPROC glad_glIsEnabled;
+#define glIsEnabled glad_glIsEnabled
+typedef void (APIENTRYP PFNGLDEPTHRANGEPROC)(GLdouble n, GLdouble f);
+GLAPI PFNGLDEPTHRANGEPROC glad_glDepthRange;
+#define glDepthRange glad_glDepthRange
+typedef void (APIENTRYP PFNGLVIEWPORTPROC)(GLint x, GLint y, GLsizei width, GLsizei height);
+GLAPI PFNGLVIEWPORTPROC glad_glViewport;
+#define glViewport glad_glViewport
+#endif
+#ifndef GL_VERSION_1_1
+#define GL_VERSION_1_1 1
+GLAPI int GLAD_GL_VERSION_1_1;
+typedef void (APIENTRYP PFNGLDRAWARRAYSPROC)(GLenum mode, GLint first, GLsizei count);
+GLAPI PFNGLDRAWARRAYSPROC glad_glDrawArrays;
+#define glDrawArrays glad_glDrawArrays
+typedef void (APIENTRYP PFNGLDRAWELEMENTSPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices);
+GLAPI PFNGLDRAWELEMENTSPROC glad_glDrawElements;
+#define glDrawElements glad_glDrawElements
+typedef void (APIENTRYP PFNGLPOLYGONOFFSETPROC)(GLfloat factor, GLfloat units);
+GLAPI PFNGLPOLYGONOFFSETPROC glad_glPolygonOffset;
+#define glPolygonOffset glad_glPolygonOffset
+typedef void (APIENTRYP PFNGLCOPYTEXIMAGE1DPROC)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border);
+GLAPI PFNGLCOPYTEXIMAGE1DPROC glad_glCopyTexImage1D;
+#define glCopyTexImage1D glad_glCopyTexImage1D
+typedef void (APIENTRYP PFNGLCOPYTEXIMAGE2DPROC)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
+GLAPI PFNGLCOPYTEXIMAGE2DPROC glad_glCopyTexImage2D;
+#define glCopyTexImage2D glad_glCopyTexImage2D
+typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE1DPROC)(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
+GLAPI PFNGLCOPYTEXSUBIMAGE1DPROC glad_glCopyTexSubImage1D;
+#define glCopyTexSubImage1D glad_glCopyTexSubImage1D
+typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE2DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
+GLAPI PFNGLCOPYTEXSUBIMAGE2DPROC glad_glCopyTexSubImage2D;
+#define glCopyTexSubImage2D glad_glCopyTexSubImage2D
+typedef void (APIENTRYP PFNGLTEXSUBIMAGE1DPROC)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels);
+GLAPI PFNGLTEXSUBIMAGE1DPROC glad_glTexSubImage1D;
+#define glTexSubImage1D glad_glTexSubImage1D
+typedef void (APIENTRYP PFNGLTEXSUBIMAGE2DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels);
+GLAPI PFNGLTEXSUBIMAGE2DPROC glad_glTexSubImage2D;
+#define glTexSubImage2D glad_glTexSubImage2D
+typedef void (APIENTRYP PFNGLBINDTEXTUREPROC)(GLenum target, GLuint texture);
+GLAPI PFNGLBINDTEXTUREPROC glad_glBindTexture;
+#define glBindTexture glad_glBindTexture
+typedef void (APIENTRYP PFNGLDELETETEXTURESPROC)(GLsizei n, const GLuint *textures);
+GLAPI PFNGLDELETETEXTURESPROC glad_glDeleteTextures;
+#define glDeleteTextures glad_glDeleteTextures
+typedef void (APIENTRYP PFNGLGENTEXTURESPROC)(GLsizei n, GLuint *textures);
+GLAPI PFNGLGENTEXTURESPROC glad_glGenTextures;
+#define glGenTextures glad_glGenTextures
+typedef GLboolean (APIENTRYP PFNGLISTEXTUREPROC)(GLuint texture);
+GLAPI PFNGLISTEXTUREPROC glad_glIsTexture;
+#define glIsTexture glad_glIsTexture
+#endif
+#ifndef GL_VERSION_1_2
+#define GL_VERSION_1_2 1
+GLAPI int GLAD_GL_VERSION_1_2;
+typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTSPROC)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices);
+GLAPI PFNGLDRAWRANGEELEMENTSPROC glad_glDrawRangeElements;
+#define glDrawRangeElements glad_glDrawRangeElements
+typedef void (APIENTRYP PFNGLTEXIMAGE3DPROC)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels);
+GLAPI PFNGLTEXIMAGE3DPROC glad_glTexImage3D;
+#define glTexImage3D glad_glTexImage3D
+typedef void (APIENTRYP PFNGLTEXSUBIMAGE3DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels);
+GLAPI PFNGLTEXSUBIMAGE3DPROC glad_glTexSubImage3D;
+#define glTexSubImage3D glad_glTexSubImage3D
+typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE3DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
+GLAPI PFNGLCOPYTEXSUBIMAGE3DPROC glad_glCopyTexSubImage3D;
+#define glCopyTexSubImage3D glad_glCopyTexSubImage3D
+#endif
+#ifndef GL_VERSION_1_3
+#define GL_VERSION_1_3 1
+GLAPI int GLAD_GL_VERSION_1_3;
+typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC)(GLenum texture);
+GLAPI PFNGLACTIVETEXTUREPROC glad_glActiveTexture;
+#define glActiveTexture glad_glActiveTexture
+typedef void (APIENTRYP PFNGLSAMPLECOVERAGEPROC)(GLfloat value, GLboolean invert);
+GLAPI PFNGLSAMPLECOVERAGEPROC glad_glSampleCoverage;
+#define glSampleCoverage glad_glSampleCoverage
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE3DPROC)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data);
+GLAPI PFNGLCOMPRESSEDTEXIMAGE3DPROC glad_glCompressedTexImage3D;
+#define glCompressedTexImage3D glad_glCompressedTexImage3D
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE2DPROC)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data);
+GLAPI PFNGLCOMPRESSEDTEXIMAGE2DPROC glad_glCompressedTexImage2D;
+#define glCompressedTexImage2D glad_glCompressedTexImage2D
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE1DPROC)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data);
+GLAPI PFNGLCOMPRESSEDTEXIMAGE1DPROC glad_glCompressedTexImage1D;
+#define glCompressedTexImage1D glad_glCompressedTexImage1D
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data);
+GLAPI PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC glad_glCompressedTexSubImage3D;
+#define glCompressedTexSubImage3D glad_glCompressedTexSubImage3D
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data);
+GLAPI PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC glad_glCompressedTexSubImage2D;
+#define glCompressedTexSubImage2D glad_glCompressedTexSubImage2D
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data);
+GLAPI PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC glad_glCompressedTexSubImage1D;
+#define glCompressedTexSubImage1D glad_glCompressedTexSubImage1D
+typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXIMAGEPROC)(GLenum target, GLint level, void *img);
+GLAPI PFNGLGETCOMPRESSEDTEXIMAGEPROC glad_glGetCompressedTexImage;
+#define glGetCompressedTexImage glad_glGetCompressedTexImage
+#endif
+#ifndef GL_VERSION_1_4
+#define GL_VERSION_1_4 1
+GLAPI int GLAD_GL_VERSION_1_4;
+typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC)(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
+GLAPI PFNGLBLENDFUNCSEPARATEPROC glad_glBlendFuncSeparate;
+#define glBlendFuncSeparate glad_glBlendFuncSeparate
+typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSPROC)(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount);
+GLAPI PFNGLMULTIDRAWARRAYSPROC glad_glMultiDrawArrays;
+#define glMultiDrawArrays glad_glMultiDrawArrays
+typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSPROC)(GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei drawcount);
+GLAPI PFNGLMULTIDRAWELEMENTSPROC glad_glMultiDrawElements;
+#define glMultiDrawElements glad_glMultiDrawElements
+typedef void (APIENTRYP PFNGLPOINTPARAMETERFPROC)(GLenum pname, GLfloat param);
+GLAPI PFNGLPOINTPARAMETERFPROC glad_glPointParameterf;
+#define glPointParameterf glad_glPointParameterf
+typedef void (APIENTRYP PFNGLPOINTPARAMETERFVPROC)(GLenum pname, const GLfloat *params);
+GLAPI PFNGLPOINTPARAMETERFVPROC glad_glPointParameterfv;
+#define glPointParameterfv glad_glPointParameterfv
+typedef void (APIENTRYP PFNGLPOINTPARAMETERIPROC)(GLenum pname, GLint param);
+GLAPI PFNGLPOINTPARAMETERIPROC glad_glPointParameteri;
+#define glPointParameteri glad_glPointParameteri
+typedef void (APIENTRYP PFNGLPOINTPARAMETERIVPROC)(GLenum pname, const GLint *params);
+GLAPI PFNGLPOINTPARAMETERIVPROC glad_glPointParameteriv;
+#define glPointParameteriv glad_glPointParameteriv
+typedef void (APIENTRYP PFNGLBLENDCOLORPROC)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
+GLAPI PFNGLBLENDCOLORPROC glad_glBlendColor;
+#define glBlendColor glad_glBlendColor
+typedef void (APIENTRYP PFNGLBLENDEQUATIONPROC)(GLenum mode);
+GLAPI PFNGLBLENDEQUATIONPROC glad_glBlendEquation;
+#define glBlendEquation glad_glBlendEquation
+#endif
+#ifndef GL_VERSION_1_5
+#define GL_VERSION_1_5 1
+GLAPI int GLAD_GL_VERSION_1_5;
+typedef void (APIENTRYP PFNGLGENQUERIESPROC)(GLsizei n, GLuint *ids);
+GLAPI PFNGLGENQUERIESPROC glad_glGenQueries;
+#define glGenQueries glad_glGenQueries
+typedef void (APIENTRYP PFNGLDELETEQUERIESPROC)(GLsizei n, const GLuint *ids);
+GLAPI PFNGLDELETEQUERIESPROC glad_glDeleteQueries;
+#define glDeleteQueries glad_glDeleteQueries
+typedef GLboolean (APIENTRYP PFNGLISQUERYPROC)(GLuint id);
+GLAPI PFNGLISQUERYPROC glad_glIsQuery;
+#define glIsQuery glad_glIsQuery
+typedef void (APIENTRYP PFNGLBEGINQUERYPROC)(GLenum target, GLuint id);
+GLAPI PFNGLBEGINQUERYPROC glad_glBeginQuery;
+#define glBeginQuery glad_glBeginQuery
+typedef void (APIENTRYP PFNGLENDQUERYPROC)(GLenum target);
+GLAPI PFNGLENDQUERYPROC glad_glEndQuery;
+#define glEndQuery glad_glEndQuery
+typedef void (APIENTRYP PFNGLGETQUERYIVPROC)(GLenum target, GLenum pname, GLint *params);
+GLAPI PFNGLGETQUERYIVPROC glad_glGetQueryiv;
+#define glGetQueryiv glad_glGetQueryiv
+typedef void (APIENTRYP PFNGLGETQUERYOBJECTIVPROC)(GLuint id, GLenum pname, GLint *params);
+GLAPI PFNGLGETQUERYOBJECTIVPROC glad_glGetQueryObjectiv;
+#define glGetQueryObjectiv glad_glGetQueryObjectiv
+typedef void (APIENTRYP PFNGLGETQUERYOBJECTUIVPROC)(GLuint id, GLenum pname, GLuint *params);
+GLAPI PFNGLGETQUERYOBJECTUIVPROC glad_glGetQueryObjectuiv;
+#define glGetQueryObjectuiv glad_glGetQueryObjectuiv
+typedef void (APIENTRYP PFNGLBINDBUFFERPROC)(GLenum target, GLuint buffer);
+GLAPI PFNGLBINDBUFFERPROC glad_glBindBuffer;
+#define glBindBuffer glad_glBindBuffer
+typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC)(GLsizei n, const GLuint *buffers);
+GLAPI PFNGLDELETEBUFFERSPROC glad_glDeleteBuffers;
+#define glDeleteBuffers glad_glDeleteBuffers
+typedef void (APIENTRYP PFNGLGENBUFFERSPROC)(GLsizei n, GLuint *buffers);
+GLAPI PFNGLGENBUFFERSPROC glad_glGenBuffers;
+#define glGenBuffers glad_glGenBuffers
+typedef GLboolean (APIENTRYP PFNGLISBUFFERPROC)(GLuint buffer);
+GLAPI PFNGLISBUFFERPROC glad_glIsBuffer;
+#define glIsBuffer glad_glIsBuffer
+typedef void (APIENTRYP PFNGLBUFFERDATAPROC)(GLenum target, GLsizeiptr size, const void *data, GLenum usage);
+GLAPI PFNGLBUFFERDATAPROC glad_glBufferData;
+#define glBufferData glad_glBufferData
+typedef void (APIENTRYP PFNGLBUFFERSUBDATAPROC)(GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
+GLAPI PFNGLBUFFERSUBDATAPROC glad_glBufferSubData;
+#define glBufferSubData glad_glBufferSubData
+typedef void (APIENTRYP PFNGLGETBUFFERSUBDATAPROC)(GLenum target, GLintptr offset, GLsizeiptr size, void *data);
+GLAPI PFNGLGETBUFFERSUBDATAPROC glad_glGetBufferSubData;
+#define glGetBufferSubData glad_glGetBufferSubData
+typedef void * (APIENTRYP PFNGLMAPBUFFERPROC)(GLenum target, GLenum access);
+GLAPI PFNGLMAPBUFFERPROC glad_glMapBuffer;
+#define glMapBuffer glad_glMapBuffer
+typedef GLboolean (APIENTRYP PFNGLUNMAPBUFFERPROC)(GLenum target);
+GLAPI PFNGLUNMAPBUFFERPROC glad_glUnmapBuffer;
+#define glUnmapBuffer glad_glUnmapBuffer
+typedef void (APIENTRYP PFNGLGETBUFFERPARAMETERIVPROC)(GLenum target, GLenum pname, GLint *params);
+GLAPI PFNGLGETBUFFERPARAMETERIVPROC glad_glGetBufferParameteriv;
+#define glGetBufferParameteriv glad_glGetBufferParameteriv
+typedef void (APIENTRYP PFNGLGETBUFFERPOINTERVPROC)(GLenum target, GLenum pname, void **params);
+GLAPI PFNGLGETBUFFERPOINTERVPROC glad_glGetBufferPointerv;
+#define glGetBufferPointerv glad_glGetBufferPointerv
+#endif
+#ifndef GL_VERSION_2_0
+#define GL_VERSION_2_0 1
+GLAPI int GLAD_GL_VERSION_2_0;
+typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC)(GLenum modeRGB, GLenum modeAlpha);
+GLAPI PFNGLBLENDEQUATIONSEPARATEPROC glad_glBlendEquationSeparate;
+#define glBlendEquationSeparate glad_glBlendEquationSeparate
+typedef void (APIENTRYP PFNGLDRAWBUFFERSPROC)(GLsizei n, const GLenum *bufs);
+GLAPI PFNGLDRAWBUFFERSPROC glad_glDrawBuffers;
+#define glDrawBuffers glad_glDrawBuffers
+typedef void (APIENTRYP PFNGLSTENCILOPSEPARATEPROC)(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
+GLAPI PFNGLSTENCILOPSEPARATEPROC glad_glStencilOpSeparate;
+#define glStencilOpSeparate glad_glStencilOpSeparate
+typedef void (APIENTRYP PFNGLSTENCILFUNCSEPARATEPROC)(GLenum face, GLenum func, GLint ref, GLuint mask);
+GLAPI PFNGLSTENCILFUNCSEPARATEPROC glad_glStencilFuncSeparate;
+#define glStencilFuncSeparate glad_glStencilFuncSeparate
+typedef void (APIENTRYP PFNGLSTENCILMASKSEPARATEPROC)(GLenum face, GLuint mask);
+GLAPI PFNGLSTENCILMASKSEPARATEPROC glad_glStencilMaskSeparate;
+#define glStencilMaskSeparate glad_glStencilMaskSeparate
+typedef void (APIENTRYP PFNGLATTACHSHADERPROC)(GLuint program, GLuint shader);
+GLAPI PFNGLATTACHSHADERPROC glad_glAttachShader;
+#define glAttachShader glad_glAttachShader
+typedef void (APIENTRYP PFNGLBINDATTRIBLOCATIONPROC)(GLuint program, GLuint index, const GLchar *name);
+GLAPI PFNGLBINDATTRIBLOCATIONPROC glad_glBindAttribLocation;
+#define glBindAttribLocation glad_glBindAttribLocation
+typedef void (APIENTRYP PFNGLCOMPILESHADERPROC)(GLuint shader);
+GLAPI PFNGLCOMPILESHADERPROC glad_glCompileShader;
+#define glCompileShader glad_glCompileShader
+typedef GLuint (APIENTRYP PFNGLCREATEPROGRAMPROC)(void);
+GLAPI PFNGLCREATEPROGRAMPROC glad_glCreateProgram;
+#define glCreateProgram glad_glCreateProgram
+typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC)(GLenum type);
+GLAPI PFNGLCREATESHADERPROC glad_glCreateShader;
+#define glCreateShader glad_glCreateShader
+typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC)(GLuint program);
+GLAPI PFNGLDELETEPROGRAMPROC glad_glDeleteProgram;
+#define glDeleteProgram glad_glDeleteProgram
+typedef void (APIENTRYP PFNGLDELETESHADERPROC)(GLuint shader);
+GLAPI PFNGLDELETESHADERPROC glad_glDeleteShader;
+#define glDeleteShader glad_glDeleteShader
+typedef void (APIENTRYP PFNGLDETACHSHADERPROC)(GLuint program, GLuint shader);
+GLAPI PFNGLDETACHSHADERPROC glad_glDetachShader;
+#define glDetachShader glad_glDetachShader
+typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC)(GLuint index);
+GLAPI PFNGLDISABLEVERTEXATTRIBARRAYPROC glad_glDisableVertexAttribArray;
+#define glDisableVertexAttribArray glad_glDisableVertexAttribArray
+typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC)(GLuint index);
+GLAPI PFNGLENABLEVERTEXATTRIBARRAYPROC glad_glEnableVertexAttribArray;
+#define glEnableVertexAttribArray glad_glEnableVertexAttribArray
+typedef void (APIENTRYP PFNGLGETACTIVEATTRIBPROC)(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
+GLAPI PFNGLGETACTIVEATTRIBPROC glad_glGetActiveAttrib;
+#define glGetActiveAttrib glad_glGetActiveAttrib
+typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMPROC)(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
+GLAPI PFNGLGETACTIVEUNIFORMPROC glad_glGetActiveUniform;
+#define glGetActiveUniform glad_glGetActiveUniform
+typedef void (APIENTRYP PFNGLGETATTACHEDSHADERSPROC)(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders);
+GLAPI PFNGLGETATTACHEDSHADERSPROC glad_glGetAttachedShaders;
+#define glGetAttachedShaders glad_glGetAttachedShaders
+typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC)(GLuint program, const GLchar *name);
+GLAPI PFNGLGETATTRIBLOCATIONPROC glad_glGetAttribLocation;
+#define glGetAttribLocation glad_glGetAttribLocation
+typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC)(GLuint program, GLenum pname, GLint *params);
+GLAPI PFNGLGETPROGRAMIVPROC glad_glGetProgramiv;
+#define glGetProgramiv glad_glGetProgramiv
+typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC)(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+GLAPI PFNGLGETPROGRAMINFOLOGPROC glad_glGetProgramInfoLog;
+#define glGetProgramInfoLog glad_glGetProgramInfoLog
+typedef void (APIENTRYP PFNGLGETSHADERIVPROC)(GLuint shader, GLenum pname, GLint *params);
+GLAPI PFNGLGETSHADERIVPROC glad_glGetShaderiv;
+#define glGetShaderiv glad_glGetShaderiv
+typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC)(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+GLAPI PFNGLGETSHADERINFOLOGPROC glad_glGetShaderInfoLog;
+#define glGetShaderInfoLog glad_glGetShaderInfoLog
+typedef void (APIENTRYP PFNGLGETSHADERSOURCEPROC)(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source);
+GLAPI PFNGLGETSHADERSOURCEPROC glad_glGetShaderSource;
+#define glGetShaderSource glad_glGetShaderSource
+typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC)(GLuint program, const GLchar *name);
+GLAPI PFNGLGETUNIFORMLOCATIONPROC glad_glGetUniformLocation;
+#define glGetUniformLocation glad_glGetUniformLocation
+typedef void (APIENTRYP PFNGLGETUNIFORMFVPROC)(GLuint program, GLint location, GLfloat *params);
+GLAPI PFNGLGETUNIFORMFVPROC glad_glGetUniformfv;
+#define glGetUniformfv glad_glGetUniformfv
+typedef void (APIENTRYP PFNGLGETUNIFORMIVPROC)(GLuint program, GLint location, GLint *params);
+GLAPI PFNGLGETUNIFORMIVPROC glad_glGetUniformiv;
+#define glGetUniformiv glad_glGetUniformiv
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBDVPROC)(GLuint index, GLenum pname, GLdouble *params);
+GLAPI PFNGLGETVERTEXATTRIBDVPROC glad_glGetVertexAttribdv;
+#define glGetVertexAttribdv glad_glGetVertexAttribdv
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBFVPROC)(GLuint index, GLenum pname, GLfloat *params);
+GLAPI PFNGLGETVERTEXATTRIBFVPROC glad_glGetVertexAttribfv;
+#define glGetVertexAttribfv glad_glGetVertexAttribfv
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVPROC)(GLuint index, GLenum pname, GLint *params);
+GLAPI PFNGLGETVERTEXATTRIBIVPROC glad_glGetVertexAttribiv;
+#define glGetVertexAttribiv glad_glGetVertexAttribiv
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC)(GLuint index, GLenum pname, void **pointer);
+GLAPI PFNGLGETVERTEXATTRIBPOINTERVPROC glad_glGetVertexAttribPointerv;
+#define glGetVertexAttribPointerv glad_glGetVertexAttribPointerv
+typedef GLboolean (APIENTRYP PFNGLISPROGRAMPROC)(GLuint program);
+GLAPI PFNGLISPROGRAMPROC glad_glIsProgram;
+#define glIsProgram glad_glIsProgram
+typedef GLboolean (APIENTRYP PFNGLISSHADERPROC)(GLuint shader);
+GLAPI PFNGLISSHADERPROC glad_glIsShader;
+#define glIsShader glad_glIsShader
+typedef void (APIENTRYP PFNGLLINKPROGRAMPROC)(GLuint program);
+GLAPI PFNGLLINKPROGRAMPROC glad_glLinkProgram;
+#define glLinkProgram glad_glLinkProgram
+typedef void (APIENTRYP PFNGLSHADERSOURCEPROC)(GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
+GLAPI PFNGLSHADERSOURCEPROC glad_glShaderSource;
+#define glShaderSource glad_glShaderSource
+typedef void (APIENTRYP PFNGLUSEPROGRAMPROC)(GLuint program);
+GLAPI PFNGLUSEPROGRAMPROC glad_glUseProgram;
+#define glUseProgram glad_glUseProgram
+typedef void (APIENTRYP PFNGLUNIFORM1FPROC)(GLint location, GLfloat v0);
+GLAPI PFNGLUNIFORM1FPROC glad_glUniform1f;
+#define glUniform1f glad_glUniform1f
+typedef void (APIENTRYP PFNGLUNIFORM2FPROC)(GLint location, GLfloat v0, GLfloat v1);
+GLAPI PFNGLUNIFORM2FPROC glad_glUniform2f;
+#define glUniform2f glad_glUniform2f
+typedef void (APIENTRYP PFNGLUNIFORM3FPROC)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
+GLAPI PFNGLUNIFORM3FPROC glad_glUniform3f;
+#define glUniform3f glad_glUniform3f
+typedef void (APIENTRYP PFNGLUNIFORM4FPROC)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
+GLAPI PFNGLUNIFORM4FPROC glad_glUniform4f;
+#define glUniform4f glad_glUniform4f
+typedef void (APIENTRYP PFNGLUNIFORM1IPROC)(GLint location, GLint v0);
+GLAPI PFNGLUNIFORM1IPROC glad_glUniform1i;
+#define glUniform1i glad_glUniform1i
+typedef void (APIENTRYP PFNGLUNIFORM2IPROC)(GLint location, GLint v0, GLint v1);
+GLAPI PFNGLUNIFORM2IPROC glad_glUniform2i;
+#define glUniform2i glad_glUniform2i
+typedef void (APIENTRYP PFNGLUNIFORM3IPROC)(GLint location, GLint v0, GLint v1, GLint v2);
+GLAPI PFNGLUNIFORM3IPROC glad_glUniform3i;
+#define glUniform3i glad_glUniform3i
+typedef void (APIENTRYP PFNGLUNIFORM4IPROC)(GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
+GLAPI PFNGLUNIFORM4IPROC glad_glUniform4i;
+#define glUniform4i glad_glUniform4i
+typedef void (APIENTRYP PFNGLUNIFORM1FVPROC)(GLint location, GLsizei count, const GLfloat *value);
+GLAPI PFNGLUNIFORM1FVPROC glad_glUniform1fv;
+#define glUniform1fv glad_glUniform1fv
+typedef void (APIENTRYP PFNGLUNIFORM2FVPROC)(GLint location, GLsizei count, const GLfloat *value);
+GLAPI PFNGLUNIFORM2FVPROC glad_glUniform2fv;
+#define glUniform2fv glad_glUniform2fv
+typedef void (APIENTRYP PFNGLUNIFORM3FVPROC)(GLint location, GLsizei count, const GLfloat *value);
+GLAPI PFNGLUNIFORM3FVPROC glad_glUniform3fv;
+#define glUniform3fv glad_glUniform3fv
+typedef void (APIENTRYP PFNGLUNIFORM4FVPROC)(GLint location, GLsizei count, const GLfloat *value);
+GLAPI PFNGLUNIFORM4FVPROC glad_glUniform4fv;
+#define glUniform4fv glad_glUniform4fv
+typedef void (APIENTRYP PFNGLUNIFORM1IVPROC)(GLint location, GLsizei count, const GLint *value);
+GLAPI PFNGLUNIFORM1IVPROC glad_glUniform1iv;
+#define glUniform1iv glad_glUniform1iv
+typedef void (APIENTRYP PFNGLUNIFORM2IVPROC)(GLint location, GLsizei count, const GLint *value);
+GLAPI PFNGLUNIFORM2IVPROC glad_glUniform2iv;
+#define glUniform2iv glad_glUniform2iv
+typedef void (APIENTRYP PFNGLUNIFORM3IVPROC)(GLint location, GLsizei count, const GLint *value);
+GLAPI PFNGLUNIFORM3IVPROC glad_glUniform3iv;
+#define glUniform3iv glad_glUniform3iv
+typedef void (APIENTRYP PFNGLUNIFORM4IVPROC)(GLint location, GLsizei count, const GLint *value);
+GLAPI PFNGLUNIFORM4IVPROC glad_glUniform4iv;
+#define glUniform4iv glad_glUniform4iv
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX2FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI PFNGLUNIFORMMATRIX2FVPROC glad_glUniformMatrix2fv;
+#define glUniformMatrix2fv glad_glUniformMatrix2fv
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX3FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI PFNGLUNIFORMMATRIX3FVPROC glad_glUniformMatrix3fv;
+#define glUniformMatrix3fv glad_glUniformMatrix3fv
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI PFNGLUNIFORMMATRIX4FVPROC glad_glUniformMatrix4fv;
+#define glUniformMatrix4fv glad_glUniformMatrix4fv
+typedef void (APIENTRYP PFNGLVALIDATEPROGRAMPROC)(GLuint program);
+GLAPI PFNGLVALIDATEPROGRAMPROC glad_glValidateProgram;
+#define glValidateProgram glad_glValidateProgram
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1DPROC)(GLuint index, GLdouble x);
+GLAPI PFNGLVERTEXATTRIB1DPROC glad_glVertexAttrib1d;
+#define glVertexAttrib1d glad_glVertexAttrib1d
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1DVPROC)(GLuint index, const GLdouble *v);
+GLAPI PFNGLVERTEXATTRIB1DVPROC glad_glVertexAttrib1dv;
+#define glVertexAttrib1dv glad_glVertexAttrib1dv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1FPROC)(GLuint index, GLfloat x);
+GLAPI PFNGLVERTEXATTRIB1FPROC glad_glVertexAttrib1f;
+#define glVertexAttrib1f glad_glVertexAttrib1f
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1FVPROC)(GLuint index, const GLfloat *v);
+GLAPI PFNGLVERTEXATTRIB1FVPROC glad_glVertexAttrib1fv;
+#define glVertexAttrib1fv glad_glVertexAttrib1fv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1SPROC)(GLuint index, GLshort x);
+GLAPI PFNGLVERTEXATTRIB1SPROC glad_glVertexAttrib1s;
+#define glVertexAttrib1s glad_glVertexAttrib1s
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1SVPROC)(GLuint index, const GLshort *v);
+GLAPI PFNGLVERTEXATTRIB1SVPROC glad_glVertexAttrib1sv;
+#define glVertexAttrib1sv glad_glVertexAttrib1sv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2DPROC)(GLuint index, GLdouble x, GLdouble y);
+GLAPI PFNGLVERTEXATTRIB2DPROC glad_glVertexAttrib2d;
+#define glVertexAttrib2d glad_glVertexAttrib2d
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2DVPROC)(GLuint index, const GLdouble *v);
+GLAPI PFNGLVERTEXATTRIB2DVPROC glad_glVertexAttrib2dv;
+#define glVertexAttrib2dv glad_glVertexAttrib2dv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2FPROC)(GLuint index, GLfloat x, GLfloat y);
+GLAPI PFNGLVERTEXATTRIB2FPROC glad_glVertexAttrib2f;
+#define glVertexAttrib2f glad_glVertexAttrib2f
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2FVPROC)(GLuint index, const GLfloat *v);
+GLAPI PFNGLVERTEXATTRIB2FVPROC glad_glVertexAttrib2fv;
+#define glVertexAttrib2fv glad_glVertexAttrib2fv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2SPROC)(GLuint index, GLshort x, GLshort y);
+GLAPI PFNGLVERTEXATTRIB2SPROC glad_glVertexAttrib2s;
+#define glVertexAttrib2s glad_glVertexAttrib2s
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2SVPROC)(GLuint index, const GLshort *v);
+GLAPI PFNGLVERTEXATTRIB2SVPROC glad_glVertexAttrib2sv;
+#define glVertexAttrib2sv glad_glVertexAttrib2sv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3DPROC)(GLuint index, GLdouble x, GLdouble y, GLdouble z);
+GLAPI PFNGLVERTEXATTRIB3DPROC glad_glVertexAttrib3d;
+#define glVertexAttrib3d glad_glVertexAttrib3d
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3DVPROC)(GLuint index, const GLdouble *v);
+GLAPI PFNGLVERTEXATTRIB3DVPROC glad_glVertexAttrib3dv;
+#define glVertexAttrib3dv glad_glVertexAttrib3dv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3FPROC)(GLuint index, GLfloat x, GLfloat y, GLfloat z);
+GLAPI PFNGLVERTEXATTRIB3FPROC glad_glVertexAttrib3f;
+#define glVertexAttrib3f glad_glVertexAttrib3f
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3FVPROC)(GLuint index, const GLfloat *v);
+GLAPI PFNGLVERTEXATTRIB3FVPROC glad_glVertexAttrib3fv;
+#define glVertexAttrib3fv glad_glVertexAttrib3fv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3SPROC)(GLuint index, GLshort x, GLshort y, GLshort z);
+GLAPI PFNGLVERTEXATTRIB3SPROC glad_glVertexAttrib3s;
+#define glVertexAttrib3s glad_glVertexAttrib3s
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3SVPROC)(GLuint index, const GLshort *v);
+GLAPI PFNGLVERTEXATTRIB3SVPROC glad_glVertexAttrib3sv;
+#define glVertexAttrib3sv glad_glVertexAttrib3sv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NBVPROC)(GLuint index, const GLbyte *v);
+GLAPI PFNGLVERTEXATTRIB4NBVPROC glad_glVertexAttrib4Nbv;
+#define glVertexAttrib4Nbv glad_glVertexAttrib4Nbv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NIVPROC)(GLuint index, const GLint *v);
+GLAPI PFNGLVERTEXATTRIB4NIVPROC glad_glVertexAttrib4Niv;
+#define glVertexAttrib4Niv glad_glVertexAttrib4Niv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NSVPROC)(GLuint index, const GLshort *v);
+GLAPI PFNGLVERTEXATTRIB4NSVPROC glad_glVertexAttrib4Nsv;
+#define glVertexAttrib4Nsv glad_glVertexAttrib4Nsv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBPROC)(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);
+GLAPI PFNGLVERTEXATTRIB4NUBPROC glad_glVertexAttrib4Nub;
+#define glVertexAttrib4Nub glad_glVertexAttrib4Nub
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBVPROC)(GLuint index, const GLubyte *v);
+GLAPI PFNGLVERTEXATTRIB4NUBVPROC glad_glVertexAttrib4Nubv;
+#define glVertexAttrib4Nubv glad_glVertexAttrib4Nubv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUIVPROC)(GLuint index, const GLuint *v);
+GLAPI PFNGLVERTEXATTRIB4NUIVPROC glad_glVertexAttrib4Nuiv;
+#define glVertexAttrib4Nuiv glad_glVertexAttrib4Nuiv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUSVPROC)(GLuint index, const GLushort *v);
+GLAPI PFNGLVERTEXATTRIB4NUSVPROC glad_glVertexAttrib4Nusv;
+#define glVertexAttrib4Nusv glad_glVertexAttrib4Nusv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4BVPROC)(GLuint index, const GLbyte *v);
+GLAPI PFNGLVERTEXATTRIB4BVPROC glad_glVertexAttrib4bv;
+#define glVertexAttrib4bv glad_glVertexAttrib4bv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4DPROC)(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
+GLAPI PFNGLVERTEXATTRIB4DPROC glad_glVertexAttrib4d;
+#define glVertexAttrib4d glad_glVertexAttrib4d
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4DVPROC)(GLuint index, const GLdouble *v);
+GLAPI PFNGLVERTEXATTRIB4DVPROC glad_glVertexAttrib4dv;
+#define glVertexAttrib4dv glad_glVertexAttrib4dv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4FPROC)(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+GLAPI PFNGLVERTEXATTRIB4FPROC glad_glVertexAttrib4f;
+#define glVertexAttrib4f glad_glVertexAttrib4f
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4FVPROC)(GLuint index, const GLfloat *v);
+GLAPI PFNGLVERTEXATTRIB4FVPROC glad_glVertexAttrib4fv;
+#define glVertexAttrib4fv glad_glVertexAttrib4fv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4IVPROC)(GLuint index, const GLint *v);
+GLAPI PFNGLVERTEXATTRIB4IVPROC glad_glVertexAttrib4iv;
+#define glVertexAttrib4iv glad_glVertexAttrib4iv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4SPROC)(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w);
+GLAPI PFNGLVERTEXATTRIB4SPROC glad_glVertexAttrib4s;
+#define glVertexAttrib4s glad_glVertexAttrib4s
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4SVPROC)(GLuint index, const GLshort *v);
+GLAPI PFNGLVERTEXATTRIB4SVPROC glad_glVertexAttrib4sv;
+#define glVertexAttrib4sv glad_glVertexAttrib4sv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4UBVPROC)(GLuint index, const GLubyte *v);
+GLAPI PFNGLVERTEXATTRIB4UBVPROC glad_glVertexAttrib4ubv;
+#define glVertexAttrib4ubv glad_glVertexAttrib4ubv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4UIVPROC)(GLuint index, const GLuint *v);
+GLAPI PFNGLVERTEXATTRIB4UIVPROC glad_glVertexAttrib4uiv;
+#define glVertexAttrib4uiv glad_glVertexAttrib4uiv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4USVPROC)(GLuint index, const GLushort *v);
+GLAPI PFNGLVERTEXATTRIB4USVPROC glad_glVertexAttrib4usv;
+#define glVertexAttrib4usv glad_glVertexAttrib4usv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC)(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
+GLAPI PFNGLVERTEXATTRIBPOINTERPROC glad_glVertexAttribPointer;
+#define glVertexAttribPointer glad_glVertexAttribPointer
+#endif
+#ifndef GL_VERSION_2_1
+#define GL_VERSION_2_1 1
+GLAPI int GLAD_GL_VERSION_2_1;
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X3FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI PFNGLUNIFORMMATRIX2X3FVPROC glad_glUniformMatrix2x3fv;
+#define glUniformMatrix2x3fv glad_glUniformMatrix2x3fv
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X2FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI PFNGLUNIFORMMATRIX3X2FVPROC glad_glUniformMatrix3x2fv;
+#define glUniformMatrix3x2fv glad_glUniformMatrix3x2fv
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X4FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI PFNGLUNIFORMMATRIX2X4FVPROC glad_glUniformMatrix2x4fv;
+#define glUniformMatrix2x4fv glad_glUniformMatrix2x4fv
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X2FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI PFNGLUNIFORMMATRIX4X2FVPROC glad_glUniformMatrix4x2fv;
+#define glUniformMatrix4x2fv glad_glUniformMatrix4x2fv
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X4FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI PFNGLUNIFORMMATRIX3X4FVPROC glad_glUniformMatrix3x4fv;
+#define glUniformMatrix3x4fv glad_glUniformMatrix3x4fv
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X3FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI PFNGLUNIFORMMATRIX4X3FVPROC glad_glUniformMatrix4x3fv;
+#define glUniformMatrix4x3fv glad_glUniformMatrix4x3fv
+#endif
+#ifndef GL_VERSION_3_0
+#define GL_VERSION_3_0 1
+GLAPI int GLAD_GL_VERSION_3_0;
+typedef void (APIENTRYP PFNGLCOLORMASKIPROC)(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a);
+GLAPI PFNGLCOLORMASKIPROC glad_glColorMaski;
+#define glColorMaski glad_glColorMaski
+typedef void (APIENTRYP PFNGLGETBOOLEANI_VPROC)(GLenum target, GLuint index, GLboolean *data);
+GLAPI PFNGLGETBOOLEANI_VPROC glad_glGetBooleani_v;
+#define glGetBooleani_v glad_glGetBooleani_v
+typedef void (APIENTRYP PFNGLGETINTEGERI_VPROC)(GLenum target, GLuint index, GLint *data);
+GLAPI PFNGLGETINTEGERI_VPROC glad_glGetIntegeri_v;
+#define glGetIntegeri_v glad_glGetIntegeri_v
+typedef void (APIENTRYP PFNGLENABLEIPROC)(GLenum target, GLuint index);
+GLAPI PFNGLENABLEIPROC glad_glEnablei;
+#define glEnablei glad_glEnablei
+typedef void (APIENTRYP PFNGLDISABLEIPROC)(GLenum target, GLuint index);
+GLAPI PFNGLDISABLEIPROC glad_glDisablei;
+#define glDisablei glad_glDisablei
+typedef GLboolean (APIENTRYP PFNGLISENABLEDIPROC)(GLenum target, GLuint index);
+GLAPI PFNGLISENABLEDIPROC glad_glIsEnabledi;
+#define glIsEnabledi glad_glIsEnabledi
+typedef void (APIENTRYP PFNGLBEGINTRANSFORMFEEDBACKPROC)(GLenum primitiveMode);
+GLAPI PFNGLBEGINTRANSFORMFEEDBACKPROC glad_glBeginTransformFeedback;
+#define glBeginTransformFeedback glad_glBeginTransformFeedback
+typedef void (APIENTRYP PFNGLENDTRANSFORMFEEDBACKPROC)(void);
+GLAPI PFNGLENDTRANSFORMFEEDBACKPROC glad_glEndTransformFeedback;
+#define glEndTransformFeedback glad_glEndTransformFeedback
+typedef void (APIENTRYP PFNGLBINDBUFFERRANGEPROC)(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
+GLAPI PFNGLBINDBUFFERRANGEPROC glad_glBindBufferRange;
+#define glBindBufferRange glad_glBindBufferRange
+typedef void (APIENTRYP PFNGLBINDBUFFERBASEPROC)(GLenum target, GLuint index, GLuint buffer);
+GLAPI PFNGLBINDBUFFERBASEPROC glad_glBindBufferBase;
+#define glBindBufferBase glad_glBindBufferBase
+typedef void (APIENTRYP PFNGLTRANSFORMFEEDBACKVARYINGSPROC)(GLuint program, GLsizei count, const GLchar *const*varyings, GLenum bufferMode);
+GLAPI PFNGLTRANSFORMFEEDBACKVARYINGSPROC glad_glTransformFeedbackVaryings;
+#define glTransformFeedbackVaryings glad_glTransformFeedbackVaryings
+typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKVARYINGPROC)(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name);
+GLAPI PFNGLGETTRANSFORMFEEDBACKVARYINGPROC glad_glGetTransformFeedbackVarying;
+#define glGetTransformFeedbackVarying glad_glGetTransformFeedbackVarying
+typedef void (APIENTRYP PFNGLCLAMPCOLORPROC)(GLenum target, GLenum clamp);
+GLAPI PFNGLCLAMPCOLORPROC glad_glClampColor;
+#define glClampColor glad_glClampColor
+typedef void (APIENTRYP PFNGLBEGINCONDITIONALRENDERPROC)(GLuint id, GLenum mode);
+GLAPI PFNGLBEGINCONDITIONALRENDERPROC glad_glBeginConditionalRender;
+#define glBeginConditionalRender glad_glBeginConditionalRender
+typedef void (APIENTRYP PFNGLENDCONDITIONALRENDERPROC)(void);
+GLAPI PFNGLENDCONDITIONALRENDERPROC glad_glEndConditionalRender;
+#define glEndConditionalRender glad_glEndConditionalRender
+typedef void (APIENTRYP PFNGLVERTEXATTRIBIPOINTERPROC)(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer);
+GLAPI PFNGLVERTEXATTRIBIPOINTERPROC glad_glVertexAttribIPointer;
+#define glVertexAttribIPointer glad_glVertexAttribIPointer
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIIVPROC)(GLuint index, GLenum pname, GLint *params);
+GLAPI PFNGLGETVERTEXATTRIBIIVPROC glad_glGetVertexAttribIiv;
+#define glGetVertexAttribIiv glad_glGetVertexAttribIiv
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIUIVPROC)(GLuint index, GLenum pname, GLuint *params);
+GLAPI PFNGLGETVERTEXATTRIBIUIVPROC glad_glGetVertexAttribIuiv;
+#define glGetVertexAttribIuiv glad_glGetVertexAttribIuiv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI1IPROC)(GLuint index, GLint x);
+GLAPI PFNGLVERTEXATTRIBI1IPROC glad_glVertexAttribI1i;
+#define glVertexAttribI1i glad_glVertexAttribI1i
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI2IPROC)(GLuint index, GLint x, GLint y);
+GLAPI PFNGLVERTEXATTRIBI2IPROC glad_glVertexAttribI2i;
+#define glVertexAttribI2i glad_glVertexAttribI2i
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI3IPROC)(GLuint index, GLint x, GLint y, GLint z);
+GLAPI PFNGLVERTEXATTRIBI3IPROC glad_glVertexAttribI3i;
+#define glVertexAttribI3i glad_glVertexAttribI3i
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI4IPROC)(GLuint index, GLint x, GLint y, GLint z, GLint w);
+GLAPI PFNGLVERTEXATTRIBI4IPROC glad_glVertexAttribI4i;
+#define glVertexAttribI4i glad_glVertexAttribI4i
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI1UIPROC)(GLuint index, GLuint x);
+GLAPI PFNGLVERTEXATTRIBI1UIPROC glad_glVertexAttribI1ui;
+#define glVertexAttribI1ui glad_glVertexAttribI1ui
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI2UIPROC)(GLuint index, GLuint x, GLuint y);
+GLAPI PFNGLVERTEXATTRIBI2UIPROC glad_glVertexAttribI2ui;
+#define glVertexAttribI2ui glad_glVertexAttribI2ui
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI3UIPROC)(GLuint index, GLuint x, GLuint y, GLuint z);
+GLAPI PFNGLVERTEXATTRIBI3UIPROC glad_glVertexAttribI3ui;
+#define glVertexAttribI3ui glad_glVertexAttribI3ui
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UIPROC)(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);
+GLAPI PFNGLVERTEXATTRIBI4UIPROC glad_glVertexAttribI4ui;
+#define glVertexAttribI4ui glad_glVertexAttribI4ui
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI1IVPROC)(GLuint index, const GLint *v);
+GLAPI PFNGLVERTEXATTRIBI1IVPROC glad_glVertexAttribI1iv;
+#define glVertexAttribI1iv glad_glVertexAttribI1iv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI2IVPROC)(GLuint index, const GLint *v);
+GLAPI PFNGLVERTEXATTRIBI2IVPROC glad_glVertexAttribI2iv;
+#define glVertexAttribI2iv glad_glVertexAttribI2iv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI3IVPROC)(GLuint index, const GLint *v);
+GLAPI PFNGLVERTEXATTRIBI3IVPROC glad_glVertexAttribI3iv;
+#define glVertexAttribI3iv glad_glVertexAttribI3iv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI4IVPROC)(GLuint index, const GLint *v);
+GLAPI PFNGLVERTEXATTRIBI4IVPROC glad_glVertexAttribI4iv;
+#define glVertexAttribI4iv glad_glVertexAttribI4iv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI1UIVPROC)(GLuint index, const GLuint *v);
+GLAPI PFNGLVERTEXATTRIBI1UIVPROC glad_glVertexAttribI1uiv;
+#define glVertexAttribI1uiv glad_glVertexAttribI1uiv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI2UIVPROC)(GLuint index, const GLuint *v);
+GLAPI PFNGLVERTEXATTRIBI2UIVPROC glad_glVertexAttribI2uiv;
+#define glVertexAttribI2uiv glad_glVertexAttribI2uiv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI3UIVPROC)(GLuint index, const GLuint *v);
+GLAPI PFNGLVERTEXATTRIBI3UIVPROC glad_glVertexAttribI3uiv;
+#define glVertexAttribI3uiv glad_glVertexAttribI3uiv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UIVPROC)(GLuint index, const GLuint *v);
+GLAPI PFNGLVERTEXATTRIBI4UIVPROC glad_glVertexAttribI4uiv;
+#define glVertexAttribI4uiv glad_glVertexAttribI4uiv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI4BVPROC)(GLuint index, const GLbyte *v);
+GLAPI PFNGLVERTEXATTRIBI4BVPROC glad_glVertexAttribI4bv;
+#define glVertexAttribI4bv glad_glVertexAttribI4bv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI4SVPROC)(GLuint index, const GLshort *v);
+GLAPI PFNGLVERTEXATTRIBI4SVPROC glad_glVertexAttribI4sv;
+#define glVertexAttribI4sv glad_glVertexAttribI4sv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UBVPROC)(GLuint index, const GLubyte *v);
+GLAPI PFNGLVERTEXATTRIBI4UBVPROC glad_glVertexAttribI4ubv;
+#define glVertexAttribI4ubv glad_glVertexAttribI4ubv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI4USVPROC)(GLuint index, const GLushort *v);
+GLAPI PFNGLVERTEXATTRIBI4USVPROC glad_glVertexAttribI4usv;
+#define glVertexAttribI4usv glad_glVertexAttribI4usv
+typedef void (APIENTRYP PFNGLGETUNIFORMUIVPROC)(GLuint program, GLint location, GLuint *params);
+GLAPI PFNGLGETUNIFORMUIVPROC glad_glGetUniformuiv;
+#define glGetUniformuiv glad_glGetUniformuiv
+typedef void (APIENTRYP PFNGLBINDFRAGDATALOCATIONPROC)(GLuint program, GLuint color, const GLchar *name);
+GLAPI PFNGLBINDFRAGDATALOCATIONPROC glad_glBindFragDataLocation;
+#define glBindFragDataLocation glad_glBindFragDataLocation
+typedef GLint (APIENTRYP PFNGLGETFRAGDATALOCATIONPROC)(GLuint program, const GLchar *name);
+GLAPI PFNGLGETFRAGDATALOCATIONPROC glad_glGetFragDataLocation;
+#define glGetFragDataLocation glad_glGetFragDataLocation
+typedef void (APIENTRYP PFNGLUNIFORM1UIPROC)(GLint location, GLuint v0);
+GLAPI PFNGLUNIFORM1UIPROC glad_glUniform1ui;
+#define glUniform1ui glad_glUniform1ui
+typedef void (APIENTRYP PFNGLUNIFORM2UIPROC)(GLint location, GLuint v0, GLuint v1);
+GLAPI PFNGLUNIFORM2UIPROC glad_glUniform2ui;
+#define glUniform2ui glad_glUniform2ui
+typedef void (APIENTRYP PFNGLUNIFORM3UIPROC)(GLint location, GLuint v0, GLuint v1, GLuint v2);
+GLAPI PFNGLUNIFORM3UIPROC glad_glUniform3ui;
+#define glUniform3ui glad_glUniform3ui
+typedef void (APIENTRYP PFNGLUNIFORM4UIPROC)(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
+GLAPI PFNGLUNIFORM4UIPROC glad_glUniform4ui;
+#define glUniform4ui glad_glUniform4ui
+typedef void (APIENTRYP PFNGLUNIFORM1UIVPROC)(GLint location, GLsizei count, const GLuint *value);
+GLAPI PFNGLUNIFORM1UIVPROC glad_glUniform1uiv;
+#define glUniform1uiv glad_glUniform1uiv
+typedef void (APIENTRYP PFNGLUNIFORM2UIVPROC)(GLint location, GLsizei count, const GLuint *value);
+GLAPI PFNGLUNIFORM2UIVPROC glad_glUniform2uiv;
+#define glUniform2uiv glad_glUniform2uiv
+typedef void (APIENTRYP PFNGLUNIFORM3UIVPROC)(GLint location, GLsizei count, const GLuint *value);
+GLAPI PFNGLUNIFORM3UIVPROC glad_glUniform3uiv;
+#define glUniform3uiv glad_glUniform3uiv
+typedef void (APIENTRYP PFNGLUNIFORM4UIVPROC)(GLint location, GLsizei count, const GLuint *value);
+GLAPI PFNGLUNIFORM4UIVPROC glad_glUniform4uiv;
+#define glUniform4uiv glad_glUniform4uiv
+typedef void (APIENTRYP PFNGLTEXPARAMETERIIVPROC)(GLenum target, GLenum pname, const GLint *params);
+GLAPI PFNGLTEXPARAMETERIIVPROC glad_glTexParameterIiv;
+#define glTexParameterIiv glad_glTexParameterIiv
+typedef void (APIENTRYP PFNGLTEXPARAMETERIUIVPROC)(GLenum target, GLenum pname, const GLuint *params);
+GLAPI PFNGLTEXPARAMETERIUIVPROC glad_glTexParameterIuiv;
+#define glTexParameterIuiv glad_glTexParameterIuiv
+typedef void (APIENTRYP PFNGLGETTEXPARAMETERIIVPROC)(GLenum target, GLenum pname, GLint *params);
+GLAPI PFNGLGETTEXPARAMETERIIVPROC glad_glGetTexParameterIiv;
+#define glGetTexParameterIiv glad_glGetTexParameterIiv
+typedef void (APIENTRYP PFNGLGETTEXPARAMETERIUIVPROC)(GLenum target, GLenum pname, GLuint *params);
+GLAPI PFNGLGETTEXPARAMETERIUIVPROC glad_glGetTexParameterIuiv;
+#define glGetTexParameterIuiv glad_glGetTexParameterIuiv
+typedef void (APIENTRYP PFNGLCLEARBUFFERIVPROC)(GLenum buffer, GLint drawbuffer, const GLint *value);
+GLAPI PFNGLCLEARBUFFERIVPROC glad_glClearBufferiv;
+#define glClearBufferiv glad_glClearBufferiv
+typedef void (APIENTRYP PFNGLCLEARBUFFERUIVPROC)(GLenum buffer, GLint drawbuffer, const GLuint *value);
+GLAPI PFNGLCLEARBUFFERUIVPROC glad_glClearBufferuiv;
+#define glClearBufferuiv glad_glClearBufferuiv
+typedef void (APIENTRYP PFNGLCLEARBUFFERFVPROC)(GLenum buffer, GLint drawbuffer, const GLfloat *value);
+GLAPI PFNGLCLEARBUFFERFVPROC glad_glClearBufferfv;
+#define glClearBufferfv glad_glClearBufferfv
+typedef void (APIENTRYP PFNGLCLEARBUFFERFIPROC)(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
+GLAPI PFNGLCLEARBUFFERFIPROC glad_glClearBufferfi;
+#define glClearBufferfi glad_glClearBufferfi
+typedef const GLubyte * (APIENTRYP PFNGLGETSTRINGIPROC)(GLenum name, GLuint index);
+GLAPI PFNGLGETSTRINGIPROC glad_glGetStringi;
+#define glGetStringi glad_glGetStringi
+typedef GLboolean (APIENTRYP PFNGLISRENDERBUFFERPROC)(GLuint renderbuffer);
+GLAPI PFNGLISRENDERBUFFERPROC glad_glIsRenderbuffer;
+#define glIsRenderbuffer glad_glIsRenderbuffer
+typedef void (APIENTRYP PFNGLBINDRENDERBUFFERPROC)(GLenum target, GLuint renderbuffer);
+GLAPI PFNGLBINDRENDERBUFFERPROC glad_glBindRenderbuffer;
+#define glBindRenderbuffer glad_glBindRenderbuffer
+typedef void (APIENTRYP PFNGLDELETERENDERBUFFERSPROC)(GLsizei n, const GLuint *renderbuffers);
+GLAPI PFNGLDELETERENDERBUFFERSPROC glad_glDeleteRenderbuffers;
+#define glDeleteRenderbuffers glad_glDeleteRenderbuffers
+typedef void (APIENTRYP PFNGLGENRENDERBUFFERSPROC)(GLsizei n, GLuint *renderbuffers);
+GLAPI PFNGLGENRENDERBUFFERSPROC glad_glGenRenderbuffers;
+#define glGenRenderbuffers glad_glGenRenderbuffers
+typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEPROC)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
+GLAPI PFNGLRENDERBUFFERSTORAGEPROC glad_glRenderbufferStorage;
+#define glRenderbufferStorage glad_glRenderbufferStorage
+typedef void (APIENTRYP PFNGLGETRENDERBUFFERPARAMETERIVPROC)(GLenum target, GLenum pname, GLint *params);
+GLAPI PFNGLGETRENDERBUFFERPARAMETERIVPROC glad_glGetRenderbufferParameteriv;
+#define glGetRenderbufferParameteriv glad_glGetRenderbufferParameteriv
+typedef GLboolean (APIENTRYP PFNGLISFRAMEBUFFERPROC)(GLuint framebuffer);
+GLAPI PFNGLISFRAMEBUFFERPROC glad_glIsFramebuffer;
+#define glIsFramebuffer glad_glIsFramebuffer
+typedef void (APIENTRYP PFNGLBINDFRAMEBUFFERPROC)(GLenum target, GLuint framebuffer);
+GLAPI PFNGLBINDFRAMEBUFFERPROC glad_glBindFramebuffer;
+#define glBindFramebuffer glad_glBindFramebuffer
+typedef void (APIENTRYP PFNGLDELETEFRAMEBUFFERSPROC)(GLsizei n, const GLuint *framebuffers);
+GLAPI PFNGLDELETEFRAMEBUFFERSPROC glad_glDeleteFramebuffers;
+#define glDeleteFramebuffers glad_glDeleteFramebuffers
+typedef void (APIENTRYP PFNGLGENFRAMEBUFFERSPROC)(GLsizei n, GLuint *framebuffers);
+GLAPI PFNGLGENFRAMEBUFFERSPROC glad_glGenFramebuffers;
+#define glGenFramebuffers glad_glGenFramebuffers
+typedef GLenum (APIENTRYP PFNGLCHECKFRAMEBUFFERSTATUSPROC)(GLenum target);
+GLAPI PFNGLCHECKFRAMEBUFFERSTATUSPROC glad_glCheckFramebufferStatus;
+#define glCheckFramebufferStatus glad_glCheckFramebufferStatus
+typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE1DPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
+GLAPI PFNGLFRAMEBUFFERTEXTURE1DPROC glad_glFramebufferTexture1D;
+#define glFramebufferTexture1D glad_glFramebufferTexture1D
+typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE2DPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
+GLAPI PFNGLFRAMEBUFFERTEXTURE2DPROC glad_glFramebufferTexture2D;
+#define glFramebufferTexture2D glad_glFramebufferTexture2D
+typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE3DPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset);
+GLAPI PFNGLFRAMEBUFFERTEXTURE3DPROC glad_glFramebufferTexture3D;
+#define glFramebufferTexture3D glad_glFramebufferTexture3D
+typedef void (APIENTRYP PFNGLFRAMEBUFFERRENDERBUFFERPROC)(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
+GLAPI PFNGLFRAMEBUFFERRENDERBUFFERPROC glad_glFramebufferRenderbuffer;
+#define glFramebufferRenderbuffer glad_glFramebufferRenderbuffer
+typedef void (APIENTRYP PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)(GLenum target, GLenum attachment, GLenum pname, GLint *params);
+GLAPI PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glad_glGetFramebufferAttachmentParameteriv;
+#define glGetFramebufferAttachmentParameteriv glad_glGetFramebufferAttachmentParameteriv
+typedef void (APIENTRYP PFNGLGENERATEMIPMAPPROC)(GLenum target);
+GLAPI PFNGLGENERATEMIPMAPPROC glad_glGenerateMipmap;
+#define glGenerateMipmap glad_glGenerateMipmap
+typedef void (APIENTRYP PFNGLBLITFRAMEBUFFERPROC)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
+GLAPI PFNGLBLITFRAMEBUFFERPROC glad_glBlitFramebuffer;
+#define glBlitFramebuffer glad_glBlitFramebuffer
+typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
+GLAPI PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC glad_glRenderbufferStorageMultisample;
+#define glRenderbufferStorageMultisample glad_glRenderbufferStorageMultisample
+typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURELAYERPROC)(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);
+GLAPI PFNGLFRAMEBUFFERTEXTURELAYERPROC glad_glFramebufferTextureLayer;
+#define glFramebufferTextureLayer glad_glFramebufferTextureLayer
+typedef void * (APIENTRYP PFNGLMAPBUFFERRANGEPROC)(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access);
+GLAPI PFNGLMAPBUFFERRANGEPROC glad_glMapBufferRange;
+#define glMapBufferRange glad_glMapBufferRange
+typedef void (APIENTRYP PFNGLFLUSHMAPPEDBUFFERRANGEPROC)(GLenum target, GLintptr offset, GLsizeiptr length);
+GLAPI PFNGLFLUSHMAPPEDBUFFERRANGEPROC glad_glFlushMappedBufferRange;
+#define glFlushMappedBufferRange glad_glFlushMappedBufferRange
+typedef void (APIENTRYP PFNGLBINDVERTEXARRAYPROC)(GLuint array);
+GLAPI PFNGLBINDVERTEXARRAYPROC glad_glBindVertexArray;
+#define glBindVertexArray glad_glBindVertexArray
+typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSPROC)(GLsizei n, const GLuint *arrays);
+GLAPI PFNGLDELETEVERTEXARRAYSPROC glad_glDeleteVertexArrays;
+#define glDeleteVertexArrays glad_glDeleteVertexArrays
+typedef void (APIENTRYP PFNGLGENVERTEXARRAYSPROC)(GLsizei n, GLuint *arrays);
+GLAPI PFNGLGENVERTEXARRAYSPROC glad_glGenVertexArrays;
+#define glGenVertexArrays glad_glGenVertexArrays
+typedef GLboolean (APIENTRYP PFNGLISVERTEXARRAYPROC)(GLuint array);
+GLAPI PFNGLISVERTEXARRAYPROC glad_glIsVertexArray;
+#define glIsVertexArray glad_glIsVertexArray
+#endif
+#ifndef GL_VERSION_3_1
+#define GL_VERSION_3_1 1
+GLAPI int GLAD_GL_VERSION_3_1;
+typedef void (APIENTRYP PFNGLDRAWARRAYSINSTANCEDPROC)(GLenum mode, GLint first, GLsizei count, GLsizei instancecount);
+GLAPI PFNGLDRAWARRAYSINSTANCEDPROC glad_glDrawArraysInstanced;
+#define glDrawArraysInstanced glad_glDrawArraysInstanced
+typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount);
+GLAPI PFNGLDRAWELEMENTSINSTANCEDPROC glad_glDrawElementsInstanced;
+#define glDrawElementsInstanced glad_glDrawElementsInstanced
+typedef void (APIENTRYP PFNGLTEXBUFFERPROC)(GLenum target, GLenum internalformat, GLuint buffer);
+GLAPI PFNGLTEXBUFFERPROC glad_glTexBuffer;
+#define glTexBuffer glad_glTexBuffer
+typedef void (APIENTRYP PFNGLPRIMITIVERESTARTINDEXPROC)(GLuint index);
+GLAPI PFNGLPRIMITIVERESTARTINDEXPROC glad_glPrimitiveRestartIndex;
+#define glPrimitiveRestartIndex glad_glPrimitiveRestartIndex
+typedef void (APIENTRYP PFNGLCOPYBUFFERSUBDATAPROC)(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
+GLAPI PFNGLCOPYBUFFERSUBDATAPROC glad_glCopyBufferSubData;
+#define glCopyBufferSubData glad_glCopyBufferSubData
+typedef void (APIENTRYP PFNGLGETUNIFORMINDICESPROC)(GLuint program, GLsizei uniformCount, const GLchar *const*uniformNames, GLuint *uniformIndices);
+GLAPI PFNGLGETUNIFORMINDICESPROC glad_glGetUniformIndices;
+#define glGetUniformIndices glad_glGetUniformIndices
+typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMSIVPROC)(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params);
+GLAPI PFNGLGETACTIVEUNIFORMSIVPROC glad_glGetActiveUniformsiv;
+#define glGetActiveUniformsiv glad_glGetActiveUniformsiv
+typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMNAMEPROC)(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName);
+GLAPI PFNGLGETACTIVEUNIFORMNAMEPROC glad_glGetActiveUniformName;
+#define glGetActiveUniformName glad_glGetActiveUniformName
+typedef GLuint (APIENTRYP PFNGLGETUNIFORMBLOCKINDEXPROC)(GLuint program, const GLchar *uniformBlockName);
+GLAPI PFNGLGETUNIFORMBLOCKINDEXPROC glad_glGetUniformBlockIndex;
+#define glGetUniformBlockIndex glad_glGetUniformBlockIndex
+typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMBLOCKIVPROC)(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params);
+GLAPI PFNGLGETACTIVEUNIFORMBLOCKIVPROC glad_glGetActiveUniformBlockiv;
+#define glGetActiveUniformBlockiv glad_glGetActiveUniformBlockiv
+typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC)(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName);
+GLAPI PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC glad_glGetActiveUniformBlockName;
+#define glGetActiveUniformBlockName glad_glGetActiveUniformBlockName
+typedef void (APIENTRYP PFNGLUNIFORMBLOCKBINDINGPROC)(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
+GLAPI PFNGLUNIFORMBLOCKBINDINGPROC glad_glUniformBlockBinding;
+#define glUniformBlockBinding glad_glUniformBlockBinding
+#endif
+#ifndef GL_VERSION_3_2
+#define GL_VERSION_3_2 1
+GLAPI int GLAD_GL_VERSION_3_2;
+typedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);
+GLAPI PFNGLDRAWELEMENTSBASEVERTEXPROC glad_glDrawElementsBaseVertex;
+#define glDrawElementsBaseVertex glad_glDrawElementsBaseVertex
+typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex);
+GLAPI PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC glad_glDrawRangeElementsBaseVertex;
+#define glDrawRangeElementsBaseVertex glad_glDrawRangeElementsBaseVertex
+typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex);
+GLAPI PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC glad_glDrawElementsInstancedBaseVertex;
+#define glDrawElementsInstancedBaseVertex glad_glDrawElementsInstancedBaseVertex
+typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC)(GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei drawcount, const GLint *basevertex);
+GLAPI PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC glad_glMultiDrawElementsBaseVertex;
+#define glMultiDrawElementsBaseVertex glad_glMultiDrawElementsBaseVertex
+typedef void (APIENTRYP PFNGLPROVOKINGVERTEXPROC)(GLenum mode);
+GLAPI PFNGLPROVOKINGVERTEXPROC glad_glProvokingVertex;
+#define glProvokingVertex glad_glProvokingVertex
+typedef GLsync (APIENTRYP PFNGLFENCESYNCPROC)(GLenum condition, GLbitfield flags);
+GLAPI PFNGLFENCESYNCPROC glad_glFenceSync;
+#define glFenceSync glad_glFenceSync
+typedef GLboolean (APIENTRYP PFNGLISSYNCPROC)(GLsync sync);
+GLAPI PFNGLISSYNCPROC glad_glIsSync;
+#define glIsSync glad_glIsSync
+typedef void (APIENTRYP PFNGLDELETESYNCPROC)(GLsync sync);
+GLAPI PFNGLDELETESYNCPROC glad_glDeleteSync;
+#define glDeleteSync glad_glDeleteSync
+typedef GLenum (APIENTRYP PFNGLCLIENTWAITSYNCPROC)(GLsync sync, GLbitfield flags, GLuint64 timeout);
+GLAPI PFNGLCLIENTWAITSYNCPROC glad_glClientWaitSync;
+#define glClientWaitSync glad_glClientWaitSync
+typedef void (APIENTRYP PFNGLWAITSYNCPROC)(GLsync sync, GLbitfield flags, GLuint64 timeout);
+GLAPI PFNGLWAITSYNCPROC glad_glWaitSync;
+#define glWaitSync glad_glWaitSync
+typedef void (APIENTRYP PFNGLGETINTEGER64VPROC)(GLenum pname, GLint64 *data);
+GLAPI PFNGLGETINTEGER64VPROC glad_glGetInteger64v;
+#define glGetInteger64v glad_glGetInteger64v
+typedef void (APIENTRYP PFNGLGETSYNCIVPROC)(GLsync sync, GLenum pname, GLsizei count, GLsizei *length, GLint *values);
+GLAPI PFNGLGETSYNCIVPROC glad_glGetSynciv;
+#define glGetSynciv glad_glGetSynciv
+typedef void (APIENTRYP PFNGLGETINTEGER64I_VPROC)(GLenum target, GLuint index, GLint64 *data);
+GLAPI PFNGLGETINTEGER64I_VPROC glad_glGetInteger64i_v;
+#define glGetInteger64i_v glad_glGetInteger64i_v
+typedef void (APIENTRYP PFNGLGETBUFFERPARAMETERI64VPROC)(GLenum target, GLenum pname, GLint64 *params);
+GLAPI PFNGLGETBUFFERPARAMETERI64VPROC glad_glGetBufferParameteri64v;
+#define glGetBufferParameteri64v glad_glGetBufferParameteri64v
+typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTUREPROC)(GLenum target, GLenum attachment, GLuint texture, GLint level);
+GLAPI PFNGLFRAMEBUFFERTEXTUREPROC glad_glFramebufferTexture;
+#define glFramebufferTexture glad_glFramebufferTexture
+typedef void (APIENTRYP PFNGLTEXIMAGE2DMULTISAMPLEPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);
+GLAPI PFNGLTEXIMAGE2DMULTISAMPLEPROC glad_glTexImage2DMultisample;
+#define glTexImage2DMultisample glad_glTexImage2DMultisample
+typedef void (APIENTRYP PFNGLTEXIMAGE3DMULTISAMPLEPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);
+GLAPI PFNGLTEXIMAGE3DMULTISAMPLEPROC glad_glTexImage3DMultisample;
+#define glTexImage3DMultisample glad_glTexImage3DMultisample
+typedef void (APIENTRYP PFNGLGETMULTISAMPLEFVPROC)(GLenum pname, GLuint index, GLfloat *val);
+GLAPI PFNGLGETMULTISAMPLEFVPROC glad_glGetMultisamplefv;
+#define glGetMultisamplefv glad_glGetMultisamplefv
+typedef void (APIENTRYP PFNGLSAMPLEMASKIPROC)(GLuint maskNumber, GLbitfield mask);
+GLAPI PFNGLSAMPLEMASKIPROC glad_glSampleMaski;
+#define glSampleMaski glad_glSampleMaski
+#endif
+#ifndef GL_VERSION_3_3
+#define GL_VERSION_3_3 1
+GLAPI int GLAD_GL_VERSION_3_3;
+typedef void (APIENTRYP PFNGLBINDFRAGDATALOCATIONINDEXEDPROC)(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name);
+GLAPI PFNGLBINDFRAGDATALOCATIONINDEXEDPROC glad_glBindFragDataLocationIndexed;
+#define glBindFragDataLocationIndexed glad_glBindFragDataLocationIndexed
+typedef GLint (APIENTRYP PFNGLGETFRAGDATAINDEXPROC)(GLuint program, const GLchar *name);
+GLAPI PFNGLGETFRAGDATAINDEXPROC glad_glGetFragDataIndex;
+#define glGetFragDataIndex glad_glGetFragDataIndex
+typedef void (APIENTRYP PFNGLGENSAMPLERSPROC)(GLsizei count, GLuint *samplers);
+GLAPI PFNGLGENSAMPLERSPROC glad_glGenSamplers;
+#define glGenSamplers glad_glGenSamplers
+typedef void (APIENTRYP PFNGLDELETESAMPLERSPROC)(GLsizei count, const GLuint *samplers);
+GLAPI PFNGLDELETESAMPLERSPROC glad_glDeleteSamplers;
+#define glDeleteSamplers glad_glDeleteSamplers
+typedef GLboolean (APIENTRYP PFNGLISSAMPLERPROC)(GLuint sampler);
+GLAPI PFNGLISSAMPLERPROC glad_glIsSampler;
+#define glIsSampler glad_glIsSampler
+typedef void (APIENTRYP PFNGLBINDSAMPLERPROC)(GLuint unit, GLuint sampler);
+GLAPI PFNGLBINDSAMPLERPROC glad_glBindSampler;
+#define glBindSampler glad_glBindSampler
+typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIPROC)(GLuint sampler, GLenum pname, GLint param);
+GLAPI PFNGLSAMPLERPARAMETERIPROC glad_glSamplerParameteri;
+#define glSamplerParameteri glad_glSamplerParameteri
+typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIVPROC)(GLuint sampler, GLenum pname, const GLint *param);
+GLAPI PFNGLSAMPLERPARAMETERIVPROC glad_glSamplerParameteriv;
+#define glSamplerParameteriv glad_glSamplerParameteriv
+typedef void (APIENTRYP PFNGLSAMPLERPARAMETERFPROC)(GLuint sampler, GLenum pname, GLfloat param);
+GLAPI PFNGLSAMPLERPARAMETERFPROC glad_glSamplerParameterf;
+#define glSamplerParameterf glad_glSamplerParameterf
+typedef void (APIENTRYP PFNGLSAMPLERPARAMETERFVPROC)(GLuint sampler, GLenum pname, const GLfloat *param);
+GLAPI PFNGLSAMPLERPARAMETERFVPROC glad_glSamplerParameterfv;
+#define glSamplerParameterfv glad_glSamplerParameterfv
+typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIIVPROC)(GLuint sampler, GLenum pname, const GLint *param);
+GLAPI PFNGLSAMPLERPARAMETERIIVPROC glad_glSamplerParameterIiv;
+#define glSamplerParameterIiv glad_glSamplerParameterIiv
+typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIUIVPROC)(GLuint sampler, GLenum pname, const GLuint *param);
+GLAPI PFNGLSAMPLERPARAMETERIUIVPROC glad_glSamplerParameterIuiv;
+#define glSamplerParameterIuiv glad_glSamplerParameterIuiv
+typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIVPROC)(GLuint sampler, GLenum pname, GLint *params);
+GLAPI PFNGLGETSAMPLERPARAMETERIVPROC glad_glGetSamplerParameteriv;
+#define glGetSamplerParameteriv glad_glGetSamplerParameteriv
+typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIIVPROC)(GLuint sampler, GLenum pname, GLint *params);
+GLAPI PFNGLGETSAMPLERPARAMETERIIVPROC glad_glGetSamplerParameterIiv;
+#define glGetSamplerParameterIiv glad_glGetSamplerParameterIiv
+typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERFVPROC)(GLuint sampler, GLenum pname, GLfloat *params);
+GLAPI PFNGLGETSAMPLERPARAMETERFVPROC glad_glGetSamplerParameterfv;
+#define glGetSamplerParameterfv glad_glGetSamplerParameterfv
+typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIUIVPROC)(GLuint sampler, GLenum pname, GLuint *params);
+GLAPI PFNGLGETSAMPLERPARAMETERIUIVPROC glad_glGetSamplerParameterIuiv;
+#define glGetSamplerParameterIuiv glad_glGetSamplerParameterIuiv
+typedef void (APIENTRYP PFNGLQUERYCOUNTERPROC)(GLuint id, GLenum target);
+GLAPI PFNGLQUERYCOUNTERPROC glad_glQueryCounter;
+#define glQueryCounter glad_glQueryCounter
+typedef void (APIENTRYP PFNGLGETQUERYOBJECTI64VPROC)(GLuint id, GLenum pname, GLint64 *params);
+GLAPI PFNGLGETQUERYOBJECTI64VPROC glad_glGetQueryObjecti64v;
+#define glGetQueryObjecti64v glad_glGetQueryObjecti64v
+typedef void (APIENTRYP PFNGLGETQUERYOBJECTUI64VPROC)(GLuint id, GLenum pname, GLuint64 *params);
+GLAPI PFNGLGETQUERYOBJECTUI64VPROC glad_glGetQueryObjectui64v;
+#define glGetQueryObjectui64v glad_glGetQueryObjectui64v
+typedef void (APIENTRYP PFNGLVERTEXATTRIBDIVISORPROC)(GLuint index, GLuint divisor);
+GLAPI PFNGLVERTEXATTRIBDIVISORPROC glad_glVertexAttribDivisor;
+#define glVertexAttribDivisor glad_glVertexAttribDivisor
+typedef void (APIENTRYP PFNGLVERTEXATTRIBP1UIPROC)(GLuint index, GLenum type, GLboolean normalized, GLuint value);
+GLAPI PFNGLVERTEXATTRIBP1UIPROC glad_glVertexAttribP1ui;
+#define glVertexAttribP1ui glad_glVertexAttribP1ui
+typedef void (APIENTRYP PFNGLVERTEXATTRIBP1UIVPROC)(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
+GLAPI PFNGLVERTEXATTRIBP1UIVPROC glad_glVertexAttribP1uiv;
+#define glVertexAttribP1uiv glad_glVertexAttribP1uiv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBP2UIPROC)(GLuint index, GLenum type, GLboolean normalized, GLuint value);
+GLAPI PFNGLVERTEXATTRIBP2UIPROC glad_glVertexAttribP2ui;
+#define glVertexAttribP2ui glad_glVertexAttribP2ui
+typedef void (APIENTRYP PFNGLVERTEXATTRIBP2UIVPROC)(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
+GLAPI PFNGLVERTEXATTRIBP2UIVPROC glad_glVertexAttribP2uiv;
+#define glVertexAttribP2uiv glad_glVertexAttribP2uiv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBP3UIPROC)(GLuint index, GLenum type, GLboolean normalized, GLuint value);
+GLAPI PFNGLVERTEXATTRIBP3UIPROC glad_glVertexAttribP3ui;
+#define glVertexAttribP3ui glad_glVertexAttribP3ui
+typedef void (APIENTRYP PFNGLVERTEXATTRIBP3UIVPROC)(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
+GLAPI PFNGLVERTEXATTRIBP3UIVPROC glad_glVertexAttribP3uiv;
+#define glVertexAttribP3uiv glad_glVertexAttribP3uiv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBP4UIPROC)(GLuint index, GLenum type, GLboolean normalized, GLuint value);
+GLAPI PFNGLVERTEXATTRIBP4UIPROC glad_glVertexAttribP4ui;
+#define glVertexAttribP4ui glad_glVertexAttribP4ui
+typedef void (APIENTRYP PFNGLVERTEXATTRIBP4UIVPROC)(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
+GLAPI PFNGLVERTEXATTRIBP4UIVPROC glad_glVertexAttribP4uiv;
+#define glVertexAttribP4uiv glad_glVertexAttribP4uiv
+typedef void (APIENTRYP PFNGLVERTEXP2UIPROC)(GLenum type, GLuint value);
+GLAPI PFNGLVERTEXP2UIPROC glad_glVertexP2ui;
+#define glVertexP2ui glad_glVertexP2ui
+typedef void (APIENTRYP PFNGLVERTEXP2UIVPROC)(GLenum type, const GLuint *value);
+GLAPI PFNGLVERTEXP2UIVPROC glad_glVertexP2uiv;
+#define glVertexP2uiv glad_glVertexP2uiv
+typedef void (APIENTRYP PFNGLVERTEXP3UIPROC)(GLenum type, GLuint value);
+GLAPI PFNGLVERTEXP3UIPROC glad_glVertexP3ui;
+#define glVertexP3ui glad_glVertexP3ui
+typedef void (APIENTRYP PFNGLVERTEXP3UIVPROC)(GLenum type, const GLuint *value);
+GLAPI PFNGLVERTEXP3UIVPROC glad_glVertexP3uiv;
+#define glVertexP3uiv glad_glVertexP3uiv
+typedef void (APIENTRYP PFNGLVERTEXP4UIPROC)(GLenum type, GLuint value);
+GLAPI PFNGLVERTEXP4UIPROC glad_glVertexP4ui;
+#define glVertexP4ui glad_glVertexP4ui
+typedef void (APIENTRYP PFNGLVERTEXP4UIVPROC)(GLenum type, const GLuint *value);
+GLAPI PFNGLVERTEXP4UIVPROC glad_glVertexP4uiv;
+#define glVertexP4uiv glad_glVertexP4uiv
+typedef void (APIENTRYP PFNGLTEXCOORDP1UIPROC)(GLenum type, GLuint coords);
+GLAPI PFNGLTEXCOORDP1UIPROC glad_glTexCoordP1ui;
+#define glTexCoordP1ui glad_glTexCoordP1ui
+typedef void (APIENTRYP PFNGLTEXCOORDP1UIVPROC)(GLenum type, const GLuint *coords);
+GLAPI PFNGLTEXCOORDP1UIVPROC glad_glTexCoordP1uiv;
+#define glTexCoordP1uiv glad_glTexCoordP1uiv
+typedef void (APIENTRYP PFNGLTEXCOORDP2UIPROC)(GLenum type, GLuint coords);
+GLAPI PFNGLTEXCOORDP2UIPROC glad_glTexCoordP2ui;
+#define glTexCoordP2ui glad_glTexCoordP2ui
+typedef void (APIENTRYP PFNGLTEXCOORDP2UIVPROC)(GLenum type, const GLuint *coords);
+GLAPI PFNGLTEXCOORDP2UIVPROC glad_glTexCoordP2uiv;
+#define glTexCoordP2uiv glad_glTexCoordP2uiv
+typedef void (APIENTRYP PFNGLTEXCOORDP3UIPROC)(GLenum type, GLuint coords);
+GLAPI PFNGLTEXCOORDP3UIPROC glad_glTexCoordP3ui;
+#define glTexCoordP3ui glad_glTexCoordP3ui
+typedef void (APIENTRYP PFNGLTEXCOORDP3UIVPROC)(GLenum type, const GLuint *coords);
+GLAPI PFNGLTEXCOORDP3UIVPROC glad_glTexCoordP3uiv;
+#define glTexCoordP3uiv glad_glTexCoordP3uiv
+typedef void (APIENTRYP PFNGLTEXCOORDP4UIPROC)(GLenum type, GLuint coords);
+GLAPI PFNGLTEXCOORDP4UIPROC glad_glTexCoordP4ui;
+#define glTexCoordP4ui glad_glTexCoordP4ui
+typedef void (APIENTRYP PFNGLTEXCOORDP4UIVPROC)(GLenum type, const GLuint *coords);
+GLAPI PFNGLTEXCOORDP4UIVPROC glad_glTexCoordP4uiv;
+#define glTexCoordP4uiv glad_glTexCoordP4uiv
+typedef void (APIENTRYP PFNGLMULTITEXCOORDP1UIPROC)(GLenum texture, GLenum type, GLuint coords);
+GLAPI PFNGLMULTITEXCOORDP1UIPROC glad_glMultiTexCoordP1ui;
+#define glMultiTexCoordP1ui glad_glMultiTexCoordP1ui
+typedef void (APIENTRYP PFNGLMULTITEXCOORDP1UIVPROC)(GLenum texture, GLenum type, const GLuint *coords);
+GLAPI PFNGLMULTITEXCOORDP1UIVPROC glad_glMultiTexCoordP1uiv;
+#define glMultiTexCoordP1uiv glad_glMultiTexCoordP1uiv
+typedef void (APIENTRYP PFNGLMULTITEXCOORDP2UIPROC)(GLenum texture, GLenum type, GLuint coords);
+GLAPI PFNGLMULTITEXCOORDP2UIPROC glad_glMultiTexCoordP2ui;
+#define glMultiTexCoordP2ui glad_glMultiTexCoordP2ui
+typedef void (APIENTRYP PFNGLMULTITEXCOORDP2UIVPROC)(GLenum texture, GLenum type, const GLuint *coords);
+GLAPI PFNGLMULTITEXCOORDP2UIVPROC glad_glMultiTexCoordP2uiv;
+#define glMultiTexCoordP2uiv glad_glMultiTexCoordP2uiv
+typedef void (APIENTRYP PFNGLMULTITEXCOORDP3UIPROC)(GLenum texture, GLenum type, GLuint coords);
+GLAPI PFNGLMULTITEXCOORDP3UIPROC glad_glMultiTexCoordP3ui;
+#define glMultiTexCoordP3ui glad_glMultiTexCoordP3ui
+typedef void (APIENTRYP PFNGLMULTITEXCOORDP3UIVPROC)(GLenum texture, GLenum type, const GLuint *coords);
+GLAPI PFNGLMULTITEXCOORDP3UIVPROC glad_glMultiTexCoordP3uiv;
+#define glMultiTexCoordP3uiv glad_glMultiTexCoordP3uiv
+typedef void (APIENTRYP PFNGLMULTITEXCOORDP4UIPROC)(GLenum texture, GLenum type, GLuint coords);
+GLAPI PFNGLMULTITEXCOORDP4UIPROC glad_glMultiTexCoordP4ui;
+#define glMultiTexCoordP4ui glad_glMultiTexCoordP4ui
+typedef void (APIENTRYP PFNGLMULTITEXCOORDP4UIVPROC)(GLenum texture, GLenum type, const GLuint *coords);
+GLAPI PFNGLMULTITEXCOORDP4UIVPROC glad_glMultiTexCoordP4uiv;
+#define glMultiTexCoordP4uiv glad_glMultiTexCoordP4uiv
+typedef void (APIENTRYP PFNGLNORMALP3UIPROC)(GLenum type, GLuint coords);
+GLAPI PFNGLNORMALP3UIPROC glad_glNormalP3ui;
+#define glNormalP3ui glad_glNormalP3ui
+typedef void (APIENTRYP PFNGLNORMALP3UIVPROC)(GLenum type, const GLuint *coords);
+GLAPI PFNGLNORMALP3UIVPROC glad_glNormalP3uiv;
+#define glNormalP3uiv glad_glNormalP3uiv
+typedef void (APIENTRYP PFNGLCOLORP3UIPROC)(GLenum type, GLuint color);
+GLAPI PFNGLCOLORP3UIPROC glad_glColorP3ui;
+#define glColorP3ui glad_glColorP3ui
+typedef void (APIENTRYP PFNGLCOLORP3UIVPROC)(GLenum type, const GLuint *color);
+GLAPI PFNGLCOLORP3UIVPROC glad_glColorP3uiv;
+#define glColorP3uiv glad_glColorP3uiv
+typedef void (APIENTRYP PFNGLCOLORP4UIPROC)(GLenum type, GLuint color);
+GLAPI PFNGLCOLORP4UIPROC glad_glColorP4ui;
+#define glColorP4ui glad_glColorP4ui
+typedef void (APIENTRYP PFNGLCOLORP4UIVPROC)(GLenum type, const GLuint *color);
+GLAPI PFNGLCOLORP4UIVPROC glad_glColorP4uiv;
+#define glColorP4uiv glad_glColorP4uiv
+typedef void (APIENTRYP PFNGLSECONDARYCOLORP3UIPROC)(GLenum type, GLuint color);
+GLAPI PFNGLSECONDARYCOLORP3UIPROC glad_glSecondaryColorP3ui;
+#define glSecondaryColorP3ui glad_glSecondaryColorP3ui
+typedef void (APIENTRYP PFNGLSECONDARYCOLORP3UIVPROC)(GLenum type, const GLuint *color);
+GLAPI PFNGLSECONDARYCOLORP3UIVPROC glad_glSecondaryColorP3uiv;
+#define glSecondaryColorP3uiv glad_glSecondaryColorP3uiv
+#endif
+#ifndef GL_ES_VERSION_2_0
+#define GL_ES_VERSION_2_0 1
+GLAPI int GLAD_GL_ES_VERSION_2_0;
+typedef void (APIENTRYP PFNGLCLEARDEPTHFPROC)(GLfloat d);
+GLAPI PFNGLCLEARDEPTHFPROC glad_glClearDepthf;
+#define glClearDepthf glad_glClearDepthf
+typedef void (APIENTRYP PFNGLDEPTHRANGEFPROC)(GLfloat n, GLfloat f);
+GLAPI PFNGLDEPTHRANGEFPROC glad_glDepthRangef;
+#define glDepthRangef glad_glDepthRangef
+typedef void (APIENTRYP PFNGLGETSHADERPRECISIONFORMATPROC)(GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision);
+GLAPI PFNGLGETSHADERPRECISIONFORMATPROC glad_glGetShaderPrecisionFormat;
+#define glGetShaderPrecisionFormat glad_glGetShaderPrecisionFormat
+typedef void (APIENTRYP PFNGLRELEASESHADERCOMPILERPROC)(void);
+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
+#endif
+#ifndef GL_ES_VERSION_3_0
+#define GL_ES_VERSION_3_0 1
+GLAPI int GLAD_GL_ES_VERSION_3_0;
+typedef void (APIENTRYP PFNGLBINDTRANSFORMFEEDBACKPROC)(GLenum target, GLuint id);
+GLAPI PFNGLBINDTRANSFORMFEEDBACKPROC glad_glBindTransformFeedback;
+#define glBindTransformFeedback glad_glBindTransformFeedback
+typedef void (APIENTRYP PFNGLDELETETRANSFORMFEEDBACKSPROC)(GLsizei n, const GLuint *ids);
+GLAPI PFNGLDELETETRANSFORMFEEDBACKSPROC glad_glDeleteTransformFeedbacks;
+#define glDeleteTransformFeedbacks glad_glDeleteTransformFeedbacks
+typedef void (APIENTRYP PFNGLGENTRANSFORMFEEDBACKSPROC)(GLsizei n, GLuint *ids);
+GLAPI PFNGLGENTRANSFORMFEEDBACKSPROC glad_glGenTransformFeedbacks;
+#define glGenTransformFeedbacks glad_glGenTransformFeedbacks
+typedef GLboolean (APIENTRYP PFNGLISTRANSFORMFEEDBACKPROC)(GLuint id);
+GLAPI PFNGLISTRANSFORMFEEDBACKPROC glad_glIsTransformFeedback;
+#define glIsTransformFeedback glad_glIsTransformFeedback
+typedef void (APIENTRYP PFNGLPAUSETRANSFORMFEEDBACKPROC)(void);
+GLAPI PFNGLPAUSETRANSFORMFEEDBACKPROC glad_glPauseTransformFeedback;
+#define glPauseTransformFeedback glad_glPauseTransformFeedback
+typedef void (APIENTRYP PFNGLRESUMETRANSFORMFEEDBACKPROC)(void);
+GLAPI PFNGLRESUMETRANSFORMFEEDBACKPROC glad_glResumeTransformFeedback;
+#define glResumeTransformFeedback glad_glResumeTransformFeedback
+typedef void (APIENTRYP PFNGLGETPROGRAMBINARYPROC)(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary);
+GLAPI PFNGLGETPROGRAMBINARYPROC glad_glGetProgramBinary;
+#define glGetProgramBinary glad_glGetProgramBinary
+typedef void (APIENTRYP PFNGLPROGRAMBINARYPROC)(GLuint program, GLenum binaryFormat, const void *binary, GLsizei length);
+GLAPI PFNGLPROGRAMBINARYPROC glad_glProgramBinary;
+#define glProgramBinary glad_glProgramBinary
+typedef void (APIENTRYP PFNGLPROGRAMPARAMETERIPROC)(GLuint program, GLenum pname, GLint value);
+GLAPI PFNGLPROGRAMPARAMETERIPROC glad_glProgramParameteri;
+#define glProgramParameteri glad_glProgramParameteri
+typedef void (APIENTRYP PFNGLINVALIDATEFRAMEBUFFERPROC)(GLenum target, GLsizei numAttachments, const GLenum *attachments);
+GLAPI PFNGLINVALIDATEFRAMEBUFFERPROC glad_glInvalidateFramebuffer;
+#define glInvalidateFramebuffer glad_glInvalidateFramebuffer
+typedef void (APIENTRYP PFNGLINVALIDATESUBFRAMEBUFFERPROC)(GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height);
+GLAPI PFNGLINVALIDATESUBFRAMEBUFFERPROC glad_glInvalidateSubFramebuffer;
+#define glInvalidateSubFramebuffer glad_glInvalidateSubFramebuffer
+typedef void (APIENTRYP PFNGLTEXSTORAGE2DPROC)(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);
+GLAPI PFNGLTEXSTORAGE2DPROC glad_glTexStorage2D;
+#define glTexStorage2D glad_glTexStorage2D
+typedef void (APIENTRYP PFNGLTEXSTORAGE3DPROC)(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
+GLAPI PFNGLTEXSTORAGE3DPROC glad_glTexStorage3D;
+#define glTexStorage3D glad_glTexStorage3D
+typedef void (APIENTRYP PFNGLGETINTERNALFORMATIVPROC)(GLenum target, GLenum internalformat, GLenum pname, GLsizei count, GLint *params);
+GLAPI PFNGLGETINTERNALFORMATIVPROC glad_glGetInternalformativ;
+#define glGetInternalformativ glad_glGetInternalformativ
+#endif
+#ifndef GL_ES_VERSION_3_1
+#define GL_ES_VERSION_3_1 1
+GLAPI int GLAD_GL_ES_VERSION_3_1;
+typedef void (APIENTRYP PFNGLDISPATCHCOMPUTEPROC)(GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z);
+GLAPI PFNGLDISPATCHCOMPUTEPROC glad_glDispatchCompute;
+#define glDispatchCompute glad_glDispatchCompute
+typedef void (APIENTRYP PFNGLDISPATCHCOMPUTEINDIRECTPROC)(GLintptr indirect);
+GLAPI PFNGLDISPATCHCOMPUTEINDIRECTPROC glad_glDispatchComputeIndirect;
+#define glDispatchComputeIndirect glad_glDispatchComputeIndirect
+typedef void (APIENTRYP PFNGLDRAWARRAYSINDIRECTPROC)(GLenum mode, const void *indirect);
+GLAPI PFNGLDRAWARRAYSINDIRECTPROC glad_glDrawArraysIndirect;
+#define glDrawArraysIndirect glad_glDrawArraysIndirect
+typedef void (APIENTRYP PFNGLDRAWELEMENTSINDIRECTPROC)(GLenum mode, GLenum type, const void *indirect);
+GLAPI PFNGLDRAWELEMENTSINDIRECTPROC glad_glDrawElementsIndirect;
+#define glDrawElementsIndirect glad_glDrawElementsIndirect
+typedef void (APIENTRYP PFNGLFRAMEBUFFERPARAMETERIPROC)(GLenum target, GLenum pname, GLint param);
+GLAPI PFNGLFRAMEBUFFERPARAMETERIPROC glad_glFramebufferParameteri;
+#define glFramebufferParameteri glad_glFramebufferParameteri
+typedef void (APIENTRYP PFNGLGETFRAMEBUFFERPARAMETERIVPROC)(GLenum target, GLenum pname, GLint *params);
+GLAPI PFNGLGETFRAMEBUFFERPARAMETERIVPROC glad_glGetFramebufferParameteriv;
+#define glGetFramebufferParameteriv glad_glGetFramebufferParameteriv
+typedef void (APIENTRYP PFNGLGETPROGRAMINTERFACEIVPROC)(GLuint program, GLenum programInterface, GLenum pname, GLint *params);
+GLAPI PFNGLGETPROGRAMINTERFACEIVPROC glad_glGetProgramInterfaceiv;
+#define glGetProgramInterfaceiv glad_glGetProgramInterfaceiv
+typedef GLuint (APIENTRYP PFNGLGETPROGRAMRESOURCEINDEXPROC)(GLuint program, GLenum programInterface, const GLchar *name);
+GLAPI PFNGLGETPROGRAMRESOURCEINDEXPROC glad_glGetProgramResourceIndex;
+#define glGetProgramResourceIndex glad_glGetProgramResourceIndex
+typedef void (APIENTRYP PFNGLGETPROGRAMRESOURCENAMEPROC)(GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name);
+GLAPI PFNGLGETPROGRAMRESOURCENAMEPROC glad_glGetProgramResourceName;
+#define glGetProgramResourceName glad_glGetProgramResourceName
+typedef void (APIENTRYP PFNGLGETPROGRAMRESOURCEIVPROC)(GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei count, GLsizei *length, GLint *params);
+GLAPI PFNGLGETPROGRAMRESOURCEIVPROC glad_glGetProgramResourceiv;
+#define glGetProgramResourceiv glad_glGetProgramResourceiv
+typedef GLint (APIENTRYP PFNGLGETPROGRAMRESOURCELOCATIONPROC)(GLuint program, GLenum programInterface, const GLchar *name);
+GLAPI PFNGLGETPROGRAMRESOURCELOCATIONPROC glad_glGetProgramResourceLocation;
+#define glGetProgramResourceLocation glad_glGetProgramResourceLocation
+typedef void (APIENTRYP PFNGLUSEPROGRAMSTAGESPROC)(GLuint pipeline, GLbitfield stages, GLuint program);
+GLAPI PFNGLUSEPROGRAMSTAGESPROC glad_glUseProgramStages;
+#define glUseProgramStages glad_glUseProgramStages
+typedef void (APIENTRYP PFNGLACTIVESHADERPROGRAMPROC)(GLuint pipeline, GLuint program);
+GLAPI PFNGLACTIVESHADERPROGRAMPROC glad_glActiveShaderProgram;
+#define glActiveShaderProgram glad_glActiveShaderProgram
+typedef GLuint (APIENTRYP PFNGLCREATESHADERPROGRAMVPROC)(GLenum type, GLsizei count, const GLchar *const*strings);
+GLAPI PFNGLCREATESHADERPROGRAMVPROC glad_glCreateShaderProgramv;
+#define glCreateShaderProgramv glad_glCreateShaderProgramv
+typedef void (APIENTRYP PFNGLBINDPROGRAMPIPELINEPROC)(GLuint pipeline);
+GLAPI PFNGLBINDPROGRAMPIPELINEPROC glad_glBindProgramPipeline;
+#define glBindProgramPipeline glad_glBindProgramPipeline
+typedef void (APIENTRYP PFNGLDELETEPROGRAMPIPELINESPROC)(GLsizei n, const GLuint *pipelines);
+GLAPI PFNGLDELETEPROGRAMPIPELINESPROC glad_glDeleteProgramPipelines;
+#define glDeleteProgramPipelines glad_glDeleteProgramPipelines
+typedef void (APIENTRYP PFNGLGENPROGRAMPIPELINESPROC)(GLsizei n, GLuint *pipelines);
+GLAPI PFNGLGENPROGRAMPIPELINESPROC glad_glGenProgramPipelines;
+#define glGenProgramPipelines glad_glGenProgramPipelines
+typedef GLboolean (APIENTRYP PFNGLISPROGRAMPIPELINEPROC)(GLuint pipeline);
+GLAPI PFNGLISPROGRAMPIPELINEPROC glad_glIsProgramPipeline;
+#define glIsProgramPipeline glad_glIsProgramPipeline
+typedef void (APIENTRYP PFNGLGETPROGRAMPIPELINEIVPROC)(GLuint pipeline, GLenum pname, GLint *params);
+GLAPI PFNGLGETPROGRAMPIPELINEIVPROC glad_glGetProgramPipelineiv;
+#define glGetProgramPipelineiv glad_glGetProgramPipelineiv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1IPROC)(GLuint program, GLint location, GLint v0);
+GLAPI PFNGLPROGRAMUNIFORM1IPROC glad_glProgramUniform1i;
+#define glProgramUniform1i glad_glProgramUniform1i
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2IPROC)(GLuint program, GLint location, GLint v0, GLint v1);
+GLAPI PFNGLPROGRAMUNIFORM2IPROC glad_glProgramUniform2i;
+#define glProgramUniform2i glad_glProgramUniform2i
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3IPROC)(GLuint program, GLint location, GLint v0, GLint v1, GLint v2);
+GLAPI PFNGLPROGRAMUNIFORM3IPROC glad_glProgramUniform3i;
+#define glProgramUniform3i glad_glProgramUniform3i
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4IPROC)(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
+GLAPI PFNGLPROGRAMUNIFORM4IPROC glad_glProgramUniform4i;
+#define glProgramUniform4i glad_glProgramUniform4i
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UIPROC)(GLuint program, GLint location, GLuint v0);
+GLAPI PFNGLPROGRAMUNIFORM1UIPROC glad_glProgramUniform1ui;
+#define glProgramUniform1ui glad_glProgramUniform1ui
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UIPROC)(GLuint program, GLint location, GLuint v0, GLuint v1);
+GLAPI PFNGLPROGRAMUNIFORM2UIPROC glad_glProgramUniform2ui;
+#define glProgramUniform2ui glad_glProgramUniform2ui
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3UIPROC)(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2);
+GLAPI PFNGLPROGRAMUNIFORM3UIPROC glad_glProgramUniform3ui;
+#define glProgramUniform3ui glad_glProgramUniform3ui
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4UIPROC)(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
+GLAPI PFNGLPROGRAMUNIFORM4UIPROC glad_glProgramUniform4ui;
+#define glProgramUniform4ui glad_glProgramUniform4ui
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1FPROC)(GLuint program, GLint location, GLfloat v0);
+GLAPI PFNGLPROGRAMUNIFORM1FPROC glad_glProgramUniform1f;
+#define glProgramUniform1f glad_glProgramUniform1f
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2FPROC)(GLuint program, GLint location, GLfloat v0, GLfloat v1);
+GLAPI PFNGLPROGRAMUNIFORM2FPROC glad_glProgramUniform2f;
+#define glProgramUniform2f glad_glProgramUniform2f
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3FPROC)(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
+GLAPI PFNGLPROGRAMUNIFORM3FPROC glad_glProgramUniform3f;
+#define glProgramUniform3f glad_glProgramUniform3f
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4FPROC)(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
+GLAPI PFNGLPROGRAMUNIFORM4FPROC glad_glProgramUniform4f;
+#define glProgramUniform4f glad_glProgramUniform4f
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1IVPROC)(GLuint program, GLint location, GLsizei count, const GLint *value);
+GLAPI PFNGLPROGRAMUNIFORM1IVPROC glad_glProgramUniform1iv;
+#define glProgramUniform1iv glad_glProgramUniform1iv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2IVPROC)(GLuint program, GLint location, GLsizei count, const GLint *value);
+GLAPI PFNGLPROGRAMUNIFORM2IVPROC glad_glProgramUniform2iv;
+#define glProgramUniform2iv glad_glProgramUniform2iv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3IVPROC)(GLuint program, GLint location, GLsizei count, const GLint *value);
+GLAPI PFNGLPROGRAMUNIFORM3IVPROC glad_glProgramUniform3iv;
+#define glProgramUniform3iv glad_glProgramUniform3iv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4IVPROC)(GLuint program, GLint location, GLsizei count, const GLint *value);
+GLAPI PFNGLPROGRAMUNIFORM4IVPROC glad_glProgramUniform4iv;
+#define glProgramUniform4iv glad_glProgramUniform4iv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UIVPROC)(GLuint program, GLint location, GLsizei count, const GLuint *value);
+GLAPI PFNGLPROGRAMUNIFORM1UIVPROC glad_glProgramUniform1uiv;
+#define glProgramUniform1uiv glad_glProgramUniform1uiv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UIVPROC)(GLuint program, GLint location, GLsizei count, const GLuint *value);
+GLAPI PFNGLPROGRAMUNIFORM2UIVPROC glad_glProgramUniform2uiv;
+#define glProgramUniform2uiv glad_glProgramUniform2uiv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3UIVPROC)(GLuint program, GLint location, GLsizei count, const GLuint *value);
+GLAPI PFNGLPROGRAMUNIFORM3UIVPROC glad_glProgramUniform3uiv;
+#define glProgramUniform3uiv glad_glProgramUniform3uiv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4UIVPROC)(GLuint program, GLint location, GLsizei count, const GLuint *value);
+GLAPI PFNGLPROGRAMUNIFORM4UIVPROC glad_glProgramUniform4uiv;
+#define glProgramUniform4uiv glad_glProgramUniform4uiv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1FVPROC)(GLuint program, GLint location, GLsizei count, const GLfloat *value);
+GLAPI PFNGLPROGRAMUNIFORM1FVPROC glad_glProgramUniform1fv;
+#define glProgramUniform1fv glad_glProgramUniform1fv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2FVPROC)(GLuint program, GLint location, GLsizei count, const GLfloat *value);
+GLAPI PFNGLPROGRAMUNIFORM2FVPROC glad_glProgramUniform2fv;
+#define glProgramUniform2fv glad_glProgramUniform2fv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3FVPROC)(GLuint program, GLint location, GLsizei count, const GLfloat *value);
+GLAPI PFNGLPROGRAMUNIFORM3FVPROC glad_glProgramUniform3fv;
+#define glProgramUniform3fv glad_glProgramUniform3fv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4FVPROC)(GLuint program, GLint location, GLsizei count, const GLfloat *value);
+GLAPI PFNGLPROGRAMUNIFORM4FVPROC glad_glProgramUniform4fv;
+#define glProgramUniform4fv glad_glProgramUniform4fv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI PFNGLPROGRAMUNIFORMMATRIX2FVPROC glad_glProgramUniformMatrix2fv;
+#define glProgramUniformMatrix2fv glad_glProgramUniformMatrix2fv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI PFNGLPROGRAMUNIFORMMATRIX3FVPROC glad_glProgramUniformMatrix3fv;
+#define glProgramUniformMatrix3fv glad_glProgramUniformMatrix3fv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI PFNGLPROGRAMUNIFORMMATRIX4FVPROC glad_glProgramUniformMatrix4fv;
+#define glProgramUniformMatrix4fv glad_glProgramUniformMatrix4fv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC glad_glProgramUniformMatrix2x3fv;
+#define glProgramUniformMatrix2x3fv glad_glProgramUniformMatrix2x3fv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC glad_glProgramUniformMatrix3x2fv;
+#define glProgramUniformMatrix3x2fv glad_glProgramUniformMatrix3x2fv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC glad_glProgramUniformMatrix2x4fv;
+#define glProgramUniformMatrix2x4fv glad_glProgramUniformMatrix2x4fv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC glad_glProgramUniformMatrix4x2fv;
+#define glProgramUniformMatrix4x2fv glad_glProgramUniformMatrix4x2fv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC glad_glProgramUniformMatrix3x4fv;
+#define glProgramUniformMatrix3x4fv glad_glProgramUniformMatrix3x4fv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC glad_glProgramUniformMatrix4x3fv;
+#define glProgramUniformMatrix4x3fv glad_glProgramUniformMatrix4x3fv
+typedef void (APIENTRYP PFNGLVALIDATEPROGRAMPIPELINEPROC)(GLuint pipeline);
+GLAPI PFNGLVALIDATEPROGRAMPIPELINEPROC glad_glValidateProgramPipeline;
+#define glValidateProgramPipeline glad_glValidateProgramPipeline
+typedef void (APIENTRYP PFNGLGETPROGRAMPIPELINEINFOLOGPROC)(GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+GLAPI PFNGLGETPROGRAMPIPELINEINFOLOGPROC glad_glGetProgramPipelineInfoLog;
+#define glGetProgramPipelineInfoLog glad_glGetProgramPipelineInfoLog
+typedef void (APIENTRYP PFNGLBINDIMAGETEXTUREPROC)(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format);
+GLAPI PFNGLBINDIMAGETEXTUREPROC glad_glBindImageTexture;
+#define glBindImageTexture glad_glBindImageTexture
+typedef void (APIENTRYP PFNGLMEMORYBARRIERPROC)(GLbitfield barriers);
+GLAPI PFNGLMEMORYBARRIERPROC glad_glMemoryBarrier;
+#define glMemoryBarrier glad_glMemoryBarrier
+typedef void (APIENTRYP PFNGLMEMORYBARRIERBYREGIONPROC)(GLbitfield barriers);
+GLAPI PFNGLMEMORYBARRIERBYREGIONPROC glad_glMemoryBarrierByRegion;
+#define glMemoryBarrierByRegion glad_glMemoryBarrierByRegion
+typedef void (APIENTRYP PFNGLTEXSTORAGE2DMULTISAMPLEPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);
+GLAPI PFNGLTEXSTORAGE2DMULTISAMPLEPROC glad_glTexStorage2DMultisample;
+#define glTexStorage2DMultisample glad_glTexStorage2DMultisample
+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 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
+#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_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
+#define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
+#define GL_DEBUG_OUTPUT_SYNCHRONOUS 0x8242
+#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH 0x8243
+#define GL_DEBUG_CALLBACK_FUNCTION 0x8244
+#define GL_DEBUG_CALLBACK_USER_PARAM 0x8245
+#define GL_DEBUG_SOURCE_API 0x8246
+#define GL_DEBUG_SOURCE_WINDOW_SYSTEM 0x8247
+#define GL_DEBUG_SOURCE_SHADER_COMPILER 0x8248
+#define GL_DEBUG_SOURCE_THIRD_PARTY 0x8249
+#define GL_DEBUG_SOURCE_APPLICATION 0x824A
+#define GL_DEBUG_SOURCE_OTHER 0x824B
+#define GL_DEBUG_TYPE_ERROR 0x824C
+#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR 0x824D
+#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR 0x824E
+#define GL_DEBUG_TYPE_PORTABILITY 0x824F
+#define GL_DEBUG_TYPE_PERFORMANCE 0x8250
+#define GL_DEBUG_TYPE_OTHER 0x8251
+#define GL_DEBUG_TYPE_MARKER 0x8268
+#define GL_DEBUG_TYPE_PUSH_GROUP 0x8269
+#define GL_DEBUG_TYPE_POP_GROUP 0x826A
+#define GL_DEBUG_SEVERITY_NOTIFICATION 0x826B
+#define GL_MAX_DEBUG_GROUP_STACK_DEPTH 0x826C
+#define GL_DEBUG_GROUP_STACK_DEPTH 0x826D
+#define GL_BUFFER 0x82E0
+#define GL_SHADER 0x82E1
+#define GL_PROGRAM 0x82E2
+#define GL_VERTEX_ARRAY 0x8074
+#define GL_QUERY 0x82E3
+#define GL_PROGRAM_PIPELINE 0x82E4
+#define GL_SAMPLER 0x82E6
+#define GL_MAX_LABEL_LENGTH 0x82E8
+#define GL_MAX_DEBUG_MESSAGE_LENGTH 0x9143
+#define GL_MAX_DEBUG_LOGGED_MESSAGES 0x9144
+#define GL_DEBUG_LOGGED_MESSAGES 0x9145
+#define GL_DEBUG_SEVERITY_HIGH 0x9146
+#define GL_DEBUG_SEVERITY_MEDIUM 0x9147
+#define GL_DEBUG_SEVERITY_LOW 0x9148
+#define GL_DEBUG_OUTPUT 0x92E0
+#define GL_CONTEXT_FLAG_DEBUG_BIT 0x00000002
+#define GL_STACK_OVERFLOW 0x0503
+#define GL_STACK_UNDERFLOW 0x0504
+#define GL_DEBUG_OUTPUT_SYNCHRONOUS_KHR 0x8242
+#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_KHR 0x8243
+#define GL_DEBUG_CALLBACK_FUNCTION_KHR 0x8244
+#define GL_DEBUG_CALLBACK_USER_PARAM_KHR 0x8245
+#define GL_DEBUG_SOURCE_API_KHR 0x8246
+#define GL_DEBUG_SOURCE_WINDOW_SYSTEM_KHR 0x8247
+#define GL_DEBUG_SOURCE_SHADER_COMPILER_KHR 0x8248
+#define GL_DEBUG_SOURCE_THIRD_PARTY_KHR 0x8249
+#define GL_DEBUG_SOURCE_APPLICATION_KHR 0x824A
+#define GL_DEBUG_SOURCE_OTHER_KHR 0x824B
+#define GL_DEBUG_TYPE_ERROR_KHR 0x824C
+#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_KHR 0x824D
+#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_KHR 0x824E
+#define GL_DEBUG_TYPE_PORTABILITY_KHR 0x824F
+#define GL_DEBUG_TYPE_PERFORMANCE_KHR 0x8250
+#define GL_DEBUG_TYPE_OTHER_KHR 0x8251
+#define GL_DEBUG_TYPE_MARKER_KHR 0x8268
+#define GL_DEBUG_TYPE_PUSH_GROUP_KHR 0x8269
+#define GL_DEBUG_TYPE_POP_GROUP_KHR 0x826A
+#define GL_DEBUG_SEVERITY_NOTIFICATION_KHR 0x826B
+#define GL_MAX_DEBUG_GROUP_STACK_DEPTH_KHR 0x826C
+#define GL_DEBUG_GROUP_STACK_DEPTH_KHR 0x826D
+#define GL_BUFFER_KHR 0x82E0
+#define GL_SHADER_KHR 0x82E1
+#define GL_PROGRAM_KHR 0x82E2
+#define GL_VERTEX_ARRAY_KHR 0x8074
+#define GL_QUERY_KHR 0x82E3
+#define GL_PROGRAM_PIPELINE_KHR 0x82E4
+#define GL_SAMPLER_KHR 0x82E6
+#define GL_MAX_LABEL_LENGTH_KHR 0x82E8
+#define GL_MAX_DEBUG_MESSAGE_LENGTH_KHR 0x9143
+#define GL_MAX_DEBUG_LOGGED_MESSAGES_KHR 0x9144
+#define GL_DEBUG_LOGGED_MESSAGES_KHR 0x9145
+#define GL_DEBUG_SEVERITY_HIGH_KHR 0x9146
+#define GL_DEBUG_SEVERITY_MEDIUM_KHR 0x9147
+#define GL_DEBUG_SEVERITY_LOW_KHR 0x9148
+#define GL_DEBUG_OUTPUT_KHR 0x92E0
+#define GL_CONTEXT_FLAG_DEBUG_BIT_KHR 0x00000002
+#define GL_STACK_OVERFLOW_KHR 0x0503
+#define GL_STACK_UNDERFLOW_KHR 0x0504
+#define GL_DISPLAY_LIST 0x82E7
+#define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93B0
+#define GL_COMPRESSED_RGBA_ASTC_5x4_KHR 0x93B1
+#define GL_COMPRESSED_RGBA_ASTC_5x5_KHR 0x93B2
+#define GL_COMPRESSED_RGBA_ASTC_6x5_KHR 0x93B3
+#define GL_COMPRESSED_RGBA_ASTC_6x6_KHR 0x93B4
+#define GL_COMPRESSED_RGBA_ASTC_8x5_KHR 0x93B5
+#define GL_COMPRESSED_RGBA_ASTC_8x6_KHR 0x93B6
+#define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93B7
+#define GL_COMPRESSED_RGBA_ASTC_10x5_KHR 0x93B8
+#define GL_COMPRESSED_RGBA_ASTC_10x6_KHR 0x93B9
+#define GL_COMPRESSED_RGBA_ASTC_10x8_KHR 0x93BA
+#define GL_COMPRESSED_RGBA_ASTC_10x10_KHR 0x93BB
+#define GL_COMPRESSED_RGBA_ASTC_12x10_KHR 0x93BC
+#define GL_COMPRESSED_RGBA_ASTC_12x12_KHR 0x93BD
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR 0x93D0
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR 0x93D1
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR 0x93D2
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR 0x93D3
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR 0x93D4
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR 0x93D5
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR 0x93D6
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR 0x93D7
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR 0x93D8
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR 0x93D9
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR 0x93DA
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR 0x93DB
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR 0x93DC
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR 0x93DD
+#ifndef GL_EXT_framebuffer_object
+#define GL_EXT_framebuffer_object 1
+GLAPI int GLAD_GL_EXT_framebuffer_object;
+#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_filter_anisotropic
+#define GL_EXT_texture_filter_anisotropic 1
+GLAPI int GLAD_GL_EXT_texture_filter_anisotropic;
+#endif
+#ifndef GL_KHR_debug
+#define GL_KHR_debug 1
+GLAPI int GLAD_GL_KHR_debug;
+typedef void (APIENTRYP PFNGLDEBUGMESSAGECONTROLPROC)(GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled);
+GLAPI PFNGLDEBUGMESSAGECONTROLPROC glad_glDebugMessageControl;
+#define glDebugMessageControl glad_glDebugMessageControl
+typedef void (APIENTRYP PFNGLDEBUGMESSAGEINSERTPROC)(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf);
+GLAPI PFNGLDEBUGMESSAGEINSERTPROC glad_glDebugMessageInsert;
+#define glDebugMessageInsert glad_glDebugMessageInsert
+typedef void (APIENTRYP PFNGLDEBUGMESSAGECALLBACKPROC)(GLDEBUGPROC callback, const void *userParam);
+GLAPI PFNGLDEBUGMESSAGECALLBACKPROC glad_glDebugMessageCallback;
+#define glDebugMessageCallback glad_glDebugMessageCallback
+typedef GLuint (APIENTRYP PFNGLGETDEBUGMESSAGELOGPROC)(GLuint count, GLsizei bufSize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog);
+GLAPI PFNGLGETDEBUGMESSAGELOGPROC glad_glGetDebugMessageLog;
+#define glGetDebugMessageLog glad_glGetDebugMessageLog
+typedef void (APIENTRYP PFNGLPUSHDEBUGGROUPPROC)(GLenum source, GLuint id, GLsizei length, const GLchar *message);
+GLAPI PFNGLPUSHDEBUGGROUPPROC glad_glPushDebugGroup;
+#define glPushDebugGroup glad_glPushDebugGroup
+typedef void (APIENTRYP PFNGLPOPDEBUGGROUPPROC)(void);
+GLAPI PFNGLPOPDEBUGGROUPPROC glad_glPopDebugGroup;
+#define glPopDebugGroup glad_glPopDebugGroup
+typedef void (APIENTRYP PFNGLOBJECTLABELPROC)(GLenum identifier, GLuint name, GLsizei length, const GLchar *label);
+GLAPI PFNGLOBJECTLABELPROC glad_glObjectLabel;
+#define glObjectLabel glad_glObjectLabel
+typedef void (APIENTRYP PFNGLGETOBJECTLABELPROC)(GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label);
+GLAPI PFNGLGETOBJECTLABELPROC glad_glGetObjectLabel;
+#define glGetObjectLabel glad_glGetObjectLabel
+typedef void (APIENTRYP PFNGLOBJECTPTRLABELPROC)(const void *ptr, GLsizei length, const GLchar *label);
+GLAPI PFNGLOBJECTPTRLABELPROC glad_glObjectPtrLabel;
+#define glObjectPtrLabel glad_glObjectPtrLabel
+typedef void (APIENTRYP PFNGLGETOBJECTPTRLABELPROC)(const void *ptr, GLsizei bufSize, GLsizei *length, GLchar *label);
+GLAPI PFNGLGETOBJECTPTRLABELPROC glad_glGetObjectPtrLabel;
+#define glGetObjectPtrLabel glad_glGetObjectPtrLabel
+typedef void (APIENTRYP PFNGLGETPOINTERVPROC)(GLenum pname, void **params);
+GLAPI PFNGLGETPOINTERVPROC glad_glGetPointerv;
+#define glGetPointerv glad_glGetPointerv
+typedef void (APIENTRYP PFNGLDEBUGMESSAGECONTROLKHRPROC)(GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled);
+GLAPI PFNGLDEBUGMESSAGECONTROLKHRPROC glad_glDebugMessageControlKHR;
+#define glDebugMessageControlKHR glad_glDebugMessageControlKHR
+typedef void (APIENTRYP PFNGLDEBUGMESSAGEINSERTKHRPROC)(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf);
+GLAPI PFNGLDEBUGMESSAGEINSERTKHRPROC glad_glDebugMessageInsertKHR;
+#define glDebugMessageInsertKHR glad_glDebugMessageInsertKHR
+typedef void (APIENTRYP PFNGLDEBUGMESSAGECALLBACKKHRPROC)(GLDEBUGPROCKHR callback, const void *userParam);
+GLAPI PFNGLDEBUGMESSAGECALLBACKKHRPROC glad_glDebugMessageCallbackKHR;
+#define glDebugMessageCallbackKHR glad_glDebugMessageCallbackKHR
+typedef GLuint (APIENTRYP PFNGLGETDEBUGMESSAGELOGKHRPROC)(GLuint count, GLsizei bufSize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog);
+GLAPI PFNGLGETDEBUGMESSAGELOGKHRPROC glad_glGetDebugMessageLogKHR;
+#define glGetDebugMessageLogKHR glad_glGetDebugMessageLogKHR
+typedef void (APIENTRYP PFNGLPUSHDEBUGGROUPKHRPROC)(GLenum source, GLuint id, GLsizei length, const GLchar *message);
+GLAPI PFNGLPUSHDEBUGGROUPKHRPROC glad_glPushDebugGroupKHR;
+#define glPushDebugGroupKHR glad_glPushDebugGroupKHR
+typedef void (APIENTRYP PFNGLPOPDEBUGGROUPKHRPROC)(void);
+GLAPI PFNGLPOPDEBUGGROUPKHRPROC glad_glPopDebugGroupKHR;
+#define glPopDebugGroupKHR glad_glPopDebugGroupKHR
+typedef void (APIENTRYP PFNGLOBJECTLABELKHRPROC)(GLenum identifier, GLuint name, GLsizei length, const GLchar *label);
+GLAPI PFNGLOBJECTLABELKHRPROC glad_glObjectLabelKHR;
+#define glObjectLabelKHR glad_glObjectLabelKHR
+typedef void (APIENTRYP PFNGLGETOBJECTLABELKHRPROC)(GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label);
+GLAPI PFNGLGETOBJECTLABELKHRPROC glad_glGetObjectLabelKHR;
+#define glGetObjectLabelKHR glad_glGetObjectLabelKHR
+typedef void (APIENTRYP PFNGLOBJECTPTRLABELKHRPROC)(const void *ptr, GLsizei length, const GLchar *label);
+GLAPI PFNGLOBJECTPTRLABELKHRPROC glad_glObjectPtrLabelKHR;
+#define glObjectPtrLabelKHR glad_glObjectPtrLabelKHR
+typedef void (APIENTRYP PFNGLGETOBJECTPTRLABELKHRPROC)(const void *ptr, GLsizei bufSize, GLsizei *length, GLchar *label);
+GLAPI PFNGLGETOBJECTPTRLABELKHRPROC glad_glGetObjectPtrLabelKHR;
+#define glGetObjectPtrLabelKHR glad_glGetObjectPtrLabelKHR
+typedef void (APIENTRYP PFNGLGETPOINTERVKHRPROC)(GLenum pname, void **params);
+GLAPI PFNGLGETPOINTERVKHRPROC glad_glGetPointervKHR;
+#define glGetPointervKHR glad_glGetPointervKHR
+#endif
+#ifndef GL_KHR_texture_compression_astc_ldr
+#define GL_KHR_texture_compression_astc_ldr 1
+GLAPI int GLAD_GL_KHR_texture_compression_astc_ldr;
+#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_filter_anisotropic
+#define GL_EXT_texture_filter_anisotropic 1
+GLAPI int GLAD_GL_EXT_texture_filter_anisotropic;
+#endif
+#ifndef GL_KHR_debug
+#define GL_KHR_debug 1
+GLAPI int GLAD_GL_KHR_debug;
+#endif
+#ifndef GL_KHR_texture_compression_astc_ldr
+#define GL_KHR_texture_compression_astc_ldr 1
+GLAPI int GLAD_GL_KHR_texture_compression_astc_ldr;
+#endif
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif
diff --git a/src/gl/glad/khrplatform.h b/src/gl/glad/khrplatform.h
new file mode 100644
index 0000000..dd22d92
--- /dev/null
+++ b/src/gl/glad/khrplatform.h
@@ -0,0 +1,290 @@
+#ifndef __khrplatform_h_
+#define __khrplatform_h_
+
+/*
+** Copyright (c) 2008-2018 The Khronos Group Inc.
+**
+** Permission is hereby granted, free of charge, to any person obtaining a
+** copy of this software and/or associated documentation files (the
+** "Materials"), to deal in the Materials without restriction, including
+** without limitation the rights to use, copy, modify, merge, publish,
+** distribute, sublicense, and/or sell copies of the Materials, and to
+** permit persons to whom the Materials are furnished to do so, subject to
+** the following conditions:
+**
+** The above copyright notice and this permission notice shall be included
+** in all copies or substantial portions of the Materials.
+**
+** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
+** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
+** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
+** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
+** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
+*/
+
+/* Khronos platform-specific types and definitions.
+ *
+ * The master copy of khrplatform.h is maintained in the Khronos EGL
+ * Registry repository at https://github.com/KhronosGroup/EGL-Registry
+ * The last semantic modification to khrplatform.h was at commit ID:
+ * 67a3e0864c2d75ea5287b9f3d2eb74a745936692
+ *
+ * Adopters may modify this file to suit their platform. Adopters are
+ * encouraged to submit platform specific modifications to the Khronos
+ * group so that they can be included in future versions of this file.
+ * Please submit changes by filing pull requests or issues on
+ * the EGL Registry repository linked above.
+ *
+ *
+ * See the Implementer's Guidelines for information about where this file
+ * should be located on your system and for more details of its use:
+ * http://www.khronos.org/registry/implementers_guide.pdf
+ *
+ * This file should be included as
+ * #include <KHR/khrplatform.h>
+ * by Khronos client API header files that use its types and defines.
+ *
+ * The types in khrplatform.h should only be used to define API-specific types.
+ *
+ * Types defined in khrplatform.h:
+ * khronos_int8_t signed 8 bit
+ * khronos_uint8_t unsigned 8 bit
+ * khronos_int16_t signed 16 bit
+ * khronos_uint16_t unsigned 16 bit
+ * khronos_int32_t signed 32 bit
+ * khronos_uint32_t unsigned 32 bit
+ * khronos_int64_t signed 64 bit
+ * khronos_uint64_t unsigned 64 bit
+ * khronos_intptr_t signed same number of bits as a pointer
+ * khronos_uintptr_t unsigned same number of bits as a pointer
+ * khronos_ssize_t signed size
+ * khronos_usize_t unsigned size
+ * khronos_float_t signed 32 bit floating point
+ * khronos_time_ns_t unsigned 64 bit time in nanoseconds
+ * khronos_utime_nanoseconds_t unsigned time interval or absolute time in
+ * nanoseconds
+ * khronos_stime_nanoseconds_t signed time interval in nanoseconds
+ * khronos_boolean_enum_t enumerated boolean type. This should
+ * only be used as a base type when a client API's boolean type is
+ * an enum. Client APIs which use an integer or other type for
+ * booleans cannot use this as the base type for their boolean.
+ *
+ * Tokens defined in khrplatform.h:
+ *
+ * KHRONOS_FALSE, KHRONOS_TRUE Enumerated boolean false/true values.
+ *
+ * KHRONOS_SUPPORT_INT64 is 1 if 64 bit integers are supported; otherwise 0.
+ * KHRONOS_SUPPORT_FLOAT is 1 if floats are supported; otherwise 0.
+ *
+ * Calling convention macros defined in this file:
+ * KHRONOS_APICALL
+ * KHRONOS_APIENTRY
+ * KHRONOS_APIATTRIBUTES
+ *
+ * These may be used in function prototypes as:
+ *
+ * KHRONOS_APICALL void KHRONOS_APIENTRY funcname(
+ * int arg1,
+ * int arg2) KHRONOS_APIATTRIBUTES;
+ */
+
+#if defined(__SCITECH_SNAP__) && !defined(KHRONOS_STATIC)
+# define KHRONOS_STATIC 1
+#endif
+
+/*-------------------------------------------------------------------------
+ * Definition of KHRONOS_APICALL
+ *-------------------------------------------------------------------------
+ * This precedes the return type of the function in the function prototype.
+ */
+#if defined(KHRONOS_STATIC)
+ /* If the preprocessor constant KHRONOS_STATIC is defined, make the
+ * header compatible with static linking. */
+# define KHRONOS_APICALL
+#elif defined(_WIN32)
+# define KHRONOS_APICALL __declspec(dllimport)
+#elif defined (__SYMBIAN32__)
+# define KHRONOS_APICALL IMPORT_C
+#elif defined(__ANDROID__)
+# define KHRONOS_APICALL __attribute__((visibility("default")))
+#else
+# define KHRONOS_APICALL
+#endif
+
+/*-------------------------------------------------------------------------
+ * Definition of KHRONOS_APIENTRY
+ *-------------------------------------------------------------------------
+ * This follows the return type of the function and precedes the function
+ * name in the function prototype.
+ */
+#if defined(_WIN32) && !defined(_WIN32_WCE) && !defined(__SCITECH_SNAP__)
+ /* Win32 but not WinCE */
+# define KHRONOS_APIENTRY __stdcall
+#else
+# define KHRONOS_APIENTRY
+#endif
+
+/*-------------------------------------------------------------------------
+ * Definition of KHRONOS_APIATTRIBUTES
+ *-------------------------------------------------------------------------
+ * This follows the closing parenthesis of the function prototype arguments.
+ */
+#if defined (__ARMCC_2__)
+#define KHRONOS_APIATTRIBUTES __softfp
+#else
+#define KHRONOS_APIATTRIBUTES
+#endif
+
+/*-------------------------------------------------------------------------
+ * basic type definitions
+ *-----------------------------------------------------------------------*/
+#if (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) || defined(__GNUC__) || defined(__SCO__) || defined(__USLC__)
+
+
+/*
+ * Using <stdint.h>
+ */
+#include <stdint.h>
+typedef int32_t khronos_int32_t;
+typedef uint32_t khronos_uint32_t;
+typedef int64_t khronos_int64_t;
+typedef uint64_t khronos_uint64_t;
+#define KHRONOS_SUPPORT_INT64 1
+#define KHRONOS_SUPPORT_FLOAT 1
+
+#elif defined(__VMS ) || defined(__sgi)
+
+/*
+ * Using <inttypes.h>
+ */
+#include <inttypes.h>
+typedef int32_t khronos_int32_t;
+typedef uint32_t khronos_uint32_t;
+typedef int64_t khronos_int64_t;
+typedef uint64_t khronos_uint64_t;
+#define KHRONOS_SUPPORT_INT64 1
+#define KHRONOS_SUPPORT_FLOAT 1
+
+#elif defined(_WIN32) && !defined(__SCITECH_SNAP__)
+
+/*
+ * Win32
+ */
+typedef __int32 khronos_int32_t;
+typedef unsigned __int32 khronos_uint32_t;
+typedef __int64 khronos_int64_t;
+typedef unsigned __int64 khronos_uint64_t;
+#define KHRONOS_SUPPORT_INT64 1
+#define KHRONOS_SUPPORT_FLOAT 1
+
+#elif defined(__sun__) || defined(__digital__)
+
+/*
+ * Sun or Digital
+ */
+typedef int khronos_int32_t;
+typedef unsigned int khronos_uint32_t;
+#if defined(__arch64__) || defined(_LP64)
+typedef long int khronos_int64_t;
+typedef unsigned long int khronos_uint64_t;
+#else
+typedef long long int khronos_int64_t;
+typedef unsigned long long int khronos_uint64_t;
+#endif /* __arch64__ */
+#define KHRONOS_SUPPORT_INT64 1
+#define KHRONOS_SUPPORT_FLOAT 1
+
+#elif 0
+
+/*
+ * Hypothetical platform with no float or int64 support
+ */
+typedef int khronos_int32_t;
+typedef unsigned int khronos_uint32_t;
+#define KHRONOS_SUPPORT_INT64 0
+#define KHRONOS_SUPPORT_FLOAT 0
+
+#else
+
+/*
+ * Generic fallback
+ */
+#include <stdint.h>
+typedef int32_t khronos_int32_t;
+typedef uint32_t khronos_uint32_t;
+typedef int64_t khronos_int64_t;
+typedef uint64_t khronos_uint64_t;
+#define KHRONOS_SUPPORT_INT64 1
+#define KHRONOS_SUPPORT_FLOAT 1
+
+#endif
+
+
+/*
+ * Types that are (so far) the same on all platforms
+ */
+typedef signed char khronos_int8_t;
+typedef unsigned char khronos_uint8_t;
+typedef signed short int khronos_int16_t;
+typedef unsigned short int khronos_uint16_t;
+
+/*
+ * Types that differ between LLP64 and LP64 architectures - in LLP64,
+ * pointers are 64 bits, but 'long' is still 32 bits. Win64 appears
+ * to be the only LLP64 architecture in current use.
+ */
+#ifdef _WIN64
+typedef signed long long int khronos_intptr_t;
+typedef unsigned long long int khronos_uintptr_t;
+typedef signed long long int khronos_ssize_t;
+typedef unsigned long long int khronos_usize_t;
+#else
+typedef signed long int khronos_intptr_t;
+typedef unsigned long int khronos_uintptr_t;
+typedef signed long int khronos_ssize_t;
+typedef unsigned long int khronos_usize_t;
+#endif
+
+#if KHRONOS_SUPPORT_FLOAT
+/*
+ * Float type
+ */
+typedef float khronos_float_t;
+#endif
+
+#if KHRONOS_SUPPORT_INT64
+/* Time types
+ *
+ * These types can be used to represent a time interval in nanoseconds or
+ * an absolute Unadjusted System Time. Unadjusted System Time is the number
+ * of nanoseconds since some arbitrary system event (e.g. since the last
+ * time the system booted). The Unadjusted System Time is an unsigned
+ * 64 bit value that wraps back to 0 every 584 years. Time intervals
+ * may be either signed or unsigned.
+ */
+typedef khronos_uint64_t khronos_utime_nanoseconds_t;
+typedef khronos_int64_t khronos_stime_nanoseconds_t;
+#endif
+
+/*
+ * Dummy value used to pad enum types to 32 bits.
+ */
+#ifndef KHRONOS_MAX_ENUM
+#define KHRONOS_MAX_ENUM 0x7FFFFFFF
+#endif
+
+/*
+ * Enumerated boolean type
+ *
+ * Values other than zero should be considered to be true. Therefore
+ * comparisons should not be made against KHRONOS_TRUE.
+ */
+typedef enum {
+ KHRONOS_FALSE = 0,
+ KHRONOS_TRUE = 1,
+ KHRONOS_BOOLEAN_ENUM_FORCE_SIZE = KHRONOS_MAX_ENUM
+} khronos_boolean_enum_t;
+
+#endif /* __khrplatform_h_ */
diff --git a/src/gl/rwgl3.h b/src/gl/rwgl3.h
new file mode 100644
index 0000000..f7d963d
--- /dev/null
+++ b/src/gl/rwgl3.h
@@ -0,0 +1,307 @@
+#ifdef RW_GL3
+#include "glad/glad.h"
+#ifdef LIBRW_SDL2
+#include <SDL.h>
+#elif defined(LIBRW_SDL3)
+#include <SDL3/SDL.h>
+#elif defined(LIBRW_GLFW)
+#include <GLFW/glfw3.h>
+#else
+not implemented
+#endif
+#endif
+
+namespace rw {
+
+#ifdef RW_GL3
+struct EngineOpenParams
+{
+#ifdef LIBRW_SDL2
+ SDL_Window **window;
+ bool32 fullscreen;
+#elif defined(LIBRW_SDL3)
+ SDL_Window **window;
+ bool32 fullscreen;
+#elif defined(LIBRW_GLFW)
+ GLFWwindow **window;
+#else
+ not implemented
+#endif
+ int width, height;
+ const char *windowtitle;
+};
+#endif
+
+namespace gl3 {
+
+void registerPlatformPlugins(void);
+
+extern Device renderdevice;
+
+// arguments to glVertexAttribPointer basically
+struct AttribDesc
+{
+ uint32 index;
+ int32 type;
+ bool32 normalized;
+ int32 size;
+ uint32 stride;
+ uint32 offset;
+};
+
+enum AttribIndices
+{
+ ATTRIB_POS = 0,
+ ATTRIB_NORMAL,
+ ATTRIB_COLOR,
+ ATTRIB_WEIGHTS,
+ ATTRIB_INDICES,
+ ATTRIB_TEXCOORDS0,
+ ATTRIB_TEXCOORDS1,
+ ATTRIB_TEXCOORDS2,
+ ATTRIB_TEXCOORDS3,
+ ATTRIB_TEXCOORDS4,
+ ATTRIB_TEXCOORDS5,
+ ATTRIB_TEXCOORDS6,
+ ATTRIB_TEXCOORDS7,
+};
+
+// default uniform indices
+extern int32 u_matColor;
+extern int32 u_surfProps;
+
+struct InstanceData
+{
+ uint32 numIndex;
+ uint32 minVert; // not used for rendering
+ int32 numVertices; //
+ Material *material;
+ bool32 vertexAlpha;
+ uint32 program;
+ uint32 offset;
+};
+
+struct InstanceDataHeader : rw::InstanceDataHeader
+{
+ uint32 serialNumber;
+ uint32 numMeshes;
+ uint16 *indexBuffer;
+ uint32 primType;
+ uint8 *vertexBuffer;
+ int32 numAttribs;
+ AttribDesc *attribDesc;
+ uint32 totalNumIndex;
+ uint32 totalNumVertex;
+
+ uint32 ibo;
+ uint32 vbo; // or 2?
+#ifdef RW_GL_USE_VAOS
+ uint32 vao;
+#endif
+
+ InstanceData *inst;
+};
+
+#ifdef RW_GL3
+
+struct Shader;
+
+extern Shader *defaultShader, *defaultShader_noAT;
+extern Shader *defaultShader_fullLight, *defaultShader_fullLight_noAT;
+
+struct Im3DVertex
+{
+ V3d position;
+ V3d normal; // librw extension
+ uint8 r, g, b, a;
+ float32 u, v;
+
+ void setX(float32 x) { this->position.x = x; }
+ void setY(float32 y) { this->position.y = y; }
+ void setZ(float32 z) { this->position.z = z; }
+ void setNormalX(float32 x) { this->normal.x = x; }
+ void setNormalY(float32 y) { this->normal.y = y; }
+ void setNormalZ(float32 z) { this->normal.z = z; }
+ void setColor(uint8 r, uint8 g, uint8 b, uint8 a) {
+ this->r = r; this->g = g; this->b = b; this->a = a; }
+ void setU(float32 u) { this->u = u; }
+ void setV(float32 v) { this->v = v; }
+
+ float getX(void) { return this->position.x; }
+ float getY(void) { return this->position.y; }
+ float getZ(void) { return this->position.z; }
+ float getNormalX(void) { return this->normal.x; }
+ float getNormalY(void) { return this->normal.y; }
+ float getNormalZ(void) { return this->normal.z; }
+ RGBA getColor(void) { return makeRGBA(this->r, this->g, this->b, this->a); }
+ float getU(void) { return this->u; }
+ float getV(void) { return this->v; }
+};
+extern RGBA im3dMaterialColor;
+extern SurfaceProperties im3dSurfaceProps;
+
+struct Im2DVertex
+{
+ float32 x, y, z, w;
+ uint8 r, g, b, a;
+ float32 u, v;
+
+ void setScreenX(float32 x) { this->x = x; }
+ void setScreenY(float32 y) { this->y = y; }
+ void setScreenZ(float32 z) { this->z = z; }
+ // This is a bit unefficient but we have to counteract GL's divide, so multiply
+ void setCameraZ(float32 z) { this->w = z; }
+ void setRecipCameraZ(float32 recipz) { this->w = 1.0f/recipz; }
+ void setColor(uint8 r, uint8 g, uint8 b, uint8 a) {
+ this->r = r; this->g = g; this->b = b; this->a = a; }
+ void setU(float32 u, float recipz) { this->u = u; }
+ void setV(float32 v, float recipz) { this->v = v; }
+
+ float getScreenX(void) { return this->x; }
+ float getScreenY(void) { return this->y; }
+ float getScreenZ(void) { return this->z; }
+ float getCameraZ(void) { return this->w; }
+ float getRecipCameraZ(void) { return 1.0f/this->w; }
+ RGBA getColor(void) { return makeRGBA(this->r, this->g, this->b, this->a); }
+ float getU(void) { return this->u; }
+ float getV(void) { return this->v; }
+};
+
+void setAttribPointers(AttribDesc *attribDescs, int32 numAttribs);
+void disableAttribPointers(AttribDesc *attribDescs, int32 numAttribs);
+void setupVertexInput(InstanceDataHeader *header);
+void teardownVertexInput(InstanceDataHeader *header);
+
+// Render state
+
+// Vertex shader bits
+enum
+{
+ // These should be low so they could be used as indices
+ VSLIGHT_DIRECT = 1,
+ VSLIGHT_POINT = 2,
+ VSLIGHT_SPOT = 4,
+ VSLIGHT_MASK = 7, // all the above
+ // less critical
+ VSLIGHT_AMBIENT = 8,
+};
+
+extern const char *shaderDecl; // #version stuff
+extern const char *header_vert_src;
+extern const char *header_frag_src;
+
+extern Shader *im2dOverrideShader;
+
+// per Scene
+void setProjectionMatrix(float32*);
+void setViewMatrix(float32*);
+
+// per Object
+void setWorldMatrix(Matrix*);
+int32 setLights(WorldLights *lightData);
+
+// per Mesh
+void setTexture(int32 n, Texture *tex);
+void setMaterial(const RGBA &color, const SurfaceProperties &surfaceprops, float extraSurfProp = 0.0f);
+inline void setMaterial(uint32 flags, const RGBA &color, const SurfaceProperties &surfaceprops, float extraSurfProp = 0.0f)
+{
+ static RGBA white = { 255, 255, 255, 255 };
+ if(flags & Geometry::MODULATE)
+ setMaterial(color, surfaceprops, extraSurfProp);
+ else
+ setMaterial(white, surfaceprops, extraSurfProp);
+}
+
+void setAlphaBlend(bool32 enable);
+bool32 getAlphaBlend(void);
+
+bool32 getAlphaTest(void);
+
+void bindFramebuffer(uint32 fbo);
+uint32 bindTexture(uint32 texid);
+
+void flushCache(void);
+
+#endif
+
+class ObjPipeline : public rw::ObjPipeline
+{
+public:
+ void init(void);
+ static ObjPipeline *create(void);
+
+ void (*instanceCB)(Geometry *geo, InstanceDataHeader *header, bool32 reinstance);
+ void (*uninstanceCB)(Geometry *geo, InstanceDataHeader *header);
+ void (*renderCB)(Atomic *atomic, InstanceDataHeader *header);
+};
+
+void defaultInstanceCB(Geometry *geo, InstanceDataHeader *header, bool32 reinstance);
+void defaultUninstanceCB(Geometry *geo, InstanceDataHeader *header);
+void defaultRenderCB(Atomic *atomic, InstanceDataHeader *header);
+int32 lightingCB(Atomic *atomic);
+int32 lightingCB(void);
+
+void drawInst_simple(InstanceDataHeader *header, InstanceData *inst);
+// Emulate PS2 GS alpha test FB_ONLY case: failed alpha writes to frame- but not to depth buffer
+void drawInst_GSemu(InstanceDataHeader *header, InstanceData *inst);
+// This one switches between the above two depending on render state;
+void drawInst(InstanceDataHeader *header, InstanceData *inst);
+
+
+void *destroyNativeData(void *object, int32, int32);
+
+ObjPipeline *makeDefaultPipeline(void);
+
+// Native Texture and Raster
+
+struct Gl3Raster
+{
+ // arguments to glTexImage2D
+ int32 internalFormat;
+ int32 type;
+ int32 format;
+ int32 bpp; // bytes per pixel
+ // texture object
+ uint32 texid;
+
+ bool isCompressed;
+ bool hasAlpha;
+ bool autogenMipmap;
+ int8 numLevels;
+ // cached filtermode and addressing
+ uint8 filterMode;
+ uint8 addressU;
+ uint8 addressV;
+ int32 maxAnisotropy;
+
+ uint32 fbo; // used for camera texture only!
+ Raster *fboMate; // color or zbuffer raster mate of this one
+ RasterLevels *backingStore; // if we can't read back GPU memory but have to
+};
+
+struct Gl3Caps
+{
+ int gles;
+ int glversion;
+ bool dxtSupported;
+ bool astcSupported; // not used yet
+ float maxAnisotropy;
+};
+extern Gl3Caps gl3Caps;
+// GLES can't read back textures very nicely.
+// In most cases that's not an issue, but when it is,
+// this has to be set before the texture is filled:
+extern bool32 needToReadBackTextures;
+
+void allocateDXT(Raster *raster, int32 dxt, int32 numLevels, bool32 hasAlpha);
+
+Texture *readNativeTexture(Stream *stream);
+void writeNativeTexture(Texture *tex, Stream *stream);
+uint32 getSizeNativeTexture(Texture *tex);
+
+extern int32 nativeRasterOffset;
+void registerNativeRaster(void);
+#define GETGL3RASTEREXT(raster) PLUGINOFFSET(Gl3Raster, raster, rw::gl3::nativeRasterOffset)
+
+}
+}
diff --git a/src/gl/rwgl3impl.h b/src/gl/rwgl3impl.h
new file mode 100644
index 0000000..9d3be44
--- /dev/null
+++ b/src/gl/rwgl3impl.h
@@ -0,0 +1,92 @@
+namespace rw {
+namespace gl3 {
+
+#ifdef RW_OPENGL
+
+extern uint32 im2DVbo, im2DIbo;
+void openIm2D(void);
+void closeIm2D(void);
+void im2DRenderLine(void *vertices, int32 numVertices,
+ int32 vert1, int32 vert2);
+void im2DRenderTriangle(void *vertices, int32 numVertices,
+ int32 vert1, int32 vert2, int32 vert3);
+void im2DRenderPrimitive(PrimitiveType primType,
+ void *vertices, int32 numVertices);
+void im2DRenderIndexedPrimitive(PrimitiveType primType,
+ void *vertices, int32 numVertices, void *indices, int32 numIndices);
+
+void openIm3D(void);
+void closeIm3D(void);
+void im3DTransform(void *vertices, int32 numVertices, Matrix *world, uint32 flags);
+void im3DRenderPrimitive(PrimitiveType primType);
+void im3DRenderIndexedPrimitive(PrimitiveType primType, void *indices, int32 numIndices);
+void im3DEnd(void);
+
+struct DisplayMode
+{
+#ifdef LIBRW_SDL2
+ SDL_DisplayMode mode;
+#elif defined(LIBRW_SDL3)
+ SDL_DisplayMode mode;
+#elif defined(LIBRW_GLFW)
+ GLFWvidmode mode;
+#else
+ not implemented
+#endif
+ int32 depth;
+ uint32 flags;
+};
+
+struct GlGlobals
+{
+#ifdef LIBRW_SDL2
+ SDL_Window **pWindow;
+ SDL_Window *window;
+ SDL_GLContext glcontext;
+
+ int numDisplays;
+ int currentDisplay;
+#elif defined(LIBRW_SDL3)
+ SDL_Window **pWindow;
+ SDL_Window *window;
+ SDL_GLContext glcontext;
+
+ int numDisplays;
+ int currentDisplay;
+#elif defined(LIBRW_GLFW)
+ GLFWwindow **pWindow;
+ GLFWwindow *window;
+
+ GLFWmonitor *monitor;
+ int numMonitors;
+ int currentMonitor;
+#else
+ not implemented
+#endif
+
+ DisplayMode *modes;
+ int numModes;
+ int currentMode;
+ int presentWidth, presentHeight;
+ int presentOffX, presentOffY;
+
+ // for opening the window
+ int winWidth, winHeight;
+ const char *winTitle;
+ uint32 numSamples;
+};
+
+extern GlGlobals glGlobals;
+#endif
+
+Raster *rasterCreate(Raster *raster);
+uint8 *rasterLock(Raster*, int32 level, int32 lockMode);
+void rasterUnlock(Raster*, int32);
+int32 rasterNumLevels(Raster*);
+bool32 imageFindRasterFormat(Image *img, int32 type,
+ int32 *width, int32 *height, int32 *depth, int32 *format);
+bool32 rasterFromImage(Raster *raster, Image *image);
+Image *rasterToImage(Raster *raster);
+
+}
+}
diff --git a/src/gl/rwgl3plg.h b/src/gl/rwgl3plg.h
new file mode 100644
index 0000000..5374b3e
--- /dev/null
+++ b/src/gl/rwgl3plg.h
@@ -0,0 +1,16 @@
+namespace rw {
+namespace gl3 {
+
+void initMatFX(void);
+ObjPipeline *makeMatFXPipeline(void);
+void matfxRenderCB(Atomic *atomic, InstanceDataHeader *header);
+
+void initSkin(void);
+ObjPipeline *makeSkinPipeline(void);
+void skinInstanceCB(Geometry *geo, InstanceDataHeader *header, bool32 reinstance);
+void skinRenderCB(Atomic *atomic, InstanceDataHeader *header);
+void uploadSkinMatrices(Atomic *atomic);
+
+
+}
+}
diff --git a/src/gl/rwgl3shader.h b/src/gl/rwgl3shader.h
new file mode 100644
index 0000000..890f12b
--- /dev/null
+++ b/src/gl/rwgl3shader.h
@@ -0,0 +1,69 @@
+#ifdef RW_OPENGL
+
+namespace rw {
+namespace gl3 {
+
+// TODO: make this dynamic
+enum {
+ MAX_UNIFORMS = 40,
+ MAX_BLOCKS = 20
+};
+
+enum UniformType
+{
+ UNIFORM_NA, // managed by the user
+ UNIFORM_VEC4,
+ UNIFORM_IVEC4,
+ UNIFORM_MAT4
+};
+
+struct Uniform
+{
+ char *name;
+ UniformType type;
+ //bool dirty;
+ uint32 serialNum;
+ int32 num;
+ void *data;
+};
+
+struct UniformRegistry
+{
+ int32 numUniforms;
+ Uniform uniforms[MAX_UNIFORMS];
+
+ int32 numBlocks;
+ char *blockNames[MAX_BLOCKS];
+};
+
+int32 registerUniform(const char *name, UniformType type = UNIFORM_NA, int32 num = 1);
+int32 findUniform(const char *name);
+int32 registerBlock(const char *name);
+int32 findBlock(const char *name);
+
+void setUniform(int32 id, void *data);
+void flushUniforms(void);
+
+extern UniformRegistry uniformRegistry;
+
+struct Shader
+{
+ GLuint program;
+ // same number of elements as UniformRegistry::numUniforms
+ GLint *uniformLocations;
+ uint32 *serialNums;
+ int32 numUniforms; // just to be sure!
+
+ static Shader *create(const char **vsrc, const char **fsrc);
+// static Shader *fromFiles(const char *vs, const char *fs);
+// static Shader *fromStrings(const char *vsrc, const char *fsrc);
+ void use(void);
+ void destroy(void);
+};
+
+extern Shader *currentShader;
+
+}
+}
+
+#endif
diff --git a/src/gl/rwwdgl.h b/src/gl/rwwdgl.h
new file mode 100644
index 0000000..b336ba3
--- /dev/null
+++ b/src/gl/rwwdgl.h
@@ -0,0 +1,88 @@
+
+namespace rw {
+namespace wdgl {
+
+// NOTE: This is not really RW OpenGL! It's specific to WarDrum's GTA ports
+
+void registerPlatformPlugins(void);
+
+struct AttribDesc
+{
+ // arguments to glVertexAttribPointer (should use OpenGL types here)
+ // Vertex = 0, TexCoord, Normal, Color, Weight, Bone Index, Extra Color
+ uint32 index;
+ // float = 0, byte, ubyte, short, ushort
+ int32 type;
+ bool32 normalized;
+ int32 size;
+ uint32 stride;
+ uint32 offset;
+};
+
+struct InstanceDataHeader : rw::InstanceDataHeader
+{
+ int32 numAttribs;
+ AttribDesc *attribs;
+ uint32 dataSize;
+ uint8 *data;
+
+ // needed for rendering
+ uint32 vbo;
+ uint32 ibo;
+};
+
+// only RW_OPENGL
+void uploadGeo(Geometry *geo);
+void setAttribPointers(InstanceDataHeader *inst);
+
+void packattrib(uint8 *dst, float32 *src, AttribDesc *a, float32 scale);
+void unpackattrib(float *dst, uint8 *src, AttribDesc *a, float32 scale);
+
+void *destroyNativeData(void *object, int32, int32);
+Stream *readNativeData(Stream *stream, int32 len, void *object, int32, int32);
+Stream *writeNativeData(Stream *stream, int32 len, void *object, int32, int32);
+int32 getSizeNativeData(void *object, int32, int32);
+void registerNativeDataPlugin(void);
+
+void printPipeinfo(Atomic *a);
+
+class ObjPipeline : public rw::ObjPipeline
+{
+public:
+ void init(void);
+ static ObjPipeline *create(void);
+
+ uint32 numCustomAttribs;
+ uint32 (*instanceCB)(Geometry *g, int32 i, uint32 offset);
+ void (*uninstanceCB)(Geometry *g);
+};
+
+ObjPipeline *makeDefaultPipeline(void);
+
+// Skin plugin
+
+void initSkin(void);
+Stream *readNativeSkin(Stream *stream, int32, void *object, int32 offset);
+Stream *writeNativeSkin(Stream *stream, int32 len, void *object, int32 offset);
+int32 getSizeNativeSkin(void *object, int32 offset);
+
+ObjPipeline *makeSkinPipeline(void);
+
+// MatFX plugin
+
+void initMatFX(void);
+ObjPipeline *makeMatFXPipeline(void);
+
+// Raster
+
+struct Texture : rw::Texture
+{
+ void upload(void);
+ void bind(int n);
+};
+
+extern int32 nativeRasterOffset;
+void registerNativeRaster(void);
+
+}
+}
diff --git a/src/gl/shaders/Makefile b/src/gl/shaders/Makefile
new file mode 100644
index 0000000..6471f17
--- /dev/null
+++ b/src/gl/shaders/Makefile
@@ -0,0 +1,45 @@
+all: header_vs.inc header_fs.inc im2d_gl.inc im3d_gl.inc default_vs_gl.inc simple_fs_gl.inc matfx_gl.inc skin_gl.inc
+
+header_vs.inc: header.vert
+ (echo 'const char *header_vert_src =';\
+ sed 's/..*/"&\\n"/' header.vert;\
+ echo ';') >header_vs.inc
+
+header_fs.inc: header.frag
+ (echo 'const char *header_frag_src =';\
+ sed 's/..*/"&\\n"/' header.frag;\
+ echo ';') >header_fs.inc
+
+im2d_gl.inc: im2d.vert
+ (echo 'const char *im2d_vert_src =';\
+ sed 's/..*/"&\\n"/' im2d.vert;\
+ echo ';') >im2d_gl.inc
+
+im3d_gl.inc: im3d.vert
+ (echo 'const char *im3d_vert_src =';\
+ sed 's/..*/"&\\n"/' im3d.vert;\
+ echo ';') >im3d_gl.inc
+
+default_vs_gl.inc: default.vert
+ (echo 'const char *default_vert_src =';\
+ sed 's/..*/"&\\n"/' default.vert;\
+ echo ';') >default_vs_gl.inc
+
+simple_fs_gl.inc: simple.frag
+ (echo 'const char *simple_frag_src =';\
+ sed 's/..*/"&\\n"/' simple.frag;\
+ echo ';') >simple_fs_gl.inc
+
+matfx_gl.inc: matfx_env.frag matfx_env.vert
+ (echo 'const char *matfx_env_vert_src =';\
+ sed 's/..*/"&\\n"/' matfx_env.vert;\
+ echo ';';\
+ echo 'const char *matfx_env_frag_src =';\
+ sed 's/..*/"&\\n"/' matfx_env.frag;\
+ echo ';') >matfx_gl.inc
+
+skin_gl.inc: skin.vert
+ (echo 'const char *skin_vert_src =';\
+ sed 's/..*/"&\\n"/' skin.vert;\
+ echo ';') >skin_gl.inc
+
diff --git a/src/gl/shaders/default.vert b/src/gl/shaders/default.vert
new file mode 100644
index 0000000..8e3fad7
--- /dev/null
+++ b/src/gl/shaders/default.vert
@@ -0,0 +1,23 @@
+VSIN(ATTRIB_POS) vec3 in_pos;
+
+VSOUT vec4 v_color;
+VSOUT vec2 v_tex0;
+VSOUT float v_fog;
+
+void
+main(void)
+{
+ vec4 Vertex = u_world * vec4(in_pos, 1.0);
+ gl_Position = u_proj * u_view * Vertex;
+ vec3 Normal = mat3(u_world) * in_normal;
+
+ v_tex0 = in_tex0;
+
+ v_color = in_color;
+ v_color.rgb += u_ambLight.rgb*surfAmbient;
+ v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;
+ v_color = clamp(v_color, 0.0, 1.0);
+ v_color *= u_matColor;
+
+ v_fog = DoFog(gl_Position.w);
+}
diff --git a/src/gl/shaders/default_vs_gl.inc b/src/gl/shaders/default_vs_gl.inc
new file mode 100644
index 0000000..6e3d6c4
--- /dev/null
+++ b/src/gl/shaders/default_vs_gl.inc
@@ -0,0 +1,25 @@
+const char *default_vert_src =
+"VSIN(ATTRIB_POS) vec3 in_pos;\n"
+
+"VSOUT vec4 v_color;\n"
+"VSOUT vec2 v_tex0;\n"
+"VSOUT float v_fog;\n"
+
+"void\n"
+"main(void)\n"
+"{\n"
+" vec4 Vertex = u_world * vec4(in_pos, 1.0);\n"
+" gl_Position = u_proj * u_view * Vertex;\n"
+" vec3 Normal = mat3(u_world) * in_normal;\n"
+
+" v_tex0 = in_tex0;\n"
+
+" v_color = in_color;\n"
+" v_color.rgb += u_ambLight.rgb*surfAmbient;\n"
+" v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;\n"
+" v_color = clamp(v_color, 0.0, 1.0);\n"
+" v_color *= u_matColor;\n"
+
+" v_fog = DoFog(gl_Position.w);\n"
+"}\n"
+;
diff --git a/src/gl/shaders/header.frag b/src/gl/shaders/header.frag
new file mode 100644
index 0000000..ba50165
--- /dev/null
+++ b/src/gl/shaders/header.frag
@@ -0,0 +1,30 @@
+#ifdef USE_UBOS
+layout(std140) uniform State
+{
+ vec2 u_alphaRef;
+ vec4 u_fogData;
+ vec4 u_fogColor;
+};
+#else
+uniform vec4 u_alphaRef;
+
+uniform vec4 u_fogData;
+uniform vec4 u_fogColor;
+#endif
+
+#define u_fogStart (u_fogData.x)
+#define u_fogEnd (u_fogData.y)
+#define u_fogRange (u_fogData.z)
+#define u_fogDisable (u_fogData.w)
+
+#ifndef GL2
+out vec4 fragColor;
+#endif
+
+void DoAlphaTest(float a)
+{
+#ifndef NO_ALPHATEST
+ if(a < u_alphaRef.x || a >= u_alphaRef.y)
+ discard;
+#endif
+}
diff --git a/src/gl/shaders/header.vert b/src/gl/shaders/header.vert
new file mode 100644
index 0000000..bb9881f
--- /dev/null
+++ b/src/gl/shaders/header.vert
@@ -0,0 +1,128 @@
+
+//#define DIRECTIONALS
+//#define POINTLIGHTS
+//#define SPOTLIGHTS
+
+#define ATTRIB_POS 0
+#define ATTRIB_NORMAL 1
+#define ATTRIB_COLOR 2
+#define ATTRIB_WEIGHTS 3
+#define ATTRIB_INDICES 4
+#define ATTRIB_TEXCOORDS0 5
+#define ATTRIB_TEXCOORDS1 6
+
+
+VSIN(ATTRIB_NORMAL) vec3 in_normal;
+VSIN(ATTRIB_COLOR) vec4 in_color;
+VSIN(ATTRIB_WEIGHTS) vec4 in_weights;
+VSIN(ATTRIB_INDICES) vec4 in_indices;
+VSIN(ATTRIB_TEXCOORDS0) vec2 in_tex0;
+VSIN(ATTRIB_TEXCOORDS1) vec2 in_tex1;
+
+
+#ifdef USE_UBOS
+layout(std140) uniform State
+{
+ vec2 u_alphaRef;
+ vec4 u_fogData;
+ vec4 u_fogColor;
+};
+#else
+uniform vec4 u_alphaRef;
+uniform vec4 u_fogData;
+uniform vec4 u_fogColor;
+#endif
+
+#define u_fogStart (u_fogData.x)
+#define u_fogEnd (u_fogData.y)
+#define u_fogRange (u_fogData.z)
+#define u_fogDisable (u_fogData.w)
+
+#ifdef USE_UBOS
+layout(std140) uniform Scene
+{
+ mat4 u_proj;
+ mat4 u_view;
+};
+#else
+uniform mat4 u_proj;
+uniform mat4 u_view;
+#endif
+
+#define MAX_LIGHTS 8
+
+#ifdef USE_UBOS
+layout(std140) uniform Object
+{
+ mat4 u_world;
+ vec4 u_ambLight;
+ vec4 u_lightParams[MAX_LIGHTS]; // type, radius, minusCosAngle, hardSpot
+ vec4 u_lightPosition[MAX_LIGHTS];
+ vec4 u_lightDirection[MAX_LIGHTS];
+ vec4 u_lightColor[MAX_LIGHTS];
+};
+#else
+uniform mat4 u_world;
+uniform vec4 u_ambLight;
+uniform vec4 u_lightParams[MAX_LIGHTS]; // type, radius, minusCosAngle, hardSpot
+uniform vec4 u_lightPosition[MAX_LIGHTS];
+uniform vec4 u_lightDirection[MAX_LIGHTS];
+uniform vec4 u_lightColor[MAX_LIGHTS];
+#endif
+
+uniform vec4 u_matColor;
+uniform vec4 u_surfProps; // amb, spec, diff, extra
+
+#define surfAmbient (u_surfProps.x)
+#define surfSpecular (u_surfProps.y)
+#define surfDiffuse (u_surfProps.z)
+
+vec3 DoDynamicLight(vec3 V, vec3 N)
+{
+ vec3 color = vec3(0.0, 0.0, 0.0);
+ for(int i = 0; i < MAX_LIGHTS; i++){
+ if(u_lightParams[i].x == 0.0)
+ break;
+#ifdef DIRECTIONALS
+ if(u_lightParams[i].x == 1.0){
+ // direct
+ float l = max(0.0, dot(N, -u_lightDirection[i].xyz));
+ color += l*u_lightColor[i].rgb;
+ }else
+#endif
+#ifdef POINTLIGHTS
+ if(u_lightParams[i].x == 2.0){
+ // point
+ vec3 dir = V - u_lightPosition[i].xyz;
+ float dist = length(dir);
+ float atten = max(0.0, (1.0 - dist/u_lightParams[i].y));
+ float l = max(0.0, dot(N, -normalize(dir)));
+ color += l*u_lightColor[i].rgb*atten;
+ }else
+#endif
+#ifdef SPOTLIGHTS
+ if(u_lightParams[i].x == 3.0){
+ // spot
+ vec3 dir = V - u_lightPosition[i].xyz;
+ float dist = length(dir);
+ float atten = max(0.0, (1.0 - dist/u_lightParams[i].y));
+ dir /= dist;
+ float l = max(0.0, dot(N, -dir));
+ float pcos = dot(dir, u_lightDirection[i].xyz); // cos to point
+ float ccos = -u_lightParams[i].z;
+ float falloff = (pcos-ccos)/(1.0-ccos);
+ if(falloff < 0.0) // outside of cone
+ l = 0.0;
+ l *= max(falloff, u_lightParams[i].w);
+ return l*u_lightColor[i].rgb*atten;
+ }else
+#endif
+ ;
+ }
+ return color;
+}
+
+float DoFog(float w)
+{
+ return clamp((w - u_fogEnd)*u_fogRange, u_fogDisable, 1.0);
+}
diff --git a/src/gl/shaders/header_fs.inc b/src/gl/shaders/header_fs.inc
new file mode 100644
index 0000000..802bb4f
--- /dev/null
+++ b/src/gl/shaders/header_fs.inc
@@ -0,0 +1,32 @@
+const char *header_frag_src =
+"#ifdef USE_UBOS\n"
+"layout(std140) uniform State\n"
+"{\n"
+" vec2 u_alphaRef;\n"
+" vec4 u_fogData;\n"
+" vec4 u_fogColor;\n"
+"};\n"
+"#else\n"
+"uniform vec4 u_alphaRef;\n"
+
+"uniform vec4 u_fogData;\n"
+"uniform vec4 u_fogColor;\n"
+"#endif\n"
+
+"#define u_fogStart (u_fogData.x)\n"
+"#define u_fogEnd (u_fogData.y)\n"
+"#define u_fogRange (u_fogData.z)\n"
+"#define u_fogDisable (u_fogData.w)\n"
+
+"#ifndef GL2\n"
+"out vec4 fragColor;\n"
+"#endif\n"
+
+"void DoAlphaTest(float a)\n"
+"{\n"
+"#ifndef NO_ALPHATEST\n"
+" if(a < u_alphaRef.x || a >= u_alphaRef.y)\n"
+" discard;\n"
+"#endif\n"
+"}\n"
+;
diff --git a/src/gl/shaders/header_vs.inc b/src/gl/shaders/header_vs.inc
new file mode 100644
index 0000000..ffa4683
--- /dev/null
+++ b/src/gl/shaders/header_vs.inc
@@ -0,0 +1,130 @@
+const char *header_vert_src =
+
+"//#define DIRECTIONALS\n"
+"//#define POINTLIGHTS\n"
+"//#define SPOTLIGHTS\n"
+
+"#define ATTRIB_POS 0\n"
+"#define ATTRIB_NORMAL 1\n"
+"#define ATTRIB_COLOR 2\n"
+"#define ATTRIB_WEIGHTS 3\n"
+"#define ATTRIB_INDICES 4\n"
+"#define ATTRIB_TEXCOORDS0 5\n"
+"#define ATTRIB_TEXCOORDS1 6\n"
+
+
+"VSIN(ATTRIB_NORMAL) vec3 in_normal;\n"
+"VSIN(ATTRIB_COLOR) vec4 in_color;\n"
+"VSIN(ATTRIB_WEIGHTS) vec4 in_weights;\n"
+"VSIN(ATTRIB_INDICES) vec4 in_indices;\n"
+"VSIN(ATTRIB_TEXCOORDS0) vec2 in_tex0;\n"
+"VSIN(ATTRIB_TEXCOORDS1) vec2 in_tex1;\n"
+
+
+"#ifdef USE_UBOS\n"
+"layout(std140) uniform State\n"
+"{\n"
+" vec2 u_alphaRef;\n"
+" vec4 u_fogData;\n"
+" vec4 u_fogColor;\n"
+"};\n"
+"#else\n"
+"uniform vec4 u_alphaRef;\n"
+"uniform vec4 u_fogData;\n"
+"uniform vec4 u_fogColor;\n"
+"#endif\n"
+
+"#define u_fogStart (u_fogData.x)\n"
+"#define u_fogEnd (u_fogData.y)\n"
+"#define u_fogRange (u_fogData.z)\n"
+"#define u_fogDisable (u_fogData.w)\n"
+
+"#ifdef USE_UBOS\n"
+"layout(std140) uniform Scene\n"
+"{\n"
+" mat4 u_proj;\n"
+" mat4 u_view;\n"
+"};\n"
+"#else\n"
+"uniform mat4 u_proj;\n"
+"uniform mat4 u_view;\n"
+"#endif\n"
+
+"#define MAX_LIGHTS 8\n"
+
+"#ifdef USE_UBOS\n"
+"layout(std140) uniform Object\n"
+"{\n"
+" mat4 u_world;\n"
+" vec4 u_ambLight;\n"
+" vec4 u_lightParams[MAX_LIGHTS]; // type, radius, minusCosAngle, hardSpot\n"
+" vec4 u_lightPosition[MAX_LIGHTS];\n"
+" vec4 u_lightDirection[MAX_LIGHTS];\n"
+" vec4 u_lightColor[MAX_LIGHTS];\n"
+"};\n"
+"#else\n"
+"uniform mat4 u_world;\n"
+"uniform vec4 u_ambLight;\n"
+"uniform vec4 u_lightParams[MAX_LIGHTS]; // type, radius, minusCosAngle, hardSpot\n"
+"uniform vec4 u_lightPosition[MAX_LIGHTS];\n"
+"uniform vec4 u_lightDirection[MAX_LIGHTS];\n"
+"uniform vec4 u_lightColor[MAX_LIGHTS];\n"
+"#endif\n"
+
+"uniform vec4 u_matColor;\n"
+"uniform vec4 u_surfProps; // amb, spec, diff, extra\n"
+
+"#define surfAmbient (u_surfProps.x)\n"
+"#define surfSpecular (u_surfProps.y)\n"
+"#define surfDiffuse (u_surfProps.z)\n"
+
+"vec3 DoDynamicLight(vec3 V, vec3 N)\n"
+"{\n"
+" vec3 color = vec3(0.0, 0.0, 0.0);\n"
+" for(int i = 0; i < MAX_LIGHTS; i++){\n"
+" if(u_lightParams[i].x == 0.0)\n"
+" break;\n"
+"#ifdef DIRECTIONALS\n"
+" if(u_lightParams[i].x == 1.0){\n"
+" // direct\n"
+" float l = max(0.0, dot(N, -u_lightDirection[i].xyz));\n"
+" color += l*u_lightColor[i].rgb;\n"
+" }else\n"
+"#endif\n"
+"#ifdef POINTLIGHTS\n"
+" if(u_lightParams[i].x == 2.0){\n"
+" // point\n"
+" vec3 dir = V - u_lightPosition[i].xyz;\n"
+" float dist = length(dir);\n"
+" float atten = max(0.0, (1.0 - dist/u_lightParams[i].y));\n"
+" float l = max(0.0, dot(N, -normalize(dir)));\n"
+" color += l*u_lightColor[i].rgb*atten;\n"
+" }else\n"
+"#endif\n"
+"#ifdef SPOTLIGHTS\n"
+" if(u_lightParams[i].x == 3.0){\n"
+" // spot\n"
+" vec3 dir = V - u_lightPosition[i].xyz;\n"
+" float dist = length(dir);\n"
+" float atten = max(0.0, (1.0 - dist/u_lightParams[i].y));\n"
+" dir /= dist;\n"
+" float l = max(0.0, dot(N, -dir));\n"
+" float pcos = dot(dir, u_lightDirection[i].xyz); // cos to point\n"
+" float ccos = -u_lightParams[i].z;\n"
+" float falloff = (pcos-ccos)/(1.0-ccos);\n"
+" if(falloff < 0.0) // outside of cone\n"
+" l = 0.0;\n"
+" l *= max(falloff, u_lightParams[i].w);\n"
+" return l*u_lightColor[i].rgb*atten;\n"
+" }else\n"
+"#endif\n"
+" ;\n"
+" }\n"
+" return color;\n"
+"}\n"
+
+"float DoFog(float w)\n"
+"{\n"
+" return clamp((w - u_fogEnd)*u_fogRange, u_fogDisable, 1.0);\n"
+"}\n"
+;
diff --git a/src/gl/shaders/im2d.vert b/src/gl/shaders/im2d.vert
new file mode 100644
index 0000000..cdb9da8
--- /dev/null
+++ b/src/gl/shaders/im2d.vert
@@ -0,0 +1,18 @@
+uniform vec4 u_xform;
+
+VSIN(ATTRIB_POS) vec4 in_pos;
+
+VSOUT vec4 v_color;
+VSOUT vec2 v_tex0;
+VSOUT float v_fog;
+
+void
+main(void)
+{
+ gl_Position = in_pos;
+ gl_Position.xy = gl_Position.xy * u_xform.xy + u_xform.zw;
+ v_fog = DoFog(gl_Position.w);
+ gl_Position.xyz *= gl_Position.w;
+ v_color = in_color;
+ v_tex0 = in_tex0;
+}
diff --git a/src/gl/shaders/im2d_gl.inc b/src/gl/shaders/im2d_gl.inc
new file mode 100644
index 0000000..4e1d631
--- /dev/null
+++ b/src/gl/shaders/im2d_gl.inc
@@ -0,0 +1,20 @@
+const char *im2d_vert_src =
+"uniform vec4 u_xform;\n"
+
+"VSIN(ATTRIB_POS) vec4 in_pos;\n"
+
+"VSOUT vec4 v_color;\n"
+"VSOUT vec2 v_tex0;\n"
+"VSOUT float v_fog;\n"
+
+"void\n"
+"main(void)\n"
+"{\n"
+" gl_Position = in_pos;\n"
+" gl_Position.xy = gl_Position.xy * u_xform.xy + u_xform.zw;\n"
+" v_fog = DoFog(gl_Position.w);\n"
+" gl_Position.xyz *= gl_Position.w;\n"
+" v_color = in_color;\n"
+" v_tex0 = in_tex0;\n"
+"}\n"
+;
diff --git a/src/gl/shaders/im3d.vert b/src/gl/shaders/im3d.vert
new file mode 100644
index 0000000..280b128
--- /dev/null
+++ b/src/gl/shaders/im3d.vert
@@ -0,0 +1,15 @@
+VSIN(ATTRIB_POS) vec3 in_pos;
+
+VSOUT vec4 v_color;
+VSOUT vec2 v_tex0;
+VSOUT float v_fog;
+
+void
+main(void)
+{
+ vec4 Vertex = u_world * vec4(in_pos, 1.0);
+ gl_Position = u_proj * u_view * Vertex;
+ v_color = in_color;
+ v_tex0 = in_tex0;
+ v_fog = DoFog(gl_Position.w);
+}
diff --git a/src/gl/shaders/im3d_gl.inc b/src/gl/shaders/im3d_gl.inc
new file mode 100644
index 0000000..40ec7a1
--- /dev/null
+++ b/src/gl/shaders/im3d_gl.inc
@@ -0,0 +1,17 @@
+const char *im3d_vert_src =
+"VSIN(ATTRIB_POS) vec3 in_pos;\n"
+
+"VSOUT vec4 v_color;\n"
+"VSOUT vec2 v_tex0;\n"
+"VSOUT float v_fog;\n"
+
+"void\n"
+"main(void)\n"
+"{\n"
+" vec4 Vertex = u_world * vec4(in_pos, 1.0);\n"
+" gl_Position = u_proj * u_view * Vertex;\n"
+" v_color = in_color;\n"
+" v_tex0 = in_tex0;\n"
+" v_fog = DoFog(gl_Position.w);\n"
+"}\n"
+;
diff --git a/src/gl/shaders/matfx_env.frag b/src/gl/shaders/matfx_env.frag
new file mode 100644
index 0000000..0ef20d1
--- /dev/null
+++ b/src/gl/shaders/matfx_env.frag
@@ -0,0 +1,34 @@
+uniform sampler2D tex0;
+uniform sampler2D tex1;
+
+uniform vec4 u_fxparams;
+
+#define shininess (u_fxparams.x)
+#define disableFBA (u_fxparams.y)
+
+FSIN vec4 v_color;
+FSIN vec4 v_envColor;
+FSIN vec2 v_tex0;
+FSIN vec2 v_tex1;
+FSIN float v_fog;
+
+void
+main(void)
+{
+ vec4 pass1 = v_color;
+ pass1 *= texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
+
+ vec4 pass2 = v_envColor*shininess*texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));
+
+ pass1.rgb = mix(u_fogColor.rgb, pass1.rgb, v_fog);
+ pass2.rgb = mix(vec3(0.0, 0.0, 0.0), pass2.rgb, v_fog);
+
+ float fba = max(pass1.a, disableFBA);
+ vec4 color;
+ color.rgb = pass1.rgb*pass1.a + pass2.rgb*fba;
+ color.a = pass1.a;
+
+ DoAlphaTest(color.a);
+
+ FRAGCOLOR(color);
+}
diff --git a/src/gl/shaders/matfx_env.vert b/src/gl/shaders/matfx_env.vert
new file mode 100644
index 0000000..580a49f
--- /dev/null
+++ b/src/gl/shaders/matfx_env.vert
@@ -0,0 +1,31 @@
+uniform mat4 u_texMatrix;
+uniform vec4 u_colorClamp;
+uniform vec4 u_envColor;
+
+VSIN(ATTRIB_POS) vec3 in_pos;
+
+VSOUT vec4 v_color;
+VSOUT vec4 v_envColor;
+VSOUT vec2 v_tex0;
+VSOUT vec2 v_tex1;
+VSOUT float v_fog;
+
+void
+main(void)
+{
+ vec4 Vertex = u_world * vec4(in_pos, 1.0);
+ gl_Position = u_proj * u_view * Vertex;
+ vec3 Normal = mat3(u_world) * in_normal;
+
+ v_tex0 = in_tex0;
+ v_tex1 = (u_texMatrix * vec4(Normal, 1.0)).xy;
+
+ v_color = in_color;
+ v_color.rgb += u_ambLight.rgb*surfAmbient;
+ v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;
+ v_color = clamp(v_color, 0.0, 1.0);
+ v_envColor = max(v_color, u_colorClamp) * u_envColor;
+ v_color *= u_matColor;
+
+ v_fog = DoFog(gl_Position.w);
+}
diff --git a/src/gl/shaders/matfx_gl.inc b/src/gl/shaders/matfx_gl.inc
new file mode 100644
index 0000000..a1dcaf8
--- /dev/null
+++ b/src/gl/shaders/matfx_gl.inc
@@ -0,0 +1,69 @@
+const char *matfx_env_vert_src =
+"uniform mat4 u_texMatrix;\n"
+"uniform vec4 u_colorClamp;\n"
+"uniform vec4 u_envColor;\n"
+
+"VSIN(ATTRIB_POS) vec3 in_pos;\n"
+
+"VSOUT vec4 v_color;\n"
+"VSOUT vec4 v_envColor;\n"
+"VSOUT vec2 v_tex0;\n"
+"VSOUT vec2 v_tex1;\n"
+"VSOUT float v_fog;\n"
+
+"void\n"
+"main(void)\n"
+"{\n"
+" vec4 Vertex = u_world * vec4(in_pos, 1.0);\n"
+" gl_Position = u_proj * u_view * Vertex;\n"
+" vec3 Normal = mat3(u_world) * in_normal;\n"
+
+" v_tex0 = in_tex0;\n"
+" v_tex1 = (u_texMatrix * vec4(Normal, 1.0)).xy;\n"
+
+" v_color = in_color;\n"
+" v_color.rgb += u_ambLight.rgb*surfAmbient;\n"
+" v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;\n"
+" v_color = clamp(v_color, 0.0, 1.0);\n"
+" v_envColor = max(v_color, u_colorClamp) * u_envColor;\n"
+" v_color *= u_matColor;\n"
+
+" v_fog = DoFog(gl_Position.w);\n"
+"}\n"
+;
+const char *matfx_env_frag_src =
+"uniform sampler2D tex0;\n"
+"uniform sampler2D tex1;\n"
+
+"uniform vec4 u_fxparams;\n"
+
+"#define shininess (u_fxparams.x)\n"
+"#define disableFBA (u_fxparams.y)\n"
+
+"FSIN vec4 v_color;\n"
+"FSIN vec4 v_envColor;\n"
+"FSIN vec2 v_tex0;\n"
+"FSIN vec2 v_tex1;\n"
+"FSIN float v_fog;\n"
+
+"void\n"
+"main(void)\n"
+"{\n"
+" vec4 pass1 = v_color;\n"
+" pass1 *= texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
+
+" vec4 pass2 = v_envColor*shininess*texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));\n"
+
+" pass1.rgb = mix(u_fogColor.rgb, pass1.rgb, v_fog);\n"
+" pass2.rgb = mix(vec3(0.0, 0.0, 0.0), pass2.rgb, v_fog);\n"
+
+" float fba = max(pass1.a, disableFBA);\n"
+" vec4 color;\n"
+" color.rgb = pass1.rgb*pass1.a + pass2.rgb*fba;\n"
+" color.a = pass1.a;\n"
+
+" DoAlphaTest(color.a);\n"
+
+" FRAGCOLOR(color);\n"
+"}\n"
+;
diff --git a/src/gl/shaders/simple.frag b/src/gl/shaders/simple.frag
new file mode 100644
index 0000000..34c1e43
--- /dev/null
+++ b/src/gl/shaders/simple.frag
@@ -0,0 +1,14 @@
+uniform sampler2D tex0;
+
+FSIN vec4 v_color;
+FSIN vec2 v_tex0;
+FSIN float v_fog;
+
+void
+main(void)
+{
+ vec4 color = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
+ color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);
+ DoAlphaTest(color.a);
+ FRAGCOLOR(color);
+}
diff --git a/src/gl/shaders/simple_fs_gl.inc b/src/gl/shaders/simple_fs_gl.inc
new file mode 100644
index 0000000..a9216ca
--- /dev/null
+++ b/src/gl/shaders/simple_fs_gl.inc
@@ -0,0 +1,17 @@
+const char *simple_frag_src =
+"uniform sampler2D tex0;\n"
+
+"FSIN vec4 v_color;\n"
+"FSIN vec2 v_tex0;\n"
+"FSIN float v_fog;\n"
+
+"void\n"
+"main(void)\n"
+"{\n"
+" vec4 color = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
+" color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);\n"
+" DoAlphaTest(color.a);\n"
+" FRAGCOLOR(color);\n"
+"}\n"
+
+;
diff --git a/src/gl/shaders/skin.vert b/src/gl/shaders/skin.vert
new file mode 100644
index 0000000..7408542
--- /dev/null
+++ b/src/gl/shaders/skin.vert
@@ -0,0 +1,32 @@
+uniform mat4 u_boneMatrices[64];
+
+VSIN(ATTRIB_POS) vec3 in_pos;
+
+VSOUT vec4 v_color;
+VSOUT vec2 v_tex0;
+VSOUT float v_fog;
+
+void
+main(void)
+{
+ vec3 SkinVertex = vec3(0.0, 0.0, 0.0);
+ vec3 SkinNormal = vec3(0.0, 0.0, 0.0);
+ for(int i = 0; i < 4; i++){
+ SkinVertex += (u_boneMatrices[int(in_indices[i])] * vec4(in_pos, 1.0)).xyz * in_weights[i];
+ SkinNormal += (mat3(u_boneMatrices[int(in_indices[i])]) * in_normal) * in_weights[i];
+ }
+
+ vec4 Vertex = u_world * vec4(SkinVertex, 1.0);
+ gl_Position = u_proj * u_view * Vertex;
+ vec3 Normal = mat3(u_world) * SkinNormal;
+
+ v_tex0 = in_tex0;
+
+ v_color = in_color;
+ v_color.rgb += u_ambLight.rgb*surfAmbient;
+ v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;
+ v_color = clamp(v_color, 0.0, 1.0);
+ v_color *= u_matColor;
+
+ v_fog = DoFog(gl_Position.z);
+}
diff --git a/src/gl/shaders/skin_gl.inc b/src/gl/shaders/skin_gl.inc
new file mode 100644
index 0000000..7d1268e
--- /dev/null
+++ b/src/gl/shaders/skin_gl.inc
@@ -0,0 +1,34 @@
+const char *skin_vert_src =
+"uniform mat4 u_boneMatrices[64];\n"
+
+"VSIN(ATTRIB_POS) vec3 in_pos;\n"
+
+"VSOUT vec4 v_color;\n"
+"VSOUT vec2 v_tex0;\n"
+"VSOUT float v_fog;\n"
+
+"void\n"
+"main(void)\n"
+"{\n"
+" vec3 SkinVertex = vec3(0.0, 0.0, 0.0);\n"
+" vec3 SkinNormal = vec3(0.0, 0.0, 0.0);\n"
+" for(int i = 0; i < 4; i++){\n"
+" SkinVertex += (u_boneMatrices[int(in_indices[i])] * vec4(in_pos, 1.0)).xyz * in_weights[i];\n"
+" SkinNormal += (mat3(u_boneMatrices[int(in_indices[i])]) * in_normal) * in_weights[i];\n"
+" }\n"
+
+" vec4 Vertex = u_world * vec4(SkinVertex, 1.0);\n"
+" gl_Position = u_proj * u_view * Vertex;\n"
+" vec3 Normal = mat3(u_world) * SkinNormal;\n"
+
+" v_tex0 = in_tex0;\n"
+
+" v_color = in_color;\n"
+" v_color.rgb += u_ambLight.rgb*surfAmbient;\n"
+" v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;\n"
+" v_color = clamp(v_color, 0.0, 1.0);\n"
+" v_color *= u_matColor;\n"
+
+" v_fog = DoFog(gl_Position.z);\n"
+"}\n"
+;
diff --git a/src/gl/wdgl.cpp b/src/gl/wdgl.cpp
new file mode 100644
index 0000000..d1ac4b8
--- /dev/null
+++ b/src/gl/wdgl.cpp
@@ -0,0 +1,875 @@
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <assert.h>
+
+#include "../rwbase.h"
+#include "../rwerror.h"
+#include "../rwplg.h"
+#include "../rwpipeline.h"
+#include "../rwobjects.h"
+#include "../rwanim.h"
+#include "../rwengine.h"
+#include "../rwplugins.h"
+#include "rwwdgl.h"
+
+#ifdef RW_OPENGL
+#include "glad/glad.h"
+#endif
+
+#define PLUGIN_ID 2
+
+namespace rw {
+namespace wdgl {
+
+static void*
+driverOpen(void *o, int32, int32)
+{
+ engine->driver[PLATFORM_WDGL]->defaultPipeline = makeDefaultPipeline();
+ return o;
+}
+
+static void*
+driverClose(void *o, int32, int32)
+{
+ return o;
+}
+
+void
+registerPlatformPlugins(void)
+{
+ Driver::registerPlugin(PLATFORM_WDGL, 0, PLATFORM_WDGL,
+ driverOpen, driverClose);
+}
+
+
+// VC
+// 8733 0 0 0 3
+// 45 1 0 0 2
+// 8657 1 3 0 2
+// 4610 2 1 1 3
+// 4185 3 2 1 4
+// 256 4 2 1 4
+// 201 4 4 1 4
+// 457 5 2 0 4
+
+// SA
+// 20303 0 0 0 3 vertices: 3 floats
+// 53 1 0 0 2 texCoords: 2 floats
+// 20043 1 3 0 2 texCoords: 2 shorts
+// 6954 2 1 1 3 normal: 3 bytes normalized
+// 13527 3 2 1 4 color: 4 ubytes normalized
+// 196 4 2 1 4 weight: 4 ubytes normalized
+// 225 4 4 1 4 weight: 4 ushorts normalized
+// 421 5 2 0 4 indices: 4 ubytes
+// 12887 6 2 1 4 extracolor:4 ubytes normalized
+
+/*
+static void
+printAttribInfo(AttribDesc *attribs, int n)
+{
+ for(int i = 0; i < n; i++)
+ printf("%x %x %x %x\n",
+ attribs[i].index,
+ attribs[i].type,
+ attribs[i].normalized,
+ attribs[i].size);
+}
+*/
+
+#ifdef RW_OPENGL
+void
+uploadGeo(Geometry *geo)
+{
+ InstanceDataHeader *inst = (InstanceDataHeader*)geo->instData;
+ MeshHeader *meshHeader = geo->meshHeader;
+
+ glGenBuffers(1, &inst->vbo);
+ glBindBuffer(GL_ARRAY_BUFFER, inst->vbo);
+ glBufferData(GL_ARRAY_BUFFER, inst->dataSize,
+ inst->data, GL_STATIC_DRAW);
+
+ glGenBuffers(1, &inst->ibo);
+ glBindBuffer(GL_ARRAY_BUFFER, inst->ibo);
+ glBufferData(GL_ARRAY_BUFFER, meshHeader->totalIndices*2,
+ 0, GL_STATIC_DRAW);
+ GLintptr offset = 0;
+ for(uint32 i = 0; i < meshHeader->numMeshes; i++){
+ Mesh *mesh = &meshHeader->getMeshes()[i];
+ glBufferSubData(GL_ARRAY_BUFFER, offset, mesh->numIndices*2,
+ mesh->indices);
+ offset += mesh->numIndices*2;
+ }
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+}
+
+void
+setAttribPointers(InstanceDataHeader *inst)
+{
+ static GLenum attribType[] = {
+ GL_FLOAT,
+ GL_BYTE, GL_UNSIGNED_BYTE,
+ GL_SHORT, GL_UNSIGNED_SHORT
+ };
+ for(int32 i = 0; i < inst->numAttribs; i++){
+ AttribDesc *a = &inst->attribs[i];
+ glEnableVertexAttribArray(a->index);
+ glVertexAttribPointer(a->index, a->size, attribType[a->type],
+ a->normalized, a->stride,
+ (void*)(uint64)a->offset);
+ }
+}
+#endif
+
+void
+packattrib(uint8 *dst, float32 *src, AttribDesc *a, float32 scale=1.0f)
+{
+ int8 *i8dst;
+ uint16 *u16dst;
+ int16 *i16dst;
+
+ switch(a->type){
+ case 0: // float
+ memcpy(dst, src, a->size*4);
+ break;
+
+ // TODO: maybe have loop inside if?
+ case 1: // byte
+ i8dst = (int8*)dst;
+ for(int i = 0; i < a->size; i++){
+ if(!a->normalized)
+ i8dst[i] = src[i]*scale;
+ else
+ i8dst[i] = src[i]*127.0f;
+ }
+ break;
+
+ case 2: // ubyte
+ for(int i = 0; i < a->size; i++){
+ if(!a->normalized)
+ dst[i] = src[i]*scale;
+ else
+ dst[i] = src[i]*255.0f;
+ }
+ break;
+
+ case 3: // short
+ i16dst = (int16*)dst;
+ for(int i = 0; i < a->size; i++){
+ if(!a->normalized)
+ i16dst[i] = src[i]*scale;
+ else
+ i16dst[i] = src[i]*32767.0f;
+ }
+ break;
+
+ case 4: // ushort
+ u16dst = (uint16*)dst;
+ for(int i = 0; i < a->size; i++){
+ if(!a->normalized)
+ u16dst[i] = src[i]*scale;
+ else
+ u16dst[i] = src[i]*65535.0f;
+ }
+ break;
+ }
+}
+
+void
+unpackattrib(float *dst, uint8 *src, AttribDesc *a, float32 scale=1.0f)
+{
+ int8 *i8src;
+ uint16 *u16src;
+ int16 *i16src;
+
+ switch(a->type){
+ case 0: // float
+ memcpy(dst, src, a->size*4);
+ break;
+
+ // TODO: maybe have loop inside if?
+ case 1: // byte
+ i8src = (int8*)src;
+ for(int i = 0; i < a->size; i++){
+ if(!a->normalized)
+ dst[i] = i8src[i]/scale;
+ else
+ dst[i] = i8src[i]/127.0f;
+ }
+ break;
+
+ case 2: // ubyte
+ for(int i = 0; i < a->size; i++){
+ if(!a->normalized)
+ dst[i] = src[i]/scale;
+ else
+ dst[i] = src[i]/255.0f;
+ }
+ break;
+
+ case 3: // short
+ i16src = (int16*)src;
+ for(int i = 0; i < a->size; i++){
+ if(!a->normalized)
+ dst[i] = i16src[i]/scale;
+ else
+ dst[i] = i16src[i]/32767.0f;
+ }
+ break;
+
+ case 4: // ushort
+ u16src = (uint16*)src;
+ for(int i = 0; i < a->size; i++){
+ if(!a->normalized)
+ dst[i] = u16src[i]/scale;
+ else
+ dst[i] = u16src[i]/65435.0f;
+ }
+ break;
+ }
+}
+
+void*
+destroyNativeData(void *object, int32, int32)
+{
+ Geometry *geometry = (Geometry*)object;
+ if(geometry->instData == nil ||
+ geometry->instData->platform != PLATFORM_WDGL)
+ return object;
+ InstanceDataHeader *header =
+ (InstanceDataHeader*)geometry->instData;
+ geometry->instData = nil;
+ // TODO: delete ibo and vbo
+ rwFree(header->attribs);
+ rwFree(header->data);
+ rwFree(header);
+ return object;
+}
+
+Stream*
+readNativeData(Stream *stream, int32, void *object, int32, int32)
+{
+ Geometry *geometry = (Geometry*)object;
+ InstanceDataHeader *header = rwNewT(InstanceDataHeader, 1, MEMDUR_EVENT | ID_GEOMETRY);
+ geometry->instData = header;
+ header->platform = PLATFORM_WDGL;
+ header->vbo = 0;
+ header->ibo = 0;
+ header->numAttribs = stream->readU32();
+ header->attribs = rwNewT(AttribDesc, header->numAttribs, MEMDUR_EVENT | ID_GEOMETRY);
+ stream->read32(header->attribs,
+ header->numAttribs*sizeof(AttribDesc));
+ header->dataSize = header->attribs[0].stride*geometry->numVertices;
+ header->data = rwNewT(uint8, header->dataSize, MEMDUR_EVENT | ID_GEOMETRY);
+ ASSERTLITTLE;
+ stream->read8(header->data, header->dataSize);
+ return stream;
+}
+
+Stream*
+writeNativeData(Stream *stream, int32, void *object, int32, int32)
+{
+ Geometry *geometry = (Geometry*)object;
+ if(geometry->instData == nil ||
+ geometry->instData->platform != PLATFORM_WDGL)
+ return stream;
+ InstanceDataHeader *header = (InstanceDataHeader*)geometry->instData;
+ stream->writeU32(header->numAttribs);
+ stream->write32(header->attribs, header->numAttribs*sizeof(AttribDesc));
+ ASSERTLITTLE;
+ stream->write8(header->data, header->dataSize);
+ return stream;
+}
+
+int32
+getSizeNativeData(void *object, int32, int32)
+{
+ Geometry *geometry = (Geometry*)object;
+ if(geometry->instData == nil ||
+ geometry->instData->platform != PLATFORM_WDGL)
+ return 0;
+ InstanceDataHeader *header = (InstanceDataHeader*)geometry->instData;
+ return 4 + header->numAttribs*sizeof(AttribDesc) + header->dataSize;
+}
+
+void
+registerNativeDataPlugin(void)
+{
+ Geometry::registerPlugin(0, ID_NATIVEDATA,
+ nil, destroyNativeData, nil);
+ Geometry::registerPluginStream(ID_NATIVEDATA,
+ readNativeData,
+ writeNativeData,
+ getSizeNativeData);
+}
+
+void
+printPipeinfo(Atomic *a)
+{
+ Geometry *g = a->geometry;
+ if(g->instData == nil || g->instData->platform != PLATFORM_WDGL)
+ return;
+ int32 plgid = 0;
+ if(a->pipeline)
+ plgid = a->pipeline->pluginID;
+ printf("%s %x: ", debugFile, plgid);
+ InstanceDataHeader *h = (InstanceDataHeader*)g->instData;
+ for(int i = 0; i < h->numAttribs; i++)
+ printf("%x(%x) ", h->attribs[i].index, h->attribs[i].type);
+ printf("\n");
+}
+
+static void
+instance(rw::ObjPipeline *rwpipe, Atomic *atomic)
+{
+ ObjPipeline *pipe = (ObjPipeline*)rwpipe;
+ Geometry *geo = atomic->geometry;
+ // TODO: allow for REINSTANCE (or not, wdgl can't render)
+ if(geo->instData)
+ return;
+ InstanceDataHeader *header = rwNewT(InstanceDataHeader, 1, MEMDUR_EVENT | ID_GEOMETRY);
+ geo->instData = header;
+ header->platform = PLATFORM_WDGL;
+ header->vbo = 0;
+ header->ibo = 0;
+ header->numAttribs =
+ pipe->numCustomAttribs + 1 + (geo->numTexCoordSets > 0);
+ if(geo->flags & Geometry::PRELIT)
+ header->numAttribs++;
+ if(geo->flags & Geometry::NORMALS)
+ header->numAttribs++;
+ int32 offset = 0;
+ header->attribs = rwNewT(AttribDesc, header->numAttribs, MEMDUR_EVENT | ID_GEOMETRY);
+
+ AttribDesc *a = header->attribs;
+ // Vertices
+ a->index = 0;
+ a->type = 0;
+ a->normalized = 0;
+ a->size = 3;
+ a->offset = offset;
+ offset += 12;
+ a++;
+ int32 firstCustom = 1;
+
+ // texCoords, only one set here
+ if(geo->numTexCoordSets){
+ a->index = 1;
+ a->type = 3;
+ a->normalized = 0;
+ a->size = 2;
+ a->offset = offset;
+ offset += 4;
+ a++;
+ firstCustom++;
+ }
+
+ if(geo->flags & Geometry::NORMALS){
+ a->index = 2;
+ a->type = 1;
+ a->normalized = 1;
+ a->size = 3;
+ a->offset = offset;
+ offset += 4;
+ a++;
+ firstCustom++;
+ }
+
+ if(geo->flags & Geometry::PRELIT){
+ a->index = 3;
+ a->type = 2;
+ a->normalized = 1;
+ a->size = 4;
+ a->offset = offset;
+ offset += 4;
+ a++;
+ firstCustom++;
+ }
+
+ if(pipe->instanceCB)
+ offset += pipe->instanceCB(geo, firstCustom, offset);
+ else{
+ header->dataSize = offset*geo->numVertices;
+ header->data = rwNewT(uint8, header->dataSize, MEMDUR_EVENT | ID_GEOMETRY);
+ }
+
+ a = header->attribs;
+ for(int32 i = 0; i < header->numAttribs; i++)
+ a[i].stride = offset;
+
+ uint8 *p = header->data + a->offset;
+ V3d *vert = geo->morphTargets->vertices;
+ for(int32 i = 0; i < geo->numVertices; i++){
+ packattrib(p, (float32*)vert, a);
+ vert++;
+ p += a->stride;
+ }
+ a++;
+
+ if(geo->numTexCoordSets){
+ p = header->data + a->offset;
+ TexCoords *texcoord = geo->texCoords[0];
+ for(int32 i = 0; i < geo->numVertices; i++){
+ packattrib(p, (float32*)texcoord, a, 512.0f);
+ texcoord++;
+ p += a->stride;
+ }
+ a++;
+ }
+
+ if(geo->flags & Geometry::NORMALS){
+ p = header->data + a->offset;
+ V3d *norm = geo->morphTargets->normals;
+ for(int32 i = 0; i < geo->numVertices; i++){
+ packattrib(p, (float32*)norm, a);
+ norm++;
+ p += a->stride;
+ }
+ a++;
+ }
+
+ if(geo->flags & Geometry::PRELIT){
+ // TODO: this seems too complicated
+ p = header->data + a->offset;
+ RGBA *color = geo->colors;
+ float32 f[4];
+ for(int32 i = 0; i < geo->numVertices; i++){
+ f[0] = color->red/255.0f;
+ f[1] = color->green/255.0f;
+ f[2] = color->blue/255.0f;
+ f[3] = color->alpha/255.0f;
+ packattrib(p, (float32*)f, a);
+ color++;
+ p += a->stride;
+ }
+ a++;
+ }
+}
+
+static void
+uninstance(rw::ObjPipeline *rwpipe, Atomic *atomic)
+{
+ ObjPipeline *pipe = (ObjPipeline*)rwpipe;
+ Geometry *geo = atomic->geometry;
+ if((geo->flags & Geometry::NATIVE) == 0)
+ return;
+ assert(geo->instData != nil);
+ assert(geo->instData->platform == PLATFORM_WDGL);
+ geo->numTriangles = geo->meshHeader->guessNumTriangles();
+ geo->allocateData();
+
+ uint8 *p;
+ TexCoords *texcoord = geo->texCoords[0];
+ RGBA *color = geo->colors;
+ V3d *vert = geo->morphTargets->vertices;
+ V3d *norm = geo->morphTargets->normals;
+ float32 f[4];
+
+ InstanceDataHeader *header = (InstanceDataHeader*)geo->instData;
+ for(int i = 0; i < header->numAttribs; i++){
+ AttribDesc *a = &header->attribs[i];
+ p = header->data + a->offset;
+
+ switch(a->index){
+ case 0: // Vertices
+ for(int32 i = 0; i < geo->numVertices; i++){
+ unpackattrib((float32*)vert, p, a);
+ vert++;
+ p += a->stride;
+ }
+ break;
+
+ case 1: // texCoords
+ for(int32 i = 0; i < geo->numVertices; i++){
+ unpackattrib((float32*)texcoord, p, a, 512.0f);
+ texcoord++;
+ p += a->stride;
+ }
+ break;
+
+ case 2: // normals
+ for(int32 i = 0; i < geo->numVertices; i++){
+ unpackattrib((float32*)norm, p, a);
+ norm++;
+ p += a->stride;
+ }
+ break;
+
+ case 3: // colors
+ for(int32 i = 0; i < geo->numVertices; i++){
+ // TODO: this seems too complicated
+ unpackattrib(f, p, a);
+ color->red = f[0]*255.0f;
+ color->green = f[1]*255.0f;
+ color->blue = f[2]*255.0f;
+ color->alpha = f[3]*255.0f;
+ color++;
+ p += a->stride;
+ }
+ break;
+ }
+ }
+
+ if(pipe->uninstanceCB)
+ pipe->uninstanceCB(geo);
+
+ geo->generateTriangles();
+
+ geo->flags &= ~Geometry::NATIVE;
+ destroyNativeData(geo, 0, 0);
+}
+
+void
+ObjPipeline::init(void)
+{
+ this->rw::ObjPipeline::init(PLATFORM_GL3);
+ this->numCustomAttribs = 0;
+ this->impl.instance = wdgl::instance;
+ this->impl.uninstance = wdgl::uninstance;
+ this->instanceCB = nil;
+ this->uninstanceCB = nil;
+}
+
+ObjPipeline*
+ObjPipeline::create(void)
+{
+ ObjPipeline *pipe = rwNewT(ObjPipeline, 1, MEMDUR_GLOBAL);
+ pipe->init();
+ return pipe;
+}
+
+ObjPipeline*
+makeDefaultPipeline(void)
+{
+ ObjPipeline *pipe = ObjPipeline::create();
+ return pipe;
+}
+
+// Skin
+
+Stream*
+readNativeSkin(Stream *stream, int32, void *object, int32 offset)
+{
+ Geometry *geometry = (Geometry*)object;
+ uint32 platform;
+ if(!findChunk(stream, ID_STRUCT, nil, nil)){
+ RWERROR((ERR_CHUNK, "STRUCT"));
+ return nil;
+ }
+ platform = stream->readU32();
+ if(platform != PLATFORM_GL){
+ RWERROR((ERR_PLATFORM, platform));
+ return nil;
+ }
+ Skin *skin = rwNewT(Skin, 1, MEMDUR_EVENT | ID_SKIN);
+ *PLUGINOFFSET(Skin*, geometry, offset) = skin;
+
+ int32 numBones = stream->readI32();
+ skin->init(numBones, 0, 0);
+ stream->read32(skin->inverseMatrices, skin->numBones*64);
+ return stream;
+}
+
+Stream*
+writeNativeSkin(Stream *stream, int32 len, void *object, int32 offset)
+{
+ writeChunkHeader(stream, ID_STRUCT, len-12);
+ stream->writeU32(PLATFORM_GL);
+ Skin *skin = *PLUGINOFFSET(Skin*, object, offset);
+ stream->writeI32(skin->numBones);
+ stream->write32(skin->inverseMatrices, skin->numBones*64);
+ return stream;
+}
+
+int32
+getSizeNativeSkin(void *object, int32 offset)
+{
+ Skin *skin = *PLUGINOFFSET(Skin*, object, offset);
+ if(skin == nil)
+ return -1;
+ int32 size = 12 + 4 + 4 + skin->numBones*64;
+ return size;
+}
+
+uint32
+skinInstanceCB(Geometry *g, int32 i, uint32 offset)
+{
+ InstanceDataHeader *header = (InstanceDataHeader*)g->instData;
+ AttribDesc *a = &header->attribs[i];
+ // weights
+ a->index = 4;
+ a->type = 2; /* but also short o_O */
+ a->normalized = 1;
+ a->size = 4;
+ a->offset = offset;
+ offset += 4;
+ a++;
+
+ // indices
+ a->index = 5;
+ a->type = 2;
+ a->normalized = 0;
+ a->size = 4;
+ a->offset = offset;
+ offset += 4;
+
+ header->dataSize = offset*g->numVertices;
+ header->data = rwNewT(uint8, header->dataSize, MEMDUR_EVENT | ID_GEOMETRY);
+
+ Skin *skin = Skin::get(g);
+ if(skin == nil)
+ return 8;
+
+ a = &header->attribs[i];
+ uint8 *wgt = header->data + a[0].offset;
+ uint8 *idx = header->data + a[1].offset;
+ uint8 *indices = skin->indices;
+ float32 *weights = skin->weights;
+ for(int32 i = 0; i < g->numVertices; i++){
+ packattrib(wgt, weights, a);
+ weights += 4;
+ wgt += offset;
+ idx[0] = *indices++;
+ idx[1] = *indices++;
+ idx[2] = *indices++;
+ idx[3] = *indices++;
+ idx += offset;
+ }
+
+ return 8;
+}
+
+void
+skinUninstanceCB(Geometry *geo)
+{
+ InstanceDataHeader *header = (InstanceDataHeader*)geo->instData;
+
+ Skin *skin = Skin::get(geo);
+ if(skin == nil)
+ return;
+
+ uint8 *data = skin->data;
+ float *invMats = skin->inverseMatrices;
+ skin->init(skin->numBones, skin->numBones, geo->numVertices);
+ memcpy(skin->inverseMatrices, invMats, skin->numBones*64);
+ rwFree(data);
+
+ uint8 *p;
+ float *weights = skin->weights;
+ uint8 *indices = skin->indices;
+ for(int i = 0; i < header->numAttribs; i++){
+ AttribDesc *a = &header->attribs[i];
+ p = header->data + a->offset;
+
+ switch(a->index){
+ case 4: // weights
+ for(int32 i = 0; i < geo->numVertices; i++){
+ unpackattrib(weights, p, a);
+float sum = weights[0] + weights[1] + weights[2] + weights[3];
+if(sum){
+ weights[0] /= sum;
+ weights[1] /= sum;
+ weights[2] /= sum;
+ weights[3] /= sum;
+}
+ weights += 4;
+ p += a->stride;
+ }
+ break;
+
+ case 5: // indices
+ for(int32 i = 0; i < geo->numVertices; i++){
+ *indices++ = p[0];
+ *indices++ = p[1];
+ *indices++ = p[2];
+ *indices++ = p[3];
+ p += a->stride;
+ }
+ break;
+ }
+ }
+
+ skin->findNumWeights(geo->numVertices);
+ skin->findUsedBones(geo->numVertices);
+}
+
+// Skin
+
+static void*
+skinOpen(void *o, int32, int32)
+{
+ skinGlobals.pipelines[PLATFORM_WDGL] = makeSkinPipeline();
+ return o;
+}
+
+static void*
+skinClose(void *o, int32, int32)
+{
+ ((ObjPipeline*)skinGlobals.pipelines[PLATFORM_WDGL])->destroy();
+ skinGlobals.pipelines[PLATFORM_WDGL] = nil;
+ return o;
+}
+
+void
+initSkin(void)
+{
+ Driver::registerPlugin(PLATFORM_WDGL, 0, ID_SKIN,
+ skinOpen, skinClose);
+}
+
+ObjPipeline*
+makeSkinPipeline(void)
+{
+ ObjPipeline *pipe = ObjPipeline::create();
+ pipe->pluginID = ID_SKIN;
+ pipe->pluginData = 1;
+ pipe->numCustomAttribs = 2;
+ pipe->instanceCB = skinInstanceCB;
+ pipe->uninstanceCB = skinUninstanceCB;
+ return pipe;
+}
+
+// MatFX
+
+static void*
+matfxOpen(void *o, int32, int32)
+{
+ matFXGlobals.pipelines[PLATFORM_WDGL] = makeMatFXPipeline();
+ return o;
+}
+
+static void*
+matfxClose(void *o, int32, int32)
+{
+ ((ObjPipeline*)matFXGlobals.pipelines[PLATFORM_WDGL])->destroy();
+ matFXGlobals.pipelines[PLATFORM_WDGL] = nil;
+ return o;
+}
+
+void
+initMatFX(void)
+{
+ Driver::registerPlugin(PLATFORM_WDGL, 0, ID_MATFX,
+ matfxOpen, matfxClose);
+}
+
+ObjPipeline*
+makeMatFXPipeline(void)
+{
+ ObjPipeline *pipe = ObjPipeline::create();
+ pipe->pluginID = ID_MATFX;
+ pipe->pluginData = 0;
+ return pipe;
+}
+
+// Raster
+
+int32 nativeRasterOffset;
+
+#ifdef RW_OPENGL
+struct GlRaster {
+ GLuint id;
+};
+
+static void*
+createNativeRaster(void *object, int32 offset, int32)
+{
+ GlRaster *raster = PLUGINOFFSET(GlRaster, object, offset);
+ raster->id = 0;
+ return object;
+}
+
+static void*
+destroyNativeRaster(void *object, int32 offset, int32)
+{
+ // TODO:
+ return object;
+}
+
+static void*
+copyNativeRaster(void *dst, void *, int32 offset, int32)
+{
+ GlRaster *raster = PLUGINOFFSET(GlRaster, dst, offset);
+ raster->id = 0;
+ return dst;
+}
+
+void
+registerNativeRaster(void)
+{
+ nativeRasterOffset = Raster::registerPlugin(sizeof(GlRaster),
+ ID_RASTERWDGL,
+ createNativeRaster,
+ destroyNativeRaster,
+ copyNativeRaster);
+}
+
+void
+Texture::upload(void)
+{
+ GLuint id;
+ glGenTextures(1, &id);
+ glBindTexture(GL_TEXTURE_2D, id);
+ Raster *r = this->raster;
+ if(r->palette){
+ printf("can't upload paletted raster\n");
+ return;
+ }
+
+ static GLenum filter[] = {
+ 0, GL_NEAREST, GL_LINEAR,
+ GL_NEAREST_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_NEAREST,
+ GL_NEAREST_MIPMAP_LINEAR, GL_LINEAR_MIPMAP_LINEAR
+ };
+ static GLenum filternomip[] = {
+ 0, GL_NEAREST, GL_LINEAR,
+ GL_NEAREST, GL_LINEAR,
+ GL_NEAREST, GL_LINEAR
+ };
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
+ filternomip[this->filterAddressing & 0xFF]);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
+ filternomip[this->filterAddressing & 0xFF]);
+
+ static GLenum wrap[] = {
+ 0, GL_REPEAT, GL_MIRRORED_REPEAT,
+ GL_CLAMP_TO_EDGE, GL_CLAMP_TO_BORDER
+ };
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
+ wrap[(this->filterAddressing >> 8) & 0xF]);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
+ wrap[(this->filterAddressing >> 12) & 0xF]);
+
+ switch(r->format & 0xF00){
+ case Raster::C8888:
+ glTexImage2D(GL_TEXTURE_2D, 0, 4, r->width, r->height,
+ 0, GL_RGBA, GL_UNSIGNED_BYTE, r->pixels);
+ break;
+ default:
+ printf("unsupported raster format: %x\n", r->format);
+ break;
+ }
+ glBindTexture(GL_TEXTURE_2D, 0);
+ GlRaster *glr = PLUGINOFFSET(GlRaster, r, nativeRasterOffset);
+ glr->id = id;
+}
+
+void
+Texture::bind(int n)
+{
+ Raster *r = this->raster;
+ GlRaster *glr = PLUGINOFFSET(GlRaster, r, nativeRasterOffset);
+ glActiveTexture(GL_TEXTURE0+n);
+ if(r){
+ if(glr->id == 0)
+ this->upload();
+ glBindTexture(GL_TEXTURE_2D, glr->id);
+ }else
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glActiveTexture(GL_TEXTURE0);
+
+}
+#endif
+
+}
+}